GM Aneirin's Kingmaker Campaign (Inactive)

Game Master Aneirin Rhodri

Oleg's Trade Post
Stolen Lands
Thorn River Camp


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Just letting you know I'm still around! Before I submit a new character, I wanted to ask a question of you, GM Aneirin. I have another profile for a Catfolk bard that I intend to submit and I am considering giving him the Archaeologist archetype to give the party (if he is chosen) some trapfinding ability in addition to the Bardic Knowledge stuff.

As the class is written, however, the "Archaeologist's Luck" ability never actually receives any additional uses per day after the initial 4+CHA. After doing some research on it, I've discovered that the author of the class, Russ Taylor, has since stated his belief that the class would work better if an Archaeologist received one additional use per day, per level. Link to Russ' Comment. I was wondering if you might be willing to allow that bit in to the class. If not, that's fine, and I'll do alright without with feats like Lingering Performance and what-not. Just wanted to get your input on it before I really sit down to finish fleshing out the character. Thank you!


I would like to submit this character for consideration. He made it into a kingmaker game only to have the GMs house destroyed by a flood pretty much the next day. human lvl 1 rogue


@Khargol - You know, I've never realized that -- I always assumed that luck progressed the same way as the bardic performance it replaces. (So I guess that kills favoured class bonuses to performance rounds or Extra Performance, too.)


@Tilnar - I think that feats and such that allow more uses of Bardic Performance per day, such as Extra Performance and Lingering Performance, will still affect the Archaeologist's Luck ability normally, since the ability specifically states that it functions like Bardic Performance for the purposes of feats, prerequisites, etc.

The main issue with it that I've noticed people being concerned with is that it doesn't naturally progress at all, whereas Bardic Performance gives you an additional two rounds of use per day.


Does it? I've never given bards a try, let alone the Archeologist archetype...


I had a human Archaeologist in a homebrew game that only lasted a couple of weeks so I had to get kinda familiar with how they work. They work well in filling the skill monkey/trapfinder/knowledge sink role; at least, they was my experience with them. I'm probably going to retool him when I get home from work and have access to HeroLab and put him in the running. Either human or catfolk; I haven't decided yet. The +2 DEX/CHA make Catfolk very good bards and the -2 WIS doesn't hurt that badly.

EDIT: Hello Dragoncat! I knew I recognized your screenname from somewhere. Nice to see Victrix oot and aboot.


interested... I have a yearning to play a rogue, though I might play a ninja and call it a rogue disguised as a ninja thats actually disguised as a rogue.


this guy-


Heya, Barundar! :D

Grand Lodge

GM Aneirin, if I take a drawback in order to get a second trait, do you still want us to abide by the rule of one trait per category, i.e., I can't take two social traits?


I am all but done just trying to decide definitively on my feats. I want Alexander to be a team player using his magic and fighting skills to hamper enemies as well as help his allies going to the area he is needed the most in any battle. To that end here are some of my initial ideas.

Crunchies:

-I wanted to use enforcer with the frostbite spell while Spellstriking. To stack multiple debuff's on enemies I can make that happen at 2nd level. I have had DM's be iffy on the idea before and wanted to get your input ahead of time

- I will be taking Arcane Deed (Ex) Magus Arcana several times to increase my characters flexibility and damage output. I am looking at Precise Strike as my first choice. Using my feat to select it at third level

- The prerequisite for Arcane Deed is Flamboyant Arcana (Ex)which offers up Derring-Do (Ex). This means that Alexander will be situationally OK to good at most physical skills. Wished to play it off as tapping into his magic to put him in the zone or possibly making the tasks magically easier.

- I would like to pick up Swift Aid to assist party members with a +2 to their to hit or AC (w/ Battlefield Disciple) but that can't happen until 9th level due to B.A.B. restrictions.

- Eventually I would like to get whirlwind strike but that will be pretty far down the level progression likely 15 or so and things might change assuming I am even selected.

Since everything can't be laid out in the background here is some random goals, roleplaying ideas, and biases that Alexander will likely be operating under.

Fluffy stuff:

- With the changes to my background I feel Alexander would be pretty wary of any Surtova including PC's until they proved they could be trusted (won't take it to far maybe just the odd biting remark). I haven't noticed any in the current group but that could change.

- With the "exile" a possible game hook could be enemies sent from the Surtova scion Alexander attacked ie. assassination attempt or something more interesting like a fighter type that highers out to settles duels in proxy.

- A possible character goal could be to set up a school to trains Magus

- Those PC's that demonstrate a military background and show competence would be respected by Alexander.

- looking over the different leadership roles in the kingdom building rules in Ultimate Campaign I am uncertain what would be a good fit for Alexander as a character looking beyond his stats. The Spymaster might be something to go with but he would likely need to grow some and become less naive. This might dove tail with the training school goal.


I never noticed that either about the archeologist... well I'll be. Good thing the bard that I like is the thundercaller, also good thing is that I put in a cavalier. I like the class, it helps me build the wannabe knight character I have in mind.


An archer bard, for your consideration.

Isla Fletcher:

Crunch:

Medium Humanoid
Init +3;
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13
HP 9 (1d8+1)
Fort +1, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Shortbow +3 (1d6)[+1 to hit and damage within 30ft]
Melee Shortsword +2 (1d6+1), Sap +1 (1d6+1)[non-lethal], Whip +1 (1d3+1)[non-lethal, trip, disarm]
--------------------
Statistics
--------------------
Base Atk +0; CMB +1; CMD 15
Str 12 Dex 16 Con 12 Int 14 Wis 9 Cha 15

Class Abilities
Bardic Knowledge
Bardic Performance (6 rounds/day)
-Countersong
-Distraction
-Fascinate
-Inspire Courage

Spells
Cantrips: DC 12
Detect Magic
Message
Read Magic
Ghost Sound

Level 1: 2/day, DC 13
Expeditious Retreat
Cure Light Wounds

Skills
9/level (class 6, int 2, human 1) +1 favored, 10 Total

*Acrobatics +3
*Appraise +6 [1]
*Bluff +2 (+1 to fool someone)
*Climb +1
*Craft +1
*Diplomacy +7 [1]
Disable Device N/A
*Disguise +2
*Escape Artist +3
Fly +3
Handle Animal N/A
Heal -1
*Intimidate +3
*Knowledge (arcana) +7 [1]
*Knowledge (dungeoneering) +3
*Knowledge (engineering) +3
*Knowledge (geography) +3
*Knowledge (history)+3
*Knowledge (local) +7 [1]
*Knowledge (nature)+3
*Knowledge (nobility) +7 [1]
*Knowledge (planes) +3
*Knowledge (religion) +3
*Linguistics -
*Perception +3 [1]
*Perform (Sing) +6 [1]
*Profession N/A
Ride +1
*Sense Motive -1
*Sleight of Hand N/A
*Spellcraft - +6 [1]
*Stealth +7 [1]
Survival -1
Swim +1
*Use Magic Device +7 [1]

Traits
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Nobleborn (Orlovsky): +1 CMD and Diplomacy

Feats
Human - Point Blank Shot
1 - Precise Shot

Fluff:

As the youngest child of minor nobleman, Isla was born to life of relative luxury. That changed suddenly when series of her father's misguided business ventures cost the family both their wealth and position. While her family maintained what most people would consider a reasonable standard of living, the Fletcher household became a depressing one. The loss of their fortune weighed heavily on everyone in the family. Everyone, that is, except Isla...

Being only four years old during these events, Isla missed little from her old life, aside from the kind old woman who used to sing to her. She loved the freedom of her childhood and struggled to understand the life her family mourned.

While Isla loves her family, she feels like they have spent the past fourteen years moping about their circumstances, without ever really trying to change them. She can't live like that anymore, so she plans to strap on some armor, pick up her bow and see what she can do about their financial situation...

Sovereign Court

I humbly summit Liza. She would love to join your campaign


Took some time to flesh out Tassira's motivation for adventuring--she's interested in finding out more about the fey the rumours claim she's descended from, as well as bringing fame to the family name.

Also fiddled with her spell loadout slightly.


I like your character Dragoncat if we are both selected maybe we could collaborate on family background since we are both Medvyed.


Apologize about missing most the last two days. Let me get to work, shall I?

Arcane
- Vladimir Lytkin, Human Wizard (Abjurer) Issian
- Tassira Vantyev, Human Sorcerer (Fey-Blooded) Noble Born (Medvyed)
- Geliglee Geerwander, Gnome Wizard (Shadow) [/i]Brigand[/i]
-
Divine
- Nalys Stern, Human Druid (Reincarnated) Pioneer
- Cadyn MacKenna, Half-Elf Druid (Plains Druid) Rostlander
- Khargol Uzgurn, Half-Orc Inquisitor (Conversion) Pioneer
-
Melee
- Sheoll Blackflame, Angel-Blooded Aasimar Bloodrager (Abyssal bloodline, Rageshaper) Brigand
- Darian Vale, Human Fighter (Aldori Swordlord) Sword Scion
- Alexander Medvyed, Human Magus Noble Born (Medvyed)
Ranged
- Furnok of Ferd, Human Ranger (Skirmisher) Pioneer
- Brandt Oluffsun, Human Ranger Rostlander
- Kest, Human Ranger (Divine Hunter/Skirmisher) Bastard
- Liza Monsta, Human Ranger Pioneer
-
Skilled
- Cadell Garess, Human Rogue Noble Born (Garess)
- Isla Fletcher, Human Bard Noble Born (Orlovsky)
-

And now some other stuff.

@SAMAS:
Unless you can give more details about your character crunch, specifically gear and traits and such, I'm afraid you will not be on the list. I don't even know what race your character technically is!

Ace Matthews:
I'm afraid that, while the idea is fun and interesting, I'm not a big fan of the idea. Nothing to stop you from playing their sibling though!

@Khargol:
If you wish to de-submit Khargol in favor of another character, please do so before the end date for the recruitment and I'll adjust the character listing as appropriate.

@Lord Inventor Reldic Emerson:
While Tariel seems like a fun character, there is far too much missing from their crunch for me to list them, as well as them having the 'Rich Parent' trait, though in this case it is an 'Uncle'. Adjust and add more and I'll place them on the list as appropriate.


Alexander Medvyed wrote:
I like your character Dragoncat if we are both selected maybe we could collaborate on family background since we are both Medvyed.

That sounds like a cool idea.

It could make for interesting character dynamics--Alexander appears to be from the actual Medvyed family whereas the Vantyevs are basically their vassals--their bannermen, if you will. :)


Oh, almost missed your question, Dragoncat: Yes, even if you take a drawback, you must still select another type of trait. No double dips on traits, I'm afraid.


Alright, I'll check my traits again and see if I need to make changes.

EDIT: And it was Songan who asked the question, not me.


EDIT: You cat's all look the same to me!

Sorry


No problem, GM.

meow


Dragoncat wrote:
Alexander Medvyed wrote:
I like your character Dragoncat if we are both selected maybe we could collaborate on family background since we are both Medvyed.

That sounds like a cool idea.

It could make for interesting character dynamics--Alexander appears to be from the actual Medvyed family whereas the Vantyevs are basically their vassals--their bannermen, if you will. :)

See I thought you where building it where your characters family might have been one of the less well known noble houses connected to the Medvyed through marriage. One of those situation where a smaller noble family ties itself to a larger more prestigious one for protection and to stay relevant in the politics at court. Either way that's cool Alexander would certainly feel obligated to help out (not that you need it) a member of house Medvyed.


Alexander Medvyed wrote:
Dragoncat wrote:
Alexander Medvyed wrote:
I like your character Dragoncat if we are both selected maybe we could collaborate on family background since we are both Medvyed.

That sounds like a cool idea.

It could make for interesting character dynamics--Alexander appears to be from the actual Medvyed family whereas the Vantyevs are basically their vassals--their bannermen, if you will. :)

See I thought you where building it where your characters family might have been one of the less well known noble houses connected to the Medvyed through marriage. One of those situation where a smaller noble family ties itself to a larger more prestigious one for protection and to stay relevant in the politics at court. Either way that's cool Alexander would certainly feel obligated to help out (not that you need it) a member of house Medvyed.

That would work as well. It'd also make Tassira's motivations make more sense, considering her father's a social climber.


Updated:

fluff:
Sylora never knew when to keep her mouth shut. As such, it tended to get her in trouble throughout her childhood. Unlike most Halflings, she never felt right standing in the sidelines. She chafed under the idea of Issa's domination of Rostland, especially when she read about house Surtova's capitulation to Choral the Conqueror. To Sylora, power should not go to those who give up their freedom so easily, something she has said at length, in public places. Eventually, this attracted the attention of the Brevic Inquisition. Not wanting to be imprisoned As some rookie busybody's practice test, she snuck her way onto a caravan on their way to the southern frontier.

crunch:
Sylora Aleste
CN Female Halfling Rogue (Rake)1
Str 10
Dex 18
Con 10
Int 13
Wis 12
Cha 16
Initiative: +4
AC: 18/15/14
Fort +2, Ref +3, Will +1
BAB +0
Rapier +0 (1d6, 18-20/x2),
Shortbow +4 (1d4 x3)
Dagger +0 (1d3 19-20/x2)
Sneak Attack 1d6
Bravado's Blade
Skills: Acrobatics 1(+10), Bluff 1(+7), Climb (+2), Diplomacy 1(+7), Disable Device 1(+8), Escape Artist 1(+8), Knowledge(Local) 1(+5), Perception 1(+7), Sleight of Hand 1(+8), Stealth 1(+8)
Feats:
Well-Prepared
Trait: Rostlander
Combat Equipment: 1 vial acid, 1 vial shard gel, 1 smokestick
Equipment: Studded Leather Armor, Rapier, Shortbow, 2 daggers, backpack, bedroll, 2 belt pouches, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), Halfling trail rations (5 days), waterskin
5 gp


The description of the fathers political machination to include his daughters future was my primary reason for my original thoughts on your characters background Dragoncat. Funny enough I could see would be suitors suddenly popping up once the kingdom was settled thanks to your father. At least It would be something I would do as a DM Considering the background. Oh and they would definitely be more frog then the prince charming :)


Alexander Medvyed wrote:
The description of the fathers political machination to include his daughters future was my primary reason for my original thoughts on your characters background Dragoncat. Funny enough I could see would be suitors suddenly popping up once the kingdom was settled thanks to your father. At least It would be something I would do as a DM Considering the background. Oh and they would definitely be more frog then the prince charming :)

That, I think, would be dependent on Tassira being picked to be the ruler.

I originally envisioned her as being the Grand Diplomat... then again, I wonder if we're allowed to fulfill multiple leadership roles.


Good question, Dragoncat! And the answer is 'no'. One role per person, and you'll have to have people you really trust to fulfill the other roles. And at least I'm not eliminating Leadership, though we'll cross that bridge when we get to it.


GM Aneirin, I hope this is suitable and correct. Please let me know. :)

Amended Animal Companion for Cadyn:

Grey Wolf
This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.

Wolf CR 1 (Male, named: Syrn)
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 tracking by scent); Racial Modifiers +4 to Survival when tracking by scent
SQ Low-Light Vision, Scent, Link, Share Spells
Tricks Known (6+1) Aid, Attack, Defend, Flank, Hunt, Sneak, Track

Revised Backstory due to new animal companion:

Isla MacKenna had always been a wild and rebellious girl – only child of Aedan and Rowena MacKenna. She was considered the town’s beauty and she walked around as if she knew it well enough. One late night, at the end of the Summer solstice, when she was sixteen summers old, she strolled along the western shores of the Sellen River when she came upon a tall and beautiful Elf. His long, white hair glistened beneath the full moon and when he gazed upon her, the attraction and desire were instant. The Elf bedded her on the shore under the moon. He had asked if she would meet him again the next night. Isla agreed and he once more lay with her. He left on the second night and Isla never saw him again. Such was their short-lived tryst much to her heartbreak.
Isla fell pregnant. She knew it was the Elf’s child as she had been a maid before she coupled with him. Her parents were angry at first, but they did not turn her away or out. Isla gave birth to a beautiful little girl with hair as red as her own. She had delicate, sweet features but her ears were pointed like the Elves, though more rounded at the tips. Isla named her Cadyn.

Cadyn was raised on her maternal grandparents’ horse ranch in Artume, in the River Kingdoms. When Isla was nineteen summers old, she was handfasted to a seasonal ranch hand and nine months later bore another daughter, a human child, Aylis. The child had midnight black hair like her father, who ran off soon after the baby’s birth, leaving Isla with two young children to care for. Although Aylis was pretty with her black hair and green eyes, Cadyn was strikingly beautiful with her red/copper hair and amber eyes. The sisters adored one another.

Both girls helped out on the ranch. Cadyn especially had a certain way with animals and plants. Her grandmother, Rowena, noticed it first, and would often take the girl to Sevenarches where the Oakenstewards ruled. Generally the druids did not permit outsiders from entering, especially Elves. But Rowena had been born in the settlement and was still accepted among them even after she married and made a home in Artume with her husband. They even accepted her half-elven granddaughter, for Cadyn demonstrated such an affinity for nature. They began to teach her – nurturing her talents.

Just a few days shy of her 22nd birthday, Cadyn came upon a wounded young grey wolf in the hay stalls of the barn. It was almost dead and malnourished and Cadyn did what she knew best -- she healed the animal, cared for it day and night until it was hale and had begun to trust her. Grannie Rowena said a wolf didn't belong on a horse ranch. Yet that did not deter Cadyn and she grew ever-closer to the creature, naming him Syrn. Granda Aedan was not happy with the grey wolf's presence – however, Cadyn persuaded him otherwise and Aedan observed the young wolf's strong attachment to his eldest grand daughter.

Cadyn began to teach Syrn a number of tricks and the two became inseparable around the ranch – even as Cadyn traversed the surrounding hills, plains and valleys of Artume. The MacKenna’s neighbours often stared at the young woman and young wolf. Even Aylis would coddle the wolf and give him special treats when she thought no one was watching.

One fateful day, Cadyn was sent to deliver a horse to one of the smaller villages (the patron was a regular and a friend of the family). Together with Syrn in tow, Cadyn set out and about half a day into the journey was set upon by a small band of brigands. She managed to save herself and Syrn, but the thieves rode off with the thoroughbred horse. Cadyn, not one for letting such things go, began to track and follow them. After a few days of diligently following the trail of the bandits, Cadyn found herself in a place known to some as "The Stolen Lands".


While we're on the subject, GM Aneirin, how do you like to run Leadership? I've seen it done a number of ways. Do you prefer the PC controlling that (cohort) character or just having great influence over an "almost"PC that you would control?


Dragoncat wrote:
Alexander Medvyed wrote:
The description of the fathers political machination to include his daughters future was my primary reason for my original thoughts on your characters background Dragoncat. Funny enough I could see would be suitors suddenly popping up once the kingdom was settled thanks to your father. At least It would be something I would do as a DM Considering the background. Oh and they would definitely be more frog then the prince charming :)

That, I think, would be dependent on Tassira being picked to be the ruler.

I originally envisioned her as being the Grand Diplomat... then again, I wonder if we're allowed to fulfill multiple leadership roles.

I think that might depend on how successful the kingdom becomes. Having ties to a new but successful kingdom could have its advantages


For your consideration, Paddy Finn, Rogue

Paddy is a scruffy, ill-kempt man of thirty-some years with black hair graying to iron and eyes to match. A bristly salt and pepper beard is kept in check by his keenly honed daggers. Known as a drifter, drunk, and rapscallion, but a man of his word, Paddy has floated around the River Kingdoms for a long time.

Paddy Finn, crunch:

Male Human Rogue 1
Initiative : +3, BAB +0, CMB 2 CMD 15 Speed: 30'
Hit Points, Total(current) :9 (9)

Defense:
AC: 15, 12, 13 (normal, flat-foot, touch) (+2 Leather,+3 Dex, )
Saves: F 1 (=0 +1 Co) R 5 (=2 +3 D) W 2 (=0 +2 W)

Weapons, Ranged : (+1 to hit and damage inside 30')
Dagger: 1d20+4, 1d4+3,19-20 x2, 10' P/S (4)
Light Crossbow, 1d20+3, 1d8, 19-20 x2, 80' P , 10 quarrels

Weapons, Melee:
Quarterstaff 1d20+2 damage 1d6+2
Dagger: 1d20+3 damage 1d4+3,19-20 x2, 10' 1 lb

Ability Scores: S 15 D 16 Co 13 I 10 W 12 Ch 13:

Skills and Languages:

(8)+0 Intelligence = 8

Acrobatics___ 7 = 1 +3 D +3 Class - 0 Armor
Climb ______ 6 = 1 +2 S +3 Class - 0 Armor
Disable Device 7 = 1 +3 D +3 Class - 0 Armor
Intimidate____ 5 = 1 +1 Ch +3 Class - 0 Armor
Knowledge (local) 4 = 1 + 0 I +3 Class
Perception____ 6 = 1 +2 W +3 Class
Stealth ______ 7 = 1 +3 D +3 Class - 0 Armor
Swim _________ 7 = 1 +2 S +3 Class +1 trait - 0 Armor

Untrained:
Acrobatics 0 +2 D - 3 Armor
Appraise 0 +1 I
Bluff 0 +1 Ch
Climb -- skilled
Craft 0 +1 I
Diplomacy 0 +1 Ch +2 Racial
Disguise 0 +1 Ch
Escape Artist +2D - 3 Armor
Forgery 0 +1 I
Heal 0 +1 W
Intimidate 0 +1 Ch
Perception 0 +1 W
Ride 0 +2 D - 3 Armor
Search 0 +1 I
Sense Motive 0+1 W
Spellcraft 0 +1 I
Stealth -- skilled
Survival skilled
Swim -- skilled

Languages: Common.

Traits and Feats:

Traits:
River rat:You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Brigand: (Campaign)You begin the campaign with an
extra 100 gp in ill-gotten gains. You also gain a +1 trait
bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks when dealing with brigands, thieves, bandits, and
their ilk.

Feat(Human) Precise Shot
1st: Weapon Focus Dagger

Background, concise and a bit on character:

Fifteen years Paddy's been drifting the River Kingdoms. He's seen the gutter outside every tavern. When desperate for food or drink, he's played every scam, and muscled easy targets. But he's never hurt a family man or taken a thing from someone who couldn't spare it.

Sleeping rough has gotten old and Paddy feels the morning chill when he wakes on cold ground. He'd like a chance to become respectable and settle down, but the lordling's death lies like a griffon's corpse across his path. How could he start a family knowing that at any moment someone might piece together his past and give him up to the law, or worse the lordling's father? His life is a trap and that keeps him at the drink, thin comfort for mistakes long ago?

I see Paddy ending up as a spymaster. I'd like to see him get attached to a an idealistic young leader, someone who could command his respect and give him hope at turning his life around. He won't stay rogue forever. Depending on events and the party, he'll multiclass into ranger, or sorcerer, or bard. I wouldn't want to step on anyone's toes.

Background, extended:

Paddy grew up rough on the waterways of the Riverlands. His father was a giant of a waterman who worked poling flatboats up and down the broad slow-moving stretches of river. His mother tended the family's small farm and tended a flock of children. His father was often away and Paddy's mother, a devote Erastilian of severe mien, was a great believer in work as a means to keep children out of trouble. Paddy was a great believer in roaming the river like his father. Paddy might light out for weeks at a time on unsanctioned camping trips up or down the river. His great entertainment on these trips was watching the boats go by and fishing.

Contrasted against his stern hard-driving mother, his father became a huge hero in the boy's eyes because his father's visits meant a respite from unending chores, a chance to hear tales of the riverman's rough and tumble life, and if things were especially auspicious, a semi-clandestine trip to the local tavern.

He joined his father on the river as soon as he was able. Away from home, his father liked to drink hard and lived harder. He gambled poorly, but made up his losses with petty crime to keep the family fed. Paddy was appalled by his father's conduct away from home, but soon acquired a taste for the drink himself and slipped comfortably into the same sort of life. If gambled less and kept his money better, it only meant that his father could borrow a bit more easily now and then. Somehow the young man still managed to send a bit home now and then.

One night his father caught a young lordling cheating at cards, and the altercation turned ugly. When the knife came out in Dad's hand and an Aldori dueling blade in the lordlings, it may have been the end for the old man if Paddy hadn't drilled a knife into the cardsharp's back from across the room. Unfortunately given the difference in their station, who was going to believe that Paddy and his pa acted in self-defense? Paddy took out on the lam.

His parting from his ma was tearful. Despite his feckless ways, he was essentially a good boy and loved his mother.

Fifteen years Paddy's been drifting the River Kingdoms. He's seen the gutter outside every tavern. When desperate for food or drink, he's played every scam, and muscled easy targets. But he's never hurt a family man or taken a thing from someone who couldn't spare it.

Sleeping rough has gotten old and Paddy feels the morning chill when he wakes on cold ground. He'd like a chance to become respectable and settle down, but the lordling's death lies like a griffon's corpse across his path. How could he start a family knowing that at any moment someone might piece together his past and give him up to the law, or worse the lordling's father? His life is a trap and that keeps him at the drink, thin comfort for mistakes long ago?

Equipment, obviously incomplete:

Leather Armour 10 gp

4 daggers (8 gp, 4 lbs)
Quarterstaff (0, 4 lbs)
Light Crossbow, 10 quarrels (36 gp, 5 lbs)

Thief's tools (30 gp, 100 for MW, 1 lb/2lb)

Ranger Kit (9gp)
backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Mule (Duke) (8 gp)
10 days of feed 0.5 gp
Saddlebags (4 gp)
2 winter blankets 1 gp
whetstone


I forgot my second trait. :(

Let's try that again...:
Sylora Aleste
CN Female Halfling Rogue (Rake)1
Str 10
Dex 18
Con 10
Int 13
Wis 12
Cha 16
Initiative: +4
AC: 18/15/14
Fort +2, Ref +3, Will +1
BAB +0
Rapier +0 (1d6, 18-20/x2),
Shortbow +4 (1d4 x3)
Dagger +0 (1d3 19-20/x2)
Sneak Attack 1d6
Bravado's Blade
SLA: Flare 1/day
Skills: Acrobatics 1(+10), Bluff 1(+7), Climb (+2), Diplomacy 1(+7), Disable Device 1(+8), Escape Artist 1(+8), Knowledge(Local) 1(+5), Perception 1(+7), Sleight of Hand 1(+8), Stealth 1(+8)
Feats:
Well-Prepared
Trait: Rostlander, Magical Talent
Combat Equipment: 1 vial acid, 1 vial shard gel, 1 smokestick
Equipment: Studded Leather Armor, Rapier, Shortbow, 2 daggers, backpack, bedroll, 2 belt pouches, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), Halfling trail rations (5 days), waterskin
5 gp

Trait comes for something later in my plan.


@Ariarh: Thank you for the timely update! You're still legal for the game.

@shrodingerscat: The minions rules are going to be slightly reworked (working on them now), and I design your cohort with suggestions you make. Both player and GM work on a background for the cohort so they aren't just random 'I heard about you, you're cool, I'm your cohort now!' sort of scenario.

Sovereign Court

I like that idea a lot GM. So many people use Leadership to make a completely one sided character for cohort that focuses only on the thing they need (healbot for martial and meat tank for casters).


I like the sound of the way you're planning to handle the Leadership feat, GM.


Thank you all. Yeah, Leadership has always been a touchy feat, but I'm working to make it workable.


I'd be interested to see what your tweaks are. My players in tabletop always want to take it, and its always kind of hit-or-miss.


Thanks, appreciate seeing your thought process.


Ah well, I suppose it was worth a shot :P I've always wanted to play as a reformed game villain that is met as a villain. I'm withdrawing, so have fun!


I'm backing out as well, I just got into another game and I don't want to over-commit. Have fun to all.

Grand Lodge

GM Aneirin, would you be alright with the religion trait "Nimble Fingers, Keen Mind" from the Faiths of Balance publication?


@Ace and Oterisk: Sorry to see you go. Best of luck!

@Brandt: If anyone chooses Leadership, I'll work with them to craft an appropriate cohort. the minions thing, though, will be more generic. There will be 2-3 minions with proper class levels, the rest are npc classed. The minions could be seen as 'mini-cohorts' but cannot be taken into combat. But they will be roleplayed with, so better be prepared for that.


Songan wrote:
GM Aneirin, would you be alright with the religion trait "Nimble Fingers, Keen Mind" from the Faiths of Balance publication?

Depends: Do you worship Brigh?

Grand Lodge

Truthfully, no. I was looking at options for getting Disable Device as a class skill and there are very few options for actually doing so. Vagabond Child wasn't really the direction I wanted to move the character in, and I honestly don't own Faiths of Balance; I was using the traits filter on www.d20pfsrd.com to search for those that would give DD as a class skill. The title of the trait seemed like it would fit well with the personality that I envision for Songan, but having researched it further and seeing it is mainly meant for worshippers of Brigh, or at least those who experiment frequently with clockwork mechanisms, that probably isn't the way to go either.

EDIT: Honestly, I think the best choice for me right now is to drop out of the recruitment. I'm in a few other PbPs at present and I think it best if I focus on those and, truth be told, I'm having a difficult time coming up with a character concept that really grabs me here. Good luck to you all!


Missed again in the big list of characters :(. Oh well, I'll just post the link again since cavalier is one you don't always see in recruitment threads. Calum Armstrong II


@Songan: Sorry to hear that. Best of luck in your other gaming endeavors though, okay?

@Haruhiko88: Sorry! I swear they'll be on the list next time!


Arcane
- Vladimir Lytkin, Human Wizard (Abjurer) Issian
- Tassira Vantyev, Human Sorcerer (Fey-Blooded) Noble Born (Medvyed)
- Geliglee Geerwander, Gnome Wizard (Shadow) [/i]Brigand[/i]
-
Divine
- Nalys Stern, Human Druid (Reincarnated) Pioneer
- Cadyn MacKenna, Half-Elf Druid (Plains Druid) Rostlander
- Khargol Uzgurn, Half-Orc Inquisitor (Conversion) Pioneer
-
Melee
- Sheoll Blackflame, Angel-Blooded Aasimar Bloodrager (Abyssal bloodline, Rageshaper) Brigand
- Darian Vale, Human Fighter (Aldori Swordlord) Sword Scion
- Alexander Medvyed, Human Magus Noble Born (Medvyed)
- Calum Armstrong II, Human Cavalier Sword Scion
-
Ranged
- Furnok of Ferd, Human Ranger (Skirmisher) Pioneer
- Brandt Oluffsun, Human Ranger Rostlander
- Kest, Human Ranger (Divine Hunter/Skirmisher) Bastard
- Liza Monsta, Human Ranger Pioneer
-
Skilled
- Cadell Garess, Human Rogue Noble Born (Garess)
- Isla Fletcher, Human Bard Noble Born (Orlovsky)
- Sylora Aleste, Halfling Rogue (Rake) Rostlander
- Paddy Finn, Human Rogue Brigand
-

Updated!


@GM Aneirin: Songan and Khargol Uzgurn are characters from the same player. I believe he wanted to change from the inquisitor to the bard concept and was working on it.


Ariarh Kane wrote:
@GM Aneirin: Songan and Khargol Uzgurn are characters from the same player. I believe he wanted to change from the inquisitor to the bard concept and was working on it.

Hmm... Thanks for the catch. I'll update it for next time.

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