
Jackob Mulle |

Just chiming in. One thing we do need is someone who is interested in doing the work of running the Kingdom. This is not an attribute of a character, but rather an aspect of the player's level of engagement with the game.
King maker is a tough AP to run from all reports. It asks for much more than the usual low level of engagement required by most AP's. Kingmaker is work.

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Just chiming in. One thing we do need is someone who is interested in doing the work of running the Kingdom. This is not an attribute of a character, but rather an aspect of the player's level of engagement with the game.
King maker is a tough AP to run from all reports. It asks for much more than the usual low level of engagement required by most AP's. Kingmaker is work.
Having already run the AP, I understand the system well. I would be happy to spearhead the process (OOC more than IC).
I also understand it can get waaaaay out of hand if you have too many months of downtime.

GM_Coreyllon |

I wish to aplogize for the delay. It took a while to see what input people had.
After reviewing the input, we have decided to go with:
Albert Malek Garess
Leopold Surtova
Please feel free to introduce yourselves on the Discussion board and join in the kingdom building.
Thank you for everyone who applied. I appreciate your interest.

GM_Coreyllon |

We are looking to recruit 1-2 new players for a Kingmaker campaign.
The group is currently level 4 and there is a Cavalier, a Magus, an Oracle, and a Sorcerer. They have just started book 2 and saved poor Tig.
Character creation rules are located Here. Let me know if you have any questions.
The players have indicated they are interested in a sneaky character or a utility character like a bard.
I hope to have the players picked by 2/22. If people need more time to get a submission in we will push it back to 2/29.

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Hi, I'd like to express my interest.
Full disclosure, I was once a player in this same game (played Kazmuk, the dwarf cleric). When the original GM decided to leave, the game was so slow (like Andreas said, it took 6 years to go through book 1) and I was a bit overwhelmed in RL that I decided to also leave.
If that is ok, I'd like to rejoin since I'm migrating back to 1e from 2e.

Mightypion |
Sneaky and utility? Why not both?
Ideas:
--NN Galtese emigre Urban Skald, is sneaky via trait, will get a lot of utility via spell kenning one level in.
--NG Archeologist bard with a swash dip, female indiana jones kind of, although the whip would be mostly for show, just takes too many damn feats.
--CN Cult leader warpriest of totally Desna yesyes, dont mind the hand crossbows, the frequent references to the specifically midnight sky, or why I seem really knowledgable about assassinations, speaking Abyssal almost as a native, and frequently name dropping demonlords while swearing creatively. Eventually dual wields hand crossbows, will take a bit before actually getting that build together. Sneaky buffbot in the meantime.

Veniir |

Hello, I'm submitting Pulap Kaduk. You mentioned you wanted a support or a sneaky character. Well, a bard can embody both! With 1 dip in URogue for trapfinding and Weapon Finesse, this guy is candidate for the Spymaster position.
He contributes out of character with your standard sneaky stuff (sneak, perception, disable device...) and also with your classic bardic knowledge and versatile performer. In combat he is a buffer/debuffer, working towards Dazzling Display and some Slashing Grace.
Pulap Kaduk
Male halfling Bard 3/Unchained Rogue 1
NG Small humanoid
Init +6; Senses Perception +11 (Low-light vision)
Fav class Bard
Fav class bonus +3 skill points
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Defense
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AC 18, touch 15, flat-footed 14 (+3 Armor, +4 Dex, +1 Size)
hp 27 (8 (lvl 1 rogue + 3 lvl bard))
Fort +3, Ref +10, Will +6 (Add 2 trait bonus vs fear) (+4 vs bardic performance of others)
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Offense
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Speed 30 ft.
Melee longsword +8 Aldori dueling sword (1d6)
Ranged -
Sneak attack +1d6
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Spells
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Known
Cantrips: 6 - Dancing lights, Detect magic, Mage hand, Message, Prestidigitation, Read magic
1: 4 - Comprehend languages, Cure light wound, Expeditious retreat, Grease
Per day
1: 4/4
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Bardic performance
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Rounds per day: 11/11
Action: Standard
Performances:
- Countersong
- Distraction
- Fascinate (creatures: 1)
- Inspire courage (bonus: +1)
- Inspire competence (bonus: +2)
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Special abilities
--------------------
Bardic knowledge
Versatile performance: comedy
Well versed
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Statistics
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Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 16
Base Atk +2; CMB +1 (add 1 using Aldori dueling sword); CMD 15
Feats Lingering Performance, Weapon Finesse, Exotic Weapon Proficiency (Aldori dueling sword)
Traits Reactionary, Sword Scion, Well informed
Armor check penalty: -1
Skills Acrobatics +12, Disable Device +10 (+1 vs traps), Knowledge (dungeoneering) +7, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +10, Perception +11, Spellcraft +9, Stealth +14, UMD +10
Background skills Perform (comedy) +10, Perform (oratory) +10
Languages Common, Halfling, Elven, Dwarven
Aldori dueling sword, Studded leather armor, Backpack, Bedroll, Chalk x10, Ink, Inkpen, Scroll case, Parchment x5, Belt pouch, Silk rope, Sewing needle, Soap x2, Ink vial x2, Waterskin, Acid flask x2
Leftover money
gp: 67
sp: 2
Total weight: 27.125 lb
Pulap Kaduk is the son of a couple who met on the road fleeing the slavery from Cheliax. The couple made a life as simple servants in Restov. They told their children to live simple lives with no big ambition, only happy to be free. Pulap acquired some fame as a comedian, but hearing so many stories about the heroism of the Aldori swordmasters made Pulap dream. He eventually stole a sword and tried to practice to no avail.
His friends made fun of him for trying to be a sword lord, but he continued practicing. He figured he wouldn't be able to master it by himself, but he didn't have the resources or the name to hire a teacher. He, then, decided to watch lessons in hiding, and try to apply what he learned by himself. In time, he learned to at least not hurt himself with the sword.
His parents weren't fond of Pulap trying to learn swordfighting. They tried to convince him to stop. He eventually managed to convince his parents that he would only find happiness by traveling, like they once did. And so he set out to go south, where a new barony was forming, and try his luck there...

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I'd like to put the following characters for consideration:
Duzz "Li'l Lamb" is an unusual rogue in that he is very focused in dealing with animals. He is a tiefling (small, since he is descended from a halfling) with the sylvan trickster archetype. With his ram horns, cloven feet and wild curly hair, he managed to convince the fey he is some sort of "dwarf-satyr". He should be reasonably tanky, decent in combat and aside from the usual rogue abilities, I've gone wild with a combination of handle animal, wild empathy and speak with animals. He should provide great utility with scouting birds, and general animal craziness limited only to my creativity!
N Small outsider (native)
Init +4; Senses darkvision 60ft.; Perception +10 (+1 to avoid being surprised by foe)
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DEFENSE
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AC 22, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +1 natural, +1 size; +1 dodge vs. traps)
hp 35 (4d8+12)
Fort +4, Ref +9 (+1 vs. traps), Will +4; +4 vs. spell-like and supernatural abilities of fey
Defensive Abilities danger sense +1, evasion, resist nature's lure; Resistance 5 fire
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OFFENSE
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Speed 30 ft.
Melee mw short sword +9 (1d4+4/19-20) or
Melee mw short sword +7/+7 (1d4+4/19-20)/(1d4+2/19-20) or
Melee dagger +8 (1d3+1/19-20)
Ranged dagger +8 (1d3+1/19-20) [10 ft.]
Ranged composite shortbow +8 (1d4+1/x3) []
Special Attack debilitating injury, sneak attack +2d6
Spell-like abilities (CL 4th; concentration +5)
3/day - call animal
At will - deathwatch
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12, Dex 18, Con 14, Int 14, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Two-Weapon Fighting
Traits Beast Bond, Know the Land, Pioneer
Skills 40 Ranks; 8 Background
Acrobatics +10 (4 ranks, 3 class, +4 Dex, -1 ACP)
Bluff +10 (4 ranks, 3 class, +1 Cha, +2 race)
Climb +4 (1 rank, 3 class, +1 Str, -1 ACP)
Disable Device +12 (4 ranks, 3 class, +4 Dex, +2 circ, -1 ACP)
Escape Artist +7 (1 ranks, 3 class, +4 Dex, -1 ACP)
Handle Animal +9 (4 ranks, 3 class, +1 Cha, +1 trait)
K. Nature +10 (4 ranks, 3 class, +2 Int, +1 trait)
K. Local +6 (1 ranks, 3 class, +2 Int)
Perception +10 (4 ranks, 3 class, +2 Wis, +1 trait)
Perform Wind +7 (3 ranks, 3 class, +1 Cha)
Sense Motive +9 (4 ranks, 3 class, +2 Wis)
Sleight of Hand +7 (1 rank, 3 class, +4 Dex, -1 ACP)
Stealth +16 (4 ranks, 3 class, +4 Dex, +2 race, +4 size, -1 ACP)
Survival +10 (4 rank, 3 class, +2 Wis, +1 trait)
Swim +4 (1 rank, 3 class, +1 Str, -1 ACP)
Use Magic Device +8 (4 ranks, 3 class, +1 Cha)
Armor Check -1
Languages Abyssal, Common, Draconic, Gnome, Halfling, Sylvan
SQ feral speech, finesse training (short sword), scaled skin, skilled, soul seer, wild empathy +5, wild magic (call animal)
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EQUIPMENT
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Weapons composite shortbow, dagger, mw short sword [2]
Worn +1 chain shirt
Slotted Items cloak of resistance +1
Wands, Rods, Etc -
Backpack -
-Consumables: -
Belt Pouch 2,878gp
Other mw thieves' tools
As an option, since you are perhaps looking for 2 players and I assume it isn't required that both of them are sneaky/bards, then we have Ursa Threestones. Ursa is a female dwarf that is a retired soldier turned into shepherd that raises bisons. She has some connection with the fey in form of a strange connection to mountains. As a vanilla fighter, she was built to be a powerful tank and utilizing as much dwarf-specific equipment as I could fit... dwarven boulder helm, pair of dwarven war-shields, and so on. Aside from being primarily a fortress, she'll dish a respectable amount of damage soon enough and thus take the heat of other characters... (had the impression the party has gone through a couple near-death experiences).
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60ft.; Perception +6
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DEFENSE
------------------------------------------------------------------------
AC 24, touch 12, flat-footed 21 (+9 armor, +3 Dex, +2 shield; +4 dodge vs. giants, +2 vs. crit)
hp 44 (4d10+16)
Fort +7, Ref +4, Will +3; +3 vs. poison, spells and spell-like abilities, +1 vs. fear
Defensive Abilities bravery +1, defensive training, hardy, stability
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 20 ft.
Melee mw dwarven war-shield +8 (1d6+4) [P or S] or
Melee mw dwarven war-shield +6/+6 (1d6+4)/(1d6+3) [P or S] or
Melee dwarven boulder helmet +6 (1d4+2) or
[b]Melee dagger +6 (1d4+2/19-20) [P or S]
Melee dwarven giant-sticker +6 (2d6+3/x3) [P or S]
Ranged dagger +9 (1d4+5/19-20) [10 ft.] or
Ranged throwing axe +9 (1d6+5) [10 ft.]
Special hatred
Spell-like abilities (CL 4th, concentration +5)
1/day - nature's path
3/day - create water, grasp, purify food and drink
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 16, Con 16, Int 12, Wis 14, Cha 12
Base Atk +4; CMB +6; CMD 19 (+4 vs. bull-rush, drag and trip)
Feats Dwarven Hatred Style, Improved Shield Bash, Two-Weapon Fighting, Weapon Focus (dwarven war-shield), Weapon Specialization
Traits Glory of Old, Pioneer, Seeker
Skills 12 Ranks; 8 Background
Climb +2 (1 rank, 3 class, 2 Str, -4 ACP)
Handle Animal +9 (4 ranks, 3 class, 1 Cha, 1 trait)
Intimidate +5 (1 rank, 3 class, 1 Cha)
K. Dungeoneering +7 (3 ranks, 3 class, 1 Int)
Perception +10 (4 ranks, 3 class, 2 Wis, 1 trait)
Profession (shepherd) +9 (4 ranks, 3 class, 2 Wis)
Ride +3 (1 rank, 3 class, 3 Dex, -4 ACP)
Survival +6 (1 rank, 3 class, 2 Wis)
Swim +2 (1 rank, 3 class, 2 Str, -4 ACP)
Armor Check -4
Languages Common, Dwarven, Giant
SQ armor training 1, fey magic (mountain), weapon familiarity
------------------------------------------------------------------------
EQUIPMENT
------------------------------------------------------------------------
Weapons dwarven giant-sticker, mw dwarven war-shield [2]
Worn mw nimble full plate
Slotted Items dwarven boulder helmet
Wands, Rods, Etc -
Backpack
-Consumables:
Belt Pouch 2,305gp
Other

GM_Coreyllon |
1 person marked this as a favorite. |

Thank you for showing interest in the campaign.
Background Skills are in play, Elephant in the Room is not active.
6000 gp as starting gold.
I will be reviewing characters and asking the players for input.
Complete characters
Sir Longers- Duzz Li'l Lamb [Tiefling rogue (sylvan trickster) 4] or Ursa Threestones [dwarf fighter 4]
Mark Thomas 66 - Saoirse Oparael [Aasimar Bard (Demagogue) 4]
Venir - Pullap Kaduk [halfling Bard 3/Unchained Rogue 1]
Interest Shown
Mightypion
Evyndil

Mightypion |
would the group benefit more from weapon enchantment boni (stack with intrinsic enchantment boni of the weapon) applied to their weapons (such as f.e. shocking, flaming etc. chosen at the start of a fight) or from convential bardic things?
Debating between spell warrior skald (whose weapon song does not preclude spell casting) and some type of bard.
Also, is anyone in the group using combat maneuvers, or planning to use combat maneuvers? If yes, this makes spell warrior very good as I can give an untyped +my class level to a CMB check.

Veniir |

6000 gp as starting gold.
I had not realized we had this much gold to spend and apologize. I include the shopping cart in the spoiler below for my character Pulap. There are minor changes to stats which I don't think are important at this stage.
Bag of holding type I
Cloak of resistance +1
Mwk Aldori dueling sword
Mwk Chainshirt
Wand of Shield

GM_Coreyllon |

would the group benefit more from weapon enchantment boni (stack with intrinsic enchantment boni of the weapon) applied to their weapons (such as f.e. shocking, flaming etc. chosen at the start of a fight) or from convential bardic things?
Debating between spell warrior skald (whose weapon song does not preclude spell casting) and some type of bard.
Also, is anyone in the group using combat maneuvers, or planning to use combat maneuvers? If yes, this makes spell warrior very good as I can give an untyped +my class level to a CMB check.
There are two weapon focused characters in the group currently. So general inspiration may be more useful then weapon enhancements.
Currently, no one is focused on combat maneuvers in the group.