
Spirit of Pinvendor |
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Hello, everyone. If you were directed to this thread by me, it is because you have been asked and invited to be here. For all others, feel free to PM with any comments, but otherwise do not post here as this is a closed game and unlikely to have an open recruitment.
Here are the original character creation and various house rules I had worked up for the first iteration of my Kingmaker. I'm thinking of adjusting the starting wealth...but I may choose to roleplay this out a bit. I would like everyone to look this over and give me any feedback, ask any questions, and offer any suggestions. Oh, and the "fatigue" system mentioned is still missing the consequences section of having fatigue, so don't worry, I am aware of that.
Houserules:
Alternate: 25 pt buy if you would prefer more control.
Traits: Two, one from KM list in Player's Guide if possible. But as the story moves away from Brevoy rapidly, pitch your non-KM trait to me and sell it, and I will probably allow it. See other AP PGs for inspiration as needed or choose a generic.
Free Feat: Yup, correct.
HP: 1st level max, roll the rest of the time.
Starting wealth: Average for class.
- 1 = Twist of Fate: re-roll one die roll, you must accept the second result
1 = Deadly: automatically confirm a critical hit
1 = Precision: add +2 to an attack roll
1 = Burst of Strength: add your base Str modifier (or Dex if finesse) as extra damage to a roll
2 = Guts: give yourself temp hit points equal to your Con modifier when brought to 0 HPs (minimum 1)
2 = Meant to be: once per battle encounter, auto-hit one weapon attack for base weapon + character damage (plus any bonuses currently active on your character); this damage is non critical and cannot be increased by use of RCs
2 = Inner store: restore 1 point or use of any class ability, spell, SLA, or SNA
4 = Catch a Breath: Remove half of your Fatigue Points
4 = Deja Vu: You may re-roll one die roll; you may choose which result you keep
7 = Second Wind: Remove all your Fatigue Points
7 = It just came to me: Gain a Skill Rank in a class skill; the ranks in this skill cannot be raised above your total Hit Die
10 = Self-Improvement: Gain a Skill Rank in a non-class skill; the ranks in this skill cannot be raised above your total Hit Die
10 = Weakpoint: For one hit against a target, ignore Damage Reduction due to elemental type, material type, or alignment type; if a magic weapon is required, you cannot use this reward unless you are wielding a magic weapon
12 = More Humanoid Than Humanoid: Gain a feat for which you qualify
12 = Heroic Stand: If you are brought to negative HPs and are dying, you may use this reward to automatically stabilize and gain one third of your HP in temporary HPs
20 = God-touched: Increase one ability score by 1
- A character will acquire Spell Fatigue Points equivalent to the level of the spell being cast. This signifies the strain on personal store of magical ability and ultimately the physical being of the caster. Spontaneous Spellcasters reduce the SFP acquired by 1 for a minimum of 1 SFP.
- For half the SFP rounded up, a character may cast a spell directly from their spellbook (or equivalent) as if reading from a scroll however both hands must be free of other items for any spells requiring somatic components since one hand will perform the necessary movements and the other the spellbook (or equivalent). Witches must place one hand on their familiar to cast in this way. Spells requiring no somatic components do not have this restriction. Magi casting from their spellbook will acquire full SFP if they continue to hold their sword to signify the strain of manipulating their sword hand for the somatic components.
- A character may remove one SFP every hour, or all of it if well-rested. Other means of rejuvenation can also remove SFP at the discretion of the GM.
1st use = 0 SFP
2nd use = 4 SFP
3rd use = 6 SFP
4th use = 8 SFP...and so on
Each 'use per day' increase obtained through leveling or by spending Roleplay Credits, will eliminate the SFP cost for that number of use per day. This means that if a character has an SLA or SNA they can use 3 times per day, they would ignore the SFP gained from the 1st through 3rd uses per day, but if they chose to acquire SFP in order to use it a fourth time, they would gain 8 SFP.
If a character has more than one SLA or SNA, they may use each up to the maximum number per day allowed even if these maximum levels are different without accruing SFP. They will begin accruing SFP as normal at the number of use for which that particular SLA or SNA reached its daily limit.

Spirit of Pinvendor |

I'm not opposed to that, but I was not planning to introduce it directly if that makes sense. More of a if you guys stumble upon some of the random things I have included gaining a Mythic level may be possible.
Of course...gaining Mythic powers attracts Mythic monsters...Be careful what you wish for. ;-)
Regarding Mythic, I do still want to try out that Rappan Athuk or Slumbering Tsar run with Mythic since FFG doesn't believe in fairness. But let's do some KM for a while and then we can talk more about that.

Spirit of Pinvendor |

As far as the statistics suggestion...let me think about it. In a way that just seems like setting a point buy based on someone's rolls since you would all then have access to the same numbers. I kind of feel that offering the random rolls is a way for you all to generate higher than normal statistics, but if you want to default to point buy the 25 is there. I don't expect everyone to automatically take the rolls if they do roll. Opting for the 25 point buy is always available if the dice just hate you.

DSXMachina |

Gah, I really keep meaning to get Slumbering Tsar or some of their other stuff & they have Daily Deals that FGG keep sending me - however on the exchange rate & me liking real books hinders spending money ;)
But yeah, if we stumble on it organically then that's a good way of introduction. As far as mechanical roles, I was thinking of doing healing & maybe multi-classing out.

DSXMachina |

As far as the statistics suggestion...let me think about it. In a way that just seems like setting a point buy based on someone's rolls since you would all then have access to the same numbers. I kind of feel that offering the random rolls is a way for you all to generate higher than normal statistics, but if you want to default to point buy the 25 is there. I don't expect everyone to automatically take the rolls if they do roll. Opting for the 25 point buy is always available if the dice just hate you.
Yeah, I do like the idea of rolling & then deciding whether to take a 25 point buy if wanted. I like rolling since then you can do away with any feeling of 'dump-stat's, not that I'd do such a thing >_>

Mahorfeus |

I'm a bit iffy with rolling... funny how my opinion about that has changed over the years. However, since the standard roll procedure is being used, I don't think it'll be such a big deal. So, lemme see here...
4d6 - 2 ⇒ (2, 6, 2, 5) - 2 = 13
4d6 - 2 ⇒ (2, 3, 4, 6) - 2 = 13
4d6 - 1 ⇒ (1, 5, 3, 1) - 1 = 9
4d6 - 4 ⇒ (4, 5, 4, 4) - 4 = 13
4d6 - 1 ⇒ (1, 6, 4, 3) - 1 = 13
4d6 - 1 ⇒ (5, 2, 5, 1) - 1 = 12
Aha, yeah, I was afraid of that. 13 point buy. Though the spread isn't that bad, to be honest.
Edit: Maffed wrong.

Ali Harper |

Let's see what my stats are.... ;)
4d6 - 1 ⇒ (1, 1, 4, 6) - 1 = 11
4d6 - 2 ⇒ (4, 6, 2, 2) - 2 = 12
4d6 - 1 ⇒ (5, 4, 5, 1) - 1 = 14
4d6 - 3 ⇒ (4, 6, 6, 3) - 3 = 16
4d6 - 4 ⇒ (5, 6, 4, 4) - 4 = 15
4d6 - 1 ⇒ (1, 4, 6, 2) - 1 = 12

Spirit of Pinvendor |

How do people feel about third party work? I happen to own some of the more respected works such as Ultimate Psionics and Deep Magic. I generally like Kobold Press, Rite Publishing, and Rogue Genius material, and may be amenable to using their stuff. HeroLab supports a lot of those companies bigger works as well.
I've been wanting to make use of Deep Magic for a while, but I don't want to include stuff from it if you guys feel iffy. I was thinking of using it more along the lines of lost magic or newly discovered magic. Not something to which everyone already has access. I figure a wilderness full of ruins and hermits and reclusive wizards who might be out there to experiment or locate a long lost spellbook would explain acquiring some of these if you guys are interested.

Spirit of Pinvendor |

Infinite? Lol, until you pass out and have to make a Fort save or simply die as your life essence is given to power your last spell cast.
The fatigue rules will definitely have real consequences, not the least of which will be having to make rolls to stay conscious if you want to keep burning through your own life force.

Ali Harper |

Ali had never been this far into the woods, driven out by mothers capricious moods. Her stories of long-abandoned Brevoy had traversed the gamut from romantic remembrances of youth - full of gaiety and opulence - from there slipped into the inevitable recriminations and tears. Knowing what as to come, Ali had slipped out into the woods knowing it'd be hours before the mood lightened.
The dense woods, a knotted tangle of undergrowth and ancient trees letting spearing strands of sunlight through there bowers, had been Ali's playground since a babe - but never had they travelled this deep or far. In fact it was dawning that they may be starting to get lost, unfamiliar smells and trees especially after the previous nights' spring rain.
A voice asked, holding no note of malevolence, breaks through the rising panic. "Who're you?" From behind a tree steps a gangly figure with a single fluid motion, as a marionette from the stage wings.
Always one to be polite, the youngster of a handful of winters replies. "Ali Harper, we've a hut the otherside of Tappers Gulley."
"So you play the harp?" the child-like voice asks
"Nope, but my father is teaching me the fiddle. He says I'm quite acceptable, though he isn't my real father." Ali blurts out. Eyebrows creasing slightly at need to quantify this statement, for Ali wasn't too bothered by the fact - but it seemed to be drawn out.
"Any relation to Utrecht the Harp?" the honeysuckle breathe was slightly too acidic as the person asks. "They were quite the player..."
"My Great-Grandfather," comes the proud interjection about the famous musician, whose own son hadn't been focussed or talented enough to follow in their footsteps. "I would've liked to hear him bash out a melody. What's your name?"
The quixiotic shape, no taller than little Ali replies: "You may call me Birch? Do you want to play?"
"Don't be silly..." Ali laughs; "I haven't a fiddle."
"How about a game of hide & seek then...."

DSXMachina |

Str 15
Dex 15 (+2)
Con 13 (-2)
Int 13 (+2)
Wis 11
Cha 13
That sound like a reasonable stat line? Or extra Int/Cha rather than Strength.
HP 10
So in terms of skills you get 8 6+Int
I'd recommend:
Handle Animal, Stealth, Survival, Swim, Perform (:P), Perception, and 2 of either:
Know (Nature), Ride, Handle Animal or Craft (Carpentry)
And do you want to be a bowman or a up close stabby lass?

DSXMachina |

So with some jigging:
Str 15
Dex 17
Con 11
Int 13
Wis 13
Cha 13
Skills: (FCB included)
-Climb/1
-Handle Animal/1
-Know (Nature)/1
-Perception/1
-Ride/1
-Stealth/1
-Survival/1
-Swim/1
Traits: tbc
Feats:
Bonus:Power Attack
Level1: Weapon Focus (curved Blade)
Equipment:
Elven Curved Blade 80gp
Short Bow 30gp
Studded leather 25gp
Her mothers hawking glove, a thick honey-leather glove tough as the aeons have proven, with a fine silkery stitching that describes an intricate pattern upon the back of the gauntlet. She was once told a tale that the spirits of the elves that die take to the air and flie amongst the clouds...maybe...just maybe... this could bring them back. (fluff for a potential Animal Companion)

Mahorfeus |

All right, character's all finished! Still need to work on a backstory, though. Probably something about how life was ruff in the kennel or something.
Male dog animal companion
N Small animal
Init +3; Senses low-light vision, scent; Perception +6
DEFENSE
AC 18, touch 14, flat-footed 15 (armor +2, Dex +3, natural +2, size +1)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee bite +4 (1d4+3)
Special Attacks power attack -1/+3
STATISTICS
Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6;
Base Atk +2; CMB +4; CMD 17
Feats Light Armor Proficiency, Power Attack
Skills Perception +6, Survival +5
SQ link
Gear leather barding (20 gp)
Tricks Attack
SPECIAL ABILITIES
Link (Ex) Can be handled as a free action or pushed as a move action. Master gains +4 bonus to Handle Animal checks made in regards to this animal companion.

Spirit of Pinvendor |

@Mahorfeus: So you are planning to only play the dog?
Random rolls that equal something like a 37 or 39 point build. Might use them...I'm undecided.
4d6 - 1 ⇒ (5, 2, 3, 1) - 1 = 10
4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6 - 5 ⇒ (6, 6, 5, 6) - 5 = 18
4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5
4d6 - 1 ⇒ (6, 1, 6, 5) - 1 = 17
4d6 - 3 ⇒ (6, 6, 4, 3) - 3 = 16

Mahorfeus |

Nah. Character is a work in progress. As usual the crunch is coming along nicely, but the backstory is bugging me a bit.
I have this habit of starting off with a family background first, when it should be more focused on the character. Kind of irking me a bit this time around. But then, nothing substantially dramatic comes to mind.

OneDrunkViking |

4d6 - 1 ⇒ (4, 1, 6, 6) - 1 = 16
4d6 - 1 ⇒ (1, 1, 1, 5) - 1 = 7
4d6 - 1 ⇒ (1, 2, 1, 5) - 1 = 8
4d6 - 2 ⇒ (2, 4, 2, 2) - 2 = 8
4d6 - 1 ⇒ (1, 5, 5, 2) - 1 = 12
4d6 - 3 ⇒ (3, 3, 4, 4) - 3 = 11
The dice gods do not favor me this day!
Str=8 (-1)
Dex=7 (-2)
Con=8 (-1)
Int=12 (1)
Wis=11 (0)
Cha=16 (3)
Will work on this more later.

Spirit of Pinvendor |

Lol, I see that. You have a second chance if you want to try again, but otherwise the 25 point buy and the ability to increase your stuff with RCs is still around, too.
I'm sure you of all people, ODV, see the RC system makes the advancement of your PC a little more like good ole flexible WFRP...
The rigidity of 3.P advancement has always irked me. Considering how awful the group I am playing with in Kingmaker does in combat shows me that 3.P can be super brutal unless you're min/maxing...and that is not the kind of crap I want to encourage. So I'd rather give benefits that allow well-thought out RP characters survive.

OneDrunkViking |

Here, I'll give a second grouping of rolls and stick with it no matter what. ONLY ONE MULLIGAN. PRAISE BE TO CHAOS. ORDER IS A SHAM ON THE UNIVERSE. POINT BUYS ARE FOR THE WEAK
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 1 ⇒ (3, 1, 3, 5) - 1 = 11
4d6 - 2 ⇒ (5, 2, 5, 6) - 2 = 16
4d6 - 1 ⇒ (5, 5, 1, 5) - 1 = 15
4d6 - 3 ⇒ (3, 3, 5, 4) - 3 = 12
4d6 - 3 ⇒ (6, 6, 6, 3) - 3 = 18
Damn. Loads better. See what happens when you surrender yourself to fate? You become a superman. an uber mensch. A mythic man. A wonder(ous) woman. A man hardened by the fireside of uncontrollability. A noun of adjective noun.