Emerald Kingdoms (Inactive)

Game Master Kevin O'Rourke 440

Emerald Spire Second Floor-The Cellar
Accursed Halls
Loot Sheet
Side Jobs
Stolen Lands Encounters

***The Greenbelt***
Capital
Kingdom Stats/Log


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I think I'm going to bow out actually. Sorry for wasting your time.

Good luck everyone :)


Crunch for Jynn T'Soryn Elf Ranger:

Jynn T'Soryn
Male elf ranger (falconer) 1 (Pathfinder RPG Ultimate Combat 67)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +1, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 9, Int 15, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot
Traits affable, pioneer
Skills Craft (mapmaking) +6, Diplomacy +4 (+6 to gather information.), Handle Animal +7, Heal +7, Knowledge (local) +6, Knowledge (nature) +6, Perception +10, Ride +6, Stealth +6, Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +9 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ elven magic, track +1
Other Gear studded leather, heavy wooden shield, arrows (40), longbow, longsword, backpack, bedroll, blanket[APG], cartography tools, compass[APG], fishhook, flint and steel, jug (4), mapmaker's kit[APG], pack saddle, scroll case, signal horn[APG], small tent, twine (50')[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, wooden holy symbol of Ketephys, 1 gp, 5 sp, 5 cp
--------------------
Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +1 Add the listed bonus to survival checks made to track.

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

Artemis
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (2d8+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +2 (1d4), 2 talons +2 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Skill Focus (Perception)
Tricks Attack, Attack, Attack Any Target, Distract, Guard, Sneak, Swooping Charge, Watch
Skills Acrobatics +2 (-6 to jump), Fly +4, Perception +9, Stealth +10
SQ attack, attack any target, distract, guard, sneak, swooping charge, watch
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Distract [Trick] The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.
Fly (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Swooping Charge [Trick] The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may h
Watch [Trick] Stands watch over designated area.

I will be getting the fluff up soonish. But wanted to throw my character Crunch up at least for review by the GM/Already Chosen Players. Hero Labs made two errors...didn't add a horse to the equipment (I left it out as crunch would get really long for the Horse's stats as well) and for some reason wasn't adding in the Cha bonus for Handle Animal so I altered it to include. (Add in the +4 to handle my Animal Companion and I can't fail to get the animal to do as requested unless it's something I haven't trained him for....which I will be training additional tricks over time.) The horse's name is Sleipnir. I have a thing for mythology.


Nathan would be up for establishing a theocracy as the new government, as long as it’s a theocracy dedicated to maximizing human potential. He could actually work with just about anyone on this - Abadar is a slam dunk, but even Gorum is possible, though there would probably be many arguments about method and the proper ratio of warriors to blacksmiths to artists to farmers in society.

Teamwork feats would be OK though we might have wait till level 3 to get them unless we can figure out some common background. Admittedly an apprentice of a wandering Irorian healer might have met quite a few people... but Nathan is not a frontline fighter by any stretch of the imagination, so the selection would be a bit limited.


Vitaliano - the reason Hero Labs isn’t adding the +4 to Handle Animal is that you might want to use the skill on other animals than your animal companion.


....I'm an idiot.

I was looking at it going, why isn't there a +3 for Cha...I don't have a 16/17 Charisma...I got an 11. Woops. Sorry sorry, I got myself confused. It should be only a +4 for Handle Animal. (Which would give me only a 5 % failure chance to get my AC to do things I want.)


I'm going to be making a alchemist for the game. They have great versatility and it should come in handy when exploring the lands.
4d6 ⇒ (2, 5, 4, 5) = 16
4d6 ⇒ (5, 3, 6, 4) = 18
4d6 ⇒ (4, 4, 2, 4) = 14
4d6 ⇒ (4, 3, 4, 1) = 12
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (4, 5, 4, 1) = 14


How do you feel about evil characters? I have a LE character for Kingmaker that would work very well, but I understand if that idea gives you pause. He's a former Gray Gardener recruit from Galt who fled to Brevoy after a falling out with his 'brothers'. When he heard of the charter to the Stolen Lands, he was interested and mentioned his interest to a member of the noble house, House Surtova, he had taken up serving since his arrival. From there, he'd be trying to get access to a charter.

The character in no way is intended to work against the party, but because Gray Gardeners worship Norgorber he's at best going to be Neutral, and that doesn't really 'fit' the whole Gray Gardener schtick in my mind. LE always feels a little... less worrying than NE, and it fits his backstory plenty. He's not meant to secretly be in league with another villain or trying to screw over the party from behind the scenes; he earnestly wants them to succeed because it benefits him to make strong allies, and the best way to do that is to help them. He figures by the time they figure out he's evil, if they do, they'll realize he's been helpful and that he isn't out to get them.

The character is an Inquisitor of Norgorber with the Reaper of Secrets and Sanctified Slayer archetypes. Let me know if that'll be a problem. This was a version of the character made for a recent recruitment, feel free to look it over but it uses some house rules that I'd have to change.


Kingmaker, I can't not apply. Plus it looks like one of my AP's has fizzled out so I'm in need of something more stable.

4d6: 4d6 ⇒ (1, 6, 1, 3) = 11
4d6: 4d6 ⇒ (5, 5, 6, 4) = 20
4d6: 4d6 ⇒ (2, 4, 3, 6) = 15
4d6: 4d6 ⇒ (1, 3, 2, 2) = 8
4d6: 4d6 ⇒ (1, 3, 5, 4) = 13
4d6: 4d6 ⇒ (1, 3, 6, 2) = 12


Would a Wyrwood be too unusual? The concept for Tik'Klik is he's supposed to have been made a golem (so not really a Wyrwood, just using wyrwood race to simulate a golem) that was made improperly due to some interference in his build. He was lost for a hundred years or so, and would basically be handed off to the main party as a bit of help by the giver of the Charter, basically equipment. He would be a sorcerer, although he was supposed to just be a scout golem, so it should be a surprise when he starts casting spells. If that's not too out there, the stats rolls would be :

4d6 ⇒ (3, 2, 5, 3) = 13 11
4d6 ⇒ (5, 5, 4, 1) = 15 14
4d6 ⇒ (4, 3, 3, 5) = 15 12
4d6 ⇒ (6, 6, 2, 3) = 17 15
4d6 ⇒ (6, 4, 6, 6) = 22 18
4d6 ⇒ (2, 3, 6, 1) = 12 11

Not a bad set!

STR : 11
DEX : 15+2 = 17
CON : 14
INT : 18+2 = 20
WIS : 12
CHA : 11-2 = 9

I'd go with a Sage sorcerer, so INT based instead of Charisma based.


"Oh fickle Forum Dice Gods, give unto me your judgement."
4d6: 4d6 ⇒ (1, 4, 5, 3) = 13 12
4d6: 4d6 ⇒ (2, 3, 5, 3) = 13 11
4d6: 4d6 ⇒ (2, 2, 2, 2) = 8 6
4d6: 4d6 ⇒ (3, 4, 5, 3) = 15 12
4d6: 4d6 ⇒ (1, 4, 1, 6) = 12 11
4d6: 4d6 ⇒ (4, 5, 6, 4) = 19 15
Groan! "Nevermind..."
"Good luck to the other submissions."


I made this character for another Kingmaker pbp but wasn't selected, and would like to give it a shot. (I'll have to review things like starting gold etc. but I can have that done in a day or two at the latest.)
Currently 20 point buy build, but let's see what the dice can do.
1: 4d6 ⇒ (2, 3, 1, 5) = 11 drop the 1 for 10
2: 4d6 ⇒ (6, 5, 3, 5) = 19 drop the 3 for 16
3: 4d6 ⇒ (2, 5, 4, 1) = 12 drop the 1 for 11
4: 4d6 ⇒ (5, 4, 3, 1) = 13 drop the 1 for 12
5: 4d6 ⇒ (6, 2, 3, 3) = 14 drop the 2 for 12
6: 4d6 ⇒ (6, 4, 6, 5) = 21 drop the 4 for 17

Hmmm works out to 28 point buy even with the lower end rolls , I can do something with that.
Consider me interested.
Edit to add: I'm willing to swap to a different bloodline if you feel its not going to fit. Likely go to Arcane, or Elemental.

Also, profile character sheet is currently set up to use the Unchained rules for bloodraging.
Do you have a preference of unchained versus core rage rules?


TheWaskally wrote:

"Oh fickle Forum Dice Gods, give unto me your judgement."

[dice=4d6]4d6 12
[dice=4d6]4d6 11
[dice=4d6]4d6 6
[dice=4d6]4d6 12
[dice=4d6]4d6 11
[dice=4d6]4d6 15
Groan! "Nevermind..."
"Good luck to the other submissions."

@TheWaskally, you know you can still use 20 point buy? It's there as a safety net against the dice gods

Tik'Klik wrote:

Would a Wyrwood be too unusual? The concept for Tik'Klik is he's supposed to have been made a golem (so not really a Wyrwood, just using wyrwood race to simulate a golem) that was made improperly due to some interference in his build. He was lost for a hundred years or so, and would basically be handed off to the main party as a bit of help by the giver of the Charter, basically equipment. He would be a sorcerer, although he was supposed to just be a scout golem, so it should be a surprise when he starts casting spells. If that's not too out there

I'd go with a Sage sorcerer, so INT based instead of Charisma based.

It'd be a tough sell but I got an idea. I'd work it so that he was found in an archaeological dig not functioning and some spellcaster way out of his league tried rebuilding him with only the barest idea of what to do. He got you up and about but you forgot everything from before he reactivated you. I'd give you some feed back on appearance. Weird random point, but tying it into elements that crop up would be interesting.

Samuel Warren wrote:

How do you feel about evil characters? I have a LE character for Kingmaker that would work very well, but I understand if that idea gives you pause. He's a former Gray Gardener recruit from Galt who fled to Brevoy after a falling out with his 'brothers'. When he heard of the charter to the Stolen Lands, he was interested and mentioned his interest to a member of the noble house, House Surtova, he had taken up serving since his arrival. From there, he'd be trying to get access to a charter.

The character in no way is intended to work against the party, but because Gray Gardeners worship Norgorber he's at best going to be Neutral, and that doesn't really 'fit' the whole Gray Gardener schtick in my mind. LE always feels a little... less worrying than NE, and it fits his backstory plenty. He's not meant to secretly be in league with another villain or trying to screw over the party from behind the scenes; he earnestly wants them to succeed because it benefits him to make strong allies, and the best way to do that is to help them. He figures by the time they figure out he's evil, if they do, they'll realize he's been helpful and that he isn't out to get them.

The character is an Inquisitor of Norgorber with the Reaper of Secrets and Sanctified Slayer archetypes. Let me know if that'll be a problem. This was a version of the character made for a recent recruitment, feel free to look it over but it uses some house rules that I'd have to change.

LE isn't too bad but I do have reservations. I had a LE PC play through Rise of the Runelords. Gray Gardeners might worship Norgorber but he was a recruit and ran away... Norgorber is outlawed in most places, it'd be too big of a thing to basically force the party to accept him as legal in the country. Switching up the deity to be one that's not evil might help or even just a LE one. A LE character can certainly fit in cracking down on bandits.


Teryll wrote:


Edit to add: I'm willing to swap to a different bloodline if you feel its not going to fit. Likely go to Arcane, or Elemental.

Also, profile character sheet is currently set up to use the Unchained rules for bloodraging.
Do you have a preference of unchained versus core rage rules?

Stick with the default for bloodraging (ie core). Arcane or Elemental are both perfectly viable.


Kingmaker with Rolled Stats?

Count me interested. How much of a problem is previous experience with the AP?

This is how we roll:

4d6 ⇒ (5, 6, 1, 6) = 18 = 17
4d6 ⇒ (3, 4, 4, 1) = 12 = 11
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
4d6 ⇒ (2, 5, 3, 4) = 14 = 12
4d6 ⇒ (5, 4, 1, 3) = 13 = 12
4d6 ⇒ (4, 4, 6, 1) = 15 = 14


Hmm... Just realized the theocracy idea might not be a good idea. Without knowing anything about the 2 confirmed characters, we can't know if they would be ok with the concept.


ElterAgo wrote:
Hmm... Just realized the theocracy idea might not be a good idea. Without knowing anything about the 2 confirmed characters, we can't know if they would be ok with the concept.

To be honest, your character having hopes is one thing but not everyone will survive. There's going to be some big discussions I think between those who survive. You can have the character be like, damn not theocracy... alright but sooner or later we're making a giant cathedral in the capitol.

Peet wrote:

Kingmaker with Rolled Stats?

Count me interested. How much of a problem is previous experience with the AP?

That's alright, things will be a bit different and I assume we can all be big boys and girls and not metagame.


Kevin O'Rourke 440 wrote:
ElterAgo wrote:
Hmm... Just realized the theocracy idea might not be a good idea. Without knowing anything about the 2 confirmed characters, we can't know if they would be ok with the concept.

To be honest, your character having hopes is one thing but not everyone will survive. There's going to be some big discussions I think between those who survive. You can have the character be like, damn not theocracy... alright but sooner or later we're making a giant cathedral in the capitol.

...

Ok, good to know.

Nathan the Uplifting, let's work on it. I need to wrap my head around how an inquisitor or warpriest of Irori would behave. I guess I could mostly be opposed to any who hold others back from their full potential.
Let me think about a background and the build possibilities. I'm not sure either class really lends itself to the unarmed combat shtick.


dotting, hard to pass on Kingmaker and Emerald Spire, I haven't played either, so here goes.
4d6 - 2 ⇒ (3, 2, 5, 4) - 2 = 12
4d6 - 1 ⇒ (6, 5, 4, 1) - 1 = 15
4d6 - 1 ⇒ (6, 1, 6, 4) - 1 = 16
4d6 - 2 ⇒ (4, 2, 4, 2) - 2 = 10
4d6 - 3 ⇒ (3, 5, 6, 5) - 3 = 16
4d6 - 2 ⇒ (2, 4, 6, 6) - 2 = 16
Well, those are hard to beat. I will probably go with a melee character with a high charisma (16) possibly a paly. Need to think about it a little.


Hmmm. Previous experience not a problem? ;)

Stats: 4d6 ⇒ (5, 2, 3, 3) = 13
Stats: 4d6 ⇒ (6, 5, 2, 3) = 16
Stats: 4d6 ⇒ (2, 4, 5, 5) = 16
Stats: 4d6 ⇒ (2, 2, 6, 2) = 12
Stats: 4d6 ⇒ (4, 2, 1, 1) = 8
Stats: 4d6 ⇒ (4, 6, 2, 2) = 14

Oh well, 20 point buy it is.


Kevin O'Rourke 440 wrote:


Tik'Klik wrote:

Would a Wyrwood be too unusual? The concept for Tik'Klik is he's supposed to have been made a golem (so not really a Wyrwood, just using wyrwood race to simulate a golem) that was made improperly due to some interference in his build. He was lost for a hundred years or so, and would basically be handed off to the main party as a bit of help by the giver of the Charter, basically equipment. He would be a sorcerer, although he was supposed to just be a scout golem, so it should be a surprise when he starts casting spells. If that's not too out there

I'd go with a Sage sorcerer, so INT based instead of Charisma based.

It'd be a tough sell but I got an idea. I'd work it so that he was found in an archaeological dig not functioning and some spellcaster way out of his league tried rebuilding him with only the barest idea of what to do. He got you up and about but you forgot everything from before he reactivated you. I'd give you some feed back on appearance. Weird random point, but tying it into elements that crop up would be interesting.

A combination of the two? His initial build was fubar'd, and the alchemist who tried to fix him had more pride than skill and was even worse at it?

Usually use this as a ref.

Sovereign Court

4d6 - 4 ⇒ (5, 4, 4, 4) - 4 = 13
4d6 - 2 ⇒ (5, 4, 2, 2) - 2 = 11
4d6 - 1 ⇒ (5, 3, 1, 6) - 1 = 14
4d6 - 1 ⇒ (5, 1, 3, 3) - 1 = 11
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12
4d6 - 1 ⇒ (3, 3, 5, 1) - 1 = 11
Well 20 Point by it is!
I would love to apply with a cavalier, because Kingmaker sounds like the cavalier friendliest AP to me!


GM, do you know what kingdom roles the 2 confirmed characters are aiming at? I don't want to double up and leave something open.


I'd be looking at creating a Dwarf of clan Golka who has completely lost contact with his kin when they became unreachable during the Vanishing. Now he only has his second cousin, Toval Golka, who is the current heir to House Garess. They don't really get along but the familial bond is strong.

My character would be a follower of Eldas, Empyreal lord of architecture and masonry. His work as an architect and mason (he has a very hands on mentality) is what kept him from vanishing with his kin.

Just not sure on class yet. Most likely are Geokineticist, maybe with Kinetic Knight archetype, Cleric, Investigator or maybe Wizard. The issue with the first is that, if not grabbing the archetype, he might overlap with the Monk and the last might overlap with the Witch, depending on the Witch's build.


Tik'Klik wrote:


A combination of the two? His initial build was fubar'd, and the alchemist who tried to fix him had more pride than skill and was even worse at it?
Usually use this as a ref.

Well I suppose it's more what his original build was like that the alchemist couldn't replicate. Let's say the alchemist used wood because those are an easier form of golem to make. Before it would have been more metalic, maybe iron or steel for the majority?

ElterAgo wrote:
GM, do you know what kingdom roles the 2 confirmed characters are aiming at? I don't want to double up and leave something open.

To be perfectly honest I haven't even mentioned them. Rather than optimizing mechanics towards particular roles it would be best I think to let characters come to that conclusion organically about who fills what position, there should be some solid gaming and RP between the group forming and setting up the Kingdom. Characters might die but more to the point characters will develop.

...besides there's always going to be positions open, you'd need a lot of NPCs to fill in the empty roles.


Kevin O'Rourke 440 wrote:
Tik'Klik wrote:


A combination of the two? His initial build was fubar'd, and the alchemist who tried to fix him had more pride than skill and was even worse at it?
Usually use this as a ref.

Well I suppose it's more what his original build was like that the alchemist couldn't replicate. Let's say the alchemist used wood because those are an easier form of golem to make. Before it would have been more metalic, maybe iron or steel for the majority?

Something like this? :)


hey, Tik'Klik

Mr. O'Rourke, or is it just Kevin? I'm considering trying a Silver Champion But I was wondering about the Drake companions 'Charge' level qualifications.

Would the 'Charge' level be listed like a druids? So a 5th level paladin would be a 5th level 'charge' or would the 5th level paladin be a 1st level 'charge'?


GM is you feel an orc is too off-putting. I could perhaps switch to Hobgoblin or just a half-orc?


Hi Robert Henry, AKA Taicho


@ Robert Henry When a paladin hit's level five they'll get a fifth level charge/drake companion.

@ Seth86 You can apply with whatever appeals to you, I'll review the finished character like all the others. I'm not necessarily against any of those.


Gotta Roll!

4d6 ⇒ (6, 5, 3, 4) = 18 = 15
4d6 ⇒ (4, 4, 2, 2) = 12 = 10
4d6 ⇒ (5, 6, 6, 4) = 21 = 17
4d6 ⇒ (2, 5, 3, 2) = 12 = 10
4d6 ⇒ (4, 6, 5, 1) = 16 = 15
4d6 ⇒ (6, 2, 4, 5) = 17 = 15

Pretty good...


I'd love to do KM, since the one i joined a time ago stranded.

4d6 ⇒ (5, 5, 1, 2) = 13 12
4d6 ⇒ (5, 6, 4, 5) = 20 16
4d6 ⇒ (6, 5, 6, 1) = 18 17
4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (6, 2, 2, 6) = 16 14
4d6 ⇒ (6, 4, 4, 2) = 16 14

35pt, juicy.
I'll have to consider my options and get back on it later today.


Definitely looking for a long-term game -- I've been in one KM PbP that fizzled out, and I GMed the AP all the way to the end FTF a number of years ago, and I want to experience a different take on it.


Tik'Klik wrote:

Would a Wyrwood be too unusual? The concept for Tik'Klik is he's supposed to have been made a golem (so not really a Wyrwood, just using wyrwood race to simulate a golem) that was made improperly due to some interference in his build. He was lost for a hundred years or so, and would basically be handed off to the main party as a bit of help by the giver of the Charter, basically equipment. He would be a sorcerer, although he was supposed to just be a scout golem, so it should be a surprise when he starts casting spells. If that's not too out there, the stats rolls would be :

4d6 11
4d6 14
4d6 12
4d6 15
4d6 18
4d6 11

Not a bad set!

STR : 11
DEX : 15+2 = 17
CON : 14
INT : 18+2 = 20
WIS : 12
CHA : 11-2 = 9

I'd go with a Sage sorcerer, so INT based instead of Charisma based.

Forgot, the wyrwoods, as constructs, don't have a con stat. So going with the first five rolls :

STR : 12
DEX : 15+2 = 17
INT : 18+2 = 20
WIS : 14
CHA : 11-2 = 9


@GM - Reflavoring Traits and Trait Questions.

Fully Articulated Joints (Regional) - Your construct body was built by the Revith Clan, who builds fully articulated joints into all their construct bodies. (Originally Rice Runner)

Benefit: You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Scout Golem (Combat) - You were originally commissioned as a scout golem, used to keep watch both in the city and in the country. (Originally Eyes of the City)

Benefits: You gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you.

Synergistic Calamity (Campaign) - Your body and mind are the proof that two wrongs can make a right. Despite the mismanagement of your initial construction and subsequent bungled repair, your total is more powerful than the sum of your parts.

Benefit : The class you take at 1st level is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.(Originally Finding Haleen, Legacy of Fire)

On this one, not only is this one ok to take, but it's worded very oddly. It *seems* to be saying that in addition to your normal favored class benefit (+1 hp, +1 skill point, or +1 racial bonus) you get an additional +1hp and +1 Skill point.


Cap'n Crunch n' Fluff, now part of this complete breakfast

Stats:

G'lyn Nalag
Male Elve Inquisitor 1
CN Medium Humanoid (Elve)
Init +X; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex, +0 natural)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +4
Resist none
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Longbow +3 (1d8/x3)
Melee Longsword +3 (1d8+2/19-20/x2)
Special Attacks None
Spell-Like Abilities None
Inquisitor Spells Known (CL 1):
Level 0 (at will) Daze, Detect Magic, Guidance, Light
Level 1 (2/day) Bane, Bless
--------------------
Statistics
--------------------
Str 15(+2), Dex 17(+3), Con 11(+0), Int 12(+1), Wis 14(+2), Cha 8(-1)
Base Atk +0; CMB +2 (+3 with longsword); CMD 15
Feats Point-Blank Shot
Traits Tactician, Sword Scion
Skills Acrobatics +1, Artistry +1, Bluff -1, Climb +0, Craft +1, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +1, Heal +2, Intimidate +4, Kn. Arcana +5, Kn. Geography +2, Kn. History +2, Kn. Nature +5, Kn. Nobility +2, Perception +8, Perform -1, Ride +1, Sense Motive +7, Spellcraft +5, Stealth +1, Survival +2, Swim +0
Languages Common, Elven, Draconic
Other Gear Longbow, Arrows, common (20), Longsword, Studded Leather, Buckler, Backpack, common, Bedroll, Pouch, spell components, Rations, Elven trail, Waterskin 26 GP, 0 SP, 0 CP
--------------------
Special Abilities
--------------------
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Domain: War (Tactics)
Judgement (Su) (1/day) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Seize the Initiative (Su) Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Stern Gaze (Ex) An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Tactician You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Sword Scion You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Story:

G'Lyn is descended from a clan of Elves who settled in the Gronzi Forest sometime after the decline of Iobaria and before the arrival of the Taldan explorers who divided the land between Issia and Rostland. His people sided with Choral the Conqueror , and his family served as viziers amongst the noble court of House Rogarvia. G'Lyn was educated by the monks and priests of the Bulwark of Gorum in New Stetven, trained from a young age in the art of war. G'Lyn lost his father to the Vanishing, and when House Surtova claimed the throne, G'Lyn was put off by their duplicitous political maneuvering and gave his allegiance to the Aldori Swordlords of Restov, who G'Lyn found to be the superior warriors of the region. When the Swordlords announced the granting of charters for pieces of the Stolen Lands, he was quick to put his name on the table. He can feel the pulse of war quickening throughout the land and has picked his side. Raised on the legends and histories of military might in the region, G'Lyn is eager for the chance to prove his worthiness to the Sword Lords and serve Gorum through leading armies in battle.

Description:

Standing at 6'3" and 146lbs, G'Lyn is an imposing figure with a rigid, upright posture. He has straight black hair which reaches just past his shoulders. He wears a dark red cloak over studded leather armor. He favors his longbow, which looks to be of Elven craft and handed down through the generations, but also carries a longsword of Rostlandic make. On his left arm is a buckler which prominently displays an image of a sword thrust into a mountainside in iron. The image is the holy symbol of Gorum, Our Lord in Iron, God of Battle and Strength.


Very interested. I have a Kingmaker character concept I really want to play someday.

Stat rolls:
Let's see if the dice goods improve over the previous point buy:
stat: 4d6 ⇒ (1, 6, 2, 4) = 13 = 12
stat: 4d6 ⇒ (3, 6, 2, 4) = 15 = 12
stat: 4d6 ⇒ (3, 3, 1, 3) = 10 = 9
stat: 4d6 ⇒ (2, 3, 5, 6) = 16 = 14
stat: 4d6 ⇒ (4, 1, 5, 5) = 15 = 14
stat: 4d6 ⇒ (1, 3, 5, 4) = 13 = 12

15 point total? Uhh, yeah. 20 point buy beats that . . ..

Josef Orlovsky is a link to the write-up. I need to drop him back a level and add Background Skills to the skills purchased, but I might have those alterations completed before you can follow the link.

I will probably post again from that alias after making the changes.


Pathfinder Adventure Path, Rulebook Subscriber

Dotting for interest, not sure if I'll get something together or not.


Dotting for interest.

4d6 ⇒ (3, 2, 2, 1) = 8
4d6 ⇒ (6, 4, 3, 1) = 14
4d6 ⇒ (3, 5, 3, 4) = 15
4d6 ⇒ (6, 3, 3, 1) = 13
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (4, 3, 1, 6) = 14

20 point buy for me.


Identified adjustments complete.

I see now that he was written up with 2 Kingmaker Campaign Traits. I'm guessing the judge on my original submission had house-ruled that. Glancing at the creation notes, i see that I previously considered the Regional Trait Nobility instead of taking the Campaign Trait Noble Born as a second Campaign trait.

I can make that change easily enough, if desired.


Tik'Klik wrote:

@GM - Reflavoring Traits and Trait Questions.

Fully Articulated Joints (Regional) - Your construct body was built by the Revith Clan, who builds fully articulated joints into all their construct bodies. (Originally Rice Runner)

Benefit: You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Scout Golem (Combat) - You were originally commissioned as a scout golem, used to keep watch both in the city and in the country. (Originally Eyes of the City)

Benefits: You gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you.

Synergistic Calamity (Campaign) - Your body and mind are the proof that two wrongs can make a right. Despite the mismanagement of your initial construction and subsequent bungled repair, your total is more powerful than the sum of your parts.

Benefit : The class you take at 1st level is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.(Originally Finding Haleen, Legacy of Fire)

On this one, not only is this one ok to take, but it's worded very oddly. It *seems* to be saying that in addition to your normal favored class benefit (+1 hp, +1 skill point, or +1 racial bonus) you get an additional +1hp and +1 Skill point.

For Eyes of the City, do you mean Eyes and Ears of the City? It's an Abadar focused on. For Finding Haleen... I need to think on this.


Pathfinder Adventure Path, Rulebook Subscriber

To help get the creative juices flowing...
stats: 4d6 ⇒ (5, 1, 3, 3) = 12
stats: 4d6 ⇒ (3, 2, 5, 1) = 11
stats: 4d6 ⇒ (4, 6, 2, 2) = 14
stats: 4d6 ⇒ (3, 5, 2, 5) = 15
stats: 4d6 ⇒ (2, 3, 2, 5) = 12
stats: 4d6 ⇒ (2, 6, 5, 3) = 16
Soooo and 11; 10; 12; 13; 10; 14
Wow, an 11 pt build....yeah, doing 20 pt buy instead.


Ok I'm putting up a deadline for submissions at 12:00 UTC October 15th.


From my observations ("alphabetic" order):

Dotted:
Amaranthine Witch
Chobo
Chyrone
Cuàn
DBH
Diamondust
Drogeney
ElterAgo
Grumbaki
Jereru
Joseph Soltz
meloriel
Peet
Robert Henry
Samuel Warren
Spazmodeus
Tassadan
The Pale King
TheWaskally ??
Titian Stagson
Tundran
Uthraed
Zanbabe
Zorin Blitz

Submitted:
Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Lawmaster Malora - Human Inquisitor (Spellbreaker) of Abadar
Teryll Mireynason - Half-Elf Bloodrager (Black Blood)
G'lyn Nalag - Elf Inquisitor of Gorum
Nathan the Uplifting - Human Cleric of Irori
Josef Orlovsky - Human Fighter (Swordlord)
Arvanya Pertovi - Human Hunter
Orandek Slagboulder - Dwarven Ranger (Guide/Trapper)
Tik'Klik - Golem(Wyrwood) Sorcerer (Seeker Sage)
Jynn T'Soryn - Elf Ranger (Falconer)
Wreck - Orc Figher (Steelbound)

That's 7 mostly martial, 3 partially religious and 1 arcane so far.


Nathan is an evangelist cleric (big on the preaching and face time, less so on the healing).


Kevin O'Rourke 440 wrote:
LE isn't too bad but I do have reservations. I had a LE PC play through Rise of the Runelords. Gray Gardeners might worship Norgorber but he was a recruit and ran away... Norgorber is outlawed in most places, it'd be too big of a thing to basically force the party to accept him as legal in the country. Switching up the deity to be one that's not evil might help or even just a LE one. A LE character can certainly fit in cracking down on bandits.

Well, the idea behind his leaving wasn't issue with who he worshiped, but more so with the fact that Gray Gardeners kill people indiscriminately as scapegoats as opposed to people who are found guilty in a court or by reason of a legal decree. Hence, the Lawful Evil alignment. Unfortunately, the build doesn't really 'work' without him worshiping Norgorber, for actual mechanical reasons. Not only does he have an Norgorber-specific trait, but also the Reaper of Secrets archetype is restricted to Norgorber as well.

I didn't really intend for him to be an open worshiper, seeing even the Gray Gardeners don't worship him blatantly. He would likely masquerade as an evil follower of Abadar (assuming the party realizes he's evil), and keep his actual religious beliefs to himself. If the party were to discover it and refused to accept him adventuring with them, I would be willing to scrap the character and bring in someone new. Actually worshiping a LN god doesn't really make sense given other things about him. Most LE gods are also forbidden from being worshiped, so I'm not sure the difference it would make.

If the character concept simply doesn't mesh with your ideas for this game, I'll just bow out. Compromising the entire character to play the mechanics on the sheet isn't something I'm interested in, but I'm definitely willing to work with you to make the character work in the game you run.

Stats: 4d6 ⇒ (3, 6, 6, 6) = 21 18
Stats: 4d6 ⇒ (1, 2, 3, 3) = 9 8
Stats: 4d6 ⇒ (1, 5, 5, 4) = 15 14
Stats: 4d6 ⇒ (2, 4, 3, 5) = 14 13
Stats: 4d6 ⇒ (5, 3, 2, 1) = 11 10
Stats: 4d6 ⇒ (5, 4, 3, 6) = 18 15

If I end up making a character, I'll go with those. 30 point-buy isn't too shabby.


2 people marked this as a favorite.

I should be able to actually make up a submission in seven days. I feel like Pathfinder has so many options these days that I can't keep any of it in my head and just have to relearn all my options every time I want to make a character, haha.


Kevin O'Rourke 440 wrote:


For Eyes of the City, do you mean Eyes and Ears of the City? It's an Abadar focused on. For Finding Haleen... I need to think on this.

Yes, that's the one. I switched it to Combat since that seems more appropriate when reflavoring it for a scout golem.

As for Finding Haleen, it just is worded oddly. I mean, I'd love to get a racial/hp/skill point or hpx2/skill point or hp/skill x2 but just a hp/skill point would be nice to. I've never seen them word one that way before.


Man Finding Haleen is powerful for a trait. That's like almost feat and a half worthy


Vitaliano da Riva wrote:
Man Finding Haleen is powerful for a trait. That's like almost feat and a half worthy

Not really. Adding a second favored class benefit is about half a feat (situational +1 HP for example, half of toughness), which is what a trait should be. Adding a second situational is about 75% of a feat. Still in line with some traits (some traits are worth more than others).


I'm thinking about making a spiritualist with the zeitgeist binder and haunted archetypes and a zeal phantom with probably the society aspect. I'm thinking he harnesses the collective excitement of the group as they go out and begin their claim, but as the community begins to grow, he starts succumbing to its collective strength.

Just wanted to make sure the zeitgeist binder is ok and if it would be ok to use our burgeoning kingdom as my phantom. If it's cool, I will get working on fleshing it out into a complete character.

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