A Game of Kingmaker

Game Master Wandering Wastrel

DATE: 3 Arodus (VIII) 4719
KINGDOM TURN 4

PROCLAMATIONS I MAPS I ADMIN I RULERSHIP


151 to 191 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>

I'll see what I can come up with. Might retool one of my old Wizard concepts.


Wandering GM Wastrel wrote:
@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?

My thinking was that she left before anyone discovered the theft, she doesn't necessarily know if somebody will come to try to collect the books. They're really more of an artifact from when I was going to have Arianna start as a Brawler to justify her knowledge skills becoming much better with her first level of Investigator, but I liked it enough to keep it. It was the last thing she did before leaving, an unplanned petty revenge.


So, we're on the home stretch now eh? Sooooo....is this the point where we try to bribe the GM for a spot?
Someone else go first, I want to see the base line before I make any offers.


I have, uh... sorry BoggBear, I got nothing.


Updated backstory and stat block!

Backstory:

Jarom Hethem is the second youngest child of nine, with a younger brother, three older sisters as four older brothers. One of his sisters and two of his older older brothers inherited the same traits from their father as Jarom did. Even though it was hard to tell, being the third generation, Jarom's father is a half orc. Jarom and, unfortunately, his sister somehow inherited a large portion of the orc genes, causing them to look more orc than human.
Luck happened to be on their side though. Being born in Brevoy they faced little discrimination, and being born into a noble family, a very minor noble family, but noble all the same, helped them get a head start in life.
Being the second youngest, Jarom was able to watch his brothers succeed and fail, learning with then perhaps before he should have, but also dreaming to become like them. He was taught how to act like a nobleman, how to speak, when to bow and to whom, the history of Brevoy, and such. The turors continuously told him that if he was lucky he could be a knights squire, maybe even a banner carrier. Something suitable for a minor nobleman, but they knew he couldn't achieve much more. It just wasn't the way things worked.
But, after seeing how dull and boring his other siblings lives were, he became determined to be more than just a minor noble. It was too boring with not enough to do.
His mother wasn't in favor of the idea, knowing that anything more could put him in harm's way or demote his standing in life.
But Jarom's father was very supportive of the idea, knowing that his father had come from nothing into nobility, so why not raise up?
So in secret, Jarom's father got him teachers to train him how to ride, joust, and how to care for a horse. Others taught him sword play, weapon repair, and how to get out of dire situations. As he continued his formal lessons with his other tutors, he also asked and learned about how high ranking nobles conversed with each other.
But, when the day came for him to choose a career he realized that his dreams were just that. So he became a bannerman to another nobleman. After a year in his service Jarom couldn't stand it anymore. He knew he was more useful than this menial task. Leaving service of a Lord wasn't easy however. So instead of going through the proper channels, Jarom planned to run away. He was well provisioned, having been outfitted for many things in his time with the lord. He stole away in the night, making his way towards home. He traveled faster at night, with his darkvision and no one around, but he couldn't always manage that. His horse needed sleep, and it's sleep schedule didn't change like Jarom's did. He ended being two days later than he would have otherwise if he'd been traveling slowly during the day. When he got to his home, he realized his mistake. Deserting hadn't just cost him a job and a life of comfort. When the ruling Lord had found out, he sent men to his home. After he wasn't there for the three days they say they decided that he wasn't coming back. As recompense for the equipment Jarom had stolen, they took two of Jarom's sisters as indentured servents, to pay off the cost, however long that took.
Jarom's father was furious, his mother weepy. He knew he couldn't give the armor back, the damage had been done and he was now a thief, able to be sent to prison if he was caught.
Only staying for enough time to have things explained to him, Jarom set off to the Mivon. With strangers traveling there regularly, it wouldn't be a perfect place to hide. When he got three, hairs immediately tried to take him to jail, assuming he was a brigand and had stolen the items. After narrowly avoiding being arrested, he stowed away his gear and set out to make another life for himself. But he couldn't risk recognition at all. He developed another persona, one of a foreign, useless noble from Taldan. One that wore armor for show and didn't know how to properly swing a sword. No one would suspect any self respecting noble from Brevoy to act like that.
He was only in Mivon a few months, learning what people would and wouldn't believe, when he learned of some charters to help open trade routes and old forts in the stolen lands. He thought that this could be his chance to reclaim his identity, to not have to play another part anymore. But, as he turned up for the charter, he realized how mistaken he was. He wasn't a wanted criminal per say, but whenever the Orlovsky family name came up, they mentioned the dishonored runway son. So he kept his persona, knowing he could only be himself in dire circumstances.

Stat Block:

Jarom Hethem
Male Half Orc Vigilante Mounted Fury 1 VMC Cavalier

LN Medium

Init 1; Senses Darkvision 90 ft; Perception -1

DEFENSE
AC 18; Touch 11; Flat-Footed 17
HP 12; Wounds —; Non-Lethal —

Fort 2 ; Ref 3 ; Will 1
DR —; Immune —; Resist —; SR —

OFFENSE
Speed 30; With Armor 20;
Melee +2 Longsword (1d8+2, 19-20/×3); S;
Melee +3 Lance (1d8+2, ×3); P; Higher ground;Deals double damage when charging on mount
Ranged +1 Javelin (range 30) (1d6+2, ×2); P; 4

STATISTICS
Str 14, Dex 13, Con 14, Int 12, Wis 8, Cha 17

Base Atk 0; CMB 2
Feats Mounted Combat

Skills Appraise 5, Bluff 8, Diplomacy 8, Disguise 7 (+20 For Seamless), Handle Animal 7, Intimidate 5, Knowledge Local 7, Knowledge Nobility 2, Perception -1, Ride 5, Sense Motive -1 (1), Stealth 1, Survival -1, Swim +2/-4

Languages Common, Orc, Dwarven

SQ Skilled (Racial), Darkvision 90 ft (Racial), Orc blood (Racial), City Raised (Racial), Intimidating (Racial), Order of the Dragon (VMC Order Edicts), Dual identity (Class), Thorough Change (Alternate Class), Mount (Alternate Class), Beginner's Luck (Social talent)

Gear Backpack, Bedroll, Belt pouch, Flask, Flint and steel, Mess kit, Pole (10 ft), Signet Ring, Shovel, Trail Rations (5), Waterskin, Whet stone, Banner, Weapon cord, Mount gear, Blanket, Courtiers Outfit; Money 20 cp, 1 gp, 3 sp

Mount Stats:

Daredevil Archetype
N Large animal
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 15, touch 11, flat-footed 14 (+2 Dex, –1 size, +4 natural armor)
hp 20 (2d8+4)
Fort +6, Ref +4, Will +1

Offense
Speed 50 ft.
Melee bite (1d4), 2 hooves (1d6)
Space 10 ft., Reach 5 ft.

Statistics
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +4 CMD 14 (18 vs. trip)
Feats Light Armor Proficiency, Run
Skills: Acrobatics*(1) 6 Perception*(1) +5
SQ low-light vision, scent

Special Abilities
Artful Acrobat (Ex): A daredevil gains a competence bonus on Acrobatics checks equal to half its Hit Dice. This replaces share spells.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. 

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.


Hey there, I am going to have to withdraw my submission since I was accepted under another table. This game looks stupendous though and I hope everyone has a great time!


BoggBear wrote:

So, we're on the home stretch now eh? Sooooo....is this the point where we try to bribe the GM for a spot?

Someone else go first, I want to see the base line before I make any offers.

I got...uh...a couple spare pennies on my table? :)


1 person marked this as a favorite.
theasl wrote:
BoggBear wrote:

So, we're on the home stretch now eh? Sooooo....is this the point where we try to bribe the GM for a spot?

Someone else go first, I want to see the base line before I make any offers.
I got...uh...a couple spare pennies on my table? :)

I got a rock.

The Exchange

Morgin Ironfold wrote:
theasl wrote:
BoggBear wrote:

So, we're on the home stretch now eh? Sooooo....is this the point where we try to bribe the GM for a spot?

Someone else go first, I want to see the base line before I make any offers.
I got...uh...a couple spare pennies on my table? :)
I got a rock.

I GOT A JAR OF DIIIIIRT, GUESS WHATS INSIDE IT


Hi, Solicitor here! So, that unchained rogue I was talking about before just so happened to be a paladin of Shelyn. Odd, right? The background is penned down on a piece of paper. When I get the chance later today, I'll be sure to transcribe it to Aivar's profile page. I'll then post his crunch, appearance and background in handy spoiler tags.

tl;dr: human paladin, noble born, glaive-wielder who focuses on diplomacy and peacefully resolving conflict, amateur painter and connoisseur of the arts.


Crunch:
Name Aivar Kurisyl Orlovsky
Male | Human (Brevan) | Paladin 1
Alignment NG | Size Medium | Type Humanoid (Human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 20 ft. (30 ft.)
Ranged Javelin +2 (1d6+4 / x2 | P | 30ft range)
Melee Glaive +6 (1d10+6 / x3 | S | reach)
Melee Gauntlet +5 (1d3+4 / x2 | B)
Melee Dagger +5 (1d4+4 / 19-20 x2 | P or S | 10ft)
Special: Smite +2 to hit, +level to dmg OR +level*2 to dmg
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Weapon Focus Glaive, Skill Focus Diplomacy
Traits Noble Born (Orlovsky)(+1 to CMD, +1 to Diplomacy), Intense Artist (+1 perform sing and string instruments, perform becomes a class skill), Civilized (+1 to Knowledge Nobility and Knowledge Local, Knowledge Local is a class skill)
Languages Common

SKILLS (5)(*marks a class skill)
Diplomacy* (1) +12
Sense Motive* (1) +4
Knowledge Nobility* (1) +4
Profession Visual Artist* (1) +4
Perform Sing* (1) +7
(-4 ACP from Scalemail)

SPECIAL
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

GEAR (106 lb)(36 gp)
Glaive (10 lb)
Dagger (1 lb)
Javelin (x5) (10 lb)
Scalemail (30 lb)
Paladin's Kit (30 lb)(This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)
Small Tent (20 lb)
Lute (3 lb)
Journal & Pencil & Drawing Pencil (1 lb)
Alchemist's Fire (x2) (2 lb)

Carrying Capacity: light: 100 lbs. or less | medium: 101–200 lbs. | heavy: 201–300 lbs

Background:
The once-aspiring Brevan duelist comes from a family of modest means and, so one could argue, has known a relatively blessed life compared to most lower class Brevans. Born into the Orlovsky family name, Aivar's father was the right hand of a prominent local nobleman. The boy's mother died during childbirth. This meant that Gailis, his older sister, became his surrogate mother and as such, the most important woman in his life.

The man's dream of becoming a master of the Brevan way of the sword was snapped in half after falling off a horse as a teenager, what with his arm being fractured in multiple places. But during the ensuing recuperation period, another door opened and thus, a new dream was born. Forced to spend nearly five months at home, Aivar quickly found himself bouncing off the walls and out of sheer boredom, spent many a day observing his sister Gailis honing her skills as an artist. While she brought to life a bowl of apples or a vase of flowers, Aivar studied the movements of her lithe hands and wrists. Noticing her younger brother's curiosity, Gailis gifted him his first sketchbook and so, a new passion was born.

The pencil strokes helped return grace and dexterity to his shattered arm. Once his arm allowed for more movement, the two started exploring the outside world. Their forays into the countryside in search of inspiration taught the young man that beauty was all around, if only you bothered to look for it. He then started to devour books written by Shelynites and, before long, felt a connection to something altogether new.

But, as one door opened, another closed. After recovering, Aivar traveled about with his father to learn the ropes of being an envoy as the man visited towns and villages in the name of their liege. While father filled the air with quotes and pearls of wisdom such as "drawing a sword ends any conversation, son. Speak first, lest ye get used to always having to shed blood," Aivar looked about for sights worthy of drawing. Upon his return, he'd have his sister critique his progress. Aivar couldn't wait to get home. Months went by spent on the road and before long, Aivar started to see that wordplay, like swordplay, had a rhythm and cadence all of its own. Seeing his father fight drawn out word battles with vassals and subjects who didn't feel like paying their fair share of taxes, and the patience the old man showed in those battles, were almost inspirational.

While they were gone, however, a flower started to wilt. Once a picture of beauty, Gailis was almost gone upon their return. The woman was a sweaty mess and before a priest could arrive, had breathed her last sigh. Gailis's last words to him, a request - nay, a demand for him to make a vow, left a lasting impression on Aivar. "Fill the world with beauty, brother, so that even when we've both faded away, beauty remains." These words are the first thing to be written down in any of his sketchbooks upon purchase.

A few years later, his father would succumb to the many wounds his bleeding heart had taken over the years. Unable to give in, Aivar embraced the seed of hope and optimism in him and signed up as an envoy for a mission to tame the untamed wilds. Was it a sense of pity that made the nobles decide to make Aivar part of this group of adventurers that were to claim the wilds, or was he simply a useful tool? After all, a devotee of Shelyn seemed like an easy enough tool to utilize. His scruples, after all, weren't theirs.

Personality:
Steady, peaceful, magnanimous and ebullient. In a sense, Aivar goes against the typical Brevan nature of being short-tempered and utterly unable to let go of an insult or slight. Where others might insist on a duel or an apology, Aivar instead seeks reconciliation and uses the moment of friction to forge a bond between himself and the other person.

He prefers to approach life with optimism. This also translates to how the Orlovsky scion treats other people: everyone has redeeming factors and praise-worthy traits. As such, Aivar tends to be easy to get along with. Unless, of course, one is foolish enough to mock the arts.

Like most Brevans, he doesn't fear much, but he does have commitment issues when it comes to women. Having never known his mother and then later on in life losing the most important woman in his life has imprinted a desire to flee when a woman gets to close to his heart.

Appearance:

Well-built and blessed with the Orlovsky's strong jawline, Aivar tends to attract the eye. The combination of a clean-shaven face and neatly kept hair hint at a sense of vanity, most ostensively visible in the Brevan's oil-and-wax kissed curly copper brown locks. A narrow nose further compliments his good looks. It is as if his parents pinched it a million times during his childhood, molding it like clay into a thing of beauty. Above it darts a pair of ever curious green eyes, observant but more often than not lost in thought and reflection. It is obvious the man has some noble bearing to him.

Numerous memories of cuts and nicks grace his hands and arms. Like a true Brevan, Aivar sees them as marks of honor for they are irrefutable proof he has been trained since childhood as a swordsman. A rather apparent discoloration forms a blotch just above his left elbow. It is a permanent reminder of the fact he broke his arm in a gruesome manner as a teen.

Of his gear, the most noticeable piece is his chosen weapon. Aivar's glaive is embossed on both sides of the pole with the Orlovsky coat of arms: a black eagle spreading its wings in front of a field of gold.

Also, there's a special code of conduct for Shelynite paladins:

Paladins of Shelyn:
are rare, but there have been some, such as Saint Marcus Odeber son of Arn Odeber, first of the Odeber line.[citation needed] Paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises. Their tenets include:

I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.
I never strike first, unless it is the only way to protect the innocent.
I accept surrender if my opponent can be redeemed and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them.
I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened.
I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.


Aivar, your class in the crunch section is still listed as unchained rogue. :P


Lies! False news! ... but thank you, I edited it =P


Wandering GM Wastrel wrote:

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 feel this so much. The hardest thing thing I've got to deal with running my own Kingmaker campaign is getting the PCs to role-play their choices with regards to the kingdom-building; I've had to resort to making a few unscripted hamlets popping up outside their borders, clamoring for protection, otherwise their expansion only happens when their spreadsheet demands it.

I think they're finally starting to get into it, though. They've built a settlement that's essentially Hogwarts on a certain island, and they've come up with a couple of interesting ideas that don't directly translate into 'winning more'.


@Vox/Nikolaus - good read, thanks. Let me know when the extra details have been added

@TheSilverDreamer - my question was ambiguous, I now realize. What I meant to ask was what her family thought of Arianna leaving on bad terms with the Lebedas, and whether she's worried anyone (Lebedas or family) will come after her for running away, irrespective of whether they know about the theft.

@Tevforshort - noted, thanks. No particular questions.

@KingHotTrash - thanks for letting me know, best of luck with your gaming!

@Aivar/Solicitor - thanks for the submission. Background looks fine, but I have a question on crunch - Profession (visual artist)? It might work better as Craft (painting/calligraphy/whatever), or even just the Artistry skill from Unchained. I realize that's a seriously minor quibble, but it's all I got for now.

@Tiber - yeah, I've been lucky there: my tabletop group weren't into powergaming or minmaxxing at all.


COMPLETED

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

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: Treasurer/Magister)

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: Ruler)

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 Vigilante (Mounted Fury) VMC Cavalier (Kingdom role: Ruler/General)

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)

Peet – Asloga Njalsdottir, Ifrit Bard (Kingdom role: Ruler/Grand Diplomat/Councilor)

The KGB – Nariel Lauric, Elf Wizard (conjuration) (Kingdom role: Grand Diplomat/Magister)

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

Solicitor – Aivar Kurisyl, Human Paladin (Shelyn) (Kingdom role: unknown)

INTERESTED/INCOMPLETE

Nikolaus de’Shade – Vox, Aasimar Vigilante (agathion) (Kingdom role: unknown)

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) WITHDRAWN

rdknight – possible ranger (dandy archetype)

TheChess – some sort of VMC

If I've missed you out, or got it wrong somewhere, please let me know asap.

Recruitment will close TOMORROW MORNING (European time)


@GM: I see what you mean. Her father heavily disapproves, and he's completely unsupportive of her, but he also doesn't necessarily care enough to try and stop Arianna. He's not a very pleasant person. Her older sister would be concerned that Arianna is running away, and may try to come after her. On the other end, her younger siblings adore her, and she had to talk her little brother out of following her into the Stolen Lands. Arianna is a little concerned about her little brother, but she isn't overtly worried that the Lebedas may send somebody after her. She was a small fry in the grand scheme of things.


Bloody hell, you got enough to fill almost 4 groups now.
Better have that drink handy to calm yourself down once you're done GM.


I sadly have to withdraw from this.

I simply can't get my head around a concept that I'm entirely happy with. I love my background idea but can't seem to translate it into a satisfying character. It's quite frustrating.

So good luck all and enjoy the game.


@Cuan - noted, thanks for letting me know. It is frustrating when that happens.

@Everyone - RECRUITMENT. IS. CLOSED.

I hope to get choices up in 24-36 hours.


I actually looked up and googled whether to pick up Craft or Profession, but Craft seems ... odd, as you'd have to state beforehand how much your painting will be *worth* whereas with the profession, you'd simply make x money a week or month depending on your roll and skill level. After your suggestion, I looked up Artistry and that alternative rule seems to work best, but it's your call :) I'm fine either way it goes.

As for kingdom role: Grand Diplomat or Councilor seems fitting. Ruler would require quite a bit of in-game development since Aivar isn't ruthlessly ambitious.

Good luck with picking your crew!


Good luck to everybody! Very excited to see if I make the cut. :)


Now the waiting game begins...


Good luck to all who seek it! Hope to see you on the other side.


Good luck to everybody!


Indeed. Drumroll please...


Ugh. Barman, keep em coming. And make em trebles.


Wandering GM Wastrel wrote:
@Everyone - RECRUITMENT. IS. CLOSED.

Hey GM: You have listed Asloga Njalsdottir as complete but a lot of her backstory and stuff is in the form of point-form notes. I didn't get a chance to polish it as much as I'd like but I could tidy that up later tonight.

Also I never got around to miscellaneous gear but that is kind of tedious and I'd rather wait for that part until I find out if I am picked.


Good luck, all!


Good luck to everyone!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Heck of a roster.


So many amazing applicants, wow. Best of luck to everyone!


Indeed, you've got three or four tables worth of solid party combinations.

Godspeed Wastrel, some tough decisions ahead methinks!


Okay. I have at long last made my decision.

Firstly, my sincere apologies to those who didn't get in. You all presented amazing, well-thought-out characters and this has been an agonising choice. If for whatever reason I get any drop-outs then I will definitely return to this thread to look for replacements.

With that said, please would

Tristan Aislin
Raquel Cailean
Sasha Yezhov
Nariel Lauric
Arianna Wending
Aivar Kurisyl

report to the discussion thread.

Thanks again to all of you for your interest, and I hope to see you on these boards!

Best,

WW


Good luck and have fun!


Thanks, have a great game!! ;-)


ah boo, missed the cut. I'm always around unless on vacation so when or if you get a dropout shoot me a PM. Have fun.


Good luck folks! Have fun!


Good luck to everyone who who made the cut!


I'll admit I'm disappointed, but I hope the chosen ones have fun.


I chose a bad weekend to be away and unable to finish my character! Oh well.

Congrats to those that got in, I suspect this will be a lot of fun! :)

151 to 191 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Kingmaker + Ultimate Intrigue equals…? All Messageboards

Want to post a reply? Sign in.