Kingmaker: Hope of the River Kingdoms (Inactive)

Game Master Qi-Gong Monkey

A Kingmaker pbp for 4-5 players


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Qi-Gong Monkey wrote:
Yeah, I have to say that caught me by surprise. Less surprised by the idea of not having a rogue app'ed for yet, because rogues seem to be the least-applied characters in any pbp I've ever run.

I'm considering rebuilding Quinn as a druid. I think that we could really use someone who has an aptitude for dealing with wilderness. It shouldn't be too difficult as long as you're okay with druids worshiping Desna. The stars fall within her portfolio. Nature enough for you? If not, I'd have to rework the story a bit. My alignment would change from CG to NG.

The Kingmaker players guide says that druids often fill the role of clerics in Brevoy. I would say that of the two traveling Desnan gnomes, one was a druid and the other a cleric, and that when Quinn went to Gronzi Forests, he trained as a druid.

What say you?


Luke the Brave: tried to make hims to that stats and other things fit the background. I too fleet-footed, but instead of using it to say he rushes into things, I'm using to say he is ready to react and run away. His backstory has good tie-in to rednal's character, a vague tie-in to Fioren Exus's character, and I guess we can work on how you all know Luke later, maybe you've just heard of me or have seen me fight. Also is a noble, but I took pioneer trait, because he might need a horse to make his cowardly get away and his perception so he doesn't get caught, he is on the lookout.

Elf ranger (freebooter)

Languages: Common, Elven,Sylvan, Goblin

13 str
18 dex
6 con
14 int
14 wis
12 cha

Gear:
Free cold weather outfit. +5 con save against cold weather effects.
22 GP and 4 SP left over
Horse: Free, pioneer trait
Hide Armor: 15 GP
8 Chakrams: 8 GP
Longbow: 75 GP
20 arrows: 1 GP
Masterworkbackpack: 50 GP
Waterskin: 1 GP
Bedroll: 1 SP
3 trail food rations: 2 GP and 5 SP

Racials:
Standard Racial Traits
• Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2Intelligence, and –2 Constitution.
• Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Elves are Humanoids with the elf subtype.
• Base Speed: Elves have a base speed of 30 feet.
• Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. (5 fire resistance)
• Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Senses Racial Traits
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Class stuff:
Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields)

Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.

Freebooter's Bond (Ex) at level 4, I get..
At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rollswhen flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.

Fast Swimmer (Ex) at level 7, I get
Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swimcheck. The freebooter gains a +2 bonus on Swim checks.
This ability replaces woodland stride.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and hisCharisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with anIntelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored class bonus: added 1 skill rank.

Traits: Reactionary:+2 init. Pioneer: You begin play with a horse. Choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Feats: Improved Init:+4 init. Run gained from fleet footed

Offense: BAB+1 CMB+3 CMD+17 Speed:-20 Init:12 Longbow, Chakrams

Defense: AC 18: Touch: 14 Flatfooted: 14
Armor check penalty of 4
Fort:0 Reflex:6 Will:2
Resistance 5 to fire

Skill Ranks per Level: 6 + Int modifier+1 for favored class bonus.
0. Armor check penalty is -4. Will update finals for ranks when the alias is made, but here they are.
1. Climb (1 rank, class skill, armor penalty) Str
2. Knowledge Arcana (1 rank) Int
3. Knowledge Nobility (1 rank) Int
4. Knowledge Nature (1 rank, class skill) Int
5. Perception (1 rank, class skill, 1 trait bonus) Wis
6. Ride (1 rank, class skill, armor penalty) Wis
7. Survival (1 rank, class skill) Wis
8. Stealth (1 rank, class skill, armor penalty) Dex
9. Swim (1 rank, class skill, armor penalty) Str

Luke was born into a noble family, but he worked as a high guard. He got his nobility from his father who was an elf and he is the half-brother of Fioren Exus who has the same mother as him. Luke can't exactly be king, because there were a lot of people ahead of him. He was the Kings nephew and the king had a couple of children and many nephews so his line of power for King was in the realm of never, but he was a noble none-the-less. The King owned many slaves and all the nobles were expected to keep the slaves working through whatever means necessary. Luke did not agree with this, nor did he agree with slavery, but he had to go with the majority so he wouldn't anger the King. When nobody was watching Luke, he treated the slaves with kindness and bowed down to their level. He worked with them actually. But Luke always had to be on the lookout, as he couldn't be caught doing that. Over time he learned some reflexes and some perception skills that allowed him to react in time so he wouldn't be caught when he heard someone coming. The high guards were also expected to fight a little, but Luke was a coward, so he always used a bow or some kind of range. And of course he was ready to react because he was such a coward that he expected an attack anywhere. He also learned to be fast on his feet, so he can run away. Most of the enemies had fire spells tied to them and this hurt Luke badly regardless of his ability to dodge it, but over time, Luke developed some kind of resistance to fire because of this.
However, Luke was always able to fake his bravery somehow. He would say stuff like It takes a man to stay in the back, because sometimes the enemy like to flank. when he knew this was rarely true for battles he was in. Or when going into caves, I'll do the brave thing and watch our horses so they don't get stolen. When he knew the unlikely hood of that, not to mention he bleeds easily so he can barely take a hit. Luke also had a desire to free the slaves or at least let them work for friends or for pay, but he is a coward and can't stand up to the king. A lot of the slaves knew he put on an act, but he couldn't even bring it to himself to admit it. Until Fes and few others approached him. He finally did admit it, but he is still too much of a coward to try to free the slaves. He is real nice to them when no one is around, but puts on his slave act when someone is watching him. He wishes he was as brave as Fes or even a few of the slaves, but he is not, he is a complete and total coward. He makes up for this by being smart, perceptive and wise. Considering Fes's skill and how she is treated, he doesn't think of her as a slave, and that is what he wants to see among all the slaves, fairness and being treated right. Luke finally got the Kings permission the Kingmaker's land, of course though, he was too much of a coward to ask, so he needed Fes to encourage him to ask, so he brought her with him. Luke plans to free the slaves someday if he ever bravens up. Luke also spends time with his half-brother when he is not working with in the noble family. Luke knows that his half-brother isn't familar with the noblility, but he knows that if he helps him through this, his half-brother might give him the courage needed to free the slaves. Luke needs Fioren Exus's courage as well to help him through this.


Or, since we have so many arcane submissions as it is, I could run a ranger instead of a wizard.

Moira the Ranger:
Moira de'Karne
Female Human (Taldan) Ranger 1
NG Medium humanoid (human)
Init +3; Senses Perception +6

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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2

--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +3 (1d6+2/×3)
Ranged composite longbow +4 (1d8/×3)
Special Attacks favored enemy (reptilian humanoids +2)

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits kobold's neighbor, pioneer
Skills Disable Device +8, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +6, Perception +6 (+8 to discover traps), Ride +7, Stealth +7, Survival +6 (+7 to track)
Languages Common, Draconic
SQ track, wild empathy +1
Other Gear leather armor, arrows (60), composite longbow, handaxe, belt pouch, grappling arrow, thieves' tools, waterskin

--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/60

--------------------
Special Abilities
--------------------
Favored Enemy (Reptilian Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Reptilian Humanoids).
Kobold's Neighbor +2 trait bon to Perception to find traps.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Whisper the Horse from the Pioneer trait:
Whisper
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

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Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Other Gear backpack, bedroll, bit and bridle, flint and steel, hammer, mess kit, piton (2), pot, riding saddle, rope, saddlebags, torch (10), trail rations (3)

--------------------
TRACKED RESOURCES
--------------------
Torch - 0/10
Trail rations - 0/3

--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:
Moira has dark red hair, quick green eyes, and tanned skin. Her lean frame moves with an air of calmness. She is easy with a smile and quick to make friends. She is commonly seen in dark green and ruddy brown traveling clothes covered by dark brown and a soft black set of leathers. On her back is a composite bow that has seen much use and is stained to protect it from the weather, and at her side is a hand axe that has seen more use against undergrowth than in combat.

Background:
Growing up as a young girl without a mother is difficult, and growing up in the wild lands of southeast Brevoy more so. Losing her mother at a young age to a raiding party of kobolds that inhabit the Narlmarch Woods, both Moira and her father developed a hatred for the creatures.

Moira and her father live on the outskirts of a trading town on the border of Brevoy and the River Kingdoms, and the two go hunting for game and pelts, ranging from the East Sellen River in the west to the Narlmarch Woods in the east. Learning how to hunt at a young age from her father, Moira grew to love and depend on him. It was with a heavy heart when she was forced to bury him not more than a year ago, after a brutal attack by a bear gone rabid when ensnared in a less knowledgeable hunter's trap.

Without her father, Moira found that the trade town had little to offer her. She had no need of their drink, and no need of their money. But before a decision to leave had been made, she received word of an expedition to the Stolen Lands that needed a guide. As they were practically right out of her doorstep, she felt a tug to join and prove herself, if not in her father's memory, then in her own eyes.

Gathering her belongings, she headed off to join with this expedition, determined to see it through.


Also, DM, how do you feel about archetypes and mutli-classing. Can't remember if I asked about archetypes or not. also if I multi-class as gunslinger, do I get the free gun, yes I know this would be odd, but just asking, I'd be unlikely to do this though, but I'm refering to any class that begins gameplay with a free whatever, do we get it if we multi-class?


Modified submission with a bit more background and a 20 pt stat buy

Extended Background:

Born on the wrong side of marriage from the Medvyed family all she inherited was the name and she has no legal right to that. Growing up poor in the lands ruled by her father's brother , as the daughter of a tavern wench left her resentful and angry at fate. As she grew up she discovered that she was a natural leader amongst her fellow young people and also began to discover her talent for sorcery. Observing the local nobility she began to realize that she would make a much better leader than any of them , at least people like to listen to her and she had a better understanding of what people wanted the nobility seemed to interested in their own power and comfort to do the job properly.

Clearly she decided she was not meant for a life as a tavern wench , her alternatives seemed to find a marry a nobleman something she viewed with distaste and wariness she had seen how badly a romance with a noble could go for her mother and realized how chancy that approach would be. The alternative seemed to be to become an adventurer secure wealth and personal power and then convert those to a leadership role somewhere.

Her objectives are several
first gain power and show her father's family what they have missed, to do this it is not just a matter of gaining power and land but exercising that power well.
second get rich and comfortable, not just for herself , but once she has a position and the wealth she would seek to bring her mother and siblings to a place of comfort and security
Third , win acceptance as a bastard she has always felt a lack of security and affection. Popularity amongst the people, acceptance among peers and wealth she feels will bring her this feeling of being in the right place , it certainly cannot hurt


Appearance:
Tall slender human female, with a pale and frail build. Long white hair and grey eyes.

Corrected Statistics:

Rowan Medvyed
Female Human (Taldan) Sorcerer 1
LN Medium humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 6 (1d6)
Fort +0, Ref +0, Will +2
Resist noble born - medvyed
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Offense
--------------------
Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged heavy crossbow +0 (1d10/19-20)
Special Attacks bloodline arcana: fey
Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—charm person (DC 16), sleep (DC 18)
0 (at will)—haunted fey aspect, mage hand, mending, prestidigitation (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 9
Feats Eschew Materials, Noble Scion of War, Persuasive
Traits friend in every town, noble born - medvyed
Skills Bluff +9, Diplomacy +12, Intimidate +11, Knowledge (nature) +6, Knowledge (nobility) +8, Use Magic Device +9; Racial Modifiers noble born - medvyed
Languages Common, Hallit, Sylvan
SQ bloodlines (fey)
Other Gear crossbow bolts (20), dagger, heavy crossbow, backpack, bedroll, belt pouch, blanket, winter, flint and steel, trail rations (7), waterskin, 51 gp, 9 sp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (8/day) (Su) Melee touch attack leaves target able to take only move actions.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.


So I've decided on a name for my Witch - Kormok the Flesh-Carver. Also, I need to change my submission's alignment from TN to LN.

Background:
Kormok was not always this way. No, once Kormok was young and innocent. But that was long ago, and Kormok does not care to speak at length about such a boring time.

Kormok was born in southern Brevoy, the son of a mercenary brought to fight in one of the petty squabbles that frequently happens there. Kormok's life was boring and unfulfilled then. And so Kormok tries to forget those days. Instead, Kormok will regale you with the story of his true beginnings.

Kormok was never one to possess strength of body. And this brought his father shame, for what good was an orc who was weak? "Weakness is all that is wrong with the half-breed," he would say. And so Kormok, knowing the tales of the great witch doctors, who valued heartiness more than sheer brawn, set out to become one himself. But his blood was too muddied and his skin too thin, so he was denied his wish. But this did not stop Kormok. No, it strengthened his resolve. And so he did the next best thing. Kormok saw the similarities in the powers of the shamans of the Kellid people and the powers of the witch doctors, and he set out to train with them instead. While the witch doctors derived their power from strength of constitution, the shamans derived theirs from clarity of mind. And Kormok was much more suited to this.

But Kormok was not satisfied with simply becoming a shaman. For there was more to the witch doctor than his powers. The witch doctor was a student of pain, inflicting it upon himself ritualistically and letting the scars serve as a show of his status and power. But Kormok did not know how to do this, and so he set out to find a teacher of such things. What Kormok found was the church of Zon-Kuthon.

Where the witch doctors were considered strong for their scars, the followers of Zon-Kuthon made them look weak. The intensely devout would self-amputate limbs and torture each other to near death, only to return again and again for more. And this impressed Kormok, for if anyone could do such things, surely they were strong enough to be a witch doctor! And so Kormok joined this faith, learning their rites of self-flagellation and self-mutilation. He learned to inflict pain upon himself to bring him closer to his spirit, and he learned to appreciate the scars not as symbols of power, but as symbols of his faith.

Now, adorned in spikes and scars, Kormok felt that he was the witch doctor he set out to be. The only thing remaining is to prove to the world that a half-breed can be worthy of such a title. And what better way to do this than to conquer lands in his own name?

Appearance:
Skin-tone: Pale Gray-green.
Hair: Black, hangs to about mid-back.
Build: Lean and sinewy, but not particularly muscular. Average height.
Unique features - Heavily scarred. Bottom lip has been intentionally cut in two places, and his tongue has been split. He has two hooks piercing the flesh of each shoulder, as well as numerous bone piercings throughout his body.

Oh, and another question - Will you be using the revised Kingdom Building rules from Ultimate Campaign, or the original rules from Kingmaker?

Lantern Lodge

Dotting for interest

Will work on a character tonight


Preliminary crunch for the character is ready.

Have gear to do, and the eidolon. Will have that and the background for the character up later.


In terms of 'free' items for classes, well, that's kind of the point behind taking the class in the first place, right? I will be using the Kingmaker kingdom-building rules. I have Ultimate Campaign but still haven't really read much of it; way too many things to do and not enough time, sadly!

And just for the record, remember that the cut-off point for applications is 5pm EST. Anything received after that point will, sadly, not be considered, so if you're wanting in, now's a good time to do it.


Qi-Gong Monkey wrote:
I will be using the Kingmaker kingdom-building rules.

That spurs another question then.

Will you be doing a writeup of the Kingmaker kingdom building rules? Now that the revised rules are out I don't think that the Kingmaker rules are available anywhere other than in the AP itself.

Not trying to be a bother about it, just trying to get questions out of the way.


When they become necessary (assuming there isn't a TPK or anything before the end of Stolen Lands!), I'll outline them. Until they're pertinent, they don't really matter anyhow, but I plan on handling it in a pretty dynamic fashion so people don't get bored with the downtime that can result.


That works. I just figured that the more questions that can be asked/answered prior to the game actually starting, the better.


Can't blame you a bit for that. I try to cover as much as possible in terms of expectations and stuff with players beforehand. Makes the game go smoother.


Qi-Gong Monkey wrote:

In terms of 'free' items for classes, well, that's kind of the point behind taking the class in the first place, right? I will be using the Kingmaker kingdom-building rules. I have Ultimate Campaign but still haven't really read much of it; way too many things to do and not enough time, sadly!

And just for the record, remember that the cut-off point for applications is 5pm EST. Anything received after that point will, sadly, not be considered, so if you're wanting in, now's a good time to do it.

True, but I wasn't sure how it would make in-game sense. And I multi-class as a gunslinger. Okay, a gun magically appears in your inventory.


Believe this character fits your requirements. I have played in about three or four Kingmaker PbP games, none of which seem to survive much past...

Qi-Gong Monkey only:
Either the bandit encounter at the Trading Post or the attack on the Bandit Camp at the ford.

Hopefully you find the character concept entertaining enough to invite me. If you have any questions/comments/changes you would prefer made to the character, please let me know.


DoubleGold wrote:
True, but I wasn't sure how it would make in-game sense. And I multi-class as a gunslinger. Okay, a gun magically appears in your inventory.

GM can always just add it to the next loot pile. Or, better yet to previous loot pile - character finds a gun and decides to become gunslinger :)


Pathfinder Adventure Path, Maps Subscriber

Presenting Graz Razortusk, brawling fighter and former gladiator i the arenas of Brevoy. He is recently freed from captivity and has forged his chains into a spiked weapon that wields along with bare knuckles and orc teeth.

He is an angry personality with something to prove. He is also loyal to a fault, and kind to those he trusts. Basically, though he is power pure and simple. A blunt instrument who is not afraid of violence

I see him taking levels in barbarian as well to get the blood rage that goes along with this personality type. Will flesh out more background and provide an alias upon request.

Thanks for considering.

Crunch:
Graz Razortusk
Male Half-Orc Fighter (Brawler) 1
CG Medium humanoid (human, orc)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +0 (1d4+2) and
spiked chain +5 (2d4+6) and
unarmed strike +6 (1d3+4)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Improved Unarmed Strike, Weapon Focus (unarmed strike)
Traits brigand, veteran of battle
Skills Acrobatics +0, Intimidate +5, Profession (gladiator) +4; Racial Modifiers +2 Intimidate, brigand
Languages Common, Orc
SQ orc blood
Other Gear chain shirt, spiked chain, backpack, bedroll, belt pouch, dominos, flint and steel, mess kit, pot, rope, soap, trail rations (5), waterskin, 4 gp, 2 sp, 9 cp
--------------------
Special Abilities
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Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.


We've got a couple of ranger submissions now, so I'll leave Quinn as a cleric of Desna.


And we've reached the cut-off point. I'm gonna get a couple hours sleep (just strolling in from work) and then make my decisions. Thanks again to everyone who's applied. It's going to be some tough choices.

Silver Crusade

dam. 6 minutes to late :( almost had my sorc ready too.


Sorry for having this up so late. Don't have starting equipment figured out yet, but can do that in short order.

Eidolon: Tyranath:
Eidolon
Quadruped
NG Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d6+2) and
. . 2 claws +3 (1d6+2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Power Attack
Skills Fly +3, Intimidate +1, Perception +4, Sense Motive +4
Languages Common
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Background:
Simon is a young half elf, only being 20 years old. He has spent most of his time as the son of a pioneer out in the wilds of Brevoy down towards the edge of the stolen lands with his father. Knowing that his son would be an only child in a lonely setting, His father decided to give him a large egg from a creature he found. It was unviable, probably from a large lizard or bird, and was long past hatching. But he wanted Simon to care for it well. So he told his son that the egg was a dragon egg. He told him that if he cared for it well, tended it and spent time with it that it would grow to be a young healthy dragon.

Simon's father is a human ranger, his mother an elven druid. She is of the forlorn, not returning to elven lands but rather finding love and beauty in the wilderness that is the stolen lands. They raised Simon in a loving home, and while half elves at times can find hardship in dealing with other races, Simon was always brought up in a loving enviornment. He has lived most of his life sheltered though, studying with his mother and father at home when not caring for his egg.

His facination with dragons also led him to study magic and the planes themselves, always wanting to know about what lay beyond the forest. Though his mother noticed that he never really had a talent for magic, she indulged her son and found him tomes to read and learn from in his young age.

When Simon was young, about eight years old, there was kobold raid through the area, heading towards the southern borders of Brevoy. It so happened to pass by their homestead as it moved through. Simon was taken away by his mother, though in their haste they dropped the egg. He cried out for it, tried to go back and get it, but the kobolds nearly overran the home. His mother and father were able to drive off the pack, but not before Simon came home to find the egg smashed. Simon cried for a long time, not truly understanding death or mourning, and his mother did what she could to help. Simon however was inconsolable.

Till one day, when his mother found Simon speaking to a curious lizard like creature. And wonder of all wonders, it spoke back to him. Rather than rush to her son's side, she instead watched this curious exchange, and went to some local enclaves to research what this might be. She soon realized her son had manifested summoning ability, something she had not conisidered him capable of before, and spent time with him helping him to understand and train his powers.

Now that he is grown to a young man, Simon's parents have suggested that he set out on his own, to learn more about the world and the peoples in it. His mother's parting gift to him was a small carved wooden holy symbol of Erastil, so that he could always revere the one that watched over them. His father gave him a horse, and some basic supplies. They both wished him well, and sent him on his way to adventure. He is normally seen with a nearly four foot tall lizard like creature, with very dragon-like features that travels with him.


Well, good luck to all.


Ugh, I slept in a little bit! Anyhow, this has been a TOUGH set of decisions, tough enough that I ended up having to break one of my personal rules in the process. Maybe this will be the one that makes it so that rule dies for me, who knows?

Without any further ado, here are the characters who will be participating in Kingmaker: Hope of the River Kingdoms, in no particular order.

Yvgeni Kowalski
Moira de'Karne (as illusionist)
Cadell Garess
Chimon Quinn
Fes
Graz Razortusk

Yes, that's right, there's six characters there. That's the personal rule that I broke. To everyone who applied, thank you profusely. I was a little shocked by how many people wanted in, and had things gone just a little differently, the configuration of the group could have been entirely different.

Here's the link to the discussion board

Link:
http://paizo.com/campaigns/KingmakerHopeOfTheRiverKingdoms/discussion

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