Kingmaker: Varisia

Game Master Indraea

Rise of the Runelords rebuilt as a Kingmaker style campaign forty years earlier.


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I am considering starting up a new Pathfinder Campaign set in Varisia and loosely based on the Rise of the Runelords: Anniversary Edition AP, but run more in the style of Kingmaker. Instead of starting out in Sandpoint in 4707, the campaign would start in Magnimar in 4666, and the party would be adventurers chartered with exploring the Lost Coast, killing the goblins there, and selecting a site for a new colony, in exchange for minor titles as new Magnimarian nobles, so as to run the new town.

Ideally I would like to progress at a rate of at least 10 posts/player/week, so somewhere in between one and two posts every day, though I can certainly post more frequently as my schedule allows. If it looks like there is significant interest for joining this campaign, I will go ahead and post character creation rules, expectations, etc.

(Note: Even if you're already familiar with RotR, I feel I've made enough changes that there should quite a few surprises, especially once the party progresses past the first chapter.)


You can count me in!


I'd toss in for this. I like Kingmaker. I like RotR. Combining the two sounds like good fun.


I'd be interested.

Grand Lodge

same here i would be interested also. i am playing RoTRL but never played kingmaker (and i do post very often)


I'd be interested, for sure. Sounds like a great concept. =)


Sounds fun, i dont mind :)


Interested!


Also interested. May be a chance to try out a Drunken Fist build I'm working on (probably not using the Drunken Master archetype, as I just don't like it that much).


interested.


Hm... sounds interesting. I'm thinking of making something, but I'm not sure what yet. We'll see.


Very interested. Sounds like a great new take on an already excellent pair of APs.


Very interested in this, please let me know if it develops!


I'd like to apply with this guy please. :)


I am interested.


You have piqued my interest.


Be it known that the bearer of this charter is charged by the Lord-Mayor and Council of Ushers of the city of Magnimar to explore the Lost Coast of Varisia and establish there a permanent colony. The carrier is empowered as an agent of Magnimar, thus to conduct diplomacy as necessary upon condition of ratification by the Council of Ushers, and to bring the rule of law to those parts of Varisia still uncouth and without the benefit of justice.

Upon founding a new colony, the bearer of this charter shall be free to determine the laws and governance thereof on condition of fealty to Magnimar and a monthly tithe of grain. In exchange, those funds and resources deemed vital to the establishment of the new colony shall be generously subsidized.

Witnessed the 12th day of Gozran, 4666 AR, under the authority of Lord-Mayor Varnagan Draston-Meir.

Kingmaker: Varisia is set initially in Southwestern Varisia, primarily in Magnimar and the region known as the Lost Coast. Your character is part of a small band of adventurers tasked with exploring the Lost Coast, dealing with the goblin scourge, finding a suitable site for a new town, and establishing that town. Upon completion of these tasks, you have been promised minor titles, governing the new town on condition of fealty to Magnimar.

Common Languages: Common, Dwarven, Giant, Goblin, Shoanti, Varisian

Common Faiths: Abadar, Asmodeus, Besmara, Calistria, Cayden Cailean, Desna, Erastil, Gozreh, Iomedae, Lamashtu, Norgorber, Pharasma, Sarenrae, Shelyn, The Empyreal Lords, Torag

Character Creation

- All non-optional material from core books will be permitted except as described below. If you're not sure whether it's a core book, there's two easy ways to check: "Is it a hardback?" or "Is it in the PRD?" Other material produced by Paizo (no 3rd party content) may be permitted on a case-by-case basis.

- Core races plus Aasimar, Changeling and Tiefling only. If playing human, please also select a racial subtype. The most common racial subtypes in the Varisian region are Chelaxians, Shoanti, Taldans, and Varisians.

- All Class options and archetypes are permitted, except those tied to firearms or having an explicitly 'Asian' theme.

- 25 point buy for stats. This is going to be an epic fantasy campaign.

- Characters start with 150 gp.

- No evil characters allowed. I will occasionally permit evil characters in my campaigns, but not this time.

- One Campaign trait from the list below and one other trait of your choosing.

- The Downtime and Retraining rules from Ultimate Campaign will both be available, and we will be using the updated exploration/kingdom building rules from there, rather than the older rules in Kingmaker.

Campaign Traits:
Bastard
One of your parents was a member of one of Magnimar's great houses, but as an illegitimate child, you were an embarrassment best ignored. You gain a +1 trait bonus on Knowledge (local) checks and Will saves, but suffer a -1 penalty on all Charisma-based skill checks when dealing with Magnimarian nobility.

Dispossessed
Your family's homestead was destroyed by giants, goblins, or ogres in the hinterlands beyond Magnimar's sphere of control, forcing you to relocate to the city. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on attack rolls and damage rolls against creatures of the giant and goblinoid subtypes.

Merchant Family
Your family is not one of the great houses, but aspires to one day accumulate enough wealth to achieve that position. You gain a +1 trait bonus to Appraise checks, and a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks when bargaining for goods.

Scholar of the Ancients
You've either been drawn to Varisia by tales of the cyclopean monuments from a long-forgotten age, or else never outgrew your youthful fascination with the ancient ruins littering the Varisian landscape. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Scion of Magnimar
You are a member of one of Magnimar's great houses, but because of the order of your birth or some event in the past, you will receive no inheritance, and must seek out your own fortune, perhaps by expanding the influence of your family and gaining a title of your own. You gain a +1 train bonus on Diplomacy and Intimidate checks made within Magnimar or with nobility anywhere within Varisia. Additionally, you begin play with a noble's outfit, a signet ring, and a light horse (not combat-trained).

Shoanti Native
You gain a +1 trait bonus on Survival checks while in Varisia, and a +1 trait bonus on rolls to confirm critical hits made using an earth breaker or klar. Additionally, you gain proficiency with either the earth breaker or klar.

Varisian Native
You gain a +1 trait bonus on Knowledge (geography) checks made relating to Varisia and gain a +1 trait bonus on damage rolls made during the surprise round with a bladed scarf or starknife. Additionally, you gain proficiency with either the bladed scarf or starknife.

Note:
Please include a background for your character and a reason why the Lord-Mayor and Council of Ushers would entrust this task to them.


Doh. None of those apply to Charles.

I don't suppose you have anything relating to a Noble from Ustalav? I'd also imagine a Ustalavian to be Taldan, over Chelaxian, Varisian and Shoanti.

Thanks. :)


I'm going to apply with Xavian.

Background:
Xavian is a practitioner of the arcane and a scholar. He spends a great deal of time in libraries public and private. His father Harper Graves is a powerful wizard in Magnimar that trained his young son in his craft. Though his father is not a lord or noble by choice (He does not enjoy being distracted from his arcane studies), he is a respected man in Magniamr whose counsel on all matters is often sought.

Xavian having come of age recently and being a restless man has received the blessing of his father to set forth on an adventure to the Lost Coast to seek out knowledge and practice his craft. His father is a firm believer that you cannot become a master of the arcane arts until you have learnd to apply your skill in the real world, not necessarily in battle, but in situations that require creative use of the arcane.

Xavian's father is particularly interested in ancient Thassilon. It is said that there is still much arcane information to be gleaned fromt the ancient ruins that dapple Varisia's landscape. He feels this would be a perfect opportunity for furthering his knowledge of the former Empire by sending his son on this expedition.

Xavian has been entrusted with a charter due to the status of his father in Magnimar.

Campaign Trait: Scholar of the Ancients

I picture Xavian as the gruff scholar in the group. He isn't interested in public rulership. He is an enormous asset to any ruler given his breadth of knowledge and his aptitude with the arcane.

Liberty's Edge

Sounds very interesting. I am running a Kingmaker AP right now, and would love the chance to play in a similar campaign. Will work on a character tonight!!


I'll get my info into a profile and include it. Thinking the Bastard trait--he plays up the part of being a drunkard even if he isn't one, and this combined with his heritage means that the Magnimar nobility want him gone. This seems like as good a way as any to ship the young man off on a suicide mission, since again, he comes across as just a drunkard.


Can a destined Cat Folk have a place ?

Liberty's Edge

I am using Herolab to create my character and I cannot find the trait dispossessed. What book/supplement was it from? Or is it a trait you have created?


This sounds like an interesting mash-up and I would love to take part in it.

I think this party needs a Shoanti barbarian in its ranks. I will draw one up. Any idea when you'd like to wrap up recruitment?


posting definate interest, I'll see what I can come up with.


@Daniel Stewart: I believe that Indraea custom-created these campaign traits.

This is Loup Blanc's submission, an Aasimar Monk with a lot of archetypes. Ended up not going my original plan because it felt like things weren't coming together properly. This works pretty nicely for what I want.

As far as background and such, it should all be in the profile. Basically, he's a Bastard who, while well-liked by the general public, is seen as a nuisance by his noble family. They want him out. What better way to be rid of him than send this actor (who was trained years ago in a monastery) out to "conquer" the wilderness?

If anything needs changing or tweaking, let me know.


Derrick Tramsen wrote:
a lot of archetypes

I don't think you can stack all of those...

Liberty's Edge

I have a dwarven warrior. Will work on background, but here is the crunch for now. If chosen I will create a proper alias.
Thanks

Konic Torkrest:

Konic Torkrest
Dwarf Fighter (Two-Handed Fighter) 1
CG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dwarven longhammer +6 (2d6+6/x3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Toughness +3, Weapon Focus (Dwarven longhammer)
Traits Armor Expert
Skills Acrobatics -2 (-6 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +1, Escape Artist -2, Fly -2, Intimidate +4, Knowledge (engineering) +5, Perception +1 (+3 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (engineer) +5, Ride -2, Stealth -2, Survival +5, Swim +1
Languages Common, Dwarven, Goblin
SQ greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Scale mail, Dwarven longhammer, 30 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


Daniel Stewart wrote:
I am using Herolab to create my character and I cannot find the trait dispossessed. What book/supplement was it from? Or is it a trait you have created?

I think only two of the traits are entirely stock, as several of them have been changed subtly. That one is based on the Giant Slayer trait.

Grand Lodge

Background

Leinard's father or more commonly known as the Red Knight, is the owner of the Red Moat. Rumor has it that it got it's name because dozens and dozens have tried to siege it but every single time the Red Knight is there to thwart their plan. Historians say that so much blood was shed, that it turned the moat into a blood red color. On top of that, he is the king's bestfriend. Brutal and cunning, are usually the two words always associated with him. But alas, all good things must come to an end, the Red Knight was plagued by a disease that everyone says is uncurable and like all rulers before him, he must choose an heir to this keep. There's his first born, even at a young age of 16 already bested a few of his knights with his dazzling display of swordsmanship. Then the archer, rumored to be so accurate that from the tower he snipes the enemy leaders one by one during the night that causes their downfall. Then Leinard, always looked down by his brothers. He is not known for his swordsmanship and archery skills. He is just a lowly scholar that studied under his teacher in a secluded tower. Nobody seems to like him except his squire if you would even call it a squire. Oh there's one, his teacher. A lot calls them crazy and their ideas are often ignored even on courts. All this hate is usually from one main reason, he is a bastard. His mother was lowly prostitute from another land, he was probably born when his father was busy warring other barbaric tribes. After knowing that he killed his mother during his birth, he was almost hanged by his father when he was brought to court after they realized that he was a son of the Red Knight. Since then, Leinard always seeks the love and attention of a father, and of course a mother he never knew.

---------------------------------------

The Lord-Mayor himself delivered the charter to the Knight, at the same time to pay his respects for his former comrade at arms, after the court announcer read the charter, Leinard stood up and knelt down in front of everybody,
"Father, please grant me the honor to represent our name by taking this responsibility."
"You know you can't kill goblins with your book?" mocks the elder.
"Maybe you can by reading them a story to sleep!" insuslts the other that resulted in the whole room laughing at him.
"I hereby swear, that if I fail, historians remove my name from all the record books, as to not disgrace your name."
"Very well, do not ever return at this keep if you fail. If you do succeed, then I shall grant you the right to use my name."
"Thank you," with that starts Leinard's journey to redeem himselft and prove himself worthy of his name.

Trait
Bastard

Reason
Well the mayor won't be able to refuse a favor from his comrade, a favor that will send his bastard son to die. The mayor doesn't really want to risk their best soldiers on a suicide mission into the unknown.

I'll do the crunch if I'm accepted, it's really going to be fast since I have templates of all classes I'm interested in playing. I'll play whatever the party needs, but if I can choose, I'm interested in playing a summoner, alchemist or magus.


My idea is a changeling monk. Female.
Her family is all but wiped out (dispossessed)
She grew up on her own. Nature her only companion, her fists her only weapon and defence.

Bit of a loner , even if she's attractive, she is well built, athletic, but not very good with words.

She explores and also is very good at handling herself in the wild.

Reason for going : she knows layout of lands, survival instincts high. Will make good scout or guide.

Will do proper history and character stats if she is chosen.


Indraea,

My character is ready for you to look over. Let me know if you want any changes made.

I can post quite a lot. This campaign sounds like it would be a blast. I'm looking forward to it. I hope I make the cut and you pick a good party so we can have a campaign that lasts and proceeds at a good pace.

You're combining two of the best APs Paizo produced. I really want to be a part of that.


Jubal is relatively ready.

Sovereign Court

I am interested, this sounds like a cool idea.
I'll try to post a character later.


bi0philia wrote:
Derrick Tramsen wrote:
a lot of archetypes
I don't think you can stack all of those...

Actually, you can.

Drunken Master replaces still mind, purity of body, diamond body, diamond soul, and empty body.
Master of Many Styles replaces the bonus feats, flurry of blows, and perfect self.
Monk of the Sacred Mountain replaces evasion, slow fall, high jump, improved evasion, and tongue of the sun and moon.
Qinggong may replace anything else, depending on what I like and do not.

They actually do all stack. It's crazy, but they do.


I have a druid that I could polish up just for this campaign. She was originally made for a Kingmaker game with oddly similar character creation guidelines. I just need a way to tie someone who spends most of her time out in the wilderness to Magnimar proper and fix some traits and feats. That Shoanti Native trait might be just what I need.


My character is wild monk so to speak. Nature monk if u want we can tie things up


I present Tarbaht Steed Spirit for your consideration. He is a Hawk Clan Shoanti Mounted Fury Barbarian.

Indraea:

Hey there! This game sounds awesome. I have one question: Can I use the Shoanti Steed trait from the Varisia: Birthplace of Legends companion guide? If not, no worries.

Tarbaht's Background Summary:

I can flesh this out a bit more if you'd like.

Tarbaht Steed Spirit is a full-blooded Shoanti of the Shriikirri-Quah (The Hawk Clan). His clan, the closest to the expansionist Magnimarians, developed a relative peace with the Chelish inhabitants, and so from a young age, Tarbaht was used to seeing the pale faces of the traders, diplomats and explorers.

Though he lived and worked on a farm, Tarbaht's true passion was riding - even among his gifted peers, Tarbaht's skill on a horse was impressive. In addition to his riding ability, his comfort with outsiders helped endear him to the traders and others who came to deal with his clan. By the time he was of age, he was frequently serving as one of the "faces" to represent his clan - he was by no means charming, but he was intelligent and friendly enough.

In his 20th year, a group of explorers stumbled onto his family's farm, bloodied and bruised. They had been attacked by a group of bandits and nearly lost their lives. Tarbaht's mother and father cared them back to health, and when they were ready for travel, Tarbaht was ordered to ride with them back to Magnimar.

One of the explorers was the nephew of a Council of Ushers member. The man introduced Tarbaht to his uncle, who was grateful for the Shoanti's aid, going so far as to express an interest in hiring Tarbaht. In the following years, Tarbaht often served as a guide for numerous explorers through the region, sharing his knowledge and protection for the Chelish men and women.

In his 24th year, he received an invitation to join an official band of adventurers to establish a colony on behalf of Cheliax. Though this caused some discontent among his fellow clanmates, he was finally allowed to accept the invitation in order to protect the interests of his own clan.

Reason For Being Selected: Tarbaht has proven himself as a capable scout and protector for numerous Chelish explorers for four years and has a personal connection to a member of the council. As a Shoanti, he is also interested in protecting the interest and lands of his people, though he downplays this in his dealings with the Council.

Tarbaht's Crunch:

I haven't optimized him, as I don't really care for dump stats, but if you'd like him to be a more traditional barbarian (i.e. stupid and unfriendly), I could be persuaded to make the change - a couple more Dex points would be nice.

Tarbaht Steed Spirit
Human (Shoanti) Barbarian (Mounted Fury) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Lance +5 (1d8+6/x3) and
. . Lucerne hammer +5 (1d12+6/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +5; CMD 17
Feats Mounted Combat (1/round), Ride-by Attack
Traits Nontraditional Native: Shoanti, Shoanti Steed
Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Intimidate +4, Perception +5, Profession (farmer) +2, Ride +2, Stealth -2, Survival +5, Swim +0
Languages Common, Shoanti
SQ fast rider, heart of the fields +0 (profession [farmer]) (1/da
Other Gear Scale mail, Arrows (20), Lance, Lucerne hammer, Shortbow, Barbarian's kit, Feed (per day) (5), Survival kit, 29 GP, 9 SP, 5 CP
--------------------
Special Abilities
--------------------
Fast Rider (Ex) Mount's speed + 10
Heart of the Fields +0 (Profession [farmer]) (1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nontraditional Native: Shoanti +1 Survival for Varisia & +1 to confirm crits with earth breaker & klar.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ride-by Attack You can move - attack - move when charging mounted.
Shoanti Steed Gain a combat trained light horse.

--------------------

Horse, light (combat trained)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Sovereign Court

Most likely I am looking at a human Cavalier, probably order of the sword. I am thinking he will be a very loyal knight of a noble house of Varsia. I'll get a backstory and the such posted soon and his stats after that.

Sovereign Court

Cedric Stavian is an interesting young man. His family is direct blood of the current king of Taldor. He was brought up to think of Cheliax as a land of tyrants and killers as all Talden children are told. In his younger years his families house was destroyed by a roaming pack of goblins that were driven off by a single man, Lan Cornoth. Lan was a knight of the Talden army and he was once time one of the kings' royal guards. Cedric was so inspired by the bravery that Lan showed that he decided he was going to be a knight. Cedric left his family to train with Lan for 18 years. With these years spent training Cedric learned what it meant to be a gentleman, and a warrior. He also learned the hardships that faced the common folk. Lan was a traveling knight, going where the people needed him. Weather it be a pack of goblins or a lone troll, Lan would help the people for no price, only the items they forced him to take. Through this Cedric learned that it is not the money you receive that makes the job worth it, but rather the people you help. On Cedric's 24th birthday he was given a young steed to take care of and call his own. Cedric named the young colt Asfaloth and the two became insuperable. Finally after 2 more years Lan gave permission to Cedric to join the Talden army. After joining the army it was found out that Cedric was direct blood of the king. Not wanting the blood of the royal family spilled, Cedric was reassigned to the Varsian city of Magnimar to guard The Lord-Mayor's family as part of a ploy by Taldor to seem more favorable in the eyes of the nobles. Not knowing himself to be a pawn Cedric accepted his duty without argument. Upon reaching Magnimar and the house of The Lord-Mayor Varnagan Draston-Meir Cedric saw the most beautiful girl he had ever seen. The girl had hair that shone like the moon and eyes as blue as the sky. So enough Cedric found that this girl was daughter of The Lord-Mayor, her name is Telvana. Having a crush on this girl Cedric knew he must find a way to impress her. Possibly by participating in a quest, but what kind? Naturally the founding of a new town town would do it, leading a charge against the vile creatures that surely surround the new town might work even better. Cedric now begins his quest of joining the group sent to start this new village, who knows maybe they need a hero?

Cedric Stavian is a handsome man of 24, his hair is a deep black almost coal color. His handsome face could make him governor or even king one day. But his charm and clever ideas might do it first. He wears a purple tunic with a shield strapped to his back. A sword is sheathed by his hip and a spear in his hands. His horse is white as snow and loyal as a brother to him. Together they will fight the evils of the land and establish a name for themselves while doing so. But Cedric is more than happy to have someone else take the credit, unless it hurts his chances with Telvana.

Trait
Dispossessed (goblins)

I'll post here later when the stats are ready,

Sovereign Court

Shoot I forgot to post the reasons!

Reason
Cedric would be trusted with this task merely by him being trusted as a guard for the family. His last name reeks of nobility and the council and Lord-Mayor would use this to their advantage for a foothold with Taldor.


I'm reading through the character concepts posted so far, and I'm definitely taking a shine to some, but I'm not going to go ahead and make a decision until Friday morning at the soonest, so still plenty more time if there were still people wanting to submit. Been working on getting a few of the supplemental materials put together, like the campaign map, which hopefully will be well liked.


stats:

lvl 1 human (cheliaxian) wizard (shadowcaster, illusionist, subschool shadow), LN
ac 12, init 2+, hp 9, F 3+, R 2+, W 3+
str 10
dex 14
con 16
int 18 (16+2)
wis 10
cha 10
feats spell focus illusion and greater spell focus illusion
traits Bastard and Bully
spells, cantrips message, mage hand, ghost sound and detect magic. Level 1 spells 2 Colorspray, Mage armor and Illusion of calm.
skillpoints per lvl 8. Knowledge arcana, religion, the planes, history and nature +8, spellcraft 8+, use magic device 4+ and intimidate 6+.
equipment wizards kit (21 gp), scholar's outfit (free outfit under ten gp), staff (free) and dagger (2 gp).

story:
Darius is a bastard of the Lencasters, the result of a cavalier's dalliance with a whore. Darius barely survived the attempts his house made to kill him, the Lencasters were never known for their kindness or mercy. He however survived and at the age of fifteen joined a cult of Zon-Kuthon, from them his interest in the darker forms of wizardry began. In time his interest in the powers of darkness and pai led one of the cults shadowcasters, Zenaria to teach him the power of Shadows and illusion.

He was receptive to her teachings and learned quickly by the age of twenty he demonstrated his grasp of illusion magic by using it to subdue a Lencaster assassin. The assassin was then used as a canvas for the cult, attempts to kill him ceased thanks to the rumors about the failed assassin. However Darius knows that this cannot last and as such he has pulled (and terrorized) a few strings to get onto a charter for the colonization of Varisa.

appearance and personality:

Darius appears as a thin but tall chelexian, his complexion thanks to his night time wanderings is even more pale then the average chelexian. His head it completely bald. His eyes thanks to his training have turned ito pure black pits, his face is elegant but at the same time determined. He also has two tattoos of chains runing underneath his eyes, they are pure black and run from his eyes to his lips. He wears a black robe and hood, he bears a staff of dark wood and wields a dagger with the skull motif of Zon-Kuthon engraved on it's hilt.

Darius while he deeply reveres Zon-Kuthon believes that one cannot truely grasp the power of Zon-Kuthon without experiencing it willingly. As such he is loath to force others to join the path of pain and self truth unless they wish to. As for the subject of alignment Darius in LN, he is more interested in survival and his own magical research then domination and tyranny.

gm your review?


Here is Cedric

Stats:
Full Name: Cedric Stavian
Race: Human
Classes/Levels: Cavalier 1
Gender: Male
Size: 6ft
Age: 24
Special Abilities: Challenge
Alignment: Lawful Good
Deity: Iomedae
Location: Magnimar
Languages: Common, Goblin
Occupation: Soldier
Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 14

Init +2, Perception+1

Defenses

AC 18 with shield 16 without, touch 12, flat footed 15 (4 armor, 2 shield, 2 DEX)

HP: 12

Fort +4, Ref +2, Will +1 (+2 fear)

Offense
Speed 20ft (base 30ft)

Melee
Longsword +4 (+5 goblins) (1d8+3/19-20x2)
Lance +4 (+5 goblins) (1d8+4/x3) (1d8x2/x3) on charging horseback

Ranged
-

Base Atk +1, CMB +4, CMD 16

Special Qualities
Skilled
Mount
Order of the Sword
Tactician

Feats
Mounted Combat
Ride By Attack
Outflank

Skills
Diplomacy +6
Handle Animal +6
Ride +6
Sense Motive +5
Knowledge (nobility) +5
Profession (soldier) +5
Perception +2

Items
Hide armor, long sword,lance,heavy steel shield

30gp, 0sp, 0cp

Traits
Courageous: Your childhood was brutal, yet you persevered primarily through force of will and faith that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Dispossessed
Your family's homestead was destroyed by giants, goblins, or ogres in the hinterlands beyond Magnimar's sphere of control, forcing you to relocate to the city. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on attack rolls and damage rolls against creatures of the giant and goblinoid subtypes. (Goblin)

Asfaloth
Str 16
Dex 13
Con 15
Int 2
Wis 12
Cha 6

Init +1, Perception +1

Defenses
AC 18, touch 12, flat footed 17 (2 armor, 1 DEX, 4 nat armor 1 deflection)

HP: 18

Fort +5, Ref +4, Will +1

Offense
Speed 50ft (base 50ft)

Melee
Bite +4 (1d4+3/x2)
2x Hooves +4 (1d6+1)

Base Atk +1, CMB +3, CMD 14

Special qualities
Low-light vision
Scent
Combat Trained
Tricks
attack 2, come, defend, down, guard, and heel

Feats
Light armor pro
Dodge

Skills
Swim +7
Escape artist +5

Items
Military Saddle


Dove is essentially finished.


Coming late to the game. This is an interesting idea.

Here are some basics of my submission with some of the stuff slightly outside of core that might need your approval. Please let me know if those options mentioned above are out of bounds -

Name: D'endrrah
Race: Aasimar (idyllkin {from Blood of Angels})
Class: Oracle of Life w/ Blackened curse {also from Blood of Angels}
1st level feat: Fey Foundling {from Inner Sea World Guide}
Campaign Trait: Scion of Magnimar

Background:
D'endrrah was born a daughter to the one of Magnimar's great houses. Her beautiful yet bestial features demonstrated her agathoin bloodline, however. Her mother, horrified that she may be blamed for her daughter's mutation, had her sent out into the wilderness, to allow nature to claim her and allow the mother to claim that she had lost the child.

The lie was not to last, however, as after less than a month, she was found by a band of elves, bearing a mark of the First World along with strangely blackened arms. Aside from her sensitive skin, she was hale and healthy. Using their magicks they determined where she had come from and brought her back to Magnimar and her true family. Confronted with the baby in the elves' arms, her mother confessed to her crime, the guilt having smothered her ever since she sent the baby off.

With the mother repenting, D'endrrah was brought back into the family and raised among them, although the circumstances of her birth and her agathoin heritage kept her from becoming a proper heir to the household. As she grew older, her skin's sensitivity increased, but she also seemed to have gained strange new abilities, bringing energy to heal others, or drawing on the pain of her scorched hands and creating fire.

With the announcement of the charter to establish a colony in the wilds of Varisia, D'endrrah, with the encouragement of her family, signed up, feeling her abilities could be best used in that endeavor.


This is one of the characters I am planning to go with, I'd say that 90% of the crunch is complete, hopefully I'll be done with the back-story by the end of today or tomorrow. After that I'll post the other character's sheet and back-story.


Sounds interesting. Dotting so I can follow the progress - can't afford the time to do it justice as a player, though.


I would love to get in on this, at the very least submit a character. Any idea on a deadline for submissions? I have a character idea in my head a human magus that uses a heavy spiked shield only, but I would need to run it by you to see mechanically how it would work what your rule would be on it. Let me know if that is okay.


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I'm going to arbitrarily set the deadline at noon PDT tomorrow (Friday). That way, we can get started on Saturday.

Also, here's the map we'll be using initially: Map I drew up in spare time while working.

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