Reign of Kingmaker (Inactive)

Game Master GM_Solspiral

With a Kingmaker Chassis this game mixes in Reign of Winter, Tales of the Old Margreve a variety of modules and tons fo custom content from the GM's company Flying Pincushion Games.


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Shogunto Heineous wrote:

Well, I can read there the Google Doc, but I'm still a little confuse on what the groups would be :) With that said, I'd love to be in the same party as Reafil, assuming we both get chosen by the GM.

As for spells and damage, I definitely can't do much in the damage area, but as time progresses I should have a lot of control and debuffing going on.

Well we have damage filled but are lacking in the debuffing/healing department that you fill. I think your character could potentially work great with Evan/Wikiwik/Kejal. Though that would obviously go against your wish to be with Reafil... That would incidentally also fill out the full caster role.


Although I can do some healing, it's far from my specialization. For sure off-healing in emergencies, but that's about it :)

To be sincere, I'd be happy to play with any of the great concepts here. I just mentioned Reafil because I already played with him in the past and I like the characters he comes out with and his party modes ;)


Shogunto Heineous wrote:

Although I can do some healing, it's far from my specialization. For sure off-healing in emergencies, but that's about it :)

To be sincere, I'd be happy to play with any of the great concepts here. I just mentioned Reafil because I already played with him in the past and I like the characters he comes out with and his party modes ;)

Oh, if there are 5 people per party instead of 4 like I somehow thought (he did say he is taking 10 people) then Reafil/Shogunto/Evan/Kejal/Wikiwik could work great as a party (thought I do worry a tiny bit about there being a majority of monsters in the group).

RPG Superstar Season 9 Top 32

Currently we have 11 finished characters and 2 that have put forth ideas but have not made a character yet... If 1 comes thru and 1 bows out then I will simply adjust my plans and assume 2 6 member groups...

If for RP reasons you really really want to organize yourselves into groups then go on ahead but bear in mind I'll not be pulling back skill checks or punches on an imbalanced group.

If you end up with a group that can't find traps, doesn't have know ledges covered, can't make perception checks, Sense motive checks, Survival checks, or Diplomacy checks you're going to have issues. This si going to be a skill intensive game which is a part fo the reason for the NPC level.

Drops mic.

@Korak you're on the list as a fifth man for the second party and in the thought process around making a healing based group. Also there's a ton of plant applications that aid healing/remove conditions in addition to wands (I believe you had adept which has cure light wounds.)


I don't have a preference, just want to play. Excited about the campaign and the other characters.


Hope to post full crunch tonight


And here is the Crunch for Liam Patrick Dougal O'Hanlong MaCGregor, a completely normal human bard...honest, pay no attention to the clearly nonhuman features he does posses.


Yes I do. I look forward to trying her out, even if she sucks which, mechanically is VERY hard to do given my abilities rely on charts of rolls that give me a semi set plant list, I should learn much. I've so got to get the tinker next for my steampunk preferences


GM_Solspiral wrote:

Currently we have 11 finished characters and 2 that have put forth ideas but have not made a character yet... If 1 comes thru and 1 bows out then I will simply adjust my plans and assume 2 6 member groups...

If for RP reasons you really really want to organize yourselves into groups then go on ahead but bear in mind I'll not be pulling back skill checks or punches on an imbalanced group.

If you end up with a group that can't find traps, doesn't have know ledges covered, can't make perception checks, Sense motive checks, Survival checks, or Diplomacy checks you're going to have issues. This si going to be a skill intensive game which is a part fo the reason for the NPC level.

Drops mic.

@Korak you're on the list as a fifth man for the second party and in the thought process around making a healing based group. Also there's a ton of plant applications that aid healing/remove conditions in addition to wands (I believe you had adept which has cure light wounds.)

I think 6 people per group is too much, though I understand that you might not want a few people barely stuck on the outside as it would suck for them. I have played in a lot of 6 player groups where things have bogged down due to the extra person. If we are going for 6 people it might be a decent idea to have Korak in our group as per the suggestion at the bottom of the spreadsheet.


Here you go, crunch of Beads

Beads:

Beads
Grass spiders ninja 1/warrior 1 (Pathfinder RPG Ultimate Combat 13)
N Small aberration
Init +11; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 17 (2 HD; 1d8+1d10+2)
Fort +4, Ref +7, Will +1
Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., expert climber
Melee dagger +1 (1d3-1/19-20) or
. . wakizashi +1 (1d4-1/18-20) or
. . bite -4 (1d2-1)
Special Attacks bite, sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB -1; CMD 14 (26 vs. trip)
Feats Improved Initiative
Traits magical knack, northern ancestry, reactionary
Skills Acrobatics +9 (+5 to jump), Appraise +9, Climb +19, Disable Device +11, Escape Artist +9, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +13; Racial Modifiers +8 Climb
Languages Common, Custom Language, Draconic, Goblin, Orc, Undercommon
SQ loner, poison use
Other Gear studded leather, dagger, wakizashi, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork thieves' tools, sewing needle, signal whistle, trail rations (7), whetstone, 78 gp, 4 cp
--------------------
Special Abilities
--------------------
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

RPG Superstar Season 9 Top 32

@Seth curious why switch to ninja when you have no Cha bonus? It's your character but I would think you'd do better with an unchained rogue (+6 on your attacks instead of +1) more skill points ect...

@Evan as far as I can tell this is going to be a fairly active group... I'm still debating 10-12. I was originally balancing this with the assumption each five man group was going to have an NPC traveling with as I could use said NPC to fill holes or point you towards plot.

Thus it's mechanically not an issue to have 6 PCs


I am going to pick up minstrel for double silver tongue. Hopefully Kejal'll enjoy it ;).

I am not worried about the balance of the group but rather about the roleplay mechanics and logistics of pbp. More people cause a detoriation of responsibility as for every single thing that occur everyone will feel slightly more likely that someone else would be better at handling the situation or that it would be more appropriate if someone else responds. For each extra player that is added there is more content to go through and one more relation to handle. For every combat there is one more player that needs to post before your turn rolls around again. There will be one more player that could potentially cause delays to the game due to RL events, which of course we understand, but it'll still potentially big down the game. These things and more are all minor issues, but I've found that they add up. I am not saying we won't enjoy the game with six players, but we are likely to enjoy it a very slight bit less. The harsh reality is that most pbp games die. There are a grand total of four APs that has finished on these boards, ever. I am just arguing that we should make this as likely to succed as possible. Still, it's your game and you decide. I won't argue this point further, I just wanted to explain my point of view. I don't mean anything bad by any of this. Hopefully things will just work out :).

Sovereign Court

As far as party role kingdomwise goes, Reafil is probably not a leader type. And his fighting style is very individual and dueling oriented. So he will be more knowledge based. It will be funny if he turns out to be the economist of the group working from the free labor vs slave labor aspect in conjunction with Liberty's Edge. That's it! He will be the creator of the Austrian school of economics in Golarion :)

RPG Superstar Season 9 Top 32

Evan Rivers wrote:
For every combat there is one more player that needs to post before your turn rolls around again. There will be one more player that could potentially cause delays to the game due to RL events, which of course we understand, but it'll still potentially big down the game. These things and more are all minor issues, but I've found that they add up. I am not saying we won't enjoy the game with six players, but we are likely to enjoy it a very slight bit less. The harsh reality is that most pbp games die. There are a grand total of four APs that has finished on these boards, ever. I am just arguing that we should make this as likely to succed as possible. Still, it's your game and you decide. I won't argue this point further, I just wanted to explain my point of view. I don't mean anything bad by any of this. Hopefully things will just work out :).

Ah ok let me clarify myself a bit as a GM. 6 will be good because at least some of you will be very active roleplayers which means if someone is lagging a bit or whatever it can simply be assumed their character is a bit more introverted.

When it comes to COMBAT if you lag the game I'll simply use your character's stats and post for you. I'm not going to hold up 5-6 people's good time because of 1 person (I'm counting myself in there.) I'll make an effort to schedule when combat is going to happen and set expectations that it will be aggressive posting in the period. If someone is consistently out a lot we'll revisit moving them to the other group (swaps) or simply asking them to bow out.


Well, I do not see much problems expect what you stated Evan. 10-12 people are a lot plus the amount of post needed to resolve some situations can be frustrating as well who will do what (responding and who will resolve the conflict).

All these issues, at least I think so, can be easily solved by some rules made by GM. I can at least speak from my own behalf that multiple posting per day is not an issue. There will be at least one week, when I have to be guided by DM as I receive my holidays then and going for a trip


GM_Solspiral wrote:

@Seth curious why switch to ninja when you have no Cha bonus? It's your character but I would think you'd do better with an unchained rogue (+6 on your attacks instead of +1) more skill points ect...

Didnt know about the unchained... will have to read up on it a bit. Ninja was mostly for the weapon choices... but will look at unchained. sounds cool =^^=


I'm actually more used to larger parties than smaller ones. I find that if there are more players, events don't get left dangling as often due to missing players.


Unchained Version:

Beads
Grass spiders rogue (unchained) 1/warrior 1
N Small aberration
Init +11; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 17 (2 HD; 1d8+1d10+2)
Fort +4, Ref +7, Will +1
Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., expert climber
Melee dagger +7 (1d3-1/19-20) or
. . rapier +7 (1d4-1/18-20) or
. . bite +2 (1d2-1)
Special Attacks bite, sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB -1; CMD 14 (26 vs. trip)
Feats Improved Initiative, Weapon Finesse
Traits magical knack, northern ancestry, reactionary
Skills Acrobatics +9 (+5 to jump), Appraise +9, Climb +19, Disable Device +12, Escape Artist +9, Perception +6, Sense Motive +6, Sleight of Hand +9, Stealth +13; Racial Modifiers +8 Climb
Languages Common, Custom Language, Draconic, Goblin, Orc, Undercommon
SQ loner, trapfinding +1
Other Gear studded leather, dagger, rapier, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, masterwork thieves' tools, sewing needle, signal whistle, trail rations (7), whetstone, 45 gp, 4 cp
--------------------
Special Abilities
--------------------
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


I hope to finish up the rest of Evan's description/personality etc today. I find that it adds a lot to the game if everyone have done some work developing their character beforehand. I am used to there being some requirements that the characters should have a developed background etc. I guess it's not really used as a filter here.

I am really looking forward to this. This character is looking like a lot of fun to play. The combat stats of the eidolon almost scare me though. Hopefully it won't be too much. Not that it'll be an issue for a while, but I was wondering if I could pick unchained rage powers instead of the normal ones?

RPG Superstar Season 9 Top 32

unchained character classes/ class abilities are fine.


@GM_Solspiral I have a question : If common is punic why is undercommon not underpunic?

RPG Superstar Season 9 Top 32

@Schub

In the game world the races are designed for the dominant culture is a Romanized Orc. Humans have been subjugated for the most part into an artisan/merchant class.

Punic= common/trade tongue
Latin= educated/aristocratic tongue

Orcs are pretty far removed from their subterranean origins in that setting (they have skyships and have firebombed Elves to near extinction.) In fact the Ghost Elves interbred with things in the underdark to survive and evolved into something more primal and frightening.


Are you planing on separating the two groups in different threads when split up?

RPG Superstar Season 9 Top 32

Liam McGregor wrote:
Are you planing on separating the two groups in different threads when split up?

Correct it would be a total clust-frak otherwise 2 adventuring threads and one downtime thread


@Liam: Where is charming conversationalist from? That seems pretty amazing tbh. Maybe I should pick it up as well...


Hei GM_Solspiral - Black Dow back again...

Evan/Oyzar was kind enough to PM me and offer encouragement to push through and submit my character, so here is my WIP Skald for consideration and comment...

(NB: not finished article as I'm still mulling some trait options and how that'll affect Skill picks. Am trying to look big picture on selections - to assist the group and also how they fit with the concept I'm hammering out.

So if this fella flies on some level, consider my hat back in the ring :)

Cheers


I will hold it in, but if he's as annoying as an Assassin's creed minstrel he will have to be hurt.

Grand Lodge

1 person marked this as a favorite.

I was going to be sad if you didn't join us, Mr. Skald. Skalds are too fun not to have in a party/


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Welcome back!


1 person marked this as a favorite.

Velkommen tilbage, Black Dow!


Pathfinder Adventure Subscriber

Here lie the bones of Gideon. Still need to polish him up a bit, and work on background. I'm on vacation till tomorrow, so hopefully I'll be able to get more in detail after that. Just wanted to get something stewing in the pot.

Gideon

Spoiler:

Gideon Swift
Male aasimar adept 1/cleric (evangelist) of Ragathiel 1 (Pathfinder RPG Ultimate Combat 40)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2 HD; 1d6+1d8+5)
Fort +4, Ref +0, Will +9
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +2 (1d10+2/19-20) or
. . unarmed strike +2 (1d3+2 nonlethal)
Special Attacks countersong, fascinate, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 1st; concentration +6)
. . At will—lore keeper (21)
. . 8/day—inspiring word (1 round), touch of good (+1)
Adept Spells Prepared (CL 1st; concentration +6)
. . 1st—bless, comprehend languages, cure light wounds
. . 0 (at will)—create water, light, purify food and drink (DC 15)
Cleric (Evangelist) Spells Prepared (CL 1st; concentration +6)
. . 1st—command (DC 16), cure light wounds, divine favor[D], shield of faith
. . 0 (at will)—create water, detect magic, enhanced diplomacy
. . D Domain spell; Domains Good, Knowledge, Nobility
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 8, Wis 20, Cha 16
Base Atk +0; CMB +2; CMD 12
Skills Diplomacy +10, Perception +8, Perform (oratory) +6
Languages Custom Language, Trade Tongue
SQ public speaker, spontaneous casting, status
Other Gear lamellar (leather) armor, bastard sword, 55 gp
--------------------
Tracked Resources
--------------------
Inspiring Word (8/day) (Sp) - 0/8
Sermonic Performance (standard action, 7 rounds/day) - 0/7
Spell-Like Ability, Lesser (Daylight, 1/day) (Sp) - 0/1
Touch of Good +1 (8/day) (Sp) - 0/8
--------------------
Special Abilities
--------------------
Bardic Performance: Fascinate (1 targets, DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric (Evangelist) Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric (Evangelist) Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Inspiring Word (8/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 21.
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Status: 6 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute i
Touch of Good +1 (8/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

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Here she is (finally).. Background at top of the alias profile.

RPG Superstar Season 9 Top 32

Apologies to my Kobold fans... you pick your scale color red=fire res5, black =acid res 5, white = cold, blue = electricity

This might matter later...


Jarx is your typical red scaled. Might still consider black but I am pretty sure that I will be staying red

RPG Superstar Season 9 Top 32

damage on breath weapon changes as well, thsi is more important to the white scaled one.


Changed it to cold. Like to think of Schub as a white dragon, not the most powerful or smart but the most cunning and devious.


Ah yes, Kobold characters, it's a bit like Draconians, only smaller...and they don't explode on death.


Added some more information to Evan's profile. Do say if there is something you would like to know more about. Looking forward to getting this started.


Same. Getting already excited here about the game. Seems like we got nice group for RP and mechanics wise

Grand Lodge

We're gonna have such a grand time. Scaley-friends, unite!

Liberty's Edge

Yesss! Together we ssshall form a mighty brotherhood and create a mighty kingdom.


Jarx the Scarred wrote:
Same. Getting already excited here about the game. Seems like we got nice group for RP and mechanics wise

Btw, looking at your sheet I can't help but wonder... Do you know that scrolls uses an int of 11 to cast? Offensive spells on scrolls are usually not all that great. Also, crossbow doesn't add dex (or any stat) to damage. I believe you also have to choose which craft skill your tools work for.

RPG Superstar Season 9 Top 32

Be aware I will be looking closely at character sheets and background stories when selecting. You don't need to write me a saga but a paragraph or two to work with improves your odds. Excessive character sheet errors will make me wonder about system mastery.


I am very excited for this game. I just want to wish everyone luck - you all have fantastic characters and I'd be super thrilled to be able to play with any of you.


Likewise. :) G'luck all.


GM_Solspiral wrote:
Be aware I will be looking closely at character sheets and background stories when selecting. You don't need to write me a saga but a paragraph or two to work with improves your odds. Excessive character sheet errors will make me wonder about system mastery.

Understood. I ran into a similar problem preparing to run a We Be Goblins game, though in that case I ended up calling bull from enough errors that I figured it was straight out cheating.


I just need to set up a profile for beads... will probably do so today

I think we will have fun. Yes.


Good luck to all, hope to adventure together.


To you as well Schub


@Evan True, I forgot to change that damage out since I had there before just normal bow so that has escaped my notice. Craft (x) I am still thinking, since I do need to specialise to some art. Scrolls are fine like that

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