DM Skull's Kingmaker

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?


Campaign Map

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 His Majesty King Noleski Surtova, 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 King Noleski Surtova, Ruler of Brevoy.

House Rules:

Alterations to Heal and Knowledge Religion: All heal spells/channel energy/lay on hands 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. If used offensively, for example channel energy to damage undead, you instead use your bonus from Knowledge Religion.

The bonuses to healing do NOT apply to effects such as fast healing or regeneration.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Spells: Spells do not require a spell-book to replenish your daily use, thats accomplished with an hour of meditation. Spell-books are only required to change your daily spells or learn new spells.

Summoning Spells: Summoned creatures can have any of the following templates applied; celestial, entropic, fiendish, or resolute. With sufficient K. Planar rolls of DC 20 the following templates will become available on a 1 by 1 basis; aerial, aqueous, chthonic, dark, fiery, or primordial. A good character summoning a creature that is ALWAYS evil (such as a devil or demon) risks alignment shift and vice/versa for evil characters. All creatures that can be called from the Summon Monster spells and the Expanded Summon Monster, Summon Neutral Monster feats are combined into 1 list. All creatures that can be added to Summon Nature's Ally from feats or Archetypes are also combined into 1 list. This also applies to the fiendish and celestial templates.

Summoning spells now only take a standard action to cast.

Traits: 3 to start, 1 must be Kingmaker trait. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign. You can take a drawback to gain a 4th trait.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Familiars and Animal Companions:This is a high magic, high power game that would easily be the deaths of any familiars or companions many times over. To make these creatures a bit stronger they earn skill points according to their type per HD. They earn a +1 to an attribute of the player's choice at 4th level and every 4 levels thereafter. They earn feats at every odd level starting at 1st level.

Familiars and animal companions gain a bit of the PC's power at the moment of acquisition and are more powerful then other animals of the same species. Increase Str, Dex, Con, Wisdom and charisma by 1d4 each. Anything not mentioned remains the same as per the familiar and animal companion tables.

Feat Tax: I will be using the system suggested here.

Crafting: A slightly altered system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation in the campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.

Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.

Hex Area: Each hex on the map has an area of 93.5 square miles and each side is 6 miles long.

Magic Item Creation: Characters do not need to take item creation feats to craft magic items, you simply need to have a CL and fulfill the other requirements per the regular item creation rules. Now the item creation feats instead grant a +5 bonus to all rolls associated with making items of that crafting category. Further more there are 4 new feats used to increase the maximum spell level of potions and wands.

--->Craft Scepter: Requires CL 10 and increases the maximum spell-level of wands you can craft up to 6th level.
--->Craft Caduceus: Requires CL 13 and Craft Scepter and increases the maximum spell-level of wands you can craft up to 9th level.
--->Journeyman Alchemy: Requires CL 8 and increases the maximum spell-level of potion you can craft up to 6th level.
--->Master of the Transmundane: Requires CL 13 and Journeyman Alchemy and increases the maximum spell-level of potion you can craft up to 9th level.

Alchemists receive Journeyman Alchemy as a bonus feat at 10th level. This requires them to not have traded out brew potion via an archetype. If they have then they do not get this feat at 10th level.

Magic Items: Magic items are not locked into the slots specified in the CRB or other sources. Example being an amulet of mighty fists. You can create gloves, bracers, ring or any other logical item that can grant the same abilities as an Amulet of Mighty Fists.

Magic Armor: Each +1 added to armor enchantment also increases Max Dex by 1, reduces armor check penalty by 1 and spell failure chance by 5%. Magic Armor also removes the penalty to movement speed that non-magical armor has.

Full Plate Armor: All full plate is automatically Masterwork and this is already included in their price. Also all full plate discovered as loot must be resized before being worn or made from scratch according to the buyer's body measurements. There is no full plate that is just poof, ready for purchase; it all must be specially created or modified.

Amulet of Mighty Fists: The amulet can now scale up to a +10 via the same rules as a magic weapon but now has to have a minimum of +1 enhancement to apply magic abilities.

Changes to Ranger Class:They can choose from the druid's list of animal companions and their druid level is equal to their ranger level. Additionally if the ranger chooses to form a bond with their party they grant their full Favored Enemy bonus and it lasts for 1 minute and can be used a number of times per day equal to the ranger's wisdom modifier. At 3rd level and every 3 levels thereafter the ranger can grant their Favored Enemy bonus one more time per day.

The ranger receives a bonus to Knowledge (Nature), Knowledge (Geography) and Survival equal to half their level (min. +1).

Rangers are no longer restricted to medium armor or lower, they can wear any armor they are proficient in.

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 50 times). You must accept stats as a set, no mixing and matching.

-->Starting Level: 1st

-->HP: Max.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder and D&D 3.5 with the following exceptions; No Occult Adventures or 3PP with the exception of Dreamscarred Press Ultimate Psionics.

-->Background Skills: Yes.

-->Variant Multiclassing: No.

-->Firearms: Early firearms. Exotic weapons for all but Gunslingers, full price.

-->Forbidden Classes: Ninja, Samurai, any from Occult Adventures.

-->Races allowed: Core, no problem. Advanced Race Guide by approval only. You can modify current races up to 15 RP. If the race you have chosen has total RP beyond 15, you cannot modify them.

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!

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories:
-->Armor + Weapons
-->Spellcraft (This is the existing Spellcraft in skills)
-->Alchemy (includes everything of an alchemical nature, magical or otherwise.)
-->Siege
-->Clockwork
-->Art (paintings, pottery, sculpting, etc.)
-->Clothing (anything that goes on the body not considered armor)

Will also be using the alternate crafting system detailed in the description of the Craft Skill, Making Craft Work [Alternative Crafting Rules].

Posting: I expect a certain level of skill with the english language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.

At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting just the speech in bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Major Events:

1) Eliminated the bandits at the river ford and discovered one of the bandits was possessed by a powerful artifact that would turn him into a half demon after he murdered 100 people. Through the united prayers of the group they managed to purge the evil from the artifact after burying it with the corpse of the bandit. In response a silver tree with red leaves has begun growing in that spot. The tree expanded the south-eastern body of the forest by another ten miles to shield it's location.

2) After arriving back at the glade with the magical tree the group has exposed to powerful magic from the tree after realizing that it was sentient and considered the party it's parents. Each PC received a unique tattoo from the tree that they have yet to learn it's purpose or power.

3) Through insane luck the party has discovered the entrance to a Wondrumm Umgor or Cave of Wonder at the base of a tor in the plains. The cave entrance was under water and mostly covered with megalithic boulders but once past the narrow opening the party discovered gems by the hundreds embedded in the walls of a tunnel that stretched beyond their meager sight as well as veins of mithril. Two gems they plucked off the ground were so valuable the party felt they could not actually sell them for any kind of profit that would not bring entire nations seeking the source of such gems to their fledgling country. They sealed the cave entrance with magic and marked it's location on the map, promising themselves to return once they could properly take advantage of it.

4) An incredibly rare meeting with a phoenix as it flew overhead granted the players 19 feathers that 4 of them used to become mythic.

5) The players help a Sootscale female kobold they rescued from a mite lair named Shezen combat the psychotic and evil kobold who murdered her father and took control of her tribe. They killed the kobold and Shezen took control of her tribe as the new leader and allied themselves with the PCs. The PCs were taken to the very bottom of the kobold's well constructed home to a set of chained and barricaded adamantine doors that block access to the lower levels. Something big is still down there.

6) With guidance from the kobolds the PCs are led to the Staglords's fortress where they find some kind of magical event has occurred that killed all of the bandits, leveled the buildings within the fort and turned the Staglord into a hideous half-demon. The PCs attack and successfully kill all of the zombies and the demonified staglord.

7) Due to the curse of Heavy Magic placed on the region by the fickle attention of Nethys, the god of magic, the PCs were killed when a spell went horribly wrong and detonated in a massive magical explosion that vaporized the PCs and anything within 100 miles, including the nascent kingdom the PCs had built. Instead of being sent for judgment before Pharasma however the magic of the explosion sent the PCs souls flying through time to before the group even assembled, this time with completely new identities. In new bodies with new powers their original memories have been shattered and scattered into the deepest recesses of their soul's memories.

Spoiler:
I've created these rules based off of several games as both a GM and player so please don't bother trying to suggest an alternative to what is already stated. Any situations not covered by these rules will be decided on a case by case basis.