Kingmaker. The shadows behind the throne.

Game Master DBH

An odd group gathers together. Their purpose to reclaim the Stolen lands. But what secrets do they carry with them into this dangerous land?

Charter

Party loot

KIngdom tracking sheet

Greenbelt map

Terrain costs and improvements

Greenbelt RRR

Notices 4

The Slough;

Stolen lands Overview

Handout One;

Tazlford

Fort Drelev

Combat:


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Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Finally, some physical maps! Now exploring these wilds won't just be a matter of memory. As for this fellow...a mystery he is. Those headhunters we fought carried poison, so an encounter with them would explain these tainted wounds. I wonder who he was for them to want him dead, too."

Colwyn claims the map and the masterwork thieves' tools.

Anything that isn't immediately claimed, I'll add to the Party loot.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard raises an eyebrow "Why have you been going off memory? I don't think I've shown you the map I've been working on have I?" Richard takes out what seems to be an early draft of a map he's been making of the area. He adds a few notes from the new map. "I've still got to map this area when we're done exploring."

Richard's Map


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Mykhael said a short prayer for the mysterious corpse before he rooted through the man's belongings. Nothing caught his eye and he passed on scavenging from the dead man.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn harrumphs, feeling foolish after seeing Richard's work.

"Are we still returning to Oleg's to turn Tuskgutter here into sausage?" he growls. "Or are we going to investigate these camps first?"

Not waiting for a response, Colwyn moves to untether his horse from the sapling where he hitched the reins.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Colwyn the Toad wrote:
"Are we still returning to Oleg's to turn Tuskgutter here into sausage?" he growls. "Or are we going to investigate these camps first?"

Niadroub Kliip walks over from the dead man to consult with Colwyn and Richard while looking at Richard's map.

"This new map says there are kemps here (hex 26) and here (hex 35). Let's avoid the kemp next to where we think the Steg Lord's base is (hex 36). Let's look at this kemp (hex 26) since we're out here,
and the goo beck to Oleg's."


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

"I wont argue with that. Elenna was able to keep the last few boars fresh for a while."

Getting his own horse he smiles at Colwyn. "I'll give you a copy of the final one... we'll need your in put for future planning. If this does all pan out your insights will be invaluable. You've got the experience that would make planning out roads and patrols a lot more effective, thats just the obvious bits. I am sure you've got some ideas on other areas."


Are you sure you want to do that?

How are you heading to Hex26? Through Hex27, or back to Hex20, then down?


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

"It is simple enough for me to place a charm that will keep meat fresh."

Did we explore Hex 19? Or is that where we are? 19 and 20 are both adjacent to 26.

I'd be game to go: 26 - 27 - 28 - 22 - 16 - 10 - Oleg. Explore the first 4 and then just walk through the others.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Mykhael took a look at the map and suggested, Best if we double back and approach from the north." He looked to his companions, "We know that way is clear."

Back to 20 and then down.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

20 then down. We can decide once we've dealt with the bandits from there.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

20 then down.

Elena Voritzova wrote:
I'd be game to go: 26 - 27 - 28 - 22 - 16 - 10 - Oleg. Explore the first 4 and then just walk through the others.

That will take days. Remember, we have to "explore" for at least 8 hours to claim the hex. We need get the boar back to Oleg. I WILL NOT MISS OUT ON MY HEAD CHEESE, ELENA.


Are you sure you want to do that?

No peeking:

Random: 1d100 ⇒ 55
Random: 1d100 ⇒ 97

With the aid of your newly found map it doesn't take long for you to reach the area marked as the camp. You can smell a campfire cooking something, and just make out faint chatter.

Newmap up top. Hidden camp. You are coming in from the NE (Top right corner).

What are you doing now?


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard keeps his voice low. "Let's take a moment to let the spellcasters cast any spells they need. The spell Elena casts that has the plants grasp at them would be quite useful here I suspect. Even so most of the bandit's we've faced so far have had plenty of ranged weapons. Perhaps some of the more covert of us could move forward into good positions for when Elenna's spell goes off."


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

Niadroub Kliip casts mage armor and then loads his crossbow.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Are these bandits?" he whispers harshly. "I'll creep forward and eavesdrop on their chatter. Knowing my luck, we're about to ambush some noble's retinue, and my head will end up on the chopping block for treason."

Colwyn sneaks into the undergrowth and tries to listen in on what these strangers are discussing, looking for hints that they are bandits or headhunters.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Mykhael gathers his companions around and calls down natures blessing upon them.

Casts Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

"Yes, let's make sure we know who we're dealing with before we start shooting."

"I have some protective magic also."

I have a shield of faith and a barkskin. Who wants them?


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
Niadroub Kliip wrote:
I WILL NOT MISS OUT ON MY HEAD CHEESE, ELENA.

:)

FYI though purify food and drink can be cast over and over again. So unless you think someone will steal the boar from us, there's no time limit.


Are you sure you want to do that?

Lets kill Colwin:

perception Teal: 1d20 + 8 ⇒ (16) + 8 = 24
perception Violet: 1d20 + 8 ⇒ (20) + 8 = 28

Both the men on watch stiffen and call out an alarm as Colwyn slips closer in an attempt to listen in on their conversation. "Some bastards trying to spy!" Is the call.

Longbow Teal: 1d20 + 8 ⇒ (1) + 8 = 9
Longbow Violet: 1d20 + 8 ⇒ (12) + 8 = 20

One misses wide, the other just hits.

Damage: 1d8 ⇒ 4

Combat begins. As this is a big brawl the init order will be up top.

Niadroub is first, the the two guards and Richard. The the rest of the party, who all have the same init.

Longbow Teal: 1d20 + 8 ⇒ (15) + 8 = 23
Longbow Violet: 1d20 + 8 ⇒ (11) + 8 = 19

The guards fire again, this time Teal hits while the other misses.

Damage: 1d8 ⇒ 8

Niadroub's action will count 1st, now the whole party may act.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Mykhael rushed forward pushing his way through the bushes and towards the camp.

Mykhael threatens the bow man with his long spear(+6 to hit, 1d8+6 damage).
Was Mykhael able to cast bless before the combat started?


Are you sure you want to do that?

You all cast your spells before this started.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

@Elenna I would have said Colwyn in case something happened while he was scouting but that ship has sailed I think....failing that Niadroub or Xantria?"

Richard moves up in front of and to the side of Mykhael with his sword out to harass the sentry. He suspected the man would back off but likely it would be closer in towards their camp where he hoped Elena would cast her spell. If he drew a melee weapon, well he had two targets to contend with.

If the guy provokes an AOO +9 to hit, 1d8 damage


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
GM_DBH wrote:
You all cast your spells before this started.
Richard Harmon wrote:
@Elenna I would have said Colwyn in case something happened while he was scouting but that ship has sailed I think....failing that Niadroub or Xantria?"

Okay... prior to combat then I will cast shield of faith on Niadroub and barkskin on Xantria.

"Well... they don't seem to like visitors," Elena remarks.

She draws out her holy symbol and raises it to the sky. "Father Deadeye, raise the plants against thy enemies!"

The plants of the campsite begin to grow and entangle those within the site.

Casting entangle. DC 14 Reflex to resist. The green circle is the AoE... it's shaped like Pac-Man so you can see where the middle is. Also making a single move south.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

Niadroub Kliip tries to hit the outlier that's attacking Colwyn.

Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d10 ⇒ 6

His attack startled the teal bandit real good, probably.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn curses as one arrow glances his leg while another lodges in his shoulder.

He quickly snaps off a shot with his bow before retreating back towards the rest of the party.

MWK Shortbow vs. Red, Point Blank: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Assuming Red is still Flat-Footed because it hasn't acted yet:
Sneak Attack: 2d6 ⇒ (6, 2) = 8


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

So much for diplomacy, Xan though as she ran after Richard, moving to strike at the bandit engaging him.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Crit Confirm: 1d20 + 8 ⇒ (16) + 8 = 24
Crit Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Are you sure you want to do that?

Tangles:

Reflex red: 1d20 + 5 ⇒ (3) + 5 = 8
Reflex Yellow: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex Green: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex Orange: 1d20 + 1 ⇒ (14) + 1 = 15
Reflex Blue: 1d20 + 3 ⇒ (10) + 3 = 13
Reflex Teal: 1d20 + 7 ⇒ (19) + 7 = 26

The green 'X' means entangled.

Colwyn sinks an arrow deep into Red before hurriedly retreating.

Xantria rushes up and cuts deeply into Violet. Who curses and takes 5' step back, shooting at her while calling the alarm.

Longbow: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 ⇒ 4

Hitting Xantria with a light wound.

Orange struggles through the entangling plants and reaches the clear area, scowling at you with hostility.

That's his move thanks to difficult terrain and heavy armor.

Teal moves out of the spell zone and slips into the cover of the trees.

Stealth:

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Perception:

perception Xantria: 1d20 + 3 ⇒ (9) + 3 = 12
perception Niadroub: 1d20 + 2 ⇒ (12) + 2 = 14
perception Colwyn: 1d20 + 7 ⇒ (16) + 7 = 23
perception Richard: 1d20 + 5 ⇒ (10) + 5 = 15
perception Elena: 1d20 + 10 ⇒ (17) + 10 = 27
perception Mykhael: 1d20 + 1 ⇒ (4) + 1 = 5

Only Elena can still see Teal as he lines up his shot on Niadroub

The Party may act. Niadroubs action counts as the first.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Elena sees the bandit shoot Xantria with a longbow.

"No, no. that won't do."

She points her symbol again, this time at the two bandits facing Xantria and Richard. "Let Erastil's light shine on you!" she chants.

A bolt of light shoots forth and bursts behind them, catching them in a brilliant glare.

Casting burst of radiance. AoE in yellow. Reflex DC 15 or be blinded for...

Duration: 1d4 ⇒ 2 ... rounds. Also:

Damage (only if they are evil, but no save): 3d4 ⇒ (3, 1, 2) = 6


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
GM_DBH wrote:
Only Elena can still see Teal as he lines up his shot on Niadroub

"Niadroub! Watch your back!"


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

Richard tries to keep the pressure up against the man he and Mykhael had been assailing. Climbing over some of the logs he slashes at the man with his blade.

Aldori Dueling Sword: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 ⇒ 7


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Elena Voritzova wrote:
GM_DBH wrote:
Only Elena can still see Teal as he lines up his shot on Niadroub
"Niadroub! Watch your back!"

The army drilled a move-before-thinking reflex into Niadroub Kliip. At Elena's shout, he starts running as the arcane power in him reflexively boils to the surface, and he moves. Stepping through a crack in reality, he finds himself facing his attacker from the rear. He unleashes a color spray at the now-revealed bandit.

Spending 1 arcane point for dimensional slide; color spray is DC 14 vs. Will

And hopefully, that log he's behind will grant him some cover.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Mykhael moved forward pressing the attack with his spear.

Attack Purple: 1d20 + 5 ⇒ (10) + 5 = 15 bless, power attack
Damage: 1d8 + 9 ⇒ (3) + 9 = 12


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

"Now we'll even the score," Colwyn growls as he nocks another arrow, aiming another arrow at the same bandit.

MWK Shortbow vs Red: 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Colwyn then continues to move down the battlefield, skirting around his allies.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Cursing at the arrow, Xan stepped forward and struck.

Five-foot step followed by full attack. No iterative attack but it does trigger Defensive Parry, giving her +1AC against melee attacks.

Attacking Purple (or Orange if Mykhael killed him already): 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Crit Confirm... again?!: 1d20 + 8 ⇒ (19) + 8 = 27
Crit Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Seems RNGesus has turned his gaze upon me. Shame he couldn't have done that earlier when I was playing Warframe.


Are you sure you want to do that?

Reflex Orange: 1d20 + 1 ⇒ (4) + 1 = 5
Reflex Violet: 1d20 + 1 ⇒ (2) + 1 = 3

Elena blinds the pair with her spell.

Mykhael sinks his spear into Violet, ending the mans life.

Colwyn sinks another arrow into the staggering red, finishing them off.

Niadroub steps through space and appears behind Teal, a dazzling spray of light hitting the man.

Will Teal: 1d20 + 3 ⇒ (7) + 3 = 10

GM secret:

Blinded: 1d4 ⇒ 4

Teal curses as he's blinded and stunned.

Richard misses his strike.

Xantria steps past Violet as he dies and cuts Orange deeply.

GM Screen:

Reflex Yellow: 1d20 + 5 ⇒ (11) + 5 = 16
Reflex Green: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex Blue: 1d20 + 5 ⇒ (14) + 5 = 19

Orange blindly lashes at Xantria.
Longsword: 1d20 + 10 ⇒ (5) + 10 = 15

Blue, Yellow & Green break free of the plants and scramble for cover.

Teal is blinded and stunned, so the party may now act in one block.


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

As the bandits approach, Elena falls back, readying her bow. She shoots at the one that has broken free of her spell.

I assume the thick foliage counts as cover. If not add +4 to this roll:
Longbow -1 deadly aim -4 cover: 1d20 + 5 - 1 - 4 ⇒ (2) + 5 - 1 - 4 = 2

Her arrow gets stuck in the bole of a tree.

Green and Blue are still in the entangle zone and at the end of my turn they have to make another save or get entangled again.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Parrying the bandit's sword, Xan flowed immediately into another strike, intending to finish him off.
Full Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Seeing they have their foe reeling Mykhael thrust his spear at the flailing bandit.

Attack Orange: 1d20 + 5 ⇒ (6) + 5 = 11 Bless, Power Attack
Damage: 1d8 + 9 ⇒ (6) + 9 = 15 Power attack


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn moves up, sliding from hiding behind Richard, and fires an arrow at the nearest, unengaged enemy.

MWK Shortbow vs Yellow: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
Confirm?: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Crit Damage?: 2d6 + 2 ⇒ (1, 6) + 2 = 9

It seems my rolls are the best of times and the worst of times.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

Niadroub Kliip runs up to the teal bandit and tries to brain him.

Heavy mace: 1d20 ⇒ 19
Damage: 1d8 ⇒ 7


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

With one of the bandits down Richard moves to engage another outside the area of Elena's spell.

Dueling Sword Vs Yellow: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 ⇒ 5


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Richard Harmon wrote:
[dice=Dueling Sword Vs Yellow]1dd20+9

For some reason, this translated as "1d6d20." Not sure if that 17 in the middle of your roll is the d20, or not.


Are you sure you want to do that?

Reflex Blue: 1d20 + 1 ⇒ (4) + 1 = 5 Entangled again.
Reflex Green: 1d20 + 3 ⇒ (11) + 3 = 14

Mykhael, Elena & Richard both miss their opponent.

Colwyn puts an arrow into Yellow, who yelps and says something unkind about his parentage.

Niadroub puts a nasty dent into Teals skull.

Xantria continues to cut Orange to shreds.

Orange slashes back at Xantria
Longsword: 1d20 + 10 ⇒ (18) + 10 = 28
Blindness: 1d100 ⇒ 85

He misses his attack.

Yellow & Green team up on Richard.
Dagger Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Shortsword Yellow: 1d20 + 2 ⇒ (18) + 2 = 20

Dagger Green: 1d20 + 2 ⇒ (10) + 2 = 12
Shortsword Green: 1d20 + 2 ⇒ (9) + 2 = 11

Dagger Yellow Crit confirm?: 1d20 + 2 ⇒ (12) + 2 = 14 Nope.

Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Richard takes 8hp damage.

Teal is no longer stunned, but still blind, he drops his bow and draws his Shortsword.
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Blindness: 1d100 ⇒ 94 He also misses due to being blind.

The party may now act.


Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image

Realizing that Richard is out numbered Mykhael turns toward the fray and stabs his spear at the closest bandit and advised, "Now would be a good time to surrender."

Attack, Yellow: 1d20 + 5 ⇒ (14) + 5 = 19 Bless, Power Attack
Damage: 1d8 + 9 ⇒ (8) + 9 = 17 Power attack


Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17 | Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28

Elena steps to one side and takes a shot at the man who is still entangled by her spell.

Longbow +1 bless -4 cover -1 deadly aim: 1d20 + 5 + 1 - 5 ⇒ (11) + 5 + 1 - 5 = 12
Hopefully with his entangled penalties that might be a hit... doubt it but maybe.

Longbow damage: 1d8 + 2 ⇒ (5) + 2 = 7


Are you sure you want to do that?

Mykhael just killed Yellow. To keep it clear for the rest of you deciding who to attack.


Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10

It ate my post... those were some good rolls.

Seeing the man before him go down Ricard circles around his foe and strikes.
Attack Vs Green: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 1d8 ⇒ 6

@Colwyn setting up a flank for you if you're inclined.


Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72

Niadroub Kliip casts mace to the face:

Attack w/ heavy mace: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 ⇒ 6

Assuming that kills the bandit, he moves back behind a fallen log for cover.

If teal is still up, let me know, and I'll move the marker back.


Per +16, Init +4, F/R/W +8/+15/+9, AC 20/22 (T 15, FF 15), HP 67/67, CMB +11, CMD 24 Maps: Thornholme Republic of the Kamelands

Colwyn watches Richard circle around the enemy, and a sadistic gleam sparks in the scoundrel's eye.

He drops his bow and draws his sword as he moves to catch the foe in the back.

MWK Shortsword vs. Green: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10
Damage with Sneak Attack: 3d6 + 2 ⇒ (4, 6, 1) + 2 = 13

His boot catches on a root, however, and he stumbles at an inopportune moment, sparing his target's life for now.


Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39

Xan kept up the pressure on her opponent, wanting to end this quickly so she could help elsewhere.

Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

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My second table has lost their Cleric over the break and needs someone who can cover the healer role for the party.

Currently we have in the party:
1 Fighter.
1 Rogue.
1 Vigilante.
1 Bard/fighter.
1 Arcanist.

Starting level is 5th.

The Crunch:
20 point buy.
All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me.
No 3PP.
No Evil alignments.
I am adding new parts so previous experience isn't a problem.
Maximum HP's and gold for your class at 1st level, roll once for hps for every level after that, if it's no good take the average.
1 or 2 paragraphs telling me about your character
2 traits, you don't need to take a campaign trait at this stage, but you can if you want. No drawbacks!
Any questions or clarifications just ask.

Looking for a quick recruitment, so closing by 17/1/19.

Silver Crusade

hello DBH! I've not been able to play kingmaker yet, so I'll see if I can write up anything for this.

just a couple of questions,

1. What is the main deity of the kingdom?
2. What is the alignment decided on?
3. Are the members leaning towards a more industrial power, or one that can more easily coexist with nature and the like?
4. When you say healer, do you mean HP damage, ability damage, or both? Dedicated healing with some support(like cedric), or would being able to use a CLW wand, and throw around a couple emergency heals be the basic requirement?


Pathfinder Adventure Path, Rulebook Subscriber

I had a character at one point for a Kingmaker game that would fill the role you want nicely I think, not sure where she is but I'll try to find her after work tonight.


@GM_DBH Did you intend for the gold to be only level 1 max (240g) versus average gold for a level 5 (10,500g)?


Hello. I've got a really oddball character for you. Would you be opposed to a faun fey character? I've built the race in race-builder to hopefully be balanced, but I could change it around if needed. If not, that's okay.


Using the build rules as written, here is my very poor Cleric. Not much to tell about him, he is a basic heal bot that tries to keep the party going. As normal, if picked I'll give him a name, make an alias, and provide a little backstory.

healer:

Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +3 (1d4/19-20) or
. . cold iron scimitar +3 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Acrobatics -7 (-11 to jump), Diplomacy +15, Heal +10, Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Other Gear chainmail, heavy wooden shield, cold iron dagger, cold iron scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], mess kit[UE], pot, silver holy symbol of Sarenrae, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Sarenrae, 8 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


Do you allow VMC? I've got a really neat healer all built but it requires VMC.
standard 5th level gold?


would you be interested in a False priest of Razmieran that is in over her head, lol. with a lot of healing equipment-

Dark Archive

Dotting


This is drogeney, working on updating this character. She is headed towards the Feysworn PRC as a cleric of the Lantern King.

As a question are background skills in use? If not I have to remove them and adjust accordingly.


Sorry for going quiet, my health is very bad at the moment. I will update everyone as to how things are after Monday and the Doctors appointment.

I will answer the questions though.

The last Cleric was a worshiper of Erastil. Party is generally of good alignment and don't really worry too much over religion, as long as religion doesn't bother them too much.

They haven't really decided on more than lets get the kingdom up and running, still too early to see where they're going. Big on second chances though. They have recruited a lot of NPC adversaries.

The party wants a dedicated healer, the bard already can throw a few CLW's around and use a wand.

On Gold yes take maximum for 5th level, sorry about that I just copied my details from the starting recruitment.

No to VMC.

No to a False priest, she'd just get knifed. :)

Backgroud skills yes.


Ok, I'm working on someone. As a means to connect with the party, I am thinking about the character living in the wilds and joining the new settlement. Is that okay, or should I use a different excuse?


This is an introduction to the character, Arvydas Vanduovicius. He's going to be either an Oracle or Shaman (not sure yet). The story will be tweaked to your directions and to intertwin possible traits (which I haven't even considered yet).

Background:

Arvydas was born in the Stolen Lands, though his parents were originally from Brevoy’s countryside. Followers of the old religion worshipping the spirits of the land, superstition and xenophobia made them flee their homeland and seek shelter in the wilds.

From a young age, he showed the same talent as his father to sense the spirits and nature forces. Bodan instructed the young boy in an attempt to make the old religion endure. Arvydas inherited his father’s talent and his mother’s wisdom, so he ended up being a very capable shaman.

The Stolen Lands is not a nice place to be, though, filled with natural hardships and rough people. However, thanks to their talents for survival and spirit-talking, they managed to live off the land and scare most of the bandits inhabiting the zone, even befriending the most benevolent of them.

One day, his old father talked to him, making him know of the King Surtova edict to dispatch people to the Stolen Lands and form a new country. ”Child” he said, ”these people are coming to these lands and there’s nothing we can do about it. But there is certainly something that we should do, and that is to ensure that our religion does not die with us.” So he was entitled to make the faith persist through time.

He left his home and family, in pursuit of the Brevoy expedition, with the aim to find a niche for him in the founding of the new country and thus spread the old faith or, at least, try to gain the hearts of the people so they won’t see it as something to be feared.

Arvydas
The young Arvydas,in his twenties, is a healthy man, not very strong or agile but still capable of surviving in the wilds. The isolation in which he grew up took some toil, and he’s not the most fluid of speakers, but he shows a great common sense and is always willing to help as much as he can when someone is in need of medical care, something that has earned him a reputation in his homeland and the respect of peasants, bandits and smugglers alike. This inclination to help and heal doesn’t mean he will hesitate to use his gifts for defense, though, and those who have tried to rob or kill him or someone under his protection have discovered that the spirits of the land are quite nasty beings to deal with.
Arvydas’s is seeking the group to establish himself and his faith in the settlement. Not to make the Old Faith a dominant religion, but just to gather together all who still worship it and avoid the masses from growing false beliefs upon it. His actions, therefore, are going to be his best weapon to gain the people’s heart.


Thanks for the answer and delays for that reason are completely understandable.

HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 2 Use average instead.
HP: 1d8 ⇒ 7
HP: 1d8 ⇒ 4

*EDIT*
There, all finished. One thing I had thought of doing when I originally made this character as a part of the story is that one of her siblings had gotten bored and come looking for her. I had thought of taking leadership when that happens and have the sibling as a follower though if youdon't want that feat taken then maybe as just an NPC or something along those lines.

Liberty's Edge

Garen Williamson Paladin Hospitaler 5 for your consideration

Liberty's Edge

Garen grew up in Rostland. As the second son of a successful merchant he stood to inherit very little. To avoid strife within the family he was promised to the church of Erastil early in his childhood. He grew up in the church growing in prowess and religious fervor. He puts a premium on family and looks to make the lands safe for those pursuing the proud traditions of farming and trade. The call to reclaim the lands to the south have brought him to the wilderness to bring civilization and faith to those who would be barbarians.


Updated heal bot with average gold wealth and background skills. Feels better to have all my healing kits now. Ready to save the world.

healer:

Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4/19-20) or
. . mwk cold iron scimitar +4 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Diplomacy +15, Handle Animal +10, Heal +12 (+13 circumstance to treat wounds or deadly wounds, +14 to treat poison, +15 to treat poison, +16 dealing with humanoid pregnancy or birth, +15 to treat common animals, but +1 to treat other creatures), Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Profession (midwife) +10, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Combat Gear healer's kit, snakebite kit[UW]; Other Gear +1 holy reliquary mithral agile breastplate[APG], +1 holy reliquary mithral heavy steel shield, cold iron dagger, mwk cold iron scimitar, handy haversack, antidote kit[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], pot, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], torch (10), trail rations (5), veterinarian's kit[UE], waterskin, wooden holy symbol of Sarenrae, 1 gp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.


@Jereru. Your background is fine. Oracle or Shaman work well, especially a Shaman with the life spirit. I've made one for another game with that and she's a very good healer as well as having water as her wandering spirit. So nature as his main and a life wandering spirit would fit your background.

@Everybody else. Some interesting and varied characters.

At this stage the Kingdom is less than a year old and just getting started. One main town and a couple of small settlements. They have a treaty with the Kobolds and the Lizardmen for peaceful coexistence.


That was one of the possibilities, yeah, a shaman Life/X or X/Life.

Another possibility, which I am considering, would need some special approval from you. I'll present my case.

The build would start as an Oracle. The chosen archetype would be Pei Zin Practitioner. It's a Tian Xia flavoured archetype, and that would be the first thing: to reflavour it just as someone who uses herbalism to heal.

Then, to get that nice koldun feeling of talking to spirits, I could just fluff it OR use also the Spirit Guide archetype.

BUT, the Spirit Guide and Pei Zin both replace class skills. Technically, that would be illegal, but I guess there should be no problem in letting Pei Zin substitute any skills gained through the spirit feature and the Spirit Guide archetype for its own thing (which is: no extra skills in exchange for the ability to use Profession:Herbalism instead of Craft:Alchemy). That would also require your approval, of course.

With this, Pei Zin would grant a feature similar to Lay on Hands, while Spirit Guide would give the flavour of a spirit managing guy (yes, and hexes, but instead of revelations, so I guess that's more or less even).

What do you say?


I've got an aasimar cleric of Sarenrae that can heal. I'll need to back him down to level five but that shouldn't be too hard.

Silver Crusade

Ok, working on a cleric of Abadar, not sure if they will be ranged or melee for combat, non-healing roles, probably ranged. Question, would you allow composite crossbows? (Like the longbow?)

He will be LN likely, with a merchant background focused on fixing the most important issue of the kingdom, its written laws, its monetary system, and its trade/economy. For walls require funding, guards require payrolls, and so on and so forth.

He will also have a small flair for the extravagant, though always tempered with functionality


Hey, I'm interested in this. I'll put something up for you to review tomorrow.

What is your party doing at the moment?


HP 2nd lvl: 1d8 ⇒ 4
HP 3rd lvl: 1d8 ⇒ 8
HP 4th lvl: 1d8 ⇒ 8
HP 5th lvl: 1d8 ⇒ 7


@Leinathan. The party is just starting book two, dealing with the first problems they've encountered in their new town.

@Jereru. Nope. One archetype only.


So far we have completed.

Zelera - Female Human Cleric of ?
Garen Williamson Male Human Paladin (Hospitaler) of Erastil
[b]???-/b] Male Aasimar cleric (merciful healer) of Sarenrae.

And a number of possibles. I'll close the re-recruitment on Wednesday. So if you want to join get building. :)


Zelera - female human cleric of The Lantern King


Here is my Cleric of Sarenrae, Sonny Wright

HP 2: 1d8 ⇒ 2 5
HP 3: 1d8 ⇒ 8
HP 4: 1d8 ⇒ 7
HP 5: 1d8 ⇒ 8


Hi guys,

I am one of the players in the game - from my part, thanks a lot for all the ideas put forth so far.

I am curious to know a bit more about your characters - how do you see yourself playing them, both in the group and out of it, both in combat and out of combat?

Stuff like group dynamics, interacting with NPCs, things like that - how do they pan out for your character?

Silver Crusade

I think I will formally withdraw, while I am interested in a law abiding pc for kingmaker, I just don't think a cleric or divine magic class is really getting my attention, especially for this AP.

Liberty's Edge

Garen feels that he and the clerics of Erastil are to set an example for others to follow. He offers support and encouragement to anyone who is of the faith or not and works his best to support those around him whether it be in combat or out.

In combat he is more of a defensive fighter utilizing his heavy armor to allow him to drive directly into the enemy. He tends to go after the larger of the foes but only calls on his smite when the situation is dire. He will sacrifice a moment in combat to heal his companions if needed.

Outside of combat Garen is polite but persistent if there is something he wants. He is typically friendly, always giving thanks to Erastil and looking for opportunities to bring others to the faith. Garen does not however tolerate lies and has become rather good at discerning them (sense motive 10).


Zelera is a woman on a mission, she was tasked by The Lantern King with making sure that this burgeoning kingdom is one that will respect nature and the rights of the fey that may reside within it's borders and to keep the place from becoming stodgy and boring.

Out of combat she is meant to be a fairly social character who can serve as the face of the groups when needed but primarily is a source of spiritual guidance and a little chaos. She is likely to prank people if she feels they are being too rigid or full of themselves and while this could cause some problems for everyone she would see this as a necessary thing. None of this would be harmful really, more embarrassing. While I would generally have her trick the other PCs as well as NPCs if she felt it was needed I would refrain from that if the group preferred.

In combat Selera is meant to be a support/controller. She can provide some buffs and will have healing available but she is meant to use magic to turn her enemies against themselves and debuff them. She won't be able to do much damage in combat but she isn't meant to and you seem to have that covered already anyway. I may end up picking up the feats for star toss style to give her a bit more usefulness in that regard.

Also note that while she is technically human Zelera does not see herself that way. She fully believes she is one of the fey and she is on her way to becoming one. She already has the Fey Obedience feat and I will likely move her into the Feysworn PRC next level which has a number of things it can do as it levels up that should provide her with more durability and utility.


Reknar Heldergast wrote:

I am curious to know a bit more about your characters - how do you see yourself playing them, both in the group and out of it, both in combat and out of combat?

Stuff like group dynamics, interacting with NPCs, things like that - how do they pan out for your character?

My character is pretty much just a heal bot to keep you all alive so that you can keep progressing. While he is pretty good at diplomacy (because he needs charisma for channels), he can take the front line on discussions and negotiations or auto assist anyone else that cares to do it. I don't anticipate ever hitting stuff, but can if I have to. He is more about being merciful and redeeming and forgiving the evil (i.e. he wont channel to harm) and he sees the good in everyone.


Sonny has seen much and lived a rough life. He is understanding of others problems and looks to lead them out of their bad places and into be productive members of society, like he was shown. He is ready to forgive and help those who want it but ready to put down those who don't. Much like his goddess he believes in redemption but hates undead.

In combat he is a caster. He will use his spells to help and only enter combat if needed. He will heal both with spells and channels if needed.

Out of combat he is social and diplomatic. He tries to get along with everyone because you can't redeem someone who hates you.


After my players gave me their picks I have selected the successful applicant. Thanks to all those who entered but Zelera is the winner.

Could you post in the discussion thread please, once they deal with their current problem we'll have you join the team.

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