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So in preparation for running Kingmaker for a group of new players, I've decided to take a page from the Temple of Elemental Evil video game and implement the "party alignment" rule.
Essentially the players work together to choose an origin for their party, and this effects their choices as far as alignments go. Also the party gains a benefit for choosing a party origin.
So without further ado, the rules.
Party Origin
Characters must be within one step of the party alignment (For example: A Lawful Neutral party may include Lawful Good, Lawful Neutral, Lawful Evil or True Neutral). For some parties this may effect class/deity choices, so be open to discussion.
Format:
Suggested Party Name This is the name that will appear on the Kingmaker charter, the name of the adventuring party is completely negotiable.
Party Alignment: The alignment of the party, remember, your character must be within one step of this alignment.
History: A brief history of how your party came to work together.
Origin Trait: A mechanical benefit that the entire party gains for selecting a party origin.
Recommended Races, Ethnicities an Classes: These are recommended classes and races for your character, but the recommendations are non-restrictive. Find a way to work your particular choice into the party's history.
GM Opening Encounter: This will be under a spoiler tab, so that GMs have an opening encounter to draw the group together.
The Crusaders
Lawful Good
Country of Origin: Mendev
History: Mendev, home to countless crusades against demonic forces and terrible cults. You went to Mendev to enact some real good in the world, to make things safer, to fight back the chaos that threatens the stability of every decent hard working person. What you found was a corrupt war, that created more victims than it saved.
You find yourself in a Temple of Iomedae, the last remaining building in a burning village alongside a group of fellow crusaders. So much has happened to convince you of the destructive waste of these crusades, too much has been torn down or destroyed. Sickened by these crusades you long to find some new purpose in life. Working together you feel that if an opportunity arose to create something, then you would be living more truly to the values you treasure.
Origin Trait: Your training and experiences in the Mendevian Crusades have given your party a talent for rooting out and destroying evil. All party members gain a +2 bonus on Sense Motive checks, and may treat Sense Motive as a class skill. In addition whenever a party member uses the Aid Another action to help an ally against an Evil opponent the bonus they provide increases by +1 for a +3 bonus in total.
Recommendations: Human (Taldan, Mendevian or Brevic), Dwarf, Half-Elf, Half-Orc or Halfling. Bard, Cleric (of Iomedae, Erastil or Torag), Fighter, Monk, Ranger, Sorcerer (Celestial or Destined bloodline). Cavalier, Inquisitor, Oracle.
GM Opening Encounter:
The "templars" are taking a 20 on their Strength checks to break open the doors of the temple, so the PCs have approximately two minutes to figure out a way to defend the small temple. (Temple is shaped vaguely like a 40ft. long sword, with the entrance at the pommel. Rows of pews, and an altar at the sword's tip.)
Enemies:
The Low Templar (Human War 1) (1 per PC)
Sir Hawthorne, Battle-Mad crusader (Human Fighter 1).
Allies:
Sister Brigid Thorne (Old Human War 2/Clr 1)
Jani and Lani Thorne-Lodovka (Human Child Commoner 1) (4)
The objective of the fight is to protect the priestess and her 2 grand-daughters, and prevent any looting of the temple, gaining 25 xp for each objective succeeded.
After the fight, Sister Thorne thanks the PCs for their timely rescue. Realising that the village she was sworn to protect has been ruined by the Mendevian Crusades Sister Brigid asks the PCs to accompany her across the Lake of Mists and Veils to return her nieces to her sister in Brevoy.
The journey takes a number of weeks (montaged journey), but eventually the PCs reach the city of Restov where they are greeted by a grateful family glad to see their daughters safe.
Lord Javoki Lodovka and Lady Teshia Thorne-Lodovka hold a celebratory feast to celebrate the return of their daughters and to thank the PCs for rescuing their children. At the feast the PCs are informed of the Charter, and how the Sword-Lords of Restov are seeking able-bodied and brave individuals to tame the wild southern lands with an eye towards building a settlement there.

thenovalord |

interesting to see how this would go, having an all LG party for example
told my group, due to the AP's nature, before anyone is given a charter a detect chaos was cast on them.
they are NG,LN,LN,LN,N,LE,LE
..a chaos free party all pushling mostly in the same direction....marvellous
i thought about them knowing each other beforehand, but let them roll with what they wished, and after they passed interview theyve all been sent forth.....

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The Pioneers
Neutral Good
Country of Origin: Brevoy
History:
You've grown up together in the small village of Mabeth, the second sons and daughters of farmers, craftsmen and very, very minor lords. Mabeth is a fairly unimportant town, but it has been a particularly poor harvest season. This season has been made worse by raids from bandits, multiple requests have been sent to Restov to see the bandits cleared off, but no reply has yet arrived. While waiting for extra soldiers to be sent from Restov, you and your friends have volunteered to protect the granary until help arrives. Still, knowing that you'll never inherit your family holdings, and the general unequality between peasants and nobles chafes you. You all feel you're destined for so much more than the simple life in a backwater.
Party Trait: A life time living in a small-town has gifted you with an honest work ethic that lasts from sunrise to sunset. Everyone in the party gains Endurance as a bonus feat.
Recommended Races/Classes Human (Brevoy), Dwarf, Half-Elf, Half-Orc, Halfling, Gnome. Bard, Cleric (Erastil, Sarenrae, Shelyn), Druid, Fighter, Ranger, Rogue, Wizard (Abjurer, Diviner). Alchemist, Inquisitor (Erastil, Sarenrae, Shelyn), Cavalier, Oracle, Witch.
GM Opening Encounter
The PCs have been given the task of defending the granary from thieves until help arrives from Restov. The Granary is a roughly circular building about 40 ft in diameter. It is midnight, and the party is sitting around a table playing a hand of cards (Restov Hold 'Em) to stave off boredom. A nearby bonfire keeps the PCs warm, and the table is directly in front of the entrance to the granary. Next to the PCs is an oversized bell they are to ring in case of danger.
Allow the PCs to gamble against each other for a short time, and then call for Notice checks. The sounds of barking informs the PCs that trouble approaches. Trouble comes in the form of a trio of bandits (Lanky Lear, Chubby Oros and Stumpy)
Trouble:
Lanky Lear and Chubby Oros (Human War 1) (2)
Stumpy (Halfling Exp 1)
Dogs (2)
The Bandits approach the PCs cockily, telling them to "lay down their arms or have them chewed off by the dogs."
If the PCs decide to let the Bandits take the grain one of the dogs gets off the leash and starts attacking a PC. This causes the bandits to panic and a fight ensues.
The next morning Lord Javoki Ladovka arrives with a retinue of soldiers and quickly learns of the PC's accomplishments. Impressed he offers them a charter to explore the Stolen Lands. Along with 50 gp each in start-up funds.

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The Exiles
Chaotic Good
Country of Origin: Cheliax
History:
You were all born and raised in the nation of Cheliax, the most powerful and corrupt Empire in the inner sea region. Run on the backs of slaves and its history constantly revised by the devilish Thrice-Damned House of Thrune Cheliax is but a shadow of the once great nation it was. All of you are indentured servants or slaves, living in Westcrown. How you came to be slaves is up to each individual, either you were born a slave working off the debt of your family name. Perhaps you came upon hard times and are working off an impossible loan. Maybe you were accused of a crime you didn't commit, and your punishment is a permanent loss of freedom. You've always dreamed of a better life, one where you could determine your own destiny, one free of Cheliax's diabolical tyranny.
You've recently been in contact with a group of Chelish rebels known as the "Children of Westcrown", they have a plan to smuggle you out of the city. All you need is the courage to go.
Party Trait: Hiding your true emotions, and living under the yoke of tyranny has affected you all in some way. Everyone in the party gains a +2 bonus to Bluff checks, and may treat Bluff as a class skill. Furthermore all members of the party gain a +1 bonus to a save of their choice.
Recommendations: Races (Any). Classes (Any)
GM Opening Encounter
It is two a.m., and the PCs are in their slave quarters, awaiting the arrival of their contact from the Children of Westcrown. A rap on the window alerts the PCs to the arrival of a Chelish woman named Janiven.
She informs the PCs that she has procured weapons, disguises and false identity papers for them all, and that there is a ship leaving the harbor at dawn named the Korvosan Gull headed to the city of Korvosa in Varisia. She informs the PCs that they will have to make use of their wits and cunning to find their way to the River Kingdoms from there. She tells the PCs: "The river kingdoms are a wild place, but if they have one rule they hold sacred above all others, it is their belief that Slavery is an Abomination. Any slave that reaches the River Kingdoms is considered free."
Once the PCs have donned their disguises Janiven leads the PCs through the Wiscrani sewer system towards the docks. Unfortunately things don't go exactly according to plan. Waiting at the docks is a traitor to the Wiscrani cause, along with a few Hellknight Armigers. Suda Tefirani has sold out Janiven for a bag of gold, and these Armigers had hoped to collect the rebel themselves, little realizing that Janiven would have friends with her.
Suda Tefirani (Human Rog 1)
Armigers (Human War 1) (x3)
Once the PCs have defeated the traitor and the Armigers, Janiven thanks the PCs and leads them to their ship. Wishing them luck on their journey.
The weeks of travel occur as a montage, of stormy seas, exotic cities, and weeks on foot, ferry and horse-back.
Eventually the PCs find themselves in the city of Restov in the country of Brevoy, sharing a table with a local lord by the name of Lord Javoki Ladoka who is fascinate by the PC's story. It's here that he offers the PCs a Charter to explore the Stolen Lands. Just as the PCs believe their adventure is at an end, they will find that everything is just beginning.

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Awesome! I've always loved it when video games do that. It makes you all like, "Woah." :) Additionally, ToEE is a great starting point for inspiration. I don't plan to enforce party alignments per se, but I know my group will work together to create characters that will not clash too horribly, or at least that will clash comedically. I am definitely planning to run back stories, though, inspired by both ToEE and Dragon Age, and of course the fact that back stories are a fun way to more fully flesh out your character. After the completion of the prelude(s), I will allow players to tweak their characters a bit, swapping out one feat or trait for another, for example. I know sometimes I build a character to do one thing, then realize later that personality-wise, she would be much better suited to another combat style/magic specialization/alignment/whatever, or discover that the "build" I used doesn't function quite how I had hoped.
Anyway, these are fun to read, and definitely give me some further inspiration. Keep up the good work!

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Thanks for the feedback everybody, glad to see what I'm doing is providing some inspiration and helpful ideas.
Part of the reason I'm making these is I have a group of brand-new players to Pathfinder (who cut their teeth playing Dragon Age), so I need to highlight the importance of creating a cohesive team in Pathfinder.
The Soldiers
Lawful Neutral
Country of Origin: Various, but currently working in Brevoy
History:
You're all members of a mercenary company, you joined as a way of seeking adventure, fortune and glory. Instead so far all you've discovered is tedium, boredom and monotony. Your company is a finely disciplined regiment, following a chain of command in battle. Outside of a fight though you tend to work a little more democratically voting on which jobs to take, who to put in charge of what etc.
Relatively inexperienced you've mostly found work as caravan guards, travelling the meandering roads of the world. You've yet to draw your blade, or spell anywhere outside of the practice ring.
You know you're meant for more than drudgery, but it seems that this is the only work going at the moment. If only there were some way you could prove your abilities, if only there was an opportunity to gain the fortune and glory you've always sought...
Party Trait: Your discipline and training have made you a finely honed machine. Whenever one party member gets to act in the surprise round they may use their action to warn the other party members of the imminent danger, allowing the other party members the opportunity to act (albeit at -4 initiative penalty).
Recommendations: Human (Brevoy, Varisian, Chelish, Andoran, Taldoran) Elf (Kyonin, Forlorn), Half-Elf (See human), Half-Orc (see human), Dwarf (Brevoy, Janderhoff), Gnome, Halfling (Andoran); Classes Cleric (Erastil, Abadar, Irori, Asmodeus, Pharasma), Fighter, Monk, Paladin, Ranger, Rogue, Wizard, Sorcerer (Arcane, Draconic). Alchemist, Cavalier, Inquisitor (Erastil, Abadar, Irori, Asmodeus, Pharasma), Summoner.
GM Opening Encounter:
The PCs have been hired by Lord Javoci Ladoka to guard a caravan train of newly made weapons and armour from New Stetven to Restov. The train consists of three caravans, each driven by a human driver. The PCs are mounted. It is a three day journey from New Stetven to Restov. It is during the second day of the journey that the opening encounter occurs.
The wagon train is crossing a stone bridge across a creek somewhere in the Rostland Plains. The Bridge is approximately 80 feet across by 20 ft wide, it stands not even 5 feet above the river (not enough room to get a caravan turned around). Ask the PCs where they would like to be positioned.
The bandits who were hidden beneath the bridge climb up onto the bridge's ramparts at the half-way point yelling:
"In the name of the Stag Lord, we're claiming these caravans! Lay down your arms and your lives may be spared."
Bandits:Human Warriors 1 (3) (Archers)
Fire arrows at anyone that moves.
Thoruk Black Human Fighter 1 (1) (Sword and Board)
Leaps off his rampart and attacks the most heavily armoured individual.
Caravan Drivers Human Peasant 1 (3)
The PCs shouldn't have too much trouble with this fight. The rest of the journey passes relatively uneventfully. Upon reaching Restov the caravan drivers tell Lord Javoci of the PCs bravery fighting off Bandits. Realising that the mercenaries he has hired are far more skilled than they first appeat Lord Javoci invites them to dinner, he offers them a charter, and a single masterwork weapon or set of masterwork armour each.

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The Bastards
True Neutral
Country of Origin: Brevoy
History:
You're all the bastard, third born children or wards of Brevic nobility. While you can probably claim a tie to the rich upper-class, the rich upper class doesn't really want to claim a tie to you. As the years have gone on, you've come to realize that your chances for inheriting your parents fortune is growing slimmer and slimmer.
Raised to rule, but with no opportunity to rule you can't help but feel somehow cheated. Your destiny was robbed from you before you were even born. So you and your fellow Bastards have whiled away the time, travelling the Brevic countryside, looking for adventure, but mostly finding wine, companionship and song.
If only there were an opportunity to prove yourself, as more than the
bratty noble-born that people assume you are.
Party Trait: You were raised with a knowledge of courtly intrigue, and with a great deal of wealth. You may treat Knowledge (Nobility and Royalty), Diplomacy or Bluff as a class skill, and gain a +2 bonus on the skill. In addition you begin with an extra 350 gp to spend on starting equipment (to represent your ownership of the finer things).
Recommendations Human (Brevoy), Half-Elf, Half-Orc, Elf, Dwarf, Halfling or Gnome. Bard, Cleric (Abadar, Nethys, Gorum, Pharasma), Fighter, Ranger, Rogue, Sorcerer (Arcane, Destined, Draconic), Wizard (Diviner, Enchanter). Alchemist, Cavalier, Summoner, Inquisitor (Abadar, Nethys, Gorum, Pharasma)
GM Opening Encounter
The PCs are enjoying a night of celebration, for it is one of their birthdays (if the PCs have discussed who is likely to be king make it their birthday). They are at the Inn of the Two Headed Dragon in the city of Restov, and enjoying a drinking competition. The game is called drink fight, each round the PCs scull a tankard of ale, and smack an opponent in the face with it. Last person conscious wins.
Drink Fight The rules of drink fight are easy.
Each round the participants roll Initiative.
First person to act drinks their drink as a move action, and makes a Fortitude Save (DC 10 +1 per drink imbibed, failure indicates fatigue, exhaustion and then unconsciousness. A roll of 1 causes the drinker to fall by two steps.)
They then get to make an unarmed strike against the nearest opponent, anyone with improved unarmed strike has an advantage, here, as does anyone with the catch-off-guard feat (they get to use the tankard to deal one dice step up in damage). This damage is non-lethal, and anyone who has taken non-lethal damage in this way is fatigued.
Each person acts in turn, until there is one player left standing.
Play out the drink-fight game until the last of the PCs is left standing.
At which point have that PC knocked out by a sap...
Have each of the PCs make Perception Checks (DC 10), anyone that succeeds the check wakes up first. PCs may rouse other PCs as a standard action.
The PCs are tied up in a warehouse, nearby they can hear a pair of individuals arguing.
"What do you mean they aren't going to pay up?" Says one.
"Apparently, these kids ain't so important as we thought. They don't care less what happens to them."
"After all the trouble we went to! We should be rolling in coin. Bah, I guess we'll have to toss out the trash and sell their treasure if you catch my drift Mr Brown."
"Indeed Mr Teal, that sounds like a most equitable deal."
The PCs were not as securely fastened as the bad-guys thought, and can escape their bonds with a DC 10 strength, or escape artist check.
The PCs are unarmed, but they outnumber their kidnappers, plus any spell-casting PCs will have little to no hindrance in this fight. The PCs equipment is sitting on a table at the side of the room and is easily retrieved.
Mr. Brown Human Fighter 1 (HP 7)
Mr. Teal Human Rogue 1 (HP 5)
After the fight. The front door of the warehouse bursts open, and the local constabulary lead by Lord Javoci Ladoka rush in. Seeing the PCs safe and the criminals handily defeated Lord Javoci remarks how impressed he is by the PC's resourcefulness and ability.
He explains how he was visiting one of the PC's parents when the ransom note arrived, and he was shocked at the coldness they had displayed. Impressed by their abilities he offers them dinner in Restov. It is there that he will make the offer of the charter to explore the stolen lands. "You've got the blood of nobility," he says, "you were born to rule, don't let a little thing like Geography get in your way. Take down the Stag Lord and you'll have a land of your own to be lord of. That'll put a weasel up their stuffed shirts eh?"

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The Outcasts
Chaotic Neutral
Country of Origin: Brevoy
History:
Outlaws, criminals, outsiders, outcasts. For whatever reason you've always had trouble dealing with the law, perhaps you saw it's inherent inequalities as an injustice. Maybe you just don't like telling people what to do. Either way you fell in with a group of like-minded people, setting your sights on fortune and glory, with little regard for hard-work and toil.
For the past few weeks you've spent your time robbing fat caravans in the Rostland Plains between New Stetven and Restov. The money wasn't great, but it's certainly been fun. Lately you've been hearing rumors of a caravan shipping weapons out of New Stetven, a golden opportunity if ever there was one. You'll be famous or infamous one day, and to you it doesn't matter which.
Party Trait: Living a life of crime and freedom has given you a talent for anticipating danger. Everyone in the party gains a +2 bonus to Perception and Initiative.
Recommendations: Races (Any), Classes (Any).
GM Opening Encounter:
The PCs have been given information about a caravan train headed south from New Stetven to Restov. Having figured out the most likely route, the PCs know that a certain bridge is the best site for an ambush. (Use the bridge from The Soldiers).
When the caravan train arrives, the PCs will see that it is unguarded.
What follows is up to the PCs, but upon opening the covered caravans, they discover that indeed there is a weapons shipment, but the weapons are carried by soldiers!
Human Soldiers Human War 1 (20)
Lord Javoci Ladoca Human Fighter 4
Javoci swiftly arrests the PCs for numerous counts of banditry, and whatever other crimes the GM feels is appropriate for the PC's back stories.
We move forward in time a couple of weeks, the PCs have swiftly been put to trial and found guilty, and are sitting in a cell, unarmed and shackled.
It is the morning of their execution, but nobody has approached them with a last meal or a prayer from a cleric.
From outside their cell window the PCs can hear the sound of a trumpet.
"Ladies and Gentlemen, we are here to witness the execution of (insert the PCs names here) the foul bandits who have been praying on the roads in the Rostland Plains. Their deaths will pay in blood for the gold lost to the honest and good people of Brevoy..."
The speech goes on for a little while, PCs who look out the window of their cell can make out the gallows, on top of which stands a judge, an executioner and a number of hooded individuals equal to the amount of PCs.
When the PCs begin to wonder what's going on, the door to the jail opens and Lord Javoci Ladoka steps in.
"I suppose you're a little confused. Who is being killed out there, if you're sitting safely in here?"
After the PCs respond Javoci sits quietly across from them.
"Those are the people who refused my generosity. Keep that in mind as I give you my proposal."
Javoci then goes on to explain the Charter to the PCs, telling them that they'll have to take on new identities, but will have an entire country of their own to play in.
"The rules are simple, leave Brevoy and never return. Go into the Stolen Lands, kill the Stag Lord and bring some measure of stability into the stolen lands. In return you gain opportunities for fortune, glory, power and the chance to survive. The last lot were too afraid of the Stag Lord, too complacent in their own freedom to see an opportunity when it's presented. Are you so stupid too?"
With little choice outside of execution the PCs will probably accept the Charter.
Lord Javoci brings the PCs some disguises and with a number of guards escorts them out of the city towards the stolen lands. Once there he gives them back their equipment, a week's trail rations and a grim reminder:
"If you return to Brevoy for any reason, then the deal is off and your life is forfeit. Your future lies in the stolen lands, not here. Do well enough, and we'll see about renegotiating that part of the deal."

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Party Roles:
During this Adventure Path it's more important than ever that PCs keep track of their story, since so much of it is dependent on PC action. With that in mind PCs will take on a Role. This Role can change from player to player each game, but if nobody takes a Role then the ENTIRE party suffers for it. Successfully fulfilling a role gives XP and TREASURE to the whole party.
So without further ado:
Chronicler
Job:The chronicler's job is to keep track of the events that occur during the game. Day by day player choices are saved by the Chronicler in the Party Diary (provided by the GM at the start of the campaign). The Chronicler should note names of NPCs meet (including important details), decisions made and battles won.
Example:
[quote = Party diary] 19/04/10
- Party Travelled South from Restov to a fort.
- Met a man named Oleg and his wife Svetlana, the only traders in the greenbelt.
- Planned an ambush for a troupe of bandits who are likely to arrive tomorrow.
- Valeros flirted with Svetlana. (Note: Don't sell this part to the bards)
Role Bonus: A Chronicler gains a +2 bonus to their Perception checks, due to their keen observations of the day. They also gain a +2 bonus on a Perform check of their choice (or Profession (Scribe), so long as they take the Chronicler role, in case they choose to sell the story themselves.
Party Bonus: At the end of every session that included a Chronicler the PCs gain a bonus 25 experience for each day they spend adventuring. Furthermore the Party may sell their story to a travelling bard by visiting Oleg, gaining 10 gp per day relayed to the Bard. This may also help increase their fame helping later in the campaign.Cartographer
Job: The Cartographer's job is to draw the map, note important locations and later on keep track of town maps as well. The Cartographer will be provided with a sheet of grid paper at the beginning of the session, on which they will draw the map as they discover new locations. The Cartographer's job is also to note rumoured locations on the map, so the PCs have some idea of the direction they'll head in.
Role Bonus: A Cartographer gains a +2 bonus on their Survival checks, as their observations on the wilderness gives them an insight into how to survive in it. Also the Cartographer gains a +2 bonus on Craft (Cartography) checks, useful for selling the maps they create.
Party Bonus: With a cartographer on board the PCs gain 25 xp for each FULLY EXPLORED hex. Furthermore the party may sell their maps of the Greenbelt at Oleg's for 10 gp per fully explored hex.
GM's Note:
Treasurer
Job: The Treasurer's job is to keep track of party funds, distribute treasure and sell loot. This role is fairly simple, and just requires the PC to keep a list of stuff the PCs find and sell.
Role Bonus: The treasurer's careful tracking of the party's funds gives him a +2 bonus to Appraise and Diplomacy checks, giving him the advantage in haggling and deal making.
Party Bonus: The party gains an extra 10% profit from any item sold at Oleg's trading post so long as they have a treasurer in the party.
Artist
Job: The artist's job is to keep a visual record of the PCs adventures, this job is actually fulfilled between adventures. To fulfil this role simply draw a picture of your party members, an NPC or monster you meet (and/or kill), a scene described to you by the GM or a moment of PC actions.
Role Bonus: Any PC that hands me a picture of something that happened in the previous adventure (or of their PC in the first adventure) gains a +1 trait bonus on Perception checks, and a +2 Craft (Visual Art) check.
Party Bonus: The artworks can be sold at Oleg's for the following prices.
PC Portrait: 2 gp
NPC Portrait: 3 gp
Monster Image: 4 gp
Landscape: 5 gp
Action Scene: 10 gp.
(Don't forget these profits increase by 10% if you have a treasurer on board).

Joey Virtue |

This is not trying to be funny but use to be a role of a curtain person at our table
The Beer B!!!! or you could call them the cook
They are incharge of getting drinks for everyone from the fridge and getting the snacks out
Player Bonus +1 on fortitude saves (testing the food) +1 on will saves for being the Beer B!!!!
Party Bonus as long as you have a cook in the party you dont have to pay for or track rations

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That's not too bad an idea. Let me formalise it.
Cook
Job: In game the cook prepares the drinks and meals for the party, and makes sure the animals are well cared for. Out of game, the Cook keeps the refreshments and snacks coming and orders the pizza when it's pizza ordering time.
Player Bonus: +1 bonus on Fortitude Saves, +2 bonus on Survival checks as the cook can find the best places to find food, and sheltered locations to cook it.
Party Bonus: The Party uses half as many rations as long as there is a cook in the party (1 day of rations lasts 2 days).

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holy crap, I love the role idea! :D Stealing it for my gamez, though I'd love to see more. Possibly variations on the ones you have now for non-Kingmaker games, like an all urban Council of Thieves? ;) ;)
A chronicler could easily fit into a Council of Thieves game with only minor adjustment. Change the Team Bonus to an XP or fame point bonus. It's been a while since I've read CoT, but perhaps a Fame-Point per session recorded would be fair.
Cartographer doesn't fit for CoT since it isn't an exploration based campaign.
Treasurer and Artist can be used as is (artist might also provide Fame bonuses, as artworks of the PCs begin circulating around Westcrown).
Change the name of Cook to City Guide, and reduce the cost of living in the city by 25-50% as a party bonus. City Guide gains a +2 bonus to Knowledge (Local) checks instead of Survival.

Rob Vermeulen |
Great work! I have used your backgrounds for my campaign and it seems that the players are focusing on the Chaotic Neutral background….. (ah well that’s what you get for offering it ). However, I have adjusted that one a bit to also more easily allow chaotic good characters in the team. (By adding some story about them focusing on the Surtova’s, there being disenfranchised nobles, etc….. so mixing some freedom fighting in the mix…. Which fits well with the ambition of the swordlords anyways)

thenovalord |

we have a cartgotrapher, treasurer and someone who writes the journal/calendar
we also have a npc list maker who keeps track of who they have met, do they like them? , trust them, their fate, possible return visits etc
on our forum we use there is also a category for
-religious impacts / politics /history
-creatures of the land

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Great work! I have used your backgrounds for my campaign and it seems that the players are focusing on the Chaotic Neutral background….. (ah well that’s what you get for offering it ). However, I have adjusted that one a bit to also more easily allow chaotic good characters in the team. (By adding some story about them focusing on the Surtova’s, there being disenfranchised nobles, etc….. so mixing some freedom fighting in the mix…. Which fits well with the ambition of the swordlords anyways)
When using the Chaotic Neutral background emphasise the friendship of the players, and that it's the players against the world. It should help with party cohesion.
My party is in the process of deciding and are torn between Exiles and Outsiders. I might add some of the stuff about being against the Surtova, to allow for deeper integration with the Brevic elements.

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The "party roles" idea is outstanding, and I'm so very, very proud of you for divining roles that aren't centered around combat, but exploration and existing in the world. Well done, sir. I will be using these in my game as well.
The only problem I see with it is that the artwork is sold for a decently high value initially, but even by the time the party's 3/4 of the way through the first module, that's going to be a pittance for them. No big deal if you're wanting to focus on other things at that point, but if you're still trying to coax entertaining artwork out of 'em, it might be a loss to you. The percentages from the other roles will scale up, but I'm not quite sure how to make that work for the art. Maybe some kind of Craft: Visual Art check, where the result (half the result?) is the amount of gp they make? As I say, I'm uncertain exactly what tweak it needs, but I'm pretty sure it needs one.
Otherwise, though, great job! Way to delegate your DM tasks, and still make it fun. I thoroughly approve.

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Super stuff. Some of the bonuses from Party Origin and Party Role when combined with traits, feats, and class abilities might lead to some unusually high bonuses to skill checks at early levels, but I;m a "skill junkie" as a player and DM, so I heartily approve. :)
As for ideas for other Roles beyond the five already presented and the Mayor suggested, how 'bout someone who is an Ecologist or somesuch. Around the table, this would be a person who assisted with enemy/monster-related stuff: initiative, conditions, moving minis of killed critters to a common area, etc. In-game, an expert on flora and fauna with associated skill bonuses.

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@ Courtney! - Thanks for the positive feedback. Yeah the art not scaling up was always a problem and I'm trying to think of a solution to it. (Part of it is that I'm not relying on anyone taking the key skills involved in the role). I think perhaps multiplying the GP by level, also giving them the long term benefit of increased fame.
@ Golbez 57 - I should probably have mentioned that I'm not actually using the Player's Guide traits, so the Party Origins + Party Roles benefits will be all the PCs get. Also I was trying to think of some kind of ecologist role...
Natural Philosopher
Job: The Natural Philosopher's job is to study the various flora and fauna in the environment. The Natural Philosopher keeps track of the various monsters fought, and alerts their fellow adventurers to the conditions they fall under, how long they might last and declares monsters dead (by taking minis off the table). The natural philosopher should also keep track of hazards and action elements in the terrain. Finally, the Natural Philosopher should keep notes on monsters they face for example:
Trolls Vicious and cruel. These creatures possess a regenerative ability. Fire is their weak point. Recognizable by their underfangs, craggy skin and harsh rasping voices.
Player Bonus: The Natural Philosopher gains a +2 bonus on all Knowledge checks relating to monsters the PCs face. Also the Natural Philosopher becomes keenly aware of their environment gaining a +2 bonus on Perception checks.
Party Bonus: The Party may sell the Natural Philosopher's notes at Olegs for 10 gp per HD of the monster they've taken notes on. These notes can only be sold once per type of monster. So a Natural Philosopher can can sell their notes on Trolls, not notes on each individual Troll encountered. If a unique sub-type of a previously discovered monster is sold then those notes may be sold for 15 gp per HD.
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I'm loving the party roles, myself; first off, it's a good intro into the PCs eventually doing certain jobs for their fledgeling government, and second off, the minor boons help the PCs get things in their field done. I'm gonna probably steal these with minor modifications, since I'm using the Traits system and I don't want the PCs to get too many freebie bonses, but the roles will also help the PCs decide some places to focus some skills on. Anyhoo, good stuff.
I've got a PC in my group whose got Craft (weaponsmithing) and I'm thinking on making a role for some kind of group repair guy- mends weapons and armor, tends to torn cloaks and tents, etc. It should also make up for me probably not using the Artist role, as I fill that in my group anyways, and I'm the GM. :P

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Hey N'wah! I like that idea, so here's my stab at it.
Also if you could post up what changes you made to the roles here that'd be awesome for parties that ARE running with both traits, origins and other house-rules.
Smith
Job:The smith sees to the care of the PCs gear, repairing things that get damaged, as well as salvaging new equipment from found objects and things. Out of game, the smith's job is to aid the Treasurer by keeping track of objects found, so the treasurer can focus on objects getting bought and sold.
Player Bonus: The smith gains a +2 bonus on Appraise and Craft (metalwork) and Craft (leatherwork).
Party Bonus: The smith's constant upkeep of items keeps them in excellent condition, each member of the party may choose one item and reduce any Armour Check Penalty by one, increase the range increment of a weapon by 10 ft, or gain a +1 bonus to confirm critical hits with a weapon of their choice.

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Harrow Reader
Job: The Harrow reader's job is to help determine the party's destiny. At the beginning of the game they are given a harrow deck with which they can perform a reading, performing the reading will give the PCs warnings of things that are likely to befall them.
Player Bonus: The Harrow Reader gains an insight into people's innermost thoughts and brief insights into the future. The reader gains a +2 bonus on Sense Motive checks, and a +1 bonus on Reflex saves.
Party Bonus: Each session a harrow reading is performed, the party gain Harrow Points depending on whether their card was drawn, as well as if they encounter certain encounters.
GMs Note:
For now, assign each player a card based on their highest ability score, alignment and/or background elements. If that card gets drawn during the Harrow Reading that player gains a hero point.
Harrow Points: Any character with a hero point may spend it to Re-Roll a d20 roll, if they roll lower than 10 on the second roll they add 10 to the roll.

Helsbrandt of Taldor |

I really love these Role ideas, and I think they'd fit in my Kingmaker and my homebrew PvP Campaign (to further define each nation's heroes).
For any future roles have you thought about a Diplomat role? When the players need to talk their way out, someone should have a bonus on that skill.
How about a Scout, or someone good at tracking, exploring and surviving in the wilderness.
If I think up of other roles I'll let you know.

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I really love these Role ideas, and I think they'd fit in my Kingmaker and my homebrew PvP Campaign (to further define each nation's heroes).
For any future roles have you thought about a Diplomat role? When the players need to talk their way out, someone should have a bonus on that skill.
How about a Scout, or someone good at tracking, exploring and surviving in the wilderness.
If I think up of other roles I'll let you know.
I try to have both an out-of-game and in-game job for the roles, part of what I'm doing is taking stuff that I usually get stuck doing or delegating and making it a part of the game.
A diplomat role, I feel, would discourage non-diplomats from speaking up, and I wouldn't want that.
Also a scout character is already handled by taking a wilderness adventurer (barbarian, ranger, druid).

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Just a quick heads up: Any bonuses gained from Origins or Party Roles are considered Trait bonuses, and thus don't stack with any bonuses gained from Traits. A quick and easy fix for people worried about early skill or save bonuses getting too high.
Harrow Reading Method 1:
The Harrowing Path of Fate: A Harrow Reader may be able to divine the direction the PCs should travel with the following method.
Draw Harrow Cards and lay stack them until the Harrower draws a party-member's card (as determined by Ability Score and Alignment).
The Harrower then starts placing Harrow cards down in a clockwise direction in a hexagonal shape around the center stack. She continues going around in this pattern clockwise until a card of the Center stack's alignment is drawn. Stopping once this happens.
:Example draw. H=Harrow Card, S=Stack ^=blank space.
-H-
H-H
-S-
H-H
-H-
The amount of cards drawn in the center stack determine the number of Hexes the PCs should travel. The position of the clockwise stack determines the direction the PCs should travel.
The cards reveal that something tied to that PCs fate is in that direction.
For the GM:
If there is a site in that hex then consider changing some of the treasure there to suit the PC in question.
You know your PCs motivations better than anyone, it's also possible you could just be leading them to a quest-giver who feels drawn to the PC in question believing that PC can help.
More Harrow Methods to Come...

Glass Castle |

I enjoy your party roles idea.
I had already split my party into different roles but had not considered giving in-game bonuses- that's a nice touch.
At my table I use (and If I were to add bonuses they would be):
Treasurer - Keeps a running log of party funds; cash in/out and due for horse and livestock upkeep and employment of loggers and hirelings.
+2 Appraise Checks.
Cartographer - Same as your cartographer.
+1 Survival
+3 Craft (Cartography)
Quartermaster (your Smith) - Keeps track of party items and divvies up spoils.
+1 Appraise
+1 Craft (Weapon or Armor)
If I had more players I'd like to try out your Chronicler and Natural Philosopher.
Thank You!

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Harrow Reading Method 1:The Harrowing Path of Fate: A Harrow Reader may be able to divine the direction the PCs should travel with the following method.
Paizo is now indebted to you. ;) I had my local gaming store order a harrow deck for my Kingmaker game. Had to explain to the guy there what the product was, but he thought it sounded cool and like something that would sell, so he's ordering more than one. Yay for being a trend-setter, I guess. :)
I like tarot cards, all of my players are at least mildly interested in them, and I like bringing new levels of interactivity to the game. I don't know that I'm going to have it as a party role, though. I might just have an NPC or NPCs who will do readings when the group is stumped, or something like that. I'll have to see how receptive they are to the idea.

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DM_aka_Dudemeister wrote:
Harrow Reading Method 1:The Harrowing Path of Fate: A Harrow Reader may be able to divine the direction the PCs should travel with the following method.
Paizo is now indebted to you. ;) I had my local gaming store order a harrow deck for my Kingmaker game. Had to explain to the guy there what the product was, but he thought it sounded cool and like something that would sell, so he's ordering more than one. Yay for being a trend-setter, I guess. :)
I like tarot cards, all of my players are at least mildly interested in them, and I like bringing new levels of interactivity to the game. I don't know that I'm going to have it as a party role, though. I might just have an NPC or NPCs who will do readings when the group is stumped, or something like that. I'll have to see how receptive they are to the idea.
Suggestion?
Have the PCs come across a Harrow Deck when they loot a bandit camp (or bandit random encounter). Hand it to the PC who finds the treasure. The next time the PCs return to Oleg's they encounter a Varisian fortune-teller, looking for her mother's Harrow Deck.
When the PCs show the woman the Harrow Deck they found she responds:
"Zis Harrow deck is not my mothers, but maybe... maybe you can use it to find her deck?"
Do The Harrowing Path of Fate Revealing, roll up a bandit/kobold or mite encounter and throw another Harrow deck into the treasure. 400 xp for quest completion and the PCs have an interesting hook about how to explore the Greenbelt.

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DM_aka_Dudemeister wrote:
Harrow Reading Method 1:The Harrowing Path of Fate: A Harrow Reader may be able to divine the direction the PCs should travel with the following method.
Paizo is now indebted to you. ;) I had my local gaming store order a harrow deck for my Kingmaker game. Had to explain to the guy there what the product was, but he thought it sounded cool and like something that would sell, so he's ordering more than one. Yay for being a trend-setter, I guess. :)
I like tarot cards, all of my players are at least mildly interested in them, and I like bringing new levels of interactivity to the game. I don't know that I'm going to have it as a party role, though. I might just have an NPC or NPCs who will do readings when the group is stumped, or something like that. I'll have to see how receptive they are to the idea.
I love the Harrow deck I bought, way back in the CoCT days. It's in a box... somewhere... right now, but I'm gonna dig it out for one of my PCs to use in Kingmaker. :D
I've got mine in this fancy faux-tomb jade box with a pentagram on the lid. It looks appropriately mystical in there.

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Played through the Exiles Origin today (The party were torn between Pioneers, Exiles and Outcasts.
Things worked pretty well.
My current party consists of:
Kyte - Elf Druid, with Lim the Leopard Companion
Rosalia - Elf Rogue
Maligor Bobtwo - Half-Orc Bard
Zool - Gnome Summoner (with Serpentine Eidolon)
Sarynn - Human Barbarian
Dhodinar - Half-Elf Alachemist
Joining the party at Oleg's (when they get there will be):
?? - ?? Cleric of ??
?? - Human Ranger
and ?? - ?? ??
(Three people couldn't make character creation).
9 is the most players I've ever had in a single campaign.
The madness.

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Consider this yoinked. Especially the group alignment bit.
I was already thinking about assigning party roles, along these same lines, but splitting up the chronicler into two roles - one who tracks what the party has already done and one who keeps tabs on the various quests that await (and NPCs of note).
I also plan to have a 'party spokesperson' role, since my group tends to be a disorganized lot. At the table, the party spokesperson lets me know when the group has reached a final decision about what they are doing next, instead of a chorus of voices, quite possibly saying different things. In game, I would offer up a diplomacy bonus.
The Harrower idea is a cool one, if any of my players show an inclination in that direction, I will offer it up as well.
Thanks for the great ideas!

Berwick |

This thread is full of AWESOME!
I had a thought for you though...I have been reading here and there on the forums and one idea that is growing on me is having a player at the table track initiative. At first, I had a lot of arguments against it, but anything to allow the DM to focus on the important stuff more is good.
Maybe have some track initiatives and combat pacing? Could also include the Overland Round Rules in this to give them something to do outside of combat.
Hmm, I dunno what you would call it though...maybe something tacked onto the Chronicler?

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Harrow Reader
Job: The Harrow reader's job is to help determine the party's destiny. At the beginning of the game they are given a harrow deck with which they can perform a reading, performing the reading will give the PCs warnings of things that are likely to befall them.
Player Bonus: The Harrow Reader gains an insight into people's innermost thoughts and brief insights into the future. The reader gains a +2 bonus on Sense Motive checks, and a +1 bonus on Reflex saves.
Party Bonus: Each session a harrow reading is performed, the party gain Harrow Points depending on whether their card was drawn, as well as if they encounter certain encounters.
GMs Note: ** spoiler omitted **Harrow Points: Any character with a hero point may spend it to Re-Roll a d20 roll, if they roll lower than 10 on the second roll they add 10 to the roll.
love this. consider it stolen, for realz.
we played through CotCT with the Harrow points, and with the Hero Point rerolls from M&M (basically what you have here) in place, it would have been even more wicked awesome.

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Although I didn't make my players choose a group alignment or single unifying background, I was able to fit them all together into the Pioneer backstory and used that as a prologue for my PbP game. We're just wrapping up this portion now and it went great! Fabulous introduction and gave the party members some much needed opportunities for interaction before they set off for Oleg's, as well as a credible reason for being selected for the task.
Thank you for the idea!

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Although I didn't make my players choose a group alignment or single unifying background, I was able to fit them all together into the Pioneer backstory and used that as a prologue for my PbP game. We're just wrapping up this portion now and it went great! Fabulous introduction and gave the party members some much needed opportunities for interaction before they set off for Oleg's, as well as a credible reason for being selected for the task.
Thank you for the idea!
Sounds cool, do you have a link?