Legacy of Old Sharptooth (Inactive)

Game Master T.A.U.

A Mythic Kobold Kingmaker AP


A modified version of the Kingmaker AP, done from the kobold point of view, with some additions and modification due to using also the Mythic tiers

COMMON BACKGROUND:

You are a team of kobolds of the Sootscale tribe.
Always taking on the name of its current leader, the Sootscale tribe lives in an old silver mine near the Shrike River, south to the border of Brevoy in the lands known as the Stolen Lands.
The arrival of the new shaman, Tartuk the purple, a few months ago have brought a new cult in the lair: Old Sharptooth, the mighty winged kobold which is now the new tribal God.
Your little tribe is now at war with the local Mite tribe, an holy war proclaimed by the Shaman himself in the name of Old Sharptooth.
Your team is one of the four that have been sent by Chief Sootscale on a border patrol mission, while a big force will sustain the main assault at the Mite's lair in the Old Sycamore.

PC CREATION RULES:

Race: Kobold only, all alternative racial traits listed in the Advanced Race Guide are allowed.
Classes: All classes and archetypes in the books listed below are allowed. Paladin & Anti-Paladins must have an adequate background and campaign trait (see alignment).
Allowed books: CRB, APG, UC, UM, ARG, UE, ACG, Ultimate Campaign (UCa), Kobolds of Golarion (KoG).
No 3rd party materials, but if you want to use other Paizo books not in the allowed books selection you may ask the GM, and I'll see it it could fit or not the campaign.
Alignment: Any. But being more than 1 step away from the tribe's alignment (LE) will need both an adequate background and the Outcast campaign trait.
Build: 15 points, average starting gold for Class, full hit point at 1st level/as PFS the others levels.
Traits (2): 1 campaign trait, 1 other free trait from the allowed Books. NO Rich parents trait or others traits which modify the starting gold (except the Raider campaign trait).
Drawbacks: 1 drawback can be taken to gain 1 other trait. Family Ties drawback always refers to the Sootscale Tribe as Family.
Deities: as “Kobolds of Golarion” plus Old Sharptooth (see the Tribe's Patron “Tartuk” campaign trait). Actually all the others cults except Old Sharptooth are forbidden inside the Tribe's Lair. But you can, as the majority of the tribe does, worship any of the KoG gods in secret. If you have the Outcast trait you can, with an adequate background, worship any god even if its' not in the KoG pantheon.

OTHER RULES:

Mythic Adventures will be used during the campaign. PCs begins without Mythic Power, but will probably Ascend soon, so while submitting your character you may want to consider a Mythic Path for her.
NO PVP: You are members of the same team and tribe, and you tribe is your family. You need your tribe's strength to survive.
Kingdom turns and mechanics will use Ultimate Campaign & Ultimate Rulership books.

CAMPAIGN TRAITS:

a) Egg keeper: You spent a lot of time in the hatchery, taking care of the tribe's eggs. The tribal imprinting is stronger in you. Once per day, whenever a member of the Sootscale tribe you can see is unconscious and below 0 hp, is killed, or whenever an egg of the tribal nest is in danger, you can spend a free action to enter in a Rage state, as the spell. The effect lasts for a number of rounds equal to your character's level. You can activate this ability even if it's not your turn.

b) Outcast: Because of your scale color, your conduct or a notable action you did in your past you was exiled from the tribe. Now in this time of war, even your help is needed, and Chief Sootscale have found you and asked for your help. Because of the tribal imprinting you moved back to help your family but the rest of the tribe still doesn’t completely trust you. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of the Sootscale Tribe, but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself again as a true member of the tribe.)

c) Raider: You spent a lot of your life in participating tribal raids and in ambushing and plundering other foes . You begin the campaign with an extra 100 gp in ill-gotten gains.

d) Tribe's Patron:
You have a strong bond with one eminent member of the tribe.
1. Chief Sootscale (Chieftain): You are one of the Chief personal apprentices. He is well known for his political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. You also gain a +1 bonus on Intimidate checks, but only when dealing with members of the Sootscale tribe.
2. Mikmek (Scout): You spent a lot of time out of the lair, scouting with Mikmek, the leader Scout of the tribe. You gain a +1 bonus on both Survival and Knowledge (Geography) and one of this skills is a always a class skill for you.
3. Nakpik (Smith): You are well known in the tribe for being one of the apprentices of Nakpik, “the Smith who crafts all the tribe need”. You gain a +2 bonus on Diplomacy checks when dealing with members of the Sootscale tribe, and a +1 bonus on all Craft checks.
4. Tartuk (Shaman): Although Tartuk himself doesn't have bonds with anyone in the tribe, you are known for being one of the most strictly follower of the new Old Sharptooth cult. If you are a member of a Divine Class you can pick Old Sharptooth as the diety granting you the class powers: (Alignment: LE; Portfolio: Kobold, Self-perfection, Tiranny; Domains: Air, Lawful, Evil, Scalykind; Subdomains: Dragon, Fear, Tyranny, Wind; Favored Weapon: unarmed strike)

Extra Feats and Spells allowed since the campaign started:

FEATS:
Squire (Pathfinder Player Companion: Knights of the Inner Sea)
Torchbearer (Pathfinder Player Companion: Dungeoneer's Handbook)*

SPELLS:
Infernal Healing (Pathfinder Campaign Setting: The Inner Sea World Guide) **

* It includes the torchbearers archetypes for the eventual cohort(s).
** Discovered in the wand, now can be choose by spellcaster PCs, although it must be roleplayed as something unusual never saw before in the entire tribe's history.

Extra Books allowed since the campaign started:

Occult Adventures.

Mikmek's maps:
Northern part of the Green Belt
Southern part of the Green Belt