GM Darkblade's Kingmaker Campaign (Inactive)

Game Master GM Darkblade

This is a Kingmaker AP play by post previously for members of the IBEX community, now open to the general gaming community as a whole.


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This is the recruitment thread. Once your character is ready and accepted, post here to add your character to the game.


Posting here


So, just curious but what are your character creation guidelines? Are attribute points point cost based? How much starting money? Do people begin at level one?


Sean is right I don't know the guidelines you want.


Sorry Truin & SeanMartin, this is a closed PbP for employees/members of the Ibex Global community. The character creation guidelines were disseminated internally. At this time we should have enough players to start the campaign. If we lose any through attrition, we may open it up to others, but not so at this time.

Good luck in finding a campaign.


Thank you for you time have fun


Let us start! This is Jason by the way.


Ok, so we have Milk, Jason, James and Art. Waiting on a few others, let's get moving soon shall we?


I am reopening this campaign in the hopes of adding two to four more players to the group. We have had some people leave the company and the game dwindled from online activity to RL discussions/play to semi-retired. Now that summer vacations are done, the group would like to resume play.

I will leave recruitment open for one week and then allow the remaining players to choose the best candidates to join the game. The deadline for character proposals with background information is Sunday 17th, 10PM EST. I use Herolabs for character and campaign records keeping.

* Be advised the group is more conservative in makeup so outlandish character backgrounds may not find a receptive audience amongst the other players.

Character Creation:

Ability Scores use the following array before racial modifiers
(10, 11, 12, 14, 15, 16)

Starting Level 3rd as you are joining a campaign in progress, coming into the group as replacement candidates sent from Brevoy to bolster the colonists currently grouped in Olegton.

Hit Points are max at first, half plus one for each additional level.

Starting gold is 3,150 gp

One Bonus Trait which must be a relevant Campaign or Regional Trait.

Please include the top three choices, in order, Kingdom role you would most like to play. Many roles are currently held by NPC's and can be changed out as needed.

The updated Kingdom information will be posted later this week, before Friday.

Any questions, just ask.


bump


What are the other characters' classes?


Current classes are as follows:

Human Sorcerer with a focus on charms and battlefield control.

Human Fighter with a focus on straight sword and board.

Half-elf rogue with a focus on skirmish and short ranged combat.

A host of NPC's forming the backbone of the kingdom and providing light support as situations dictate.


2nd bump


would you be open too a ninja?

Dark Archive

I'd like to bring a human cavalier to the table if you're open to it. Always wanted to play a cavalier and I hear king maker is ideal. I'll setup the character sheet if you like and add in the backstory.

if you like I can have a look at the background of some of your other players and come up with something that merges well or even be someone from their past if they like.


Darien Cedric Espoir wrote:
would you be open too a ninja?

The group had a previous bad experience with a samurai character, but if the backstory is well done, they are opening to giving it a shot.


Lord Zekk wrote:

I'd like to bring a human cavalier to the table if you're open to it. Always wanted to play a cavalier and I hear king maker is ideal. I'll setup the character sheet if you like and add in the backstory.

if you like I can have a look at the background of some of your other players and come up with something that merges well or even be someone from their past if they like.

Cavalier is something they are open to, they had a paladin that had to drop out early on, which I DMPC'd for a while to keep the group whole.


Note this is not a straight out of the book Kingmaker AP, I have tweeked a few sections, borrowed parts of other AP's that fit in some spots, and the political tensions between your burgeoning barony and the "false" King Surtova and his sister Queen will grow over time.


I was planning to whip up a druid.


I was going to run with a "ronin" type story.


Ronin type may work, I passed that along to the group, so they'd be happy to give it a look.

Druid is another useful character type, as long as the kingdom grows in line with the natural order. Plus with the fey and such later on, that would be a plus.


1 person marked this as a favorite.

Hey there, I just came across your recruitment thread. What really grabbed my attention was this:

* Be advised the group is more conservative in makeup so outlandish character backgrounds may not find a receptive audience amongst the other players.

My immediate reaction was awesome! I may be a bit too old because I like playing what is considered pretty basic, like an Ulfen Cleric or an elven wizard. It seems every time I try to join a game with a "simple" character I get beat out by a half troll soul blade druid or a half harpie red dog rogue alchemist with a level of green necromancer (botanist archetype).

I have never abandoned a pbp game. I post at least once a day and more if the thread is active.

I can play anything the party needs if they will give me a chance. I just want to roleplay and your group sounds great!


The core of the group is a human sorcerer who focuses on charms & control and a human sword & board fighter. They had a human paladin who sought employment outside the company so left the game, while an elf rogue who likes skirmish & short range damage also left the company but is trying to remain in the game; he is as yet undecided on whether he will have the time to commit after moving out of state.

Go ahead and put your best idea forward, they are willing to give every idea a shot. The goal is to get this campaign back on track and moving forward.


Just a reminder submissions are due this Sunday night at 1AM EST (ok, so that is technically Monday morning.)


I've got a Separatist Cleric focused on reach combat into the sacred summons feat who might be a good fit, or a half-elf guide ranger who would probably be a great fit. Are we limited to one submission for this recruitment?


No you may make two or more submissions, but in fairness only one character per person will be accepted by the group if chosen.


Oh absolutely, just wanted to put a couple of options out there. I'll get them up this weekend.


Pathfinder Adventure Subscriber

Are you open to the ACG classes? I have an idea for an Iroran warpriest that I would like to try out.

-- david


Sure, lay it out and the group will take a look. Remember everyone, they are judging on backstory as much as crunch. I work elements from player backstories into future encounters to include something for everyone.


Dotting for interest, as I've heard good things about Kingmaker. What is the party/campaign's need for or interest in a healer? A channeling cleric could conceivably heal large groups of wounded soldiers, always useful to a kingdom, although I've also got a fondness for oracles.


The group has been relying on NPC healing, but that is becoming more difficult and more costly, only to get more so the further they move away from civilization.


Good to know. Also: as a GM, what is your opinion on item crafting? Building a kingdom and all, I was thinking it could be cool to play a character with some crafting skills and spells, making it easier (or helping the NPCs) to build walls, guns, potions, armor for the town guard, magic items, or whatever the party can't easily buy, but I don't know what's happening at this point in the AP, and if the party's supposed to be exploring and diplomatting while the NPCs craft it might not be useful.


Crafting is certainly possible, and there are downtime rules and such in the UC, but the party is more for the front end fighting and conducting diplomacy. There should be some room for both, the AP is pretty sandbox that way.


Oh... was that 10 PM sunday EST, or PST? (It looks like there's two different answers posted). I only asked because my hard drive just died, and while I should have a computer working well enough to stat something out by sunday night, I might wind up cutting it close.


I have set the timer to end when I get off work Sunday night/Monday morning, so 1:00AM EST.


Cool, thanks! That'll give me a chance to finish this at work, where I have a computer working well enough to read the Player's Guide PDF


Pathfinder Adventure Subscriber
GM Darkblade wrote:
Sure, lay it out and the group will take a look. Remember everyone, they are judging on backstory as much as crunch. I work elements from player backstories into future encounters to include something for everyone.

Got into a different Kingmaker PbP, so I'll drop out of consideration and let someone else have a run at it.

-- david


This is thunderbeard. Wound up with more time today than I thought, and managed to write up my character. The crunch is in this character alias' profile.

Basic Concept:
Silas Lavein
Elf Cleric of Brigh, Artifice and Fire Domains

Basic Premise:
-Blacksmith, item crafter, and healer, with a knack for fixing anything or anyone.
-Been around and seen enough to have a wide skill-set when it comes to professional and practical knowledge.
-Able to shoot off fire spells (and arrows) for ranged support, if necessary.

Backstory:

He's built swords, farmhouses, spinning contraptions and brick walls... with his magic, he's helped put back together injured humans, repaired windmills, and lit some of the greatest bellow-fires the smithies of Restov have ever seen. But he's never built a town... or a city... or a kingdom... and the very idea fascinates him. Laying out city streets according to mathematical, architectural principles; constructing the politics and diplomacy of a nation, part-by-part and layer-by-layer--it's the sort of project that could keep him consistently excited for quite some time.

So, naturally, when he heard that Brevoy was looking for skilled blacksmiths and carpenters to bolster a promising new settlement, he did all he could to make it onto that caravan...

Background
Small shrines to Brigh, the Mother of Invention, can be found all across Avistan... but the goddess is not especially well-known in any of Golarion's pantheons. This is because the followers and priests of Brigh do not proselytize, or worship--they create. Hers is the religion of skilled craftsmen and inventors, her secrets and blessings passed around blacksmiths' guilds the way the Drunk God's might be passed around a lively tavern.

Silas Lavein is one such devotee. Born to poor Elven immigrant parents in the city of Restov, he demonstrated from an early age both a keen intellect and a short attention span. When he was still quite young (by Elven standards) his parents managed to save up enough money to have him apprenticed to a neighborhood blacksmith, where he proved talented enough to quickly earn his keep, to his old master's surprise. By the time he reached young adulthood, he had worked his way through several other apprenticeships, often at the same time, learning fine carpentry, alchemy, and architecture, and each time disappointing his parents a little more when he chose to take on a new profession instead of setting out as a Journeyman to earn his keep (and thereby send a bit of money home as well).

In his furnaces and tools, Silas discovered another talent as well--a talent for the magic of fire and forge. He had received the craft goddess's blessing, his old master told him, which was only fitting for a smart tyke like he was, and the smith had taught young Silas prayers and blessings to work into his steel, rituals and incantations to mend little bits of the world around him.

And finally, upon coming of age, the wanderlust took him, and Silas decided he wished to become a priest, reading scriptures in temples in a far-off land. His parents were worshippers of the old Elven gods, and with their faith in Yuelral saw their son's religious beliefs as irreverant and dangerous. His mother was not there at the docks when he boarded the ship that would take him away from Brevoy, and his father had refused to speak to him for weeks.

Paying his passage through deckside repairs as an amateur shipwright, Silas eventually made his way to the distant city of Absalom, home to all sorts of gods and temples, where the splendor of truly inspired architecture and magic taught him just how small and simple his home city and nation had been. Over time, he found a monastery to his oft-forgotten god, but found himself learning just as much from the priests of a dozen different gods whom he met wandering the streets. And in the end, he learned most about the sheer diversity of people in the world, and a bit of the magic he could use to keep them whole.

By the time Silas decided he ought to head home, the world was changing. Andoran had declared independence from Cheliax, spawning little wars across the continent, and as he rode northwest he found frequent work in small towns healing the sick and wounded and forging new weapons to sell to local militias. Often, Silas would stop and rest for a month or a year in some backwoods village, learning and doing all he could before the time felt right to leave.

And when he finally returned to his home city of Restov, some thirty years ago, things had changed. His old master was long since passed, his mostly-human childhood friends faded into the last inches of old age. His parents, who had long since stopped answering his correspondence, had left the city, and he wonders to this day what might have become of him.

Avistan is, of course, a continent riddled with bandits and monsters, and it through an occasional need to defend himself on the road that Silas learned, out of necessity, how to use spells and arrows quite effectively to defend himself (and, very luckily for him, he learned quickly).

The new Restov was a different city, more business-oriented and short-tempered but without much of the grand splendor and optimism he had seen a decade past in Absalom. The new city alchemists, with whom he had hoped to find employment as a returning Journeyman, had no love for this uppity elf with his foreigner's tales. Only by (accidentally) humiliating the town's greatest two alchemists during a public demonstration that Silas established a reputation, but soon he had customers visiting him in his room above the tavern, asking for spells and potions and armor and advice.

For the last few decades, Silas has done what he can for Brevoy, bringing the knowledge and worldly philosophy of the outside world into the lectures he gives his apprentices and the entreaties he makes on setting up shop in a new town. By and large, he's traveled the countryside every few years, learning new trades and settling down only when he needs to make some proper currency, doing what he can to improve the lives of his fellow countrymen. He does love Brevoy dearly, even if it often feels a bit backwards, but it's been a struggle to get the villagers he meets excited about the region's history and future.

So maybe, starting over in a new settlement, he'll be able to become a part of something a little grand. And Silas has heard rumors and stories, wonderful ones, about the histories and treasures buried beneath the Stolen Lands, about the glorious kingdoms that used to stand here and may once again be rebuilt. Maybe he'll get to dig some of those up. (And if not, as a senior local blacksmith and craftsman, he'll at least get to impart his values from scratch on a new generation of builders and smiths)

Plus, he's had a few close calls over the past years--accidents involving poison and explosives that suggest a certain pair of alchemists, with a long-standing grudge, may be out to take some sort of permanent revenge on his innocent self. And leaving for the wilderness has got to be a good way to get away from that sort of nonsense.

Personality:

Silas Lavein is a wise man, but not a mystic. By Elven standards, he is still young, and optimistic to a fault; raised as an immigrant from Elven lands, he is generally more comfortable around humans, who he feels an almost fatherly appreciation for and desire to protect.

He's also very smart, both in book-learning and practical knowledge, though he's no collegiate wizard. He's confident and proud in his ability fix just about anything, from broken bones to shattered armor, but these days he's trying to find tasks of proper skill to set himself against.

Unlike the average cleric, Silas is more likely to tell others to believe in themselves--or at least to believe in him. He is practical and pragmatic and, while he doesn't have a ton of tactical experience in a fight, knows which way to throw a cone of fire and how to stare down a pack of armed bandits without getting too afraid. He's absolutely willing to respect and trust other's advice, but only if they've first given a sign that they know more about the situation than he does.

Preferred Roles:

1. Magister; Silas is pretty into magical things, and wouldn't mind doing more of them.

2. Treasurer; while he doesn't have much experience as a gold miner/minter/appraiser, Silas has picked up quite a knack for economy, and would love to help direct or advise the growth of local business and industry.

3. Councilor; he's not sure how much he knows about giving royal counsel, he's got a shrewd, tactical mind, and Silas would love an opportunity that lets him see what actually goes on inside a throne room.

4. High Priest; religion isn't necessarily his area of most confidence, and Silas's religion is a rather personal one, he knows enough about the major religions to take over services for a while if he has to.


OK, the deadline is coming up tonight. There is still time and room for other submissions. If you need a little more time for crunch that can be discussed, but the other players will be choosing candidates based on the fluff and background.

I have received the following submitted characters:
Thunderbeard aka Silas Lavein Elf Cleric of Brigh
Lord Zekk aka Ser Brandon Human Cavalier of the Cockatrice

So far we had interest from the following:
KakkarottoZ - Possible Druid - nothing submitted yet
Darien Cedric Espoir - Possible "Ronin" Ninja - nothing submitted yet
The Goblin - Uncommitted - nothing submitted yet
Psychicmachinery - Seperatist Cleric & Half Elf Guide Ranger - nothing submitted yet


hmm, intrigued. I have a rough concept for a cleric, at home in the wilds. I picture him with a bow slung over his shoulder, cape trailing in the wind, holy symbol gleaming in the sunlight as he tracks his quarry across the stolen lands.


GM Darkblade wrote:

. . .

* Be advised the group is more conservative in makeup so outlandish character backgrounds may not find a receptive audience amongst the other players.. . . .

Define conservative. Do you mean a plain character with a colorful background? ...or am I incorrectly hearing that the group has long player backgrounds with some 3rd, 2nd, and possibly 1st edition experience and want it kind of old school?

Is it Paizo only or is 3rd party allowed on a case by case basis, like psion or psychic warrior?

I actually have two ideas springing to mind. One idea is a Varisian (Human) Sorcerer originally from Razmir whose family fled to Brevoy to avoid persecution. The other is a Dwarf crafting wizard who left his mountain home due to a broken heart. His childhood crush chose another. He then decides to start over and adventure (suicide by enemy :D).

This is most of the first idea, though the second makes me happy as well even if I don't get it together by the deadline.

Background:
Originally part of Ustalav before one of the small wars of Razmir annexed it, the out of the way hamlet where Svodai grew up was originally peaceful. On some days when chores were done and the sun was waning, Svodai's father would tell him and his brothers tales of their supposed ancestor Soividia Ustav, the Varisian hero who united the disparate settlements on the northern shore. Whether they are actually related to such an august personage or not is a matter of family speculation.

After usurpation, gold masked priests came preaching the grace of Razmir, but many were just vicious sadists looking for an excuse to victimize the downtrodden. Haunted by his parents’ suffering and traumatic losses under Razmir's rule, Svodai grew up fearing everything Razmirian. Those feelings shaped his identity, his life, and his career. After his father's and oldest brother's death in a nearby silver mine collapse, Svodai became an initiate in the priesthood in an attempt to garner enough influence to protect his remaining family from the rampant abuses. By leveraging his small magic talents, he was accepted into the order and began being taught the Steps of Razmir.

While researching family records of the war years before his father's passing, he discovers a distant branch of the family that had followed trade routes into the country of Brevoy. After learning his mother was under suspicion of heresy for some inopportune comments, Svodai worried he had no more time to waste before his remaining family were either executed as traitors or burned as heathens. He purchased a wagon, loaded what belongings he could, and squirreled his Mother and remaining siblings (one older sister and two younger brothers) to the lands of Brevoy.

Once they reached Brevoy, they could not find the relatives their genealogies indicated, but managed to earn a small plot of land, build a small home, and are slowly beginning to become the family they once were. Given the opportunity for religious freedom, Svodai has replaced his false praise of Razmir with real faith in Gozreh but holds on to a few of the behaviors and habits of his earlier training. He has come to enjoy city living and the camaraderie of others but still prefers the woods and has yet to fully put the years of harsh living after his father passed behind him.

He tells his family that he leaves to earn fortune and fame, but, in all honesty, he is tired of being the responsible one and just wants to get away after several years of holding his family together and protecting them from the gold masked Razmir priesthood. He expects one of his other siblings to pick up the mantle of responsibility while he goes out on his own to carve out his own tale.

Partial Crunch:
Svodai "Ustav" (Sorcerer 3)
Male Human Imperious (False Priest) Sorcerer 3
N Medium Humanoid
Init +5; Senses Perception +0

DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex) (5% ASF)
HP 21 (3d6 + 9)
Fort +4, Ref +2, Will +3
Defensive Abilities

OFFENSE
Speed 30 ft.
Melee Morningstar +2 (1d8)
Ranged -
Special Attacks Acid Splash +2 ranged touch (1d3)

Sorcerer Spells Known (CL 3rd; concentration +7)
1st (6/day) - Storm Prism (Color Spray), Unctuous Anointment (Grease), Age's Withering (Ray of Enfeeblement)
0th (at will) - Acid Splash, Detect Magic, Light, Mage Hand, Prestidigitation
Bloodline{/b] Imperious

[b]STATISTICS
Str 10, Dex 12, Con 15, Int 14, Wis 11, Cha 18
Base Atk +1; CMB +1; CMD 12
Feats Skill Focus (Use Magic Device), Fast Learner, Improved Initiative, False Focus

Skills
Acrobatics +1 = (0R + 1A)
Appraise +2 = (0R + 2A)
Bluff* +8 = (1R + 4A + 3T)
Climb +0 = (0R + 0A)
Craft* +2 = (0R + 2A + 0T)
Diplomacy +8(+12) = (1R + 4A +3T (+ 4 humans))
Disable Device -
Disguise +4 = (0R + 4A)
Escape Artist +1 = (0R + 1A)
Fly +1 = (0R + 1A)
Handle Animal* +9 = (1R + 4A + 3T + 1)
Heal +0 = (0R + 0A +0T)
Intimidate* +4 = (0R + 4A + 0T)
Knowledge (Arcana)* +6 = (1R + 2A + 3T)
Knowledge (Architecture/Engineering) -
Knowledge (Dungeoneering) -
Knowledge (Geography) -
Knowledge (History)* +6(+10) = (1R + 2A + 3T (+ 4 humans))
Knowledge (Local)* +6(+10) = (1R + 2A + 3T (+ 4 humans))
Knowledge (Nature) -
Knowledge (Nobility)* +6(+10) = (1R + 2A + 3T (+ 4 humans))
Knowledge (Planes) -
Knowledge (Religion)* +6 = (1R + 2A + 3T)
Linguistics* +7 = (1R + 2A + 3T + 1)
Perception +0 = (0R + 0A)
Perform (Oratory)* +4 = (0R + 4A + 0T)
Profession* -
Ride +2 = (0R + 1A + 1)
Sense Motive +0 = (0R + 0A)
Sleight of Hand -
Spellcraft* +0 = (3R + 2A +3T)
Stealth +1 = (0R + 1A)
Survival +1 = (0R + 0A + 1)
Swim +0 = (0R + 0A)
Use Magic Device* +13(+14) = (3R + 4A + 3T + 3 (+ 1 divine))

Languages Common, Elven, Sylvan, Goblin
Special Qualities
Focused Study At 1st, 8th, and 16th level, gain Skill Focus in a skill of their choice as a bonus feat. This replaces the bonus feat trait.
Heart of the Wilderness Gain a racial bonus equal to half your character level on Survival checks. Also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half your character level to their Constitution score when determining the negative hit point total necessary to die. This replaces skilled.
False Piety (Ex): Gain Knowledge (religion) and Perform as class skills and lose Appraise and Fly as class skills. Adds half your sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat. This ability replaces the priest’s Eschew Materials bonus feat.
Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn.
Student of Humanity (Ex): Gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. When using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.
Heroic Echo (Su): When you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1.

Trait, Social Beast Bond: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Trait, Campaign Riverlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Combat Gear M.W. Morningstar (6 lbs./308 gp), Darkleaf cloth studded leather (10 lbs./775 gp) Gold Holy Symbol of Gozreh (with compartment) (1 lb./105 gp)

Gear Masterwork backpack (4 lbs./50 gp), Belt pouch (.5 lb./1 gp), Poncho (2 lbs./5 sp), Blanket (3 lbs./5 sp), Silk rope 100' (10 lbs./20 gp), Small steel mirror (.5 lb./10 gp), Soap (1 lb./2 cp), Compass (.5 lb./10 gp), Roll of String (.5 lb./1 cp), Needle x2 (-/1 gp), Ioun torch (- lbs./75 gp), Hooded lantern (2 lbs./7 gp), Brass knife (1 lb./2 gp), Waterproof bag x2 (1 lb./1 gp), Whetstone (.5 lb./-), 2 pints of oil (2 lbs./2 sp), Flint and Steel (.5 lb./1 gp), Traveler's anytool (2 lbs./250 gp), Healer's kit (10 uses) (1 lbs./50 gp), Silver Holy Symbol of Gozreh (with compartment) (1 lb./30 gp)

Consumables

1452 gp remaining.

Medium Load: 34-66 lbs.
Heavy Load: 67-100 lbs.


CrazyKender wrote:
hmm, intrigued. I have a rough concept for a cleric, at home in the wilds. I picture him with a bow slung over his shoulder, cape trailing in the wind, holy symbol gleaming in the sunlight as he tracks his quarry across the stolen lands.

The group would welcome the submission.


Te'Shen wrote:
GM Darkblade wrote:

. . .

* Be advised the group is more conservative in makeup so outlandish character backgrounds may not find a receptive audience amongst the other players.. . . .

Define conservative. Do you mean a plain character with a colorful background? ...or am I incorrectly hearing that the group has long player backgrounds with some 3rd, 2nd, and possibly 1st edition experience and want it kind of old school?

Is it Paizo only or is 3rd party allowed on a case by case basis, like psion or psychic warrior?

Conservative in that one player is more in favor of the "old school feel", likes the core races over splats, and has had some negative experience with anime style and WoW players. I run a real-life kingmaker game, three angel-kin aasimar, a tiefling, and a catfolk. He just shakes his head. Too Mos Eisley cantina for his tastes.

Paizo only materials at this time by group decision.

Either character concept would be welcome, though if you wish you may submit both.


Ok, character idea:

Basics:

Name: Immanuel Solfo

Class: Bard 1, Paladin 2

Nationality: Brevoy

Race: Half-Elf

Deity: Abadar

Basic Premise:

- Redeemed villain (see backstory)
- Highly Charismatic
- Melee focus

Backstory:
Immanuel has done horrible things. He has killed people, stolen, ordered the deaths of others, and brought ruin upon the people of New Stetven. He led a small street gang of thieves and scoundrels and He was the leader because of his force of personality and way with words, as well as his ability to make everyone around him slightly better at what they were doing by giving a little speech. Eventually he was arrested and his gang broken up after they tried to break in to the house of one Peter Orlovsky. He was sentenced to imprisonment, but a priest of Abadar, one Father Lasmus, asked to take the young man, who clearly had a head on his shoulders, and see if he could train him to be a productive member of society. With the sponsorship of House Garess, it was agreed upon.

The young man was resistant at first, but Lasmus was patient and it won out in the end. Now a Paladin of Abadar, Immanuel was ready to pay the debt of his sponsorship: he was to go to The Stolen Lands and try to assist in the raising of the new country there with a focus on making it sympathetic to Houses Orlovsky and Garess.

Immanuel was given some provisions, and set out for Olegton.

Spoiler:
Favored Classes
Bard, Paladin.

Bonuses: Skill Point, Hit Point, Hit Point.

Feats:
Arcane Strike, Power Attack, Toughness

Sorry, I can't quite finish the crunch on this guy right now, I'm traveling, things are hectic, but I would really like to get in on this game and can finish this up within the next couple of days and get posting.


Also, this is another alias I used in another Kingmaker game that the GM up and vanished on. I can switch up the crunch later if this is selected, but the story elements are still there.


Immanuel's Preferred Roles:
Councillor,
Royal Enforcer,
Ruler

Malak's:
Enforcer,
Warden,
Marshal


GM Darkblade wrote:
Te'Shen wrote:
Define conservative. . . .

Conservative in that one player is more in favor of the "old school feel", likes the core races over splats, and has had some negative experience with anime style and WoW players. I run a real-life kingmaker game, three angel-kin aasimar, a tiefling, and a catfolk. He just shakes his head. Too Mos Eisley cantina for his tastes.

Paizo only materials at this time by group decision.

Either character concept would be welcome, though if you wish you may submit both.

That's fair... Though I do like that wretched hive of scum and villainy. :)

I neglected Svodai's prefered leadership roles. He'd probably enjoy the idea of representing the people as there was no real representation in Razmir, so Councilor would probably be his hope and ambition. He may not be qualified for it, however. General would be too public for him, but I see the possibility of him becoming a little bit of a blaster caster, so that may fit him later. He would also like to continue studying religion, so High Priest might be a decent fit later as well.

And I will get around to my lovelorn dwarf later this evening, as I have a few RL issues at the moment.


CrazyKender wrote:
hmm, intrigued. I have a rough concept for a cleric, at home in the wilds. I picture him with a bow slung over his shoulder, cape trailing in the wind, holy symbol gleaming in the sunlight as he tracks his quarry across the stolen lands.

Look into Erastil, if you have a chance and aren't too familiar with the Golarian pantheon. He's the god of the hunt, his clerics are automatically proficient with longbows, and the campaign primer says that he's one of the most common gods in the region. If you take the Animal domain, you get a ranger-style animal companion, and Clerics of Erastil are generally cool because they can do some druid/ranger stuff, giving them options that help them from being redundant with other healers in the party.

Also, I forgot to ask: what's the alignment of the kingdom? (The campaign primers tells me this is a thing) I'd be fine changing my character/backstory's alignment a bit, to fit it better (and I'm sure others will), but I figure that's something everyone will worry about after recruitment is settled.


Right now the alignment is roughly lawful neutral, but they have a number of NPC's in positions which new players will fill, so this may change.


Ok we are getting close to the wire and I want to thank everyone for the interest. A few players have sent info in PM and I will be gathering backstory info tomorrow afternoon for the players to review. If you are still working on the crunch, that's ok, it's the background that will interest the players. I'm the only one that will need to worry and work over the crunchy bits.

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