Chronicles of the River Kingdoms.

Game Master Waterhammer

Chapter One: Into the Stolen Lands.

The Greenbelt- Exploration.

Thorn River Camp

Moonradish Patch

Map of Oleg's.


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We're looking to fill two positions. The skill, and martial positions are the available ones.

Original recruitment post is below. Some changes: Starting at 2nd level. 1000 gp starting wealth.

Quote:


"Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, is so granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The bearer of this charter should also strive against banditry and other unlawful behavior to be encountered.
The punishment for unrepentant banditry remains, as always, execution by sword or rope.
So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of The Dragonscale Throne."

Anyone up for playing the Kingmaker AP?

I'm looking for five(5) players who can commit to one post a day for long enough to finish the AP. More posts is fine, but since I'm only on in the evenings after work, and weekends, the daily rate is the maximum speed we could expect. On the other hand, with a posting rate of less than daily, we will literally never finish, and I would very much like to finish this one.
Many of the PbP games I've been in seem to die out a bit on the weekends. I'd like to avoid this, so players who are able to find the time for weekend posting will be prefered. Naturally, I wouldn't expect everyone to always be able to post, and I get away from the internet sometimes as well. Advance notice in these occasions is always appreciated.

Character generation.

Abilities. Use the following array: 15, 14, 14, 14, 12, 12. I call this the action hero array, the dual talent alternate racial trait works quite well with it.

Traits: 3 traits, one must be a Kingmaker champaign trait. No drawbacks.

The characters will start at first level and with average wealth for their class.

Races: This is a tough one, I don't want to limit this too much. I had a great time playing a suli. Monster races are out of course. No goblins, no kobolds, no strix, no full-blood orcs, etc. Your kingdom will be mostly populated by humans, so races that can pass as human are best, but races that are allies to humans should be fine.

Alignment: I place minimal emphasis on alignment. However, I'm not at all interested in running an evil campaign, so no evil alignments. Your character should be a good team player, regardless of alignment.

We will be using the Kingdom system from Ultimate Champaign.
The Downtime systems from UC will be in play as desired. Except earning XP.

We will be using Hero Points from the APG.

We will not be using Pathfinder Unchained.

Completed submissions will need an alias with a completed stat-block. Not in spoilers please. You will need a brief background story, and a short character description. Don't forget height and weight. A paragraph about your char's personality is optional.

Those familiar with the Campaign rules will know that there are actually 10 vital rulership positions. I expect each character to fill two of these roles each. That means a minimum of 14 days each month need to be spent ruling. 7 days for each role. If the characters want to recruit NPCs for some of the kingdom roles that is perfectly acceptable to me. Either option, or a mix of both is fine. The leadership feat will be available.

Paizo materials only.


I nterested
Will adjust aoon

Sovereign Court

I would offer my sword and lance.
Titian Stagson, bastard born and cavalier on his warhorse, ready to be the shield for my fellow party members!

Silver Crusade

dot.


Ready for your approval.

Sovereign Court

May I ask a few questions please.
How do you do HP with Level-ups?
Do you use Background skills?


Here is the crunch for my shot at the skilled character. I would probably be shooting for the Grand Diplomat and General roles. I am still working on his background, but essentially he is young, inexperienced, but brash and perhaps over confident in his own abilities. I am basically going for a support bard.


Backstory added :)


Titian Stagson wrote:

May I ask a few questions please.

How do you do HP with Level-ups?
Do you use Background skills?

I have a special method I want to use for HP.

Roll d4 for HP then if your HD is d6 add 2.
If your HD is d8 add 4.
If your HD is d10 add 6.
If your HD is d12 add 8.

Keeps the fun of rolling, and everyone should have better than average HP.

Not using background skills.

Sovereign Court

Sounds good, Sir!
HP: 1d4 + 6 ⇒ (1) + 6 = 7


Okay, Elirious should be complete, added personality and appearance sections, and a third trait. If I get in I will likely twiddle with skill selections as per party need if that is permitted - I can always change the favoured class bonus to skill points instead of bardic music rounds.

Also very willing to change the image of the flag since with it giving bonuses it probably makes sense for it to end up as the groups emblem.

HP: 1d4 + 4 ⇒ (2) + 4 = 6


To answer a question that was PMed (yesterday, sorry.)

Not using stuff other than Paizo.


HP: 1d4 + 6 ⇒ (2) + 6 = 8


May I present Vetton Dola, your new Pathfinder?

Some aspects may seem a clone of Regina's background but he is actually based on an earlier character of mine - Volta.

I do have some experience with the Kingmaker AP due to playing it in earlier no longer active campaigns. I have the AP myself but only glanced at most of it and that was years ago.

Background is here and also at the bottom of my character's profile.
Please ask any questions, and of course adjustments may be made.

Background

Vetton is a born and bred Pathfinder. His father, Vation, is a respected pathfinder with years of successful missions for the society, but he pales in comparison with his wife, Karito, who, by reputation, walks through walls without magic. They are not native Rostlanders but came from the south somewhere. He grew up in his parent's modest country estate, in the mountainous areas near Brunderton. He hung on every word of adventure his parents, family associates, and his childhood friends told of adventure and daring deeds. He camped and climbed all over the land but in his greatest efforts, he emulated his mother and her mastery of the intrusive arts. Even more she filled him with the romance of hidden secrets and treasures the ruins of the past held. His twin sister, Euphemi, is cut from a different cloth, though just as capable, she preferred to make friends with everyone she met, dazzling them with charm. A good childhood filled with warmth and hard work training as a Pathfinder from almost the day he was born.

A year ago that ended. Karito, now an ambitious Venture-Captain, decided to take on the ridiculous challenge of the mystery of Skywatch, that seemed to mock her every day as soon as she learned of it. she lived in its shadow. Her team gathered and set off, all but one returned. No clear account of what happened there is known, for each person told different stories of failing to get in, of getting in and seeing fantastic, but different sights, or only Karito getting in and never being seen again. The Society declared her lost, unable to find her, even with divination magics. Vation is shattered, living a routine but empty existence, taken care of by friends and his children, truthfully only by Euphemi. Vetton, shocked by his mother's loss, cannot completely let go. By turns, with Vetton either depressed or annoyingly energetic, Euphemi asked him to leave, to find something to do with his moods. So he left to join the militia in Brunderton city proper, but his lack of height nearly barred him. However the Master of Scouts was looking for recruits and Vetton was perfect. He did well, learning more wilderness lore but after about a year his restlessness caused friction. He had words with the scout master with the result of him leaving the militia. Shortly after that conversation, opportunity knocked.

Vetton eager to go on any mission with some adventure to it. He knows he has much still to learn, but the sooner the better, for one day he will wrest the secrets that hold his mother and find out her fate.

Discription

------------------------ Description -----------------------
Height: 5' 1" Weight: 135 lbs. Gender: Male
Eyes: Amber Hair: Brown,Ponytail Skin: Tanned
Dominant Hand: Right Quirks: Organized, Has many Holy symbols
Speech style: Clear Quotable: Oops, sorry! That was me...

Appearance: A short boy looking like an early teen dashes constantly around. His brown hair is vainly corralled by a ponytail that whips from shoulder to shoulder, an errant bang always falls out, often on the right side of his face. His brown hair, bronze tanned skin, and amber eyes betray his Taldorian heritage. At a second glance, a close look at his eyes cause a revision of age to late teenager with height challenges. His moods bounce from excessively merry to slightly morose.

Clothing (Field) He is wearing the two toned brown leather jacket favored by the Brunderton militia scouts with matching leather breaches. Sturdy leather hiking boots, very clean and buffed but showing unmistakable signs of use, clad his ever moving feet. A dark blue cloak with maroon trim is matched by a pouch at his belt. The belt had matching blue knot-work on a base of golden hued leather, that supports a small brown sheath out of which sprouts a silver-white leather wrapped handle of a dagger. On trips he adds a backpack and belts on a rapier.

Clothing (Courtier) He is wearing a fancy outfit with white Silk shirt, quality black trousers, and black court shoes. Over this is beautiful Black Leather Armor of great quality, matched by his Jade gold ring. He wears a rapier of ordinary quality, strapped to his quality black belt.


I was looking to throw my hat in as well. Rolling quickly for my first health dice.
health: 1d4 + 4 ⇒ (1) + 4 = 5


Grr, overlooked that health die roll,

Health die 2nd lvl: 1d4 + 4 ⇒ (3) + 4 = 7


Hia :)
I am quite interested in what I see here so I will be throwing up a dot.
I have 2 initial ideas, a shielded defender and an unscrupulous merchant :3
The Defender would be a Human Siegebreaker Fighter wielding a Tower Shield and using the Mobile Bulwark style feats (eventually gaining Mobile Fortress).
Siegebreaker lets me do damage when I use maneuvers but it wouldn't be much. He is more focused on defense.
Question: I aim on Bull Rushing people and just describing it as me bashing them with the Tower Shield, but I can't actually shield bash using a Tower Shield :( Would you be willing to let me do that? Say 1d4 or 1d6 damage?
He would be a very loyal and upstanding man, and would probably aim for the General, Royal Enforcer or Waren roles as he aims to defend their lands and bring order and stability.

The second idea is a rather lean human merchant who sees immense potential and wealth in the new lands. So naturally he is going to carve out his own slice of the pie, and its a big slice! (Also, I plan on him growing fatter the wealthier the settlement gets ^_^ He is one to enjoy the luxuries of life to the fullest!)
So he would be a human Rogue with the Charlatan archetype and the Black Market Connections Talent. By 3rd level he will have lots of ways to interact and influence the settlement :)
He will also be aiming for the Spymaster and Treasurer roles as he has his thumb pressed firmly on the pulse of the city, its veins of silver and its dark underbelly >:)
Playing this character will give me a really good chance to try and be clever and cunning, and let me try and come up with manipulative interactions with NPCs.

Most likely I will build up the Black Market Merchant and I have a 3-day holliday starting tomorrow so I should have some time to build him :)

But first I am going to read up on the current game tab and see what the others have gone for.

Silver Crusade

@gm, would a hunter be able to fill in the role of martial? (or maybe even skilled?)


I'll close the recruitment Friday. (4/20)
And make my decision over the weekend.

As far as the question about bull rushing with a tower shield, i'll just stick with RAW on that one.


rorek55 wrote:

@gm, would a hunter be able to fill in the role of martial? (or maybe even skilled?)

Possibly. One of the original players already has a hunter though.

Silver Crusade

I have a wizard already wrote up for this AP, but I'm guessing you have one due to the "roles open" thing. hm.

I'll see if I can think up anything before friday.

could a magus work?


A sorcerer, actually.

Edit: Some people do consider the magus to be a martial class. They can be kind of skillful too, especially with the right traits.

Silver Crusade

If your group would prefer, I could make a bloodrager instead. I think it is a good time to try out the "destined" bloodline. And it is slightly better at being a martial.

yes. I think I'll do this.

hp: 1d4 + 6 ⇒ (3) + 6 = 9


Have added my choices for what Vetton would likely do for the Kingdom.
Kingdom Roles:
Spymaster
Royal Enforcer
Grand Diplomat (after pumping Diplomacy)
are the top choices for Vetton

Marshal is less likely but he could be very good at it.

His personal goal may seem not in line with Kingdom building but he really wants a challenge to strengthen himself and gather allies to gain the power he needs. A kingdom could be very useful to that end.


HP: 1d4 + 4 ⇒ (1) + 4 = 5

Background:
Finnian grew up a lesser member of House Lebeda, able to take the name only just. Although he was able to enjoy some of the finer things that came with growing up on the shores of Lake Reykal it did quickly become obvious that he would need to find something to do with himself since the family wouldn't tolerate him loafing around forever. Finnian had a sharp wit, when he could be bothered to employ it. As it turned out, the threat of losing out on the comforts of wealth was just the kind of motivation the young man needed to apply himself. With a mind for figures and facts he found employment within the family working to distribute alchemical reagents to various clients. The added benefit to learning about the various reagents was that he was able to learn of a number of interesting mind-expanding stimulants and intoxicants. He began mixing up his own unique little concoctions on the side for himself and his friends. ultimately that was what got him into trouble.

When a young woman he had been courting grew seriously ill after imbibing one of his brews his family politely but firmly told him that he had best make himself scarce if he was to survive the fallout. The young woman was frankly above him in station and her family could cause serious problems for Finnian if they had a mind to. That was when he saw the call for people to explore the Stolen Lands. He didn't frankly have a great deal of experience out in the wilderness but he had studied flora and fauna. Besides a chance to get out into the world and make a name for himself without having to tip toe under his family's watchful gaze would be delightful.

OOC Stuff:
It looks like you guys maybe had an Alchemist at one point? Anyways I love Alchemists and I think the Mindchemist allows for some great knowledge skills and the ALchemist in general has a good array of other skills. I build him up as something of a noble dilettante and took a trait that would get him access to Diplomacy and Knowledge Local. So he'll be able to do the skill monkey role pretty well. He's a little wild but he understands the need to work for what you want, he's motivated to help this charter because he's basically been disowned by his family. Prior training makes him a good choice for Treasurer since his family dealt with a lot of trade and he did as well for a time. He could possible work as Spymaster as well since he's quite clever when he wants to be. Perhaps even Grand Diplomat if I play up that socialite bit.

Sheet:
Finnian Lebeda
Male human alchemist (mindchemist) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
LN Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2d8+6)
Fort +5, Ref +5, Will +2; +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged bomb +5 (1d6+3 fire) or
. . mwk light crossbow +4 (1d8/19-20)
Special Attacks bomb 5/day (1d6+3 fire, DC 14)
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, heightened awareness[ACG], targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 17, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits affable, firebug, noble born - lebeda
Skills Appraise +7, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +5 (+7 to gather information.), Disable Device +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Spellcraft +7, Survival +6, Use Magic Device +5
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ alchemy (alchemy crafting +2), cognatogen (+4/-2, +2 natural armor, 20 minutes), discovery (precise bombs [3 squares]), perfect recall
Other Gear mwk chain shirt, dagger, mwk light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 373 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Cognatogen (DC 14) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 20 minutes.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 3 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Reading the last few pages of the gameplay tab makes me think that creating a Kobold character from the Sootscale tribe that ends up joining with the party might be really appropriate :)

I think I'll start reading up on Kobolds and see if I can come up with any great ideas ^_^


Gobo Horde wrote:

Reading the last few pages of the gameplay tab makes me think that creating a Kobold character from the Sootscale tribe that ends up joining with the party might be really appropriate :)

I think I'll start reading up on Kobolds and see if I can come up with any great ideas ^_^

A kobold is probably going to be a real poor fit. I wouldn't bother making one.


I'm veshly and I wish to withdraw this character.
I hurriedly rewrote an old character to this and to be honest it just didn't come out quite right. I'll post a new entry soon, if acceptable.

A new roll for a new entry.

hit point roll: 1d4 ⇒ 4 plus the mod for the class.


I'm veshly.

Hmm, I rolled better this time, if you want me to use the earlier roll just let me know.

May I present the new entry, custom built from ground up for this campaign.

This is a entry for the skilled slot, just made on a ranger class. All options for more or better skills have been made, the only combat feat is from his combat style and all his traits are skill based.

I've tried not to step on the roles the other players have, Torek has many rogue skills and his archtypes remove most of his animal related abilites and all spells.

He can do most of what a rogue does, and his martial skill should compliment the main warrior but will still be substantialy less.

He bought a combat light horse and has a non-combat one from pioneer. If chosen, what effect that has can be worked out.

Please make any questions or comments you have and I thank you for your consideration.

Appearance
A man in his early twenties, average in height and build, walks with a gentle grace. Neat black hair surrounds a handsome face with dark blue eyes. He's clad in a quality dark blue leather brigandine that match his eyes and boots; the bronze studs glitter in the light. Brown leather epaulets pin a black cloak to his back, a fine buckler strapped to his left arm. The scabbard of a basket hilt longsword hangs from his brown belt. The emblem of a follower of Erastil adorns his neck. His manner is warm and friendly but some feel judged by his implacable regard.

For a picture of Torek, if a bit paler, click on this commerical costume site. No endorsement intended: I cannot even read that site. Ser hubard is the costume.

Background

Haron Vakt-Clan, leaves his family to avoid kin-slaying and drifts into Rostland meeting a group of street performers that incorporate him into the act. He marries Deshka the Nimble, an acrobat of mixed Kellid blood. They have Torek and as he grows up he joins the act as an acrobat himself. Then a performance goes wrong and Deshka is lamed. They leave the troop, moving to the frontier with Haron working as a Trapper with Torek in tow and Deshka sometimes works as a cook. The work took them through a number of villages, at one they meet a young gifted hunter who tells of the virtues of Erastil. Torek is interested but his Dad is good with the spirits.

The frontier, never safe, now becomes truly hostile. Villages are burned or plundered, Hakon and son fight back but are driven away by the troubles, settling behind Restov's strong walls; Hakon does day-labor but they must live in the slums. A fever sweeps through taking Hakon with it. Torek now a young man steps up and finds work as a bounty hunter, his success is limited by his inexperience but he earns enough to get by. Torek is torn between the need for justice and the necessity for violence and money in his trade. A chance encounter with a refuge priest of Erastil gives him another way. He swiftly learns to patiently negotiate for his rightful fees and also to often take a bounty in without violence. He becomes a devout follower. His fortunes improve and with new funds he buys his trained mount - Hope. Some bounties payoff with new armor and better tools.

Still Torek is not satisfied that what he is doing is enough. His mother has work in an Inn, and he leaves her with some money to send for later, if safe. With the opening of the Stolen Lands and no illusions about the difficulty of the challenge, he heads off to join the effort after hearing that old friends may be involved.


Sorry folks, I'm running a bit behind on this. I thought I would have more time this weekend. Didn't help that I took the moto out for a ride. Weather's perfect for it right now...

Sovereign Court

Size and weight added.


Detail description added as well. Sorry, thought the format included that information; I needed to export the more detailed version.


Thats fine. It does give me one last shot at getting my Merchant up and ready for this campaign :)
Figured I had lost my chance...
If I get him up in time, great! If not.. Carry on carry on...


Alright, I'm going with Titian Stagson, and Elirious Alothian.


Congratulations to the chosen, good luck.

Sovereign Court

I am very glad to be chosen and feel quite honored!
Shall I head over to the Discussion tab and ninja dot the gameplay?


Great, thanks for having me :)


"Be it so known that the bearer of this charter has been charged
by the Swordlords of Restov, acting upon the greater good and
authority vested within them by the office of the Regent of the
Dragonscale Throne, is so granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The bearer of this charter should also strive against banditry and other unlawful behavior to be encountered.
The punishment for unrepentant banditry remains, as always, execution by sword or rope.
So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of The Dragonscale Throne."
Anyone up for playing the Kingmaker AP?

I'm looking for five(5) players who can commit to one post a day for long enough to finish the AP. More posts is fine, but since I'm only on in the evenings after work, and weekends, the daily rate is the maximum speed we could expect. On the other hand, with a posting rate of less than daily, we will literally never finish, and I would very much like to finish this one.
Many of the PbP games I've been in seem to die out a bit on the weekends. I'd like to avoid this, so players who are able to find the time for weekend posting will be prefered. Naturally, I wouldn't expect everyone to always be able to post, and I get away from the internet sometimes as well. Advance notice in these occasions is always appreciated.

Character generation.

Abilities. Use the following array: 15, 14, 14, 14, 12, 12. I call this the action hero array, the dual talent alternate racial trait works quite well with it.

Traits: 3 traits, one must be a Kingmaker champaign trait. No drawbacks.

The characters will start at first level and with average wealth for their class.

Races: This is a tough one, I don't want to limit this too much. I had a great time playing a suli. Monster races are out of course. No goblins, no kobolds, no strix, no full-blood orcs, etc. Your kingdom will be mostly populated by humans, so races that can pass as human are best, but races that are allies to humans should be fine.

Alignment: I place minimal emphasis on alignment. However, I'm not at all interested in running an evil campaign, so no evil alignments. Your character should be a good team player, regardless of alignment.

We will be using the Kingdom system from Ultimate Champaign.
The Downtime systems from UC will be in play as desired. Except earning XP.

We will be using Hero Points from the APG.

We will not be using Pathfinder Unchained.

Completed submissions will need an alias with a completed stat-block. Not in spoilers please. You will need a brief background story, and a short character description. Don't forget height and weight. A paragraph about your char's personality is optional.

Those familiar with the Campaign rules will know that there are actually 10 vital rulership positions. I expect each character to fill two of these roles each. That means a minimum of 14 days each month need to be spent ruling. 7 days for each role. If the characters want to recruit NPCs for some of the kingdom roles that is perfectly acceptable to me. Either option, or a mix of both is fine. The leadership feat will be available.

Paizo materials only.

Seeking a replacement character. The sorcerer left, so the arcane spot is open.

Also, looking for an additional player. So 2 positions are available.


Dotting


What level are the characters up to, and which rulership positions are looking to be filled?


We are freshly level 3, as to which rulership positions are looking to be filled is a difficult question to answer. We have those which we thought about filling, such I when I made Autumn I figured she'd be a good Martial but at this point I'm unsure! XD

Here is what we have if you're curious of that as well
Cleric of Erastil, Herger
Ranger, Torek
Cavalier (Beastrider)(Order of the Sword), Titian
Hunter, Autumn

Also of note all of us are Erastil worshipers! Of course you don't have to be, it is just a piece of note I found humorous!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I’ve got an idea kicking around for a cleric. They’d be a follower of the Pale Horse, who’s the psychopomp usher of beasts of burden, duty and revenge. He represents those who die in service, and the pain and rewards of duty.

I noticed that there’s another cleric, though I’d veer more towards the debuffs/combat role.

A loose background is that they used to serve Charon, the Horseman of Death, but was killed in service to their dark master. The Pale Horse redeemed them, offering a lifetime of penance and service to him, with a second chance at life.

I could also build a warpriest if a backup melee was needed.

Either way is good, just the general concept is fixed.


DO you guys have someone who is heading for the 'ruler' position?

Got an idea kinda kicking around in my head for figurehead ruler. Nice guy, well loved, looks good in a parade. But he's a bit of a stump. Wants to setup another kingdom ruled by a 'dragon' (cause all of them should be of course). He's going for dragon disciple and belives himself to be a reincarnated dragon.

I have not played in this AP at all. But I've talked to a few people that have. About half of them said they ended up in one of 2 issues/situations. Either no one really wanted to be the ruler and be 'in-charge' of the group, making it difficult to have a plan and make progress. Or someone was on a power trip giving out orders, making it no fun for the others. This seemed like a decent way to avoid the issue. A 'ruler' that will make simplistic plans and pursue them, but he can be easily swayed by the group to change his mind if anyone wants to do anything different.

Would that fit in the group ok or do you not like that idea?


A sylvan sorcerer would fit the Erastil theme pretty good. But sorcerer's don't have many skill points. Not sure if He could really do a decent job of filling 2 roles in the kingdom. I'm not very familiar with the UC kingdom system, but doesn't it rely on the skill ranks?

Hmm... Guess I could do a crossblooded sylvan and sage to use intelligence. Then I would have more skills at for the reduction in spells know. I think I could make that work.

I saw the hero points. Are you using background skills? What about variant multi-classing?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Kingdom roles rely on raw ability scores, generally adding score modifiers to certain attribute rolls.


Simeon is correct, the roles rely upon ability scores. So the the array given you end up with a party that can pretty much fill any role fairly well. For example Autumn is so well rounded that any roles she got she'd be just as good in.

As for heading to the role no. It was our sorcerer, however with what has played out at the moment the most involved character is Autumn. Leadership wise I mean. I think this is mostly just because of my posting rates. I tend to be the first to reply and with Autumn's more Alpha personality meaning she often calls shots. However I cannot speak to other character that may join. Some one much more focused on ruling would likely out pace her.

@Revolving Now when it comes to your question, that is always the hardest to answer. It really depends on how you play the character. Those that are with us now are a very close group. They welcome those who wish to make a new home here, as that is kinda what they all want, and each has their own baggage that they're really just now fully sharing and coming to terms with. So if you coming in acting like you own the place, it won't go over well. Also keep in mind that anyone who comes in looking to take a ruler place will have to earn it. Whether that be by showing you can do the job and are worthy, or by earning the trust of the part. This is a group of Erastil worshipers, so community comes first. Prove you understand this fact and I doubt much trouble would be had.

@Simeon You'r idea of a character who has a life a penance would fit in well with the... I'm going to use the word theme, of the group. Everyone in the party is running or trying to com to terms with something from their past.

@ElterAgo A Sorcerer of slyvan blood does sound like it would fit in fine. As for your questions, I will leave those to the GM. At least for the variant of multi-classing.


Autumn Moon wrote:

...

@Revolving Now when it comes to your question, that is always the hardest to answer. It really depends on how you play the character. Those that are with us now are a very close group. They welcome those who wish to make a new home here, as that is kinda what they all want, and each has their own baggage that they're really just now fully sharing and coming to terms with. So if you coming in acting like you own the place, it won't go over well. Also keep in mind that anyone who comes in looking to take a ruler place will have to earn it. Whether that be by showing you can do the job and are worthy, or by earning the trust of the part. This is a group of Erastil worshipers, so community comes first. Prove you understand this fact and I doubt much trouble would be had.
...

That is kinda what I was trying to avoid. A figurehead that everyone could point to and say he is in charge. But he is a naive and easily led guy, so everyone can still do what they want. But maybe that won't work out so well in this group.

I will try to think of another concept that might fits with the group a bit better and still seems entertaining to me.

Looking at the characters, doesn't look like there is a real skill monkey present. Might just be a space for an investigator. Any particular skills that group has been noticing a lack of?


Revolving Door Alternate wrote:


Looking at the characters, doesn't look like there is a real skill monkey present. Might just be a space for an investigator. Any particular skills that group has been noticing a lack of?

Map making. We've no one to make a map of the places we've been. Autumn is a good huntress and remembers the places she's been thus can get them almost anywhere the group has already seen, but that won't help people who want to settle the land themselves.

Knowledge (arcana)
Knowledge (local)
Knowledge (nobility)
Knowledge (planes)
Knowledge (Dungeoneering)
Knowledge (Engineering)

These are the knowledges we don't have.


Autumn Moon wrote:
Revolving Door Alternate wrote:


Looking at the characters, doesn't look like there is a real skill monkey present. Might just be a space for an investigator. Any particular skills that group has been noticing a lack of?

Map making. We've no one to make a map of the places we've been. Autumn is a good huntress and remembers the places she's been thus can get them almost anywhere the group has already seen, but that won't help people who want to settle the land themselves.

Knowledge (arcana)
Knowledge (local)
Knowledge (nobility)
Knowledge (planes)
Knowledge (Dungeoneering)
Knowledge (Engineering)

These are the knowledges we don't have.

I'm surprised, you have 3 characters with a good diplomacy. So that is well covered. More isn't really needed. I would probably put a few ranks in face skills just for back up.

It looks like you have an archer, a melee, a switch hitter, and caster. So no real empty spots there.

An investigator that intends to be an adviser toward the ruling committee should be fairly easy to come up with. Let me give it some thought and throw some ideas at the wall to see what sticks.


Oh yeah! I actually find it kinda ironic that the one who does the most talking, ie me, has no Diplomacy, Intimidate, or Bluff. She runnin' on her raw Charisma. Thought to be fair she is so well rounded it isn't that bad. Not great, but not bad.

However speaking of characters, would people like a little type of the kinds of characters we have? Give you an idea of who we are? Or do people just want to go in blind?

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