Kingmaker: The Varnhold Vanishing (Inactive)

Game Master wehrpig

Roll20 Site


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Story Narrator

Welcome to my Kingmaker PbP game! If you haven’t done so already, please familiarize yourself with the Kingmaker Player’s Guide.

Here are several notes on character creation, gameplay, etc.:

Character Creation Guidelines:

In general I would like to resist the temptation to power creep. The APs are designed for four players using the standard point buy. Increasing the player power beyond this point then requires that the AP encounters be modified. I would prefer to keep the AP as written with minimal modification. This will ensure balanced gameplay that is both challenging and fair.

I would like to place more emphasis on roleplaying and storytelling versus the mechanics of gameplay. This requires well thought out characters with established backgrounds, personalities, motivations, etc. The better you flesh out your character, the more fun the roleplaying will be. Also, I will try to connect the story to hooks in your background for deeper story immersion.

Guidelines:
- Standard 15 point buy
- Please no stats below 7
- All races and classes
- In general, any Paizo reference material is fair game
- I would prefer not to use third party material
- Average starting wealth
- Two traits (one should be a campaign trait)
- Please include a stat block, background, description and personality in your character’s profile
- Please connect your background to your trait and provide a rationale for why you've been trusted by Restov with the charter

Combat:

We will use Roll20 for the battle maps.

I will roll initiative for the group, but in general I will ask you to make most other rolls. To facilitate combat, I will have everyone post your actions for each round. I will then sort and arbitrate actions during the end-of-round narration. If there is a possibility that someone else’s actions may affect your move, please try to include contingencies.

For each post in battle, please try to post the round number and any effects that may be present for your character (e.g. bless, haste, etc.). Please try to include common information in the “class line” of your profile such that it is displayed for all your posts. This allows easy reference of your key information. Here is an example of what I typically include for my PCs:

Paladin (Oath Against Fiends) 10; AC 21, HP116/116, Fort +17, Ref +11, Will +14, Perception+10, Init +1, Greatsword +16/+1(2d6+7/19-20x2) [ spoiler=Tracked Resources]Spells 2/3 1/3 1/2; 1/4 smite evils (+7/+8/+7); 12/18 LoH(5d6), 1/2 DB (+2)[ /spoiler]

Game Rules:

To be as fair as possible, I will attempt to strictly follow the rules as written. I don’t plan to use any house rules, but I reserve the right to do so if the need arises. I will admit that I am not as strong on the rules as I could be. When I make mistakes (there will be plenty), let me know, and I will try to correct things as necessary.

Posting Guidelines:

I will make every effort to post at least once per day - please try to do likewise. As we’ve all experienced, slow posting kills PbP games. In general I will wait for a majority of the characters to weigh in on a decision before moving the game along.

In general, try to follow the usual PbP conventions (bold text for dialogue, italics for thought, etc.). Please try to move the story along with every post. Please consider using dialogue, versus exposition, where possible. Please avoid meta-game comments in the game play thread (please keep those to the discussion tab where possible).

Kingdom Building:

A unique aspect of the Kingmaker AP is the kingdom building portion of the game. Per recommendations in the forums, I will likely set up a separate campaign page for the kingdom game play, versus the normal adventuring game play. We will use the Ultimate Campaign rules, since they are more recent than the AP rules.

Please go ahead and begin the discussion on what characters you plan to create, party roles, etc. Once your profile is ready, go ahead and post in game play. You will find the wilderness map on the Roll20 site.

Thanks again for joining the game. I'm excited to run one of the best APs created to date. I'm looking forward to playing this AP to completion.


Fflash here. Aka Tike for those that know me.

Excited about wehrpig's game. I know zero about Kingmaker so this will be a truly new experience.

I've built a gnome wolf rider. Melee, nature, tracking. Light spell ability once he hits third. Brawler/cavalier/hunter. The bad side is its low Charisma so if we find ourselves lacking, I will be willing to transition to a noble born cavalier type.

I'm struggling with the campaign trait. Thinking of the "friend of a noble" idea with the fey-fearing folks. Working out some fey/nature motivation.


Hi there everyone. :)

I'm very much looking forward to playing Kingmaker once more. This AP is one of my favorites. I previously played my character Aldarion the Sage in two PbP attempts on this forum, though both ended well before the first chapter was completed. I also played once in a real-life game shortly after the AP was published, but that too ended very prematurely.

Fourth time's the charm, I hope. :)

Back Story Preview wrote:

Aldarion was just a simple gardener and herbalist. Now, this middle-aged hermit was a charming fellow, though he preferred the company of trees to people. He desired only to be left to his secluded life of meditation and simplicity at his humble woodland hermitage.

Yet Aldarion's growing reputation as a miracle healer and wise man have conspired to spite his loner's spirit. At first, visitors seeking aid from "the Sage" trickled in to his woodland home on the border of Rostland and the River Kingdoms. But over the years, they gathered in increasing numbers.

A good-hearted man, Aldarion is nonetheless very pleased to help others to heal both in body and in mind. If only he had more quiet time to himself in his garden, though.

More recently, his reputation led him to a meeting with one of Rostland's lofty swordlords...

I've got a very rich back story for him already developed from my previous playthroughs. But I'd be happy to consider adapting it a bit to include one or more of the other characters, with wehrpig's approval.

Statwise, Aldarion is a half-elven druid of the treesinger archetype. I'll start posting via his profile once I have completed adapting him to wehrpig's specs.


Btw, any chance you might wish to use the optional Background Skills rules, as described in Pathfinder Unchained? In a nutshell, it grants everyone two additional skill ranks per level, but those ranks must be invested in a subset of skills related to your character's background. It also adds a couple of new skills (Artistry and Lore), though I think these could be skipped without consequence, if desired.

No worries if not, I just thought I'd ask. :)

Dark Archive

Hi all. I too have played part of this AP 3 other times and am hopeful/expecting that this game will be a lasting game.

Previously I played an elven archer ranger and a gnome fire oracle. But if we have a druid and a hunter then a ranger is likely redundant, especially if we only have 4 players.

I could play an arcane type and could go sorcerer if we need a face. Thoughts?


I think the fourth was looking at either a sorcerer or blaster oracle. Once nomadicc signs in, I'm sure he'll let us know. I'm not hard over on the gnome if it doesn't fit the group.


1 person marked this as a favorite.
Story Narrator

Great concepts so far everyone!

Kartari, I like the background skill rules. Let's go with it.

Dark Archive

OK. I can have fun playing about anything. What role would you guys like to see me fill?


Depends on how healy the treesinger is but I'd say scout-like. Your archer may be a good fit if there's some high stealth and perception.

I'm going to switch to the cavalier, human with the bastard trait. Beast rider / emissary type. Try for a flying mount later in the game if the GM allows it. Fill the mobile tank and maintain some face skills. Human and likely go bastard trait. Thinking the quick to be offended, chip on the shoulder, but always wanting to do the right thing.


Well Aldarion's no cleric or paladin, but he'll be prepping spells to restore hit points and remove conditions (disease, poison, ability damage) as they become available. He also has a very high Heal bonus, so he can perform mundane disease and poison control and so forth when the spells run dry.

Edit: That said, I have always been a fan of having multiple healers in a party. :)


Btw, if anyone wants inspiration for a character concept, I created a human swordlord a while back. He's designed with Kingmaker in mind (indeed, this AP is perfect for playing a swordlord, and the natural-born leader trait makes him very effective at the role of King later in the game). I've never played him though, nor have I given him much of a back story yet.

My idea was to make a jovial yet sardonic sellsword with a Russian accent, interested in what's in it for him, inspired in part by Bronn from Game of Thrones. But feel free to steal the idea and make your own back story, if interested.

I think a mix of fighter (swordlord archetype) and swashbuckler works best for a swordlord, though there are quirks in Paizo's rules that make it difficult to play a swordlord effectively until 3rd level (specifically, the piercing qualifier on swashbuckler abilities and the slashing nature of the dueling sword).

Dark Archive

OK. I still will want to hear from our 4th before final decision. I think I'll go archer/ranger with good perception and survival. But if we lack a face or arcane caster I can go sorcerer. I already have the ranger pretty much built so can post the ranger quickly. Likely just strait ranger but maybe infiltrator.

The truth is that rangers are powerful but quite linear to play and can get boring...Or that is my experience at least.


Aldarion has Perception and Survival well covered. Though we could always use a second set of good eyes, I don't think you have to play a ranger if you'd rather not.

Looks like we could use an arcane caster though. I might possibly take a Wizard level. But I think I'd prefer to stick mostly with Druid levels, even though the Mystic Theurge route is tempting.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Here's my cavalier ... reading up on Brevoy in the Inner Sea World Guide and building the bastard noble background story, but wanted to get this up for discussion. Some of the glaring weak spots are intentional.

GM wehrpig: Took Beast Rider & Emissary archtypes for Connor & took the Charger archetype for Cinder. Also bought Cinder leather armor. Let me know if anything looks awry. Took max HPs for 1st level / HD, took average for Cinder's 2nd HD.

Will likely add a short Cinder stat block to my profile for easy reference for you/me.


Story Narrator

Everything look's good Connor!


Checking in... will start working on my character. Going sorc or oracle - blaster either way.


Oh! Did we start? Lol, I just noticed the gameplay thread.


Leaning towards elf fey-blooded sorcerer... will mix up direct damage, a handful of charms, and archery.

Or stormborn. Any opinions?

Leaves a gap in the healer slot, though.


Though I'm a fan of playing whatever you like, a sorcerer would better compliment the group imo. My druid will be a good healer (and I intend to take Brew Potion by 3rd level), but we have no other arcane casters.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Gameplay thread is there for dotting, I believe. Helps it show up in the Campaign tab.

We need the sorc.

Wand of CLW ... let's just commit now to getting one as soon as we have 750gp and a place to buy it.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I like the stormborn a lot for the damage dealing part of it, but I think the fey-blood would have more utility in and out of combat. The compulsion DC bump is really nice.


Okay, will spec out the sorc...


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Wow, the selection of male elf avatars is really lame.

Stat Block:
Seres Feyblood
Elf sorcerer 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged shortbow +2 (1d6/×3)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—gravity bow[APG], sleep (DC 16)
. . 0 (at will)—haunted fey aspect[UC], jolt[UM], message, read magic
. . Bloodline Fey
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 11, Int 9, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Arcane Strike, Eschew Materials
Traits mediator, pioneer
Skills Diplomacy +4, Perception +3, Ride +3, Spellcraft +3 (+5 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven
SQ elven magic
Other Gear shortbow, belt pouch, flint and steel, signal whistle, light horse, bedroll, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, tent, small, trail rations, waterskin, 8 gp, 9 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Laughing Touch (6/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.

Let me know if you find anything. I was hit hard by the starting 70 gp, and had to buy gear for the horse.


Story Narrator

Thanks Seres - looks good. All, please log onto Roll20 when you get a chance. Go ahead and post into gameplay once you've selected your avatar.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Wehrpig, are you including drawbacks (and the associated additional trait) as background options?

Serea, did you buy your horse stuff via kit? I bought the cavaliers kit for 23 gp, iirc.

-Posted with Wayfinder


Story Narrator

Yes, taking a drawback is ok for the third trait.


Connor's fluff (warning, may put you to sleep, proceed with caution)

Background:
Connor grew up on a small town on Lake Reykall, called Reyksell, near the mouth of the Sellen River. The village was home to woodcutters, loggers and a transition point for river barges and lake boats. His mother and older brothers worked on the docks, loading and unloading barges that came out of the forest and the mountains ... bold merchants carrying rare woods and other strange things from the fey wilderness and the Medvyed families.
Connor's eldest brother Gayle left to join the Worldwound Crusade in Mendev to the west when Connor was around 10. Shortly thereafter his other brother, Zwain, was hit in the head by a falling crate and was committed to a hospital for the brain addling that happened from it.

Connor never knew his father and when he neared his teen years, became aware that he may have had a different father than his brothers. His mother mentioned their "father" having gone off on an ill advised excursion into the Gronzi forest that was never heard from again. However, his mother let slip a couple times that Connor's father was a different man.

Several years after his brothers had left, perhaps a little over 10 years ago, a man started to visit and spend considerable time in the town. He was often over for dinner. He'd spend his days tending to horses in the stable and seeing to the logging operations, but developed a friendship with Connor and over a summer, secretly taught him the basics of riding and tending to horses along with allowing him to spar here and there. He with his strange sword, and Connor with a woodcutter's axe, bldaes wrapped in leather. His mother claimed he was a friend of their father's, but Connor didn't think that was true. The man called him self Treyvor, but Connor also got the sense that wasn't his real name. He noted the man wore fine jewelry and clothing when he arrived and left from town, although he wore more roughspun woodsman's outfits when he stayed with them.

Treyvor would visit monthly after that first summer but near mid winter he showed up in a rush, panicked and fearful claiming he's Connor's father, and leaving a ring with a house seal, a silk scarf along with a piece of paper sealed in wax. He departs just as quickly, and astunned Connor runs into the forest to process what he heard, hunting rabbits. When Connor returned home, he found the village burned to the ground Rushing home, he found his mother burned to death and only finds a shred of the scarf and the slag of the ring The parchment was burned to nothingness, the seal gone.

With no home, no family, and no friends, Connor fled into the woods, but his ability to fend for himself long term was limited and he was eventually discovered by a group of bandits. After initially becoming a pet and joke, the bandits kept the kid for his mettle and eventually armed him and took them along with him on raids. Over time, Connor came to find that the bandits were mostly displaced villagers fallen upon hard times like himself, but he came to be appalled with their tactics and fled at the first opportunity

Moving to the capital of New Stetven, the resilient teenager found a way to survive in the urban jungle and eventually found his way into honest mercenary and then guard work for several years, later even swearing to a knightly order's edicts, although he was not formally recognized. Once he had a steady income and home, he turned his efforts to trying to research and prove his patent of nobility, but ultimately the fire had robbed him of anything conclusive. All his research into nobility couldnt trigger the memory of which house's seal he saw on that ring in a fleeting moment so many years ago, no did anyone seem to recognize his description of the man "Treyvor."

Worse, his repeated efforts to claim nobility eventually earned him the scorn and ire of the the actual nobility and when he took the bastard name "Lake" as a surname, he was outwardly rebuffed from civil offices and any royal houses.

His frustration and lack of proof eventually drive him to hear of Restov's go more loose affiliation with the houses and he heads south to make a name for himself and perhaps gain some standing and respect before he returns to reclaim his birthright.

Description:
Connor is tall and lean athletic man with unruly brown hair who shaves infrequently. He has one greenish and one bluish eye and a thin, sharp nose and strong chin.

He dresses for the cold and cares for his horse with the skill of an accomplished hand. Cinder, herself, is a dark chestnut mare with a orange and blonde mane and tail reminiscent of flame.

Connor wears worn scale armor and carries a well used shield and oiled battle axe with throwing axes at hisbelt. When mounted he carries a lance, but generally leaves the long weapon with Cinder when on foot.

Personality:
Connor is a good man, if hardened a bit by failure and loss. He is quick to be offended and react, but equally quick to put it behind him and move on. "Always forward" has become his personal motto, not wanting to dwell on the failures of the path and always hopeful of greater success around the corner. He's very much faithful to the edicts of his order and believes in chivalry and aiding the weak.

Connor has grown with a preconceived idea about other races, having been surrounded by humans most of his life and often makes racial generalities out of ignorance, not malice. Perhaps maturity and experience will educate him better in those areas.

Connor attracts the attention of eligible women but is easily beguiled by them. While sharp witted when it comes to blatant lies, he tends to fall for a pretty face and a nice word fairly quickly as the naivete of his upbringing and his lack of experience with women come to light.


Connor Lake wrote:
Seres, did you buy your horse stuff via kit? I bought the cavaliers kit for 23 gp, iirc.

No, I got the horse free from the trait, but just paid for the saddle, bit/bridle, saddlebags and feed separately. I don't think i cost more than 15-17 gp.

I wanted to start with a longbow, but that costs 75 gp. I'll need to save up for a composite strength longbow.


Male Elf Fey Sorcerer 6 / Feysworn 3 :: AC 12 :: Fort +3, Ref +5, Will +8 :: Per +3, Init +2

Trying new avatars to see if one agrees with me.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)
Nomad Sage wrote:
Connor Lake wrote:
Seres, did you buy your horse stuff via kit? I bought the cavaliers kit for 23 gp, iirc.

No, I got the horse free from the trait, but just paid for the saddle, bit/bridle, saddlebags and feed separately. I don't think i cost more than 15-17 gp.

I wanted to start with a longbow, but that costs 75 gp. I'll need to save up for a composite strength longbow.

Alright, cool. FYSA a riding kit, which includes those things a above plus a saddle blanket and a second day of feed runs 16gp.

Check some of the outsider images as well. Some of them can be elf like.

Wehrpig, Connor took the Headstrong drawback and the Oathbound trait. Both work together and fit in nicely with the background.


Story Narrator

The only issue with headstrong is that I'm not sure it works well with NG. I interpret NG as being indifferent to law/chaos, which doesn't square well with a trait that requires a strong opinion. I guess you could take exception to both lawful and chaotic actions/arguments, but that may be a challenge to role play. Possibly go LG or CG?

Dark Archive

Help me out here. We have a druid, Cavalier, and sorcerer. How about I go unchained rogue? Thoughts? I could go strength build or full dex build and two weapon fight.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

I think one can have a strong dedication to goodness and chivalry without being beholden to anarchy or the rule of law.

Connor is neutral good given his short time as a bandit, but his alignment wouldn't prevent him from having an opinion that he's vehement about. Hell, there's an entire plane dedicated to neutral good. Should we tell the agathions that they don't have opinions?

That said, I can look at other drawbacks as well. I'd rather not change his alignment.

-Posted with Wayfinder


Skorn wrote:
Help me out here. We have a druid, Cavalier, and sorcerer. How about I go unchained rogue? Thoughts? I could go strength build or full dex build and two weapon fight.

I can't comment on the unchained bit since I have yet to sit down and read about that. But rogue sounds good to me. That would round out the party nicely. Either the scout or bandit archetype might fit nicely in this AP as well.

Skorn:
A thought. Might be an interesting back story to play a bandit-turned-sheriff. A character who never paid for his crimes. Thus he's always a little nervous around the party, with the four of us chartered to seek out bandits and have them either cut down or hanged to death. Maybe if his fears turn true and we run into his old "friends" in the River Kingdoms who remember him, he gets REAL nervous since he doesn't exactly want his criminal past known to the rest of the party... a party who might turn on him. He's probably going to want a disguise kit, lol.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

I present Aldarion the Sage.

I can never quite find the right picture of him for some reason. This avatar is okay. I like the linked picture in my profile better, but it lacks a fine goatee (like this avatar has). Also, imagine him closer to middle-age (the linked image might be Aldarion when he was younger).

Will post shortly...


Story Narrator

Great work on the background Aldarion! He looks good to go.

Connor, I guess I can see being headstrong about good/evil but being indifferent to law/chaos. Let's go with it.


Thanks! :)

I think of being neutral on the law-chaos axis as having a general pull towards social cooperation. Being lawful to me implies a more rigid and uncompromising adherence to one's discipline or practice and to the letter of the law. Chaos, actually, is what to me reflects an indifference to cooperativeness; a strongly chaotic individual is entirely unpredictable and wild, someone who follows their own whims and impulses as if their actions and behavior were determined by a random table.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

So although I made my point, making me consider the roleplaying aspect makes me think that while I want him headstrong towards certain things (his belief that hrs noble), I want him malleable in other areas since I'm intentionally building in other personality flaws.

How about Attached? Options for you to choose could be the ring or Cinder or even his pair of throwing axes, maybe having belonged to his brothers.

-Posted with Wayfinder


Story Narrator

Attached works. Your call on the item. Cinder would be interesting, but you will eventually be upgrading your mount. Probably best to use the ring or axes.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

Here is a first cut. Meet Ezekial Dune, scout and knife master.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Just read through everyone's characters. All look very different. Minimal overlap.

2 Charisma characters which is good but only 1 set of face skills. We have a few knowledges: nobility, local, geo, and nature. Could use a couple more but our group is lacking intelligence (Ezekials 110 in his profile notwithstanding). I'll be taking a rank in religion at some point.

I like the mix, pretty good coverage for 4 guys. Melee tank, ranged striker, mobile melee striker, and a support/healer. Other than being thin in a couple areas and missing a couple knowledge skills (arcana, dungeonering, planes, religion), I think we did alright.

Languages may be weak, too. Did everyone use the Unchained background skills.option?

-Posted with Wayfinder


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Oh, also. Reading Aldarions profile made me think.

I know nothing about kingdom building rules. Is everything in Ultimate Campaign?

-Posted with Wayfinder


Story Narrator

Execellent background and personality write up Ezekial. You'll need a drawback for three traits.

Connor, the kingdom building rules are completely contained in Ultimate Campaign. They won't come into play until the second chapter.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Diplomacy and Linguistics are areas I definitely intend to invest in as I level up. Possibly Arcane Knowledge too, if I do decide to take a level in Wizard (or possibly Alchemist). So many skills, too few ranks... thankfully our generous GM has allowed the unchained background skills. :)

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden
wehrpig wrote:

Execellent background and personality write up Ezekial. You'll need a drawback for three traits.

Drawback is Paranoid. Its in his background and in Herolab. Might not have printed in the profile. He wants to trust his friends but has been burned too many times. I fear he is damaged goods. :)


Story Narrator

Sounds good. That should make for interesting role playing. I think you're ready to post in gameplay.

The Exchange

M Half Elf Unchained Rogue 8 (Scout& Knifemaster), Brawler (snakebite) 1| HP67/67 | AC 24|, T 17, FF 17 | CMB +8 CMD 25 | F +6 R +14 W +3 (4 vs enchants) Immune to sleep| Init +8| Perc +19/23 vs conversation or things hidden

I was unclear about Background Skills. Are we using them? I am in favor of it... :)


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Yes, we are.

wehrpig wrote:
Kartari, I like the background skill rules. Let's go with it.


Male Human Beast Rider Emissary 6 / Hunter 3 (HP: 64/82 // AC: 21 (23), T: 11, F: 20 // F: 9 R: 6 W: 6 // Init: +1, Per: +12 // Dip/Bluff/Intim: 14/6/7, Know (Nob/Geog/Rel): 11/5/5, Handle Animal: 14, Ride: 13 / Lance Ch/PA +22/19 (3d8+18/45, x3)
Resources:
  • Challenge (+2/+6): 2/2
  • Animal Aspect: 2/2
Whitetalon:
HP: 62/69 (57/65) neg level // AC: 25, T: 12, F: 21 // F: 10 R: 8 W: 4 // Init: +3, Per: +7 // PA Bite +10/5 (1d6+14)/Rake +10 )1d6+14)/2 talons +10/+10 (1d6+14)

Yes, Connor has them built in as well (Handle Animal and Knowledge Nobility)

-Posted with Wayfinder


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Btw, I am using Brevian currency terms for added flavor, if anyone is interested in doing likewise.

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Community / Forums / Online Campaigns / Play-by-Post Discussion / Kingmaker: Stolen Lands All Messageboards

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We are looking for a replacement for our druid in our long running Kingmaker campaign. Any Paizo race and class will be considered.

Character Creation Guidelines:

- 4th level (9000 XP)
- 2000 gp starting wealth
- Standard 15 point buy
- No stats below 7
- In general, any Paizo reference material is fair game
- No third party material
- Two traits (a kingmaker campaign trait is not required)
- Please include a stat block, background, description and personality in your character’s profile

We are using a separate campaign page for the kingdom building game - located here.

Let me know if you have any questions.


What is the rest of the party composition?


Joseph Soltz wrote:
What is the rest of the party composition?

Current party composition:

Human Beast Rider Emissary 3 / Hunter 1
Half Elf Unchained Rogue 4 (Scout& Knifemaster)
Human Slayer (sniper) 3 / Paladin 1
Skinwalker (Witchwolf) Cleric 4
Elf Fey Sorcerer 4


Dotting for interest - I really like inquisitors, and an inquisitor of Erastil has always struck me as a fun concept to play, kind of the wilderness troubleshooter (literally, in some cases.)


Woah- I followed this game for a while. I really shouldn't take on another campaign, though....


On the contrary, I think they might need someone with a bit of a utilitarian/support bent. Considering a Bard of some sort, for buffs, knowledge skills, and perhaps some Dazzling display stuff, or perhaps performance combat.

I'll get something together in the next day or so.


Dotting! Would you allow an Aerieborn skinwalker? It's a new breed of Skinwalker that came out in book 1 of Ironfang Invasion.


Gaius Orellius
Human Bard for your consideration. I am currently running a modified Kingmaker game for full disclosure so I understand if you might not be comfortable with me as a player but if that's not a problem then hopefully you'll like what you see.

”Background”:

Gaius is a native of Restov but he has in his time journeyed around parts of Brevoy and even Iobaria to the west. Much of his close family are cartographers and bookmakers.

Gaius has always been interested in history for as long as he can remember. He was always happy to listen to another tale, read another book. He always wished to discover more, even the lies had value to him, though he liked to separate the truth from the lies. He began to retell the tales and people enjoyed them enough he earn some money to fund his acquisition of books but as he grew older there were mysteries that no book written yet could answer and he started taking the search into his own hands.

For several years a subject has drawn more and more of his attention, the Stolen Lands, noblemen, great warriors and explorers alike have been eaten up, lost to the ages by this mysterious area. It is a fact that the remains of ancient expeditions and empires lie somewhere within it’s boundaries. Gaius has been heard tales of the adventurers who have headed south and he will not let the opportunity pass him by.

Motivations:
-Gain lost historical knowledge and tales.
-Get more funds to fuel research
-Preserve historically significant artifacts
-Fine win and finer women

Personality:
Though of meticulous and adaptable Gaius can unfortunately be impulsive at points. He’s got a flair for the dramatic but at his core if you have to sum him up in one world it’s curious

”Character Sheet”:

Level 4 Bard, Human, Favoured Deity: Erastil, Hair: Blonde, Eyes: Green
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14
Fort +2, Ref +7, Will +4
HP: 18+3D6, AC: 18=10+3+4+1, Touch: 13, FF: 15
Attack: Mwk Rapier +7, 1d6, 19-20/x2
Shortbow +6, 1d6, 20/x3
Traits: Historian (Race), Savant (Social)
Feats: Weapon Finesse, Fast Learner, Toughness
Versatile Performance (Perform Oratory), Bardic Performance 12/Day
Languages: Common, Draconic, Hallit, Undercommon
Spells Known:
Cantrips 6: Light, Detect Magic, Mage Hand, Mending, Prestidigitation, Resist
1st Cure Light Wounds, Comprehend Languages, Clarion Call, Grease
2nd Heroism, Glitterdust

Skill:
Acrobatics +9, Appraise +6, Bluff +6, Climb 4, Diplomacy 11, Disguise 6, Escape Artist +6, Intimidate +6, Knowledge: Arcane +9, Dungeoneering +9, Engineering +9, Geography +9, History +10, Local +9, Nobility +9, Planes +9, Religion +9, Linguistics +6, Perception +7, Perform: Oratory +11, Perform: Dance +6, Perform: Sing +6, Sense Motive +11, Sleight of Hand +7, Stealth +10, Spellcraft +9, Use Magic Device +6

Mwk Cold Iron Rapier, Shortbow, Arrows (20), Cold Iron Arrows (10), Mithril Chain Shirt, Mwk Light Steel Shield, Scroll of Feather Fall, Spring Loaded Scroll Case, Sleeves of Many Garment, Cold Iron Dagger, Bard Kit, 42gp

Silver Crusade

dot


here, I haven't worked out his crunch yet but he is going to be a ranger.


alexgndl wrote:
Dotting! Would you allow an Aerieborn skinwalker? It's a new breed of Skinwalker that came out in book 1 of Ironfang Invasion.

Yes, look's cool.


Kevin O'Rourke 440 wrote:

Gaius Orellius

Human Bard for your consideration. I am currently running a modified Kingmaker game for full disclosure so I understand if you might not be comfortable with me as a player but if that's not a problem then hopefully you'll like what you see.

** spoiler omitted **

** spoiler omitted **...

Look's good - thanks for the submission. KM knowledge is no problem - we have several players who GM and or played through KM. This is a mildly tailored version of the campaign.


While this seems pretty interesting, I can't really get anything to stick in my head. Have fun!


Alexander Dart Dumonte wrote:
here, I haven't worked out his crunch yet but he is going to be a ranger.

Great background!

Silver Crusade

seems you have alot of melee, I think I'll go for an archer themed ranger, with a tone of switch hitter


We currently have two mainly ranged characters: I do longbow, and our slayer/paladin does crossbow. The sorcerer occasionally uses a bow as well.

We currently don't have trapfinding (our rogue loses it from his knifey boy archetype) and we don't have a lot of support in the manner of what bards or skalds do. Also since our arcane caster is a sorcerer we'll have a limited suite of arcane powers at our disposal (e.g. if he doesn't take any control spells, it will be up to me to provide them in addition to healing).


I'm hearing 'melee bard.'

I'll see what I can do.

Silver Crusade

ah, then I'll go for a more frontline focused build. With ranged support


Late night post!

Anywho, I got a character that I like together. He fill's the trap disabler as well as the melee spot. Going to be taking one more investigator level and then going to bounce between that and barbarian. Infusion is also going too help a lot with buffs when I get it at 6th level. Backstory and description can be found at the bottom of the profile.


This concept and backstory won me over so here is my submission.

Stat Block:

Samsaran Samurai
Ability Scores: str 11, dex 16, con 12, int 14, wis 10, cha 12
Defenses
+19 AC, +13 Touch, +16 FF
Saves: +5 fort, +4 refl, +1 will (+3 charms/compulsions)
BAB +4, CMB +4, CMD +17
Primary Attacks
Wakizashi +7 hit, 1d6 (+4 damage vs. challenged target)
Longbow +8 hit, 1d8 (+1 hit/damage w/in 30 ft)
Feats: 1) PBS, 3) Precise Shot
Traits: Dedicated Defender (+1 to attack rolls if mount is dead or disabled), Focused Disciple (+2 vs. Charm and Compulsion)
Modified skills: Bluff +5, Diplomacy +8, Disguise +10 (+12 w/ disguise kit), Handle Animal +5 (+9 for “Fate"), K: History +11, K: Local +9, Profession, Ride +10, Survival +4, Swim +4 (-3 ac penalty for dex/str skills excluding ride)
Languages: Common, Samsaran, Taldiri, Osiriani
Gear: MW Longbow 375, Wakizashi 35, MW Breastplate 350, MW Chain Shirt Barding 1000, Cavalier’s Kit 23 :: Total 1783g (arrows and a riding horse will be purchased out of the remaining funds, the giraffe can’t be ridden until lvl 7)
Special Abilities
Spell Like: 1/day—comprehend languages, deathwatch, and stabilize.
Boosts: +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Giraffe
Starting Statistics: Size Medium; Speed 50 ft., AC +2 natural armor; Attack 2 hooves (1d6);; SQ low-light vision, natural weapons (hooves as primary, slam @ 7 is secondary)
Defenses
+22 AC, +14 Touch, +18 Flat
+5 Fort, +8 Refl, +3 Will
Attacks
2x Hooves +6 hit, 1d6+3
Statistics
Ability Scores Str 17, Dex 18, Con 12, Int 2, Wis 14, Cha 7
Feats: 1) Toughness, 2) Narrow Frame
Skills: Escape Artist +5, Perception +6, Acrobatics +8, Stealth +8 (-1 ac penalty for dex/str skills)

I have not calculated HP for either the PC or the Companion as I’m unsure as to the prefered method and I expect there are a couple other things I’ll finalize as well.


Background and Other:

Min Seung-yong was betrayed by an evil Lord who had hired him to defend him against his enemies. He was shot in the back and fell off the castle wall into the river. Floating downstream, barely conscious he washed up many miles later in the savannah. Apparently left for dead by most predators he was ignored by much of the wildlife, though buzzards were waiting for his festering wounds to finish him off. As he lay there he contemplated giving up and waiting for the next life for a better roll of the dice. As he pondered the decision he saw a young giraffe head to the river for a drink. As its long neck bent down, out of the water sprung the gaping jaws of a large crocodile. Snapping shut around the giraffe’s neck it pulled him to the ground and started dragging him to the water.

A small smirk touched his lips as he considered ‘ah, the circle of life continues ever cycling.’ But something odd happened. The giraffe, unlike a majority of prey caught in that trap who give up after a brief struggle, did not quit. He dug his hooves into the soft mud and began thrashing and kicking at everything. The croc of course hung on, but the giraffe would not quit fighting and the movement towards the water stopped. Seung-yong watched the battle unfold, silently starting to root for the giraffe to upend it’s fate. As the fight raged on, finally a single hoof struck a lucky blow and the croc snapped its head back and released it’s jaws for a fraction of a second. The giraffe, quick as a whip yanked his neck out of danger and started stamping on the croc. A quick retreat later the croc was nursing its pride in the river and the giraffe was stumbling back up the shore where it collapsed, chest heaving in exhaustion.

A couple nearby hyena’s started edging towards it, looking for an easy meal. Seeing the injustice about to be caused upon the graceful creature after surviving the fight of its life, Seung-yong was overwhelmed with an urge to fight. Adrenaline pumped into his system and he sprung to action. Having naught but a few arrows from his quiver and no bow to shoot them, he grabbed one in each hand and charged. Wielding them like small pointy daggers, a mud covered Samurai fought off three to four hungry hyena’s with pure spite. At some point the giraffe recovered its strength and with the odds evened the hyena’s sulked off to easier prey. Seung-yong named the giraffe “Fate” and they have been companions since.

Ronin Edicts (aka motivators)
Never leave “Fate” behind
Loyal to his friends
Uphold all contracts

Description
Pale skin with a light blue tone is the main indicator that Min Seung-yong is not entirely human. Well worn metal armor covers the chest with an archer’s forearm brace on the left forearm. The pate of his head is shaved clean and the remaining hair is pulled up behind in the Chronmage style. He rides a common horse and paralleling him everywhere is a small giraffe, intently watching everything as they ride along.

His personality is reflected in the backstory. He respects anyone willing to fight against fate and will side with them immediately. He is currently looking for a good cause to throw his lot in with.


Would you allow me to refluff the double blade staff weapon? I would refluff it as a weapon that connects together or can be broken apart, I'd need the same proficiency to wield it, but instead of TWF with it as a double weapon I'd fluff it as two separate blades.


Hmm...if you need melee, then the ranged inquisitor build I'd dreamed up might not work out so well.

Soo...I'll get to work on an unchained monk instead, with an aim to grab some ki powers similar to the ki mystic's.


It may also be useful to think about the role you might play in kingdom-building. I'm currently serving as High Priestess, and we have a Ruler and a couple other roles filled, but we're going to need all the help we can get!

And of course play a character that really interests you!


Also, if anyone has the time and or desire to read and critique by backstory, I welcome you to.


Thank you for the submissions, Raff and Min Seung-Yong. Alexander, yes I think the double bladed staff will work.

Submissions so far:

Gaius Orellius, Human Bard 4
Alexander Dart Dumonte, Human Ranger 4
Raff Reavstew, Half Orc Investigator 3, Barbarian (Drunken Brute) 1
Min Seung-Yong, Samsaran Samurai 4


want to inquire if i can apply with a nagaji naga aspirant druid?


I would like to withdraw my character, Min Seong-yong. I have just been invited to another long term game and do not wish to play two campaigns at the same time as one or both would probably suffer. Thank you for the consideration!


Seth86 wrote:
want to inquire if i can apply with a nagaji naga aspirant druid?

Yes, that sounds interesting.


I will stat him up and post when I'm back home


Presenting a nagaji druid and his companion. Specializing in grapple, and stabbing people. eventually poisoning them in the process

Zeelex and Apep:

Zeelex
Nagaji druid (naga aspirant) 4 (Pathfinder RPG Advanced Race Guide 196, Pathfinder RPG Bestiary 4 199)
N Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 39 (4d8+16)
Fort +6, Ref +2, Will +7; +4 vs. naga's spell-like abilities, supernatural abilities, and poisons, +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+5/19-20) or
. . mwk injection spear +7 (1d8+7/×3)
Special Attacks wild shape 1/day
Druid (Naga Aspirant) Spells Prepared (CL 4th; concentration +7)
. . 2nd—aspect of the bear[APG], bull's strength, lesser restoration
. . 1st—cure light wounds, cure light wounds, shield, shield
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 8, Wis 16, Cha 9
Base Atk +3; CMB +5; CMD 17
Feats Power Attack, Toughness
Traits blackthorn rancher (lambreth), poisonous slayer
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +3, Handle Animal +7 (+9 vs. reptiles), Knowledge (nature) +6, Perception +12, Survival +9; Racial Modifiers +2 Handle Animal racial bonus vs. reptiles, +2 Perception
Languages Common, Druidic, Nagaji
SQ aspirant's enlightenment, nature bond (constrictor snake named Apep), nature sense, resistant, serpent's sense, trackless step, wild empathy, woodland stride
Combat Gear wand of shield (50 charges), dhabba spittle; Other Gear mwk ironwood lamellar (steel) armor[UC], dagger, mwk injection spear, bandolier[UE], bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, 472 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aspirant's Enlightenment (Ex) +4 bonus on saving throws against poison, spell-like and supernatural abilities of nagas.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +4 (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.

--------------------

Apep
Constrictor snake
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 38 (4d8+15)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d4+13 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+7)
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 17, Int 3, Wis 12, Cha 2
Base Atk +3; CMB +10 (+14 grapple); CMD 24 (can't be tripped)
Feats Power Attack, Weapon Focus (bite)
Skills Acrobatics +3 (-1 to jump), Climb +19, Perception +5, Stealth +3, Swim +19
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.


Excellent, thank you for the submission.


Recruitment will close Monday.


The votes have been cast and we have completed our deliberations. Raff Reavstew, please join us in the discussion tab. You may dot into gameplay for both this campaign page and the kingdom management page.

I sincerely appreciate everyone taking the time to apply for the game. I will keep you on the short list if we need future players.


Have fun

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