A kingdom in the wilderness (Inactive)

Game Master nightdeath

A kingmaker campaign set for the PBP forum


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Hi,

Though I'm new to the Paizo forums I'm a long time GM both at the table and on boards. This will be my first time running a pregenerated adventure though, as usually I prefer making my own storylines. But this storyline and the overarching goal piqued my interest.

I'm guessing I'll start off with what I expect from this campaign and how I will run it so you can see if this game is something you'd like to participate in.

1) I expect active players. Though I'm planning to go for a rather lax posting minimum of two posts per week, I will be quite strict with players who fail to meet it. I myself will post at least once per day, and will possibly post more often depending on the time I have and the speed of player posting.

2) I think of Pathfinder as a role playing game, not a roll playing game. I tend to reward good role playing and prefer well thought out and interesting characters to min maxed powerhouses. Not that I'm actively discouraging powerbuilds, but I really want to see a good backstory.

3)character creation
-Character creation. Standard epic fantasy build.
-All classes and archetypes being acceptable as long as they are found in Paizo material, no third party or homebrew.
-Any of the seven basic races, Aasimar, or Tiefling is acceptable without question, other races might be discussed, but not preferred. Again only official materials
- Skills and feats as normal
- HP max at first level
- Money, either roll on the table or take the average.
- Traits and drawbacks follow the standard, two free traits, a third can be bought with a drawback. You can choose one trait per category.

4) I will be using the Ultimate campaign rules for kingdom building in lieu of the Kingmaker rules as I find those more balanced and better worked out.


Would I be correct in thinking you'd also like to avoid 3PP spells? I just wanted to check before I really got started with my character idea. ^^


Hi, I'd like to join, but I have a question: Can we take the Leadership feat at 7th level?

Also, I'm going to play an Infernal Binder Tiefling - Lawful Good alignment, the kind that follows their own code.

Davice Angelbane:

Cursed with demonic powers by the imp familiar of his unwitting father, Davice was reviled by everyone in his town from the moment he was born - except for one wizard, who took him in to study.
They quickly found that he had an affinity for the infernal. Davice practiced with this ability for years, until one day the townspeople got antsy, and broke down the door of the wizard's home while Davice was studying, and killed the wizard. Davice barely escaped. From that day on, he realized that anything he cared about would be destroyed, and so he left the town, to save those he loved.

Also, I'd like to have a special ability instead of one or two traits:

Demon-Blooded:

this character counts as both his alignment and Chaotic Evil for the purposes of spells and abilities, whichever allows the spell to affect him, and may choose to give either the Celestial or Infernal template to his summons. He detects as whichever alignment is worse for him when Detect Alignment is used on him. He counts as his true alignment when he holds a Holy or Unholy weapon.


I'm interested. Are Advanced Classes from the Playtest allowed?

Liberty's Edge

I'm interested in playing. May have to PM you later for clarification on details, but I'm interested.


Very interested. I have built a Swordlord to take into this AP. I need to verify the build meets your guidelines (as he gets adjusted for each application) before submitting him to you.

Sovereign Court

May I direct your attention to a ready made group of players.
They have being around for some time but didn't get into any Kingmaker games. I have given them a heads up and now I'm putting the link down for you as well.

Kingmaker players


I will build an alias if selected. Lots of stuff in spoilers.

Josef Orlovsky Human Fighter (swordlord)

Background:
Josef Orlovsky was born to power and wealth. But being the second son of the third son of the second son didn't leave much expectation for getting to wield much of the family power. The family tried to get him to learn the merchant's arts, but he found little interest in manipulating people. They tried to get him to join the church, a fate typical for those destined not to inherit much of the family's power. Instead, he explored and investigated. He got into trouble. He even picked fights with the servants' children, most of which he lost.
His aunt Mariah recognized something of her father in Josef's behavior. She encouraged him to follow a very nontraditional path for the Orlovsky, but it was the path her father, Mikael, had taken, that of a Swordlord. She wrote a letter of introduction and provided Josef Mikael's original dueling sword, before sending the 12 year-old to a training facility in Restov that Mikael had helped run for a while. Those kinds of connections carry an amazing amount of weight, and so the instructors accepted Josef as a student without questioning his inherent abilities. As his training progressed, they were pleasantly pleased with his native talent.

During his 14th year, Josef began experimenting with girls. He found himself quite fond of them fairly quickly. He eventually made the mistake, as so many young men do, of getting close to the girls closest to him, other students at the Sky Academy. Surah, a young peasant student, managed to take his interest far more than appropriate. He even started thinking about taking a merchant's position within the family, if she would go with him. Since we know he couldn't have followed that path, something must have happened. It was a training accident. Francith, one of the other students, failed to maintain proper control of his blade and accidentally severed the artery under her left arm instead of pulling the shot. As Francith stood there in shock, looking at what he had done, Josef leapt onto the field and drove his sword between the boy's left ribs and out through his right armpit. Surah's death was reported as an accident. Francith's was reported as the result of a matter of honor.

He claimed Surah's scabbard, replacing it with Mikael's scabbard, decorated with gilt and gems, so that her family would have a chance to get something from her death. Her scabbard had a cuirboilli cow-hide interior to protect the blade and a thin, soft, deep maroon-stained kid leather outer skin to make it attractive.

Josef found his life at the Sky Academy much harder after this event. Again, his family name had kept him from the worst possible consequences of his actions, but it did not protect him from all of them. The other students no longer trusted him. He did find that he had a much easier time intimidating his dueling opponents, whether from his school or one of the others. He also discovered that despite his refusal to actually get close to another girl that quite a few were happy to have his attention temporarily. He had gained a reputation for being dangerous, of course.

Since he had already been blooded, Josef was graduated from the Sky Academy in fairly short order. He returned home to find that Mariah had died while he was gone. She had left him book written in her own hand, detailing the stories of Mikael's adventures as a swordlord. That was the most welcoming thing he found at home, though. He had chosen a path of constant open confrontation. One where his name and presence would ATTRACT trouble to whatever family holdings he was near. Only three days after his return home, he was informed that the family would be sending him to represent their interests in the King's efforts to claim wild lands for Brevoy.

The wild, unwanted son of the Orlovskys was being sent to either die or increase the family wealth and power.

---

So, that's 3 recomendations to the GM for the attached Drawback: Mikael's original sword, Surah's scabbard or Mariah's book on Mikael. There are positives and negatives about all 3 choices.

Description:
Josef is a very easy man to look upon. His thick blond hair and still youth-scraggly beard are both cut short, as is common amongst combatants in order to prevent providing an enemy with something to grab. His green eyes sparkle from atop his thin nose, that has one strange crook in it. His well-tailored clothes highlight his slender form while not restricting his ability to move. His thick, brown leather jerkin, knobbed with bronze tokens, shows obvious signs that attacks have previously pierced his defenses, but the single wing image engraved over his heart stands unblemished. The wing image is duplicated on the similarly knobbed brown bracers which both protect his forearms and hold the end of his yellow shirt sleeves in place. The left side of his pants are a brown cloth to match the color of his armor. The right side of his pants are a deep maroon, matching the stain on the leather of his boots, gloves, scabbard, belt, pouch and pack. His hat is the same deep maroon, but he has attached a spray of feathers in brown and yellow. His confidence and swagger are far more obvious accouterments than his gear, though.

Combat:
Init +7 (Dex+5, Reactive+2)
Speed 20' (30' w/o Pack)

BAB+1 Melee+2 Ranged/Finesse+5 CMB+2(+3 w/ dueling sword) (Str+1, Dex+4)
Dueling Sword +3 for 1d8+1 @ 19+, S (Weapon Focus+1)
Shortbow +5 for 1d6 @ x3, 60', P, 20 arrows

Dazzling Display - Full-Round display with dueling sword is an Intimdate (Demoralize) check against all foes within 30' who can see the display. DC10+HD+Wis for each target. Shaken for 1 rd (+1 Rd for each 5 by which DC is exceeded).

HP 11 (1 @ 10 + [1x Con+1])
AC16 w/ load, 17 w/o T13 w/ load, 14 w/o F13 CMD15 w/ load, 16 w/o (17 w/ load, 18 w/o with dueling sword) (Armor+3, Dex+3 w/ load +4w/o, Str+1, Noble Born+1)

Fort +3 (Con+1)
Ref +4 (Dex+4)
Will +0

-1 Will when attached item is threatened or in someone else's possession.
-2 vs Fear when attached item is threatened or in someone else's possession.

Skills:
2+2 Int+1 Skilled+1 Favored Class (First 5 levels, then 7 & 8 [possibly])
Bonus Skill Attribute+Ranks+Class+Specific(+Conditional)
+6-Acrobatics +4+1+0+1 Noble Born(-3 Load w/ Pack;-1 AC)
+2 Appraise +2+0+0
+3+Bluff +2+1+0(+1 Charming)
+1-Climb +1+0+0(-3 Load w/ Pack;-1 AC)
+2 Craft +2+0+0
+3+Diplomacy +2+1+0(+1 Charming)
+2 Disguise +2+0+0
+4-Escape Artist +4+0+0(-3 Load w/ Pack;-1 AC)
+4-Fly +4+0+0(-3 Load w/ Pack;-1 AC)
+0 Heal +0+0+0
+6 Intimidate +2+1+3
+3 Knowledge (nobility) +2+1+0
+0 Perception +0+0+0
+2 Perform +2+0+0
+4-Ride +4+0+0(-3 Load w/ Pack;-1 AC)
+1 Sense Motive +0+1+0
+4-Stealth +4+0+0(-3 Load w/ Pack;-1 AC)
+0 Survival +0+0+0
+1-Swim +1+0+0(-3 Load w/ Pack;-1 AC)

Feats/Traits/Drawback:
Feats
Dazzling Display
Exotic Weapon Proficiency (dueling sword)
Weapon Focus (dueling sword)

Traits
Campaign: Noble Born (Orlovsky) - +1 trait on CMD & Acrobatics
Combat: Reactionary - +2 trait on Initiative
Social: Charming - +1 trait on Bluff/Diplomacy on character that is (or could be) attracted to you

Drawback
Attached: -1 Will & -2 vs Fear when object is threatened, in danger or in other's possession

Gear:
175 GP budget
Free Explorer's Outifit 8# (Worn)
.20 Dueling Sword 1d8/19+/S/Finessable/3# (Worn)
.20 Backup Dueling Sword (Worn)
.25 Studded Leather Armor +3/+5/-1/15%/30/20# (Worn)
.50 MW Backpack 4# (Worn)
.30 Shortbow 1d6/x3/60'/P/2# (Worn)
..1 20 normal arrows 3# (Worn)
....1 Bedroll 5# (Pack)
..1 Belt Pouch .5# (Worn)
..1 Flint and Steel -# (Pouch)
....2 Mess Kit 1# (Pack)
......1 Soap .5# (Pack)
..2.5 Trail Rations (5 days) 5# (Pack)
..1 Waterskin 4# (Pack)
....5 Poncho 2# (Pack)
152.3.1 61# fully loaded, 39.5# w/o Pack
22 Gold, 6 Silver, 9 Copper on hand

50# = Light -/-0/30'/x4
100# = Medium +3/-3/20'/x4
150# = Heavy +1/-6/20'/x3

Generation Notes:
.2 12 12 +1
10 16 18 +4
.2 12 12 +1
.5 14 14 +2
.1 11 11 +0
.5 14 14 +2

Human
+2 Dex
Medium
Normal Speed
Bonus Feat
Skilled
Languages

Fighter (Swordlord Archetype)
D10
+1/+2/+0/+0
Simple & Martial Weapons
All Armor & Shields
Bonus Feats

This is the third Kingmaker where I have submitted Josef. He was designed and built specifically for Kingmaker. Your generation rules fell between the other two, so the adaptation was pretty easy.

If you have cause/reason, I can, naturally, make adaptations to the character on request.

I am part of the group night death was talking about.


Orelius Lionpaw wrote:

Hi, I'd like to join, but I have a question: Can we take the Leadership feat at 7th level?

Also, I'm going to play an Infernal Binder Tiefling - Lawful Good alignment, the kind that follows their own code.
** spoiler omitted **

Also, I'd like to have a special ability instead of one or two traits: ** spoiler omitted **

So, here is my character!

daemon-blooded(+2 Dex, +2 Int, -2 Wis) (simply for gameplay purposes, as I am planning to take the Eldritch Heritage(Infernal) feat chain, and I don't want a huge stat handicap because of it. Sorry if this counts as power gaming.)

Feats: Skill focus (Diplomacy)
Str 7
Dex 12
Con 10
Int 20
Wis 8
Cha 17
Wizard (Infernal Binder subschool)
Snake (Viper) familiar


Kingmaker sounds like fun. I'll submit a halflling druid that I built some time ago and have been looking for a Kingmaker game ever since. Here's the stat block for him, his animal companion, and a pack pony - as kitted up in HeroLab.

Griffo the Druid:

Griffo
Male Halfling Druid 1
NG Small humanoid (halfling)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee scimitar +2 (1d4+1/18-20/×2)
Ranged sling +4 (1d3+1/×2)
Druid Spells Prepared (CL 1st; concentration +4):
1st (2/day)—cure light wounds, entangle (DC 14)
0 (at will)—guidance, stabilize, mending
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Well-Prepared
Traits deft dodger, pioneer
Skills Acrobatics +5 (+1 jump), Climb +3, Handle Animal +6, Heal +7, Knowledge (nature) +6, Perception +9, Survival +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Halfling
SQ fearless, nature bond abilities (minto, wolf), spontaneous casting, wild empathy
Other Gear Leather armor, Scimitar, Sling, Sling bullets (20), Backpack (3 @ 3.25 lbs), Bedroll, Belt pouch (2 @ 0 lbs), Flint and steel, Holly and mistletoe, Mess kit, Spell component pouch, Waterskin, 22 GP, 1 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Fearless +2 racial bonus vs Fear saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Well-Prepared (Survival) DC 10+ gp cost check and you "happen" to have the desired item on your person.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Griffo grew up as a lowly slave in northeast Cheliax. His master was prone to fits of violence which taught Griffo the benefits of being light on his feet and wary.
Fortunately, Griffo was lucky enough to be reasonably close to a cell of the Bellflower Network that he was able to escape and be ushered to safety in nearby Andoran by one of their agents. This agent, a halfling named John Tunnely, was a follower of the Green Faith and so impressed Griffo that he sought out the clergy and joined the religion himself.
Thinking of his fellow halflings still in slavery in Cheliax and living as refugees on the run even when having successfully escaped, Griffo decided it would be his job to seek out and find homelands for these unsettled souls. That quest has brought him to the Sodden Lands where he hopes there may be a place to carve out for his people if he earns it through his valor.

--------------------

Minto
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Focus (bite)
Tricks Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Perception +5, Survival +2; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, defend, down, heel, seek, track
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

--------------------

Herschel
Horse, Pony
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 hooves +2 (1d3+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +5
SQ riding
Other Gear Animal harness, Feed (per day) (10), Grappling hook, Pack saddle, Rope (2), Shovel
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Of particular note, Griffo's pack pony (obtained through the Pioneer trait) tends to be packed up in a very chaotic (but stable) manner. Part of his schtick will be using his well-prepared feat to rummage about the stored gear to "find" stuff he didn't necessarily realize he had.

Grand Lodge

Xichikitte, half-orc sorceror, at your service.

Backstory:
"You would know of Xichikitte?"
The half-orc seems reluctant to speak, as if he were a criminal or exile. He clears his throat.
"Hmm. My tribe is far away. They are mighty, and they take from the countryside what they need. But not cruel. Weakling farmers are no glory to kill."
"I was born weak and small." He looks away, ashamed. "Many times each year, there are contests and mock-battles, and the winners are granted Glory Marks on their skin. These are lucky, and all tribesmen want many."
He glances down quickly to the back of his left hand, hoping you will not notice the single 7-pointed star design tattooed there.
"I did not win contests. Not one, ever. My only Glory Mark was Name Age, which is earned by living long enough to be named."
"Without Glory Marks, I cannot hope to win a mate, nor any slaves. So I left to make my fortune in your lands. When I have earned enough Glory Marks in victory, I will return to my people."

I'm in one other campaign (with a different character) at the moment, and I've been able to check postings several times daily for the last few months (I wasn't sure going in, it being my first PBP campaign). I'm confident I can meet the minimum posting requirements.


I would like to throw my hat into the ring with a zen archer. Crunch is in the profile.

Background:

Torin was born a younger son of one of Brunderton’s larger mining families. With little room for him in the day-to-day managing of the mining operation, Torin devoted himself to the protection of the miners and mine sites, where his skill with the bow made him always a welcome sight to the miners. What little free time that remained to him, he focused on self-improvement all in an effort to separate himself from his siblings and cousins.

Recently his efforts have paid off and he was selected for an important mission. The offering of charters and call for free agents to settle the Stolen Lands has provided his family with a golden opportunity to get a leg up on the competition. With a family member on the ground floor, any mineral deposits or mining rights would fall into their hands. Torin’s particular skill set and dedication made him the perfect choice for this undertaking.

Torin is extremely prideful (Drawback:Pride) and dedicated to his family. His is his own person though, and honourable. He would never betray his friends and companions, but he would push for any mining interests to be offered to his family. He is an exceptional dwarven specimen (Trait:Glory of Old) and has spent years training for just this kind of opportunity (Traits: Wisdom Made Flesh, Militia Veteran)

Party Role:

Massive amounts of ranged DPS ;) He has a decent stealth along with an amazing perception, so he will make an effective party scout. Having survival and disable device also adds a heap of party utility Also, between his high sense motive and perception, he will be excellent is keeping an eye out for trouble.


I will throw in a Human Cavalier. One who greatly dislikes that he likes violence and is trying to be better.

Character will come soon or tomorrow since I am tired.

Lets just make him a Paladin since we are a little low on healing options with the characters listed above.

__ECIT:

You know what: Let me decide after I make a background. I will work soon, the point is, mounted combat good guy.


"This chaos in my homeland cannot go unchecked any longer. Order must be restored, And am I, as a noble, not among the most fit to rule ?".

Introducing Sir Egon d'Clausanne, a scythe-wielding Cavalier. He intends to rise to power and extend his family's influence- and that of the Orlovskys over the land. (The d'Clausannes are vassals of the Orlovskys.)

background:

Egon's birth was a difficult one. Without the help of a unsusually skilled midwife, both he and his mother would have died that night. But the mysterious woman, staying by the bedside of Lady 'd Clausanne for several days, ensured that both mother and child would survive the birth.
As the son of Rivernobles, the boy had a luxurious childhood, but at the same time, was put through a demanding regimen of training and study. The Duke wants his son to become a great knight, the envy of the other noble houses.

During his time as a squire, Egon served a Cavalier of the Order of the Sword. This knight fought with a zeal and determination that put even some paladins to shame, and Egon decided that he would follow in the footsteps of his master.

Unlike the other Cavaliers of his order, he is not sworn to a mortal liege, but to a distant and immortal lady: Pharasma, the Mother of Souls

party role:

Sir Egon is a tank and damage dealer. Later on, he can become one of the diplomats of the party, negotiating with either humans or fey.


party role:

Davice is a wizard, of course, but he is also able to shut down casters by literally stealing their summons. He will also eventually be able to manipulate contracted outsiders out of their contracts. Also, because of the required Skill Focus(Diplomacy) and 17 Charisma, he can make an amazing diplomancer and magic device user(important for the imp familiar he gets at 7th).

description:

Davice appears to be a normal human, with a handsome face, shortened black hair, and a lithe body, but he has a tail, red eyes, and fangs. However, he is somehow able to use these to charm and beguile those he meets - except those who are dead-set on killing him. While he tries to follow the law and do good as much as possible, his cursed blood sometimes clouds his thoughts and leads him to commit unspeakable acts of horror in the name of 'justice'.


Oooooooo..... Kingmaker!

I'll throw my hat in the ring. Quick question, though. Would you be willing to allow playtest characters from the Advanced Class Guide? If not that's fine. I can still get a character for approval up in a day or so.


RavenVoron wrote:

Oooooooo..... Kingmaker!

I'll throw my hat in the ring. Quick question, though. Would you be willing to allow playtest characters from the Advanced Class Guide? If not that's fine. I can still get a character for approval up in a day or so.

That is a good question because it could change my direction as well!


This is Davice. Crunch will be up in a bit.


Oh, and welcome to the forums! I hope you will like it here.


Enora is interested.


Sir Egon D'Clausanne wrote:
Oh, and welcome to the forums! I hope you will like it here.

Yes, this too.

Alright, how many diplomancers do we have? I happen to have a diplomacy skill of 10, all modifiers considered.


stats:

Female half orc witch (Scarred Witch Doctor) 5
CN Medium humanoid (human, orc)
Init +0; Senses Darkvision 60 feet, Perception +0

DEFENSE

AC 10, touch 10, flat-footed 10
hp 12 (1d6+5+1)
Fort +7, Ref +1, Will +3
Defensive Abilities Scarshield

OFFENSE

Speed 30 ft.
Melee staff 0+ (1d6), dagger 0+ (1d4)
Special Attacks
Spell-Like Abilities (CL 1st; concentration +6)

Witch Spells Prepared (CL 1st; concentration +6)

1st—Command (dc 16), Ear Piercing Scream (dc 16), Burning Hands (dc 16)
0 (at will)—message, guidance, detect magic

Patron Trickery

STATISTICS

Str 10, Dex 10, Con 20(18+2), Int 14, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 10
Feat Endurance, Diehard
Skills Knowledge (arcana) 6+, Intimidate 6+ (8 with mask on), Spellcraft 6+ and Use Magic Device 5+
traits Bully, Riverlander
Favored class bonus 1 extra hitpoint per level
Languages Common, Giant, Orc, Sylvan
SQ Sacred Tattoo, Shaman's Apprentice, Constitution Dependent, Hex Scar, Fetish Mask
spells known
1st Ear Piercing Scream, Command, Burning Hands, Cure Light Wounds, Charm Person, Mage Armor, Blood Money, Negative Reaction
equipment, Witch's kit (21 gp), staff (free), dagger (2 gp) and 82 gp

The Witch Doctor:
Agrona was born into a clan of orcs called the Rivertusk tribe who pretty much terrorized anything within a forty mile radius, Agrona due to her half human heritage was in comparison to her full blooded orc brethren highly intelligent. This led her to realize that the "safest" (as much as anything in an orc tribe is) position of power in the tribe was the witch doctor, tribal chiefs might rise and fall like leaves in fall but the shaman was the eternal constant.

Agrona endured the years of brutal training required to pass apprenticeship, her survival was due to two things. First she was far smarter then every other apprentice, this may have been due to the fact that they were all orcs... Secondly she knew when to play "dumb" so that the shaman would be more likely to bump off the more "threatening" candidates. Eventually her ruse was seen through by the shaman who prepared to end her life, alas it was too late. The years of training had paid of and Agrona had attracted the attention of the spirits of trickery who saw fit to give her the mask of trickery.

The shaman knew she was the greatest threat but he did not know until just before his death how much of a threat Agrona was... Agrona had timed her coup to coincide with the rise of the new chieftain (she engineered his rise) who then promptly gave Agrona what she had wanted. The shaman fell to the earth as orc arrows filled his body and Agrona was made shaman... This position of glory in orc society lasted only three months, the clan was for the most part wiped out by an army of dwarves and Agrona realizing that the dwarves would win ran for all she was worth... Now she finds herself signed up for a caravan o location called the "stolen lands".

gm I will make the appearance and personality later your review of Agrona currently?


Random question, why doesn't anyone ever want to run a Kingmaker campaign? Is it not GM-friendly?


Alright. First of all, thank you everyone for the overwhelming response. I'm glad to see my idea gets this kind of response. I'll try to answer everyone's questions but if i miss a question please let me know.

@Rednal: Yes, I prefer to avoid 3pp spells, I am using a certain licensed character maintenance program so its easier for me. And also, i won't have to research game balance on the 3pp stuff. This is why I prefer to keep everything Paizo.

@Orelius: Leadership is a core rulebook feat, so I think this shouldn't be an issue. I can see how some GM's might prefer to not see it in KM, but I think it will be okay.
As for the Daemon blooded, it's okay. I don't mind a bit of powergaming, as long as you turn it into RP as well. Plus i can already see some downsides to it I can use if you became too OP.

@Yoricksrequiem: I'll allow this, as it will make a nice playtest for these classes. Normally I prefer tested stuff, but I'll be willing to make this exception

@Nightdeath. If these players would like to join me as a group that'll work, i can handle another campaign. Otherwise they can just apply here, as i stated in that thread

@RavenVoron: See the answer to Yorick
_____________________________________________________
So far people showing interest:
Rednal
Orelius
Yorick
JD
Bill Dunn
Xichikitte
Torin
CDGLantern
Sir Egon
Enora

And from the other thread:
Nightdeath
Hustonj

I'm thinking of making a maximum of three groups, each with a six player maximum. Please send a character sheet to me by PM so I can balance the groups out. If people want to play together with specific players, please put that in the PM as well, so I can try to arrange that. Also please note your preferred posting rate: Daily, twice a week, or weekly. Posting more than the limit is usually okay as long as you don't 'leave people behind' but I will not commit to posting more than once per day, though I will often post more frequently.


katataban wrote:

Alright. First of all, thank you everyone for the overwhelming response. I'm glad to see my idea gets this kind of response. I'll try to answer everyone's questions but if i miss a question please let me know.

@Rednal: Yes, I prefer to avoid 3pp spells, I am using a certain licensed character maintenance program so its easier for me. And also, i won't have to research game balance on the 3pp stuff. This is why I prefer to keep everything Paizo.

@Orelius: Leadership is a core rulebook feat, so I think this shouldn't be an issue. I can see how some GM's might prefer to not see it in KM, but I think it will be okay.
As for the Daemon blooded, it's okay. I don't mind a bit of powergaming, as long as you turn it into RP as well. Plus i can already see some downsides to it I can use if you became too OP.

@Yoricksrequiem: I'll allow this, as it will make a nice playtest for these classes. Normally I prefer tested stuff, but I'll be willing to make this exception

@Nightdeath. If these players would like to join me as a group that'll work, i can handle another campaign. Otherwise they can just apply here, as i stated in that thread

@RavenVoron: See the answer to Yorick
_____________________________________________________
So far people showing interest:
Rednal
Orelius
Yorick
JD
Bill Dunn
Xichikitte
Torin
CDGLantern
Sir Egon
Enora

And from the other thread:
Nightdeath
Hustonj

I'm thinking of making a maximum of three groups, each with a six player maximum. Please send a character sheet to me by PM so I can balance the groups out. If people want to play together with specific players, please put that in the PM as well, so I can try to arrange that. Also please note your preferred posting rate: Daily, twice a week, or weekly. Posting more than the limit is usually okay as long as you don't 'leave people behind' but I will not commit to posting more than once per day, though I will often post more frequently.

Look, the stat bonus changes are purely so that I can get demon wings at 17th level. That's it. Also, have you looked at my 'demon-blooded' special ability?


Josef's skills will all get a boost (assuming survival) when he takes his first level of the Swordlord Prestige Class. All of his trained skills will become class skills at that point.

That includes Diplomacy.

Random Question answer: People are starting Kingmker games fairly consistently. There is just far more demand than supply. Failed Kingmakers seem to also be far more common than successful ones for some reason.


Dotted for interest. I'll send you a character sheet via PM


@Orelius, you were the one who mentioned powergaming, I'm happy with you taking it. All I said was that demon-blooded comes with a few downsides.

@Hustonj PbP campaigns often fall apart as people stop posting for various reasons. However I have a PbP campaign of AD&D running for nearly 15 years. If players remain active enough then the problems should be avoidable.

@Praeno. Noted you down


I'm definitely interested in this as well, as it's one of the APs that I haven't had anything to do with... couple of questions, and I apologize if this has been answered, but I haven't seen anything yet, so here goes:

what level are we starting at? I assume 1st, but I've seen a character or two that are built at higher levels.

would it be okay, if I just posted my character in an alias?

as far as what I'm thinking about playing, a healer type seems to be lacking in the group, so I would prolly roll either a cleric or an oracle.


doting for interest. I will update my ranger this evening and post either real late my time (Eastern US) or tomorrow morning.

-- david

Sovereign Court

I have sent out the notice to all and noticed too late that hustonj had already replied.....whoops....may have sent him the PM too...Sorry.


@Vrog: Yes I'm starting at level 1, the AP is designed for characters to start at that level, so I'm sticking to that. As for an alias, I'm new to this board so not sure how that works, but as long as everything is there I'll accept it

@Papa, noted down.

@Nightdeath, thanks for sending that.


katataban wrote:
As for an alias, I'm new to this board so not sure how that works, but as long as everything is there I'll accept it

For your account you can go into "My Account" and create different Aliases with avatars, which are what you use in actual games. They're where you store all of your character information, and you post as them within the game. For instance, here is one of mine. So someone who wanted to apply with their alias would either post as that character in the thread or send you the link directly.


Aliases are wonderful things. The people you see posting with "Red" names are Aliases - that's not the main name of their account, but something they're using for other reasons. Usually Play by Post, as it happens. They also have the wonderful benefit of being able to include certain information (HP, Initiative, Classes, Saves, etc.) below the user's alias name, allowing for quick and easy reference to the most commonly-referenced material. Good stuff. ^^

Edit: Ninja'd. XD Oh well!


good to know. I will post with my alias here in a bit. also, did you want 15. 20, or 25 point attribute build, or rolled stats, or what other method did you prefer (I knew I forgot one in my list of questions earlier!), and i'll re-ask the question about the availability of advanced class guide playtest classes.

edit: saw that the ACG playtest classes question had been answered. will probably start working on a warpriest then...

Sovereign Court

Standard Epic = 25 point. I think.


reason I asked is because standard=15 ability points, and epic=25 ability points.


Epic Fantasy is indeed 25, and that's what was mentioned in the first post, so... XD I think you're on pretty safe ground there.

(Also, it's a shame that a weretiger would probably be a bit too unbalanced for this game, even if it is an official template... unless Paizo options ARE available in that regard?)

Sovereign Court

lol Rednal, still haven't given up that idea? Try skinwalkers....might be closer. Or shall we form a zoo party? Only Gripplis, Vanaras, Tengus and other animal type races need apply.

No offence meant,please don't eat me.


nightdeath wrote:
lol Rednal, still haven't given up that idea? Try skinwalkers....might be closer. Or shall we form a zoo party? Only Gripplis, Vanaras, Tengus and other animal type races need apply.

Not to derail the thread, but I don't understand why Grippli and Tengu get such a bad rap. I can see the Catfolk because it's practically screaming SuperAnimeKawaiiDesu, but I think the right roleplayer can make any of them incredibly interesting.

Sovereign Court

YoricksRequiem wrote:
nightdeath wrote:
lol Rednal, still haven't given up that idea? Try skinwalkers....might be closer. Or shall we form a zoo party? Only Gripplis, Vanaras, Tengus and other animal type races need apply.
Not to derail the thread, but I don't understand why Grippli and Tengu get such a bad rap. I can see the Catfolk because it's practically screaming SuperAnimeKawaiiDesu, but I think the right roleplayer can make any of them incredibly interesting.

I think them interesting but I'm not aware of them having a bad rep. Have played tengus and think them hilarious but then again because of anime influence i guess.


Something about templates just... fascinates me. I think it's their ability to impact a character's personality and enhance roleplaying in a way that race and class usually doesn't - and hey, it's always worth a try, right? XD

(Also, I may or may not be highly entertained by the idea of some villain approaching a spent spellcaster, assuming them to have been exhausted and thus defeated, only to suddenly be tackled by several hundred pounds of angry tiger)


I am definitely interested in this campaign! It sounds like you're experienced enough to keep things moving forward, as I understand it Kingmaker campaigns have a rather high attrition rate.

I'll run a character idea by you later today.


nightdeath wrote:
I think them interesting but I'm not aware of them having a bad rep. Have played tengus and think them hilarious but then again because of anime influence i guess.

I've played two or three Tengus pretty seriously and have had a lot of fun with them, and I've always wanted to play a Grippli but most GMs don't seem to be into the idea. Tengus are one of my favourite races to play.

Rednal wrote:
Something about templates just... fascinates me. I think it's their ability to impact a character's personality and enhance roleplaying in a way that race and class usually doesn't - and hey, it's always worth a try, right? XD

I agree pretty entirely, but I'd second nightdeath's mention of the Skinwalker race. I'm playing the WereTiger variant in an All Skinwalkers game now, as a Bloodrager who will just become a huge hulking tiger monster when raging. It's still very early on, but I'm expecting to to be a blast, and the race is actually pretty nicely balanced.

The Template on the other hand says it's CR1 but it gives +2 Natural Armor, Lycanthrope Empathy, more forms, and more stat increases. It's nice, but it's also not exactly meant for Level 1 players. I could see a GM allowing it for a high powered "starting at level 10" kind of campaign, but it would give a significant advantage right off the bat. Definitely check out the Skinwalker race if you haven't, though. It might fit more with what you're looking for without being breaking.


Yes I'll allow Skinwalkers as they're not really that broken, as Yorick said. The problem is there is also a plethora of homebrew templates around called skinwalker. But the skinwalker from blood of the moon are quite nice


roll for money: 5d6 ⇒ (3, 6, 3, 2, 5) = 19x10=190 gp


Hello, I too am from "the other thread" of players, so toss me in with them, I guess! Good to see Nightdeath and hustonj here as well. Not sure what they're playing, but seeing as the playtest is fair game, I'll probably go with something from that. I've got a slayer going already, may do a brawler or warpriest, investigator's also interesting, swashbuckler could be a cool way to Swordlord...

As is probably obvious, I'll need to think about this.

Sovereign Court

Heya Loup. Glad to see you got the Pm. Hustonj a swordlord (fighter)
I'm thinking coldborn Warpriest. Slow and methodical. Or Ragebred Bloodrager. Fast and Furious.


Sticking with the Malkonvoker character, or at least the name and 17 charisma. I might make it an invulnerable barbarian instead, just for kicks. :P


Nightdeath flagged this up for me, I'm still interested, I'll be sticking with Sirsi, will adjust the character to fit the campaign rules shortly.

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