GM Kingslayer |
1 person marked this as a favorite. |
Hello everyone and welcome to the recruitment for my gestalt Kingmaker campaign!
Based on the number of replies and responses that were made during the interest check, I believe this adventure path needs no introduction. So, without further ado, here is the character creation guidelines!
CHARACTER CREATION
Level- Gestalt 1, with a caveat: One side of the gestalt may contain only ONE full class. This means that you may only multiclass on one side of the gestalt. You may, however, use parts of the non-multiclass portion for a prestige class, should you qualify for one. Obviously, this is only important after you get a few levels, but I felt the need to make it clear here.
HP- Maximum per level, based on HD.
Ability Scores- I will be using my usual 24 point buy, single point scaling method which I have used in my home games since I saw it in my early lurking days on these messageboards. Basically, each score is set to 10 and it only takes a single point to raise a stat by one. You may also, if you are needing a few points, may subtract up to -2 from a single score to gain that number of points that you can redistribute. No score may be above 18 or below 08 before racial modifiers. You may also 'buy off' a racial penalty to a stat by spending a respective number of points, such as paying 2 points to eliminate a Dwarf's CHA penalty.
Classes- All official Paizo classes are allowed with the understanding that 'techie stuff' is disallowed, so no Technomancers or similar things. Gunslingers and firearms are not considered tech for the purposes of this campaign, but they are exceedingly rare. Once the kingdom-building begins, you may hire a specialist to open a gun shop. Before that, you must make do with what you have and what you can craft.
*3PP Material- You may propose 3PP material as well. Assume that 3PP material is allowed unless it violates the sci-fi caveat above. Kingmaker is not a place for laser cannons or robots, even though they are super awesome in most other campaigns.
*Monster PCs- I will allow players to use monster classes, something that I will help them build, but I will ONLY allow two of these, maximum, with a strong leaning to only include one, should any even be submitted. That said, one of the people in my home campaign played an Ogrekin who the group rescued early on who became the Queen's crude and savage, but undyingly loyal, 'royal guard', so I know that an odd monster PC or two can be fairly cool.
Races- All official Paizo races on the SRD, apart from the androids and Lashunta, because of my no sci-fi rule. I require at least one Human character in the party, due to the patron which sends the PCs to claim the Stolen Lands.
Alignment: I would PREFER a group of non-evil PCs, because I'm already running 2 tables of Way of the Wicked. That said, I MIGHT allow one or two PCs with a murky morality, but no one who is blatantly a mustache-twirling, black cape wearing sociopath.
Feat- You gain a Bonus Feat at 1st level.
Skill Points- Running WotW in a home game and online, I have grown used to PCs having more skills. So you gain +2 Skill Points per level.
Traits: You start out with 2 Traits and a Campaign Trait. You may also reflavor Traits, so long as they make sense, and may take an additional Trait if you take a Drawback.
Starting Wealth- 500 GP, plus a single, non-magical, non-royal outfit of your choice, which must make sense with your character. You also have a free, nearly blank map of the Stolen Lands that just basically has it's borders, and small outskirts from other River Kingdoms. You also gain a bonus item based on your class. I will help you to determine what your class gains. To give some idea about what each class will get: in the case of Fighters and Rangers it is always a Masterwork weapon of whatever weapon they choose that they are proficient with (Firearms are excluded, if they somehow pick up said proficiency), whereas with Wizards it is 300 GP worth of unspecified spell components, and with Gunslingers, it is a free early firearm of their choice, along with 25 rounds of the sort used by the weapon. I hope that shows about what the 'class gifts' usually look like.
There are a few things in the campaign that I will want you know about before you even submit a character.
STUFF YOU SHOULD KNOW
1. I'm an easy-going GM that is not above houseruling some things against the RAW, if it makes sense. RAW states that you cannot jump and attack, combining the two into an aerial charge, but I do allow it. RAW says that most cold spells cannot freeze liquids, but I say that they can in most circumstances. If you have a cool idea for one of your character's actions, and could conceivably do it within the limits of your character's statistics and such by combining actions or using something on a situational basis, then propose the idea to me. The worst I could say is no.
2. I will have the hex maps, area maps, and combat maps up on Google Drive. While this requires you to create a Google account, unless you can get myself or another to move your token later on, I find it better to have a map that exists outside the theater of the mind.
3. There will be a separate thread for handling kingdom-building. My lurker-fu has shown me that threads who focus on kingdom-building in the main gameplay thread are asking for the game to shrivel up and die a death worse than a heightened Horrid Wilting can do. The kingdom-building thread will have a OOC discussion thread for the actual talks AND a gameplay thread, so players can roleplay out what happened with kingdom-building before their characters set out on their next adventure. I know this requires a little more investment than is usual in PBPs, but I don't want the campaign to die due to people getting bored with the talks and dropping.
4. PCs chosen will roll 50d20 so that I can handle secret rolls SECRETLY and not tip PC hats that something may be up. Obviously, do not worry about this unless you are chosen.
5. I am adding several cool bits from Legendary Games' 'Kingslayer' line meant to supplement this AP, as well as excising a few encounters that I felt were just there are filler (4 encounters, if that tells you how much quality there is in this campaign!). I am also adding foreshadowing that solves the 'I don't know who the BBEG is until book 6' problem that was the main criticism of this AP by most who have played it.
6. I will allow the PCs the opportunity to make a 'sidequest' or two into other areas of the River Kingdoms in between adventures, should you all decide to do so. These forays will have real, lasting effects on your kingdom, should you choose to undertake them, and can do things like open up new trade routes, grow your kingdom via annexation, provide PCs with some pretty boss gear, and, of course, provide some golden roleplay opportunities. These are completely optional, of course, and if PCs simply want to assign the tasks to some of their scrubs, they can certainly do so.
7. The group essentially has a free 'Super Leadership' feat in effect. The group's kingdom will be their followers and they can bring along one 'retainer NPC', who shall either be played by my girlfriend or I. Said retainer NPC is an NPC that they have met and befriended, or at least somehow convinced to join them, and can be switched out in between adventures.
8. I will be adding 50+ building types to those normally allowed in the Kingdom-building rules, because I am not fond of 'let's make a rough approximation of this with this' type stuff. I have most of the kingdom-building expansions from 3PPs, so there should be a plethora of options.
9. Later on in the campaign the PCs will, undoubtedly, come across special locations that I will just call Legendary Locations. These sites, if a city is built around them and utilize them, can provide VERY awesome effects both on the PCs and their kingdom. These locations will be few and far between, with around 4-5 being present in the campaign, but they will add a massive sense of accomplishment once they are captured, for they will show just how legendary the PC's exploits have been.
10. Kingdom-building will be a group endeavor. I will not allow one person to make all the decisions, king or no, unless they have been clearly delegated the authority to by the other PCs in that instance. I have seen it on the threads where the king pulled the 'I'm king in-game, so I decide everything OOC' schtick and promptly caused several people to drop the campaign.
11. Throughout the campaign, there will be some set events for the king to make a decision on, with OOC discussion of course. These events will help shape the kingdom in pretty profound ways that can have lasting impacts. For example, you could choose to allow a Halfling member of the Bellflower Network to establish a community for escaped Halfling slaves, which gives you a thriving, productive community. It could possibly make Cheliax a bit miffed at you, should they find out, but that's the sacrifice that you would make for an instant community that helps your kingdom in several ways.
12. I am also allowing for PCs to open up negotiations with other River Kingdoms and, via carrier birds or couriers, invite those from outside the River Kingdoms for negotiations. You are building a kingdom and, as such, I see no reason why not to allow the use of diplomacy to forge alliances.
13. I will alter encounters in hexes should PCs hit one of the hexes that is beyond their level or if they go to one that is below their level. This fixes another problem that the original books had.
14. I will allow the PCs options of, in the few areas in later books featuring mass combat, the option to allow me to use their army while they take out key lieutenants to weaken the enemy army. I am willing to do this because Mass Combat is a pretty complex system, even if you use the Legendary Games version, and the PCs are already going to have to know the kingdom-building rules later on. I don't want PCs to get frustrated and quit because of the multiple systems to learn.
15. Read the Kingmaker Player's Guide! Just do it if you have not done so already, because it contains a lot of useful information that you may wish to know.
Okay, I think that about covers it! Does anyone have any questions? This post took roughly 3 hours to create, due to me double-checking what I wanted to say and saying it in as clear a manner as possible, but I may have missed something. I'm only human, after all!
"Owl" |
Or, or, and let me finish...a werewolf. I have had an idea for a while now to play either an afflicted or natural werewolf that is trying to hide its monstrous side for obvious reasons. The River Kingdoms would provide the perfect place to start anew and hopefully establish a number of good deeds so that people's first reaction won't be to kill on site. If that works she might be even be able to build a kingdom where people like her can live in peace. Good monsters, other were-people, or just outcasts in general. I would not use the transformation for anything other than emergencies so for all intents and purposes I would be like any other character. The transformation is hard to pull off anyway. DC 16 CON check for animal and DC 20 for hybrid. Those will be tough to pull off on anything other than the night of a full moon.
"Owl" |
Zartana- What sort of race?
"Owl"- I could see him fitting in quite nicely as a seneschal/royal assassin type character. I presume his background is tied to Rise of the Runelords though?
Edit- Never mind my question, I saw your OOC note.
Yeah I try to make all my characters' backstories interesting but a little vague so they don't have to rely on any campaign setting and therefore fit into all of them.
Zartana |
Rebuilt Zartana
Zartana
Drow fighter (cavern sniper) 1/sorcerer 1)
LE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Perception +7
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Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +2; +2 vs. enchantments, +1 trait bonus vs. spells and spell-like abilities cast by humans
Immune sleep; SR 7
Weaknesses light blindness
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Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . elven branched spear +3 (1d8+3/×3)
Ranged mwk composite longbow +7 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
Sorcerer Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—mage armor, obscuring mist
. . 0 (at will)—chameleon scales, daze (DC 15), message, penumbra[UM]
. . Bloodline Rakshasa
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 12, Wis 10, Cha 20
Base Atk +1; CMB +3; CMD 18
Feats Drow Nobility[ARG], Eschew Materials, Point-blank Shot
Traits lunar birth, seeker
Skills Bluff +9, Intimidate +9, Perception +7, Spellcraft +5, Stealth +9, Survival +4; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ imbued shot, poison use, silver tongue
Combat Gear potion of cure light wounds (8); Other Gear arrows (40), dagger, elven branched spear, mwk composite longbow, bandolier, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 6 gp, 5 sp
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Special Abilities
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Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Imbued Shot Imbue arrow or bolt with faerie fire, darkness, or deeper darkness SLA as a swift action.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Lunar Birth +1 trait bonus on saving throws vs. spells and spell-like abilities cast by humans.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Resistance (7) You have Spell Resistance.
GM will PM you my race idea, just want to know if i have a RP cap =^^=
"Owl" |
That seems a fair compromise but Werewolf is only a +1 CR template so at most I would think it would eat up 1 level on one side. Its a tough choice. Both are archers but the werewolf is survival oriented. And I have really been trying to get Owl into a game. He is one of my favorite creations but to finally play a werewolf. I don't know yet.
Zartana |
Forgot the campaign trait
Zartana
Drow fighter (cavern sniper) 1/sorcerer 1
LE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +2; +2 vs. enchantments, +1 trait bonus vs. spells and spell-like abilities cast by humans
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . elven branched spear +3 (1d8+3/×3)
Ranged mwk composite longbow +7 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
Sorcerer Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—mage armor, obscuring mist
. . 0 (at will)—chameleon scales, daze (DC 15), message, penumbra[UM]
. . Bloodline Rakshasa
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 12, Wis 10, Cha 20
Base Atk +1; CMB +3; CMD 19
Feats Drow Nobility[ARG], Eschew Materials, Point-blank Shot
Traits lunar birth, noble born - orlovsky, seeker
Skills Bluff +9, Intimidate +9, Perception +7, Spellcraft +5, Stealth +10, Survival +4; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ imbued shot, poison use, silver tongue
Combat Gear potion of cure light wounds (8); Other Gear arrows (40), dagger, elven branched spear, mwk composite longbow, bandolier, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Imbued Shot Imbue arrow or bolt with faerie fire, darkness, or deeper darkness SLA as a swift action.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Lunar Birth +1 trait bonus on saving throws vs. spells and spell-like abilities cast by humans.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape.
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness
Spell Resistance (7) You have Spell Resistance.
The Dragon |
Hmm. I think I'd like to make a Warlord, if Path of War stuff is okay.
Not quite sure what to put on the other side. I believe bard is the traditional thing to do here, but I don't know... I might even go for fighter, more feats are always nice.
I'll look through the charisma based classes, see if there's something I like.
Oterisk |
Kaalik Coaltongue- Kobold Red Draconic Sorcerer/ Blackened Flame Oracle.
I'll have the details up later, but first a couple questions:
1. Any planned selection and start date?
2. Do you allow retraining?
3. According to your point buy, could I buy off the Kobold Strength penalty and then buy an 18 starting strength with a Kobold? (total of 12 point cost?)
4. What would be the class gift for an Oracle/Sorcerer? (Just curious)
Shi'Vatha |
Things Shi Asked/Posted in Recruitment Thread
If it's gestalt, would you be good with an unfettered eidelon as a character? This would be using the Eidelon table from the Summoner for the Eidelon half of the gestalt, and one or more classes for the other half of the gestalt.
In other words, half a class (Summoner without a caster or spellcasting) on one half, and a full class on the other half, of the gestalt.
Disclosure, also running King Maker.
The Dragon wrote:I originally played Shi as an Eidolon only, just using the Eidolon advancement table from Summoner class (although the GM allowed me to take a class level at 4, 8, 12, 16, and 20 where I wouldn't get a hit die normally). Was fun, and not overpowered (although some how people get the idea that half a class is more powerful than a whole class, mindboggle).
Applying the gestalt to the eidolon itself? Huh. That's wierd. Never thought of that.
The Dragon wrote:
Hmm. It might be more powerful than fighter, actually. A single-class eidolon obviously isn't more powerful than a single-class summoner - that one has both eidolon and summoner abilities.
In gestalt though, it's an Eidolon//something vs a Summoner//something with an eidolon on the side. In this case, it's a little different. Obviously, the summoner has more stuff going on. That said, if want you want is raw fighting ability, you get a lot more of that out of the eidolon gestalt. You also might or might not get better stats.
More powerful overall? I honestly have no idea, I'd guess not, but it isn't a clear-cut case. It's wierd. That said, you could just have made a synthesist in the first place, and it's a definate step down from that, so you're probably in the clear.Well, Summoner is kind of hard to ballpark, depending on how you build it it can be uber or sucky. Same with the Eidelon.
Considering I've spec'd Shi usually as a scout (Eidelon/Rogue), he's mostly good at stealth and perception. He does keep his natural attacks (so that's useful) but being small, he's at a disadvantage in melee. Add in all the issues with circles of protection from good, banishment, and etc... having to gate him back in if he dies, rather than resurrection...
Although I think as he progressed in levels his 'class' half gestalt would be variable (rogue first, then possibly cleric or warpriest for a few levels, just depends on how the game goes and what we need).
Quadruped, but buying two arms.
Eventually flight and pounce, but starting off with +8 Stealth and +8 Disable device evolutions.
Nyaa |
*3PP Material- You may propose 3PP material as well. Assume that 3PP material is allowed unless it violates the sci-fi caveat above. Kingmaker is not a place for laser cannons or robots, even though they are super awesome in most other campaigns....
Ultimate Psionics, Path of War, Path of War Expanded playtest that is mostly finished?
Are there more "balance" or difficulty changes to the campaign than aforementioned Legendary Locations? IIRC Kingmaker is rather low-OP numbers-wise and gestalt makes it even easier.
Roonfizzle Garnackle |
Please see the contained profile for my application, a Gnome Rogue(Unchained)/Aegis(Dreamscarred Press, Psionic Fighter Type). I spent some time thinking on this, so I feel that I'm probably 95% done. Please let me know if I missed something reverting him to L1, or a new Errata that ruins everything...
Major questions:
1) I am considering the racial feat, Breadth of Experience, which has a requirement of being at least 100 years old. For Gnomes, this puts me into Middle Age, with age related adjustments. I'm ok with either considering the adjustments already factored in, but I am just as willing to apply the -1 to physical stats and the +1 to mental stats.
(Note: I had intended to have both Dex and Int as 18's, with no racial mods. With adjustments they would be 17/19, without, 18/18.)
If you would prefer to avoid the issue, I'm also willing to drop the feat for something else, most likely Combat Expertise as a pre-req for Butterfly Sting.
2) Speaking of Butterfly Sting, do you wish to keep the requirement of Worshipping Desna? My only reason for asking, is my other currently major PBP is an Oracle of Desna, and I'm on the fence about someone new. My current leaning is to Calistria, for her beliefs in Trickery and Vengeance. I intend to play as CG. I have no intention of taking levels in a divine casting class, nor in multi-classing, no prestiging at this time.
Roonfizzle "Many-Arms" Garnackle, Trapmaster, lead a successful adventuring career in his youth, with many exploits. That was roughly when you grand-parents were adventurers, for those that had adventurous grand-parents. While he hasn't started to slow down, many of his highly refined skills have grown rusty, yet the inklings of his former glory remain in his quick steps, and easy graceful movements.
100 odd years back, he retired, for the first time, in Kaer Maga (Far to the west of here) ... That retirement lasted a lengthy 30 years. Well, there WERE a few things that cropped up, and eventually he started to travel again, Drifting East, and South, passing through many countries. He retired, again, in the fledgling country of Andoran, in the small then brand new settlement of Bellis roughly 50 years go. In more recent times he turned northward up the Sellen River, and spent a few years in n Kyonin, and an even briefer stay in Woodsedge (Galt), a matter of less than a week. He has spent the last two years within the Brevoy area.
Potential Roles from the base list, in alphabetical order: Grand Diplomat (Int, 2ndary Stat), Marshal (Dex, Primary Stat), Royal Enforcer (Dex, Primary Stat), Spymaster (Dex, Primary Stat), Treasurer (Int, 2ndary Stat).
Jarred Henninger |
so i made a guy. this is him.
Human oracle 1/sorcerer (crossblooded) 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (human, orc)
Init +7; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 13 (1d8+5)
Fort +4, Ref +5, Will +0 (+1 trait bonus vs. mind-affecting effects)
Resist issian
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—ant haul[APG] (DC 16), bless, cure light wounds
. . 0 (at will)—create water, enhanced diplomacy, mending, stabilize
. . Mystery Lore
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—mage armor
. . 0 (at will)—acid splash, detect magic, prestidigitation
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 18, Int 14, Wis 10, Cha 20
Base Atk +0; CMB +2; CMD 12
Feats Eschew Materials, Noble Scion Of War[ISWG], Skill Focus (Diplomacy)
Traits issian, reactionary
Skills Bluff +9, Diplomacy +12, Knowledge (geography) +6, Knowledge (nobility) +8, Perception +4, Spellcraft +6, Use Magic Device +9
Languages Aklo, Common, Elven, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), oracle's curse (tongues), revelation (sidestep secret), touch of rage
Other Gear 150 gp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Issian +1 Will save vs. Mind-affecting.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Tongues (Aklo) You can only understand and speak one language in combat.
Touch of Rage +1 (8/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
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Bandw2 |
hello, I have never done PbP before but am interested in doing so. so forgive me if i don't know the normal courtesies or expectations. but i was wondering basically, how this all goes down in general as well(this is aimed at anyone who has experience on this forum 'w' people just seem to talk as if they know what they're doing so it's hard to learn). Am i supposed to submit a character here or should i ask questions first?
for instance, I made a class, i know i know, but note that i'm linking to the thread i posted for it to get edited, and i changed quite a bit based on advice.
don't worry if you say no I can just use lore warden fighter.
my idea is a low/none armor fighter, full gestalt would be wizard for buff spells and casting polymorph spells, then monk and either the class or lore warden fighter. probably human, with a sword cane or some such fashionable weapon.
Zartana |
Here you ask questions. And if you think you have a character that fits, you post the crunch in a spoiler. And when the time comes, the GM will list those he accepts and you can then move to the discussion tab and game tab with your approved character =^^=
{Spoiler=subject of spoiler}
End with
{/spoiler}
Replace {} with []
There are other tricks to
Like bold italic bigger smaller ooc etc
Most can be found at bottom of page.
But uf you need more help. Will be happy to assisst
=^^=
Tomato Jam |
2 people marked this as a favorite. |
Dotting for interest.
My character idea is a particularly unscrupulous Orc (or possibly a half-orc) that stole the identity of a dying knight he met on the road. As the story progresses he goes from being a liar and a thief to a good and honest knight (Skulking slayer/Scout Rogue and Gendarme Cavalier)
.
I'll have a character profile posted by tomorrow morning.
Ra'hl Rogarvia |
I am submitting Ra'hl Rogarvia for consideration. He is a Ranger/Bloodrager who will be prestiging into Dragon disciple on the bloadrager side.
How long is this recruitment to be open GM?
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Backstory
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Ra’hl was born a bastard child in New Stetven 22 short years ago. His father sent him away to be raised by a servant named Isabella. Ra’hl was able to stay in contact with his birth mother, though he did not learn her true name. She financially supported Isabella and Ra’hl. She afforded him a good education with New Stetven’s greatest tutors. Through he had only an average intellect, Ra’hl naturally took to the studies of the arcane. He was also pushed to learn the history of Brevoy, its cities, lands, surrounding counties, and most importantly its nobility. Once Ra’hl learned to read and write, his mother sent him letters daily, though she never signed them with anything but, “your loving mother.” She told him that it was not her choice that she gave Ra’hl away, but that she was yet unwed and could not claim her child. Ra’hl looked forward to her letters every day, until one day when he was 8 years of age, a letter never came. From that day on, his mother broke all contact without warning. This was the same day that House Rogarvia vanished without a trace. In the following weeks, large sums of money, books, etc. came to Isabella’s home. Isabella told Ra’hl her employer, Ra’hl’s mother, had passed and this was to be his inheritance. Isabella continued to pay for Ra’hl’s education. When Ra’hl came of age, Isabella gave Ra’hl a book. The book was a heritage book of the noble families of Issai, a book similar, but very different than any he had studied before. This book told Ra’hl that he was born to Maria Rogarvia, a minor noble, several hundred steps down from the throne, but with the house gone. Ra’hl was next in line for the throne.
Ra’hl made his way to the New Stetven court to claim his heritage. A lawyer for the Surtova family had the audacity to claim Ra’hl’s book a forgery. Since his mother never signed the letter, he could not prove his legacy without the book. Distraught, Ra’hl left the court and wondered the streets. Here he was set upon by a group of “bandits.” These “bandits” didn’t ask for a coin of Ra’hl and drew weapons on the unarmed boy trying to kill him. Dodging and fleeing their blades, his heart began to pump. He could hear his pulse in his ears as his mind became focused, able to ignore the cuts and slashes on his body. When he heard a “bandit” say, “Surtova won’t pay us unless he’s dead without a witness,” Ra’hl lost it. His rage overtook him and his draconic blood manifested for the first time in his life. When his rage subsided, Ra’hl was dripping in the assassin’s blood. Now he had proof. The draconic bloodline of the Rogarvian line coursed through his veins, Surtova’s lawyer knew his book was legitimate and set to have Ra’hl killed. Ra’hl knew New Stetven was no longer safe. He needed powerful allies who would back his claim, and he knew he would not find them in New Stetven.
Hearing rumors that the swordlords were requesting adventurers, and knowing their animosity with Reagent Surtova already, Ra’hl made his way south and requested a charter.
Moon Papa |
After delving into third party stuff that I practically never look at, I'm compelled to try to build a kingdom from a raucous point of view...
Main reason for that being the potential combo of the (Moonshiner)Alchemist and the
(Tavern Brawler) Brawler
Off to work on this now
Bandw2 |
Thanks Zartana. though i'm not foreign to the boards, just PBP. :D though... i still don't really know how to make aliases. :/
here's my character built with my class.
and here he is without.
Born in a small hamlet on the edge between the Rostland and the Stolen lands. He grew up without a father, at least he died very close to when he was born, his mother would never say what happened but it was probably bandits.
Spent a long time apprenticing under a mage, he lived a content life, his master helping various people in town with small tasks that could be helped with magic, eventually he learned to help as well. However this wouldn't last as eventually the hamlet, like anyone too close to the Stolen lands, was attacked by Bandits. His mage master could see that they would not win, and so told him to run north, as far as you could. He never saw their family nor your master again, and swore revenge on the bandits of the stolen lands. he learned how to fight as well as keep up on his studies, so when he heard about the contract to head into the stolen lands, he thought it was time the bandit's finally paid their debt. He would make it a better place for sure.
their power level would be basically the same, but I know most GMs cringe at the idea of custom classes, but I put several weeks into it while talking with people from the boards.
Tomato Jam |
Dotting for interest.
My character idea is a particularly unscrupulous Orc (or possibly a half-orc) that stole the identity of a dying knight he met on the road. As the story progresses he goes from being a liar and a thief to a good and honest knight (Skulking slayer/Scout Rogue and Gendarme Cavalier)
.
I'll have a character profile posted by tomorrow morning.
Apparently I misunderstood racial archetypes. This will definitely be a half-orc then.