
GM Mustache |
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Put on your adventuring hats and tall muckin’ boots, because it is time to build a Kingdom!
The is the recruitment thread for the Kingmaker AP. I will be taking on 6 players and looking to form a balanced party. Possibly 2 of those slots are reserved for family that I am attempting to lure into PBP.
Players guide link: http://paizo.com/products/btpy8dqh?Pathfinder-Adventure-Path-Kingmaker-Play ers-Guide
Submissions must include the stats and a proper back story, as always. I will be interested in people who can come up with unique and unusual characters from both a backstory and character concept perspective.
Storyline:
The story will be primarily from the adventure path, but I plan on weaving in characters' backstories and character development, and will homebrew some aspects to build a stronger overarching narrative, which is one of Kingmakers strongest critiques (and that critique is spot on in my opinion). I am looking for people who want to experience character change through time, as that always makes for the most interesting stories.
Race: I’m more of a classic type of guy, so am looking for core races mostly, but would consider a rare and exceptional submission with a different race. (You would need to blow me away).
Point Buy: 15 pts. (party of six, so keeping individual power level down).
Classes/Archetypes: Any Paizo. Remember you are largely exploring a huge wilderness area, and eventually building a city and a kingdom. I would be particularly interested in someone willing to brave the new shifter class. (There is official errata available for the shifter, fyi: http://paizo.com/paizo/faq/v5748nruor1hj#v5748eaic9wb4)
Traits: Two traits, one from the players guide and one other.
Skills: We'll be using the Background Skills system, which must include a profession. You have to contribute to your new kingdom, and there is plenty of downtime (months, years) to work your job!
Starting gold: Max gold for your class.
HP: Max HP at level 1. After that, you roll and GM rolls, and you keep the better of the two.
Background:
A good story here is important. I want players who know how to tell a story, how to type well, how to spell, how to use good grammar. Write up a detailed backstory about why you are interested in leaving your current life and starting a new one in the Stolen Lands. Read through the Players guide first to get some ideas and to properly base your character in Golarion.
Other Odds and Ends:
1. Poison/Disease: We will use the unchained rules of these. http://paizo.com/pathfinderRPG/prd/unchained/gameplay/diseaseAndPoison.html
2. Crit Cards/Crit Fumbles: I bought these Paizo cards, and they are fun, and they will probably end up killing someone. I’ve been using these in my Iron Gods campaign, and so far there, they haven’t been a big deal so far.
2. Roll20: Tactical battles, wilderness exploration, and kingdom building will be run through Roll20. At least initially, since I have a Roll20 subscription and use dynamic lighting with my live table stuff, I will use dynamic lighting and line-of-sight-constraints with this play-by-post. That means that low-light vision and dark-vision are certainly more useful than normal… though, that being said, there is less underground type adventuring and more above ground adventuring in Kingmaker as compared to other APs.
3. Character death: Is not the end of the world. If you die, you will be welcome to stay on in the game with a new character. Consequently, I am not holding back. I imagine this is how it normally is for PBP games with all the rolls being in the open.
4. Kingdom Building and Mass Combat: This is further out in the future, but for full disclosure, it will mostly use the rules from Ultimate Campaign but I will be homebrewing various aspects.
Posts: One a day minimum, and more is better. I want players who feel invested, and player momentum is important for keeping a PBP game alive.
Deadline: No particular deadline right now. At some point when the submissions start to look solid,I will give a hard deadline that would give players several more days to finish up.

Natalie Saratov |

I have this character which I made for an old Kingmaker which sadly closed down a short time after I joined. I want to use her again if possible and experince the story from the beginning, she is made with 15 pts, so I only have to do some slight adjustments. My idea for her is a spy rogue which would later go into the Noble scion or Spymaster prestige class depending on how her story unfolds and what you'll allow. :)

GM Mustache |

I have this character which I made for an old Kingmaker which sadly closed down a short time after I joined. I want to use her again if possible and experince the story from the beginning, she is made with 15 pts, so I only have to do some slight adjustments. My idea for her is a spy rogue which would later go into the Noble scion or Spymaster prestige class depending on how her story unfolds and what you'll allow. :)
Yes, past kingmaker experience is allowed as long as players didn't run it from beginning to completion and they are careful to not metagame.

Natalie Saratov |

Natalie Saratov wrote:I have this character which I made for an old Kingmaker which sadly closed down a short time after I joined. I want to use her again if possible and experince the story from the beginning, she is made with 15 pts, so I only have to do some slight adjustments. My idea for her is a spy rogue which would later go into the Noble scion or Spymaster prestige class depending on how her story unfolds and what you'll allow. :)Yes, past kingmaker experience is allowed as long as players didn't run it from beginning to completion and they are careful to not metagame.
I joined the previous game at 6th level and only played untill the start of 7th level, so I think I can only have played a part of one the second or third book, I can't really remember much we had a run-in with some random encounter and did a little Kingdom building.
I did enjoy the AP and really wants to play it from start to finish.

CaptainFord |

Actually, I was going to go with a Constructed Pugilist Brawler with a robot arm from Numeria (which evolved from having him be a bandit who lost his arm, but had a kodama kami volunteer to replace it with a wooden one).
However.... if my love of kobolds is any indication, I do like to give some love to classes and concepts that folks say suck or are underwhelming... so I gimme a bit to have a look at the Shifter. Might get struck by something...

caster4lyfe |

Fellow ecologist here interested in submitting a kindly old elven librarian who specializes in arcane casting. Wizard, right? Well that's what he'd prefer everyone to think...
Buffer/debuffer/controller witch.
You ok with magic item creation feats? I like keeping myself and my friends well-equipped. No biggie either way. Definitely interested. Have wanted to play kingmaker for a while and would be willing to help with kingdom building book-keeping.

GM Mustache |
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Crafting feats are definitely welcome.
As for Digger's question, the goal is to be able to make money from the profession by rolling checks. I know profession does that, it looks like you can do that with craft, I see you can do it with artistry.
I am not seeing performance as a make money type of skill, so maybe you would have to take profession (lounge singer) to make money with that one. In that vein, feel free to make up your own profession rather than be saddled with paizo's options.

CaptainFord |

So having had a look at the Shifter class, I'm really tempted to make an Elementalist Shifter and flavor it as having dragon's blood...
But then I saw the Oozemorph Shifter and I absolutely adore how doofy and weird and strange it is, even if it's not very optimized for... anything, really. That might be why I love it.
So I'm wondering: how disruptive/difficult would it be to have an ooze as part of the party? Because I really am amused by the idea of a human being cursed or magically afflicted with that ability. Or even better, a sentient ooze trying to find a place in the world that he can fit in.
Edit: By the way, if I do go with that last bit, this will absolutely be his theme song. https://www.youtube.com/watch?v=2aqpF-MwyUs

Eleanore Eaglefeather |

I did contribute to the Kingmaker game. Let´s see if the investment does pay off.
This will be my contribution, Eleanore Eaglefeather, Human unchained summoner with Azata Eidolon named Wächter.
Picture of Eleonora
Picture of Wächter

GM Mustache |

I had to listen to the theme song. Utterly cheesy and terrible, and sounds perfect for a doofy ooze. Your choice, you can develop it if you would like! It does make sense that this expedition would be chance for something this reviled to make a new home.
Retraining: I would allow retraining of feats, and other selectable little things, for some type of gold penalty cost. Maybe I would require a certain building to be built in a city, like a University. But I think retraining level selection would be too much, as that is character defining. Also, any prestige class will be out in the future a good while, (right? they don't usually happen until after levels 5-7) so you have time to decide as you go.

Moussa Immanuel |

This is Digger/Charles' submission, Moussa Immanuel. Short version: fast-talking writer/conman who pissed off the wrong mark and needs to get out of Restov quickly.
He soon learned that that wasn’t the only way for his verbal skills to get him money. One customer was a travelling grifter who took to the boy with the silver tongue, and introduced him to “the Game.” Though his mentor was highly unscrupulous, Moussa never felt right conning people in situations similar to or worse than his. But the rich bastards with the fine, clean clothes? They surely had more gold than they needed. (They really did.)
In addition to his verbal skills, Moussa demonstrated some innate arcane talent, though mostly in passive, unflashy ways. This suited him fine, as a flashy conman is often a busted conman.
Things went well, mostly, with Moussa able to support himself and contribute money to the household as well. But for every confidence artist, there comes a time when they pick their mark ...poorly. One minor scandal with the minor offspring of a minor noble from Brevoy, and all the sudden Restov wasn’t such a great place for Moussa to be in. When he heard of another noble sponsoring a trip into the Stolen Lands ...perhaps to form a new settlement, it seemed too good to be true.
Of course, it was. A city-born and city-bred, roughing it in the wilderness was a lot harder than he’d assumed. To him, Nature and everything in it wanted to kill you! And it was so gods-damned quiet all the time! He turned to writing to pass the time, writing plays, specifically, which was a lot harder than his old improvised oral stories, but a lot more satisfying as well. Surely a new settlement needed artists as well as woodsmen (especially if he didn’t put “confidence” in front of “artist”).
A fresh start, unfettered by home, hearth, or tradition. Maybe it WOULD be worth the damned crickets and their racket.
Though he can be self-serving, he shows compassion for people in poor circumstances, and, consequently, distrusts or looks down on the rich and powerful. What do kings know about life on the streets? Nothing! So what business do they have ruling it? None.
He's starting at CN, but my hope is to move him along to CG and maybe even NG eventually, as the campaign goes on. This, of course, relies partially on what actually happens to/around him, but I wanted you to know he's not a "CN=I do whatever I want." He's got a code, which so far is "F&++ the big guy, help the little guy."

Natalie Saratov |

I had to listen to the theme song. Utterly cheesy and terrible, and sounds perfect for a doofy ooze. Your choice, you can develop it if you would like! It does make sense that this expedition would be chance for something this reviled to make a new home.
Retraining: I would allow retraining of feats, and other selectable little things, for some type of gold penalty cost. Maybe I would require a certain building to be built in a city, like a University. But I think retraining level selection would be too much, as that is character defining. Also, any prestige class will be out in the future a good while, (right? they don't usually happen until after levels 5-7) so you have time to decide as you go.
I'm fine with those rules just wanted to ask first, so I knew if I could retrain a feat or skill to match what the prestige class requires.

GM Mustache |

I linked some documents above, which you are welcome to look at, but you don't have to at this point. Know this: if you aren't into looking through long lists of buildings, adjusting stats on spreadsheets, and roleplaying through all of it, this isn't the campaign for you. There is bookkeeping and I need the players to take an active roll (role) in it. You will be the rulers of a kingdom, after all.

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During the passing years though, the heir to the house, a headstrong young man, grew jealous of his father’s affection for Aleksand. The young man began claiming that Aleksand was trying to take his position as heir to the family. Upon hearing such accusations the family laughed and told him to 'grow up'. Persistent was this young man though, and he escalated with a claim one evening in the middle of the night that Aleksand had tried to use magic on him. Now it was well known that Aleskand had some minor ability to move objects and other small things around, but it never grew to more than that, maybe that was why he was a passable archer. The family, irritated at the young man’s claims, told him that enough was enough. But, his thick-headedness knew no bounds and he challenged Aleksand to a duel. Despite the family's feelings, tradition tied their hands and they had to relent and allow it. The next morning on the field stood Aleksand facing death for he could not match the young man’s martial prowess. As the duel started Aleksand threw down his sword bravely and humbly saying, 'Do what you will to sate your hatred for me!' Enraged the young man charged Aleksand only to be stopped by his father’s words. The father, accepting the tradition and his son’s position, presented an option to spare the life of Aleksand. He proposed that Aleksand be exiled in return for his life. Caving to his family’s wishes the young man agreed. Aleksand was cast out with many heart-warming goodbyes and was supplied enough to get him far enough away for the young man’s liking.
Days of traveling passed. As Aleksand began to run low on rations when he was waylaid by a group of bandits. Seeing that Aleksand had little they were about to kill him when his pleas for life won out and his execution was stayed for one day. The next morning the bandit group’s leader allowed Aleksand to defend his life. Aleksand then explained his proficiencies with horse keeping and bows and minor ability of telekinesis. Within no time Aleksand found a place among the thieves. He had found a new family. Aleksand spent some time with the bandits sometimes even devising some of the plans that succeeded greatly. Deep inside Alesand knew that it was time for him to move on and he left the bandits with promises of visits. Venturing toward civilization, Aleksand found himself in a place called Oleg’s Trading Post and soon found and adventure that could be worth his time,” and with a sweep of his arms a proud elf stands before the small crowd, his clearly worn, travel cloak over his lean, wiry form. As the Elf stands he has meager possessions except a tall thin wooden staff with a bowstring tied just short of the top and a quiver on his back.

GM Mustache |
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I didn't think I would have to do this already, but I am going to put a 12 hour warning on this recruitment. 12 hours to dot or express interest, and then several more days to turn in the final product. We already have enough submissions to fill the slots, and already enough possible rejections to make me feel bad, so if you don't post on this thread in 12 hours, you are out of luck. Thanks.

Kobolum |

Well here's some of my character submission. I don't really like to fill out the nitty-gritty of a character stat block or make an alias for them until I know I'm actually going to get into a game.
Neutral Male Dwarf Druid 1 (Green Faith Initiate)
Str 10. Dex 12. Con 14. Int 12. Wis 17. Cha 10.
Campaign Traits: Pioneer, Devotee of the Green
Racial Traits: Fey Thoughts, Fey Magic
Feats: Toughness.
Languages: Common. Dwarven. Druidic. Sylvan.
Profession: Herbalist
Speed: 20 ft.
HP 12/12
Fort +4 Ref +1 Will +5
As Morgrin grew older and more estranged to everyone around him, due to his talk of plants and animals and bugs that nobody else really cared about, it was with only mild surprise that instead of taking on the family trades or leaving to fulfill some short-sighted ambition that he became the village's first and only herbalist.
From then on it was a modest and quiet life living in a shack and tending to his home grown plants. Receiving the occasional visit from the villager who got into a drunken fight or injured due to some random accident. It's was a life he would have been fine with if the nicknames and jabs hadn't started, "Always pay respect to Old Man Greenbeard or he'll put you in the ointment he'll use to heal your family." Or, "Old Man Greenbeer dyes his beard with the guts of bugs who mock him and raise braids with the bones of the animals who laugh." None of the jokes were made with any malice but that didn't mean it hurt any less and eventually after trying and failing to get the villagers to stop he had had enough. He had packed his few things, told his parents he was leaving the village and left.
From then on Morgrin traveled from village to village acting as a healer because he had found little other practical use for his knowledge of herbs and remedies, and found he had enjoyed travel. He would eventually meet a druid of the green face and to become a follower as well. Soon after that he had heard of a charter of the Stolen Lands, the land South of his old home and he found the idea of visiting that land of untamed wilderness appealing.