Castor Antares |
Going by the original post, I think PM said he (she?) would be mainly looking at background. I think us minutiae-workers are just doing in in case we get picked.
As far as kingdom roles go, Castor would obviously be best suited for a High Priest, though he would also do fine as a Councilor.
By the way, Pungeon Master, you forgot Iacobus in your latest list.
Pungeon Master |
@Wetscale: All I need to make my decisions are backstory and a rough idea of what the character can do. It's okay if not everything is set in stone days in advanced.
@Castor: Irnk said they were submitting a cavalier, and did so. If he'd rather try with Iacobus then that would be fine, but I didn't see anything to say he was.
Alayini "Alayi" Eraya |
hm... definately lots of folks that have interesting backgrounds and motivations... no matter who gets selected this should be a fun group.
As for long term kingdom roles... thinking that she would probably fill the roll of Spymistress, Marshal, or maybe even Grand Diplomat. Looking forward to seeing where this goes.
Rufus Fitzroi |
As is strongly alluded to in his Background, Rufus' primary choice for kingdom role would be Ruler. Depending on how matters go & whether or not he takes the dip into Bard, he can potentially serve servicably in any position, but the more Martial ones, (General, Marshal, Warden) are where he would most obviously function best.
PM, will you be using the updated Kingdom rules from Ultimate Campaign, particularly the new options found there, or just the rules from Kingmaker itself?
@Castor: Irnk said they were submitting a cavalier, and did so. If he'd rather try with Iacobus then that would be fine, but I didn't see anything to say he was.
Iacobus is fun, but I have been trying with Rufus for longer. I hadn't read a specific prohibition against multiple entries from the same player, so I thought I would offer, particularly as at the time, there were no other Divine focused characters.
Pungeon Master |
Everyone please go look at the other roles that your characters' main stats could let you fulfill, because I really don't want this to be "leader and then grumbling people reluctantly in other spots they don't really know what to do in".
@Rufus: I prefer only one per person. Easier for me to mentally juggle everything.
Samy |
Submitting a nature-oriented female human cleric of Uskyeria, the Saintly Slumberer.
Race: Human (Kellid)
* Abilities: Wisdom +2
* Focused Study: Free Skill Focus at lvls 1-8-16, replaces bonus feat
* Heart of the Wilderness: Half class level bonus on Survival, replaces extra skill point
Abilities: Str 13 Dex 12 Con 12 Int 14 Wis 19 Cha 10
Alignment: Lawful Good
Class: Cleric
Deity: Uskyeria, the Saintly Slumberer
Feather Subdomain: Half class level bonus on Perception, Fly class skill, fly maneuverability increase one step
Strength Domain: Half class level bonus on melee attacks, Strength checks, 3+Wis/day
Traits:
Social/Seeker: Perception +1 and class
Region/Militia Veteran: Survival +1 and class
Campaign/Pioneer: Knowledge (nature) +1 and free horse
Drawback: Undecided
Feats:
Skill Focus (Survival): Survival +3
Fast Learner: +1hp and +1sp per favored level
Preferred Kingdom Role: Councilor, Marshal or Warden (not necessarily in that order)
General Direction: Melee and buff/self-buff spells. Going crazy on Survival and Perception, for hopefully being a great non-ranger ranger. May de-emphasize undead fighting/channeling.
Avery grew up in Numeria, the savage land of super-science that neighbors the area of Kingmaker. She had a fairly happy childhood as such things go, with loving parents that still live, and a tribe that she had no significant schisms with. Yet, she has left that society behind. As she grew older, she started to realize more and more that somewhere outside Numeria, there was a land that wasn't polluted and irradiated to the bone. She felt strongly that the tribe should move to better, more fertile lands. After passing her rite of adulthood at the age of fourteen, she made her case before the tribal council, and was not flat out rejected. But that wasn't the end of it, of course -- it wouldn't be that simple. As the tribe was heavily rooted in Numeria, they felt that no such move could be done without much preparation. A dozen youths were selected from the tribe to scout out new lands, and as the spokeswoman of the migration movement, Avery was heavily suggested to put her money where her mouth was. Thus, Avery Starr was sent away from her tribe to explore the lands to the east of Numeria.
After her fifteenth birthday, Avery set out into the wilderness with little but a backpack of supplies and her tribal skills. She made her way eastwards, and little by little, the corruption of Numeria began to fade under her feet until one day she stood before the purest pond she had ever seen, in the middle of a forest clearing. Everything was vibrant green and crystal blue, to a degree she had never seen in all her Numerian years. It was that one forest pond that gave her the epiphany and firm conviction that there were indeed better lands than where she had grown up. She began to explore, going from village to village, town to town, getting to know people, getting to know the land, to make certain that this was where her tribe should come.
Time passed. Avery grew closer and closer to the green lands. Every spring, she traveled back to Numeria to her tribe, and extolled the virtues of the eastlands. Speaking with the tribal council over and over again, she requested the tribe to come with her, but the council was full of old men and women who moved slower than Avery had hoped. Every spring, she came to invite the tribe east. Every spring, they said, "this is a bad year, maybe next year". Avery grew from a teenager into a young woman, and she was starting to build a life in the eastlands. Year by year, she started to wonder more if the tribe was just humoring her and never truly intended to move. What would she do if they wouldn't? How long was she willing to wait? And would she be prepared to go back to Numeria and live out the rest of her days there, amidst the pollution and radiation? A rift started to grow. And that is where Avery is as the campaign starts. She has just returned to the eastlands from a trip to Numeria, and she is conflicted and torn between how much she loves the green lands and how much she misses her family.
During her time in the eastlands, she has served tenures in a few town's militias and has picked up the worship of Uskyeria, a fairly obscure empyreal lord of nature and sleep. She has developed a very strong Good streak, and is dedicated to protecting people and lands against evil.
Lucius Baradain |
Give a general direction for your character from a gameplay standpoint. What they'll be able to bring to a party, what aspects of their class they emphasize, and where you intend to go with them build-wise over time. It doesn't have to be along, just to give me an idea of what you're going for.
Forgot to do this part; my answer for this section is below:
Odentin |
Everyone please go look at the other roles that your characters' main stats could let you fulfill, because I really don't want this to be "leader and then grumbling people reluctantly in other spots they don't really know what to do in".
It seems the issue would be trying to decide before the game even starts, instead of making the decision in character, based on what the party has done in the game. Roleplay has got to be the key...
Arawn, for example, will have a Cha mod of +5 at level 4, which means he can fit into 7 of the roles (some making more sense than others). Given his backstory (which I need to put to paper, dang it), he will DESIRE the Ruler position. However, if someone else proves to be a better leader, he will happily support them. It all depends on what happens in game...
Alayini "Alayi" Eraya |
I agree... Alayi has no interest in the crown, but a serious interest in training the fighting forces. Or equipping them. But given her talents I could also see her being a spy or diplomat... and depending on what happens in game she could end up wanting to go for something else entirely.
All that said, think what PM is wanting is more a general guide of roles your character might fit/want to fit.
If all they are fit for (and want) is the crown, I am sure that isn't a problem... as long as they can convince the others selected that they are up for the task. But I think characters that are soley focused on that crown are going to be in a difficult pinch myself... they have to be able to prove that they don't just lead the party, but that they can lead the nation from the get go. Or the charter has to "fiated" as stating they are in charge by PM, a decision I don't know if he would be comfortable making one way or the other.
Xelani Fyodorova |
I think it's generally assumed that everyone wants to be Ruler, and I completely agree with Samy, something like this should be resolved in-game depending on who is selected.
I wonder why would you say that.
Though I'd too agree, the decision regarding rulership is a neat roleplaying opportunity given by this AP, provided everyone is mature enough to see it in that perspective and not to hold a grudge should the aftermath differ from his expectations - and a quick perusing through the submissions tells me there shouldn't be such problems.
As for Xelani, I confirm her high CHA would make her best suited for such roles as Councilor, Grand Diplomat, High Priest, Magister or General, though due to her personality it's the latter she would gun for given the choice (she's a martial character, after all).
Pungeon Master |
Interest has started slowing down considerably, and I imagine it's only going to continue on this path. Is anyone watching the thread who would object to me choosing the party on Sunday evening? I don't think we'll need a full week, but if someone really does need that time, please say so now. Plenty of dots from Wednesday that haven't been followed up on yet.
Ruler will indeed be handled through roleplay, because while it might be "cleaner" to determine it beforehand, it definitely loses out on a lot of roleplaying opportunities. But like I've said previously, if anyone makes it ugly,
@Rufus: Whoops, missed your other question; we'll be using the new stuff from Ultimate Campaign. It's a lot of new stuff, and a few changes that apparently needed to be made (I heard a friend's story about their Kingmaker campaign where, due to how the rules were previously, the majority of their kingdom was made of graveyards).
Arcane:
-Ray "Demon Caller" Remiar, Human
-Histran Thrael Anders Lebeda, Samsaran Arcanist
-Cysgood Dewin, Half-Elf Bonded Witch
-Ansha Saeralyn, Elf Wizard (Manipulator)
-Korinne Bryden, Human Arcanist (White Mage)
-Naralesh, Elf Wizard (Teleporter)
Divine:
-Castor Antares, Half-Elf Cleric of Desna
-Toran Fate-Touched, Angelkin Aasimar Oracle of Battle (Dual-Cursed)
-Avery Starr, Human Cleric of Uskyreia
Martial:
-Hadin Cassoren, Human Paladin of Erastil
-Xelani Fyodorova, Half-Elf Paladin (Divine Hunter) of Erastil
-Wetscale, Lizardfolk Flowing Monk
-Hrane Throrson, Dwarf Ranger
-Linora Avedra, Human Cavalier (Daring Champion)
-Dregan Hirscherz, Human Ranger
-Tyce Bennet, Human Brawler (Snakebite, Strangler)
-Rufus Fitzroi, Human Cavalier (Standard Bearer)
-Daen Aheritor, Half-Elf Magus (Kensai)
-Lucius Baradain, Human Fighter
Skill:
-Alayini Eraya, Ifrit Bard (Dervish Dancer)
-Paddy Finn, Human Rogue
Daen Aheritor |
I was wondering if you'd close early. I'm glad you decided to do so.
Daen is not a leader, he is a follower. I suppose he might end up in something like Marshall or even Treasurer (who wants to be the tax man?). As long as no one has too high of expectations that they'd quit when we get to that point we'll be fine. Also, I imagine that if everyone is still going at that point it will be easy to see who would fit the role best.
Xelani Fyodorova |
Barring last-minute objections, closing recruitment on Sunday seems the most sensible thing to do. This way no-one has to wait too long as interest dwindles down after the physiological potential recruitment pool has been saturated (usually consisting of 20-ish submissions, though Kingmaker tends to spike particularly high in that regard due to its popularity), while busier people still have the weekend to finalize their characters.
EDIT: Tyce, Naralesh, out of curiosity I went looking into your profiles to find that campaign O.o Two characters killed in the very first round of the very first combat? Brutal... Were you playing vanilla or was your GM cranking up the difficulty to adjust for a more powerful party?
'Tyce Bennet' |
Yep haha... The Swashbuckler was able to hightail it since he was already by the gate, and they took the bard captive to hold her for ransom since she was very obviously a noble. We were in the middle of our nighttime rescue mission with our replacement characters (and doing VERY well with it) when suddenly the GM just up and disappeared without a word.
Naralesh |
EDIT: Tyce, Naralesh, out of curiosity I went looking into your profiles to find that campaign O.o Two characters killed in the very first round of the very first combat? Brutal... Were you playing vanilla or was your GM cranking up the difficulty to adjust for a more powerful party?
Vanilla, and I suspect an inexperienced GM who didn't realize the implications of nearly TPKing on the first round.
Xelani Fyodorova |
Xelani Fyodorova wrote:EDIT: Tyce, Naralesh, out of curiosity I went looking into your profiles to find that campaign O.o Two characters killed in the very first round of the very first combat? Brutal... Were you playing vanilla or was your GM cranking up the difficulty to adjust for a more powerful party?Vanilla, and I suspect an inexperienced GM who didn't realize the implications of nearly TPKing on the first round.
The idea of mounting a rescue mission was a good way to make the best out of a bad situation, even though it still forced you to create a wholly new character. At that point, there would have been no shame in resetting the campaign, either.
Oh well, I wish you both double luck then!
'Tyce Bennet' |
It was also only a 15 point buy, and the bard was the only one capable of any 'healing'. Though Naralesh didn't even have a chance. That x3 crit is brutal.
Thanks for the well-wishes! I'm hoping Tyce holds up. I tried to keep my background detailed but brief, giving the important and relevant information without getting longwinded. He's a new character I created recently for PFS, and I hadn't really hammered out his personality/story yet, so submitting to this campaign was a good opportunity to flesh him out a bit whether he makes it or not.
Karsh Shieldborn |
Hello, I've been following this recruitment for a while and would like to apply with this character. I debated for a long time about what I wanted to roll with and I kept coming back to a Cleric/Warpriest of Abadar due to the whole idea of Kingmaker being to "tame the wild lands". This guy could honestly be a cleric if that's whats needed but I think a warpriest fits the idea of the character better. I know there are a lot of martial characters already but I felt that this guy would bring in a bit of adaptability(I think that's what the hybrids are for anyway).
In general, he would be in the fight with his reach weapon and would provide back up buffing/healing as necessary. As time goes on, he would mostly be focusing on doing the aforementioned hitting and buffing with potentially summon at the higher levels (10+ assuming he lives that long!). In terms of positions in the kingdom, Marshal, Warden, or Enforcer would probably be best considering his god and back story. However, I would prefer to see where the winds take us to see how things go.
The characters crunch is mostly complete, I'm missing a bit of gear and maybe a few other small things but i think the more important part is that the character's background is complete. I complete the crunch for the character if I'm chosen. If it is a sticking point I can complete it fairly quickly, just didn't think it affected things too much.
Rufus Fitzroi |
Castor Antares wrote:Here's hoping we'll get further this time around. Seems like more than a few games of Kingmaker go belly-up.Seems like more than a few games ofKingmakerplay-by-post go belly-up. It's an epidemic, sadly.
There are a great number of factors that go into a successful PbP Campaign, sheer good fortune not least among them. Mostly, the ones that aren't successful are more notable because it is so easy to find evidence of them.
As to the Sunday deadline, the sooner the selection is made, the sooner play may begin.Peet |
May I offer for consideration Numalar Auritonius, a gnome sorcerer. Suitable for Ruler (everyone wants to be the ruler!) or Magister. High Charisma so also suitable for other roles. Arcane caster but also decent social skills.
Alignment is LG but he comes off as LN to outsiders most of the time.
His father described Valdralee as a city of gold and jewels and fire, a city of tall spires, beautiful gardens that bore fruits of ruby and emerald and sapphire, and fountains that sprayed diamonds instead of water. Valdralee was located in the First World, but also at the center of the world and on the surface of the sun simultaneously. It was at the center of the universe and yet secret and hidden. Numalar always wondered how a city could be in three places at once, but his father always said that "within the First world all things are possible." Even the people of Valdralee were made of gold.
Valdralee was ruled by a council of nine princes, wise and powerful scions of the great houses of the city, and the princes of the city had the ability to turn into dragons. Valdralee was the Capital City of the First World, and was a beacon of enlightenment to all. When the way was opened between the First World and the material plane, the Dominion of the city of Valdralee spread to all of Golarion as well. The knights of Valdralee took the shape of gold dragons to better protect the dominion of Valdralee and they remained in these forms; thus the gold dragons of today are allegedly descended from these Valdralean knights.
According to his father's stories, the city of Valdralee fell when the Rough Beast Rovagug was cast down and imprisoned within Golarion. The creation of the Pit of Gormuz shattered the city's connection with the center of the world. The towers of the city fell, and the gnomes of the city and the lands ruled by the city fled to the Material Plane. The gnomes of Valdralee found Golarion cold and harsh and moved underground to be near the rivers of magma that ran there. For a short time the Princes of Valdralee continued to rule the world, but not long afterwards the people of the world rejected the Princes and went their own ways. The descendants of the Princes never forgot, however, and retained the memory of their noble heritage.
Numalar's father seemed convinced that these stories were absolutely true, though anyone else Numalar spoke to outside of his family considered it pure fiction, and derided Numalar for believing it. When he would suggest to his father that Valdralee was not a real place, his father would grow stern and angry, and would force him to recite the geneaology of House Auritonius, and would strike him for every error. With over 300 generations of ancestors, Numalar would rarely get it right. While other gnome families would teach their children useful crafts, Numalar's family taught him the rules of courtly etiquette and behaviour. Though they honoured the gods Brigh, Abadar, Nethys, and even occaisionally Apsu, their primary devotions were to the spirits of their ancestors. As with the other foibles of his family, many of Numalar's neighbours derided his family for this practice, insisting that Numalar's ancestors were not divine.
Numalar grew up in a town deep within the darklands, a hybrid city consisting of lava gnomes, svirfneblin, duergar, mongrelmen, kobolds, and even a few derro. Though many gnomes lived there, Numalar's family was always distinct due to the slight golden cast of their skin. Numalar's father was also known for his arrogant and haughty demeanor and this brought Numalar's family into conflict with others on many occaisions. Eventually, an altercation between Numalar's father and the kobolds of the town escalated into a genuine feud, and the lava gnomes disowned the Auritonius family, having gotten fed up with their attitude. Numalar's family was forced to leave.
Numalar and his parents made their way to the surface, and they attempted to make a new life among the people of the world above. They found themselves in the land of Brevoy, near the Golushkin Mountains. Numalar's father's coutly manners got him a place in the court of House Garess, where he would spin tales of Valdralee for the entertainment of the court. A sorcerer of middling power, Numalar's father would often be sent on errands to treat with the dwarves of the mountains or to provide magical assistance with the patrols of House Garess as they watched for Numerian raiders.
Despite the overt friendship offered by Lord Garess and his family, Numalar's father was never given any sort of official position or title, nor was he ever given any lands or estate to call his own. In short, Numalar's family was always dependent on the generosity of House Garess, and was required to serve the house as a courtier to ensure their continued hospitality. Though Numalar's father seemed content with this, Numalar was secretly disgusted by his father's behaviour. In Numalar's eyes, his father had become little more than a court jester, and had traded their dignity for a warm bed and a full belly. Had he truly been descended from Royalty as he always claimed, his father ought to have struck out on his own, and achieved some sort of dominion on his own.
In this time Numalar descended gradually into depression and idleness. Good at making friends, he began to associate with a number of dissipate young nobles, who lived their lives drinking, carousing, and getting into fights, always confident that their status would prevent them from getting into any real trouble. Numalar spun his own stories of Valdralee to his friends, inventing a darker, more violent side of the ancient city. He would describe their wars with their arch-enemies the Red Dragons, and it seemed to most listeners that his stories were an allegory of the Nation of Brevoy and its arguably evil conquerors the house Rogarvia, a fact which often got him into trouble. Numalar's father eventually became as disgusted with Numalar's lifestyle as Numalar was with his father's.
Gradually though Numalar found that the young men he caroused with grew out of their idleness and settled down; one by one they got married or inherited their parents' estates, and the the once carefree youths became more serious and mature. Numalar felt himself to be more and more isolated. He was getting older, and the younger generation had little interest in him, yet his friends had all seemed to move on.
Numalar was practically a recluse and approaching middle age when the nation of Brevoy was shaken to its core. The ruling house, house Rogarvia, mysteriously disappeared, leaving Brevoy without a ruler. Though house Surtova would ultimately gain the throne, for a short while the houses of Brevoy jockeyed for position and a number of skirmishes were fought, skirmishes which might have escalated into full-blown war. Despite his age, Numalar's father joined the forces of house Garess and his magical prowess proved to be of great service to house Garess. Numalar was shocked that his father was willing to participate, and risk his life in battle. His father's actions revealed a side to him that Numalar had never understood.
But despite his father's value on the battlefield, his father was mortally wounded by a poisoned arrow that seemed to defy magical healing. On his deathbed Numalar's father told Numalar that it was time for him to head out on his own. "It is your duty and destiny to reestablish Valdralee," he said to Numalar. "Of all the great houses of the nine princes, ours is the last that remains, and each generation is smaller than the last. You must restore our family's honour and rebuild Valdralee here on Golarion, before the memory of Valdralee is lost forever." That night Numalar's father died.
His father's words burned Numalar to the core. Realizing that he had wasted half his life with practially nothing to show for it, he found himself with a new passion. Though house Garess gave Numalar a substantial "reward" for his father's service to them, it became clear that house Garess had little interest in retaining Numalar the way they had retained his father. This suted Numalar fine; he needed to get out on his own, and the machinations of the noble courts seemed to him to be a dead end. He used the funds to finance genuine magical training; though always posessed of magical gifts as are most Lava Gnomes, Numalar had little understanding of the practical applications of magic and realized that magic was the one thing that might get him where he needed to be.
It is now several years later, and Numalar's studies are complete. Though he is nearly out of money, he has heard of opportnities in the south of the country and intends to make his fortune, hopefully earning a proper title and perhaps a fief or estate.
Though he honours the spirits of his ancestors as his father taught him, he no longer sees Valdralee as an actual place so much as an ideal, a concept of the "Perfect City." The tale of Valdralee informs us about the rewards of honour and civilization, and he aspires to live up to these ideals as best he can.
Score Base Pts. Race Age
04 STR 07 -4 -2 -1
14 DEX 15 7 0 -1
12 CON 11 1 +2 -1
16 INT 15 7 0 +1
12 WIS 11 1 0 +1
20 CHA 17 13 +2 +1
Racial Abilities:
Scores: +2 CON, +2 CHA, -2 STR
Middle Aged: -1 STR, DEX, CON, +1 INT, WIS, CHA
Type: Humanoid
Size: Small
Speed: 20 feet
Languages: Common, Gnome, Sylvan, Draconic, Undercommon
Alternate Racial Traits
Pyromaniac: +1 CL for fire spells.
Spell Like Abilities 1/day: Dancing Lights, Prestidigitation,
Flare, Produce Flame
Darkvision 60'
Gift of Tongues: +1 to Bluff & Diplomacy, 2x Languages from Linguistics
Academician: +2 to one Knowledge skill (Nobility)
Traits
Noble Born (Garess): Ignore the first 5 feet of rocky difficult terrain;
+2 to appraise checks to evaluate natural gems and metals
Adopted: Golden-Scaled (Kobold) +2 to Bluff & Diplomacy when dealing with
non-reptile humanoids; -1 when dealing with Kobolds
Magical Knack: +2 CL but max CL equals HD
Pride: When challenged, accused, or threatened, -2 on Diplomacy and Sense
Motive vs. that person until they apologize.
Feat: Noble Scion (War) +2 to Knowledge (Nobility) and use CHA for
initiative
Class: Sorcerer (Razmiran priest archetype from Inner Sea Magic) & Draconic Bloodline (gold)
Bloodline Arcana: +1 damage per die for fire spells
Bonus Feat: False Focus
Spells Per Day: 5 1st level
Spells Known:
0 Detect Magic
0 Read Magic
0 Daze
0 Acid Splash
1 Burning Hands
1 Enlarge Person
Skills:
INT
1 Knowledge: Nobility 11
1 Knowledge: Arcana 7
1 Spellcraft 7
1 Linguistics 4
WIS
0 Perception 1
CHA
1 Bluff 9 (11 vs. non-reptile humanoids, 8 vs. Kobolds)
0 Diplomacy 5 (7 vs. non-reptile humanoids, 4 vs. Kobolds)
1 Use Magic Device 9
I haven't done gear yet; not sure how starting cash is going to be determined.
Looking forward to hearing who the winners are!
Peet