DM Skull's Kingmaker Campaign (Inactive)

Game Master Shady_Motives

Chartered by the nobility of Brevoy to explore and conquer the Stolen Lands, will you establish yourself as a new world power or fade into obscurity?


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, has 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 carrier 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.

As the title says this is yet another Kingmaker campaign! XD

The open sandbox is something I've always loved about this story and this time I want to be the evil mastermind tormenting the players. Muahahahaha!

If you made it this far then you've passed all my tests and have been selected as part of the 5 or 6 characters to suffe- er, I mean participate. Head over to the Recruitment thread to get the skinny on the nuts and bolts.

House Rules:

1) All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect. This applies only to healing spells, wands and staffs.

2) Those wonderful natural 20's are going to become much more valuable. Whenever you roll a natural 20 in various situations it gets added to a pool that you are responsible for keeping track of.

In combat you can use a stored 20 to force any enemy to reroll a single attack they just made. You can also use a 20 to add to a single attack, caster check or skill check. From 1-5th level you roll 1d6 and add that to the total roll. From 6-10th level you roll 2d6 and choose the highest number. From 11th level and higher you roll 3d6 and choose the highest two numbers to add. These can be rolled AFTER you know the result of your initial d20 roll.

The bonuses added to combat and caster checks can also be added to skill checks out of combat in the same progressions.

3) Action points! At 1st level you have 5 actions points. As you level up you can have a maximum of 5+1/2 your level in action points. These action points renew every time you advance a level and only when you advance. For example at 4th level a character would have 7 action points. If this character burns through all of his actions points before advancing to the next level they are gone until 5th level.

What can these action points do? They can be the difference between life and death! Action points can be used at any time to allow you to reroll a check or attack that you just tanked. That means instead of dropping your weapon at the feet of that giant you could possibly critically hit him! Or instead of the guard arresting you he lets you into the sealed city with a wave and a smile! They can be used in combat to also add an extra standard action. This would be enough to attack once or cast a single unmodified spell. At higher levels this would allow a fighter to exceed the maximum of 4 attacks per round with a single weapon or a wizard to cast two spells.

You must choose to use an action point for the purpose of rerolling BEFORE you know the result of that roll.

Action points can only be used once per round.

4) Spell craft checks are also a bit different in my world. Any caster modifies their spellcraft check by their primary caster attribute, not just intelligence. This means that wizards add their int, sorcerers and paladins add cha and clerics, druids and rangers add their wisdom.

Character Creation:

Attributes are rolled in the following way: 19-1d6. Do this six times, assign attributes as you see fit. No rerolls.

Starting Level: 1st

Max HP 1st level, roll or average every following level.

Max gold 1st level.

All archetypes allowed.

Traits: 2, 1 must be from Kingmaker.

Books allowed: All Pathfinder.

Forbidden Classes: Ninja, Samurai.

Races allowed: Core, no problem. Advanced Race Guide by approval only.

For those choosing a race found in the Advanced Race Guide if you are choosing an exotic race (tengu for example) I want a very good reason why your character is so very far from home. Pay attention to where races are normally found and showcase your awesome knowledge of lore!