Here Be Tryants: A Kingmaker saga.

Game Master Joy


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Callista Lebeda, CN Cleric of Calistria, ready for review. Can see her taking on High Priestess as a role.


Trying to behave myself, but such an easy target.

"Now that's a goddess, Billy can get behind"


I'm not sure if I missed someone already asking this, but would downtime rules be used in this campaign? I've almost got a character complete, but I'd change it up just a bit if downtime was being used.


Billy "The Blade" Bellington wrote:

Well in an effort of diversification of revenue here are some of my offerings.

1)Gathering of the banditry into an organized military force and offering them as mercenary forces, unless we decide to just out right conquer everything.

2)Open up a black market, with Sejanus's concoctions as the center piece. Opens us up to stolen goods, criminal hideout and assassination requests. Previous gathered banditry mercenary are used as enforcers and are available for loan out. Dark Adventuring company opened up, "Anything Handled for the Right Price".

3)Logging & Furrier Company - I assume there is a forest there and it gets real cold in Port Ice. They'll love some exotic owlbear furs.

4)Big Fey Hunting - The hunting of fey for sport, experimentation, and enslavement. I bet fey would have interesting magical effects on potions and items.

5)Rival Sword School - Stick it to those braggart Swordlords.

6)Merchant's of Death - Along with the drugs; develop alchemical weapons and tools, Large Armory, training center.

Oooo!!! Radomir could really get behind that, too.


Personally, my character would love to develop into something of a mercenary nation. By creating a very powerful military, they could make considerable sums of money, as well as become an influential political force, by hiring out their armies.
All of the ideas listed above look great as well, this is just an idea of mine.


Alright, here's the final markup of Viera. Please disregard my previous post on the front page of this thread.

Viera Westcastle:

Viera Westcastle
Female half-elf ranger 1
LN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . longsword +5 (1d8+3/19-20)
Ranged composite longbow +4 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Quick Draw
Traits indomitable faith, sword scion, warrior of old
Skills Acrobatics +0 (-4 to jump), Climb +4, Handle Animal +3, Knowledge (nature) +5, Perception +7, Spellcraft +5, Stealth +4, Survival +5, Swim +4; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ elf blood, track +1, wild empathy +0
Combat Gear alchemist's fire (2), alkali flask (2); Other Gear studded leather, light steel quickdraw shield, composite longbow, dagger, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, torch (10), trail rations (5), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Build Mechanics/Progression:

Modeled after Treantmonk's classic switch hitter build, Viera aims to become a highly versatile, well-rounded soldier of fortune. Although she would prefer to deal with her targets quietly, taking out her targets from cover at a safe distance with her bow, she is more than capable with a sword. To aid and further enhance her skillset, she crafted a harness that allows her to don and stow her shield just as quick as she can draw any weapon.

As an archtype free build, the choice of Hunter's Bond has two options which will very likely be the animal companion. I will be forgoing the option of having it as a combat mount unless absolutely necessary.

The Stuff Known As Fluff:

Viera's upbringing wasn't anything spectacular or difficult. The daughter of a carpenter, Viera was more inclined with working with her hands rather than be stuck helping her mother with chores around the home. Over the years, Viera learned the carpentry trade along with her two younger brothers until a call for volenteers to join the military ranks went out.

Her brothers were quick to answer the call, leaving Viera and her parents behind. As time passed, Viera would hear stories of how brigands and invaders from the River Kingdoms to the south were constantly attempting to breach Brevoy's borders. Nearly two years later, tidings of a Brevoyian soldier brought terrible news. Both Viera's younger brothers had been killed in combat. The news sent off a shockwave of unfortunate events. Viera's mother died of sickness a year later. Her father, distraught by grief, committed suicide.

Left with the harsh reality that she was now without family, Viera struggled to maintain the family trade on her own as people began to believe a superstition that her name was cursed. Without the means of being able to obtain work, Viera took the only road that she thought was available to her. She enlisted into the military. Fueled by the desire to prove her worth, Viera left a considerable impression upon her superiors. Eventually, she earned the opportunity to join the Brevoyian Rangers, a specialized task force specifically designated to undermine the efforts of would-be invaders beyond the Brevoyian border.

Viera's time alone in the River Kingdoms made her grow cold and calculating towards bandits. Not only did they take her brothers, they had no sense of ethics. No civility to them. They were flat out simply lawless scum. One perk about the job, which she particularly enjoyed, was picking off the ones that had recently obtained a large haul. After all, she was only working with a select few individuals behind the border. They wouldn't care to notice. This went on for nearly a year...

Until someone did notice.

Covertly curious of what had been going on with Viera's activities, Dals Valrin, her squadron leader, suspected that she might be taking more than her share of the spoils that was intended to be shared amongst the group. Without any real evidence to support his claim, he set a clever trap for Viera. After planting a lead of a bandit caravan for Viera to follow and eliminate, Dals observed Viera complete her mission and take the majority of the spoils right to her hiding spot. There, Commander Valrin and the rest of the Rangers apprehended Viera and dumped her off with a bunch of men at Restov waiting to escort her back to New Stetvan.

Her trial was quick...if you wanted to call it a trial. Military tribunals were often swift, leaving little or no chance for the accused to defend themselves. Sentenced to 25 years in the Brevoy Mines (an equivalent of a death sentence), Viera was resigned that her life was over until an unexpected messenger came.

"Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne."

Dumbfounded, Viera watched the messenger drop all her old gear at her feet. "Why?" Viera asked.

The messenger stared at her grimly. "You have shown to have ambition. His lordship has better uses for you rather than here in the mines."

With that, the messenger left. Still perplexed, Viera reequipped herself and proceeded to leave the mines unhindered. She thought about disobeying the order and just fleeing. With only a few gold coins to her name, she wouldn't get far. At least she knew where Oleg's Trading Post was. Viera thought if nothing else, going there would put her mostly out of reach which would give her time to plan her next course of action...


I am going to work on the crunch for a LE Gnome Wizard (Enchantment) who is a stickler for doing things by the book, while still using others to accomplish his goals.

His ultimate goal is to take charge of a land and change the economic system of the area. His plan is to replace all of the commoner workers with undead workers to increase the productivity in each area. Skilled workers such as blacksmiths and other crafters would retain their jobs, and supervisor positions would be given to necromancers that could control the undead workers. All other able-bodied commoners would be recruited into the militia, thus creating a great advantage to all other armies.

There lies a problem as to where to get the undead bodies, because digging up bodies from the ground would be distasteful and illegal. Instead, he has people sign contracts once they join the military, promising their services as long as their bodies are still able. As most necromancers know, death does not mean a body is unable to be used. Therefore, he is legally able to use corpses for the use of the land.

He would work well with anyone interested in creating a powerful army, anyone interested in broadening the acceptance of undead, or anyone willing to create a thriving environment through unconventional means.


I'm liking all of these ideas. As though a fledgling kingdom was founded by an evil A-Team and Pablo Escobar.

Scarab Sages

I'll have the character sheet finished this evening, but my current overall concept is a Brevoy noble interested in taming the Stolen Lands. His goal will be to eradicate the local bandits and institute harsh punishments for such actions. Hoping to turn the land into a thriving trade route by making it as safe as possible.

I'm hoping to play up the political aspects of less freedom for more protection and walk that thin line between oppression and safety. What I'm really hoping to do is explore the idea that being a good ruler doesn't remotely mean being Good in alignment. And that sometimes, the best rulers might not be the best people. I'd love to have evil/neutral rulers establish a country where a secret police is active and welcome by the people, and a Hellnight-esque knightly order were created that was truly LN (rather than just nominally). Harsh punishment for theft, banditry, and the ultimate crime...political corruption.

As to using undead, I'm all about that. However, using them to replace common workers could get problematic. What will the people they replace do? They can't magically learn trade skills (if they could, they already would be doing that.) But bolstering jobs that can never have too many people (soldiers/militia) or jobs that people just don't want to do (sewage) or are too dangerous to do (deep mining), I am *all* in on.

The character will be a Bard and aiming for the Ruler, General, or maybe Marshal position. He'll be arrogant, proud, and cruel, especially to criminals.

Stats soon to come!


Wall of text below for Arom Candor

Statistics:
Male Gnome Wizard (Manipulator) 1
LE Small Humanoid (Gnome)
Init +1; Senses Perception +4, Low-Light Vision
------------------------------
DEFENSE
------------------------------
AC 12, touch 12, flat-footed 11 (+0 armor, +1 dex, +1 size)
hp 7
Fort +1, Ref +1, Will +4 (+2 vs Illusion)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee Dagger +1 (1d3-1)

Ranged Dagger +3 (1d3)(10 ft)
------------------------------
STATISTICS
------------------------------
Str 8, Dex 12, Con 12, Int 17, Wis 14, Cha 16
Base Atk +0; CMB -2; CMD 9
Traits Exremely Fashionable, Secret Knowledge, Brigand
Feats Spell Focus (Enchantment), Scribe Scroll
Skills (6 points; 2 class, 3 INT, 1 favored class)
ACP -0
(1)Bluff +8
(1)Diplomacy +11
(1)Intimidate +7
(1)Knowledge(geography) +7
(1)Knowledge(planes) +9
(1)Spellcraft +7

*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Bluff, Diplomacy, Intimidate (trait)
+2 Knowledge(planes) (trait)
+1 Bluff, Diplomacy, Intimidate, Sense Motive vs Brigands (traits)
+2 Bluff, Diplomacy, Intimidate (class)
+1 Bluff, Diplomacy (race)

Languages Common, Gnome, Sylvan, Draconic, Dwarven, Giant

Special Abilities:

------------------------------
SPECIAL ABILITIES
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Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where
no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Secret Knowledge: At any point after taking this trait, you may choose one Knowledge skill.You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.

Spell Focus: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while abonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School (Manipulation/Opposed Evocation and Abjuration): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Enchanting Smile: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Spells:

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Spells
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0th (3/day)
All Wizard Cantrips

1st (1/day)
Grease
Obscuring Mist
Memory Lapse
Charm Person
Enlarge Person
Color Spray

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Money 49 GP 0 SP 0 CP
Noble's Outfit 75 gp
Necklace 75 gp
Wizard's Kit 21 gp
Masterwork Dagger (bonded object)

Background:

Arom was born near the Sellin River basin, a thriving community full of fun-loving gnomes. While the community is thriving, Arom did not agree with their philosophy on foreign relations. They relied too heavily on diplomacy to keep peace, in his opinion, not having a viable army and very little fortification from outside attacks. His frustration with the leaders’ decision quickly got the best of him, and he chose to leave, seeking to begin his own community and raise it to something great and capable of overtaking the gnomes in the River Kingdoms.
Having read about the Stolen Lands in the south, he was curious to study the magical aspects of his fey ancestors. Unsure of the dangers of the land, he knew it would not be smart to go alone, so he headed up to Brevoy in order to find like-minded adventurers willing to make the journey into the lands unknown.

Appearance and Personality:

Arom is not like most gnomes. While gnomes tend to be fun-loving, carefree tricksters, he is a serious, driven individual, hardset on starting his own thriving community with a vast army that all fear. He uses his magical abilities to make others see his way of thinking, and his intellect to solve complex problems. Any chance he gets, he tries to find a subject he doesn't know to studying up on and broaden his knowledge of many things.


Maralynn wouldn't be focused on creating her own avenue of income for the nation, it's too much responsibility and against her character.

What she would put her effort into, however, being the fist of martial law. If she has a position of minor power like that, and has the wealth and respect/fear she craves, then she would excel at "keeping the peace".

Something like vader's fist from star wars perhaps.


"Hmmm....If they are desperate for a fix, they will be very forth coming with their secrets." Xerell snickers to himself.

Sajanus you need a front man in distribution, one that can read others and not attract attention. Then Xerell would work perfect with your plan.

Off course manipulating my alignment's appearance to all detections is just an added bonus. I mean you got to trust the LG Ambassador when he says this stuff won't hurt you, right?


Dragonflyer1243 - Still coming to a decision regarding Downtime rules. It will be decided before game begins though and you will be allowed to make changes accordingly.


Billy "The Blade" Bellington wrote:

Well in an effort of diversification of revenue here are some of my offerings.

1)Gathering of the banditry into an organized military force and offering them as mercenary forces, unless we decide to just out right conquer everything.

2)Open up a black market, with Sejanus's concoctions as the center piece. Opens us up to stolen goods, criminal hideout and assassination requests. Previous gathered banditry mercenary are used as enforcers and are available for loan out. Dark Adventuring company opened up, "Anything Handled for the Right Price"

3)Logging & Furrier Company - I assume there is a forest there and it gets real cold in Port Ice. They'll love some exotic owlbear furs.

4)Big Fey Hunting - The hunting of fey for sport, experimentation, and enslavement. I bet fey would have interesting magical effects on potions and items.

5)Rival Sword School - Stick it to those braggart Swordlords.

6)Merchant's of Death - Along with the drugs; develop alchemical weapons and tools, Large Armory, training

This is exactly what Maralynn would do. Awesome idea!


With regards the Paizo classes being approved, would this include those classes listed in the Occult Adventures Playtest?

I ask as I have an idea to present a mesmerist who publicly is a foppish boor of a minor noble family but privately is a man with laser focus who utilises his psychic abilities to influence both business transactions and combat.

He'd be Lawful Evil, with an interest in cultivating his own empire within the nascent nation. As a charismatic individual he'd be interested in either becoming the Spymaster of the nation, or perhaps even leading it.

Due to his noble upbringing, I'd visualise him having a manservant who acts as a butler/driver/gofer but would eventually take levels in Barbarian in order to assist his lord with combat and other unsavoury acts.


The Winds of Fate wrote:
Dragonflyer1243 - Still coming to a decision regarding Downtime rules. It will be decided before game begins though and you will be allowed to make changes accordingly.

Awesome, thanks! Then I just need to complete my backstory and I'm good to go.


NostrusUK - We will not be using classes listed in the Occult Adventures Playtest.

Scarab Sages

I'm currently leaning towards Aasimar for my Bard (with the Scion of Humanity racial trait). So I'm going to roll his Variant Ability and see how this goes.

Variant Ability
1d100 ⇒ 90

Edit: Alright. That will work out fine. Stats along in a second.


Variant ability is noted for when you post your sheet.


And here he is. Alexander is intent on bringing civilization to the Stolen Lands. He's charismatic and charming, but extremely ruthless. The main intent of the character is to be an evil leader without being a mustache twirling villain. He's aiming for the Ruler position, but depending on the group can be a General, Marshal, or may even mature into a Grand Diplomat.

Scarab Sages

The Potential Cast So Far:

Viera Westcastle, LN Female Half-elf ranger, played by Tsriel
Billy "The Blade" Bellington, NE Male Human Swashbuckler (Inspired Blade), played by Boss Zog
Lord Bramwell, N Male Human Wizard (Manipulator), played by Pedro Coelho
Fal the Reborn, LE Male Kobold Oracle, played by CaptainFord
Kyra Banior, NE Female Human Inquisitor (sacred huntmaster) of Ghlaunder, played by Mark_Twain007
Maralynn Rose, LE Female Human Swashbuckler, played by Steven_Evil
Radomir Shax, LE Male Human Cavalier (Beast Rider), (Order of the Dragon), played by Dragonofashandflame
Kraq Rockmaw, Male Half-Orc Cleric of Gorum (whose alignment is missing!), played by Choant
Sejanus Corvus, LE Male Human Alchemist, played by Tanner Nielsen
Xerell Majir, CN Male Half-elf Inquisitor(infiltrator) of Calistria, played by Roidrage
Andrea, N Female Human Cleric of Urgathoa, played by Andrea1
Callista of House Lebeda, CN Female Human Cleric of Calistria, played by Lufien "Silvertongue" Loamin
Arom Candor, LE Male Gnome Wizard (Manipulator), played by ScubaSteve93
Alexander Orlovsky, LE Male Aasimar Bard, played by aptinuviel

---
One day more and a little bit bigger!


A grand cast indeed. A lot of good players and great characters in there. I can't to see who makes it.

:)


Maralynn Rose wrote:

A grand cast indeed. A lot of good players and great characters in there. I can't wait to see who makes it.

:)

I as well, although I'm genuinely surprised that I've been the only ranger submission thus far.


Heehee. Can't wait to see if Radomir gets in and build a dark fortress of darkness to mold young minds into expert soldiers and dark knights! Possibly with connections to a drug cartel.


I'd like to submit Thaliar Medevin, Mastermind Investigator and devotee of Sivanah. All the crunch is in the profile.

He is True Neutral but has somewhat evil tendencies in the form of selfishness and greed. More than that, he is willing to turn a blind eye to more severe things, only requesting he'd be left out of the actual dirty work.

As far as kingdom roles go I personally think Magister, Spymaster or Grand Diplomat would work best but he could also be Treasurer or Royal Enforcer or even Marshal, though he wouldn't be to fond of the last role.

Background:
Born in the River Kingdom of Cordelon, Thaliar had a quiet youth. Being one of the few remaining full Elves in Cordelon meant that the people respected him and welcomed him wherever he went. This would have probably convinced him to stay if the place hadn´t been so incredibly dull.

When he was only 43 years old, still young by Elven standards, Thaliar left his parents and Cordelon to travel north. He had heard stories about the human swordlords who lived there and, curious as he was, decided he had to see them for himself.

Not quite sure where these swordlords resided Thaliar ended up in the small kingdom of Pitax instead of his actual destination, Mivon. Intrigued by the absurdities of the kingdom Thaliar ended up staying for several years. In this time he fell in with a band of smugglers who smuggled all kinds of goods from Pitax to Brevoy and the other way around. Eventually there was a falling out within the gang and Thaliar ended up on the losing side. Unlike his compatriots who decided to lay low for a while Thaliar decided it was time to move on and journeyed further north and east.

Once more missing Mivon on his route, Thaliar eventually ended in Brevoy, in the lands of House Medvyed. There he once again found the same welcome and respect he had had back home, only this time there were still plenty of things to do. It was not long before Thaliar managed to ingratiate himself with House Medvyed and ended up in their service. While initially working only as a liaison with the various fey of the Gronzi Forest the family eventually requested him to change his work and become a teacher for the younger generations of the House.

Thaliar had been teaching for about 80 years, mentoring several generations of Medvyeds, when he was contacted by smugglers from Pitax. The son of a Dwarven member of his old gang was trying to start fresh, opening new lines of trade with eastern Brevoy, an area untouched by the current gangs. He agreed, slowly getting bored with his teaching job, and started to run the Brevic part of the operation.

For almost two decades Thaliar managed to keep his illicit activities hidden. Recently however one of his old students found out while he himself sought to acquire the services of the smugglers. Yet instead of bringing him in this old student, who happened to be one of the sons of Lord Gurev Medvyed himself, arranged it so that Thaliar could get away while the rest of the gang was mopped up. This was Thaliar could remain free while the family would not have to be ashamed by one of their favorite teachers turning out to be a criminal.

Thaliar accepted without much of a doubt, knowing this was not only his chance to get out but also a chance to move to somewhere new, a change of venues. The next day he was already on his way to the Stolen Lands, charter in hand, ready to forge a new future.


Yes, I was also surprised to not see the page flooded with Rangers and Druids. Don't seem to be too many woodsy types at all.


I tend to find that, with the exception of Rangers, evil woodsy types are rather unfit to build a nation while neutral woodsy types do not get along with evil nation builders.


Alignment updated, silly me, CN to save you time looking for Kraq.


I personally expected a lot of stalkers and hunters.

Scarab Sages

Cuàn wrote:
I tend to find that, with the exception of Rangers, evil woodsy types are rather unfit to build a nation while neutral woodsy types do not get along with evil nation builders.

I agree that the typical evil woodsy characters that I see are more chaotic than the good type of woodsy, but I'm not sure this necessarily needs to be true. One thing I've noticed in Pathfinder is the tendency to make Good characters that are essentially Neutral, Neutral characters that are probably more Evil, and Evil characters that eat babies. There should be no reason that a neutral woodsman that tended more towards lawful than chaotic would work better with Good than Evil. In fact, Good characters are less okay with the natural order of things. :)

But this is just me adding to the posts that go bump. I agree with you, I just wish there were more variety in evil. Though with that complaint said, there seems to be quite a bit in this recruitment thread so maybe I'm just being too cynical and close-minded myself!

In the case of woodsy/rogue types, I do think it's odd that there have been no Slayers. I get the lack of rogues. The class is tough and this particular AP isn't a great one to bring a trapfinder. Skills are good, but there are plenty of classes that do skills well. Also, a Druid *is* a tough concept to pull off in a Kingmaker game. They'd do well in the exploration part, but coming up with a concept that wants to create a new society is tougher. Not impossible though, and I'd be curious to see someone more creative than I give it a shot. :)

And no Witches or Shaman? I'm biased as my second favorite class is Witch, but as a leader of a rugged frontier country carved out of the Stolen Lands?

Not to say that we have bad applications. We have a really good cast going. I'm just surprised is all, not disappointed!


Well, I've been walking around with an idea for an evil druid for ages but it requires quite a bit of home ruling so I'm loath to suggest it. The basic idea is for a druidic necromancer, or at least that's what he appears to be. In fact he'd be creating skeletons by using vines to control the things and do the same with zombies, only using maggots and similar vermin. Logically he'd be limited to mindless undead and would actually frown upon creating "real" undead.

I know the Shade of uskwood feat allows something like that right now but that not only requires one to worship Zon-Kuthon(odd choice for a druid if you ask me), be an albino and be from the Uskwood in Nidal, which quite a bit out of the way for a Kingmaker game.

The only other patron for a Druid that would also be ok with building a society would be the Infernal Duke Barbatos. The society would be quite nasty though.

Shaman actually have a similar problem to Druids in that they are more suited for small, rural communities than potential kingdoms.

As far as Witches and Slayers go I'm not quite sure. Slayers are a rather obvious choice but for some reason they feel(at least to me) more like henchmen to me when coming from an evil perspective (that or murdering psychopaths) and I don't think people want to play a henchman.
Witches seem a logical choice and are, fluff-wise, fairly common in the River Kingdoms as well. I do think evil witches suffer from the cackling crone stereotype though.


aptinuviel wrote:


In the case of woodsy/rogue types, I do think it's odd that there have been no Slayers...

I've actually changed my inquisitor to a slayer after much deliberating. Hopefully will have it finished in time!


Umbungo wrote:
aptinuviel wrote:


In the case of woodsy/rogue types, I do think it's odd that there have been no Slayers...
I've actually changed my inquisitor to a slayer after much deliberating. Hopefully will have it finished in time!

Speaking of, has our prospective GM set a deadline for recruitment? If she has I must have missed it.

Scarab Sages

Maralynn Rose wrote:


Speaking of, has our prospective GM set a deadline for recruitment? If he has I must have missed it.

She has not.


The original post says "a week's time" which would be Tuesday I believe. Don't know what time of day though.


Yep. She sure did. I just failed the crap out of my perception check. Stupid loaded dice *grumbles*


I think if a druid or ranger were to take the 'survival of the fittest' ethos to the extreme, they would make a rather convincing evil character. Just the right blend of eugenics, Randian objectivism, and moral bankruptcy... Like if Hermaeus Mora existed in Golarion.


I did Homebrew a long time ago in which a cult of Hermaeus Mora was the big bad. It actually turned out pretty good.


Maralynn Rose wrote:
I personally expected a lot of stalkers and hunters.

I really did consider making a hunter. It's a class I don't know in detail yet despite owning the ACG. I really haven't seen many in play either.

Another I'm a little surprised about, Shaman. It's similar to a druid, just differently flavored.


Curious: What are your guys ideas with dealing with the fey. I bet some of them will be evil and can just die in a fire. But the good ones, what do you expect with them?


I say kill the fey that get in our way. Subjugate or ally with the ones that can be useful


I say subjugate them. Use them as a weapon if need be. The more different threats we have, the better.


Do you think the hedonistic fey need narcotics in the fey-wild?

I feel its an untapped market.


To answer the deadline question: In my OP I did say a weeks time, so it will end on Tuesday at 9pm est. The chosen ones will be announced Wednesday. Exact time will depend on how long I have to think on who goes.

And to get back to the question of Downtime Rules, yes I will be using them. Though I may add an extra table or two to roll on depending on what is going on in your kingdom. I like tables.


Tables are nice.
*nods sagely*


Billy "The Blade" Bellington wrote:
Curious: What are your guys ideas with dealing with the fey. I bet some of them will be evil and can just die in a fire. But the good ones, what do you expect with them?

Well, hopefully the party is not full of psychopaths. Presumably, they would be treated like any other Good-aligned person in the kingdom. In fact, all creatures would be given this option regardless of alignment, as long as they do not obviously warrant a preemptive strike. They will cooperate and submit to our authority, or suffer the consequences.


All right, here's my completed application! Gaden Tole is an elven wizard, focusing primarily on blasting. In terms of the kingdom, he'd likely be a spymaster, treasurer or magister, due to his high intelligence and preference for controlling things from behind the scenes. He is all for developing the kingdom as a military force, and will actually advocate for eventually developing a mercenary army as a source of income and political influence.

Stats:

Male Elf(Arcane Focus) Wizard 1
LE Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +4
====================
Defense
====================
AC 13, touch 13, flat-footed 10
HP 7/7
Fort +1 Ref +3, Will +3(+2 vs enchantment, +1 vs mind-affecting effects)
CMD 13
Immune to magic sleep effects
====================
Offense
====================
Speed 30 ft.
Melee
Dagger +0 (1d4/19-20)
Range
Shortbow +5 (1d6/X3)
BAB +0
CMB +0
Versatile Evocation 7/7
Intense Spells +1
====================
Statistics 6
====================
Str 10, Dex 16, Con 12, Int 19, Wis 12, Cha 10
Skills: Appraise +8, Knowledge(Arcana) +8, Knowledge(Planes) +8, Perception +4, Spellcraft +8(10 to identify items)
Feats: Spell Focus(Evocation), Scribe Scroll
Languages: Common, Elven, Celestial, Sylvan, Draconic, Goblin
Traits: Reactionary; Magical Lineage(Fireball); Tough Minded
School-Admixture Evocation, Opposition Schools-Divination, Necromancy
Bonded Item-Amulet
====================
Special Abilities
====================
Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
====================
Gear
====================
Bonded Amulet
Spellbook
1 Shortbow
40 Arrows
1 Dagger
35 Gold
Wizard’s Kit

Backstory:
Once the scion of a powerful elven family, Gaden Tole grew up with everything at his fingertips. His parents taught him everything he needed to know in order to run the family business, but it wasn’t enough. When he was still young, he was caught hiring mercenaries to ambush the caravans of those who would compete with their business, thus giving their family a monopoly.
Gaden was banished from Kyonin, and he fled to Brevoy to escape his ruined reputation. His logic? “If they won’t let me do what I want, I’ll make a place who will.” He spent years working as a mage for hire in and around New Stetven. Finally, his work paid off when he heard of a charter for a new colony, a place where not a single citizen would have heard of him, and if he could secure a leadership position, he could remake the kingdom in his image. Finally, if Kyonin would not accept his way, he would make somewhere that would.
When he was told of this charter, he barged into the guard tower of Stetven, seeking out the head of the watch. Where is the man who is commissioning an expedition to create a new kingdom? I would be a part of such an endeavor. The man protested, but was quelled upon seeing a hole blasted through a structurally unimportant marble column with a ray of fire. Within minutes, Gaden was seated before the king’s steward himself.

Scarab Sages

The Potential Cast So Far:

Viera Westcastle, LN Female Half-elf ranger, played by Tsriel
Billy "The Blade" Bellington, NE Male Human Swashbuckler (Inspired Blade), played by Boss Zog
Lord Bramwell, N Male Human Wizard (Manipulator), played by Pedro Coelho
Fal the Reborn, LE Male Kobold Oracle, played by CaptainFord
Kyra Banior, NE Female Human Inquisitor (sacred huntmaster) of Ghlaunder, played by Mark_Twain007
Maralynn Rose, LE Female Human Swashbuckler, played by Steven_Evil
Radomir Shax, LE Male Human Cavalier (Beast Rider), (Order of the Dragon), played by Dragonofashandflame
Kraq Rockmaw,CN Male Half-Orc Cleric of Gorum, played by Choant
Sejanus Corvus, LE Male Human Alchemist, played by Tanner Nielsen
Xerell Majir, CN Male Half-elf Inquisitor(infiltrator) of Calistria, played by Roidrage
Andrea, N Female Human Cleric of Urgathoa, played by Andrea1
Callista of House Lebeda, CN Female Human Cleric of Calistria, played by Lufien "Silvertongue" Loamin
Arom Candor, LE Male Gnome Wizard (Manipulator), played by ScubaSteve93
Alexander Orlovsky, LE Male Aasimar Bard, played by aptinuviel
Thaliar Medevin, N Male Elven Investigator (Mastermind), played by Cuàn
Gaden Tole, LE Male Elven Wizard, played by Dragonflyer1243
Merryn Blackthorn, NE Male Human Slayer (Bounty Hunter), played by NostrusUK
---
Latest Update!

For those still looking to apply, the GM has given 9pm on Tuesday as the deadline, so get those applications in quick!

On the note of what we're missing in this cast so far, where are all the crafters? I thought they came out of the woodwork for Kingmaker games!


NostrusUK here, with Merryn Blackthorn, a Bounty Hunter (Slayer archetype) who plies his trade around the River Kingdoms.

Background:
Merryn grew up in a hard environment; his father was a bandit in the Stolen Lands and his mother had nowhere better to go. Their band was small but brutal and Merryn was scarcely strong enough to hold a sword when he took his first life in the pursuit of gold.

Although the band were evil men, they nonetheless revelled in teaching young Merryn the multitude of ways in which to kill, maim or otherwise harass someone before stealing their worldly possessions. Merryn was a natural with no compassion for those who fell beneath his arrows or blade; they were weak and he was stronger and their possessions belonged to him.

His mother died shortly after he entered his teenage years. Their camp was attacked by a pack of bloodthirsty trolls in the dead of night, and she was the only casualty - her life cut short by the crushing blow of one of the large beasts.

Merryn roved with the band for several years after that, killing and plundering wherever they wanted. A few times the band came close to capture but somehow always managed to evade the hangman's noose and continued to ply their trade up and down the various routes around the Kingdoms.

In the end, it would be Merryn who would bring the band low. As he neared his twentieth year, he met a random stranger. Normally, Merryn would have toyed with the woman before killing her but something stayed his blade. Recognising in him a kindred spirit, the woman revealed herself to be an acolyte of Norgorber and bid him to join her in worship of the The Reaper of Reputation. In this worship, Merryn found a higher calling than mere banditry.

Over the next few months, the band fell prey to accidents and mishaps that thinned their numbers until only Merryn and his father remained. They had gone into hiding, his father convinced that someone had hexed them for their crimes. By the end of it, his father was a whimpering coward who jumped at his own shadow. It gave Merryn great pleasure when he poisoned his father with a paralytic poison and left him in a well-known haunt of trolls. He watched as his father, helpless against their attacks, was ripped to pieces by the savage monsters.

Since that time, Merryn has used his skills to capture other criminals. It allows him to hide in plain sight and often uses his position as a way to find out pieces of information that he hoards jealously, or where the stashes of the criminals he hunts are hidden. As his reputation grew, so did his opportunities until he was selected to head back into the Stolen Lands in a bid to conquer them. Much had changed since his last visit there, and Merryn relished the chance to subjugate his old stomping grounds.

Description:
The profile pic gives a reasonable semblance of how I imagine Merryn would look. He'd be swarthy, lean and have a slight air of menace. His skin is tanned from years of living outside.

Crunch is in the profile. Frankly, I think this would be an interesting character to play and covers some of the bases with regards survival in an overgrown environment while still making sense as to why he would wish to group together to raise a kingdom.

If there any questions, don't hesitate to ask!


Is this a 1st level Game?
I'm interested, but not sure where to start my character at.
Please let me know.

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