
Kevin O'Rourke 440 |
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This will be a game following a modified version of the Kingmaker adventure path including other modules (including the Emerald Spire Super Dungeon). Ye will be given a challenge to complete before being deemed worthy of being granted one of the Charters.
I have two friends already confirmed but I am looking for a further three players to round out the group. There is a slight chance of third friend joining but this is quite unlikely and if so I would still recruit three other players to be fair to people applying.
The characters so far include: Halfling Far Strike Monk, Elf Witch. Both are putting finishing touches on their background and character.
There were four charters up for grabs… three have been claimed though it is telling not all groups have succeeded or returned. Established groups were given first crack at the challenges but many have been found wanting. Ye have been grouped together for the next group to be set out, it seems another group has fallen or given up.
The First Charter: This was awarded as a courtesy to the mercenaries known as the Iron Wraiths. Hardened warriors of great renown it seemed foolish to ask them to jump through hoops. However they have been given the most challenging territory, the Glenebon Uplands, to explore the Tiger Lord barbarians and to make diplomatic contact with Pitax to sort out any border disputes.
The Second Charter: Baron Hannis Brelev, a Brevic Nobleman, by the looks of things knew that this opportunity was coming. A skilled politician before the announcement he had secured the loyalty of several skilled diplomats and veteran soldiers. Prepared as he was he overcame the challenge set before him easily, disappearing into the wilds of Iobaria and returning victoriously. That one or two members of his group did not haven’t seemed to dampen his spirits. The Slough to the uneducated would seem a strange choice given some of it’s terrain but Baron Brelev is acutely aware of the trade routes operating through the area. The Swordlords seem happy to let an experienced politician with good foresight to take this charter.
The Third Charter: ...hopefully yours. Others have set forth with unknown challenges but have either not returned or had to admit defeat. Now is your opportunity much to the annoyance of your peers who would likely be happy if you were quick about failing. The Greenbelt remains and if you can rise to the challenge could perhaps be yours.
The Fourth Charter: Sword Lord Maegar Varn bucked the format for his group and before being issued a challenge offered to quickly prove his worth by taking on any one the organisers wished in a duel. It was hard fought but none could deny his skills after a grueling duel. Always eager for a challenge he and his adventuring companions chose the charter relating to the Nomen Heights… a few tried to replicate his deed with the backing of their companions but after the third was soundly bested and their groups all being sent home people started thinking the better of it.
Note: I am going transplanting Thornkeep the the Emerald Spire Super Dungeon from way in the west of the River Kingdoms to southeast of the stolen lands. They’ll give nearby dungeons for ye to have a bit of a diversion in between books if ye feel so inclined.
This game will likely reach a slightly higher end level than normal for Kingmaker with a few extra diversions thrown in. I’ll be scaling some encounters up to make sure they are still a challenge if the party is ahead of the curve. So hopefully by the end your party will be at or near level 20!
You can find the Kingmaker Player’s Guide here. http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide
Stats: 4d6 Keep the best three. Assign them as you like. If you don’t like them you can do a 20 point buy build.
Hit Points: Max for first level. After first half hit dice +1, so d6=4, d8=5, d10=6, d12=7
Traits: Two traits, another with a drawback. Additional traits feat is also fine.
*You must have a campaign trait but suitable campaign traits from other campaigns including frontier healer, missionary etc will be considered.
Classes: Any Paizo. Core, Base, Hybrid, Occult are all fine with me however I expect you to know your class reasonably well. New players are welcome but if they come at me with a bizarre build neither of us understand that’s not too appealing. Characters filing missing roles will have a bit of an edge.
Race: Core is fine, the further you get from this and higher race points the less the character will be considered but a good background can win me over.
Wealth: Average
Optional Rules in Place: Background Skills. Alternate Crafting Rules from Unchained. I’ll be using Ultimate Campaigns Kingdom rules as they are more refined than Kingmakers. I’m probably going to use some elements from Legendary Rulership as it’s the same author but thats a problem for a long way down the road.
No Item Crafting During Character Creation.
Posting Rate: I expect players to post at least once a date on weekdays, I understand if it gets more quiet at the weekends. My availability at weekends varies wildly but if I am about don’t be surprised if you see me responding a good bit if I have the time.
Combat: I am going to try using google slides but it will be my first time setting it up so be forewarned. If someone is lagging behind I might bot them for a round.
Oh yes for the map as ye explore I intend to use hex kit to present ye with a nice fog of waresque map where the adjacent unexplored territories are black and white and as you explore I replace the hex tile with a nice colour one!

Joseph Soltz |

Very interested!
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (3, 2, 3, 5) = 13
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (5, 5, 6, 6) = 22
4d6 ⇒ (6, 6, 1, 5) = 18
Are you specifically adverse to 3rd party products? I've got an idea for a gnomish Court Fey-pact Avowed, sending swarms of bees at enemies as his major method of combat, and otherwise filling various utilitarian roles, helping with survival and such.
I've got a few other ideas using other products, but that's definitely at the top of my list.

Zanbabe |

Seeing if the dice are favorable today:
Stat Roll: 4d6 ⇒ (5, 2, 1, 3) = 11 = 10
Stat Roll: 4d6 ⇒ (4, 5, 1, 6) = 16 = 15
Stat Roll: 4d6 ⇒ (4, 2, 1, 4) = 11 = 10
Stat Roll: 4d6 ⇒ (6, 2, 6, 6) = 20 = 18
Stat Roll: 4d6 ⇒ (6, 4, 6, 5) = 21 = 17
Stat Roll: 4d6 ⇒ (5, 3, 5, 2) = 15 = 13
That seems pretty favorable. I'll work on something. Tried Kingmaker once, but the group didn't last past the second combat I think, so interested to try again. :)

Chromantic Durgon <3 |

Fair warning I've never played kingmaker, or Jade Regent or even play by post before so if you're not looking for a total newb in all of the above regards I'm probably not the person for you. (As such I don't even know how you guys are producing those fancy green dice roll figures.)
I'm interested in playing an Oread Occultist using reach weapons. He can easily be adjusted to be a human if Oread is too out there though.
If that doesn't grab you I'd also be interested in playing either a Naiad Bard using the water singer archetype. (But I figure that Naiad is probably too out there and it would require house ruling since water singer is traditionally undine only, although I think Naiad fits it better, I suspect this is a consequence of the archetype being released before the race.)
Or I could play a Mindwyrm Mesmerist, originally designed to be a Grippli but actually gets stronger if converted to a Gnome or a Halfling.
EDIT: someone else up thread helped me figure out the dice rolling bit :)
Stat Roll: 4d6 ⇒ (1, 3, 2, 3) = 9
Stat Roll: 4d6 ⇒ (1, 5, 5, 3) = 14
Stat Roll: 4d6 ⇒ (2, 1, 4, 1) = 8
Stat Roll: 4d6 ⇒ (5, 4, 2, 3) = 14
Stat Roll: 4d6 ⇒ (2, 5, 6, 2) = 15
Stat Roll: 4d6 ⇒ (5, 5, 2, 4) = 16

Cuàn |

Chromantic Durgon <3 wrote:So is the next step to make an alias for the character?id suggest waiting to be picked first :) then you make an alias
or make an alias and just don't post with it. That way you can link to it's page but could also delete it if you don't get in.
That said, I love Kingmaker and am very interested. Now to figure out what I'd want to play.

Arvanya Pertovi |

4d6 ⇒ (1, 2, 2, 4) = 9 8
4d6 ⇒ (5, 5, 4, 1) = 15 14
4d6 ⇒ (1, 6, 6, 5) = 18 17
4d6 ⇒ (4, 5, 5, 3) = 17 14
4d6 ⇒ (5, 1, 3, 6) = 15 14
4d6 ⇒ (3, 1, 3, 6) = 13 12
I would like to apply with this character, a human hunter with a wolf companion. She is a switch hitter with a focus on archery. Arvanya is part of a small troupe of Varisian children who braved their way across the continent of Avistan from Varisia to Ustalav and beyond. Now her wanderlust carries her eastward toward the vast expanse of Brevoy.
I have had great experiences with Google Slides on the boards, and I bet you will too. Please let me know if you have any comments or questions, and thank you for running this campaign!

Nathan the Uplifting |

Going ahead here -- thinking maybe a nice cleric. Or maybe a not-so-nice cleric.
4d6 ⇒ (6, 1, 5, 4) = 16 = 15
4d6 ⇒ (5, 2, 4, 6) = 17 = 15
4d6 ⇒ (6, 1, 2, 6) = 15 = 14
4d6 ⇒ (1, 4, 2, 4) = 11 = 10
4d6 ⇒ (1, 6, 5, 6) = 18 = 17
4d6 ⇒ (3, 1, 4, 1) = 9 = 8
Yup, works for me. Nathan the Uplifting strides forth, confident that with just a little effort everyone can be a perfect hero! Following the path of the Master of Masters is the key to greatness! And who better to be great than those who seek to found a great nation! If they are great, then their nation will be great!
Str 10
Dex 8
Con 15
Int 14
Wis 17 +2 = 19
Cha 15
Physical weaknesses can be overcome by brains and effort. Mental weaknesses by following the Path of Enlightenment.

Grumbaki |

4d6 ⇒ (2, 5, 3, 3) = 13 11
4d6 ⇒ (5, 6, 4, 3) = 18 15
4d6 ⇒ (3, 4, 2, 1) = 10 9
4d6 ⇒ (2, 6, 5, 4) = 17 15
4d6 ⇒ (6, 5, 4, 4) = 19 15
4d6 ⇒ (2, 2, 3, 6) = 13 11
22 Point Buy. I think that I'll go with an elven bladebound kensai. Fights with a kukri. Will make a profile and write fluff
Str (11) Dex (17) Con (13) Int (17) Wis (11) Cha (9)

Kevin O'Rourke 440 |

I may have missed this but when is the submission deadline?
None nailed down yet, once I have a decent bit of interest I'll give a few days fair warning that it's coming. I'll keep it open til Friday at the latest.
Fair warning I've never played kingmaker, or Jade Regent or even play by post before so if you're not looking for a total newb in all of the above regards I'm probably not the person for you. (As such I don't even know how you guys are producing those fancy green dice roll figures.)
I'm interested in playing an Oread Occultist using reach weapons. He can easily be adjusted to be a human if Oread is too out there though.
If that doesn't grab you I'd also be interested in playing either a Naiad Bard using the water singer archetype. (But I figure that Naiad is probably too out there and it would require house ruling since water singer is traditionally undine only, although I think Naiad fits it better, I suspect this is a consequence of the archetype being released before the race.)
Or I could play a Mindwyrm Mesmerist, originally designed to be a Grippli but actually gets stronger if converted to a Gnome or a Halfling.
EDIT: someone else up thread helped me figure out the dice rolling bit :)
Experience isn't necessary with PBPs, I don't have a huge amount of experience myself. Experience the campaign itself isn't necessary and should make things more enjoyable for you if you are in the game. Go with whatever concept you are happiest with.

Chromantic Durgon <3 |

Experience isn't necessary with PBPs, I don't have a huge amount of experience myself. Experience the campaign itself isn't necessary and should make things more enjoyable for you if you are in the game. Go with whatever concept you are happiest with.
I think I'd have the most fun with the bard but I understand though that would require some how rule finagering so if you're not comfortable with that no hard feelings :)

![]() |

I'm submitting Lawmaster Malora:
Lawmaster Malora Nagovya is a bold inquisitor (spellbreaker) of Abadar intent on putting an end to banditry and spreading the glory of civilization throughout the untameable Stolen Lands. When diplomacy and intimidation fail she passes judgement upon lawbreakers with her crossbow and heavy mace.
Lawmaster Malora Nagovya
Female Human (Brevic, Rostlander) Inquisitor (spellbreaker) 1
LG Medium Humanoid (human)
Init +2, Perception +6
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +4 (+1 vs. charms and compulsions)
Defensive Abilities Strong-Willed
OFFENSE
Speed 30 ft.
Melee heavy mace +2 (1d8+2)
Ranged light crossbow +2 (1d8/19-20)
Spells Known (CL 1st, Concentration +3)
1st (2/day)—Abadar’s truthtelling, cure light wounds
0 (at will)—create water, light, sift, stabilize
STATISTICS
Str 14, Dex 14, Con 10, Int 12, Wis 15, Cha 11
BAB +0, CMB +2, CMD 14
Feats: Point-blank Shot, Precise Shot
Skills: Appraise +1, Craft (weapons) +6, Diplomacy +0, Intimidate +5, Knowledge (engineering) +2, Knowledge (nature) +5, Knowledge (religion) +5, Perception +6, Profession (portrait artist) +6, Profession (surveyer) +6, Sense Motive +6, Survival +6
Abilities: Caging Strike (domain ability), Domain (Imprisonment Inquisition), Judgement 1/day, Orisons, Stern Gaze, Strong-Willed
Traits: Lover of the Law, Rostlander
Languages: Common, Halfling
GEAR
Combat Gear: heavy mace, light crossbow, bolts (20), studded leather armor, wooden holy symbol of Abadar, spell component pouch
Gear: artisan’s tools (crossbow making), backpack, bedroll, belt pouch, candle (10), charcoal (4), explorer’s outfit, flint and steel, grooming kit, ink, inkpen, holy texts (The Order of Numbers, Manual of City-Building), manacles, mess kit, parchment (10), sack, scroll case, sealing wax, signet ring (Abadar’s key), silk rope (50 ft.), trail rations (4 days), waterskin, waterproof bag
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 70.5 lbs.
Money 1 GP 8 SP 10 CP
Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever Malora confirms a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), she can choose to also entangle that target for 1d4 rounds (Fortitude negates). She may use this ability a number of times per day equal to 3 + her Wisdom modifier (5/day).
Judgement (Su)—Lawmaster Malora can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made. She may use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. She 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 she uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Destruction: She 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: She is surrounded by a healing light, gaining fast healing 1. This causes her to heal 1 point of damage each round as long as she 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 her 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 her 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: She 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: She 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 her 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: She 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 her weapons in a divine light. Malora’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, her weapons also count as one alignment type (good or lawful) for the purpose of bypassing damage reduction. At 10th level, her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Stern Gaze (Ex): Lawmaster Malora is skilled at sensing deception and intimidating her foes. She receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Strong-Willed (Ex): Lawmaster Malora is able to stand strong against magical effects that seek to control, compel, or persuade her. She rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
Lover of the Law (trait): Lawmaster Malora has a strong belief in the righteousness of law and justice. She receives a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if she is directed to break the law.
Rostlander (Kingmaker trait): Lawmaster Malora was raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. She come from hearty stock and was raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Hers is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. She cares little for matters of politics and nobles or of deception and schemes. As she is thoroughly Brevic, the call for champions willing to expand her land’s influence into the Stolen Lands has inflamed her sense of patriotism and honor, and so she has joined an expedition to quest southward. Her hardy nature grants her a +1 trait bonus on all Fortitude saves.
Malora Nagovya was born and raised in southern Brevoy. She’s a Rostlander, and proud of it! In the face of the lying and backstabbing northern nobles of Issia, Malora joined the Abadaran Clergy, hoping to bring law and order and good old fashioned hard work to as many of her fellow Brevic brethren as she could. She’s achieved the rank of Lawmaster, and travels the country bringing down criminals and bandits who threaten both Issia and Rostland. When word spread of the expedition setting out into the Stolen Lands, Malora fought for permission to be the Abadaran churches representative. With their blessing (and Abadar’s) she’s setting out to tame the Stolen Lands and bring civilization into the lawless lands south of her beloved country.
Despite being a staunch supporter of the law, Malora is tough, bold, and adventurous. She has brown, short cropped hair, brown eyes and well-maintained, practical clothes and armour. She’s honest, proud and unapologetically herself. She never represents herself dishonestly, and always gives lawbreakers a warning and a chance to surrender before passing judgement upon them. She is legally entitled to be judge, jury and executioner, although when a prison is nearby she prefers to bring lawbreakers in alive for a formal trial.
Malora is aware of the political turmoil in Brevoy and believes that through hard work, and lawfulness her countries people will feel unity and civil war can be avoided. To this end she always tries to be polite and make friends. Unlike many of her people, she has no prejudices regarding race, social ranking or nationality (including between northern and southern Brevoy) as she believes that a perfect society operates without prejudice and bias.
Thanks for your consideration.

Amaranthine Witch |

4d6 ⇒ (3, 6, 5, 2) = 16 > 14
4d6 ⇒ (4, 3, 4, 3) = 14 > 11
4d6 ⇒ (4, 2, 4, 2) = 12 > 10
4d6 ⇒ (6, 2, 5, 3) = 16 > 14
4d6 ⇒ (3, 1, 5, 1) = 10 > 9
4d6 ⇒ (3, 2, 3, 1) = 9 > 8
This is an 8 point buy, so I'll go with the 20 point buy. I was thinking of a Medvyed naiad spirit guide oracle of heavens or time.

Vitaliano da Riva |

Stats!: 4d6 ⇒ (5, 6, 4, 5) = 20 16
Stats!: 4d6 ⇒ (4, 4, 3, 2) = 13 11
Stats!: 4d6 ⇒ (6, 3, 5, 4) = 18 15
Stats!: 4d6 ⇒ (4, 6, 3, 6) = 19 16
Stats!: 4d6 ⇒ (1, 1, 4, 6) = 12 11
Stats!: 4d6 ⇒ (2, 5, 6, 1) = 14 13
I think I'm gonna take it >.> That...a 32 point buy. I'm not sure how I feel about being that far over a 20 point buy....But I see a few others who got good rolls so I will roll with it. (teehee at the pun)
I'm gonna try my best on this because I like the campaign, I really really wanna see one survive and I really like the posting requirements. I pretty much only join daily posting ones...only to see them never live up to the expectation. BUT, I believe...I believe and I hope it will succeed with or without me.

Nathan the Uplifting |

Basic info for Nathan: details like equipment and such will follow as I have time.
Born to a Brevic nobleman's cast-off mistress, Nathan never knew who his father was, and little more of his mother, who died when he was seven. Nor did he care (much) -- had ancestors or kinsmen ever rescued him from Brevoy's streets? Had blood ever done anything for him?
He was rescued from the streets by a wandering holy man of Irori's, an old Taldan monk and physician, and they travelled together for years through the River Kingdoms. When his mentor died, Nathan chose to abandon his name and take his mentor's in honor of his teaching, and to continue his work. Alas, he was no more successful than Old Nathan in convincing the warring houses of Brevoy to adopt a more enlightened lifestyle. Much of what he inherited from the old man was lost when he was beaten up by gangs of toughs, and he retains only the old man's holy symbol and his case of medical instruments, well-made of Taldan steel.
When the Swordlords of Restov offered charters for the exploration of the Stolen Lands, Nathan saw an opportunity to prove himself, and perhaps to help establish a society where ability and effort, rather than blood, determined success.
Evangelist cleric of Irori
Domains: Law, Strength (Resolve subdomain)
Traits:
Bastard (Kingmaker campaign trait, +1 trait bonus to Will saves, -1 to CHA checks against Brevic nobility)
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Skills (2 + Int + human + FC bonus)
Bluff
Diplomacy
Heal
Perception
Knowledge (Religion)
Sense Motive
Feats
Scribe Scroll (Old Nathan was really keen on literacy)
Alertness (eyes in the back of the head - you try growing up on the streets without them!)

ElterAgo |

GM, is VMC allowed? Are you using hero points?
roll 1: 4d6 ⇒ (3, 2, 4, 1) = 10 => 9
roll 2: 4d6 ⇒ (2, 5, 5, 5) = 17 => 15
roll 3: 4d6 ⇒ (3, 2, 2, 6) = 13 => 11
roll 4: 4d6 ⇒ (6, 1, 4, 1) = 12 => 11
roll 5: 4d6 ⇒ (5, 4, 1, 2) = 12 => 10
roll 6: 4d6 ⇒ (6, 5, 2, 1) = 14 => 13
Wow, that kinda sucks. I will go with the 20 point buy.
Anyone interested a relationship between PC's - family or friends? (I am especially interested in trying out the teamwork feats with a partner or two.)
Or maybe a few religious types trying to set up a theocracy? Say a cleric, inquisitor, and warpriest?
If not, I think I may be looking at an investigator.

Kevin O'Rourke 440 |

GM, how would you feel about an Orc? he's there to prove to his people that not all orcs are evil. Thinking he may have been adopted by one of the families in the Players Guide. Ranger, two handed fight.
Or a fighter with steelbound archetype (his adoptive family were arcane inclined)
A half orc probably has a better chance but I'm not going to say no if the character can stand on it's own merit. The campaign is close enough to where orcs are in the world that one showing up is quite reasonable but not so close to the Holds of Belkzen as to be being attacked on sight.
Why did the arcane inclined family adopt him? Grooming him to be a bodyguard for someone of significance? Playmate/bodyguard for one of the kids? Could also have been being raised by a noble house that got taken out in the days after the Rogarvia's disappeared. Lots of potential. Easier to sell as a half orc but orc isn't a deal breaker... just not chaotic evil...
if i take the sword scion campaign trait, its the one that fits best with my character idea, can i gain proficiency with the longsword? it'd be a bummer to get a free weapon with bonuses that i can't use.
No but consider pairing it with the Heirloom Weapon Equipment trait for proficiency. Elves get the proficiency of course. I think there is a half elf alternate racial that gives it. If you are eyeing up human consider the Ulfen Ethnicity, use the extra feat to get additional traits for Heirloom Weapon (Equipment) and Weapon Training (Race). Weapon Training gives you +1 damage to rolls for bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, short sword, throwing axe and warhammer. It's an investment but a pretty nice trick to have up your sleeve for the character.
How are you handling traits? Two plus a campaign trait, or is the Kingmaker campaign trait one of the two?
Two traits total, one is a campaign trait. A campaign trait can be taken from another campaign if it's suitable and helps tie you into the adventure.
I think I'd have the most fun with the bard but I understand though that would require some how rule finagering so if you're not comfortable with that no hard feelings :)
Anything that will require a bit of modification might be best saved for a back up character. It could get a bit challenging giving feedback to modify a bunch of characters that may or may not be in the game. But bard in general are fun.
A Note on Bards If you get Versatile Performance any skill points already in the skill being overlaid (so to speak) you get those now worthless skill points refunded. It works that way in a similar fighter weapon training ability so it seems reasonable to me it should work this way for bards too.

Seth86 |

I can work with the team feats. just need to find out from GM if my idea would be allowed
Well, im thinking in the lines of the same as why Loki was adopted. Just because the family is evil, does not mean the kids will be evil too.
As part of background, thats why im taking the archetype. Due to his continual exposure to magic, his weapon of choice was in a way touched by said magic. Yes, a playmate to the heir of the family name, and in so also become the bodyguard of said person. No-one will dare bully or pick on the heir if an orc keeps following him around
Deity, was thinking Abadar. LN or NG
House Garess. Tagging along with nobility has taught him a thing or two about the worth of trinkets and the like
Wreck
Orc fighter (steelbound fighter) 1 (Pathfinder Player Companion: Haunted Heroes Handbook 22, Pathfinder RPG Bestiary 222)
LN Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +1
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor); noble born - garess
Melee dagger +5 (1d4+7/19-20) or
. . scythe +6 (2d4+10/×4)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 12, Wis 13, Cha 9
Base Atk +1; CMB +5; CMD 19
Feats Power Attack, Weapon Focus (scythe)
Traits eye for quality, hard to kill, noble born - garess
Skills Acrobatics -1 (-5 to jump), Appraise +6, Climb +5, Knowledge (dungeoneering) +5, Profession (soldier) +5, Swim +5; Racial Modifiers noble born - garess
Languages Common, Orc, Shoanti
SQ attached, dayrunner[ARG], steelbound weapon
Other Gear scale mail, dagger, scythe, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, hemp rope (50 ft.), hip flask[UE], masterwork backpack[APG], medium tent[APG], mess kit[UE], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 2 gp, 8 sp
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Special Abilities
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Attached (Scythe) If your attachment is threatened, -1 Will & -2 save vs. fear
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Steelbound Weapon (Scythe) (Ex) When not carrying chosen weapon, take -2 Wis and lose all fighter abilities.

Kevin O'Rourke 440 |

GM, is VMC allowed? Are you using hero points?
** spoiler omitted **
Anyone interested a relationship between PC's - family or friends? (I am especially interested in trying out the teamwork feats with a partner or two.)
Or maybe a few religious types trying to set up a theocracy? Say a cleric, inquisitor, and warpriest?
If not, I think I may be looking at an investigator.
Variant Multiclassing or regular multiclassing are both alright with me. Not using her points.
Oh and on unchained classes, just make the decision to be chained or unchained with a character at character generation and stick with it.

djdust |

GM, is VMC allowed? Are you using hero points?
** spoiler omitted **
Anyone interested a relationship between PC's - family or friends? (I am especially interested in trying out the teamwork feats with a partner or two.)
Or maybe a few religious types trying to set up a theocracy? Say a cleric, inquisitor, and warpriest?
If not, I think I may be looking at an investigator.
I'm working on an elven inquisitor of Gorum with the Tactics domain. He will mainly use a longbow in combat and use vantage points to inform tactics, so the bonus teamwork feats i'm looking at taking follow that theme (covering fire, coordinated shot, etc.). Might become more magic/battlefield control focused after lvl10.
Family served as viziers for House Rogarvia when they ruled Brevoy. He was educated by the priests of the Bulwark of Gorum in New Stetvon. When the nobles of House Rogarvia vanished and House Surtova claimed the throne, he instead gave his allegiance to the Sword Lords of Restov, viewing them as the superior warriors of Brevoy. Not sure if a theocracy is his motive as much as raising an army in service of the Sword Lords.