Kingmaker

Game Master Jovich

A small group sets out to tame the wilds. With summer ahead of them they have all the time in the world...

Kingmaker Campaign and City Maps

Kingmaker - Calendar, Loot Sheet, Notable Persons, Quests Take 2.0

Combat Map - Narthropple Expedition

Sword Marches Stats

Kingmaker Campaign Rules

Rillka's Map

Perception:

[dice=Ser Andreas Perception]d20+6[/dice]
[dice=Rillka Perception]d20+8[/dice]
[dice=Albert Perception]d20+1[/dice]
[dice=Saoirse Perception]d20+4[/dice]
[dice=Duzz Perception]d20+11[/dice]

Initiative:

[dice=Albert Init]d20+2[/dice]
[dice=Ser Andreas Init]d20+2[/dice]
[dice=Duzz Init]d20+4[/dice]
[dice=Jackob Init]d20+1[/dice]
[dice=Rillka Init]d20+5[/dice]
[dice=Saoirse Init]d20+3[/dice]

[dice=Monster Init]d20+[/dice]


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birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

survival: 1d20 + 10 ⇒ (5) + 10 = 15That was close...

Saorise & Duzz

"Why not both? Saoirse wanders about near the Inn, (areas B and C 1 and 2 on the map) while Duzz takes the area past the stable. (map areas a and b 1 and 2) The rest of us set upm in the barracks or stable with an extra horse. Whoever sees something gives a shout or a signal and we all come running. I'll take the extra horse and pick up the person who didn't signal while Albert, Elkia and Von Ulm head straight in."

Everyone Hmmm how to signal? GM_Coreyllon what is the weather like? Are Tindertwigs, Sun rods, or hooded lanterns readily available? Thinking a sun rod on an arrow or bolt or using teh twig or flaming oil from the lantern to torch an oil soaked mound of straw.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka unrolls a map and is poking and tracing, muttering to herself about the attacks and visions. She pokes at area on the map, indicating somewhere north of the inn. This is the likely place to watch for the werewolf and to put bait out.
That is a sound strategy for attracting the werewolf, but not defeating it... Grandma Kenza always said, the first rule to adventuring, "Never split your party!" I think we should stick together. And be within a reasonable distance to prevent the bait from being eaten.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

"While your strategy does have it's merits, Jackob, I don't relish the idea of standing off that thing for a few minutes alone waiting for everyone to be rounded up." Saoirse says in agreement with Rillka. "I'm no slouch in a fight mind you, but this thing seems rather nasty based on the condition it leaves it's prey in."


KM Handouts Narthropple Expedition

Also, as a reminder. The map is not really to scale. It gives an idea of how the city is structured which is why I pointed towards it, but remember that at this point there are enough homes and structures to house over two hundred people.

The weather is mostly clear skies. The way the game works you have easy access to resources below the Base Cost. A sunrod does weigh 1 lb. I am not sure it would work well tied to an arrow, but you could definitely just shoot it straight up and get it pretty high. An oil soaked mound of straw in, or near, a wooden city might not be the best option.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

The sunrod-as-flare was the idea not aiming at anything other than "up" which has a notoriously low AC. :7)

"Yes that is the drawback." to Saoirse

GM_Coreyllon, If the map is not to scale what kind of response time are we looking at for readied horse/dogpersons at the barracks to the likely attack zones? Rounds? Minutes? Ballpark figures are fine and expected.


KM Handouts Narthropple Expedition

If you are riding, figure 6 rounds to cross an area on the map while riding at night. We would roll a d6 to see how many rounds it is to get to where the encounter is within the area.

There were a few buildings, the Shrine, Mill and Graveyard, that were not on the map because I had requested that the group pick where to place them and no one did. So I have tried to pick where I would place them. It does mean the graveyard is now in Column 1 as that would be the least valuable plot of land in the current capital area. If you want to move any or all of these buildings, feel free to tell me where you want them. If no one says anything before the game moves forward, they will stay where they are. I would recommend keeping the Shrine in it's own area as if you eventually want to build up to a Cathedral you need 4 slots together to do that.


birthday: 6th of Kuthona Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Saorise & Duzz

Are either of you up for fending it off for (worst case) six rounds? If not Jackob will happily take you place as bait and you can be in the rescue party.

Rillka
I thought the first rule was "Gank the mage". :7)


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Metagaming it - Duzz has the highest AC (of any) and second most HP, (there are a couple tied here)... so round we go. I don't care who it is, but we should be nearby to protect The PC who shall forever be known as Bait.

"Gank the Mage" is the first rule of GMing monsters. ESPECIALLY if the party splits up!


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Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

We all stay together or at least close by. I do not want anyone to be left alone with this thing. If and when combat breaks out, I want all of us engage right away.

Rillka is correct we should be close by, and I think a single person in combat with a werewolf will be over quickly. Our levels are low.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Hum... my friends call me Li'l Lamb for a good reason." He says, amused. "Don't worry, I'll do it and it will work. I'm pretty resourceful and as soon as the werewolf appears, my owl Ira will signal to you."

Adding another layer to the metagame, as an outsider, Duzz is immune to the curse I believe.


KM Handouts Narthropple Expedition

So...


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

We will be standing by. Do not put yourself into a situation where you cannot get out. I also want us to pay attention to the surrounding area. We may miss something because we are paying too much attention to Duzz.

I think we are planning to hang Duzz out as bait, north of the inn. All of us will be close by ready to move.


KM Handouts Narthropple Expedition

Ok, so everyone but Druzz is in the barracks. Druzz, what are you going to do and where (which city section) do you want to set up?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

With everything settled and planned, Duzz spends the rest of the evening in the inn. He drinks some mugs of ale, while pretending to be getting drunk. It is good he has some experience on the matter. Once it is already dark, he leaves the place whistling and yawning, heading east as if he was looking for the missing sheep. He giggles and sings, hums and bleats...

When he is a bit away from town, he reaches for coin pouch, opens it slightly, and lets Guard out of it, letting him slither around his fingers and arm, until the small viper is close to his neck. "On guard, little friend." He then reaches for a pocket and caress a furry ball inside. "Help me see, Rö."

Staying close to column 1, coming from the inn.

If possible, will be taking 10 on Bluff for 20.

Duzz has darkvision 60ft and +10 to Perception (+1 against being surprised). I'm also using Handle Animal to make my viper and my bat to use the watch trick, which has them looking for any sizeable or dangerous creature approaching. The viper, Guard, has low-light vision, scent and +9 on perception, while the bat, Rö, has blindsense 20 ft., low-light vision and +6 on perception.

If possible, will position myself in a way that anyone coming from the town would be in favor of the wind, so Guard's scent distance would be doubled.

Ira, the owl, is also watching in the skies, ready to screech to warn the others. She has low-light vision and +10 to perception.

Our werewolf will need to be a ninja to get past all these precautions lol.


KM Handouts Narthropple Expedition

Ok, everyone can give me a perception check if you are actively watching for an attack. If you are in the barracks watching, you are not mounted up.

Duzz, from what you seem to have posted, I am guessing you are not using a light source currently?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search
GM_Coreyllon wrote:

Ok, everyone can give me a perception check if you are actively watching for an attack. If you are in the barracks watching, you are not mounted up.

Duzz, from what you seem to have posted, I am guessing you are not using a light source currently?

No because of the full moon. I think everything is dim light, so even someone with no special vision shouldn't have trouble find their way home I believe.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Perception, Danger Sense: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 darkvision 60ft.

Perception (bat): 1d20 + 6 ⇒ (10) + 6 = 16 low-light vision, blindsense 20ft.
Perception (owl): 1d20 + 9 ⇒ (16) + 9 = 25 low-light vision
Perception (snake): 1d20 + 10 ⇒ (9) + 10 = 19 low-light vision, scent 30ft. (60ft. upwind, 15ft. downwind)


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Perception: 1d20 + 8 ⇒ (1) + 8 = 9Rillka squints into the darkness.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells:

Albert is mounted on his horse, waiting with the others outside, but he can't see well in the dark.

Perception: 1d20 + 1 ⇒ (3) + 1 = 4


KM Handouts Narthropple Expedition

Sorry, life got a bit busy. I will try and get things moving tomorrow. If that doesn't work out I will get the ball rolling Monday morning. Thanks for the patience.


KM Handouts Narthropple Expedition

Behind the Screen:

Target- Merchant 1/Duzz 2: 1d2 ⇒ 2 Duzz wins the acting award.

Stealth: 1d20 + 7 ⇒ (7) + 7 = 14

Distance from Barracks: 1d6 ⇒ 5

Albert Init: 1d20 + 2 ⇒ (7) + 2 = 9
Ser Andreas Init: 1d20 + 2 ⇒ (6) + 2 = 8
Duzz Init: 1d20 + 4 ⇒ (13) + 4 = 17
Jackob Init: 1d20 + 1 ⇒ (6) + 1 = 7
Rillka Init: 1d20 + 5 ⇒ (5) + 5 = 10
Saoirse Init: 1d20 + 3 ⇒ (9) + 3 = 12

Monster Init: 1d20 + 7 ⇒ (12) + 7 = 19

Several hours pass as Duzz stumbles around between the graveyard, barracks and inn. Around midnight, Duzz finds himself a little further from the barracks when he hears a hooting and Duzz looks over his shoulder as a strange hybrid figure moved into sight. The figure is wearing bulky hide armor and has a great axe strapped to it's back.

The creature realizes that Duzz sees it and snarls in rage as it moves with blinding speed towards the rogue. Seeing that it has lost the ability to sneak up on it's prey, the creature draws it's greataxe as it moves forward.

The creature is spotted at 80 ft away from Duzz, and that is when the surprise round begins. This is a surprise round for Duzz and the creature. The rest of the group is unaware that anything is currently happening.

For the rest of the group, assuming Duzz manages to call for help, on your first turn, after the surprise round, you will get onto the map. This is the round of you riding out and around the barracks which puts you on the map. Then you can start double moving towards the fight and it should take you 4 rounds on a light horse to make the distance to Duzz as long as your horse is not encumbered and Duzz does not move further from the group. Due to the bad lighting conditions, you can double move and there is no difficult terrain, but you will not be able to run your mounts unless you have some special ability that improves your mounts ability to run in bad lighting. If there are any questions, let me know.[/ooc[]

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [35/35]
Saoirse [32/32 ; Surprised]
Rillka [22/22 ; Surprised]
Albert [23/35 ; Surprised]
Ser Andreas [18/43 ; Surprised]
Jackob [29/35 ; Surprised]

[ooc]You have also had hours. Above is the current hit points without magical healing. Jackob can opt to heal the injured in the barracks as much as you want. Just mark of the spells and roll the healing now.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

So there was the werewolf coming for him. Great, the plan worked... crap, the plan worked. With a long whistle, followed by Ira's screech, Duzz looks around for any obstacle to put between the werewolf and himself, just in case the monster decides to charge him.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

His fingers shaking a bit, he doesn't have to pretend to be a helpless and scared victim anymore and since he was pretending to be drunk, he did not have even the booze to make him bold. "I guess this is one of those moments you stop and think... why?"

Unwilling to stay put like a lamb, Duzz walks perpendicular to the enemy, drawing his blades.

Assuming the Perception check fails, otherwise would put myself in a way to stop a charge. Will move in a circle around two to put a little more distance between me and the enemy while not increasing the distance for the others to cover.

If possible, I'd like for my whistle to also serve as a "come" order for my elk mount to come. The elk, Maruk, moves at 50ft. and has the Run feat, so should be able to move 250ft./round. Since it has low-light vision, I believe he can still see good enough to run (A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.)


KM Handouts Narthropple Expedition

The map is now shared with everyone. My apologizes if you tried to click on it and were unable to see it. It is titled Drunken Wanderings.

Unfortunately, with your speed in a surprise round you would need to move West around a big clump of bushes/trees to avoid potential charges instead of East towards your companions. If you move straight east, you unfortunately do not make it far enough to prevent a charge, but could get to a point where you can have a bush providing you cover if he charges.

The bigger problem is the very high likely-hood that you whistling from where you are is just not going to be heard by people hundreds of feet away. The d6 roll was not super nice to you. That, I believe, was why Jackob was discussing using a light source to signal with. I will allow you to have set it up to pull a glow rod as you move to signal you need assistance since that seemed to be the plan. You can still whistle, but at that distance it will be hard to hear. Give me a perception check for the mount.

Duzz is right about the low light vision for mounts. If you can create a straight line for the mount that does not go through large clumps of vegetation (any plant that is more then 5 ft in diameter) then you can run. Do me a favor and run a red line in the middle of the path you Ran along so that I can see it and know where you were and how you ended up where you are.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

The original plan was to use Duzz's owl as the signal, so he'd be whistling for her and in turn she'd screech for the signal. Not sure if it will help or not, but it is what it is. I'm not against using the help of the glow rod if that will work.

Perception (Maruk): 1d20 + 7 ⇒ (6) + 7 = 13

Aside from that, Duzz will be in total defense for AC 28 and retreating whenever possible. When close to a tree, he'll then 5ft. step around it to gain cover from melee attacks (since any corner will give that).


KM Handouts Narthropple Expedition

We will say that you just used the light to save a lot of issues and move on.

Behind the Screen:

Greataxe Attack-PA: 1d20 + 11 ⇒ (20) + 11 = 31

Greataxe Damage: 1d12 + 7 ⇒ (8) + 7 = 15

Greataxe Attack-PA: 1d20 + 11 ⇒ (2) + 11 = 13

Greataxe Damage: 1d12 + 7 ⇒ (6) + 7 = 13

Duzz steps back as he waves the light and takes a defensive posture. The creature shows it's cunning as it moves with blinding speed to put itself between it's prey and the distant buildings of the capital. He then swings a might swing that manages to connect solidly with the small tiefling.

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [20/35]
Saoirse [32/32]
Rillka [22/22]
Albert [23/35]
Ser Andreas [18/43]
Jackob [29/35]

For those of you in the Barracks. You will find your avatar and mount on the map. Feel free to move it to where you want to come onto the map. You can start anywhere that has your mount touching the eastern edge of the map so that you can line up running lines if you wish, but this turn you just get onto the edge of the map.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Cursing just how terrible an idea this turned out to be, Saoirse sets Aria into a gallop, her ability to see in the dark aiding her in guiding her mount along the paths through the dark forest.

Double move


KM Handouts Narthropple Expedition

As a reminder, this turn you just get onto the map. But you can place your
avatar and mount anywhere touching the eastern edge of the map to line up runs next turn.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I am happy with where Andreas is.
I am set then.


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor
GM_Coreyllon wrote:

As a reminder, this turn you just get onto the map. But you can place your

avatar and mount anywhere touching the eastern edge of the map to line up runs next turn.

Oh, okay. Than I'd stay where I was placed. Good luck Duzz, you only need to survive about 5 rounds


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Bad idea, bad idea, bad idea. "A&$~!%~." Stepping back, Duzz sheathes one of his swords while keeping the other on in a defensive position. Speed is the key here!

5ft. step around the bush. Sheath weapon as a move outside of reach. Total Defense. AC 32 with cover or 28 without cover.


KM Handouts Narthropple Expedition

I am going to give Jackob, Rillka and Albert another day to respond and then move on since they may be happy with where they are.


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

In position - but Rillka's dog only moves at 40, so she will lag behind the others; she would tell them to go and she will catch up


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LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells:

I've moved myself to be near Rillka. Been a busy couple of weeks, but I now have a tenure-track teaching job starting in the fall.


KM Handouts Narthropple Expedition

Congrats on the new job!

Behind the Screen:

Greataxe Attack+Rage: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Greataxe Damage+Rage: 1d12 + 7 + 3 ⇒ (12) + 7 + 3 = 22

Bite Attack+Rage: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Bite Damage+Rage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12

The creatures seems miffed that his prey is still moving and howls in Rage! It then steps forward and swings the axe again at the small tiefiling as he also tries to snap at him with his toothy maw. Both attacks miss the nimble Duzz.

Everyone is up!

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [20/35]
Saoirse [32/32]
Rillka [22/22]
Albert [23/35]
Ser Andreas [18/43]
Jackob [29/35]


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka urges Lucca out into the darkness.
Current double move and next planned double move marked


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Saoirse urges Aria into a full-on gallop, trying her damnedest ti reach Duzz before it's too late.

Alas, one level higher and we'd have Haste


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Moving around the bush again, Duzz sheathes his second sword. He'd not be able to parry the might axe with his swords anyway and soon enough he'd need his hands free.

5ft. step around the bush. Sheath weapon as a move outside of reach. Total Defense. AC 32 with cover or 28 without cover.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas moves forward.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells:

Albert moves forward at double speed, as well.


KM Handouts Narthropple Expedition

Someone give orders for Jackob.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

I moved Jacob 100 ft. Double move.


KM Handouts Narthropple Expedition

Behind the Screen:

Greataxe Attack + Rage: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14

Greataxe Damage + Rage: 1d12 + 7 + 3 ⇒ (5) + 7 + 3 = 15

Bite Attack + Rage: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Bite Damage + Rage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

As the heroes charge forward the creature steps forward to place himself between Druzz and help as it continues to rage and strike at the small tiefling! Druzz twists and dodges meaning that the attacks both miss badly.

Everyone is up!

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [20/35]
Saoirse [32/32]
Rillka [22/22]
Albert [23/35]
Ser Andreas [18/43]
Jackob [29/35]


Saoirse Female CG Aasimar Bard 5: |HP: 39/39, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and elec res 5|Perception +4 (Darkvision) |EA: Gather Information| Bardic music 6/22 Conditions: Sickened, Eagle's Splendor

Saoirse continues at a full gallop, racing toward Duzz as fast as Aria can carry her.


Male HP:49/49 AC:21 T:13 FF:18 F:+6 R:+3 W:+2 Perc:+6 Init:2 Bastard Sword +9, 1d10+3 CMB:+8 CMD:+20 EA: Defend Human Cavalier 5

Andreas continues to push forward.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

With little choice, Duzz keeps dodging around the bush.

5ft. step around the bush. Sheath weapon as a move outside of reach. Total Defense. AC 32 with cover or 28 without cover.


LN Human Magus (Soul Forger) |HP 45/45 | AC 16 T12 F14 | Fort +7 Ref +4 Will +6 | Speed 30 | mw scimitar +8 1d6+4/18-20 | CMB +7 CMD 19/F17 | shortbow +5 1d6/x3 | Init +6 | Percep +1 | SM +1 | Conditions: Sickened | EA: Detect Magic | Active Spells:

Albert continues toward the melee as fast as his can, crashing through the brush.


KM Handouts Narthropple Expedition

Rillka already submitted where she wanted to be, so I moved her accordingly. I also just moved Jackob to be behind Saoirse.

Behind the Screen:

Bored: 1d2 ⇒ 2

Greataxe Attack+Rage: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

Greataxe Damage+Rage: 1d12 + 7 + 3 ⇒ (11) + 7 + 3 = 21

The creature cries in rage and steps forward to slash the annoying creature that keeps bouncing around him. Unfortunately for Duzz, he zips instead of shifts and the axe slams into him sending him limply to the ground. The creature then turns towards the horses crashing towards him and calls out a challenge!

Duzz is unconscious. He needs to try and stabilize. Everyone go!

Initiative & Notes Bold Go!
Monster [??/??]
Duzz [-1/35 ; Bleeding, needs to Stabilize.]
Saoirse [32/32]
Rillka [22/22]
Albert [23/35]
Ser Andreas [18/43]
Jackob [29/35]


Halfling CN Female Halfling Arcanist 5 HP:27/27 AC:14 T:13 FF:11 F:+3 R:+4 W:+7 Perc:+9 Init:+4 CMB:+1 CMD:+132 | Spells 0|~ 1|6|EA=Mapping

Rillka starts to close the gap to Saoirse, as the bard's horse outpaces Rillka's mount.

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Greetings...again.
It is that time that I curse life for taking away a good DM.

Background...
This game has been fun and a PIA. We have had our fair share of DMs over the years. Most of them were great and I wish we were able to keep them around. I am the last original player that started this game back in November of 2016.

It has been a slow pace somewhat as we just have completed the first book...yes that is correct we have succeeded in finishing a PBP game through the first book. Took only six years.

We lost our DM to life and we also lost a few players at the end of the book.

The characters that remain...
Sir Andreas Eisfalke Von Ulm Human Cavalier 4...
Rillka Cloudhopper Halfling Sorcerer 4
Rhavi Female half-elf alchemist (mindchemist) 2/investigator (empiricist) 2

Current situation and our needs...
The party has just killed the Stag Lord and that is were we are.
We are in need of a DM that is willing to take over this game. I am also thinking we will need a a few more players to round out the party.

The link to the game...
https://paizo.com/campaigns/Kingmaker4t9lw/gameplay&page=last


I have been considering running a PBP game. I have ran a home game group through several APs in person and on Roll20. I have all the books for this game. If you would like to be my guinea pigs for a PBP Adventure Path let me know.


GM_Coreyllon wrote:
I have been considering running a PBP game. I have ran a home game group through several APs in person and on Roll20. I have all the books for this game. If you would like to be my guinea pigs for a PBP Adventure Path let me know.

Thank you for your interest. I hope to hear from the other players and their views on this.

I see that you are playing in several games. Are you sure you will have time to run a PBP game?


I tend to have quite a bit of time to check the boards most days. Time should not be an issue.


GM_Coreyllon wrote:
I tend to have quite a bit of time to check the boards most days. Time should not be an issue.

I like that answer..lol


Hello there. I tentatively set my hat in the ring through private message, but it's unlikely that I have the time to actually run another game on top of the two I'll be managing. I'd love to play in this one, though, so if you're in need of a body, let me know! I'm good at keeping knowledges separated.


Greetings.

I may be crashing this party a little early but you mention you might be looking for players?

If you are then I'd like to toss a Nature or Wood oracle into the ring.
The current build under the alias is as a Nature oracle for a campaign long ago..

I remember it being a coin toss between the two mysteries so who knows.
I've played Kingmaker in a couple of campaigns that faded before we left Oleg's. These things happen.

Anyway feel free to poke around in Jakob's old posts if you want an idea of my play style. And please forgive my trespass if I've wandered in before the New Player door was opened.

Thank you
~Poor Wandering One


This would be dependent on the new DM. Personally I think three players is not enough and even four is a hard one.

I would hope that the other players would pop in soon to say hello at least.

GM_Coreyllon
Do you have any questions about the game and what has happened so far?


If you get a new GM and want to advertise specifically for players, that would be MARVLEOUS.

Pitching characters in the new GM recruitment thread doesn't seem like a good idea to me. Cart before the horse kind of thing.


I have looked over the last few pages of the game play, reviewed the characters (it appears your missing a feat for 3rd) and tried to get at least a little feel for where you are.

As for the campaign, it appears you have exploration and some items left to finish in your primary mission from what the GM said and the current map, but you have finished the main storyline item in the first book, IE the Stag King. I was going to read more once the group decided if they wanted me to move forward with running.

Would the group like me to take over running?


I am saying yes. I have sent a pm out to the other players for their input and we will see what they have to say. If they do not have anything to say by this Monday 11/14...then I say you are in.
I look forward to the game continuing.

If there are any changes you wish to make please let us know...character
builds, what you do not allow, etc.

Thank you for taking over this game.
Jovich


All the characters look good. On Monday we will discuss recruiting and figure out where some of the games focus will be.


I am looking forward to it.
Thank you again
Jovich


Welcome, Coreyllon, and thank you for taking up the mantle!

Looking forward to play with you!


Thanks. :)


Rillka is on vacation, but will be back Tuesday and will read up then!


I'm rather disappointed that you are not running a proper recruitment for this. I, like hustonj, feel that pitching a character idea in a GM recruitment thread is poor form but that is your decision to make and I wish everyone the best of luck.

GM_Coreyllon here is the link to DM Rostam's original recruitment thread.
Link


Thank you for the link.


Hello,

We are recruiting for 1-2 players. The group is currently working through the year between books 1 and 2. The group is 4th level and has an a Cavalier, a Sorcerer, an Oracle and an Alchemist.

We are using the original character creation rules located here.

I hope to select in by next Saturday night, June 2nd, so that whoever joins can help contribute to the building of the kingdom.

Starting wealth will be 6,000 gp. No item can cost more then half the starting amount.

If you have any questions let me know!


I've never played through any of Kingmaker in PbP...only on my PC game version. Would that be a problem?

Do you all have a preference towards a certain class to apply? Something "needed" more by the player characters than other things? In other words, is there someone or profession they'd be looking to "hire"?


You would be fine with limited knowledge of the campaign.

The group has mentioned some who can sneak/ deal with traps, damage dealers and a practiced arcane caster. So its pretty wide open for submissions.


The group Oracle here. Hi.

We could use another hand to hand type to flank for our knight. We could also use a prepared caster for the versatility. Our Alchemist will LOVE someone with good access to spells to turn into potions. There is a good bit of downtime in this game so crafting is a real option.

Scarab Sages

I'd play, but I have already run the adventure.


Since you have a sorceror in play, I think I'm leaning towards a Ranger(possibly multiclassed with Rogue), since what I could find on Amazon about book 2 was that there is a lot of wilderness. (I didn't look for spoilers, just the preview text.)

Does that work?

Edit: Looking over the Leadership Roles, I guess it comes down to whether you guys would be looking more for a Warden (Ranger focus) or a Spymaster (Rogue focus).


@ Xynl - Rillka is a halfling stormborn sorcerer; but if if you want to be a caster go for it; a ranger rogue would also fit well, any thing you will enjoy role playing as much as the rolls.

Looking forward to seeing who your submitted character is!


@GM DavidC, If you are interested in playing, put in a character. There is a video game and lots of people have played or ran this campaign over time. Just keep OOC information OOC and it will be fine.

@Xynl, The Ranger/Rogue sounds good. Leadership Roles can be worked around.

Scarab Sages

I am putting together a druid.


How many are y’all looking for? I’m not much for wizards, but I could put together a Magus or Arcanist for the spellcasting side.


A Scout, a Druid, and an Arcanist walk into a bar...

Liberty's Edge

Brawk!

Tengu Druid of the Green Faith.

Haling from Rostland, with a fiercely independent spirit, Ferz has always loved the wilderness. Now word has spread, the Stolen Lands are being colonized. But can this new nation live in accordance with nature? We shall see...

Mechanically, Dinosaur Druid with pteranodon companion.

Ferb
Male tengu druid (dinosaur druid) 4
N Medium humanoid (tengu)
Init 3; Senses low-light vision; Perception +13 (+15 in natural settings)
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 31 (4d8+8)
Fort 6, Ref 4, Will 8
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +4 (1d10+1 S/19+) or
. . bite +4 (1d3+1 B & P & S)
Druid (Dinosaur Druid) Spells Prepared (CL 4th; concentration +8)
. . 2nd—barkskin, barkskin, cat's grace
. . 1st—acid maw, commune with birds[ARG], entangle (DC 15), heightened awareness[ACG]
. . 0 (at will)—create water, guidance, purify food and drink (DC 14), read magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 14, Wis 18, Cha 12
Base Atk +3; CMB 4; CMD 17
Feats Animal Affinity, Brew Potion
Traits eyes of the wild, rostlander, student of history
Skills Acrobatics +5, Climb +4, Fly +9, Handle Animal +10, Heal +8, Knowledge (geography) +9, Knowledge (history) +8, Perception +13 (+15 in natural settings), Ride +11, Stealth +4, Survival +13, Swim +4; Racial Modifiers +2 Perception, +2 Stealth
Languages Common, Cyclops, Druidic, Hallit, Tengu; primeval voice
Combat Gear potion of cure light wounds (4), potion of mending, potion of touch of the sea (CL 2nd) (2), wand of goodberry (50 charges), alchemist's fire (5), red flame torch[UW]; Other Gear hide shirt, bastard sword, ring of sustenance, belt pouch, blanket[APG], candle (50), flint and steel, holly and mistletoe, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, waterskin, Animal Companion, rosewood barding, 2,000 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Dinosaur Shape (Su) Size bonus to Con when taking the form of a dinosaur. Reduced wild shape duration with other forms.
Glide DC 15 Fly check to fall safely from any height.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex)
Primeval Voice (Su) Speak with dinosaurs (as per speak with animals).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Summon Dinosaur (Sp) Add dinosaurs to animals you can summon with spontaneous summon nature's ally spells.
Swordtrained
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Tweety CR –
Female pteranodon
N Medium animal
Init 6; Senses low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+2 armor, +6 Dex, +2 natural)
hp 23 (4d8)
Fort 4, Ref 10, Will 3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 50 ft. (clumsy)
Melee armor spikes (rosewood) +5 (1d6-1 P) or
. . bite +10 (1d8-1 B & P & S)
--------------------
Statistics
--------------------
Str 9, Dex 22, Con 10, Int 3, Wis 14, Cha 12
Base Atk +3; CMB 2; CMD 18
Feats Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +6 (-2 to jump), Fly +5
Other Gear rosewood armor
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.
Fly (50 feet, Clumsy) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


@Ouachitonian We are looking for 1-2 people.


Albert Malek is a Magus who fills many of the party's needs. He lost his livelihood in the Vanishing, and the last of his family thereafter. He hears there's opportunity to ambitious nobles in the Stolen Lands now, and he believes he has skills the new rulers will need.


2 people marked this as a favorite.
Xynl Silverthorn wrote:
A Scout, a Druid, and an Arcanist walk into a bar... and the Arcanists says, "let's sit down for a spell" to which the Scout replies, "wow, i did NOT see that coming"


1 person marked this as a favorite.
Nathan "Cable" Grey wrote:
Xynl Silverthorn wrote:
A Scout, a Druid, and an Arcanist walk into a bar... and the Arcanists says, "let's sit down for a spell" to which the Scout replies, "wow, i did NOT see that coming"

ROFLMAO


I have an old Kingmaker character I should be able to repurpose as: Seeker Bloodline Familiar Imperious Sorcerer 1 / Occultist Arcanist 3+

Seeker provides Trapfinding. And should be compatible with Bloodline Familiar as they replace different things.

Q1: Since Imperious has Perform as its Bloodline skill, would you allow its Bloodline Familiar to have the Fey Amusing Familiar Power:

Quote:
Fey—Amusing Familiar (Su): The familiar can fascinate other creatures as the fascinate bardic performance, treating your caster level as its bard level and using your Charisma modifier for the purpose of calculating the Will save DC. The familiar cannot perform any other actions while using this ability.

Arcanist, so sort-of-prepared arcane caster. With Bloodline Development exploit, can progress the Familiar.

Q2: Will you allow Bloodline Development to progress Seeker Trapfinding as well?

Occultist to pull out Summoned Monsters to flank with the Knight.

Would that be alright?

Crafting was mentioned. How would that be handled for new applications? Do we just start with unspent gold and turn that into items in-game?


1- To get the Fey Familiar you need the Fey Bloodline.

2- No, the Seeker ability is not a Bloodline ability.

3- Occultists are fine.

4- You will have time to craft in the future. The initial build will not have crafted items on it. If you want to save some or all of your gold until you can craft in book 2, that you can do.


Dotting with interest Kingmaker is one of my favorite paths I haven’t gotten a chance to play though!

I should have some questions later tonight and build and backstory by Friday!


GM_Coreyllon wrote:
1- To get the Fey Familiar you need the Fey Bloodline.

Let me rephrase a bit. Would you allow Imperious bloodline to take the Bloodline Familiar archetype? As per the suggestion "GMs may use the following bloodline familiar abilities as written, or employ them as guidelines for devising bloodline familiar abilities for bloodlines not listed below."


Really only one question to start with for me!

First, I know Vigilantes can be polarizing so would you be open to them. I feel like the duel nature of this AP fits them quite well and they can fit the sneaky rouge adjacent archetype well having a social role that I enjoy more! All characters and players would know both identities and that they are the same person unless players wanted to not know in game as I think that any other way causes a lot of tension.


@JeminiZero, I would rather not create new rules. I am not familiar with all of the possible interactions and so balance becomes a real issue when you have such a large rule set and you start introducing concepts without considering those different interactions.

@FluidSynchronicity, I have no issue with a Vigilante. Just please be aware that this is not really a city based campaign. If you want an adventuring persona and a persona for the capital that is fine. But you will largely be out and about adventuring during the main story elements so make sure you enjoy that aspect of the character.


Still working on my Rogue/Ranger (likely 2/2), but I had an odd impulse hit me: GM Coreyllon, how do you feel about Arcane Archers? Never played one, and am considering a long-term plan towards the prestige class.


Feel free to make an Arcane Archer if it interests you.


Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.


GM_Coreyllon wrote:
@JeminiZero, I would rather not create new rules. I am not familiar with all of the possible interactions and so balance becomes a real issue when you have such a large rule set and you start introducing concepts without considering those different interactions.

That's fine, I don't need any additional abilities, just the Familiar in exchange for L1 bloodline power. Would that be acceptable?


FluidSynchronicity wrote:
Would you allow the Trap Finder Trait? It's the only way to get trap finding for Vigilante's outside of a dip which doesn't seem feasible with my build.

Nevermind on this, the trait didn’t end up fitting with the backstory I settled on! Should have the build and story up tomorrow!


Hey, all. Just got the opportunity to play through the whole (hopefully) AP in a zoom-tabletop setting with some friends from college, and so I think I'm going to withdraw from this. No spoilers and all that.

Good luck building the kingdom!


@JeminiZero, If you want to take the option to get a familiar you can.


Presenting!

Leopold Surtova

Stats:
Half Orc Vigilante (Ferocious Hunter) 4
NG Medium humanoid (Orc)
Init +6; Senses Darkvision 60 ft Perception +8

Defense
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Deflect)
hp 35 (4d8+12)
Fort +4, Ref +7, Will +6

Offense
Speed 20 ft. (30 ft. Unarmored)
Melee MW Falchion +9 (2d4+6/18-20) + or
Melee MW Falchion (Power Attack) +8 (2d4+9/18-20)

Space 5 ft.; Reach 5 ft.
Special Attacks Twisting Fear
Hidden Strike (2d8/4)

Statistics
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 14
BAB +3; CMB +7; CMD 19

Feats & Traits::

Feats Power Attack, Weapon Focus (Falchion), Improved Initiative
Traits Hidden Hand, Noble Born (Surtova), Extremely Fashionable

Skills::

Skills
Acrobatics +4 (2 Dex, 2 Rank, 3 Class, -3 Acp)
Appraise +5 (1 Int, 1 Rank, 3 Class)
Bluff +14 (2 Cha, 4 Rank, 3 class, 1 Trait, 4 Class)
Diplomacy +7 (2 Wis, 1 Rank, 3 Class, 1 Trait)
Disable Device +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Disguise +11/+31 (2 Cha, 4 Rank, 3 Class, 2 MW, 20 Class)
Intimidate +16 (2 Cha, 4 Rank, 3 Class, 1 Trait, 4 Class, 2 Racial)
Perception +8 (1 Wis, 4 Rank, 3 Class)
Ride +3 (2 Dex, 1 Rank, 3 Class, -3 Acp)
Sense Motive +6 (1 Wis, 2 Rank, 3 Class)
Stealth +8 (2 Dex, 4 Rank, 3 Class, 2 MW, -3 Acp)
Swim +5 (4 Str, 1 Rank, 3 Class, -3 Acp)

Background Skills
Slight of Hand +7 (2 Dex, 4 Rank, 3 Class, 1 Trait, -3 Acp)
K. Noblity +10 (2 Int, 4 Rank, 3 Class, 2 MW)

Languages Common, Orc, Draconic


Gear::

Travelers Clothes, +1 Agile Breastplate , MW Falchion, Cloak of Resistance, Ring of Protection +1, Disguise Kit, Restovan Nobility Guidebook, MW Thieves Tools, MW Boots of Stealth, MW Backpack, Bedroll, Trail Rations, Nobles Outfit, Rings worth 100 gp

Wealth
885gp

Encumbrance
Light 0-133 lbs.
Medium 134-266 lbs.
Heavy 267-400 lbs.
Current Load 76 Ibs.


Special Abilities::

Class Abilities
Dual Identity: A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Vigilante Specialization (Stalker): A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Symbol of Pride: At 2nd level, a ferocious hunter gains the signature weapon vigilante talent, but must select a falchion, greataxe, or a weapon with “orc” in its name as his chosen weapon. He gains this talent regardless of his chosen vigilante specialization.

Spirit of Ferocity: Starting at 3rd level, when using orc ferocity to continue fighting after falling below 0 hit points, a ferocious hunter fights on for a number of rounds equal to his Constitution modifier.

Social Talent
Social Grace (Bluff): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Renown: The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.
Vigilante Talent
Signature Weapon (Falchion) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Focus in the selected weapon. At 8th level, he also gains Weapon Specialization as a bonus feat for his selected weapon. He doesn’t have to meet any of the prerequisites for these feats.

Twisting Fear Whenever the vigilante causes an opponent to gain the shaken, frightened, or panicked condition, that opponent takes an amount of nonlethal damage equal to the vigilante’s reduced hidden strike damage, as the stress wears upon its body. A creature can’t take damage from twisting fear more than once per round. Panicked creatures that take damage from twisting fear are too winded even to scream as they flee in terror. Only a stalker vigilante can select this talent.

Racial Abilities
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision Half-orcs can see in the dark up to 60 feet.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.


Background::

Leopold Surtova's journey began with a tumultuous start, as he was born a bastard son to Olivia Surtova, the cousin of Natala and Noleski Surtova. From an early age, the signs of his mixed heritage, with orcish blood coursing through his veins, became apparent. These traits served as a constant reminder of his mother's infidelity, causing Olivia to disown and disinherit him.

With no place to call home, Leopold found solace in the slums of New Stetven, where he encountered a small group of half-orcs who welcomed him into their midst. These individuals, connected through their shared heritage and experiences, took it upon themselves to teach Leopold about his orcish lineage and instilled in him a sense of pride in his heritage.

As Leopold grew older, a burning desire ignited within him to reclaim his rightful place in the prestigious Surtova family. Recognizing the importance of knowledge and refinement in the world he aspired to enter, he immersed himself in the study of courtly manners and the art of living in high society. Through perseverance and relentless determination, he honed these skills, transforming himself into a polished and sophisticated young man.

At age 18, Leopold managed to secure an audience with his mother, Olivia. This meeting was a pivotal moment in his life, as Olivia presented him with an opportunity. She allowed him to retain the Surtova family name, with one condition: he must conceal his orcish heritage and sever his ties with New Stetven permanently. It was a bittersweet compromise for Leopold, as he had to deny a significant part of his identity to claim his place within the family he yearned for.

Leaving behind his old life, Leopold turned his gaze towards Restov, a city where he believed he could make a name for himself. Armed with his newfound knowledge of courtly etiquette and his determination to prove his worth, he ventured forth into the world. Restov offered opportunities for adventure, power, and influence, and Leopold resolved to seize them with both hands.

As Leopold stepped into Restov, he carried with him the burden of his hidden heritage, knowing that he must navigate the treacherous waters of high society while concealing his true self. However, deep within his heart, a fire burned, fueled by his unwavering determination to forge his own path, rise above his humble origins, and secure his place among the elite of Brevoy. With each step, Leopold Surtova embarked on a personal quest, driven by ambition and a longing for acceptance, as he sought to shape his own destiny in a world that often judged him based on his bloodline.

For the past three years, Leopold Surtova meticulously climbed the social ladder of Restov, carefully concealing his true heritage. But he couldn't abandon it completely. Instead, he devised a brilliant plan to establish a separate identity known as Viridian—one that would serve as a testament to the valor and nobility of half-orcs.

Leopold's motivation to create Viridian stemmed from a deep-seated desire to challenge the prejudices and misconceptions that plagued his orcish lineage. He yearned to prove that being of mixed heritage didn't diminish one's worth or potential for greatness. With Viridian, he aimed to shatter the stereotypes and illuminate the hidden virtue that resided within half-orcs.

Viridian became a symbol of the downtrodden and almost a legend. In the darkened alleys and shadowed corners of the city, criminals trembled at the mere mention of Viridian's name. They knew that crossing paths with this masked vigilante meant certain defeat and the swift hand of justice. Leopold skillfully exploited this fear, employing it as a deterrent to curb the violence that plagued Restov's underworld.

Meanwhile Leopold in his own guise skillfully maneuvered through the intricate web of Restov's social hierarchy, steadily climbing the ranks while cautiously guarding his true heritage. He became a master of concealment, skillfully presenting himself as an esteemed member of high society, all the while harboring the essence of his orcish blood deep within him.

Inspired by the impact he had made within the confines of Restov, Leopold’s ambitions began to reach beyond the city's borders. He had heard tale of a new fledgling nation in the Stolen Lands a country forged by lowborn warriors. He hoped that a nation coming from such a unlikely start might be able to be shaped to forge for a fairer world Leopold yearned to contribute his wisdom, experience, and the lessons learned from his dual identities to this emerging nation.

Leopold also saw an opportunity in this new world. A place to merge his two personas. He envisioned a future where Leopold Surtova, the refined nobleman, and Viridian, the champion of the oppressed, could coexist harmoniously, creating a legacy that would transcend the limitations of his bloodline. Venturing into the Stolen Lands, Leopold aimed to eventually unite his identities. In the meantime he could still channel his influence, knowledge, and the power of his reputation towards building a society that embraced diversity, accepted individuals for their character, and valued the contributions of all.


Personality (Leopold)::

Leopold exudes an air of refinement and sophistication befitting his noble lineage. He is a composed and calculated individual, with a keen intellect and a natural charisma that commands attention in social circles. Leopold is a quick learner, adapting seamlessly to the intricacies of courtly manners and high society, mastering the art of diplomacy and the nuances of etiquette. His words are measured and his actions deliberate, reflecting a strategic mindset honed by years of navigating the complex web of political intrigue.

Beneath his composed exterior, Leopold carries a sense of longing and a burning desire to reclaim his place within the Surtova family. Despite the circumstances of his birth and the rejection he faced, he remains resilient and determined, fueling his pursuit of acceptance and validation. While Leopold may at times be seen as reserved and guarded, he harbors a genuine concern for the well-being of those around him. He possesses a compassionate nature, often displaying empathy and understanding towards the struggles of others. Leopold's experiences in the slums of New Stetven and his encounters with the marginalized have instilled in him a deep sense of justice and a yearning to protect the innocent. He is driven by a moral compass that guides his actions, always seeking to do what is right and just.


Personality (Veridian)::
Veridian, the alter ego of Leopold Surtova, possesses a distinct and captivating personality that sets him apart from his noble counterpart. As Veridian, he sheds the refined facade and embraces a raw and unyielding spirit that resonates with the downtrodden and the oppressed. He is a symbol of strength, resilience, and unwavering justice, representing the valor and nobility of half-orcs.

Veridian exudes an aura of determination and fearlessness. He is fiercely protective of the weak and the marginalized, driven by an innate sense of empathy and an unwavering belief in the inherent worth of every individual. Veridian's passion for justice burns brightly, guiding his actions as he confronts wrongdoing and stands against oppression. He is unafraid to challenge the status quo and disrupt the forces that perpetuate inequality, seeking to create a world where every person is treated with dignity and respect.

Beneath Veridian's masked visage lies a deep well of compassion. He understands firsthand the struggles and prejudices faced by those society deems as outcasts. Veridian's experiences in the slums of New Stetven and his connection to his orcish heritage have shaped him into a formidable advocate for those who have been silenced. He possesses an innate ability to inspire hope in the hearts of the downtrodden, offering them a glimpse of a brighter future and reminding them that they are not alone in their fight.

Veridian's personality is characterized by an indomitable spirit, a steadfast commitment to justice, and an unwavering compassion for the marginalized. He serves as a beacon of hope, embodying the power of resilience and proving that true strength lies not in physical might alone, but in the courage to stand up for what is right. Veridian's unwavering dedication to creating a more inclusive and equitable world marks him as a true champion of the oppressed, leaving an indelible mark on the hearts of those he fights for.

Description (Leopold)::

Leopold Surtova possesses a striking and refined appearance that befits his noble lineage. Standing tall with a commanding presence, he carries himself with an air of confidence and poise. Leopold takes great care in his personal grooming, his features adorned with meticulous attention to detail.

His attire reflects both his refined taste and his understanding of fashion. Leopold is often seen donning tailored garments made of the finest materials, chosen to enhance his regal aura. His ensembles are a testament to his impeccable sense of style, with each piece carefully selected to showcase his status and sophistication. From the cut of his suits to the choice of fabrics and colors, Leopold exudes an aura of elegance and refinement.

One notable aspect of Leopold's appearance is his fondness for jewelry, particularly rings. Adorning his fingers are ornate bands crafted with exquisite artistry. Each ring tells a story, symbolizing a significant event or a cherished connection. The jewels embedded within these rings glimmer with a mesmerizing brilliance, capturing the attention of all who gaze upon them. These precious ornaments serve as a reflection of Leopold's elevated status and his appreciation for the finer things in life.

Description (Veridian)::

Veridian’s most distinctive feature is his light green skin, a proud testament to his orcish heritage. The hue of his skin serves as a striking contrast against his piercing eyes, which burn with determination and an unwavering sense of justice.

Clad in armor that reflects both functionality and symbolism, Veridian stands as a formidable figure on the battlefield. His breastplate, forged with expert craftsmanship, encases his torso, offering protection without compromising his agility. Adorned with engravings that pay homage to his orcish ancestry, the breastplate serves as a reminder of the strength and resilience that flows through his veins.

A deep red sash, reminiscent of the flickering flames of a welcoming hearth, is draped across Veridian's armor. The vibrant color symbolizes his unwavering passion for justice and his role as a protector of the oppressed. It serves as a visual representation of his commitment to creating a world where all are embraced and accepted, much like the warmth of a hearth that invites those in need.

Veridian's overall appearance is one of power and nobility. His light green skin and distinctive armor make him a commanding presence, drawing the eyes of those around him. His attire not only embodies his unwavering spirit but also serves as a rallying symbol for those who seek solace and hope in his presence.

TLDR
Leopold is a half orc noble who made a deal with his family to keep his name if he hid his heritage, he now lives a double life as a human noble and a half orc warrior named Veridian. He's come to the stolen lands to try to shape them as a noble, prove the honor of half orcs and possibly merge his personas.


I present 'Yago' and Jafar.


I am looking forward to seeing all the other submissions. Lets get them in.

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