Kingmaker: War for the Stolen Lands

Game Master Mackenzie Kavanaugh

Oleg's Trading Post / Map of Brevoy and the Stolen Lands


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For more than two hundred years, the bickering twin nations of Issia and Rostland have been united under the banner of House Rogarvia, descendants of Choral the Conqueror, who forged the kingdom of Brevoy with the fire of red dragons from the Icerime Peaks to the east and the blood of countless Sworldlords and their retainers from Restov. So thorough was the defeat of his foes his family's rule went unchallenged for generations until one wintry night two hundred years exactly after Choral was crowned king, the entire line of House Rogarvia vanished, beyond the reach of divination.

In the chaos that ensued, House Surtova sat one of their own scions upon the Dragonscale Throne as Regent until the Rogarvias could be located, though few were truly interested in seeing the brutal tyrants restored to power. Yet there has never been any love lost between Issia and Rostland, and the Surtovas are the most Issian of the great houses of Brevoy. Peace might have been possible had Noleski accepted a bride from House Lebeda, but a decade layer he remains unwed, the Rogarvias have still not been located, and the Swordlords of Restov prepare to make war for the first time in two centuries.

Yet Restov has far more enemies than just House Surtova and whoever might ally with them: to the east, tribes of centaurs in the Nomen Hills have been stirring and attempting to expand into the fertile Shrive River Valley, which Restov sits in. To the south less the wilderness of the Stolen Lands, once part of Brevoy and settled by the same Taldan settlers Rostland traces ancestry to, but abandoned over one hundred years ago to monsters. Beyond the Stolen Lands lie the River Kingdoms of Mivon and Pitax, ruled respectively by traitors who fled Choral's invasion two hundred years ago and by criminal families who would betray their own mothers for a copper piece. Normally the Stolen Lands would be a safe barrier against these bandit nations, but word is spreading that bandit activity has all but shut down travel in the region, and the Swordlords fear this means the River Kingdoms intend to exploit Brevoy's internal conflict to expand.

You are an experienced adventurer, contacted by Restov to join one of several expeditions they are hiring to settle the Stolen Lands and end the threat of war on multiple fronts presented by the River Kingdoms. Granted a charter by the Lord-Mayor of Restov and the Council of Swordlords, you have been given the right of conquest within the Greenbelt region of the Stolen Lands, along with three others. All you need do is quell the bandit activity in the region and slay any dangerous monsters, and as reward the Swordlords have promised enough funds and construction material to found a new fiefdom. They care not which among you takes the title of baron or baroness, only that you bring the torch of civilization to the region and support Restov's claim to the lands of the vanished Rogarvias.

Character Creation

● Level 3
● 20-point buy, no more than one score below 10 before racial modifiers
● No 3rd Party content
● No synthesists, master summoners, gunslingers, or 'eastern' classes (ninja & such)
● No Playtest material
● No 3rd Party content
● 3000 gp starting wealth
● All core races plus aasimar*, changeling, kobold*, skinchanger, and tiefling. (* aasimars receive one less bonus trait, kobolds may select any one kobold racial feat for free)
● No 3rd Party content
● No content from modules or adventure paths other than Kingmaker
● Select any two traits (unless playing an aasimar) and one custom campaign trait from the list I will be posting shortly. You may select any of the traits from the Kingmaker Player's Guide as a regional trait.
● No 3rd Party content
● No evil alignments

This campaign will be making use of the rules from Ultimate Campaign, including Downtime, with a few minor modifications. These house rules will be found on the campaign info page shortly. Note that your character doesn't *have* to be from Brevoy, but your background should reflect what you're doing in Restov if you were born in say... the Shackles, why the Swordlords would pick you for this expedition, and how the campaign trait you select fits your character. I have set no specific requirements for background, description, or personality, because there are several methods I enjoy, but please note that this is the most important part of your application. Bad crunch can get you rejected, but only a good write-up will get you accepted.

Recruitment will run until 5 PM PDT next Friday unless I decide too many people have applied, in which case I might choose to close recruitment to new applications, though anyone who has at least expressed interest and articulated a character concept will still have until Friday at 5pm to finish their submission.

Finally, just to be clear: this is not out-of-the-box Kingmaker. The locations may be familiar to those who have played before, as well as many of the villains, but if accepted, you will quickly learn why this is starting at level 3.


I am intrigued because of the option to play a Kobold. Will the ability to create traps be useful?


Campaign Traits

Cartographer
You were selected for this expedition because of your skill with a pen rather than with a sword. The Stolen Lands have been abandoned for over a century, and Brevoy's maps of the area are woefully inaccurate and out of date as a consequence. If you are to claim the Greenbelt and found a new fiefdom there, the land must be properly mapped, and a chronicle of the expedition will serve to inform the Swordlords of your progress in completing the task of taming the region.
Benefit: You gain a +2 trait bonus on Knowledge (geography) and Profession (scribe) checks. You begin play with a free chronicler's kit and wayfinder. (Perhaps you are a junior member of the Pathfinder Society, perhaps it was handed down to you by a family member, or perhaps you simply happened to 'find' one.) When constructing roads or highways, you may reduce the cost by half to a minimum of 1, but must still pay full price for any bridges. You may build a Pathfinder Lodge (treat as a Bardic College that grants no discounts on other buildings) for a discount exactly once.

Guard
The expedition needs to deal with any number of bandits, monsters, and other dangerous threats, and you were hired specifically because of your skill at arms. As a veteran soldier, you are no stranger to combat, and you fully expect that any new fiefdom in the region will face any number of military threats.
Benefit: You gain a +2 trait bonus on Profession (soldier) and Ride checks. You begin play with a free combat-trained heavy horse, studded leather barding, military saddle, saddlebags, and a bit and bridle, or may alternatively choose to begin play with free masterwork leather lamellar barding. You may double the Defense benefit granted by any one building in each city you control; this benefit may only be gained once per hex.

Magistrate
The Swordlords of Restov selected you for this expedition specifically because they trust you to represent the forces of law and order with the Greenbelt. Abadar in particular is a popular god among the Swordlords, but with bandits plaguing the region and threatening to spread the lawlessness of the River Kingdoms right up to Restov's doorstep, the most important thing is that you will uphold the laws of Brevoy and mete out justice to brigands and other lawbreakers. Trade through the region is vital for maintaining Restov's economy, and so your job is perhaps one of the most important: show that lawlessness will earn only a hangman's noose, so that caravans may once again travel through the region unmolested.
Benefit: Choose one of the following skills: Bluff, Diplomacy, or Intimidate. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. You begin play with four sets of masterwork manacles with superior locks. Whenever you build a Jail or Town Hall in a city you control, you may increase any one benefit granted by that building by +1.

Medic
The Swordlords recruited you because of your ability to keep others alive. Perhaps you are a servant of one of the gods, perhaps you are merely skilled at crafting curative potions, but regardless you are quite skilled at healing injuries, and your companions are quite likely to suffer all sorts of wounds at the hands of those who would oppose your mission.
Benefit: Choose one of the following skills: Craft (alchemy), Heal, or Use Magic Device. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. You begin play with an antidote kit, a healer's kit, and a wand of lesser restoration with 5 charges. The first Alchemist, Herbalist, or Hospital built in any city you control may be built at a discount.

Quartermaster
Every expedition needs someone to bring along all the equipment needed, and there's no telling what might be needed in the Greenbelt. The Swordlords selected you for this expedition because you are known as the sort of person who is always prepared for any situation, able to plan ahead for scenarios nobody else would have even predicted.
Benefit: Choose one of the following skills: Knowledge (local), Sleight of Hand, or Survival. Once per day, you may make a check with the skill selected at a DC of 10 plus the cost in gold pieces of any one mundane item of equipment. You just 'happen' to have that item in your backpack or other storage container capable of containing the item in question, though you must actually still pay for it. You begin play with a pavilion tent, heavy horse, pack saddle, and a traveler's any-tool. Once each month, you may spend 1 BP when the kingdom would suffer Unrest in order to reduce the amount of Unrest gained by 1d4, to a minimum of 0.

Scout
The Swordlords selected you for this expedition because of your skill at sneaking into places undetected, and to then carefully observe whatever you find there. Your skills will be crucial in ensuring that your companions don't walk straight into an ambush and have the information they need to deal with bandits who have had months to establish hideouts in the region.
Benefit: Gain a +1 trait bonus on Perception and Stealth checks. You begin play with a deluxe dungeoneering kit and a potion of invisibility. You lower the DC to locate any hidden features in a hex you are exploring by 5, and such features are automatically located if the hex is claimed by your kingdom.

Surveyor
The Stolen Lands are thought to contain any number of abandoned mines and other interesting sites, including untapped resources. The Swordlords have selected you for this expedition because of your skill as a surveyor, able to locate likely sites for mines, to appraise the value of rare trees, or simply to assess the best site for building a new city.
Benefit: Choose one of the following skills: Appraise, Knowledge (dungeoneering), or Knowledge (nature). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. You begin play with an adamantine wire saw, masterwork survival kit and a spelunking kit. Whenever you explore a previously unexplored hex, there is a 10% chance you will locate a valuable Resource that can be exploited when that hex is claimed.


Nohwear wrote:
I am intrigued because of the option to play a Kobold. Will the ability to create traps be useful?

That would depend quite heavily on the play style of the party. Is it possible that the ability to create traps might be useful? Yes. But I cannot say that it will or will not for certain, because that will depend very heavily on the players/characters in the final group.


Dotting for (great) interest.

Am mulling over an Alchemist (never played one) - would you allow the Grenadier Archetype from PFS? - Would likely combine with Chirurgeon for a "combat-medic" of sorts...


Very interested in this. I like the campaign traits you've come up with, now to see if I can think up a character to use one!


Okay, how about an Aasimar Shaman? Going for a mixture of healing people and divination, so taking the medic campaign trait.

Just for fun Aasimar physical feature: 1d100 ⇒ 57


I've had an idea for an Arcanist I've had brewing for a Kingmaker setting! I will look over my writing and get something submitted soon!


I need to make a few changes, but I'm gonna app with this guy and go with the Surveyor trait. Gimme some time to rework him and I'll be all set!


dotting, very interested in the kingmaker AP. Several of the traits you list are appealing specifically; guard, magistrate and scout. A couple of questions.

How much of the 3,000 GP can be spent on one item?

What kind of posting regiment are you looking for? One very detailed post a day, several posts a day, three a week that sort of thing.

Also have you thought about how you will handle combat for a quicker or slower pace. Just looking for Ideas on how the game will be ran. Thanks

Sovereign Court

I would apply with this char.. just have to level up him to 3.


How would you feel about an unfettered Eidelon?

It's basically half a summoner, since it's the summoner without the squishy caster. I made Shi for another campaign that died, and he's a blast to play. I think he'd work well, and he's not overpowered (considering he's less than a single summoner/eidelon combo, he can't really ever be overpowered). The one thing the previous GM and I came up with was a fix to the fact he would lose hit die over time (due to the way eidelon's progress, they only have 15 hit die at level 20), was that at levels where he gains no hit die (4, 8, 12, 16, 20) he would instead get a class level + evolution pool from some class. So, for example, at level 4, he would gain his evolution pool bonus plus a level of rogue for example.

If not, I understand. I think he might fit in well though, he's friendly, a good scout/rogue type, and has ties to a church. While he's not normal looking, there's enough summoners around that he shouldn't be considered too outrageous, and the fact he's a LG outsider should count for a lot.

Anyway, if not, I understand.


Dotting and brainstorming.

@Shi'Vatha: But what will we call you? Kitty-face only makes sense if I have a negative bonus to knowledge nature...


Dotting for interest.

Will be starting work on an oracle with the wood mystery pronto... a melee fighter with a splash of divine magic.


Hotaru of the Society wrote:

Dotting and brainstorming.

@Shi'Vatha: But what will we call you? Kitty-face only makes sense if I have a negative bonus to knowledge nature...

Don't worry about it, you'd never see Shi, so you wouldn't know you needed to call him anything. I've seen your perception checks. :)


Dotting as a WISDOM class, now. Challenge accepted. :|


Do we assume max HP for all 3 levels, max just for the first level, or just roll all HD?

Also, if we can craft weapons or armor, can we include them in our inventory at the usual half cost? Or is is full price?

Grand Lodge

Hi! LordLuke here! I would like to submit Halcyon here! Any questions or anything definitely let me know! I'm easy going and free to change things to suit! :D


Dotting for interest I'll have to mod my character a bit but I'd planed on making a diplomat


Will you allow the alchemist to get item creation feats?
As per RAW they aren't allowed since they don't technically have a "caster level" but FAQ states that the devs have noticed the issue of thematic constructs with alchemists.

FAQ wrote:

Is an alchemist a spellcaster for the purpose of crafting magic items other than potions?

As written, no, alchemists are not spellcasters, and therefore can't select feats such as Craft Wondrous Item. The design team is aware that this creates some thematic problems with the idea of an alchemist creating golems and so on, and plan to examine this in the future.

Are you willing to houserule a alchemist-to-caster level conversion for the use of item creation feats?


Dotting. I have an idea that I will work up today.


All right, this character is almost complete. I don't have the player's guide handy right this instant, so I had to leave the first paragraph of his backstory out; I want to make sure I get his place of origin right.

I'm contemplating a one-level dip into fighter, just to pick up bow proficiency. It really fits into my vision for this character, but there's no easy way to become proficient.


I don't know what format you would like for me to use for characters, but I'll hold off on making an Alias so there isn't any problem if I'm not selected. :) I'll happily make one in the event you would prefer that in the 'nowish' timeframe, though.

Here is a link to Astor's Character sheet, though!

I still have to pick spells, do hitpoints, and write up background and such. I'm conferring with a friend before I do the last parts. :)


Are you willing to allow Rapid Reload to apply to a flask thrower? Im working on a gnome alchemist/bard (mostly bard) combo using the quartermaster custom trait, and using a flask thrower to get his bombs and other thrown/splash weapons farther is part of the build.


Dotting. Thinking about Ranger given all the explorationey stuff. Even with your changes, should I assume that the advice of the player's guide in terms of things like favoured enemy still hold?


I slept in a bit...

Spend as much as you like on an item. If you want to spend all 3000 gp on one item and have nothing left but the clothes on your back, knock yourself out.

I am going to be aiming for a post every day. I may sometimes miss a day, I may sometimes post 2-3 times, especially if everyone else is active that day. Feel free to take a look at the campaigns I'm in for examples of what I post/generally expect.

Unfettered eidolon - Sorry, but no.

Crafting feats for alchemists - Sure, why not?

Hit Points - Max at first, half + 1 every level afterward, as per PFS.

Favored enemy - Yes, that should still generally hold, but beware that while I have drastically increased the quantity of some foes, a lot of single monster fights have been replaced entirely.

Rapid Reload - It really ought to apply to slings, but I'm not so sure about flask throwers. Let me ponder.

Crafting - No reduced prices up front, but there will be lots of opportunities to craft items for reduced prices later.


I am liking the Cartographer trait. I would like a Fighter with the Lore Warden archetype and I think I will mix in some Pathfinder Chronicler for the prestige class with a little mix of duelist if i can get it to look how I want. I have been looking for about three months to find a Kingmaker I can join. I can definitely post once a day possibly more though I work the graveyard shift. So early morning and later in the afternoon in the central time zone.

The loose background is a being a pathfinder. She could be from Andoran or Taldor since I am very familiar with both places. Being a Pathfinder though encourages travel. She would be out to get a name for her in history. If you think I stand a chance I will create a PC but my hours have had me be ignored before.


Will apply with this guy. Need to level him up and get equipment and his mount and add the magistrate trait. Story will be the same. Let me know if there is something you don't like so I can fix it. Really want to play Kingmaker.


Well, thanks anyway then. Good luck with the game. :)


Okay, my Ranger's done. Presenting Garidan Medvyed, who took Surveyor the Noble Born trait from the player's guide.

Character:
Raised away from the loftiness of his surname as a distant cousin two generations removed from the shortchanging of an inheritance, Garidan Medvyed was nonetheless taught to respect the wilderness and fear its dwellers as if he were a true scion of the line. His parents took him on camping trips in the deepest reaches of the wilderness around Brevoy, where he learned how to hunt for his own food and read the land. Schooled with bow and blade, he won a few archery competitions among the youth of Brevoy that emboldened him and left him with aspirations of achieving more. He bore the name of his line, and it certainly wasn't unheard of for distant relatives to achieve some degree of nobility by deed. Perhaps he could achieve much the same.

As a teen, he honed his skills harder, taking his own trips through the Gronzi forest where he could forage and intuit his way home without the aid of his parents. His goal was to become a storied bounty hunter. Not work usually deserving of high praise, but his adept tracking abilities could let him find notorious and long-gone convicts, perhaps earning his way into his family's appreciation through his abilities or by capturing one of their enemies. True to tradition, he particularly taught himself how to handle Fey creatures, learning how to speak and deal with the ones that didn't threaten him, and how to more easily put down the ones that did.

Becoming a surveyor was a complete accident. In tracking a wolf that had fled after trying to attack him, he came upon a streak of gold in the rock along an almost never-tread stretch of the Awzera river running just below the base of the Golushkin mountains. The gold vein continued along through to a small cave entrance a little deeper into the woods, too small and cramped to ever be a proper mine even by the standards of dwarves. Even the shortest of torchlit peeks at the walls revealed untapped lines of gold. He was standing on a literal gold mine. As a young man with no resources of his own, there was nothing he could do about it himself, but House Garess was a short walk from where he was, and they were willing to pay him rather well for the information, if he could prove it.

An accident, but a happy one. Word had gotten out to the right people of the Medvyed cousin who found a gold mine, and soon he was getting work for hire from nobles who owned vast stretches of land they often did little with beyond ride through. Often there was no mind to be found, and thus no hefty reward on top of the initial fee, but he could sometimes identify valuable trees or animals with exceedingly valuable pelts that had made their nests on the lord's owned land, for which he still received a nice bonus. When he did find a vein or some good signs of valuables beneath the earth, it always led to a nice flood of new work requests that kept busy until he could hit his next big payday. It all worked out rather well, getting him away from the low work of bounty hunting, which was unlikely to bring him any prestige, and into something far more respectable.

But the true success of his skills came when he was summoned before the Lord-Mayor of Restov, granted a charter to develop the stretch of land that would soon be a new fiefdom. He gladly accepted, his accidental career choice landing him a very coveted role that he would use to his benefit to truly make himself a respectable man worthy of his name.

Garidan is a fairly reserved man who wants to prove himself, above all else. The Medvyed name has always been heavy upon his shoulders, a burden most people believe him and his immediate family unworthy of. Whether in combat or in peace, he wants to prove that he more than deserves to carry the name proudly, which means succeededing in his new quest every way he can. True to owning up to his name, he affects a noble mien, which many say is driven by denial and posturing despite his status, but to him is merely accepting that he is by birthright a noble, and that it will do him no favours to carry himself otherwise. Spending much of his life in the wild, he is keen to nature, reverent and at peace. Despite not going down his planned path, he's still a skilled tracker and combatant, although his practice has mostly been relegated toward wild animals.

Crunch:
Garidan Medvyed - Ranger 3
Neutral Good Medium Humanoid (Human)
Init +2 (+4 in Forests); Perception +6
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DEFENSE
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AC 18, touch 14, flatfooted 14 ( +4 Dex +4 Armor)
HP 28 (3d10 (10, 6, 6) +3 Con +3 Favored Class)
Fort +4, Ref +7, Will +3 (+4 vs. spells and supernatural effects of Fey)
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-Spiked Guantlet +5 (1d4+2) x2, P
-Greastsword +5 (2d6+3) 19-20/x2, S
Ranged
-Mwk Composite (+2) Longbow +8 (1d8+2) x3 P/B
--+1 to attack and damage within 30 feet
--Rapid Shot +6/+6
--Deadly Aim -1 to attack, +2 to damage
------------------------------------------
STATISTICS
------------------------------------------
Str 14, Dex 18 (16 +2 racial), Con 12, Int 10, Wis 14, Cha 8
Base Attack +3; CMB 5; CMD 19
Feats: Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Endurance
Traits: Noble Born (Medvyed), Surveyor
Favoured Class: Ranger (3 HP)
Skills:
Climb +6 (1 rank +2 Str +3 class)
Diplomacy -1 (-1 Cha)
-+1 when dealing with Fey creatures
Handle Animal +2 (1 rank -1 Dex +3 class)
Knowledge (Geography) +4 (1 rank +3 class)
Knowledge (Nature) +5 (1 rank +3 class +1 trait)
Perception +6 (1 rank +2 Wis +3 class)
Stealth +8 (1 rank +4 Dex +3 class)
Survival +6 (1 rank +2 Wis +3 class)
-+7 to follow tracks
-+8 to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards, and predict weather
Languages: Common
Equipment: Mithral Shirt, Mwk Composite Longbow (+2), Greatsword, Spiked Gauntlet, Traveler's outfit, Muleback Cords, 40 common arrows, 20 blunt arrows, bakpack, mwk survival kit (flint and steel, mess kit, two waterskins, map, utility knife), spelunking kit (hammer, 8 pitons, 100 feet of silk rope, grappling hook, climber's kit), 100 pieces of chalk, 5 sunrods, 2 smokesticks, bedroll
Current encumberance: 79 lbs
Money: 73 gp, 8 sp
Carrying capacity: 173, 174-346, 347-520
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Favoured Enemy: Fey (+2)
Track: +1 Survival to follow tracks
Combat style (Archery) feats: Rapid Shot
Favoured Terrain: Forest (+2)


How would you feel about a couple of submissions? I have several ideas and would love to place the burden of choice on you. :)


I went ahead and made one of the ideas. If you don't want me to submit more than one, I might consider a different concept, but this is what jumped out at me first.

Introducing Faunlara Daedys, or Faun to her friends, and her plucky treant sidekick, Ornmeil'lon.

Character:
Faunlara “Faun” Daedys
Female elf druid (treesinger) 3
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
-------------------------------
Defense
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield)
hp 24 (3d8+6)
Fort +5, Ref +4, Will +6; +2 vs. enchantments
Immune sleep
-------------------------------
Offense
Spd 30 ft.
Melee club +4 (1d6+2), dagger +4 (1d4+2/19–20)
Ranged composite longbow +4 (1d8+1/x3), dagger +4 (1d4+2/19–20)
Druid Spells Prepared (CL 3rd; concentration +5)
2nd—barkskin, wilderness soldiers
1st—entangle, goodberry, shillelagh
0 (at will)—create water, guidance, light, stabilize
-------------------------------
Statistics
Str 14, Dex 15, Con 10, Int 12, Wis 15, Cha 13
Base Atk +2; CMB +4; CMD 16
Feats Natural Spell, Toughness
Skills Climb +6, Diplomacy +7, Handle Animal, +5, Heal +7, Knowledge (geography) +5, Knowledge (nature) +9, Perception +4, Ride +1, Stealth +4, Spellcraft +5 (+7 to identify magic item properties), Survival +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties; Class Modifiers +2 Knowledge (nature), +2 Survival
Languages Common, Druidic, Elven, Sylvan
SQ elven magic, forlorn, green empathy +2, nature bond (plant companion), pioneer, trackless step, weapon familiarity, woodland stride
Gear leather armor, heavy wooden shield, club, dagger, composite longbow (+1) w/ 20 arrows, cloak of resistance +1, backpack, bedroll, belt pouch, fishhook, flask (empty), trail rations (5 days), traveler's outfit, pearl of power (1st), wand of cure light wounds (50 charges), wand of lesser restoration (5 charges), waterskin, whetstone, winter blanket, 5 gp
-------------------------------
Special Abilities
Forlorn (Ex) Having lived outside traditional elven society for much of her life, Faun knows the world can be cruel, dangerous, and unforgiving of the weak. She gains a +1 trait bonus on all Fortitude saving throws.
Medic (Ex) As a druid well-versed in the healing arts, the Swordlords recruited Faun because for her ability to keep others alive. As a result, she gains a +1 trait bonus on Heal skill checks. She begins play with an antidote kit, a healer's kit, and a wand of lesser restoration with 5 charges. The first Alchemist, Herbalist, or Hospital built in any city you control may be built at a discount.
Pioneer (Ex) Faun has long lived on the southern border in the shadow of the Stolen Lands, coaxing crops from the freezing earth to feed her friends. With the wilderness ever at her door, she also learned much about its denizens and the wild creatures lurking in that unwholesome place. Her elven family claims an ancient grove there, with her elders telling stories of being driven from beautiful orchards among the standing stones. Because of her personal expertise and familiarity with the borderlands—and in order to reclaim her family’s lost holdings—she’s joined an expedition headed south to tame the Stolen Lands. As a result, she begins play with a horse and gains a +1 trait bonus on Ride skill checks.
Trackless Step (Ex) Faun leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Woodland Stride (Ex) Faun may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Ornmeil’lon, Sapling Treant Companion
N Medium plant
Init +0; Senses low-light vision; Perception +5
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Defense
AC 14, touch 11, flat-footed 13 (+1 dodge, +3 natural)
hp 19 (3 HD; 3d8+6)
Fort +4, Ref +3, Will +2
-------------------------------
Offense
Spd 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+3)
-------------------------------
Statistics
Str 16, Dex 11, Con 12, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +4; CMD 15
Feats Dodge, Toughness
Skills Perception +5, Stealth +5
SQ double damage against objects, Evasion

Character Info:
Background: Faunlara Daedys (FAWN-lah-ruh DAY-diss) typically shortens her name to “Faun” when introducing herself. Having grown up on the southern border of Brevoy, Faun aids several human settlements, using her unique powers with plants to aid in agriculture. With her aid, these towns have begun to thrive and provide the druid with a place to stay when she visits.

Unlike many of her kind, she’s lived most of her years apart from traditional elven society. Some of this stems from her ancestors moving north from the River Kingdoms in order to take shelter in human settlements when bandits and barbarians drove them from their forests. But much of it also results from her fey lineage. In ancient times, members of Faun’s family often communed and consummated with powers from the First World, developing relationships with many magical creatures there, including dryads, nymphs, and the eldest of the fecund fey. As a result, Faun is part dryad, feeling an immediate connection and affinity for the groves and forests of her people, even though she’s never seen them.

After devoting herself to the Green Faith, Faun’s dryad heritage manifested in a unique way—the notable path of the treesinger. Unlike a typical druid, this tradition allows her a bond with a plant companion—namely, a young treant sapling she calls Ornmeil’lon (ORN-may-YONE), which means “high branches” in the elven tongue. The two have become inseparable now and she treats him more as a trusted friend and family member than a pet. As his caretaker, she believes they must mature together in order to reach their full potential.

To that end, Faun craves a life of exploration and adventure, especially south, into the Stolen Lands. Somewhere in wilds exists the grove of her ancestors, where the veil to the First World grows thin and her family existed in harmony with the fey. She believes that reclaiming this lost world and reconnecting with the dryads that linger there will teach her more of her dormant powers, including the cultivation of Ornmeil’lon. When she caught wind of the Swordlords of Brevoy offering resources for the exploration and conquest of the Stolen Lands, Faun lept at the chance, offering her talents as a healer and expertise in wilderness survival and agriculture to better the expeditions odds of success. With a heavy heart, she bid her human friends farewell and set off on the road south, to her destiny.

Physical Description: Having lived 145 years already, Faun still has an otherworldly quality and youthfulness to her pale complexion, dark eyes, and long, autumn-red hair. She stands quite tall at 5 feet, 9 inches, but weighs a very modest 115 pounds. Typically, she dresses in elegantly-tailored, soft leather clothing and armor of varying shades of brown, and a green traveling cloak keeps her warm. Aside from the well-made elven longbow she has strapped to her back, she also carries a heavy wooden shield and an ornately-carved club bearing the likeness of a lithe dryad.

Personality: Words fall from Faun's lips in a mesmerizing fashion, with her tone and timbre both soothing and enchanting at the same time. Yet, she actually speaks very little, preferring to remain quiet and still as she listens to the sound of her friends and the natural world around her. She has an unparalleled love for plants, especially trees of all kinds, sensing a kindred spirit within them which only she seems to understand. Faun recognizes that civilization often encroaches upon the forest lands and she strives to do everything she can to strike a balance between the two while encouraging her friends to do the same.


Alright i will work on an alchemist tomorrow


For the sake of simplicity, and because I would rather choose between one dozen submissions rather than two dozen submissions, which could take me quite a while to read through, I am going to limit everyone to one submission. You will still be able to make limited changes if accepted, so don't worry too much about overlapping a campaign trait, since it is possible to swap if necessary, and I trust that anyone whose submission catches my eye will be able to maintain a high quality after any edits.


Fair enough. In that case, I'll stick with Faun. I'll flesh out her background a little more and wait till Friday.

EDIT: I also noticed that my math with skills is off. For some reason, I assumed that Diplomacy was a class skill for Druids. I'm going to switch Forlorn for Ease of Faith.


Hey im having a hard time finding a good construct that i can start my character off with. Would u mind if i made my own instead of using the available ones. Il run it by you but i am not one for breaking games so i will try my best to keep it balanced


Charater Sheet of a diplomat/Quartermaster Still buying some of the smaller items for travel and working on her story.

How strict will you be about Carry cap and food? I took 5 rations but im not really sure how much I should carry


So I have this idea for a wandering manipulator of Ley lines and in general being a collector of lore. He'd be an arcanist taking the bloodline archetype for the Sylvan aspect. Fey nature and a pet with awesome flavor. He would understand the underpinnings of the natural world and know how to leverage them rather than ask nature nicely like a typical druid.
It would effectively be what I imagined when I first saw the Menhir Savant druid archetype and wished they had a similar concept for Wizards.

I'm thinking surveyor or Cartographer due to the nartur-y first world theme that is sitting on this one. The first world and Fey is quite fun to play with after all.

though that would mean that my PC gains an animal companion due to the Arcanist archetype. do you have any issue with that? I would intend on taking the boon companion feat to make it a viable combat creature.


Thank you for promptly answering questions, I will be posting fluff and crunch for a fighter; weapons master to apply for the Guard position shortly.


Below is the basic character. Still needs to finish shopping and some finishing touches on background and personality, but should be complete enough to get the basic idea across.

Beru Clearbeard crunch:

Male gnome alchemist (mindchemist) 1/bard 2
Init +2; Senses low-light vision; Perception +9
—————
Defense
—————
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 27 (3d8+3)
Fort +3, Ref +7, Will +4;
+2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
+4 vs. bardic performance, language-dependent, and sonic
—————
Offense
—————
Speed 20 ft.
Melee dagger +2 (1d3/19-20) or
mwk scorpion whip +3 (1d3)

Ranged bomb +5 (1d6+2 Fire) or
darkwood flask thrower +5 (1d6/×3)

Special Attacks
bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), bomb 3/day (1d6+2 fire, DC 12)

Spell-Like Abilities (CL 3rd; concentration +5)
1/day—arcane mark , comprehend languages , message, read magic

Bard Spells Known (CL 2nd; concentration +4)
1st (3/day)— chord of shards UM (DC 13), cure light wounds , grease
0 (at will)— detect magic , haunted fey aspect UC, light, message, prestidigitation

Alchemist (Mindchemist) Extracts Prepared (CL 1st; concentration +3)
1st—cure light wounds , reduce person (DC 13)
—————
Statistics
—————
Str 11, Dex 14, Con 12, Int 15, Wis 12, Cha 15

Base Atk +1; CMB +0; CMD 12

Feats Brew Potion, Exotic Weapon Proficiency (flask thrower), Splash Weapon Mastery, Throw Anything

Traits brastlewark businessman, noble born - lebeda, quartermaster

Skills
Acrobatics +2 (-2 to jump),
Appraise +8, Bluff +3,
Craft (alchemy) +10 (+11 to create alchemical items),
Diplomacy +8,
Knowledge (local) +12,
Linguistics +8,
Perception +9,
Perform (comedy) +8,
Perform (oratory) +8,
Spellcraft +8

Languages
Auran, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Shoanti, Sylvan, Terran, Varisian

SQ alchemy (alchemy crafting +1), bardic knowledge +1, cognatogen, magical linguist, versatile performance (oratory)

Gear mwk studded leather, dagger, darkwood flask thrower, mwk scorpion whip, sling bullets (10), handy haversack , alchemy crafting kit, travelling formula book, 279 gp, 9 sp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.

Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.

Cognatogen (DC 12) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Versatile Performance (Oratory) +8 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

background:
Beru was born into humble background, being a younger son of the village alchemist in a small village on the shores of Lake Reykal. After a brief stint of working in his father's shop, he was hired on by House Lebeda, where he quickly proved his worth as a liason between the house and the villagers in the area. and rose through the ranks quickly. When the decision was made to send people out to secure the Stolen Lands, House Lebeda put his name forward as one of their choices for who to send out.


Theesk would very much like to be your healer


Made a couple of updates to Gideon's character sheet. It should be all ready now.

  • Backstory is more or less finished. I can change anything that doesn't sound like it works.
  • Swapped out the Resilient trait for the Rostlander trait from the Player's Guide. They have the exact same effect, but the latter of the two just seemed more flavorful for the setting.
  • There wasn't really a third Mystery I was in any rush to get, so I dropped Extra Revelation.
  • Picked up Point-Blank Shot instead, in anticipation of qualifying for Precise Shot.
  • Swapped the darkwood buckler out for a regular masterwork buckler... turns out the former doesn't actually count as a buckler, so it wouldn't work for somatic spell components.


Yes! May I post a minor request? The character I want to play is one that I should run by you-

Primarily, a young girl, raised by a a nobleman to become a great warrior, trained, day in, and day out, pouring over it...
But she couldn't. Each day, she felt her bones ache, and each day, she didn't get better. She wasn't a girl with strength- she was a girl with a mind, sharp as one can be.

Eventually... She left. She just got up, and left. Broke down the door, and walked for miles... And miles. She never stopped, until her feet bled. Then she fell, lying on the ground.

And a savior came, in the form of an old Wizard. He took her and raised him to health.

A year passes.

She learns quickly, quicker than any sane individual ever should. She pours over her books, over all things arcane, pouring her heart and soul into her magic training, finding joy in it, for the first time in ages.

Her master, however... Found her unnerving. Uncomfortable. She was too young. She didn't fit in. She was unnerving. She was half-elf, not whole elf...
No. She needed to go, eventually.

There was a knock on the door. John opened it, and welcomed the noblemen, some folks from a few counties over. They talked about their missing daughter, how they needed your help, to cast a few divination spells. They were somewhat assholish about it, but they seemed to genuinely care. So he tried to scry on her, but she easily succeed her will save. He told her he failed, flipped the table, and ran off.

He then got offered to go to the Stolen Lands as a cartographer. Was not that bad, but he rather liked his house... Maybe... He could rid himself of the odd girl he's been teaching...
No, that would be far too immor-

Her father came- Katlin's father hated magic the way Water loaths Fire, extinguishing it whenever it's near him... But coming to a Wizard to find her. He was desperate. He wanted her back... She wouldn't go back. She would NEVER go back. She needed to get as far away as she could... But where would she go?
An angel came from Restov. They asked her master to function as the Cartographer- So she asked to take his place.

He was shocked. He said that it would be... Unkind. She said she would lie about her age so that they wouldn't mind. He nodded, and said for her to go in his place, sending a letter of recommendation, stating that she was the best Wizard he knows, and would like for her to have a bit of adventuring, like he did when he was young.

I don't suppose I can make a request, may I? It's for a feat that adds Intelligence to Will saves and Bluff (For persuasion), Diplomacy to make requests, Profession (Soldier), and Disguise in place of Wisdom and Charisma, treating your charisma as two lower for all charisma related activities? Anyway, I have some partially done Crunch, but will have to re-do the leveling and equipment, and re-write the fluff I wrote earlier.

There are rules for Child Characters, and I'd like to take the ability score modifiers, but not be stuck to NPC classes.


BigP4nda - I have no idea what you're talking about.

Pathfinder Zoey - Fairly strict while you're exploring or under siege, not strict at all under 'normal' conditions. Also, keep in mind that the Stolen Lands are rich with game, so you can always take it slow when exploring and catch some food to cook.

Movin - Can non-wizards access wildblooded bloodlines? I thought that was exclusive to wizards, hence why you can't select a wildblooded bloodline with Eldritch Heritage.

Gideon - I probably wouldn't have even caught that regarding the darkwood buckler, had never noticed that before.

Katlin - Step 1: replace several instances of 'pour' with 'pore', unless you're meaning something drastically different from what is implied. (Yes, you pour your heart and soul into something, but you pore over old books... unless you're pouring honey over them for some odd reason.) I would be willing to allow a child character, but the feat you're asking for is really two feats at once. The bluff and diplomacy is essentially the trait Student of Philosophy, so all four skills would be two traits or one full feat, and adding/substituting a different stat for a save or other major score would be a full feat. (Much like using Cha for initiative or Dex for melee attack rolls.)


Do you have a specific format you would like for us to post our character information in? Do you prefer character sheets, filled out aliases? Big backgrounds or small?


Filled out aliases are easy, but I don't have any specific requirements. Feel free to look here for an example of a character sheet of mine from a Kingmaker campaign.


Mackenzie Kavanaugh wrote:

Katlin -

Step 1: replace several instances of 'pour' with 'pore', unless you're meaning something drastically different from what is implied. (Yes, you pour your heart and soul into something, but you pore over old books... unless you're pouring honey over them for some odd reason.)

My apologies for the confusion, however, I did mean Pour as in this definition: "Express one's feelings or thoughts in a full and unrestrained way." My apologies if there was any confusion- That was my intent. And I really did use pour a fair amount, didn't I? And probably should have read through my post again- Pour isn't quite the right word during her first usage, though the "(of people or things) come or go in a steady stream" definition is rather effective at conveying the concept of her being forced to toil until she's nearly able to fight in a compatant manner.

Mackenzie Kavanaugh wrote:
I would be willing to allow a child character, but the feat you're asking for is really two feats at once. The bluff and diplomacy is essentially the trait Student of Philosophy, so all four skills would be two traits or one full feat, and adding/substituting a different stat for a save or other major score would be a full feat. (Much like using Cha for initiative or Dex for melee attack rolls.)

Understandable- However, I'd argue that the -2 to charisma counterbalances the Int to Will- In 3.5, there were flaws, and I'm essentially taking the Pathetic flaw. And, in my defense, Initiative and Charisma to Initiative and Attack are very different things- Initiative is a very, VERY important stat- He who stabs first chooses the tide of battle. Dex already handles AC, Reflex, four more skill checks, and ranged attack rolls, while Strength is used only for carrying capacity (Which many groups ignore due to it being too fidly) and attack roles- The feat was made while still maintaining compatibility to 3.5, and in 3.5 the feat was designed to prevent Dex (And, even now, it's meant to) prevent Dexterity from becoming a God stat.

If we use Divine Protection as a balancing point, and as an example, it shows that a stat to ALL your saves is worth a single feat, rather than multiple. Just my two cents on that subject matter.

Profession is pretty much useless to the standard adventurer- Unless you are fairly kind, by default, all you can do is make money and know stuff about your profession.

From a character perspective, I'm trying to make a girl who's slightly off in how she moves- The Int to Disguise we can drop, if that's something, doesn't fit that well. Fluff wise, I can't dump Charisma while also dumping Strength, due to the fact that multiple stats have to be above 10, which kinda throws a wrench in the whole "She's kinda unnerving" aspect of her characterization- Hence the -2 penelty to Charisma. Bluff is there because she had to lie, continually, to ensure that nobody figures out her heritage. Diplomacy is because, those few who DID find out, she has to talk into not telling anyone. Int to profession is because she ought to be able to be fairly competent in what she was taught for five years of her life. Disguise would also be able to hide yourself from them. Will is because she's not very wise- But she's been through hell, and has grown strong due to her reading.


dotting this one, going to bring in a bow fighter, with a level in arcanist


Very interested but wondering how exploration and kingdom building is going to go. I was in 1 campaign that made it through the first book but died out as exploration of each hex took 2 days. (1 to decide which hex to go to and the second to find out there was nothing there to worry about.) Also from what I experienced the kingdom building can drag on unless 1 person takes care of it in the background. Thoughts please.

I would be submitting for a gnome oracle of the heavens btw.


Meh il just make both of our jobs easier and submit the character i was going to use in another kingmaker game.
Il just need to level him up to 3rd so he will be an ex-monk 1 / brawler 2

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