GM Rhys Grey's Kingmaker

Game Master Rhys Grey


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Hello! As the title states, I've decided to take the plunge and begin a Play-by-Post Kingmaker campaign. I've never run a PbP before, but have been GMing (D&D, Pathfinder, other systems) for about 18 years. I have participated in a few PbPs here--as a PC--so I have some working knowledge of how they play out.

I realize that there are exactly one zillion Kingmaker PbPs here on site, but I'd like to run it anyway; I'm familiar with the AP (I'm running it for my tabletop group), and I feel it meshes well with the usual speed of PbPs. Besides, carving out a kingdom from the wilderness and then ruling it can be very, very cool! ;)

I know how difficult it can be to get into PbPs, so I've decided not to use a first-come-first-serve method of recruitment. Instead, I'd like you--the potential players--to briefly outline a character concept (full character sheets are not required, at this time), followed by how much PbP experience you have (if any).

Note: PbP experience (or lack thereof) is not a qualifier; I simply want to be able to peruse previous PbP posts of yours, if it doesn't trouble you. If you have no PbP experience, that's okay!

And with that, I suppose I should detail how I'd like to run this . . .

We'll be using Pathfinder rules. I'd like each participant to pledge at least one post per day (unforseen circumstances notwithstanding); if you foresee something coming up to limit this, please let me know! Further character creation guidelines follow. :)

Before You Begin: Please read the Kingmaker Player’s Guide before you begin; it’s free and will help your PC fit into the campaign!

Ability Scores:
We’ll be using the purchase method (High Fantasy, 20 points). I don’t personally believe that “optimization” or “role-playing” are mutually exclusive, so feel free to build your character’s ability scores however you wish. At any rate, I’m favoring point-buy, as it creates roughly equal characters.

Races:
While I appreciate all the various “playable” races in the Bestiary and other supplements, I’d prefer that PCs select a race from the Core Rulebook. The Advanced Player’s Guide offers alternate Racial Traits; you may utilize these, if you desire.

Classes:
Please select a class from either the Core Rulebook or the Advanced Player’s Guide. I’m also allowing the magus (from Ultimate Magic. As I’m not familiar with Ultimate Combat, I really don’t want to allow gunslingers, ninja, or samurai.

Archetypes:
Feel free to select an archetype, if you wish. You can have more than one (subject to the usual restrictions, of course). I’m allowing any archetypes from the Advanced Player’s Guide or the Inner Sea Primer; any from Ultimate Magic I’ll consider on a case-by-case basis. If you select an archetype, please run it by me; I’d like it to make sense within the context of the campaign.

Skills and Feats:
By all means, pick any skills you want. Feats, however, I’d like to limit to those found in the Core Rulebook, the Advanced Player’s Guide, and the Inner Sea World Guide (for the latter, please let feat selection make sense for the PC’s background). I’ll consider Ultimate Magic feats on a case-by-case basis (for example, Antagonize is right out!).

Note: If you’re a human, you start with your ethnic language as well as Common (Taldane) and any bonus languages due to Intelligence or Linguistics. Taldans and Chelaxians only get Common (but they speak it very well!).


Traits:
Pick one Campaign Trait (from the Kingmaker Player’s Guide) and one other trait from the Advanced Player’s Guide. I will allow Regional Traits (from the Inner Sea Primer), as long as it makes sense with the PC’s background. Yes, you can pick Rich Parents if you wish, but please do not purchase any magic items with the extra starting cash. I’m not allowing traits from any other sources.

Hero Points:
I am using these alternate rules from the Advanced Player’s Guide. Hero Point feats (and spells) are acceptable (as long as you qualify, of course).

Equipment:
Starting gold is average. Please, no magic item purchases at this time (even if you can afford it). Masterwork items are acceptable. I’m not exactly an “Encumbrance Fascist”, but I’d still like it if you kept track of how much your PC is carrying. Don’t forget about food, water, and warm clothes! A mount wouldn’t be a bad idea, either, but it isn’t a necessity. As an aside: I do keep track of ammunition, for all you ranged-attackers. Of course, missiles that miss have a chance of being salvaged!

I’m allowing the Core Rulebook, the Inner Sea World Guide, and the Advanced Player’s Guide as equipment-sources; please do not draw from Adventurer’s Armory, or the like.


Other Stuff:
Hit Points start out at maximum, as normal. Animal companions (and the like) also have maximum starting hit points. Thereafter, you may either roll h.p. as you advance or take the average (your choice; you may decide which you’d like to do at each level). Non-special mounts/livestock/whatever have average h.p., as normal.

Please, no evil alignments. Neutrals are okay.

Starting age can either be rolled or selected, but please start your PC as an adult representative of their race; minimum age depends on your class (for example, a dwarf cleric’s minimum starting age is 47). No child PCs, old PCs, et cetera.
If you’re a spellcaster, you may choose spells from the Advanced Player’s Guide, but any from Ultimate Magic must be okayed by me.

If I’ve forgotten any character-generation requirements, I’ll let you know. Happy creating!


Well I'm about to start a KM campaign as the GM but I'd love to get a chance to play in yours. I can perfectly separate character knowledge and player knowledge. So if you don't mind it I'd be interested in playing as a Cavalier and will get back to you with a background soon.


My favorite AP (though Im not a fan of the Kingdom building rules). I've always wanted to play in or run this one eventually.

<--- submitting a Gnome Druid (20 point buy). Just click the avatar. This character has been edited for either Kingmaker or Jade Regent, so just ignore the Jade Regent (stuff). :)


@Keddah: By all means, submit an entry! I use the "honor system" when it comes to seperation of player/character knowledge, in these cases. :)

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I'm also running KM, but like Keddah can separate player and character knowledge. I had been a player in my campaign but took over running it when the original DM disappeared; I'd been running my character as a DMPC since then, and wouldn't mind a chance to play him for real.

Profile is here. tl;dr version: Retsiji is a Galtian (by birth) wizard specializing in divinations, built on 15 points. Retsiji is not his original name; he hasn't had good luck in picking sides, and so far has not managed to keep the same name for more than twelve years. He was born in Galt to moderately well-off parents. The family escaped their likely executions when his uncle invited them to the River Kingdoms. The uncle in question had, through dynastic mischance too complex to detail here, come to rule a small kingdom, and wanted family to help him. They took on the uncle's name, both to further the notion that they were a noble house and to break ties with Galt. So the boy who would eventually be called Retsiji became the son of a duke. Because of his obvious intellect, he was tutored in wizardry; the plan was that he would eventually become his uncle's court wizard. As a noble (however newly-minted he may have been) he was also taught history and the art of governance. He soon realized that his uncle had ambitions greater than being the ruler of a petty kingdom...that his uncle wanted his descendants to unify the River Kingdoms and rule them. Retsiji was clever enough to realize that if he could see that, others probably could as well. His warnings were taken seriously, but by then it was too late: the rulers of Daggermark were already acting. He escaped his uncle's castle with an assassin's dagger in his shoulder--fortunately, the dagger had already been used on his father, so the poison that should have killed him had worn off the blade. He fled into Brevoy, changed his name again, and has since been eking out a living as a tutor and saving money to flee even farther from the River Kingdoms. The prospect of possibly becoming what he was trained to be--court wizard and advisor--has fired his blood. It is worth going towards the River Kingdoms to help create a kingdom, he thinks.


@Orvil: I'll sift out any Jade Regent stuff!

Oh yeah, I'd best present a submission deadline. I'm thinking September 21st by midnight, CST.

EDIT: I'm recruiting for a 4-PC party (possibly 5, but definitely no more than that).


I'm interested in playing Kingmaker. I have the AP, but haven't read it yet. Wanted to play it fist. I'll do some thought on character ideas and post again later, hopefully later this week but probably over the weekend.


@John Woodford: Thank you for the submission!

@Sardaukar: Feel free to noodle around with ideas until you're happy with the results. You've got about a week, so you should be okay. :)

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Hmmm. I've heard so many good things about this AP. I'd love to make a character and give it a go. I'm leaning toward trying to play a character I've never played before. Usually I go with clever and charming, so maybe I'll go with stupid and unlikeable, and do up some sort of half-orc cleric of Gorum, who is quite rigid and not very personable, but strong in his faith.

I'll get started on a build.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The 21st is my birthday....

How would you feel on the following... in descending order of preference.

An Elven Magus, possibly bladebound.

Half-Elven Witch, possibly of the Healing vareity, i.e. the Hedge Witch

Half-Elven Ranger,

Dwarven or Human Paladin.

I'm willing to stat out the two you most find interesting.

Dark Archive

I'd like to submit this character. He started out as a character in a story I'm trying to write, but he sorta evolved to actually character status. Basic background: He used to be part of a small farming community, but accidentally summoned a fiendish dog during a wolf attack and had to run.

Not so Basic Background: It's actually his intro chapter. I have no problem posting it if you want.

Obviously the stats in this profile aren't correct. I just need to make sure the level 1 copy I have has equipment and then I'll copy/paste it in.


@James Martin: I love this AP. As for charming & clever or stupid & unlikeable, go with what feels right to you! I look forward to either choice you make!

@LazarX: Happy (early) birthday! I've never seen the magus in action, so that piques my interest. I'll check out Bladebound to see how it works. I'd have to say, a dwarf paladin would be interesting (heck, a paladin in general doesn't come up too often in my games). To assuage paladin-fears: I'm not a total fascist when it comes to alignment; lawful good alignment has quite a bit of interpretation, depending on who you ask. I'll work with you if you choose a paladin's road!

@Dragonborn3: During my once-over of Ray's stats, I noticed that he is lawful evil. I'm not looking for evil PCs for this campaign; will you balk at choosing another alignment?


Rover is up for a jaunt through the woods.

Shadow Lodge

GM Rhys Grey wrote:
@Dragonborn3: During my once-over of Ray's stats, I noticed that he is lawful evil. I'm not looking for evil PCs for this campaign; will you balk at choosing another alignment?

Of course not. The version you can see at the moment is the one he ends up at if he makes bad decisions. "Demon Caller" is a title he doesn't want, but is pretty much stuck with.


I'm interested. Not very familiar with King Maker (own the first book, looked at it, figured I would rather play then GM, so I put it on the shelf). I'm currently running a Carrion Crown game (just started), playing in a Carrion Crown game (started when the first book came out, still on the first book), and playing in a Pathfinderized version of the second edition adventure A Night Below. All as PbP by the way.

During the week days I can get in posts in the morning and mid day (mountain time), but evening and weekends are unreliable. I will admit to being more of a reactive poster, though I'm actively working on becoming more "active".

As for characters I have a few ideas, depending on the answers to a few questions.

Synthesist Archetype:

I'm very interested in playing a synthesist summoner from Ultimate Magic, but I've noticed some vagaries. So what are your general thoughts on the archetype, and what are your thoughts on the following...
1. Hit Points - does the summoner add the eidolon's hitpoints directly to his total when they are linked, or do you recalculate the summoner's HP with the eidolon's con score and then add?

2. Armor - How would worn armor work while the summoner is linked to the eidolon?

3. Feats - would you be alright with selecting feats that the summoner doesn't qualify for with his regular stats, but does with the eidolon's stats? An example would be Power Attack, say the summoner didn't have a 13 strength, could he take the feat and only use it when he was linked to the eidolon?

4. Skills - I've seen one GM rule that while the summoner is linked with his eidolon the skill list that eidolons normally have count as class skills and the summoner list are no longer class skils. This isn't a vaguery in the rules, as this is obviously just a houserule, but I think it adds something to the feel of the archetype, almost a Jekyll and Hyde type changing of personality, though not to the full extreme of two distinctly different personalities.

magus:
Only question I have here is your thoughts on the issue of arcane mark. As the RAW reads, a magus can cast arcane mark over and over getting a -2 to all attacks, but gaining an extra attack just about every round. I'm mostly curious on if this is allowed in your game, and if it is would it be considered bad form/cheesy, or perfectly fine? Me personally, I don't think the mechanical benefits are that high, I just don't like the image of every round the magus is scribing a letter onto his opponent.

If the synthesist gets shot down, I'd like to play a magus, and if the arcane mark extra attack is cool with you, I'd like to use it more as an experiment in creativity, see if I can run a character that uses that trick and make it feel like it's part of his/her personality and not just a trick to get an extra attack on some things. Please note that I'm not trying to weasel in extra cheese, and if you don't like the idea of the arcane mark trick I'm perfectly fine with not doing it.

I'll throw up a character concept once I know your thoughts on the above.


Just noticed we had another magus canidate that posted quite ahead of me. That and the fact I'm playing a magus in the CC PbP I'm in considered, I'll retract magus from possible classes and say that if the synthesist is shot down I'd likely put an alchemist up for consideration.


@ZetaGilgamesh: Thank you for your submission!

@Fraust: I'll have to examine the Synthesist more fully (I have UM, but I've yet to read much of the summoner archetypes). I'll most likely have to read any FAQ/Errata concerning it, as well (I've heard that that archetype has been altered from the 1st printing). Concerning your magus idea, I'll get back to you about the "arcane mark"-trick, as well.

Dark Archive

Ultimate Magic Synthesist FAQ

My stats have been changed. Just need to add Rostlander to his traits and double check equipment.


Ray "Demon Caller" Remiar wrote:

Ultimate Magic Synthesist FAQ

My stats have been changed. Just need to add Rostlander to his traits and double check equipment.

Thank you, Dragonborn3! That will prove most helpful! :)


Dank Grimwolf is a Kellid barbarian who left his home to search for his sister, who was abducted by Ulfen raiders during an attack on his tribe. He originally had several companions with him, but they have all fallen, whether in battle or to accident or illness, leaving only him to continue the search. He lost their trail long ago, and for the past year has been wandering aimlessly.
He strongly dislikes Ulfen people.

I'll need to rework his abilities and traits, possibly a few other minor changes to his stats, and rework his background a little bit. Originally made him for a Second Darkness game that died out.

I've skimmed through the books, but haven't ever gotten to play or GM them, and would love the chance.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
GM Rhys Grey wrote:

@James Martin: I love this AP. As for charming & clever or stupid & unlikeable, go with what feels right to you! I look forward to either choice you make!

@LazarX: Happy (early) birthday! I've never seen the magus in action, so that piques my interest. I'll check out Bladebound to see how it works. I'd have to say, a dwarf paladin would be interesting (heck, a paladin in general doesn't come up too often in my games). To assuage paladin-fears: I'm not a total fascist when it comes to alignment; lawful good alignment has quite a bit of interpretation, depending on who you ask. I'll work with you if you choose a paladin's road!

I'll stat up both and we can see.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Haffric Steelblood:

Haffric Steelblood
CN Half-Orc Male Cleric (Gorum) 1
Init +2; Senses Perception +2; darkvision 60'
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex)
hp 11 (1d8+2+1FC)
Fort +4, Ref +1, Will +4
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee greatsword +3 (2d6+4)
Ranged javelin +1 (1d6+3)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 16, Dex 12, Con 15, Int 10, Wis 15, Cha 10
BAB +0; CMB +3; CMD 15
Feats (1) extra channel
Skills (2 skill) Intimidate +2, Knowledge: Religion +4, Sense Motive +6
Spells (3/2+1, DC 12+level)
0th level: detect magic, purify food and drink, stabilize
1st level: enlarge person*, divine favor, bless
Special Abilities: intimidating, orc ferocity, channel energy (1d6, 5/day), aura, domains: Ferocity (ferocious strike 5/day, add 1/2 cleric level to damage) and Tactics (seize the initiative 5/day, allow ally to re-roll init and take the better roll)
Traits: Veteran of Battle, Brigand
Languages: Common, Orc
Possessions (140 gp +100) greatsword (50 gp), javelin x 5 (5 gp), chain mail (150 gp), adventurer's kit (25 gp), 10 gp.
------------------------------------------------------------------------

Stat Math:
Str 16 (5 points +2 racial)
Dex 12 (2 points)
Con 15 (5 points)
Int 10 (0 points)
Wis 15 (7 points)
Cha 10 (0 points)

Haffric was born into brigandry. He was the son of an orc brigand and a human whore who was following the band. He was raised by the band after his father was killed trying to stop a carriage by cleverly standing in front of the horses, and his mother left for greener pastures or at least better paying clients. He began to feel that life was not what it could be when he reached the tender age of 15 and he left the band, taking only his broken armor and a rusted sword. He wandered the wilds, occasionally joining bands of thieves as he went, until he came across the same man several times. The man was Brother Thaldur of Gorum, and he taught Haffric that battle was a sacrament to Gorum. He spent three years with Thaldur, learning to care for his weapons, learning to wield a proper sword and most of all, learning to dream of carving out his own place in the world. When the call came to reclaim the Stolen Lands, he flocked to its banner, seeing the opportunity to bring the Word of Steel and Bone to a new land.


Silstaren, elven ranger, at your service. He started in another Kingmaker PbP campaign which petered out. Some rebuilding would be required. Background remains essentially the same. (We could drop the ambush bit which was provided by the previous DM.) He has an interest in magic and I vaguely plan to have him grab a level in wizard and prestige class into arcane archer.


"Hi. Name Lobo Gris. Am Ray's eidolon."


I still need to flesh out these basic ideas, but I'm looking at one of these characters:

Rogue/Bard, Human: Claims noble heritage, but cannot prove. Serves kingdom as diplomat/spy. Wishes to regain his rightful position. Campaign Trait: Bastard

Druid, Elf: Lives along borders of the untamed lands. Given the opportunity to join others and ridding the wilderness of the bandit scorn and bringing peace to the region, he would gladly join. (Still debating on race) Campaign Trait: Pioneer or Rostlander

Paladin, Human: Defender of the region, trying to achieve peace and prosperity. Will gladly march into the Stolen Lands to rid it of the bandit hordes. Focus on mounted combat. Campaign Trait: Rostlander

Cavalier, Human: Order of the Dragon. Campaign Trait: Noble Born, Medvyed.

Would any of these work for you? I might do a sorcerer if we lack an arcane caster. I'll work on fleshing these out later.


@Nathan Nasif, therealthom: Thank you for your submissions! I shall peruse them for consideration!


Ooh two chances to get into a Kingmaker pbp in one day! May I present Brennor, Paladin of Erastil. Survival equipment pending.

The Man:
More at home among the wilds of Rostland than in even the most rural village of Brevoy, Brennor Styvolich’s life has been one of constant movement. Raised by his mother Ilva, a dedicated forester, Brennor was taught early on the importance of the deed in one’s life. Kings came and went, but the throne is often far away and their reach into the most remote stretches of their lands are weak to say the least. That leaves protecting those subjects too weak to defend themselves on the shoulders of the community. Community after all is the foundation of a kingdom. With these ideals in tow, Brennor and his mother travelled Rostland hunting aberrations to the natural order and aiding the hearty folk of the land however they could.

His childhood saw Brennor dragged from remote mountain tops to dense dark forests, always on the move and rarely sleeping in an actual bed. Ilva saw that he received a practical education; Brennor could string a bow before he could read and because of this he is still remains somewhat ignorant of social norms and etiquette. He is no fool however and has gradually developed a keen sense of awareness; he can read people quite well if only to realize whether or not he has somehow insulted them.

Where Brennor differs from his mother is that he does not detest civilization and the ways of cities. He cringes every time forests are clear-cut and local animals wiped out, but he sees humanity as just an extension of nature; albeit a destructive one. This behavior comes from humanity’s ignorance and willingness to take the easy way rather than risk discomfort. To address these issues, Brennor spent time in towns, far more than his mother would’ve liked. He interacted with the locals of whatever area he and Ilva travelled to, teaching them ways to harvest, live, and thrive without obliterating the local environment. It was this harmony and balance that drew the attention of the Staglord.

A great white elk came to Brennor in his dreams. The elk said only one word, ‘South‘. A great period of confusion followed as Brennor tried to interpret what such a dream meant yet overtime it revealed itself. A call had gone out across Rostland; the Swordlords sought skilled men and women to settle along the Stolen Lands. Despite the signs, Brennor ignored the call and continued his work as usual, but he was plagued each night by visions of an unending wilderness as beautiful as it was deadly. The dreams became more and more vivid to the point where each night seemed like a week spent in the wilds. Brennor then headed southwards in search of a band heading to the Stolen Lands. As he traveled he found that his aim became truer and he developed an almost animalistic sense to discern the intent of travelers he met along the road. Nearing his goal, Brennor dreams more and more of the great white elk each night, though now he’s gradually understood that his destiny is to serve the will of the Staglord and ensure that the wilds are safe both from and for settlers from Brevoy and beyond.

The Crunch:
Brennor Styvolich
Male Medium Humanoid
Paladin level 1
Init +3; Senses ; Perception +0
DEFENSE
AC 18, Touch 13, flat footed 15 (+ Scale mail, + Shield, none)
(+3 Dex, +5 armour)
hp 12 (1d10+1+1);
Fort +3, Ref +3, Will +2
OFFENSE
Speed 20
Melee
Single Attack Longsword +2 (1d8+1/19-20)
or Longbow +5 (1d8+1 X3)
Full Attack
Longsword +2 (1d8+1/19-20)
or Longbow +3/3 (1d8+1 X3) range 100
Space 5ft.; Reach 5ft.
Special Attacks
Smite Evil add CHR bonus to hit, + 1/level to damage. Per day= 1
Spells Known:
Paladin Spells

STATISTICS
Str 12, Dex 16, Con 13, Int 10, Wis 10, Chr 16
Base Attack 1 CMB 2; CMD 15
Feats
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Rapid Shot: Gain extra ranged attack all attacks at -2,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Skills Diplomacy 7, Handle Animal 2, Heal , Know Nobility 0, Know Religion , Perception 0, Ride 0, Sense Motive 4, Spellcraft 0, Survival 6
Languages Common

Traits:
Rostlander: +1 Fortitude Save
Milita Veteran: Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.

Alt Racial Ability:Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

SPECIAL ABILITIES
Aura of Good Radiated good
Detect Evil At will

The Person:
Brennor constantly looks as if he hasn't shaved or bathed in weeks, no matter how hard he tries to be socially presentable. He is a tall, barrel chested young man with scraggly brown hair and a dark beard inlaid with striking strands of red hair. His clothes are homespun and his armor is patchwork, yet all well maintained.

Personality wise, Brennor is jovial and fun loving. He relishes life and has a seemingly infinite amount of patience. He is quick to make friends and even quicker to defend them. He has a soft spot for the weak and infirm and will do all that he can to aid them.

Though he'll never admit it, he is incredibly claustrophobic and gets very uncomfortable in cramped conditions, even natural occurring caves.

The Legend:
Brennor's desire is to see the settlements in the stolen land survive and thrive without doing too much damage to nature. He'll be going straight archer-paladin as his understanding of Erastil's will grows. Kingdom role wise, he'd gladly be king ;D as that'll ensure the new nation's growth isn't destructive. But he'll gladly put the crown aside if someone more qualified comes along


Hello , presenting Simon Bornen a paladin of Erastil
Frankly , the concept is the same as Inquisitor Leet so he would have precedence
The character was in a Kingmaker which died after one or two encounters

Spoiler:

Here is a little background .
Simon was born in a little farm in Brevoy near the forest. his parents are hard-working people but the terrain was poor and Simon is not the heir . While helping his brother working the farm, Simon want to help more people . Joigning the militia was a first step evec if it only meant being able to assemble twice a month to learn how to use weapons .
Once a adult , simon took leave of the family and moved to a bigger town with the idea of joigning the town's guard . After a few day of observation , hze found out that life in a big town is not for him and that the companionship found amongst farmers fighting together to eke out a living is clearly missing in a big town
At a bit of a loss , he has just heard of a offer to go fight some bandits ...


Will improve Character sheet, I feel like I am at war with these boards.
Equipment later.
He is a Dreamspun Sorcerer.

Presenting Zandru the Unborn's Tragic Tale:

Background:

Zandru

Eyes open blearily, seeing the horse that licks his face. Pain lances through his body as he moves. "What happened, Happy?" The nickering does sound like human laughter but provides no answers.He turns and sees the burning caravan that was the only home he ever knew. A cry of anguish wrenches free from his throat as he remembers the bandits, taking the caravan, and torturing his family to death. The early attack had left him for dead and in every way but merciful he was dead unable to help, or flee, or even cover his ears. He steels himself and stumblingly checks the camp for survivors. The mangled bodies of friends, parents, sisters, brothers, and cousins that died slowly, horribly is his only reward. He struggles to mount Happy, and rides away never looking back.

A temple in the distance, failing of strength, Zandru heads toward it. A priestess, scant of clothing, sees him. He wakes in a bed, water is offered. The priestess listens to his tale. "This is a temple of Calistria , Goddess of Vengeance, pray to her for what you seek, it is no accident that you are here." Zandru recovers. Before he leaves he vows, "Calistria, Goddess of Vengeance, hear my plea, and vow. All bandits must pay for the evils they do, while bandits roam free in the lands called Stolen by some, I devote my life to pain and destruction of those who take, give me vengeance, I give you my life." As soon as he arrives in Restov, an opportunity opens to him; now it's the bandits that should be afraid.

Zandru was a happy boy, the son of a harrower of a Varisian caravan that frequented Brevoy. He was born with his mother's powers, learning to master them as she taught. That ended one terrible day near the Stolen Lands.Zandru now the unborn is on a personal mission of vengeance. This is not a tale of redemption * but of mayhem to come.

* yep that's a cheesy steal :)


@Fraust: All right, after looking over the Synthesist (both in UM and in the FAQ), I've come to the following conclusions regarding them. I've gone ahead and bolded your questions in the spoiler below.

Spoiler:
1. Hit Points - does the summoner add the eidolon's hitpoints directly to his total when they are linked, or do you recalculate the summoner's HP with the eidolon's con score and then add?
When fused, the synthesist uses the eidolon's Con score instead of his own. Thusly, I'd say you take your base h.p. and add the eidolon's Con modifier (not your own) to your h.p.; then use the eidolon's base h.p. (plus its Con modifier) as temporary h.p. Does that make sense?

2. Armor - How would worn armor work while the summoner is linked to the eidolon?
Worn armor wouldn't add any AC bonus (or other armor-related benefits) to the fused synthesist/eidolon. Deflection, shield (if the eidolon can wield it), and other AC bonuses should work normally.

3. Feats - would you be alright with selecting feats that the summoner doesn't qualify for with his regular stats, but does with the eidolon's stats? An example would be Power Attack, say the summoner didn't have a 13 strength, could he take the feat and only use it when he was linked to the eidolon?
This one gave me more pause than the other questions. After much mental back-and-forth, I've decided I'd allow it.

4. Skills - I've seen one GM rule that while the summoner is linked with his eidolon the skill list that eidolons normally have count as class skills and the summoner list are no longer class skils. This isn't a vaguery in the rules, as this is obviously just a houserule, but I think it adds something to the feel of the archetype, almost a Jekyll and Hyde type changing of personality, though not to the full extreme of two distinctly different personalities.
Fused eidolons don't have skills, so I'd have to say no.


@Inquisitor Leet, robin, and Veshly: Thank you for your submissions! Now digesting information . . .


Thoughts on Empyreal Knight archetype for Paladin, Rhys?


Tavlor Losh wrote:
Thoughts on Empyreal Knight archetype for Paladin, Rhys?

I'm not familiar with that archetype . . . where is it found at?

EDIT: Ah, found it in the PRD. It's from Ultimate Combat, right? Since the rules are in the PRD now, I suppose I can give it a look. I'll get back to you with my thoughts about it! :)


This is Keddah with Ser Huxley Salduie a cavalier betrayed by his family and on the run. Backstory in the alias profile. If you like the concept I'll get down to the crunch and a bit more of fluff.


@Keddah: I like your concept (I'm assuming you'd be taking the Noble Born [Orlovsky] Campaign Trait?). Feel free to flesh out his mechanics, if you wish.

One note concerning Huxley: He's middle-aged (as far as the game goes); that's a -1 to all physical ability scores, and a +1 to all mental. I was actually hoping for somewhat younger characters (to avoid the ability-bumps); is this something you can budge on?

P.S.: Is the "Ser" part of his name supposed to be "Sir", or is it part of his name? Just curious.


@Tavlor: I was originally not allowing any UC content (as I don't have that book yet), but as it's in the PRD I went ahead and gave it a once-over: I deem it acceptable. Proceed with the creation of your angel-summoning paladin, good sir! :)


My bad, I just thought I wanted him to be experienced and not a wet behind the ears adventurer and went too far. He will be 28 if that's alright for you? The Ser is a Sir yeah, I just like more the sound of it :)


Ser Huxley Salduie wrote:
My bad, I just thought I wanted him to be experienced and not a wet behind the ears adventurer and went too far. He will be 28 if that's alright for you? The Ser is a Sir yeah, I just like more the sound of it :)

28's a fine age (ah, I remember 28 . . .). *longing gleams in Rhys Grey's eyes*

In all seriousness, 28's all right. Yes, ser! ;)


The Crunch:

SER HUXLEY SALDUIE
Male Human cavalier 1
LG medium humanoid (human)
Languages Common, Dwarven
AC 19, touch 11, flat-footed 18
hp 11 (1HD)
Fort +3, Ref +1, Will +0
Speed 20 ft. (4 squares)

Attacks
Ranged dagger (thrown) +2 (1d4+3/19-20)
Ranged longbow +2 (1d8/x3)
Melee dagger +4 (1d4+3/19-20)
Melee mace, light +4 (1d6+3)
Melee masterwork longsword (cold iron) +5 (1d8+3/19-20)
Base Atk +1; CMB +4; CMD 16
Special Actions: Challenge,

Abilities: Str 17, Dex 12, Con 13, Int 13, Wis 10, Cha 14

Special Qualities: Bonus Feat, Mount, Order, Order of the Sword, Skilled, Tactician,

Feats: Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Mounted Combat, Paired Opportunists, Shield Focus, Shield Proficiency, Simple Weapon Proficiency

Skills: Acrobatics -2, Appraise +1, Bluff +2, Craft (Untrained) +1, Diplomacy +6, Disguise +2, Escape Artist -2, Fly -2, Handle Animal +6, Intimidate +6, Knowledge (Local) +2, Knowledge (Nobility) +5, Perform (Untrained) +2, Ride +2, Sense Motive +4, Stealth -2,

Traits: Noble born (Orlovsky) - Diplomacy, Rich parents

Possessions: arrows (20); dagger; mace, light; masterwork breastplate; masterwork longsword (cold iron); masterwork shield (light/steel); Backpack, Masterwork [ Bedroll; Blanket (Winter); Flint and Steel; Ink (1 oz. Vial); Inkpen; Parchment (Sheet) (x5); Rations (Trail/Per Day) (x10); Rope (Silk/50 ft.); Sealing Wax; Signal Horn; Torch (x5); Waterskin (Filled); Arrows (20); ]; Longbow ; Pouch (Belt) [ Signet Ring; Whistle, Signal; ];

I've taken the Rich Parents trait because the character was really well equiped even for an officer while in the army, his breastplate and shield were a gift from his father. The Masterwork Cold Iron Longsword is the one he took from his brother's studio. It's quite recognisable and having it may put him in travel if seen within Brevoy.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

This is my Paladin submission:

DIAMONDHEART CR 1/2
Female Dwarf Paladin 1
LG Medium Humanoid (Dwarf)
Hero Points 1
Init +1; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 16 (1d10+6)
Fort +5, Ref +1, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft., Noble Born - Garess
Melee Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Shield, Heavy Steel +3 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2) and
. . Warhammer +3 (1d8+2/20/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 0, 3 melee touch, 2 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Toughness +3
Traits Guardian of the Forge: Knowledge (History), Noble Born - Garess
Skills Acrobatics -5, Climb -4, Craft (Weapons) +4, Escape Artist -5, Fly -5, Knowledge (History) +5, Ride -5, Sense Motive +4, Stealth -5, Swim -4 Modifiers Craftsmanship, Noble Born - Garess
Languages Common, Dwarven
SQ Aura of Good (Ex), Hardy, Hatred, Hero Points (1), Slow and Steady, Stability, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools: Craft (Weapons)
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Guardian of the Forge: Knowledge (History) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------
Unlike most dwarves this one greets you with sparkling eyes and a welcoming smile, although she does not tend to speak overmuch. Diamondheart is well known among several families associated with the Human clan known as the Garess, having looked at a fair number of them as children. A practised hand at the forge has given her a strong grip, matched only by the faith of her resolve.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

And this is the magus:

ANDAROS SPELLSTRIKE CR 1/2
Male Elf Magus (Bladebound) 1
CG Medium Humanoid (Elf)
Hero Points 1
Init +5; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+4 armor, +3 Dex, +1 dodge)
hp 10 (1d8+1)
Fort +3, Ref +3, Will +2
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Dueling Sword +3 (1d8+2/19-20/x2)
Magus (Bladebound) Spells Known (CL 1, 2 melee touch, 3 ranged touch):
1 (2/day) Magic Missile, Shield (DC 14)
0 (at will) Flare (DC 13), Ray of Frost, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Dodge, Elven Weapon Proficiencies
Traits Sword Scion, Warrior of Old
Skills Acrobatics +1, Climb +4, Escape Artist +1, Fly +1, Intimidate +4, Perception +2, Ride +5, Stealth +1, Swim +4, Use Magic Device +4
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Arcane Pool (+1) (4/day) (Su), Elven Magic, Hero Points (1), Spell Combat (Ex)
Combat Gear Chain Shirt, Dagger, Dueling Sword; Other Gear Backpack (9 @ 15 lbs), Bedroll, Blanket, Marbles, Mug/Tankard, clay, Paper (sheet) (4), Pouch, belt (1 @ 2 lbs), Spell component pouch, Spellbook, wizard's (blank), Tent, Small, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Arcane Pool (+1) (4/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
--------------------
Raised on tales of the Elven Wizards of old and the Aldori SwordLords of Rostov, his two fold dreams have drawn him to an obsession of unifying magic with the sword techniques of the Aldori. He is a novitate on his self-chosen path, looking to prove himself by deed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Allow me to endorse James Martin. He is a great, enthusiastic player who is quite skilled at writing and charcterization.

Scarab Sages

Howdy! Here's my ranger submission.

FERROK
This broad-shouldered Kellid stands over six feet in height, dressed in leathers and thick wools tight across his chest and shoulders. Thin scars crisscross his arm and a few nicks mar his face and neck. His hair is stringy and he sports a short beard. When he turns his attention to someone, he leans back in a relaxed stance and crosses his arms.

Background: Ferrok was born in a village near the Numerian border. He never really knew his family, who were killed during an attack by a band of hill giants when he was four. His father put him on their horse and sent it toward civilization, and fortunately, the horse knew its way. Unfortunately, the young Ferrok knew nothing of his family. The band of mercenaries known as the Grey Company took the horse from the young boy, and after guilt set in, they took Ferrok on as a camp follower. Ferrok spent his youth repairing gear and tending horses and other war animals for the Grey Company. When he was old enough to pick up a bow, he began hunting to supplement the Company’s larders. With a combination of aptitude and circumstance, he became and able combatant. His eventual transition into an active duty position was inevitable.
Ferrok was never wealthy, but he understood the value of honest pay for an honest day’s work. He served with the Company for six years and eventually took charge of the archers, although he more often served as a scout. At that point, the Grey Company took a commission from a nobleman in southern Brevoy—there was some dispute as to the legitimacy of his title, and he couldn’t rely on his own troops to defend him against a popular uprising. The Grey Company fought in a dozen engagements against various peasant and insurgent groups before finally putting down all serious challengers. Unfortunately, the noble had exhausted his fortune during the fighting and could not meet the Company’s pay.
The Grey Company pillaged the estate themselves, carrying off anything of value. Ferrok disapproved of what he considered brazen theft, but also despised the worthless noble that mismanaged his own estate. He grudgingly took his cut of the loot and was silently pleased when the Company officially disbanded—the officers agreed that no one rich enough to afford their services would hire them now that they had “betrayed” their employer.
He rode away to make his own fortune in the world, and so the tale begins…

Personality: Ferrok values his word, although he’s learned that not everyone shares his sense of honor. He’s pragmatic, caring little for methods. His concerns are results. He will gladly kill people in their sleep or use other brutal tactics if they minimize risk and maximize effectiveness for his companions. He feels at home in a well-run unit, but has chosen to remain independent because he hasn’t found a leader that he can respect yet. Although he’s not motivated by a desire to particularly harm or help others, he’s true to his word. He cares deeply for duty and will honor an agreement to both the letter and spirit. He’s no fool, however. If circumstances change, he feels justified to immediately renegotiate any arrangements.

Current Disposition: At present, he serves as a guide for travelers along the borderlands of Brevoy and the River Kingdoms. The work is lucrative, if not steady. He’s primarily motivated by wealth at the moment; he wants to live in comfort now that he’s on his own. Recently, he has heard rumors that former elements of the Grey Company have become brigands. Whether he will join or fight against his old comrades remains to be seen… But he hopes that the situation won’t come up.

FERROK
Male human (Kellid) guide ranger 1
Lawful neutral medium humanoid (human)
Init +2; Senses Perception +6
Languages Common, Giant

DEFENSE
AC
15 (17 with shield), touch 12, flat-footed 13 (15 with shield)
h.p. 11 (1d10+1)
Fort +3, Ref +4, Will +1CMD 16

OFFENSE
Speed
30 feet (6 squares)
Melee battleaxe +4 (1d8+3/x3 slashing) or
morningstar +4 (1d8+3 bludgeoning and piercing) or
dagger +4 (1d4+3/19-20 piercing)
Ranged longbow +3 (1d8/x3 piercing), 120 ft. (x10) or
dagger +3 (1d4+3/19-20 piercing, 10 ft. (x5)
Special Attacks ranger’s focus 1/day
Base Attack +1, CMB +4

STATISTICS
Abilities
Str 17, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Feats Point Blank Shot, Precise Shot
Skills Climb +7, Knowledge (nature) +5, Perception +6, Ride +5, Stealth +6, Survival +5 (+6 to track), Swim +7
Traits Armor Expert (reduce armor check penalties by 1), Pioneer (begin play with a horse, +1 to Perception)
SQ Track +1, wild empathy +2 (-2 magical beasts)
Possessions studded leather armor, heavy wooden shield, longbow, 40 arrows, battleaxe, morningstar, backpack, flint and steel, hempen rope (50 ft.), dagger, light warhorse, 4 gp
Encumbrance 59 lbs (light load)

SPECIAL ABILITIES

Ranger’s Focus (Ex): Once per day, Ferrok can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until Ferrok designates a new focus, whichever occurs first. Ferrok gains a +2 bonus on attack and damage rolls against the target of his focus. This ability replaces favored enemy.

Track (Ex): Ferrok adds half his ranger level (minimum 1) to Survival checks made to follow or identify tracks.

Wild Empathy (Ex): Ferrok can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Ferrok rolls 1d20+2 to determine the wild empathy check result. To use wild empathy, Ferrok and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minutes, but as with influencing people, it might take more or less time. Ferrok can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty to the check.


I'll toss my hat in the ring with a somewhat out of the box (though appropriate to the setting Synthesist Summoner. If the concept itself isn't objectionable, then I can finalize crunchy bits.

Bexer
Background:
Baron Arturo Bon traveled all across the Inner Sea Region as part of his duties as one of Taldor's ambassadors, shuttled from nation to nation to intervene in various diplomatic crises. His wife Dreana and son Bexerian traveled with him, providing his heir with exposure to a wide range of cultures at a young age.

That all ended in Bexerian's 12th year. During negotiations with the court of the Black Sovereign in Starfall, the Baron's suite was attacked by one of Numeria's Gearsmen. The Baron and Baroness were killed instantly, and Bexerian barely escaped, running in terror from the pursuing Gearsman. His memories of the chase are faint, ending with him falling through a doorway in one of the corridors of Silvermount. There, in a room full of tiny flashing lights, he saw a strange device hanging within a column of light. His last memory was of a voice speaking in a strange language, and then darkness.

When Bexerian awoke, the room was dark but for a fading glow, by which he could see that the device had been implanted in his chest, only a small metal disc and a silvery squiggle showing. Confused, he struck at the device (which a voice in his mind called 'the Cyclo-Heart'). There was a sense of metal encasing him, and again he blacked out, awakening three days and fifty miles later.

Since then, Bexerian (now calling himself Bexer) has been learing to control and work with the strange metal armor that encases him, and speaks in his head in a strange, cold voice, filling his head with things he can't possibly know.

First, he spent some time within Numeria itself, protecting one of the small villages from lawless barbarians and bandits, but after it seemed that the Technic League was hunting him, he headed east to Brevoy, and has been wandering from village to village since then. Having heard that the Swordlords or Restov were seeking persons to explore and tame the Stolen Lands, he traveled there and used his new skills (and the last of his money) to earn a charter.

Description: Bexer has a wide frame and a serious face, with thick brown hair and deep-set brown eyes. When he has activated the device, he is encased in a strange and baroque suit of armor, an odd confluence of sharp edges and organic curves.


I would like to submit Grif Hallisp, my half-elf Barbarian(Invurnable rager) for your kingmaker. All his info is in the alias let me know if you have any questions. Also I am in serveral pbp games and feel free to look up my characters and see my play styles.


@Sardaukar, LazarX, Dykstrav, Ramarren, and Roidrage: Thank you very much for your submissions! Very interesting, thus far . . .

@LazarX: You're the first to make a female PC, thus far.

@Ramarren: Bexer's got some sci-fi Numerian stuff going on! What class were you thinking of to emulate how you described his abilities? EDIT: Ah, I caught it; Synthesist.

Dark Archive

At this rate, we're going to have a nation ruled by Summoners. *thinks for a moment* I think my adviser shall be a Hound Archon...

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

DM Barcas wrote:
Allow me to endorse James Martin. He is a great, enthusiastic player who is quite skilled at writing and charcterization.

Thanks, Barcas! I appreciate the endorsement!


I would like to submit a human rogue with the bastard campaign trait. I will be working up her sheet behind this alias.


I made this guy up for Keddeh's Kingmaker game. Hopefully he doesn't mind if I submit him here also. If he does make it into Keddeh's game, I'll withdraw him from here.

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