Reckless |
“The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventures have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?
The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...”
Who:
GM: Stratton Liberty aka DMReckless (Fantasy Grounds License: Ultimate)
Players: Open recruitment for 4-6 PCs. To be considered, PCs must adhere to the Character Construction Guidelines below. Since the GM has Ultimate License, Players are not required to have Fantasy Ground License, but must download and install demo version.
When:
Recruitment: Now through May 25th. Selections will be announced by the 27th.
Gameplay: Thursdays 6:30-9:30pm Eastern ST (some flexibility on starting time, ending is pretty hard set; have work early morning Fridays.) with a planned starting date of June 1st. This is a long-term campaign.
What:
Game System: Pathfinder Official Releases
Campaign: Kingmaker Adventure Path
Player’s Guide: Link
Combat/Social: 40/60-ish Looking for players who enjoy intraparty interactions and can role-play amongst each other. This is also a very Sandbox and political campaign with lots of opportunities for players to craft their own subplots, diplomacy, negotiation, and even monologuing. If people wish to interact and/or collaborate in the recruiting thread, this will be looked upon as a positive sign during recruitment.
Materials: I will be using the officially released version of the Pathfinder Rules, including the campaign. Additionally, I will be supplementing with material from Legendary Games’ Cold Mountain and Horns of the Hunted. I plan on crafting some homebrew to interact with the plots and plans instigated by the players, as I want this to be a very “Sandboxy” game. That said, I wil also be using random encounters in the wilderness and knowing when to run could be a vital survival skill.
Where:
Fantasy Grounds (loud bard epic gate), Discord Channel Will consider teamspeak, skype or no-voice/chat only if there are stronger preferences among players.
Why:
Because there’s Kingdoms to conquer and brand new licenses to celebrate!
Plus, there’s a Kraken in them thar hills! (inside joke)
Character Construction:
This is kind of a celebration of the new licenses, so we are going to stick with what can be built with those vehicles.
Sources allowed: Core Rule Book, Advanced Players Guide, Kingmaker Player’s Guide. If it’s not in one of these books, you can’t use it to build your character. We will be using Hero Points and Traits from these sources. As Smiteworks adds more official content, I’ll be opening the campaign to those sources as well.
Attributes: Going Old School on attributes.15 point buy, no attribute below 8 after racial adjustments. Alternatively, you can roll 4d6-Lowest in order (first roll assigned to STR, next to DEX, etc.) (minimum point buy 20 for this method or reroll until you get at least a 20 point buy.) These rolls to be made in this recruitment thread.
Alignments: LG,NG, CG, or LN
Hit Points: Max at 1st, rolled with a minimum of ½ HD (3 on d6, 4 on d8, 5 on d10 6 on d12) after that.
Feats: At 3rd level and every 3 levels thereafter, PCs will gain a bonus Teamwork Feat. The one requirement is that at least 2 PCs must choose each Teamwork Feat gained. (For example, in a group of 6 PCs, 4 could go with 1 Feat and the other 2 with a different one.)
Additionally, every PC may choose 1 Feats at first level from among the following as a Bonus Feat (they must meet the prequisites): Arcane Talent, Breadth of Experience, Childlike, Deepsight, Deft Hands, Eagle Eyes, Eclectic, Elven Accuracy*, Fight On, Fleet, Great Fortitude, Improved Stonecunning, Iron Will, Ironguts, Ironhide, Keen Scent, Leaf Singer, Lightning Reflexes, Low Profile*, Lucky Halfling, Razortusk, Shared Insight, Sharp Senses, Steel Soul, Stone-Faced, Stone Singer, Well-Prepared.
Characters also gain one of the following Feats at first level: Acrobatic, Alertness, Athletic, Deceitful, Magical Aptitude, Persuasive, Self-Sufficient, Sociable, Stealthy. The skills associated with these Feats become Class Skills for the PC and she gains a free Rank in each of these skills each level.
Traits: Choose 1 campaign trait and 1 trait from the APG. These traits should be incorporated into the PC’s background story
Background: Write a 2+ paragraph of your character’s background. Use the Player’s Guide as a reference for this; anything you put into your background will probably be used as seeds for future plot points.
Personality: Describe three or more characterizing features of your character: at least a motivation, a quirk, and a weakness.
Appearance: Link a pic that can be used as a portrait/token for your character
Desired Kingdom Role: As we will be using Kingdom Building Rules (see the Player’s Guide) for this campaign, what Kingdom Role do you see your PC fulfilling?
Magicblast |
Hey! I am very interested in this campaign. I've been wanting to play Kingmaker, and my schedule is changing for the summer and so I have Thursday's free. I also work early so getting done early works well for me.
I do not have the most roleplaying experience, but I have done a bit through Roll20 (though the games always end up falling through before we really get going). I enjoy, and prefer, the roleplaying aspects of the game over the number crunching of combat (that's not to say I don't also enjoy combat). I enjoy the home rules you've set up and feel like they can create really intricate and more well-rounded characters. Due to space/roommate constraints at my current apartment I would prefer text only, but I could make it work.
Recently, I have been playing around with a bunch of different character ideas, but I seem to be in a rut of creating very similar characters. Because of that, I am going to roll for stats and let the Gods help decide what I should play as!
*** I am relatively new to the Paizo Forums, so if I format or code anything correctly I apologize.
Strength: 4d6 ⇒ (4, 6, 1, 2) = 13 = (4,6,2) = 12
Dexterity: 4d6 ⇒ (4, 1, 5, 3) = 13 = (4,5,3) = 10
Constitution: 4d6 ⇒ (3, 1, 2, 1) = 7 = (3,1,2) = 6
Intelligence: 4d6 ⇒ (3, 5, 4, 6) = 18 = (4,5,6) = 15
Wisdom: 4d6 ⇒ (5, 3, 5, 3) = 16 = (5,5,3) = 13
Charisma: 4d6 ⇒ (4, 6, 5, 3) = 18 = (6,5,4) = 15
(according to my calculations this is a 15 point buy - and a tragic 6 con. I'll reroll)
Strength: 4d6 ⇒ (4, 4, 6, 5) = 19 = (4,6,5) = 15
Dexterity: 4d6 ⇒ (4, 3, 3, 6) = 16 = (4,3,6) = 14
Constitution: 4d6 ⇒ (2, 1, 5, 1) = 9 = (2,1,5) = 8
Intelligence: 4d6 ⇒ (3, 1, 2, 1) = 7 = (3,1,2) = 6
Wisdom: 4d6 ⇒ (5, 5, 1, 6) = 17 = (5,5,6) = 16
Charisma: 4d6 ⇒ (2, 3, 6, 5) = 16 = (3,5,6) = 14
(This is a 19 point buy - and a tragic intelligence. I'll try again!)
Strength: 4d6 ⇒ (6, 6, 6, 6) = 24 = (6,6,6) = 18 !
Dexterity: 4d6 ⇒ (2, 6, 5, 3) = 16 = (6,5,3)= 14
Constitution: 4d6 ⇒ (6, 2, 6, 6) = 20 = (6,6,6) = 18
Intelligence: 4d6 ⇒ (2, 3, 4, 2) = 11 = (4,3,2) = 9
Wisdom: 4d6 ⇒ (1, 5, 1, 6) = 13 = (1,5,6) = 10
Charisma: 4d6 ⇒ (1, 5, 1, 2) = 9 (5,2,1) = 8
(Haha, this is like a 36(?) point buy. Very interesting. If this works for you, then I will roll with it!)
Edit: figuring out how rolling words
Alaric the Barbarian |
Strength: 4d6 ⇒ (2, 2, 4, 3) = 11
Dexterity: 4d6 ⇒ (3, 5, 3, 3) = 14
Constitution: 4d6 ⇒ (2, 2, 2, 3) = 9
Intelligence: 4d6 ⇒ (1, 4, 5, 3) = 13
Wisdom: 4d6 ⇒ (5, 1, 6, 3) = 15
Charisma: 4d6 ⇒ (2, 5, 2, 5) = 14
Thats a reroll
Strength: 4d6 ⇒ (2, 6, 2, 5) = 15-13
Dexterity: 4d6 ⇒ (6, 4, 4, 6) = 20-16
Constitution: 4d6 ⇒ (2, 2, 3, 2) = 9-7
Intelligence: 4d6 ⇒ (5, 5, 6, 5) = 21-16
Wisdom: 4d6 ⇒ (6, 1, 3, 1) = 11-10
Charisma: 4d6 ⇒ (2, 4, 5, 5) = 16-14
24 point buy and I will definitely be making a wizard.
Reckless |
Alaric, a classic! Just don't make him an elf or.... you know...
Reckless |
I do not have those, but if you think they're worth looking into I will and make a decision on if/how/how easily they might be incorporated.
The two adventures I mentioned ae designed as "plus ins" for Kingmaker and are written by Jason Nelson (Cold Mountain) and Matt Goodall (Horns of the Hunted).
Brother Fen |
stats: 4d6 ⇒ (5, 2, 2, 1) = 10
4d6 ⇒ (2, 2, 5, 6) = 15
4d6 ⇒ (2, 5, 2, 3) = 12
4d6 ⇒ (2, 4, 1, 5) = 12
4d6 ⇒ (6, 2, 6, 3) = 17
4d6 ⇒ (3, 6, 1, 5) = 15
re-roll
stats: 4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (2, 4, 4, 4) = 14
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (5, 3, 4, 3) = 15
4d6 ⇒ (1, 5, 6, 5) = 17
4d6 ⇒ (6, 3, 6, 6) = 21
re-roll
stats: 4d6 ⇒ (1, 6, 5, 4) = 16
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (1, 4, 2, 1) = 8
4d6 ⇒ (1, 3, 5, 4) = 13
4d6 ⇒ (6, 4, 3, 1) = 14
4d6 ⇒ (2, 3, 5, 5) = 15
re-roll
stats: 4d6 ⇒ (2, 5, 2, 1) = 10
4d6 ⇒ (3, 4, 1, 5) = 13
4d6 ⇒ (6, 3, 2, 5) = 16
4d6 ⇒ (2, 4, 6, 2) = 14
4d6 ⇒ (5, 4, 1, 2) = 12
4d6 ⇒ (4, 2, 2, 2) = 10
re-roll
stats: 4d6 ⇒ (4, 2, 4, 3) = 13 =11
4d6 ⇒ (5, 1, 3, 4) = 13 =12
4d6 ⇒ (6, 5, 1, 1) = 13 =12
4d6 ⇒ (6, 4, 1, 5) = 16 =15
4d6 ⇒ (6, 6, 5, 2) = 19 =17
4d6 ⇒ (4, 4, 3, 3) = 14 =11
=26 point buy.
JMG021283 |
First set:
4d6 ⇒ (4, 4, 1, 1) = 10
4d6 ⇒ (6, 4, 6, 4) = 20
4d6 ⇒ (3, 2, 1, 1) = 7
4d6 ⇒ (6, 3, 5, 2) = 16
4d6 ⇒ (2, 5, 3, 3) = 13
4d6 ⇒ (6, 3, 6, 5) = 20
<reroll>
Second set:
4d6 ⇒ (2, 4, 4, 4) = 14=12
4d6 ⇒ (1, 1, 5, 5) = 12=11
4d6 ⇒ (3, 6, 2, 3) = 14=12
4d6 ⇒ (5, 6, 4, 6) = 21=17
4d6 ⇒ (5, 2, 5, 5) = 17=15
4d6 ⇒ (6, 6, 4, 1) = 17=16
I'll have a character up tonight sometime. Thinking a caster of some sort....
All Seeing Eye |
Laurence Marakov has the dual distinctions of standing in one of Brevoy's noble houses, and being an warrior of some renown. In his former adventuring days as the Fighter of the Five Knives Company, a small band of adventurers and opportunistic mercenaries, he specialized as a master of combat who perfected his art with the sword. Unfortunately, the days of the party were cut short when one member, the wizard Francesco Rossi, was slain - the group disbanded shortly after, heading their separate ways.
For Laurence, that was home, to Brevoy. He retired to New Stetven, married his childhood sweetheart, Mayra Lebeda a humble practioner of the arcane arts, invested in a few businesses, and settled for a life of research and theoretical arcane study. He managed a brisk trade training other adventuring parties that traveled through, and amassed an impressive private collection of weapons and armor from all parts of the world.
When Mayra announced that she was pregnant, Laurence was overcome with joy. He imagined himself rearing his son up to be a warrior as he was. He could already see the greatness that his son was destined for. When Newton was born Laurence had already planned his life out for him. As he grew Laurence slowly realized his son would be nothing like him. He was a frail, sickly boy, prone to catching every cough and sniffle that came around, and spending large amounts of his childhood bedridden and weak. Although there is nothing Newton could do about it he was a disappointment in his fathers eyes. He still wanted to learn, however, and Mayra spent many long days and nights at his son's bedside, schooling him in the ways of magic.
As Newton grew, his health remained consistently poor. He was a gangly youth, brittle-boned and dry-lipped, prone to illness and possessed of a persistent dry, hacking cough that shook his shoulders and scraped his throat. As Newton entered his twelfth year with no sign of improvement, even from the priests and apothecaries Laurence and Mayra called in, the proud father became determined to take things into his own hands.
He withdrew.
Newton spent the next several years of his life, hunched over books or crouched in prayer. The wizard spoke little, engaging deep in his own research, delving into the study of conjuration. Somewhere, in these dusty tomes, was the answer - a way to transcend the limitations of his final form, to strengthen his bones and lungs with magic.
Marya fussed and flitted, worried that she was losing her boy to his fruitless research. Yet Newton's good memories of his father slowly faded, replaced with those of a distant, grave fellow who could barely stand the sight of his own son. He slowly grew and mastered his first spells - they weren't flashy, but they were effective, and held immense promise.
He was well into his twenties when his father approached him in the library - the first time he'd done so in years. "I've got an opportunity for you," he said, and for the first time in years he looked his son in the eyes, "There's an expedition heading into the Stolen Lands. I think it would do you good." He stood, squeezed his shoulder briefly, and went to the door. "It leaves in four days," he added, before leaving.
Newton found himself at the gates four days later, his pack slung over a thin shoulder, dressed in his patched robes and sturdiest boots. His spellbook was heavy at his hip, and a gnarled staff was clutched in his hand. After hugging his mother goodbye, he was surprised to see his father there, ready to see him off. And he had a parting gift - a
"It will help keep you safe," was the only explanation given. "It should help you out there, make me proud son" Having bestowed his odd gift, he was gone once more.
Placing the familiar on his shoulder, Anton drew a deep, shaky breath, and took his first steps into the unknown.
Reckless |
Rolling for a candidate without a Paizo Account
4d6 ⇒ (5, 1, 1, 4) = 11 10
4d6 ⇒ (3, 5, 3, 4) = 15 12
4d6 ⇒ (3, 4, 4, 2) = 13 11
4d6 ⇒ (4, 2, 1, 2) = 9 8
4d6 ⇒ (5, 5, 1, 1) = 12 11
4d6 ⇒ (2, 6, 4, 4) = 16 14
Nope
4d6 ⇒ (5, 5, 6, 4) = 20 16
4d6 ⇒ (1, 4, 6, 6) = 17 16
4d6 ⇒ (6, 1, 1, 4) = 12 11
4d6 ⇒ (5, 4, 4, 4) = 17 13
4d6 ⇒ (5, 2, 1, 5) = 13 12
4d6 ⇒ (2, 6, 3, 5) = 16 14
Ok
Reckless |
And a second set for someone else:
4d6 ⇒ (6, 3, 1, 2) = 1211
4d6 ⇒ (1, 2, 3, 3) = 98
4d6 ⇒ (2, 5, 6, 4) = 1715
4d6 ⇒ (4, 3, 1, 4) = 1211
4d6 ⇒ (5, 3, 4, 5) = 1714
4d6 ⇒ (5, 2, 2, 4) = 1310
Nope
4d6 ⇒ (4, 2, 6, 2) = 1412
4d6 ⇒ (1, 2, 1, 1) = 54
4d6 ⇒ (4, 5, 1, 1) = 1110
4d6 ⇒ (5, 1, 2, 3) = 1110
4d6 ⇒ (6, 6, 2, 4) = 1816
4d6 ⇒ (6, 2, 1, 6) = 1514
Nope
4d6 ⇒ (5, 5, 1, 3) = 1413
4d6 ⇒ (6, 2, 3, 4) = 1513
4d6 ⇒ (4, 2, 1, 4) = 1110
4d6 ⇒ (1, 2, 6, 1) = 109
4d6 ⇒ (2, 5, 1, 1) = 98
4d6 ⇒ (1, 2, 1, 4) = 87
Nope
4d6 ⇒ (1, 5, 3, 3) = 1211
4d6 ⇒ (6, 1, 5, 2) = 1413
4d6 ⇒ (5, 3, 6, 5) = 1916
4d6 ⇒ (4, 4, 4, 5) = 1713
4d6 ⇒ (4, 3, 6, 2) = 1513
4d6 ⇒ (5, 1, 4, 1) = 1110
Just under, nope
4d6 ⇒ (1, 1, 2, 3) = 76
4d6 ⇒ (3, 3, 1, 1) = 87
4d6 ⇒ (3, 3, 5, 5) = 1613
4d6 ⇒ (3, 2, 2, 3) = 109
4d6 ⇒ (2, 2, 5, 3) = 1210
4d6 ⇒ (4, 3, 3, 4) = 1411
Hah NO
4d6 ⇒ (4, 6, 1, 4) = 15 14
4d6 ⇒ (3, 6, 1, 4) = 14 13
4d6 ⇒ (5, 6, 4, 6) = 21 17
4d6 ⇒ (3, 4, 1, 5) = 13 12
4d6 ⇒ (2, 3, 3, 6) = 14 13
4d6 ⇒ (4, 4, 1, 2) = 11 10
Finally found one
Reckless |
Hit points should be 7: 6-2+3 for Toughness
Damage with weapons should be +1 for strength
Skills are off-no total for sense motive, and it looks like maybe you were going with magical aptitude and changed it to alertness without changing the skills?
That's all I see so far. I like the background.
RE: Familiars/Animal COmpanions: I’m ok with people choosing familiars or animal companions from any Bestiary that has stats listed to use them as such.
Reckless |
For tracking purposes:
Brother Fen Salnyon Medvyed, the Steelrider. Human Druid of Gorum
Magic Blast (dice rolled)
Lokiel Elrin Soustaile Half-Elf Fighter(Archer)
Lokiel’s Friend Addicus Soustaile Half-Elf Rogue (Poisoner)
Alaric the Barbarian/All Seeing Eye Newton Marakov Human Wizard (Conjurer)
JMG021283 Jin Stonewood Dwarf Druid
Gwenivere ? Human Cleric of Sinashakti
Ramza0Tyr interest
Greenleaf101 interest