A Game of Kingmaker

Game Master Wandering Wastrel

DATE: 28/31 KUTHONA (XII) 4719
KINGDOM TURN 7 (COMPLETED)

PROCLAMATIONS I MAPS I ADMIN I RULERSHIP

PROJECTS:

Get Tyg and Perlivash on our side: 2/9
Find the Redcap lair: 1/5
Establish good diplomatic relations with Kiravoy: 2/5
Establish good diplomatic relations with Glenmere: 1/5


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Zond would be interested in marshal or ruler, but anyone with a higher CHA would be better.


Thanks all for the updates. I will put a new list up in the next few days.


Haha, I don't envy your job of choosing who gets to come in the end Mr GM.


I am not finished adjusting the character. Trying to fit time in as I unpack from the move. Kids just will not give me time to do a lot as they want to climb into each and every box.


Hello, here is now the char sheet as well.

Char Sheet:

Male NG Kitsune that is usually always in Kitsune form
_________________________________________________________________

-- STATS --
Str: 7, Dex: 18, Con: 14, Int: 9, Wis: 10, Cha: 17

_________________________________________________________________

-- COMBAT --
Scimitar: +4 (1d6+4; 18-20/×2) (To hit: BAB +0, Dervish Dance Dex +4 / Damage: +4 via Dervish Dance feat and +1 if non-lethal via Blade of Mercy trait

Due to ‚Blade of Mercy‘ trait: Non-lethal damage has no -4 to hit and has +1 to damage.

Light Crossbow +4 (1d8, 19-20/x2) To hit: BAB +0, Dex +4
AC 17 (+2 Armor, +1 Buckler, +4 Dex)
_________________________________________________________________

-- SAVES --
Fortitude: +2 (Con +2, Bard +0)
Reflex: +6 (Dex +4, Bard +2)
Will: +2 (Wis +0, Bard +2)

_________________________________________________________________

-- SKILLS --
Acrobatics +8 (Rank +1, Class +3, Dex +4)
Diplomacy +8 (Rank +1, Class +3, Cha +4)
Intimidate +8 (Rank +1, Class +3, Cha +4)
Perception +2 (Rank +1, Class +3, Wis -2)
Perform (Sing) +8 (Rank +1, Class +3, Dex +4)
Stealth +8 (Rank +1, Class +3, Dex +4)

Lvl 1: 6 Skill Points = 6 Bard -1 Int + 1 Skilled Kitsune
TOTAL - 6 Skill Points

_________________________________________________________________

-- GEAR --
Scimitar (weapon cord attached), 2 lbs.
Lamellar Cuirass Armor, 10 lbs.
Buckler, 2.5 lbs
Holy Symbol of Sarenrae, 0 lbs.
Backpack, Masterwork, 4 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs

_________________________________________________________________

–– RETRAINING ––
• ----.

_________________________________________________________________

–– GOLD ––
TOTAL OVERVIEW:
* Currently: 3 gp
* Gained: 150 gp
* Spent: 147 gp

1st Level overview:
* Gained: 150gp (Starting gold)
* Spent: -147 gp (Starting Equipment)

_________________________________________________________________

–– HIT POINTS ––
Lvl 1: 10 Hit Points = 8 Bard + 2 Con
TOTAL: 10 Hit Points

_________________________________________________________________

–– BARD SPELLS ––
• 0 level: Detect Magic, Light, Message, Read Magic
• 1st level: Hideous Laughter, Reduce Person

–– SPELLS PER DAY ––
• 1st level: 2

-- FEATS --
• Level 1 (free): ARMOR PROFICIENCY (LIGHT)
• Level 1 (free): DERVISH DANCE (Combat) - Prerequisites: Dexterity 13, Weapon Finesse [Satisfied through 'Dervish Finesse‘ Swashbuckler class ability], Perform (dance) 2 ranks, proficient with scimitar, Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
• Level 1: ENFORCER (Combat) - Prerequisites: Intimidate 1 rank, Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

-- TRAITS --
• BLADE OF MERCY (Religion: Sarenrae): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

_________________________________________________________________

-- CLASS ABILITIES --

* CLASS ABILITIES - Bard (Dawnflowe Dervish) 1 *
• Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
• Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.
• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
- Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
- Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
-Battle Dance (Su): A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.

_________________________________________________________________

-- KITSUNE RACIAL TRAITS --
• Str: -2, Dex: +2, Cha: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
• LOW-LIGHT VISION
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan


I'm almost done, just tweaking a few things and trying to come up with an authentic Brevic name! I should have my completed submission in no later than 48hrs


Just checking in again. I don't have questions and have been done, just don't want inactivity looked down upon. I very active posting 10-20 times a day in my other games :) Thanks for consideration.


Character Sheet is up in my profile. Thanks!


I'm working on an unchained bandit rogue. Should be up today or tomorrow.


@Wandering GM Wastrel

I have been thinking a lot about my submission and would like to change up the backstory and class a bit. I felt that it was rather bland and after having some time to think the character through I thought he'd be better as a Vigilante (Mounted Fury Archetype) VMC Cavalier. Let me know if that's an okay change and I'll go ahead and pay that new background and such.


@Boggbear - heh, yes there are a lot of very high-quality submissions! That we should all have such problems... :)

@Zilybar - thanks for the update (kids are far more into the box than the expensive present inside, if memory serves). Recruitment still open so you have time.

@noral - noted, thanks.

@Wolfmane - thanks for the update. There's still time.

@Zond - thanks.

@R0B0GEISHA - good to know, I look forward to seeing what you come up with.

@Tevforshort - that is not a problem. I look forward to seeing the revised character.


Hey - just popping in to say I'm still interested, last week of school is very but hopefully I'll have the character done today!


For those that don't know and might be interested, next month and rpg based on Kingmaker hits steam (unless it gets delayed of course).

The Exchange

Also still interested yes


BoggBear wrote:
For those that don't know and might be interested, next month and rpg based on Kingmaker hits steam (unless it gets delayed of course).

I'm really looking forward to this.


R0B0GEISHA wrote:
BoggBear wrote:
For those that don't know and might be interested, next month and rpg based on Kingmaker hits steam (unless it gets delayed of course).
I'm really looking forward to this.

It's one reason I'm coming back to Pathfinder after a few years away - especially Kingmaker, 'cause I kind of wanted to do a PbP version whilst waiting for the new game to come out.


Wow! So many great applications! I almost want to start my own AP and invite some of you guys! Maybe after gameday! ;-)

@GM Wastrel: Can you assess when you will decide and when you would like to start the AP?


@noral - fair question. There's a couple of submissions from interested posters (R0B0GEISHA, Harakani and Nikolaus) that are still in progress. Once I have those, I'll close recruitment and take a day or so to make a decision.

Gameplay will start almost immediately after that.


The Kingmaker computer game is real-time, unfortunately. There hasn't been a true turn-based d20 crpg since 2003 :(


My original plan was to start with Brawler then go to Investigator, but that really doesn't work with her backstory and it diminishes that she is, at her core, a skillful character. So it's one level of Investigator then picking up a level in Brawler, taking Improved Unarmed Strike at 1st level then retraining it to Combat Expertise at 2nd level. Also changed my mind on Majordomo, everything else about it is so good for this campaign but trading out Alchemy for some teamwork feats just hurts too much.

As a highly skillful character who, to borrow a term, can do more than 'shmooze', and befitting her high ambitions, Arianna Wending is best suited as a Grand Diplomat. Spymaster could also work, but preferably in a sort of Varys sort of role, where she organizes spies in the background while presenting a public front as merely an advisor to the Ruler.

background:

The Wendings have served the Lebeda family for three generations as household servants, humble and content. 20-year-old Arianna has never given anyone any reason to think she may be any different, but in fact she has much greater aspirations. Thus, she joins the expedition into the Stolen Lands, seeking to independently improve her standing. Despite having the name of House Lebeda hanging over her, Arianna feels that she owes them nothing. Playing no small part in this sentiment is that when Arianna was young, her mother was brutalized by the Late Lord Lebeda, and he never faced any consequences.

Before leaving, Arianna stole several books of history, herbology, courtesy, and linguistics from the Lebeda Household Library.

Arianna ties her hair up and wears simple travelling clothes. Her clothes have sentiment attached to them: her boots were a gift from her oldest brother and his wife, her gloves were originally her older sister's, and her hair ribbon was given to her by her little siblings. Like her whole family, Arianna has curly red hair.

Arianna's family includes her father, a servant of House Lebeda who considers himself Brevan through-and-through, her two older brothers and their wives, her older sister, who taught Arianna how to throw a punch, and the twins, her younger brother and sister.

Arianna hasn't done a whole lot of introspection. She's never actually fought anyone or anything, and she's never been outside the bounds of civilization. She has never ridden a horse. She's likely to spend her turns on watch reading her stolen books by the light of the campfire.

sheet:

Arianna Wending
NG Human Investigator 1
Medium humanoid (human)
Init +2, Senses Perception +3
--
Defense
AC 16 (touch 12, ff 14)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
--
Offense
Speed 20ft
Melee Unarmed Strike +3 (1d3+3)
Ranged Sling +2 (1d4+3)
Investigator Extracts Prepared (CL 1st)
1st--Cure Light Wounds, Enlarge Person
--
Statistics
Str 16, Dex 15, Con 12, Int 15, Wis 9, Cha 10
BAB +0, CMB +3, CMD 15
Feats Medium Armor Proficiency, Improved Unarmed Strike
Traits Noble Born (Lebeda), Civilized, Pragmatic Activator
Skills (9/Inv + 2 bg) (ACP -3)
*indicates skill that may add inspiration without expending uses
**indicates skill subject to armor check penalty
**Acrobatics +6
Diplomacy +4
**Disable Device +7
*Knowledge (Geography) +6
*Knowledge (History) +6
*Knowledge (Local) +7
*Knowledge (Nature) +6
Perception +3
Sense Motive +3
Craft (Alchemy) +7
*Knowledge (Nobility) +7
Languages Common, Elvish, Dwarvish, Gnomish
SQ Inspiration (2/day), Trapfinding, Alchemy
Equipment hide armor, dagger, sling, alchemy crafting kit, backpack, bedroll, flint and steel, belt pouch, ink, inkpen, torches (10), trail rations, water skin, paper, charcoal, chalk, thieves' tools, books on courtesy, geography, linguistics, and history, 12gp


I might be repeating a question, and I'm sorry if I am, but can we use kingdom building buildings from other books as long as they're not third-party material?


theasl wrote:
The Kingmaker computer game is real-time, unfortunately. There hasn't been a true turn-based d20 crpg since 2003 :(

It's tragic, right?


R0B0GEISHA checking in with Sasha Yezhov, a consigliere rogue and former bandit noble seeking an honest life in the Stolen Lands.

For the fledgling kingdom, she'd likely pursue either the role of Spymaster or Treasurer, as those best fit her backstory.

Please let me know if I've missed anything. :)


I'm actually also still interested in this game.

I'll be going with a Human Hunter named Endrin Cullerton using the Courtly Hunter archetype. As far as campaign traits go I'm looking at Noble Born (Medvyed). He wouldn't strictly be a Medvyed but he'd join in their name, his aunt having married a Medvyed, and like them he has close and friendly ties to the fey.

As far as kingdom roles go, he'd aim for Councilor but Marshal, Warden or even General or High Priest could also work.

Background isn't done yet but I'm still looking at a descendant from the Cullertons of Lambreth. His father would have fled to Druma, joined the Prophets of Kalistrade and built a new existence in the town of Macridi, selling rare woods.
Endrin would have been blessed by an old dryad shortly after his birth as a thank you to his father for helping to repel an attack on her grove by redcaps.
Endrin would have grown up with regular contact with his fey godmother and would have at some point received an orphaned grizzly bear cub from her (to become his animal companion). Endrin grew up between the intrigue of the fey and the intrigue of the Kalistocrats.
Recently he'd have moved to Brevoy to stay with his aunt who had married a Medvyed. The goal of that would be to exchange information on how to trade and deal with the fey. While there his aunt would have filled Endrin's head with stories about their family's past and how they should seek vengeance. His father had let go of those feelings in order to advance as a Kalistocrat.
When the opportunity of being sent out as an explorer and settler in the Stolen Lands came on his path he grabbed hold of it with both hands. He had his uncle pull some strings to get him in. The attraction to the mission was threefold. First it was a business opportunity. Second it was a way to make his mark on the world. And third, it might just open to road to retribution for his dead grandparents.

The Exchange

Wow we have a lot of Medyved in this application
Like we could have an entirely Medyved party probably


Wandering GM Wastrel wrote:
@noral - fair question. There's a couple of submissions from interested posters (R0B0GEISHA, Harakani and Nikolaus) that are still in progress. Once I have those, I'll close recruitment and take a day or so to make a decision.

Erk! Sorry.

This Document has the mechanics so far. I'm trying to work out how to buy about 1800gp worth of stuff with 900gp - but I could stop that today. I was also going to make the app a bit prettier, as this is a "working sheet".


@TheSilverDreamer - thanks for the submission, looks good. If you could separate background out from description (appearance, clothes, accessories, personality, quirks, likes, dislikes, morality) that would be really helpful.

@Morgin - possibly. I have Ultimate Campaign but I took a longish break from PF due to health issues so I haven't kept up with everything, and there's been a lot! Was there a particular building you had in mind?

@Sasha - looks good! Can't see anything missing :-)

@Cuan - looks like a good concept. I look forward to the completed submission.

@Harakani - I initially said recruitment would run for 2 weeks so there's still time; although the clock is ticking.


COMPLETED (more or less)

KingHotTrash – Nicolas Ragar, Human Investigator (Empiricist) (Kingdom role: Spymaster)

Brainiac - Raquel Cailean, Human Cleric (Kingdom role: Councilor/High Priest)

Keante - Gwenallt Cadogan, Human Cavalier (Gendarme) (Kingdom role: General/Warden)

Boggbear – Bregor Rowan, Human Skald (Kingdom role: Ruler/General)

MadHiro – Tiber Macero, Human Wizard (divination) (Kingdom role: Magister/Spymaster)

Simeon – Malqazar the Magnificent, Half-Elf Mesmerist (Kingdom role: Ruler)

Arythain – Tristan Aislin, Human Bard (Court Bard) (Kingdom role: Councilor)

Lord Foul II – Marcus Tamarin, Kitsune Bard (Kingdom role: Spymaster/Magister)

Ashe – Desmond Winters, Human Fighter (Weapon Master) (Kingdom role: Marshal)

CrankyCow – Zeelo Wildspark, Gnome Alchemist (Grenadier) (Kingdom role: unknown)

TheUnthinker – Iriador Solladas, Half-Elf Wizard (exploiter) (Kingdom role: Treasurer)

Winwaar – Dale Firehair, Half-Elf Cleric (Kingdom role: High Priest/Councilor)

noral – Kyron, Kitsune Bard (Kingdom role: unknown)

Kobulum – Morgin Ironfold, Dwarf Druid (Kingdom role: unknown)

theasl – Verus Uritio, Human Inquisitor (Sacred Huntsmaster) (Kingdom role: Treasurer/Warden)

Stormspace – Zond Ebonblade, Aasimar Sorceror (Kingdom role: Marshal/Ruler)

Tevforshort – Jarom Hethem, Half-Orc Cavalier (Courtly Knight) (Kingdom role: Ruler/General) Possible revision to Vigilante

ginganinja – Valonia Nisassa, Human Skald (Battle Scion) (Kingdom role: Ruler/Grand Diplomat)

TheSilverDreamer - Arianna Wending, Human Investigator (Kingdom role: Grand Diplomat/Spymaster)

R0B0GEISHA – Sasha Yezhov, Human URogue (Consigliere) (Kingdom role: Spymaster/Treasurer)

INTERESTED/INCOMPLETE

Nikolaus de’Shade – aasimar shifter/vigilante

Peet

Cuan – Endrin Cullerton, Human Hunter (Kingdom role: Councilor/Marshal)

Derz

Ammon Knight of Ragathiel – possible unchained summoner

Wolfmane – fighter/swordlord

Jovich – Zilybar Gnaz (Kingdom role: unknown)

Solicitor – human unchained rogue

rdknight – possible ranger (dandy archetype)

Harakani – Selka Widowknife, Human Druid (Kingdom role: Ruler/High Priest)

TheChess – some sort of VMC


Wandering GM Wastrel wrote:

INTERESTED/INCOMPLETE

...

Peet

Okay, I'm getting there. The character will be Asloga Njalsdottir, Ifrit bard. She has the Mostly Human racial alternate trait so she looks human.

Backstory is not finished yet but is coming along nicely.

Primary role is as a buffer and knowledge character.

Kingdom roles? Not sure.
* Ruler would be fine. :)
* Consort would actually work depending on who the ruler was. Though this would need to be an "active" leadership role.
* Grand Diplomat or Councilor would also work well.


Huh. Lots of potential Councilors, it seems.

Not a lot of potential rulers. xD

Dale's got a few competitors towards the High Priest position, too.


@Peet - thanks. Let me know when backstory etc are completed and I'll take a look.

@Winwaar - true dat! Worth noting that the choices aren't set in stone. I just wanted to make sure people had considered their role and are familiar with kingdom building rules so there's less risk of drop-out.

A lot of it will probably hinge on roleplay: if one of the characters ends up being the go-to spokesperson or leader, they'll probably end up being the ruler - regardless of their initial choice.


That's reasonable!

A bit intriguing, though. Imagine the drama of one who wants to be a ruler and isn't made one, only for someone who really wouldn't want to be a ruler being made one.


*laughs* So if I get picked and want to be the ruler, I have to step up to the plate huh?
Well... challenge accepted!


OK! Here is a cleaned up character sheet with everything spelled out. The only changes are an extra formula (thought it was 2+Int instead of 3+Int starting extracts), and I forgot I needed to pay for armor, so had to ditch the crossbow to make funds. I'll just rely on bombs until I can craft a repeating model.

Zeelo's mathematical aptitudes make him well suited for treasurer, and he could fill the job of magister if pressed. On the other hand, alchemy has a ton of transmutations that could make for the spymaster of a thousand forms, which is kind of an interesting thought.

Zeelo:
Zeelo Wildspark 
CG Gnome Alchemist 1 
Init +2; Senses Low-Light Vision; Perception +7 
-------------------- 
Defense 
-------------------- 
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size) 
HP 10 (1d8+2) 
Saves Fort +4, Ref +4, Will +0; +2 racial bonus vs illusion effects 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee tonfa +1 (1d4/×2) 
Ranged alchemy bomb +4 (1d6+3/×2) touch attack 
-------------------- 
Statistics 
-------------------- 
Str 11, Dex 14, Con 14, Int 16, Wis 10, Cha 12 
Base Atk +0; CMB -1; CMD 11 
Feats Throw Anything, Point Blank Shot 
Skills Bluff +5, Craft (Alchemy) +15*, Craft (Weapons) +12*, Disable Device +6, Knowledge (Arcana) +8, Knowledge (Nature) +7, Knowledge (Engineering) +9, Perception +7, Stealth +9 
Languages Common, Gnome, Sylvan, Elven, Goblin, Dwarf 
SQ Alchemy, Mutagen 
Gear alchemist's kit** (40gp), thieves tools (30gp), studded leather armor (25 gp), tonfa (1gp), dagger (2gp), pack saddle (5gp), formula book, explorer's outfit, 2 gold pieces
* = +5 bonus from Crafter's Fortune assumed
** = This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin
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Special Abilities 
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Spell Like Abilites (1/day) - dancing lights, ghost sound, prestidigitation, speak with animals, hide from animals, create water, spark, detect magic 

Extracts (1st level, 2/day) - cure light wounds, crafter's fortune, shield, enlarge person, comprehend languages, detect metal, disguise self

Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. 

Bomb (Su): 4/day. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. 

Mutagen (Su): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. 

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. 

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. 

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge(engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. A gnome can take this trait in place of obsessive

Fey Thoughts: Bluff and Perception are class skills. This takes the place of racial weapon familiarity
Gnome Alchemist Favored Class Bonus: +1/2 bombs per day

(trait) Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

(trait) Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.

(trait) Pioneer: You begin play with a horse, and get a +1 trait bonus to Perception


Not a particular building but I remember that in one of these particular companion books—although I can't remember which one—that there were buildings that had a nature theme to them which would be thematic for Morgin.

Also for Morgin's role in the kingdom he probably be the high priest or advisor.


Winwaar wrote:

That's reasonable!

A bit intriguing, though. Imagine the drama of one who wants to be a ruler and isn't made one, only for someone who really wouldn't want to be a ruler being made one.

Heh. As long as the tension is between the characters, and not the players, then I think that would make an amazing story!

Thanks for the updates, everyone. I'll put another list up on Sunday, with a view to closing recruitment on Monday. It'll take me an eternity of indecision and crushing despair a couple of days to stare into the abyss, fueled only by the hardest of liquor review all the submissions and contemplate the ultimate futility of all our yesterdays make a decision.


Wandering GM Wastrel wrote:

@noral - fair question. There's a couple of submissions from interested posters (R0B0GEISHA, Harakani and Nikolaus) that are still in progress. Once I have those, I'll close recruitment and take a day or so to make a decision.

Gameplay will start almost immediately after that.

Thanks!! That completely makes sense!

Ruler would probably be the role Kyron would favour most! To build a Kyra kingdom where no one is mistreated in the name of an evil god!


Wandering GM Wastrel wrote:
Winwaar wrote:

That's reasonable!

A bit intriguing, though. Imagine the drama of one who wants to be a ruler and isn't made one, only for someone who really wouldn't want to be a ruler being made one.

Heh. As long as the tension is between the characters, and not the players, then I think that would make an amazing story!

I found that systems like kingdom building have always encourage power gaming, so it's never the positions at the characters want that they get, but the positions that the characters are best suited for. Which is a shame really, because somebody's always going to end up getting disappointed.

For example I was once in a game of Hell's Rebels where I really wanted to be the leader of the rebellion. I was immediately vetoed because my stats weren't the best for the position, and the person who was best suited for the position didn't really care at all and just accepted it with a shrug. The game was still fun but it's soured the experience and the role play.


Power-gaming is something I'm really hoping to avoid. I really like the kingdom-building bit of Ultimate campaign (Disclaimer: I was the kid who thought that the Civ games and SimCity were like the best things ever, so I might be biased), but the rules aren't the mainstay of the Pathfinder game and as such their mechanics weren't completely 'stress-tested' prior to release.

Meaning that - if the players really want to - they can build a kingdom that's basically unstoppable, with enough regiments to re-enact the Normandy landings.

I'm hoping though for players who are looking to have a kingdom that is fun to build while still needing significant heroic efforts from the PCs in order to survive in a hostile world.


I've been looking for a Kingmaker game to jump back into the Paizo PbP scene, and this looks great!

So here is my application:

Nariel Lauric, Female Elven Wizard (Conjuration)

Background:
Nariel was born in the rolling fields and forests of Kyonin some one hundred and thirty years ago to her parents Seldon and Tessara Lauric, both Wizards of great talent and repute. From an early age, Nariel showed promise and was clearly quite brilliant, even by Elven standards. She also demonstrated great ability for the Arcane arts, and thus her parents began her training at a young age.
When she came of a certain age, her parents deemed that Nariel should see the world as they had when they were younger. Realizing her talent for languages and diplomacy, the Laurics sent their daughter to serve in the Court of Baron Lebeda as an adviser. The Laurics had a long standing relationship with the Lebeda family as business partners and allies, and knew that their daughter would gain great experience by participating in the rough and tumble politics of Brevoy.

Arriving at Silverhall, Nariel immediately took a liking to the busy machinations of Brevoy Court life. As a courtier, she handled herself aptly, as though she had been doing it for years. Nariel also proved useful to the Lebeda family, as she spoke multiple languages, providing quick and accurate translations for foreign traders and dignitaries visiting court. When the Baron passed, the business of governance fell to Dame Sarrona Lebeda who was charged Regent until the Baron's eldest son Lander came of age to rule. Dame Sarrona found Nariel a most useful and delightful presence in court, and grew to value her counsel.

When news of trouble in the outskirts of Brevoy came to her attention, Sarrona decided it best to send Nariel, and charged her with investigating on behalf of the Lebeda.

Apearance:
Nariel is tall, slender and delicate appearing, possessing long blond hair and pale skin. She is quite beautiful and graceful, and takes great care in her appearance. Her eyes are a light green color, bordering on gray. She appears at all times to be calm and reserved, and her movements are always fluid and deliberate.

Nariel wears tasteful but luxurious flowing gowns in court, opting for colors of blue and green to augment her blond hair. She typically adorns herself with tasteful and conservative jewelry, favoring silver and emeralds above all else. Whist adventuring, Nariel opts instead for more rugged clothing, including thigh high boots of soft black leather, form fitting breeches of light grey, a pale green embroidered leather jerkin, a practical but attractive black jacket, black leather gloves and a warm charcoal hooded cloak with modest black fur fringes. When not in the company of friends or in public, Nariel always wears her hood drawn up to hide her face as much as possible.

Personality:

First impressions of Nariel can be somewhat cool, though the reality is that Nariel is simply cautious with people she has never met. Friends would describe her quite affable, but perhaps a little bookish. Nariel is nevertheless quite outgoing and charismatic, owning a quick wit but a gentle sense of humor.
Most likely though, people would simply agree that Nariel is woman possessing an exceptional mind. Ever since a young age, Nariel showed signs of great intelligence, mastering many languages and showing an affinity for all her studies.

The only thing I'm uncertain of is which campaign trait to take. I'm leaning towards either Pioneer or Noble Born (Lebeda) even though technically she isn't born of the Lebeda family.

As far as traits go, I'd probably lean towards Noble born for the Lebeda, though she isn't their direct kin obviously with race differences. She would be happiest in the Grand Diplomat or Magister role

The Exchange

Oh yeah definitely looking for RP stuff over mechanical advantage
Marcus will be prioritizing creature comforts and education over everything else, making the place a CG paradise

Side note: if it matters for recruitment purposes I can recreate Marcus as a Warlock Vigilante with no change to his motivations, backstory or personality


I am going to withdraw from this. I just am not getting as much time as I would like to finish the character to what I want. Good luck to everyone.

Shadow Lodge

Good luck in your other endeavors


So, I've been accepted into another Kingmaker game (with a completely different character). I'm not going to pull out from this recruitment just yet, since this one will probably be fairly different and I should have time for another game, but if it makes you uncomfortable, feel free to count me out. Thanks!


Wandering GM Wastrel wrote:
@TheSilverDreamer - thanks for the submission, looks good. If you could separate background out from description (appearance, clothes, accessories, personality, quirks, likes, dislikes, morality) that would be really helpful.

Can do.

Background:

The Wendings have served the Lebeda family for three generations as household servants, humble and content. 20-year-old Arianna has never given anyone any reason to think she may be any different, but in fact she has much greater aspirations. Thus, she joins the expedition into the Stolen Lands, seeking to independently improve her standing. Despite having the name of House Lebeda hanging over her, Arianna feels that she owes them nothing. Playing no small part in this sentiment is that when Arianna was young, her mother was brutalized by the Late Lord Lebeda, and he never faced any consequences.

Before leaving, Arianna stole several books of history, herbology, courtesy, and linguistics from the Lebeda Household Library.

Description:

Arianna ties her hair up and wears simple travelling clothes. Her clothes have sentiment attached to them: her boots were a gift from her oldest brother and his wife, her gloves were originally her older sister's, and her hair ribbon was given to her by her little siblings. Like her whole family, Arianna has curly red hair.

Arianna's family includes her father, a servant of House Lebeda who considers himself Brevan through-and-through, her two older brothers and their wives, her older sister, who taught Arianna how to throw a punch, and the twins, her younger brother and sister.

Arianna hasn't done a whole lot of introspection. She's never actually fought anyone or anything, and she's never been outside the bounds of civilization. She has never ridden a horse. She's likely to spend her turns on watch reading her stolen books by the light of the campfire. She's 22 years old, but still has some growing up to do.


One of the longest sheets I've ever written - sorry :/


Still recruiting?


@KGB/Nariel - that's fine. Using the noble birth trait is entirely appropriate given the background, so no problems there.

@Zilybar - thanks for letting me know. Best of luck with your future gaming.

@theasl - no problem, the games will likely be different enough that it's not an issue.

@TheSilverDreamer/Arianna - thanks for that. Does her theft mean that she left on bad terms with the Lebeda? What do her family think of that (I'm assuming they stayed loyal to their employers)? Is she worried anyone will come after her?

@Selka - thanks (I think!), will take a read through and let you know if I have any questions.

@DJ TPK - yes, recruitment closes Monday


Nikolaus' submission here. Still needs a spot more detail but the crunch and the background is there. I'll add appearance once I figure out how to describe her without making her sound like an anime cat-girl!


Wandering GM Wastrel wrote:
@KGB/Nariel - that's fine. Using the noble birth trait is entirely appropriate given the background, so no problems there.

Great, thanks for getting back to me Wastrel. With that in mind, Nariel is more or less complete. If she gets into the game, I'll make an avatar for her.

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