Kings and Men - A Kingmaker Campaign (Inactive)

Game Master Thron

Kingdom Management Spreadsheet

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While I'm working on the background ...are we assuming these characters have gone through the first two books, as a party? I don't want to throw too much in that would affect other people without discussing it first. Was this an adventuring party who became (or maybe already were) lords or are they just meeting now, brought in as lords/bosses by an outside party?

Not to get too far into it, but no, you were NOT involved in the events of the first two books. You are being tapped to settle these lands after those events. Like I said, this campaign will be altered significantly in some regards.

The Swordlords are calling you all in as a separate venture.

Cool, cool. That definitely focuses the background more.

That's a cool idea, bringing in these PCs after the Stolen Lands have been pacified.

I've gotten to the second book in KM a couple of times, so I'm familiar with the kingdom building side of things. As far as reliability goes, I've played in several games until they eventually ended and DM'd a game that went for a couple of years here on the boards.

Is this the standard Leadership feat or some variant (like the Bullet Points non-adventuring variant that's about having cohorts who don't adventure with you but support you back at a home base)?

Sarzuket - it will be the standard feat, but the cohort and followers are there to supplement each PC’s various leadership roles. So they won’t be traveling with you.

@GM But, If I paid the price for a permanent Magic Fang, I could do so?


This is very exciting - Kingmaker!!

My background and other details can be seen in my alias. Let me know if you'd like me to explain anything, change anything, add to it, whatever. :) I have not started on my cohort or followers, though I have some ideas swirling around on the former.

I’ve DMed and Played on these boards for several years now and been in the D&D realm for a few decades. I’ve always been an active and supportive player in every game. Please feel free to peruse my aliases and campaigns for examples.

If selected, I can also help with treasure tracking if you like. I have a useful wealth spreadsheet that I use in campaigns I'm in to help track that sort of thing so you don’t have to. You should be able to see a simple version of it here (link).

I particularly like the image Paizo has for poor Govannon, so please use that in maps and the like if selected. I do however, have a Coat of Arms (image) already in place for his seedling kingdom - if it’s agreeable.

I also have an online, though untested, kingdom spreadsheet (link). It does some of the math, but it’s been a while since I received it from a friend and tweaked it for a campaign that never really saw the light of day, so I don’t know how useful it will be. At the least, it’s a reasonable tool for tracking the details. If I’m not selected, and you wish to use the sheet anyway, that’s totally fine - it’s free to the world.

I have played Kingmaker part way through, but it was many years ago, and honestly I don’t remember it all that well. We did do some kingdom building, but not much beyond that as I recall.

- - -

Govannon Gittins is a bit rough, short, heavy, and scrappy. He’s a little unshaven, his hair is sometimes unkempt, and there’s dirt under his fingernails - one of which is chipped far down into the finger. He wears a comfortable mithral breastplate, fairly new, along with a pair of well used scimitars and even a morning star at his belt. A sling bag over his shoulder and back contain his other worldly possessions, which are few but bulky.

His fingers seem to have a life of their own, and are always doing something. Either he’s whittling some random scrimshawed object with his knife, or he’s rolling, badly, a cigarette. Though he does it with some frequency, he seems to not have any skill at fashioning his smokes, often fumbling tobacco to the floor or table, and ending up with lopsided results with strange bulges. Still, he chomps on the tobacco as much as he smokes it and he often has a misshapen cigarette sticking out of his mouth - lit or not.

For all that he’s a friendly man, and loyal in a pinch. He’ll put his own life on the line for those of his mates and allies. He believes fiercely in the taming of the wilderness for a burgeoning population seeking some stability and a common goal - if only to push back the darkness.

Male Dwarf Druid (Saurian Shaman) 7
Init +1; Senses n/a;


AC 114, touch 11, flat-footed 13
(armor 0, deflection 2, Dex 1, natural 1, size.)
hp 45; fast healing X; regeneration X (conditions)
Fort +8, Ref +4, Will +11;


Spd 20 ft., other movement types
Melee Club, Shillelagh, Power Attack +6 (2d6+10) and
Bite (Transformation, Power Attack) +6 (1d8+8)
2 Claws (Transformation) +2 (1d4+4), rake
Space 5 ft.; Reach 5 ft.
Spells Known (CL 7th):
4th (1/day)
3rd (2+1/day)
2nd (3+1/day)
1st (4+1/day)
0 (4/day)
Spells Prepared (CL 7th):
4th Forest's Sense (DC 17)
3rd Call Lightning, Raven's Flight, Stone Shape (DC 16)
2nd Campfire Wall, Aspect of the Bear, Aboleth's Lung, Beastspeak (DC15)
1st Produce Flame, Shillelagh x2, Commune with Birds, Ant Haul (DC 14)
0 Detect Magic, Create Water, Purify Food+Drink, Flare (DC 13),


STR: 16 DEX: 12 CON: 14 INT: 10 WIS: 16 CHA: 10
Base Atk +5; Grp +8
Feats Heavy Armor Proficiency, Power Attack, Wild Spell, Leadership
Traits Pioneer (Perception), Simple Disciple (profession: teacher)
Skills Profession: Teacher +14(background), Handle Animal +10(background), Knowledge Nature +10, Spellcraft +10, Perception +14, Survival +13
Languages Common, Dwarven, Druidic


Totem Transformation (Su) At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

Movement (+10 enhancement bonus to land speed)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Totemic Summons At 5th level, a saurian shaman may cast summon nature’s ally as a standard action when summoning reptiles and dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

This ability replaces a thousand faces.

Wild Shape At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

Tactics Subdomain, Seize the Initiative (Su)Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Amulet of Mighty Fists +1
Belt of Giant Strength +2
Cloak of Fangs
Ring of Protection +2
Ring of Sustenance
Amulet of Natural Armor +1
Explorer's Outfit
Courtier's Outfit+Jewlery
Animal Feedx5
Masterwork Backpack
Belt Pouch
Iron Pot
Mess Kit
Component Pouch
10 torches
Dandy Brush
Riding Saddle
43 GP
8 SP

Background, Davian Battlebeard:
Dwarves aren't particularly common up in the Realms of the Mammoth Lords, so dwarf saurian shamans are particularly rare, though even ignoring that Davian is an odd duck for a dwarf and a druid. He's relatively clean-shaven, his hair is usually neatly combed, he has no trace of an accent, and he wasn't born underground or in the woods, but in Kenabres. His philosophy on urbanization is pretty against druid orthodoxy as well. "Well, the way I see it if a bear sleeps in a cave or a termite sleeps in a tree or an ape makes tools and those things are natural, why are dwarves and humans and gnomes unnatural for doing the same things, only better?".
This attitude and his growing druid powers and expertise tend to ingratiate him with the leaders of settlements he comes across, from hamlets to city-states.

Davian decided to become a druid after seeing one Lathrael Windleaf turn into an Allosaurus to tackle a glabrezu during an attack from the worldwound, commonplace in Kenabres. The sheer ferocity of a 10,000 lb predator leaping through the air to knock away a powerful demon was impressive enough to convince the young dwarf that becoming a druid was his destiny.

That very day, nature herself seemed to agree. He stood his ground against a dretch despite being a mere child in order to defend his younger brothers and sister after it broke into their nursery. Armed with only a simple hammer from his father's forge, he stood his ground and bellowed in an impression of the dinosaur he had seen before, and in response three monitor lizards erupted from the ground to swarm over the dretch, killing it quickly.

When Lathrael heard the story, he offered to train young Davian in the ways of the saurian shaman, or dinosaur druid, taking the appearance of the lizards as a sign of the boy's potential and that he was favored by the natural forces.

Though he was one of the many crusaders in Kenabres, Lathrael took Davian into the woods to teach him and to train, imparting in him his own unorthodox philosophies on civilization and nature and humanoids. Davian has expanded upon these philosophies, forming his own beliefs on the roles druids are to play in the world.

These philosophies took him away from Kenabres eventually, leading him southward to teach the ever-evolving kingdoms of the world and spread his beliefs about the relationship between nature and civilization. He lived in the Rostland for a time, learning to teach others in a way that is productive and nurturing, and growing to love the culture of these hardy frontier folk. Upon hearing of expansionist efforts into the Stolen Lands, Davian immediately signed up, hoping to be on the very cutting edge of new forays into the wild by the forces of civilization, where he feels his brand of wisdom and his beliefs will be most helpful and necessary.

Dot! Looks great!

I present Wezempi, half-orc shifter and surprisingly good leader. He and what remains of his tribe and their war beasts have been bribed with lands in the south to get them out of the swordlord's collective hair.

Image and so forth will follow - posting from work atm!

Male Half-Orc Shifter
Large N Humanoid (Human/Orc)

Init +1
Senses: Perception +12.

AC 22, touch 21, flat-footed 14 (+7 armor, +1 dex, +1 wis, +1 defensive instinct, +2 deflection, +1 natural armor, -1 size)

HP 67/67 ([10 + 1 con + 1FBC] + 6x[6+1+1] + 7 feat])

Fort +6 (5 base, +1 Con)
Ref +6 (5 base, +1 Dex)
Will +4 (2 base, +2 Wis)

Claws x2, +12/+7, 2d6+5, x2.

Spd 30/20ft.
Space 10 ft.; Reach 10 ft.

Base Atk +7/+2 (+7 Shifter)
CMB +12 (7 BAB, +5 Str)
CMD 24 (10, +7 BAB, +1 Dex, +5 Str, +1 Defensive Instinct)

Str 20 (+5) [14 base, +2 racial, +2 size, +2 magic]
Dex 13 (+1) [14 base, -2 size, +1 level 4]
Con 12 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 8 (-1)

Endurance [Half-Orc Racial Bonus]: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Improved Unarmed Strike [Level 1]: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Grapple [Level 3]: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Natural Attack (Claws) [Level 5]: Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
Greater Grapple [Level 7]: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Leadership [Campaign Bonus]: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit. Leadership Score: 7 (7 level - 1 Cha + 1 racial)

Pioneer (Campaign): You begin play with a horse. Also, 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.
Survivor (Regional): You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Acrobatics +8 (4 ranks, +1 Dex, +3 class)
Diplomacy +5 (1 rank, -1 Cha, +3 class, +2 racial)
*Handle Animal +7 (5 ranks, -1 Cha, +3 class)
Knowledge (Nature) +6 (3 ranks, +0 Int, +3 class)
*Linguistics +5 (2 ranks, +0 Int, +3 class)
Perception +12 (6 ranks, +2 Wis, +3 class, +1 trait)
*Profession: Soldier +14 (7 ranks, +2 Wis, +3 class, +2 racial)
Sense Motive +12 (6 ranks, +2 Wis, +3 class, +1 trait)
Stealth +10 (6 ranks, +1 Dex, +3 class)
Survival +7 (2 ranks, +2 Wis, +3 class, +3 to track)

Total Points: 42 [7x(4 Shifter + 0 Int + 2 background)]
AC penalty is -3/0

Common, Orc, Druidic, Sylvan, Alko.

Permenant Enlarge Person (2960gp)
+1 Dragonhide Breastplate (1400gp)
+1 Amulet of Beastmastery (7000gp)
[Combined Amulet of Natural Armor +1 and Amulet of Mighty Fists +1]
+2 Ring of Protection (8000gp)
+2 Belt of Giant Strength (400gp)
135 gold 50 silver 0 copper
Weight Carried:

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Shaman’s Apprentcie: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
War Leader: Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale. This racial trait replaces darkvision and orc ferocity.

Proficiencies: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. [Tiger, Falcon]

Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver (and see Update at left). At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier 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 shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track: At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Woodland Stride: At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Wild Shape: At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.
Shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step: At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter’s Fury: At 6th level, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws.
At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.


Wezempi was the son of an orc with a cunning beyond most of his brutish kind. Leader of a powerful tribe, the orc chieftain sought out human females to take as concubines, hoping to sire offspring with the physical prowess of an orc and the brains and adaptability of humans. A successful war leader he captured a dozen women over a period of years and sired twice that many children, almost all of whom were unsatisfactory to the powerful, and exacting, orc chieftain.

Wezempi was born with odd, russet colored skin marked with dark stripes and the chieftain, fortunately, took this as a good omen. As soon as he was old enough to walk Wezempi was taken from his mother and given to the care of the tribes shaman to learn the ways of magic. The apprenticeship was long and rigorous, making Wezempi immensely resilient and tough. Although he never showed an aptitude for magic he did demonstrate an affinity for the tribes totem animal, the mighty smilodon of the plains which was enough to secure the shaman’s favor, especially once he began to develop the shapeshifting powers which let his hands turn into mighty claws.

His father, eager to weed out the weak amongst his offspring, regularly forced his children to fight each other, scuffling and beating each other in the dirt for his amusement. One of the youngest, Wezempi was always thoroughly beaten by his eldest brother, a hulking specimen named Isihlangu, who enjoyed beating his younger siblings, stealing their food and generally exerting his dominance. Wezempi didn’t give up however, and carefully built a plan. He spoke to his siblings and, one at a time, convinced them to join him until when their father commanded them to fight, all sixteen siblings turned on Isihlangu together and beat him nearly to death.

Their father was delighted by the brains his son had shown and absolutely forbade Isihlangu to attempt revenge, instead taking Wezempi under his wing and teaching him leadership, and how to command bands of orcs and the beasts of war they fought alongside. As he grew to full maturity Wezempi proved himself to be, not exactly intelligent, but clever and more perceptive than his orc kin. He led a number of raids and even mended the bonds with Isihlangu after his elder brother saved his life and Wezempi gave up his share of the plunder to his elder brother in thanks.

Eventually their father grew overconfident and decided to lead a raid deep into Brevoy, enticed by the rich plunder available. Unfortunately he was too successful and the Regent mustered an army, led by an elite corps of the Aldori Swordlords to halt the orc tribe. Raging and roaring to the last the chieftain was cut down by the swordlords and Wezempi led the survivors, including most of his siblings and many of the war beasts (which he had held back from his father’s charge), away from the battlefield.

For the next year or more Wezempi led his small band of survivors across Issia and Rostland, plundering, raiding and staying one-step ahead of every vengeful force sent to end them. As they went they gathered much plunder, which Wezempi used to purchase supplies and magic to enhance his size and already significant combat skills. Eventually the rulers of Rostland tired of his depredations and sent out, instead of an army, an emissary with a proposition. Teams of adventurers and explorers had already gone southwards into the Stolen Lands to pacify Rostland’s borders. If Wezempi and his tribe would head south the Swordlords would guarantee them land and freedom, as well as a voice in the government of the Stolen Lands if they wanted it. In return, the tribe would cease their raiding, return much of their plunder and leave Rostland as quickly as possible.

Many chieftains, having enjoyed success and riches, would have refused the offer. But Wezempi again showed his human side, weighing up the offer and finally accepting it after considerable thought. Thus Wezempi and his Fangs turned their noses south and into the new lands that were now, at least in part, their own.

Character data complete except history. Should have that done soon.

Depending on who you ask, or what mood Lucius himself is in, he has been a freedom fighter, a terrorist, a petty thief, a gigolo, a diplomat, and probably more. A handsome man with penetrating blue eyes and silky black hair, he’s never had to worry too much about companionship. He’s come from a shady past to lordship over new, untrodden lands. Whatever it was he did before this, he feels he has worked hard and it’s time to reap the benefits. A pansexual lothario, he’s known these days more for his debauchery than his violent past.

Which is exactly how he likes it. His previous life, whatever it was, brought Lucius much pleasure but scant little satisfaction. Something wasn’t right. It wasn’t until one night, stumbling home from an orgy, he saw a man assault a woman. Before he could think, he’d drawn his dagger for the first time in years. He sliced the man’s throat before he could finish opening his pants.

And it felt GOOD. He’d killed before, but never taken any joy in it. This wasn’t just a kill. This was protecting the powerless. He was instantly hooked. But it wouldn’t do for a “retired” socialite to just go around dispensing justice as he saw it. He’d have to do so secretly, or in disguise. He dabbled in various masks and identities, nothing feeling quite right. It was a broadsheet that named him “Carnifex,” supposedly from the Draconic for killer.

Then Lucius was asked to help settle and build a community by the Swordlords. He and his entourage (now secretly aiding his vigilantism) saw it as an opportunity to create a more just place, a more free place. And those that spit in the face of liberty or that torment the weak will face Carnifex for their deeds.

(Unmasked) t-Bomer-450x600_0.jpg?itok=9egtq47q


What if Prince was Bruce Wayne and Batman was from an Italian horror film is the basic gist.

Image for Davian

DM Thron wrote:

Vegecannibal: There are plenty of exotic options for Monsters as Cohorts with the base rules already.

Thanks for the reply, I'm building a Hunter and was asking because I wanted to have a better animal companion, but it's not necessary. I'll post my build in a few hours. (Still a Hunter). I'm going to assume that Vanara are too exotic for player races.

vegecannibal wrote:
Thanks for the reply, I'm building a Hunter and was asking because I wanted to have a better animal companion, but it's not necessary. I'll post my build in a few hours. (Still a Hunter). I'm going to assume that Vanara are too exotic for player races.

Yup. But would be suitable as a cohort perhaps. Cohorts will have a wee bit more flexibility in racial creativity than the actual PC’s. But the cohort development will come once the group is selected.

Oh I had a thought, If you would allow, I'd have liked for Kain to find his lost siblings, or at least one of them. I could have them be his cohort. That sounds pretty neat tbh.

So oddly the hardest part of this for me was finding a reference picture because I just rarely find one that jives with me. Currently the best/closest I could find would be something like: This which is a crop of a picture I found by Blood and Spice on Deviantart. Not my character in the image or anything so Id feel wrong not crediting it. Ill try and find something better though. In the meantime here is a 10 minute background, brief history of how he ended up in the River Kingdoms and some crunch. Would love to be a part of this game~

10 Minute Background:
Five Concepts
1. To Parvasumilien gold isn’t the only thing of worth, but it is the scale against which all else is measured.
2. Despite his success and various business interests, he still has a traveling wagon which he feels comfortable operating out of.
3. He is a little vain, he enjoys the finer things in life and doesn’t mind splurging on high quality goods. He changes his clothing, both styles and outfits, often.
4. Part of him is addicted to danger and excitement. He worked for years trading between nations at war and was a freelance agent of the Aspis Consortium for over a decade.
5. He had enemies in Kyonin and parts of his past that he doesn’t feel comfortable talking about.

Two Goals
Character’s Goal - Control a merchant empire, have his hands in dozens of businesses and enterprises. Make a trade nation that rivals the likes of Absalom or Katapesh.
Player’s Goal - I mean it's essentially the same goal but I would love to get to play around with the personal building downtime rules. I just got involved in a game that uses them, a PC I control owns a coffee shop and its actually amazingly fun. I left a decent chunk of gold unallocated specifically to spend on a business as soon as possible.

Two Secrets
Known - He has a son living back in Kyonin. He regrets their separation and wishes he could see how he is growing up. Part of what drives him is trying to create a nation where his son could come and live and be proud of his father’s accomplishments.
Unknown - Someone in one of Brevoy’s royal houses has hired assassins to attempt to murder him and sever his connections both to the growing nation and to House Lebeda who sponsored him.

Three Important People
Ethumorion - His son living in Kyonin. He was on his way to becoming an accomplished engineer when Parvasumilien was expelled from the country with threats on his life should he return. He hasn’t seen his son since but misses him.
Davik Scrivani - A brilliant young man who is one of the only people Parvasumilien trusts to look over his books. An accomplished accountant and brilliant investigator he helps keep Parvasumilien’s many business interests running smoothly.
Fiona Lewin - A merchant who Parvasumilien has outmaneuvered for years to gain an advantage on. It was between the two of them for who House Lebeda would sponsor on the trek to the Stolen Lands and Parvasumilien won out. She is not without significant resources and influence though and she wants what her rival has managed to gain.

Three Memories/Quirks/Mannerisms
1. He collects stones, rocks and gemstones. Some are worth quite a lot of money but others are seemingly worthless. He finds or buys them to commemorate occasions. The first ruby he ever earned in Qadira and a white stone from the river by his home in Kyonin where his son was born are both important parts of his collection.
2. He can appear messy but seems to thrive on an organized chaos. He always seems to know where things are when he needs them as if his eclectic organization makes sense to him and him alone. Conversely he cant stand "real mess", making liberal use of prestidigitation to keep himself clean and presentable.
3. He is always wearing either gloves or a veil, this is part of his practice as a worshiper of Ng the Lord of the Crossroads, a fey Eldest.

Super Brief History:
Parvasumilien Imatheu Grivalti, Parva to friends and Master Grivalti to his business associates, was on a long and winding road before it ultimately led him to the River Kingdoms. Born to a prosperous merchant in Magnimar, Parvasumilien spent his first three decades learning his father’s business and excelling at it. But following the path set out in front of him never quite suited Parva, he wanted to carve out his own form of success rather than just have it handed to him. He purchased a small cart, loaded it up and began traveling. He worked as a traveling merchant for fifty years, most of it spent trekking back and forth between Taldor and Qadira. By no means a safe route, it did guarantee that he was never bored. And despite the constant bad blood between the nations there were always individuals on both sides who were only too happy to pay a little extra for good that the wars made relatively inaccessible.

Initially he loved exploring both lands. He spent a considerable amount of time operating in Oppara. He actually attended the Rhapsodic College for several years, though personal entanglements would cause him to abandon his time there before graduating. Over time though he grew frustrated with Qadira’s overbearing restrictions and Taldor’s descent into stagnation and lethargy. He made various connections with some of the most powerful merchants he could meet and found that he appreciated some of the more dangerous sides of his business. For a time he worked as a freelancer for the Aspis Consortium and although he would never join officially he still has connections to the organization to this day. Personally he appreciates their willingness to do whatever it takes to accomplish their goals, it shows a drive and obsession that speaks to Parva. It was the Consortium who arranged his access to Kyonin via Greengold, where he worked for several years out of Omesta, the only gnome settlement in Kyonin.

He prefers not to talk of the event that got him expelled from Kyonin with a warning of what would happen should he return. He took a job on a barge plying trade along the Sellen River, which is how he eventually found his way up into the River Kingdoms. He worked the river trade for several years before getting the attention of the nobles of House Lebeda. They recruited him to act as one of their merchants and soon Parva had made something of a name for himself. He found the lengths Rostlanders went to in order to keep up with strange and intricate customs to be entertaining. Anything new was always fun to experience so he was incredibly happy to be exposed to such an interesting and proud culture. When the call to settle the Stolen Lands went out Parva decided that he would go. He was encouraged by House Lebeda, who wanted some kind of representation amongst the potential colonists heading out to reclaim the Stolen Lands. Parvasumilien saw it as a chance to build up something greater than he ever could have dreamed, his own economic empire at the center of a brand new nation. The gnome was delighted to see what awaited him.

Parvasumilien Imatheu Grivalti
Male gnome bard (negotiator) 7 (Pathfinder Player Companion: Champions of Balance)
LN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +12 (+14 when used to inspect something within 5 feet)
AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size)
hp 52 (7d8+14)
Fort +5, Ref +9, Will +7; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Speed 20 ft.
Melee mwk longspear +6 (1d6-1/×3)
Ranged mwk light crossbow +9 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks bardic performance 22 rounds/day (move action; countersong, distraction, fascinate [DC 19], countersong, inspire competence +3, suggestion [DC 19])
Spell-Like Abilities (CL 7th; concentration +13)
. . 1/day—charm person (DC 19), guidance, message, prestidigitation
Bard (Negotiator) Spells Known (CL 7th; concentration +13)
. . 3rd (2/day)—charm monster (DC 21), good hope
. . 2nd (5/day)—allegro[UM], glitterdust (DC 18), hold person (DC 20), invisibility
. . 1st (6/day)—charm person (DC 19), ears of the city, heightened awareness[ACG], memory lapse[APG] (DC 19), saving finale[APG] (DC 17)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), mending, prestidigitation, read magic
Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 22
Base Atk +5; CMB +3; CMD 15
Feats Breadth Of Experience[APG], Craft Wondrous Item, Leadership, Master Of The Ledger, Spell Focus (enchantment)
Traits for the money, merchant family
Skills Acrobatics +6 (+2 to jump), Appraise +15 (+17 on items valued by weight when using scales, +17 on checks involving small or highly detailed items), Bluff +20 (+22 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Diplomacy +20 (+22 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Disguise +10, Escape Artist +6, Intimidate +13 (+17 in your area of renown while in your vigilante identity, +15 to haggle prices or negotiate payment; increases to +4 if you are in a position of military or economic power over your target), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +14, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +12 (+14 when used to inspect something within 5 feet), Perform (oratory) +10, Profession (merchant) +20, Sense Motive +13 (+13 when using the hunch task vs. anyone of your profession), Sleight of Hand +6, Spellcraft +5, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Perception, +2 Profession (merchant)
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ genial magic, master of rhetoric, rogue talent (claimed turf)
Other Gear +2 mithral chain shirt, mwk buckler, mwk light crossbow, mwk longspear, cloak of resistance +2, costume bureau[UI], handy haversack, headband of alluring charisma +4, traveler's any-tool[UE], box of fishing tackle (2 lb), coffee pot[UE], cutting board, wooden (2 lb), everburning torch, fishing pole, simple (1 lb), hammock[UE], heavy wagon[UC], ink, inkpen, journal[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), merchant's scale, obsession log[ARG], pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], teapot[UE], tinder packet (0.5 lb), tinker's cap, traveling garden[ACG], tripod, iron (3 lb), heavy horse, heavy horse, heavy horse, heavy horse, 1,508 gp, 2 sp
Special Abilities
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Celebrity Discount (Ex): The vigilante’s social identity is popular enough to receive discounts in his area of renown. Whenever he buys an item in his area of renown that costs 500 gp or less, he can buy it at 90% of the market price, rather than the full price.
Claimed Turf (Ex) Gain the benefits of renown in a specific community.
Genial Magic Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-charm person, guidance, message
Leadership (score 13: 9th; 10/1) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Rhetoric (1/day) Take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check (ranks in).
Master of the Ledger (Profession [merchant]) You get a +2 bonus on Appraise checks, a +2 bonus on any one Profession skill, and when dealing with anyone of your profession, you get a +4 bonus on Sense Motive checks when using the hunch task (see the Sense Motive skill). You gain a +1 bonus on a
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

History complete. If I've made any serious (or just questionable) mistakes, please let me know.

Ok, compiling a list of all submissions so far for my own record keeping. If I drop you in a role you feel you don’t belong in, let me know and I will adjust.

Melee Combatants:
Arden Kain Brandt - Cavalier
Eliana Nym - Oracle/Paladin
Garidan - Cavalier
Derz - Druid
Wezempi - Shifter
Govannon Gittins - Magus

Lucius Pence - Vigilante
Selann Juris - Arcane Trickster

Parasumilien Imatheu Grivalti - Bard

Flaith Mênan - Sorcerer

Saashaa - Unnamed Half-Elf - Mystic Theurge

Dotted Interest:
The Chess
Tick in a Barrel
Viscount K
Vegecannibal - Hunter

From here on in, please post with your character aliases (if completed) so I can keep tabs on who I am speaking with. I will plug through reviewing these as I get time either between or at work (hehe).

NOTE TO ALL APPLICANTS: Do not stress over character roles being filled. I will be more interested in reliable posting and good story than group composition (though it will be a small factor). I am not going to take all melee combatants, but I’m also not going to stress terribly about taking 1 of each role either.

just in case

Going to submit a bard, any chance Sword Scion trait can apply to a rapier as well? Planning on Bard 6/Swashbuckler 1. He is going to be known for dueling and sword scion seemed fitting but he is not from Brevoy. So in backstory would include being trained by a one sword lord but learning to adapt the teaching's to his rapier. Thanks. Not a deal breaker doing the build regardless just seemed fitting :)

Also is a +1 keen rapier allowed as it would be 8320gp I'm assuming yes but it's over the 8k limit you set so wanted to ask. Thanks.

Edit: Never mind on the +1 Keen, couldn't afford, went with just +1 for now :)

Ashe: sorry for the delayed reply. I see the keen problem worked itself out. I’m gonna say leave Sword Scion as is. It’s a thematic trait tied directly to a particular fighting style with a very particular type of weapon (longsword and the slight variant of the Aldori Blade).

I am going to be submitting a Alchemist. He is a vivisectionist who will be working to make his town a bastions of medicine and advancement. He leans more towards melee and is a secondary support and healer arcane caster. He will utilize his leadership to gather like minded healer, experimenters and other people interested in research and development. The working name of his organization will be Bleeding Edge. Currently I'm finalizing his backstory and build.

I'm going to withdraw Wezempi from this - turns out I really can't do four Kingmakers at the same time! :)

Melee Combatants:
Arden Kain Brandt - Cavalier
Eliana Nym - Oracle/Paladin
Garidan - Cavalier
Derz - Druid
Wezempi - Shifter
Govannon Gittins - Magus

Lucius Pence - Vigilante
Selann Juris - Arcane Trickster

Parasumilien Imatheu Grivalti - Bard

Flaith Mênan - Sorcerer

Saashaa - Unnamed Half-Elf - Mystic Theurge

Dotted Interest:
The Chess
Tick in a Barrel
Viscount K
Vegecannibal - Hunter
Zorin Blitz - -Alchemist
Ashe - Bard

Dotting for interest. This is a character I put together for a different Kingmaker, so I will work on leveling and adjusting as appropriate. Going the Ranged Cleric route with either a dip into ranger or fighter.

Liberty's Edge

Deedly dot dot! I think I have a character I can adjust for this--it didn't get picked for it's original game anyway.

Putting the finishing touches on Flaith

Liberty's Edge

So, ruling question for the GM: I'm bringing a Harrow deck and I want to enchant it with returning, so +1 returning=8000gp (yes I'm going to be throwing cards--I AM creating a card caster magus after all.) Magic item ruling is for 50 pieces of ammo though, not 54. Card caster's arcane pool can enhance the whole deck, but I'd rather spend the gold to get that crucial returning ability permanently.

Do I have the okay to just pay 8000 and call it a day or do you see that differently? Card caster has some...ambiguity with RAW/RAI, it seems...

didn't get to work much on character today playing catch up at work from being out two days. How long is recruitment open? I should be able to finish up tomorrow or Friday. Thanks.

Daynen: I’ll have to look at the rules and see how that’d work.

Ashe: closing for recruitment is the 26th, and I will post the group selection at some point after that once I review the roster.

Liberty's Edge

Yeeesh, actually now that I read a little more, this might be harder than it sounds if we go by RAW. Returning only returns the weapon before the start of your next turn and if you move, you can't even catch it. There's a "called" property which just teleports a weapon back, but it's a swift action and it's melee only. Doubt you'd let me teleport back all my thrown cards at once anyway, lol...

There's a blinkback belt which lets me hang weapons on it and they come back--wait. melee only. FFFFFFFFFFFFFF--

Wow. Paizo hates throwing weapons. Especially cards. So many rules questions on this archetype with no official answers...

What if I just got a harrow deck that replenishes lost cards by the day or something? That'd solve all the issues I think. Wonder if there's something that'll work for that...

Liberty's Edge

ALSO: It completely slipped my mind to check if you're okay with my archetype combo of card caster plus bladed scarf dancer. Once replaces my 3rd level arcana while the other gives new arcana options. My thinking is that's okay since they don't both actually replace the same feature, but you're the GM so I'd be a fool not to check BEFORE recruitment is over...

Liberty's Edge

WAIT! THERE'S a possibility (GM fiat still required, but much less so!) The conserving magic weapon quality!

d20pfsrd link

The only caveat is that it only works on projectile weapons, but it's otherwise perfect. I'd be more than happy to pay a premium for a modified version that works for a harrow deck, enchanted on a pouch or case or like a wrist sheath or something.

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Hard one to answer Daynen. Are the Harrow cards ammunition? If so, they are destroyed when they hit and 50% of the time on a miss. Seems to me that Returning only works on thrown weapons, not ammunition.

Just my two copper. No real value....

Been a busy few days at work. I will review the questions posed ASAP and reply on them. But keep in mind the need for a fluff connection to it.

Harrow decks are (by my understanding) a Varisian thing. What is a specialist in them to the point he uses them as a weapon doing all the way over here in Brevoy? What has he done to get the Swordlords attention?

Also, what’s the base damage on a playing card? 1d1? And this archetype: is it on the official PRD somewhere? I’ve never seen it (not that I’ve had time to look for it in this case), in my previous play.

Selann was kind enough to tell me about this campaign while I was away from home, and now that I have returned I am very excited to apply! I have been playing primarily off the greyhawk boards as well. After years of that I have gotten very immersed in character driven play and world building. The fact Pathfinder has a ruleset specifically for crafting and building during downtime was a pleasant surprise to me.

Looking to play a primary healer. Frontier living Oracle with divine herbalist archtype who enjoys crafting potions and poultices in hand blown glass vials. I have most of the details ironed out, just need to commit his her backstory to text and figure out shopping.

Edit: Also, not planning to make an academy, but should I work out her home since it features a glass bellows, alchemy lab, and herb garden?

Liberty's Edge

The bladed scarf dancer is also known as a "Kapenia dancer" I believe. I simply use as an easy web reference for more than just the core rulebook and it's referred to as bladed scarf dancer there; they're careful to respect the OGL like that. As for the Varisian cultural bent, many Varisians are travelers, several are caravaners and more than a few are gypsies by upbringing. It's not hard to imagine a 7th level character has done some traveling, run into a "traveling circus" or two and studied some cultures, especially if they have an Elf's lifespan and especially if they're trying to get away from a stuffy, overbearing parent and a lack of appreciation for their traditions.

As for the cards, the card caster archetype is from the Harrow Handbook. It grants the deadly dealer and arcane strike feats, which turn cards into dartlike weapons and give the power to temporarily enhance them as well as deliver touch spells through them. After some closer reading and a couple looks on the rules questions forum, It's a...somewhat technical archetype with tricky wording by RAW, I admit (and maybe a bit of shortsighted design with pitfalls that might not hold up forever) but damn is it stylish and I like to build for theme more than power, so I'm more than willing to put in the time to make it work. Plus it's a Harrow focused class; can you really get a bigger bundle of extra plothooks than the vagaries of chance, prophecy and fortune telling?

Hi guys! I'm stepping out because I just got in another game. Best of luck and have fun!

Liberty's Edge

Having never played Kingmaker I'm completely unfamiliar with the events of any of its books, leaving me to wonder if we have any more background info on why the Swordlords are bringing us in. I'm enjoying fleshing out this character (and should probably stop at some point, heh) but I'm curious as to what the Swordlords actually expect of us as they recruit us.

What's the situation directly before our rectuitment? Is there a reason we should know about that they would pick us and not the adventurers who supposedly improved the safety and trade routes of the stolen lands before us? Are they looking for something in particular or did they just go "Hey. you look like you're not a total greenhorn; wanna be lord of a noble house in the stolen lands?"

Any non-spoilery descriptors would undoubtedly help guide people to making better backgrounds. I feel like it's the one piece of the puzzle I most want to fit right.

I've never played this one, but the answer to that question is in the beginning post in this thread. There is still some work to do, carving out our areas. Then we will each be ruling over our own houses while supporting the chosen king of the new lands.

Read the downtime rules and figure out what you need to build first.

Daynen: 1) Card Caster would be fine. As far as enchanting a deck of cards, keep in mind that based on the rules (on my first scan) it looks like that even if you had conserving placed on the deck, the cards would still be destroyed on a successful hit. The enchantment only returns cards that miss. Also, I'm going to have to take a look at the two archetypes changes to the Arcane Pool to see if they will mesh.

2) Yeah, fluff can easily be explained, just making sure you were aware you needed to have a good reason in game.

3) The main thing to note regarding campaign background is that there has been tension between the Issians of Brevoy and the Rostlanders in the south for quite some time. Recently, the Swordlords of Restov outsourced several adventuring groups to go into the Stolen Lands to the south to explore and settle those lands as independent nations. This has led to many rumors and grumblings that a civil war is brewing, and that the Rostlanders of trying to use this move as a ploy to secure their southern borders as well as possible develop some allies should a war break out between the Issians of Northern Brevoy and the Rostlanders to the South.

Of the four groups that were hired, the one that went furthest west was never heard from again, while another founded a small garrison to the west of the Hooktongue Slough named Fort Drelev. To the extreme East, a small city-state has formed by the name of Varnhold, and in the Greenbelt, the adventurers were doing quite well, but then a single member of their group turned up in Nivatka's Crossing, mortally wounded. They were taken to Restov, but died of their wounds. The Swordlords have not passed on whatever intel this survivor gave them, but has begun recruitment of a new attempt at securing the Greenbelt portion of the Stolen Lands...

Orvos: Welcome to the recruitment and I look forward to seeing what you finish up and submit.

Note regarding Downtime Rules: You will be allowed to use them to build personal things such as schools and businesses, or to hire personal house guards and things of that nature, but that will all be purely for background RP fodder. Don't treat it as a source of income beyond funding a particular Lifestyle bracket (using the Cost of Living rules).

For example: I have a wizard in another PBP where the character invested a large amount of his coin into businesses and such, and once the income generated was enough to fund his Extravagant Lifestyle (1,000 gp/month), I stopped investing in it and now have justification for RP'ing the character as a member of the upper crust of society.

Another Example: In another Kingmaker game I'm in, we just spent a good chunk of coin on hiring some guards for the town after a failed assassination attempt on the city rulers. As well as on some staff for the recently completed Castle. We will not be using these hired hands as income generators, but as RP ammunition for our posts.

So I'm pretty much done just working on backstory, and making final spell choices. I have two quick questions better to ask now and change then to get told to change it :)

Are you cool with Master Performer Feat. My guys is from Talador and a graduate of the Kitharodian Academy. It would be one of the things I set up in my area of the kingdom as well to promote the arts and train bards.

If not then I think I'm going to take craft magic arms and armor. So the question goes back to the first question I had. Since I would magic up my own sword can it be +2 since it would cost 8320, though I would only be spending 4320 :) Thank you. Either way I'm going with the same background. And will be starting a bardic school :)

Ashe: I suppose that could be okay. Build the character as if it’s okay, but if it ends up being overboard I reserve the right to reverse the decision at a later time.

Also, regarding crafting, if you invest in the feat and can make the item on a Take 10 Check, you can make it at the discounted price. So if you craft an item, it can have essentially double the defective value.

However, the group will not be filled with item crafters. The NPC I’m planning to bring in will be of an item-crafting bent, to provide you guys an in-house source of upgrading your gear. I just don’t wanna see everyone bringing in item crafters so they can start off with bigger toys.

Great, yeah it shouldn't be too bad as I'm a bit of a selfish bard. You will see soon when I post my dude, also yes crafting can get out of hand. I have played kingmaker up through book 4 at the table top back when it came out. I would love to finally know what happens :) Also I'm fine paying full cost, it will be nice though to go through your NPC to get what I want like "can you add this please?" Alright time to finish back story. I should have asked this but is it ok to right it as if we were chartered to come here and have done the first books? Or are we doing that now just starting in book 3?

Backstory is added. Bit of a rambling yarn, but there's plenty of Orvos committed to the record at least. Should be able to get shopping and her home done by tonight, hopefully. I already eyeballed many of the items she would want.

Took advantage of the background skills rule to add to her skills a bit. I had originally calculated only the normal skill point allotment! Now she is a proper gardener!

Also, have to choose her spells known. That, uh, that should be it really!

The PC’s chosen will NOT shave had a hand in the first books or those charters. This is a new charter being issued by Restov.

Ah, ok. Will strike the last paragraph then. I have a reason to be in Restove so it can and will work out. Can it be assumed the first charter happened for another group or no? Thanks.

Ashe here. This is Galendir. So about me. I'm super stable on here. Longest game is over 4 years. I have never left a game. I like to play strong/optimized ish mechanics but love to Role Play. I'm pretty familiar with kingdom rules as my old GM buddy likes to run games with them. I like building them up :) I post multiple times a day if the game and others can keep up and it allows for it. I sit in front of a computer all day for work. I hope to get to play with you guys. Let me see if I can find some good RP post.

Here is one using this alias. This Galendir was a pathfinder warhammer game. Higher level. He was a Vampire Count. Sad that game died out quick.

Here is another Hadran is a fallen God in one of GM Renal's games. This was him awakening after his fall and sleep in a mortal vessel.

Anyways thanks for the consideration. I mean I will make short post just like everyone else but will expand and play it up when I can. I love talking to the bad guys during combat :)

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