DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


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Soooo we may be replacing a leaving magus here.


I'm always eager to join a KM game!


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Thanks for resurrecting this thread, Celebeth.

Hello all. My ongoing (albeit at a leisurely pace) Kingmaker game (Pathfinder 1st edition) is in need of a new party member, preferably someone of an arcane bent, as the rulers of Elkmark have (or will be upon returning to their Capitol) lost their Magister. The party is currently level 6 and away from Fort Redemption, the former home of the Stag Lord and the center of the party's fledgling nation. The new character would be starting at Elkmark (the party's fledgling nation).

Prior experience with the Kingmaker AP is not a deal breaker as long as you are capable of separating player knowledge from character knowledge. Kingmaker has been out for a long time now, and I imagine a lot of folks have played at least pieces of it before. With that being said, I will be altering (and have been altering) enough things here and there that prior knowledge may not necessarily be all that helpful.

Character generation:

Abilities: 25 point buy

Hit Points: Maximum for 1st level, 1/2 HD + 1 for subsequent levels.

Sources Available: Paizo published only. NO 3RD PARTY. Unchained versions only for the Barbarian, Rogue, and Summoner. Monk can be either Unchained or Core. With the Unchained Barbarian being the default, all Rage-like abilities will default to the Unchained Mechanics (i.e. a bloodragers bloodrage etc.)

Traits: Two. You may take a drawback for an additional trait if you would like, but be prepared to play said drawback.

Races: I have a very strong preference for Core races, but may be willing to accept an "oddball" if the story is good enough. Please feel free to ask about a race in this thread or via PM before spend too much time building a a character of a non-core race.

Alignment: I place minimal emphasis on alignment. That being said, your character should be a good team player, regardless of alignment. I've seen too many games over the years go by the wayside due to party infighting.

Background Skills from Unchained are in play.

We will be using the Kingdom system from Ultimate Campaign / Ultimate Rulership.

The Downtime systems from UC will be in play as desired.

The character will start at sixth level and 12,000 gp to equip their character. No more than half of your money may be spent on any one item.

Completed submissions need to be done mechanically with a brief background story, short character description (including a few notes about the character's personality).

You will not necessarily need an alias with a completed stat-block unless you are selected.

Maps are handled on a combination of Roll20.net (Combat) and Google Docs (Hex Map and Kingdom Map).


Hmm, hmm, hmm.

I'll have to see what concept I can come up with...


I'll offer up a half-orc or human wizard, probably by tomorrow. Hope there is a spare tower.

Grand Lodge

Elf Wizard or Arcanist at 6th...might be worth it


I am thinking alchemist

Would you be okay with a ratfolk?


Though if the ratfolk isn't allowed I'm willing to switch over to a Lava Gnome =^^=


Dotting! My RL 2e Kingmaker group fell apart a couple of months ago because of DM troubles and I am most eager to get my KM going again.

For now, I have an idea for a flora-loving wizard who is a bit of a studious recluse, but going out into the untamed wilds will be a real wake-up call for him. That premise should offer plenty of opportunity for personal growth, interaction with my fellow players and all that the DM presents to the group. Crunch-wise he will mostly be a support caster because it fits thematically and I enjoy playing that role.


Dotting, I'll see if I can think of something. I've wanted to make an arcanist for a while, so maybe this will be the time for that idea.

Do you want submissions to have a Kingmaker campaign trait, or does that matter less with a character joining late?


Hey GM Talomyr, quick question: how long do you plan to leave recruitment open?


Would be great to hear what the players want to see.

Dark Archive

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Greetings all. I would like to be considered and can build out a character tonight. Since you say you lost a magus I would be happy to build a replacement, unless the party would rather have a strait up arcane caster, in which case I would offer either a diviner or teleport sub school wizard.

I am a regular poster and have never quit an ongoing pbp game. I am down to only one other game at the moment and since is a set of PFS mods and not an AP it will likely wrap on before the end of the year.

I have played Kingmaker before in pbp but it seems like we never finish the first book. So I am quite familiar only with the content you have already completed. My hope is that that might be a plus.


Skorn wrote:
...I am a regular poster and have never quit an ongoing pbp game.

I endorse this message!

Vouching for Skorn! They're being modest, actually. Great tactics, RP and commitment.

They know me better as Andjela Daywalker.


Seth86 wrote:

I am thinking alchemist

Would you be okay with a ratfolk?

I have a stated preference for the core races for this game, but you are welcome to try and sell me on it. Why is this ratfolk in the Riverlands and why would they seek to join up with a fledgling nation of mostly humans, elves, and half-elves. (Note: previous characters at different time points in the game have included a gnome, a halfling, and a tiefling EDIT: Forgot about the very brief appearance of a Changeling as well).

Veniir wrote:
Hey GM Talomyr, quick question: how long do you plan to leave recruitment open?

Probably about a week. That being said, I will be out of town for a week and a half starting on Sunday, so it could go a bit longer than that while I'm away.

Skorn wrote:

Greetings all. I would like to be considered and can build out a character tonight. Since you say you lost a magus I would be happy to build a replacement, unless the party would rather have a strait up arcane caster, in which case I would offer either a diviner or teleport sub school wizard.

Replacing the Magus with another Magus is not necessary, but fine if that is the route you would like to try. My only request is that the character in question be of an arcane nature, be it a sorcerer, wizard, arcanist, magus, witch, or even alchemist. Doesn't necessarily have to be single-classed either.


Dot


Interesting. I do enjoy Magi.


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Here is our current roster.

The Protagonists
RULER: Tove Hellstrom, Ulfen human cleric of Erastil
MARSHAL: Garethane Seregon, elf hunter (feral)
SPYMASTER: Celebeth Quinciel, half-elf unchained rogue (eldritch scoundrel) - It's-a me!
ROYAL ENFORCER: Rhiannon Wyngarde, human fighter (unbreakable)
GRAND DIPLOMAT: Azen, human bard (arrowsong minstrel) - That's my half-sister!

As you can see, we currently have no "full" arcane caster.

Supporting Cast
COUNCILOR: Meridian, human witch (one of my recruits)
GENERAL: Celeste Naevirion (our ruler's girlfriend)
TREASURER: Turcáno Quinciel, elf magus (armored) - my uncle and one of my recruits
WARDEN: Kesten Garess, human fighter (emo guy) - if you played KM before you know this NPC
HIGH PRIEST: Jhod Kavken, human cleric - if you played KM before you know this NPC

We are also on friendly terms with the lizardfolk west of the Tuskwater, but a large number of them were killed by trolls and civil war and so now they are mostly refugees. One is also a recruit of mine.

Positions are fungible. If you make a super-smart wizard and decide you want to take over as Treasurer, we probably won't object.

~~~~~~~~~~

To date, our gameplay has been somewhat reminiscent of old-school D&D hexcrawling, so our principals are humans and their demihuman allies (elves, dwarves, gnomes, halflings). Golarion is a big place and other kinds of creatures exist, of course, they just haven't had a reason to be involved in the succession wars and civil crisis of Brevoy.


I think ill be going with the gnome

Nitrus Shortspark, Lava Gnome and explosive connoisseur

Nitrus Shortspark:

Nitrus Shortspark
Male lava gnome alchemist (grenadier) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
CG Small humanoid (gnome)
Init +10 (+9 when last of your allies to act in a round of combat.); Senses darkvision 60 ft.; Perception +12 (+11 when last of your allies to act in a round of combat.)
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 51 (6d8+18)
Fort +8, Ref +9, Will +3; -1 when last of your allies to act in a round of combat.
Defensive Abilities defensive training, fortification 25%
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d3/19-20) or
. . mwk gnome hooked hammer +6 (1d6/×3/×4)
Ranged bomb +11 (4d6+5 fire)
Special Attacks bomb 13/day (3d6+4 fire, DC 17), hatred
Alchemist (Grenadier) Extracts Prepared (CL 6th; concentration +10)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +3; CMD 17
Feats Alertness, Extra Discovery[APG], Martial Weapon Proficiency (light pick), Point-Blank Shot, Precise Shot, Throw Anything
Traits reactionary, scholar of the great beyond, unstable mutagen
Skills Acrobatics +4 (+3 when last of your allies to act in a round of combat., +0 to jump), Appraise +13 (+12 when last of your allies to act in a round of combat.), Bluff -1 (-2 when last of your allies to act in a round of combat.), Climb +0 (-1 when last of your allies to act in a round of combat.), Craft (alchemy) +15 (+14 when last of your allies to act in a round of combat., +21 to create alchemical items), Diplomacy -1 (-2 when last of your allies to act in a round of combat.), Disable Device +15 (+14 when last of your allies to act in a round of combat.), Disguise -1 (-2 when last of your allies to act in a round of combat.), Escape Artist +4 (+3 when last of your allies to act in a round of combat.), Fly +6 (+5 when last of your allies to act in a round of combat.), Heal +1 (+0 when last of your allies to act in a round of combat.), Intimidate -1 (-2 when last of your allies to act in a round of combat.), Knowledge (arcana) +13 (+12 when last of your allies to act in a round of combat.), Knowledge (nature) +13 (+12 when last of your allies to act in a round of combat.), Knowledge (planes) +14 (+13 when last of your allies to act in a round of combat.), Perception +12 (+11 when last of your allies to act in a round of combat.), Ride +4 (+3 when last of your allies to act in a round of combat.), Sense Motive +3 (+2 when last of your allies to act in a round of combat.), Spellcraft +13 (+12 when last of your allies to act in a round of combat.), Stealth +8 (+7 when last of your allies to act in a round of combat.), Survival +10 (+9 when last of your allies to act in a round of combat.), Swim +0 (-1 when last of your allies to act in a round of combat.), Use Magic Device +8 (+7 when last of your allies to act in a round of combat.); Racial Modifiers +2 Craft (alchemy)
Languages Common, Draconic, Dwarven, Elven, Gnome, Ignan, Sylvan
SQ alchemical weapon, alchemy (alchemy crafting +6), directed blast, discoveries (grease bomb, precise bombs [4 squares], preserve organs[UM], sand bomb, tumor familiar[UM]), impatient, mutagen (+4/-2, +2 natural armor, 60 minutes), swift alchemy
Other Gear masterworked thieve's tools , +1 mithral chain shirt, dagger, mwk gnome hooked hammer, belt of incredible dexterity +2, headband of vast intelligence +2, alchemist starting formula book, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, marbles[APG], masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, spider's silk rope (50 ft.)[APG], string or twine[APG], thread (50 ft.), trail rations (7), waterskin, 1,117 gp, 9 sp, 2 cp
--------------------
Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (13/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortification 25% You have a chance to negate critical hits on attacks.
Grease Bomb (Su) Bomb's splash radius is covered in grease for 1 rd/level.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Impatient Can't delay or ready action. -1 on ability checks, attack rolls, saving throws, and skill checks.
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Sand Bomb (DC 17) (Su) Bombs cause blinded condition for 1 round on a direct hit or if adjacent creatures fail Ref save.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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

Arcane Familiar CR –
Arctic hare (Ultimate Wilderness 191)
CG Tiny magical beast (animal)
Init +3; Senses low-light vision, low-light vision; Perception +10
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Defense
--------------------
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 25 (1d8-1)
Fort +4, Ref +8, Will +3
Defensive Abilities improved evasion
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Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
--------------------
Str 3, Dex 16, Con 9, Int 8, Wis 12, Cha 5
Base Atk +4; CMB +5; CMD 11 (15 vs. trip)
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Appraise +5, Disable Device +7, Perception +10, Spellcraft +5, Stealth +15 (+19 in snow), Survival +7, Use Magic Device +3; Racial Modifiers +4 Stealth in snow
Languages speak with master
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

Nitrus is a hotheaded gnome like most of his type of gnome, eager to see flashy explosions, be it fireworks or bombs, no one really knows what he could be thinking of doing.

Fiery red hair, deep dark red eyes, and a skin that makes people think he may have been in the sun too long.


I'm feeling a halfling sorcerer rogue (1) Arcane trickster for this. Will mull this over and probably post tomorrow.


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Seth86 wrote:

I think ill be going with the gnome

Nitrus Shortspark, Lava Gnome and explosive connoisseur

** spoiler omitted **...

Looks pretty good. Two questions: 1) Why has your lava gnome left his volcano? 2) How did he end up with an artic hare, of all things, as his familiar?

Dark Archive

Reading between the lines I am switching from Magus to Arcanist. I think this group will benefit greatly from a full arcane caster. I am considering the Occulist archtype for better summoning support. This will let me add a meat shield between the archers and the bad guys when needed.

This might take a day or three to fully flush out but it seems we have at least a week to get our submissions posted.


DM Talomyr - Kingmaker wrote:
Seth86 wrote:

I think ill be going with the gnome

Nitrus Shortspark, Lava Gnome and explosive connoisseur

** spoiler omitted **...

Looks pretty good. Two questions: 1) Why has your lava gnome left his volcano? 2) How did he end up with an artic hare, of all things, as his familiar?

Leaving the volcano was because it became boring. Everyday life doing the same thing over and over. It was getting on all of his nerves and that he could not stand. So he set off to find something new and exciting

I would like to say it's because he wanted to challenge himself so he went to a completely opposite place. But sadly due to the nature of how he gets it mechanically. It's a tumor familiar. So basically it littery grew on him till it could magically seperate itself from him. So in regards to that. Due to his fiery nature and being impatient, I thought why not something similar but also opposite. So an arctic hare came to mind


Alright, I will submit Skerrin Maltisse, CG Elven Witch (with Elizabeth, his Lyrakien familiar) for consideration :-)

(Build and background in profile, to be clear!)


Here is my submission.

Character sheet:

Male Halfling Sorcerer 4/URogue 1/ArcTrick 1 | AC 16 T 16 FF 11 | CMD 15 | HP 28/28
Electricity Ray 8/8 | Spell slots 8/8 5/5

Sapec Hilorus
Male Halfling Sorcerer 4 / Unchained rogue 1 / Arcane Trickster 1
CG Small humanoid
Init +7; Senses Perception +11
Low-light vision
Fav class Arcane Trickster
Fav class bonus +1 hit point
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Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex +1 Size) Mind Mage Armor + Shield spells + Combat Expertise
hp 28 (6 (lvl 1 sorcerer) + 12 (3 levels sorcerer) + 5 (1 level rogue) + 4 (1 level AT) + 1 (1 FavCl))
Fort +3, Ref +11, Will +7 (+2 vs fear)
Electricity resistance 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee touch attack +8
Melee dagger +8 (1d4-1/19-20x2)
Ranged touch attack +8
Ranged dagger +8 (1d4-1/19-20x2)
Sneak attack +2d6
--------------------
Magic
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Bloodline: Djinni
Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.
Powers:
Electricity Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain electricity resistance 10. Your electricity resistance increases to 20 at 9th level

CL: 6
Concentration: +11

Spells known (Slots)
Orisons: Acid Splash, Detect Magic, Dancing Lights, Mage Hand, Prestidigitation, Read Magic
1st level (7): Chill touch, Mage Armor, Reduce Person, Shield + Shocking Grasp
2nd level (5): Glitterdust, Mirror Image
--------------------
Other abilities and SQ
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Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 10, Int 14, Wis 10, Cha 20
Base Atk +2; CMB +0; CMD 15
Traits Magical Knack (Sorcerer), Reactionary
Feats Eschew Materials, Combat Expertise, Improved Feint, Weapon Finesse, Accomplished Sneak Attacker
Armor check penalty: 0
Skills Bluff 13, Knowledge Arcana 10, Disable Device 13, Escape Artist 13, Perception 11, Spellcraft 11
Background skills Knowledge geography 11, Sleight of Hand 13
Languages Common, Halfling, Dwarven, Elven
Common items:
Waterskin, Bedroll, Chalk (10), Soap, Rope, Rations (5), Compass
Magic items:
Headband of alluring charisma +2
Belt of incredible dexterity +2
Cloak of resistance +1
Bag of holding type I

Money left
- gp: 485
- sp: 2
- cp: 9

Backstory:

Sapec Hilorus is halfling of a family of 12. They were all born in captivity in Cheliax, but when Sapec turned 20, he managed to create an intricate escape plan for his family. The 12 children and two parents fled east, hoping to find better life. The tales say that the river kingdoms had place for building a new life. However, the harsh environment and confrontation with Cheliax's authorities killed many of the Hilorus. Only 5 of the children and none of the adults reached the new barony that was forming.

The time on the run taught Sapec much. He learned to tap into his latent magical powers, but also how to handle mundane tasks and steal. He started to practice using his growing magic to do mundane things from afar, and has been successful in his attempts. He is growing confident but his siblings are anxious he might grow too ambitious. Still, he presses on, and never gave in to despair.

Personality:

Sapec never gave up helping others. Despite his hard life, he finds much joy to use his magic and life experiences to do things for others, especially those who ask for help. He is certain he is meant for bigger things, so he is always listening in for opportunities, and may be a little reckless at those. He loves to speak and hear others speak, always inciting others to share more stories or feelings, to the point of being at fault of not always respecting those who want to stay quiet.

Appearance:

The young Sapec looks always well groomed, even if his clothes are simple in nature. He uses a black velvet vest over a white shirt and red pantaloons, with sturdy leather shoes. He has a small dagger and a backpack, but otherwise would look like he doesn't belong on the road.

Character's party role:

As a full caster, he will fill the arcane role in the party, although his limited spells known repertoire is a little small for now.

In combat
His build is that of a melee arcane trickster. He has low HP, but decent AC (after buff). His attack will be touch spells with sneak attack. Despite the terrible BAB, he has decent hit chance especially with Feinting -> hitting touch AC.

Out of combat
Standard arcane stuff, some skills, but there might be overlap with rogue and bard.

Liberty's Edge

Mostly done with this. Please accept Baub for consideration. I'll be tweaking as time goes by. Still need to do a background.


A question - would you allow a Blood Arcanist to take the Sylvan bloodline? Normally this is not possible because it is a Wildblooded option.

I would like to make an Int-based arcane caster with a horse animal companion. If that option doesn't work, I can take Nature Soul, Animal Ally, and Boon Companion.


Aldizog wrote:

A question - would you allow a Blood Arcanist to take the Sylvan bloodline? Normally this is not possible because it is a Wildblooded option.

I would like to make an Int-based arcane caster with a horse animal companion. If that option doesn't work, I can take Nature Soul, Animal Ally, and Boon Companion.

I would prefer to stay rules as written for classes/archetypes and their interactions.


Our GM is gonna be on vacation for a few weeks now, so responses may be spotty, recruits!


Here is Mightypions work in progress submission.

Originally from the tribe you are friends with (although he was considered weird due to being an arcane spellcaster, fairly xenophile and far too interested in things like books), he has received a dream message bidding him to come back urgently.

He is chaotic good, worships Desna (although with a little twist) and Cayden, and cannot say no to any type of new type of alchohol.

Question to the party, I could do crafting, do you feel this is needed?

And are you looking more for blastyness, crowd control, or support spells?


I'm a fan of crowd control, m'self. Note that Celebeth and Azen both have some support and self-buff spells thanks to our respective classes, so having the Big Flashy Wizard Stuff That Bards Don't Get may be a way to go.

I was gonna have my next recruit be an item crafter, but their level will be quite low compared to a mainline PC. If you wanna do crafting, go for it. If not, there are plenty of other feats out there. :D


For crafting, would "item design" as in custom items be OK or is it limited to what's in "the book" so to speak?


Here is my submission. I like divination, abjuration, buffs, and utility more than crowd control, so that is what he has. I also like the Eldritch Knight PrC so may go into that. And I want a horse! It's Kingmaker! And Gandalf rode a horse. You can't tell me it's not wizardly.

Since the entire party worships Erastil, I went in that direction as well.

Background:
Wulfric’s family have lived in Rostland for four generations. His great-grandfather was Sir Damon Tilernos, a cavalier from Lastwall who fell in love with a Rostlander woman. Wulfric was born in 4690 AR (assuming the AP begins in 4710 AR) and was raised in Rostland in a comfortable home. His parents are farmers, his older sister Saryann a minstrel, and his younger brother Tobert an aspiring priest.
Wulfric always had a knack for horsemanship, and his family drew on the connections of lineage to secure him training in Lastwall, where he served first as a squire, then as a cavalry scout. The young man was assessed to have considerable skills in magic, and these were developed over the years.
Last year, his father took ill, and he returned home to assist his mother with the farm. While there, he learned that a band of explorers in the Stolen Lands were seeking a Magister.
The current opportunity to venture into the Stolen Lands appeals greatly to him. He is a loyal Rostlander, and he holds out the hope of establishing a realm that is closer to Rostov than to the Dragonscale Throne and the Surtova family.

Personality:

Wulfric has a bit (but only a bit) of his mother’s charm and his father’s quick wit. He is strong, brave, and kind-hearted, and worships the ground his parents walk on. Always strong for his size, he was noted for standing up for the smaller kids and never being a bully. He felt like a bit of a hayseed in Lastwall, and is more comfortable in more rustic environments.

Appearance:

Wulfric stands slightly under six feet tall, and is fairly lean. He has black hair, brown eyes, and tanned skin. He wears Lastwall armor, well-kept and polished; a gift from the knight he served.

Role:

Wulfric is a generalist; his spells will focus on utility, problem-solving, divination, and abjuration. He’s not going to cast very many offensive spells in combat. He may go into the Eldritch Knight prestige class. Although he is built to be an arcane cavalry scout, his AC and HP are good enough (or can be with spells) that he can function as something of a wizard tank, a most unusual role, but one that seems beneficial to the party. His horse will become much more formidable at level 7, when he can take Boon Companion.

Character Sheet:

Wulfric Tilernos
Human Ranger 1 / Wizard 5 (Scryer); opposition schools Illusion, Enchantment
LG Medium Humanoid
Deity: Erastil
Init +4; Perception +9
-----------------
DEFENSE
-----------------
AC 22, touch 13, flatfooted 20 (Armor +7, Shield +2, Dex +2, Deflection +1)
HP 42 (1d10+5d6+12)
Fort +7, Ref +6, Will +5
-----------------
OFFENSE
-----------------
Speed 30 ft. (50 ft mounted)
Melee MW Lance +7 (1d8+3/x3) or MW Scimitar +7 (1d6+3/18-20)
Ranged MW Composite Longbow +5 (1d8+3/x3, 110’)
-----------------
STATISTICS
-----------------
Str 16, Dex 14, Con 14, Int 17, Wis 10, Cha 11
Starting 15/14/14/15/10/11
BAB +3; CMB +9; CMD 22
Feats Nature Soul (1), Mounted Combat (H), Scribe Scroll (Wiz1), Arcane Armor Training (3), Animal Ally (5), Knowledge Is Power (Wiz5)
Traits Rostlander, Magical Knack
FCB Wizard +5 Skill Points
Skills (10/level ranger, 7/level wizard, 45 total)
Swim 5 +11 (-1 ACP)
Climb 5 +11 (-1 ACP)
Survival 1 +4 (+5 to follow tracks)
Ride 6 +11 (-1 ACP)
Perception 6 +9
Spellcraft 5 +11
Stealth 6 +11 (-1 ACP)
Knowledge (Arcana) 6 +12
Knowledge (Nature) 1 +7
Knowledge (Planes) 1 +7
Knowledge (Dungeoneering ) 1 +7
Knowledge (Religion) 1 +7
Knowledge (Local) 1 +7
Background Skills
Handle Animal 6 +9 (+13 with mount)
Knowledge (History) 1 +7
Knowledge (Engineering) 1 +7
Knowledge (Nobility) 1 +7
Knowledge (Geography) 1 +7
Linguistics 1 +7
Appraise 1 +7
Languages Common, Sylvan, Draconic, Undercommon, Aklo
Special Favored Enemy (Human +2), Track, Wild Empathy, Cantrips, Bonded Item (Ring), Forewarned, Send Senses (150’, 2 rounds, 6/day)
Equipment (12,000 GP)
+1 Mithral Breastplate (5,200)
+1 Mithral Buckler (2,005)
Cloak of Resistance +1 (1,000)
Ring of Protection +1 (Bonded Item – 1,000)
Purchased Spells (660)
MW Composite Longbow (+3 Str) – 700
MW Lance (310)
MW Cutlass (315)
Military Saddle (20)
Bit/Bridle (2)
Saddlebags (4)
Backpack (2)
Waterskin (1)
4 Days Trail Rations (2)
MW Chain Shirt Barding (700)
Remaining: 79 GP
Spells
0: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: Endure Elements, Hold Portal, Alarm, Shield, Protection from Evil, Air Bubble, Burning Hands, Mage Armor, Unseen Servant, Comprehend Languages, Mount, True Strike, Magic Missile, Floating Disk, Crafter’s Fortune, Feather Fall, Liberating Command, Monkey Fish, Enlarge Person (7 starting, 2 from leveling, 10 bought for 150)
2: Alter Self, Resist Energy, See Invisibility, Force Sword, Cat’s Grace, Gust of Wind, False Life, Carry Companion (4 from leveling, 4 bought for 240)
3: Dispel Magic, Clairaudience/Clairvoyance, Arcane Sight, Haste (2 from leveling, 2 bought for 270)

Prepared (4/5/4/3)
0: Open/Close, Light, Detect Magic, Disrupt Undead
1: True Strike, Liberating Command, Feather Fall, Shield (x2)
2: False Life, See Invisibility, Cat’s Grace, Resist Energy
3: Clairaudience/Clairvoyance, Dispel Magic, Haste

Horse Animal Companion ('Ferric'):

HD 3d8+6 (20 HP)
AC 22 (+6 natural, +2 Dex, -1 size, +1 Dodge, +4 Armor)
Fort +5, Ref +5, Will +2
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
BAB +2, CMB[/b] +6, CMD[/b] 18 (22 vs Trip)
Feats: Dodge, Light Armor Proficiency
Skills: Acrobatics 1 +5
Swim 1 +7
Perception 1 +5
Tricks (8): Attack, Attack unnatural creatures, Come, Defend, Down, Guard, Heel, ?
Attacks: Bite +4 (1d4+3) and 2 Hooves -1 (1d6-1)
Special: Link, Share Spells, Evasion


Alessandro Khadaji wrote:
For crafting, would "item design" as in custom items be OK or is it limited to what's in "the book" so to speak?

I'm willing to work with a player on item design.


I have a wisewoman Aasimar that I've always wanted to get into a Kingmaker game.


This is Lucid, the submission from Scorn. He is fully detailed in this alias.

As an Arcanist he is a full arcane caster focusing on party buffs and battlefield control. And with his Occultist archtype he can cast Summon Monster as a standard action that last a minute per level AND he can do this multiple times a day. He will likely take Craft Wondrous Item at 7th level and can craft items for the party during downtime.

Brief Background Story:

Lucid hails from Brevoy where he was raised in an upper class neighborhood by parents of minor nobility. His education was superior and included both the best schools and private tutors. He was a gifted student and grew into an outstanding scholar. As a young adult he began to show talents in the Arts arcane.

He initially considered trying to gain a charter to enter the Stolen Lands when they were first offered but Arcanist training and family business delayed him. But now he was being asked to lend his magical talents to a group who had lost their arcane caster and he saw this as his chance to both make a name for himself and perhaps make some coin while furthering his arcane career. And he had grown tired of the politics and infighting and intrigue at home. He was ready for a fresh start.

Short Character Description:

Lucid is a handsome human male and knows it. In his mid 40s, he has the hint of grey highlights in his hair. His eyes are ice blue and he is quite perceptive. His sharp features may stem from his Azalnti ethnicity. He dresses sharply in adventuring garb and is always clean and tidy. He is used to being the smartest man in the room and can be a little vain about both his appearance and intellect. But he is too smart to let his vanity become too much of a disadvantage and keeps most of such thoughts to himself. He is often seen with his hawk familiar and has been known to use the bird to deliver party buffs from range.

He knows he is a competent caster and prides himself on problem solving. While a team player he is not one to follow rules too closely. He builds lasting friendships and goes out of his way to help his friends. He is chaotic good in alignment and reveres Sarenrae.


I have a witch from a lvl 5 Kingmaker campaign that ended that I'd love to play again. She usually scouts with her familiar to make sure the party doesn't get surprised and uses control spells in combat. She has crafting feats but I don't think we ever got to the point where she used them in the original campaign.

BACKGROUND:
Sonechka's name means 'my wish' or 'my gift', a fitting name for the result of a pact with a being from the lower planes. Sonechka is the daughter of an overeager and ambitious young ethran who made a deal with a powerful evil being from the lower planes; the young woman wished for arcane power and found herself pregnant with a tiefling child.

Sonechka's was taken in by the hathrans when her first testing revealed the extent of her potential and the extent of her mother's ambition. Between her first few years with her mother, constantly reminding her how special she was, and her remaining youth spent living among a group of woman seen as just a short step below the spirits of the land, Sonechka developed an outsized sense of importance.

Living among the people of Iobaria, this was no hindrance, as her natural gifts insure a place of esteem for her in the future. But when she left Iobaria on her dajemma her hauteur brought her into conflict with haughty Brevic nobles, touchy Swordlords, and those who just didn't like someone acting like she was better than they.

In spite of her spoiled attitude her magical abilities found her and her barbarian bodyguard a place with a party of adventurers exploring the wilderness on the far side of the Icerimes. With his sword and her magic, they were an invaluable addition to the party. Unfortunately, in spite of their individual abilities and teamwork they bit off more than they could chew and were decimated by a trio of trolls.

Her bodyguard being killed was Sonechka's first real setback in what until then had been a blessed life. She was more fond of the big brute than she had been willing to admit, and his death touched her deeply. Today she doesn't act quite as spoiled or entitled and thinks more about the needs of others than she did before his death. She's no paladin, but she much is less of an ice queen than she used to be.

The fight with the trolls taught her another thing- she needed to diversify her spells. Since that fight she has gone out of her way to learn spells unrelated to cold, since her spells did so little to hamper the monsters who killed half her adventuring party.

OLD LEVEL 5 PROFILE:
Sonechka Alkaeva
F LN Tiefling Winter Witch, Level 5, Init +2, HP 40/40, Speed 30
AC 16, Touch 12, Flat-footed 14, Energy Resistance (Cold/Fire) 5, CMD 14, Fort +3, Ref +3, Will +5, CMB +2, Base Attack Bonus 2
Longspear +2 (1d8, x3)
Spiked gauntlet +2 (1d4, x2)
Leaf armor (+3 armor, +2 Dex, +1 Natural)
Abilities Str 10, Dex 15, Con 14, Int 20, Wis 10, Cha 10
Condition None

APPEARANCEInhumanly beautiful, with skin the color of fresh snow and blue eyes so pale they look a ghostly near-white. Her long black hair is as dark as her familiar's feathers. Weighed against her alien perfection of body and face is the long tail she keeps hidden under cloaks or clothes.

In spite of her undeniable beauty, there is an off-putting strangeness about Sonechka that puts people off. Her skin is perpetually cold, like she has just come inside on a frigid winter's day. In warm temperatures, her breath steams in the air like the mist breathing off melting ice. In the dark, her eyes glow a baleful blue-white and she never has trouble navigating in even the deepest night.

TRAITS/FEATS
Trait: Magical Knack (planning for lost caster level from Winter Witch PrC)
Trait: Vigilant Etiquette
1: Irrisen Icemage
3: Scribe Scroll
5: Craft Wondrous Item
7: Rime Spell
9: Craft Rod

Vigiliant Etiquette traitYou are quite familiar with life as a noble in Iobaria.
The prospect of venturing out has propelled you to learn
of your equals in other lands.

Benefit: Know(nobility) is treated as a class skill,
+1 to Know(nobility), +1 to Diplomacy, Bluff, and
Intimidate checks with "nobility" and those in service of
a noble or member of the ruling class. These bonuses
increase to +2 regarding Iobarian nationals or expatriates.

TRAINED SKILLS
Craft: Alchemy +12
Fly +7
Knowledge: Arcana +13
Knowledge: Dungeoneering +6
Knowledge: Engineering +6
Knowledge: Geography +6
Knowledge: History +9
Knowledge: Local +8
Knowledge: Nature +13
Knowledge: Nobility +7
Knowledge: Planes +9
Knowledge: Religion +6
Spellcraft +13
Use Magic Device +8

UNTRAINED SKILLS
Appraise +7
Bluff +2/+3 against nobles and their servants
Diplomacy +1 against nobles and their servants
Intimidate +1 against nobles and their servants
Perception +6/+11 in eagle form
Sense Motive +2
Stealth +4

SPELLS KNOWN]0: All Witch cantrips, Ray of Frost
1: Beguiling Gift, Chill Touch, Charm Person, Command, Cure Light Wounds, Ear-Piercing Scream, Frostbite, Identify, Ill Omen, Mage Armor, Mount, Obscuring Mist, Reduce Person, Unseen Servant, Ventriloquism
2: Alter Self, Blindness/Deafness, Blood Transcription, Chill Gaze (Burning Gaze), Cure Moderate Wounds, Detect Thoughts, Flash Freeze (Burning Arc), Freezing Ray (Scorching Ray), Frost Fall, Fog Cloud, Glitterdust, Hold Person, Icy Sphere (Flaming Sphere), Invisibility, Spectral Hand, Snow Shape, Symbol of Mirroring, Touch of Idiocy, Vomit Swarm, Web
3: Dispel Magic, Excruciating Deformation, Fly, Ice Spears, Icy Explosion (Fireball), Ray of Exhaustion, Sleet Storm, Stinking Cloud, Suggestion, Summon Monster III

Bold indicates a Cold descriptor spell with +1 to DC and Caster Level
Italics indicates a spell whose energy type has been changed to Cold.

SPELLS PREPARED
0 (4), DC 15: Detect Magic, Guidance, Ray of Frost*, Stabilize
1 (4), DC 16: Charm Person, Command, Ear-Piercing Scream, Obscuring Mist
2 (3), DC 17: Blindness/Deafness, Glitterdust, Invisibility
3 (2), DC 18: Ray of Exhaustion, Sleet Storm*
* indicates a Cold descriptor spell with +1 to DC and Caster Level

HEXES, DC 17
1: Evil Eye
2: Slumber
4: Cackle

PATRON/ARCHETYPE SPELLS]1: Ray of Frost (Lvl 0)
2: Ventriloquism (1)
4: Invisibility (2)
6: Blink (3)
8: Confusion (4)
10: Passwall (5)
12: Programmed Image (6)
14: Mass Invisibility (7)
16: Scintillating Pattern (8)
18: Time Stop (9)

CLASS/RACIAL ABILITIES]Medium sized native Outsider
Scaled Skin (replaces Fiendish Resistance)- +1 AC, Energy Resistance (Fire) 5
Skilled- +2 to Bluff, Stealth
SLA- Darkness 1/day
See in Darkness (replaces Darkvision)
Prehensile Tail (replaces Fiendish Sorcery)
Ice Magic- +1 to DC of spells with Cold descriptor
Cold Flesh- permanent Endure Elements against Cold; Energy Resistance (Cold) 5

Glaza, Raven familiar]N Tiny animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 17, touch 17, flat-footed 15 (+2 Dex, +2 size, +3 Natural)
hp 20 (5d8)
Fort +1, Ref +4, Will +5

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse

SKILLS

Fly +7
Knowledge: Arcana +3
Knowledge: Dungeoneering -1
Knowledge: Engineering -1
Knowledge: Geography -1
Knowledge: History +0
Knowledge: Local +1
Knowledge: Nature +3
Knowledge: Nobility -1
Knowledge: Planes +0
Knowledge: Religion -1
Perception +9
Spellcraft +3
Stealth +6
Use Magic Device +3

LANGUAGES
Common

SPECIAL ABILITIES

Familiar
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver touch spells
Speak with Master

GEAR

Bag of Endless Caltrops

GEARCopied spells, 880 gp
Headband of Vast Intelligence (Perception) +2, 4000 gp
Scroll case: Charm Person x2, Alter Self x2, 176 gp
Scroll case: Cure Light Wounds x2, Cure Moderate Wounds x2, 176 gp
Scroll case: Spectral Hand x2, Touch of Idiocy x2, 301 gp
Scroll case: Mount, Obscuring Mist, Reduce Person, Unseen Servant, 51 gp
Scroll case: Invisibility x2, Vomit Swarm, Web, 301 gp
Portable alchemist's lab, 75 gp
Scroll case: Fly, Ray of Exhaustion x2, Stinking Cloud
Witch's kit, 21 gp

Acid x2
Alchemist's Fire x8
Tangleburn Bag x3

Eagle Cape Feather Fall at will, 1/day Beast Shape I into an eagle for 10 minutes, +5 to Perception checks when Beast Shaped
Rod of Threatening Illusion 3/day can make illusions threaten foes, DC 10 + spell level + Int mod
Verdant Vine bracelet 20' radius Entangle 1/day, DC 16
Campfire Bead creates a campfire; must wait twice as long as fire burned until next use
Beads of Force 5d6 damage to 10' radius, 10 minute Resilient Sphere on target, DC 16 Ref save

3453 gp
2 sp


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Just checking back in. I return from vacation on Wednesday and submissions will close then. After that, I will review the submissions and gather feedback from my existing players and make a decision by Saturday. Thanks for your patience.


1 person marked this as a favorite.

Submissions are now closed. I'll take the next few days to review, solicit feedback from the current players, and if necessary ask questions of the applicants.

Thanks for applying. I suspect I have a difficult choice ahead of me.


After deliberation and taking feedback from the current players into account, we will be going with Wulfric Tilernos.

Thank you all for your applications, it was not an easy choice.

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