Of Kings and Commoners - Kingmaker AP

Game Master RPGGGM

With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?

The NEW Charter! | NEW Avalon (test) | NEW Party Loot (test) | The Trading Post | Regional Map Folio | Tactical Map Folio


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pad300 wrote:
Well, I'm now 2600 posts into the campaign...

The "Cry Wolf" chapter.


just wanted to ask, I'll gladly stick with the wizard then.

I'll read through some posts, but any particular schools you would rather me shy away from?

hp stuff:

min4: 1d6 ⇒ 5
min4: 1d6 ⇒ 4
min4: 1d6 ⇒ 5
min4: 1d6 ⇒ 1

I am also assuming you don't wish for us to use any "craft" feats for any items we purchase?


RPGGGM wrote:
pad300 wrote:
Well, I'm now 2600 posts into the campaign...
The "Cry Wolf" chapter.

Now post 4451...

Q1) Are Bluff and Sense Motive required skills in this campaign? Every single PC apparently has a dark secret they're hinting at in their background...

Q2) How tightly do you enforce casting evil descriptor spells >>> you become evil? Specifically asking because of Blood Transcription.

Q3) You're allowing leadership, the most powerful (broken) feat in the game... Ok, do you have limitations on cohorts (eg. No crafter cohorts)?


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GM_Rorek wrote:
just wanted to ask, I'll gladly stick with the wizard then.

You do you! Stick with the thing you think you will stick with. If that means studying in the Void school of magic. Go for it.

GM_Rorek wrote:
I am also assuming you don't wish for us to use any "craft" feats for any items we purchase?

Correct.

pad300 wrote:
Q1) Are Bluff and Sense Motive required skills in this campaign? Every single PC apparently has a dark secret they're hinting at in their background...

Those and Acrobatics, Climb, Diplomacy, Escape Artist, etc.... I play a paladin in PFS, and she doesn't have either those or even Perception (-2 total modifier).

pad300 wrote:
Q2) How tightly do you enforce casting evil descriptor spells >>> you become evil? Specifically asking because of Blood Transcription.

Truth be told, I personally hate nearly everything about the alignment system. However, I am going with rules on this: Do something that needs atoning for and you'll have to atone (or loose whatever it is when you don't). Evil spells have that descriptor for a reason--the same way lightning bolt has an electricity descriptor. Now that's not to say your PC is suddenly evil because they used infernal healing, just like Luke isn't evil for giving into his dark side while battling Vader on the Second Death Star, but it is one step on a slippery slope.... That, and I think the material component involves torturing small, big-eyed, woodland rodents.

pad300 wrote:
Q3) You're allowing leadership, the most powerful (broken) feat in the game... Ok, do you have limitations on cohorts (eg. No crafter cohorts)?

I'm also allowing for the possible assassinations of NPCs important to the kingdom.... ;)


RPGGGM wrote:
I'm also allowing for the possible assassinations of NPCs important to the kingdom.... ;)

Aristocratic gasp :O


Anthorg wrote:
RPGGGM wrote:
I'm also allowing for the possible assassinations of NPCs important to the kingdom.... ;)
Aristocratic gasp :O

Technically, I have to. It's part of the AP. :D


I think I said somewhere that I'd like to wrap this up this weekend, but I still need time to confer with the rest of the group so keep 'em coming through this Sunday (February 2nd, Eastern Standard Time). We'll make that a sort of unofficial cut off until I can wrangle time to talk. If we need to go further I'll let folks know here.


Zokon here is the Duke... somehow... The Bastard son of a noble, who has basically been an outcast most of his life is not supposed to be the ruler, he didn't even want it, but they insisted!

The nation will be called "Avalon", with the capital city being situated at the stage lords fort and called "Cerulean Glory".

Zokon is quite skilled, he's going full slayer archer, with 4 or so levels of fighter to get the feats. He's very versatile.

He's also rather straight laced and trusting in his companions.

I like what I see so far, one or two are a bit out there, and you'd have to have a good story to get worked into the existing party..

Silver Crusade

Uriel is working on adapting his character from a long-running but indefinitely paused Emerald Spire online campaign...thinking Shining Knight Human Paladin...

I saw something about rolling for hp, taking max at level one, then minimum of average rounded up for higher levels, so here:

Hit Points Level 2: 1d10 ⇒ 6
Hit Points Level 3: 1d10 ⇒ 9
Hit Points Level 4: 1d10 ⇒ 7
Hit Points Level 5: 1d10 ⇒ 1 ==> 6


After some more thought and trying to figure out my character I came to the conclusion that Kingmaker isn't the game for him. At least not at the point the game is at now.

When it comes to building another character I have a question: Is the Shifter Core adjacent enough?
I'm asking as while it was published a lot later than the core, most of the mechanics it uses have been used before in some form.

In short, I'm looking at a Feyform Shifter and member of House Medvyed who was abducted by fey as a baby and spent his first one to two years in the care of fey in the First World before being ransomed to his family.


This will be the Swashbuckler submission for ScorchedOne. I may change picture at a later time, but for now it works.

Silver Crusade

...and doing some rolling for the Warhorse hp:

Hit Points Level 1: 1d8 ⇒ 3
Hit Points Level 2: 1d8 ⇒ 2
Hit Points Level 3: 1d8 ⇒ 1
Hit Points Level 4: 1d8 ⇒ 1
Hit Points Level 5: 1d8 ⇒ 1

...And those are some crap rolls--looks like 5's across the board unless you also give max hp for animal companion at 1st level.

Silver Crusade

Greetings, meet Uriel of Mendev, member of the Order of the Sunrise Sword, Shining Knight Paladin of Iomedae. Astride his powerful steed, Ember, he rides to the Stolen Lands in search of a new adventure after having made his fortune plumbing the depths of the Emerald Spire!

(This is a re-skinning of a Paladin I played in a long-running Emerald Spire PBP that just stopped. I'll update the alias and such if I am selected. In the meantime, see his backstory below and follow the links above for character sheets!)

Backstory:

Uriel was born in Kenabres, on the front lines at the edge of the Worldwound. Early on, he learned the art of war and trained to fight the encroaching demons, joining the Order of the Sunrise Sword and making an oath to Iomedae. Uriel's days were filled with training and nights were spent running patrols, protecting the city from the deranged cultists and the occasional Dretch. But then the demons showed up at the highest levels in the Order! Uriel fled, first to escape, then to find a new purpose in life, ending up as an adventurer plumbing the depths of the Emerald Spire.

But that path came to an end as his companions went their separate ways. Still thirsting for glory and honor, Uriel found himself traveling far, his latest adventure taking him to the Stolen Lands in the nation of Brevoy.


Cuàn wrote:
When it comes to building another character I have a question: Is the Shifter Core adjacent enough?

Is that anything like a Psychic? ;) I'll say (tentatively): yes.

Uriel of Mendev wrote:

Uriel is working on adapting his character from a long-running but indefinitely paused Emerald Spire online campaign...thinking Shining Knight Human Paladin...

I saw something about rolling for hp, taking max at level one, then minimum of average rounded up for higher levels,

Yes. That, and 30 pt Ability Score Buy, and Background Skills.


Shifter is, best as I could tell, a wild shape focused monk. Or a natural attack ranger. I didn't really look into it that deep.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Dotting. I’ve got a dwarf ranger I made for a previous kingmaker game who’s almost done.

Rolling for HP.

HP: 4d8 ⇒ (1, 2, 1, 2) = 6

Well, looks like it’ll be fives across the board.


pad300 wrote:
RPGGGM wrote:
pad300 wrote:
Well, I'm now 2600 posts into the campaign...
The "Cry Wolf" chapter.
Now post 4451...

"The Ruined Forest Temple of Erastil"


Still reading! 7700!

An update to Davor Benttusk

Mechanical:

Davor Benttusk

CG,
½ Orc (Sacred Tattoos, Fey Thoughts : stealth, sense motive).
Witch 5 (Scarred Witch Doctor)

Init + 2 = +2 (Dex)
Speed 30 ft
Dark Vision 60 ft

Defense
AC : 14 = 10+2 (dex)+1 (armor)+1 (shield)
HP: 43 = 6+(4d6 = 6,4,6,6)+10 (con)+5 (FCB)
Fort + 6 = +1 (trait) +2 (Con) +1 (class)+2 (luck)
Ref + 5 = +2 (Dex) +2 (luck) +1 (class)
Will + 7 = +1 (Wis) + 4 (class) +2 (luck)
CMD : 14 = 10 +2 (BAB) +2 (dex)

Offense

Melee: Longspear + 1, 1d8-1, Cestus +1, 1d4-1
Ranged: Light Crossbow +3, 1d8
BAB : +2
CMB : +1 = 0+2 (BAB) -1 (str)

Spells Prepared

L0 (DC 17, unlimited): Mending, Detect Magic, Stabilize, Guidance

L1 (DC 18, 3+2/day) :

L2 (DC 19, 2+2/day) :

L3 (DC 20, 1+2/day) :

Spellbook
L0 : All
L1 : Animal Purpose Training, Ill Omen, Mage Armour, Enlarge Person, Sleep, Mudball, Ear Piercing Scream, Ventriloquism (Patron), Unseen Servant, Identify, Adhesive Spittle

L2 : Glitterdust, Blood Transcription, Silence (Patron), False Life, Symbol of Mirroring

L3 : Thorny Entanglement, Debilitating Pain

Stats
Str 9 = 9 (-1 pts)
Dex 14= 14 (5 pts)
Con 14 = 14 (5 pts)
Int 23 = 18(17 pts) +2 (racial) +1 (lvl 4) +2 (Enhancement)
Wis 12 = 12 (2 pts)
Cha 12 = 12 (2 pts)

Feats : Scribe Scroll (lvl 1), Accursed Hex (lvl 3), Eldritch Researcher (lvl 5) , ?Ritual Hex (lvl 7) or ?Amplified Hex (lvl 9) or Leadership (???)?

Traits: Rostlander (Kingmaker Campaign Trait), Fate’s Favored (Faith),

Skills (2+6(int) /lvl ) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft (5, +16), K(arcane) (5, +14), K Planes(5, +14), Perception(3, +4), Ride (3, +5), Sense Motive (2,+6), Stealth (2, +7), Initimidate (5, +9+2 intimidating +2 Fetish Mask), Use Magic Device (5, +9), Survival (3, +4), K Nature(1,+10 ), Heal (1, +5 +2 Fetish Mask)

From headband : K (History) (5, +14)

Background Skills (2/lvl)
Handle Animal (5, +6), K Geography (5, +14 ), Linguistics rather than K Geography after lvl 5

Languages : Common, Orc, Giant, Draconic, Hallit, Abyssal, Goblin

Special Abilities : Hexes, Fierce Intelligence (+2 Int for magic use), Fetish Mask, Patron (Time)

Hexes (and replacements) DC 20
Scarshield (1st) (+2 NA, 5 Minutes)
Slumber (2nd)
Evil Eye (4th)

Mechanical Development : Intent is to take a level in Stargazer of Pulura at 6th level…Which opens up shaman hexes to him through Ritual Hex (at 7th level).

Equipment (10500 gp):

Magic Items (9255 gp) :
Headband of Vast Intelligence +2 (K History) (4000 gp)
Ring of Sustenance (2500 gp)
Cloak of Resistance +1 (1000 gp)
Mithril Buckler (1005gp)
Wand of Cure Light Wounds, 50 Charges (750 gp)

Weapons (141 gp) : Cold Iron Longspear (10 gp), Cestus (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 bolts (2 gp), 4 flasks Alchemist’s Fire (80 gp)

Armor (3 gp): Haramaki (3gp), Hooded Robes (explorer’s outfit - free), Neck Guard (10 gp)

Equipment : (880 gp)
Masterwork Backpack (50 gp), Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 1 day (0.5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), healer’s kit (50 gp), 191 gp in assorted coinage

On Horse : Giant Frilled Lizard (550 gp – Kiek Vet), Quilted oilcloth caparison (10 gp – Cold weather outfit for a lizard), horse blanket X2 (4 gp), 3 days Lizard feed (1 gp; 3 times the rate for a medium critter), Trail Rations, 9 days (4.5 gp), bedroll (1sp), blanket (5sp), hammock (1sp), a second Waterskin (1 gp) 100 ft hemp rope (2gp), mess kit (2 sp), Large Tent (30 gp), Inkpen (1 sp), Ink (8 gp) Traveling Formula Book (10 gp, for notes), 6 Bear Traps ( 12 gp) Saddlebags - large (4 gp), Bit and Bridle (2 gp), Harness (2gp), Exotic Military Saddle (60 gp). Leather Barding (40 gp), 12 Glass bottles (24 gp), 20 bolts (2 gp), 2 Spare Robes (2 gp), cold weather outfit (8gp), Headscarf (1 sp), Large lizard Beast Training Kit (30 gp),

Characterization:

Background
Born in the slums of New Stetven, Davor was raised mostly by his grandfather, Makor, His parents had moved into the city, both working hard to make ends meet. They were lost in one of the fires that a wooden city is subject to... Makor lived on the outskirts of town, working as a herder and animal handler. Makor was a shaman (Scarred Witch Doctor) of the old ways, and taught the boy much, bringing out his talents as a witch, as well as giving him his sacred tattoo’s. This upbringing left him with religious inclinations to various tribal spirits, but he feels a deep connection to Pulura, (although she was renamed in the tribal tradition), as he is fascinated by the beauty of the stars.

Although witches are much less respected than wizards, Davor literally bullied (intimidate) his way into consideration as an arcane caster for the Brevic expeditions into the River Kingdoms.

He is only 21 years old and is ambitious. He thinks witchery should be as respected as wizardry, and wants to start his own tradition based in scholarship and research. He sees the River Kingdoms as an opportunity to escape the social structure (prejudice) that holds down both witchcraft and half-orcs.

His previous experience has come from a spot of tomb-robbing up in Northern Brevoy, near Port Ice. It was here that he first saw the northern lights, and fully committed himself to the worship of Pulura, finding a circle to induct him. The band of adventurers he was with went their separate ways after they lost their leader to a poison dart trap.

Always interested in animals (handle animal, ride skills), he couldn’t resist the riding lizard when he saw it in the market in New Stetven. It was miserable in the cold winter (although as a large dinosaurian, it may well be warm blooded). He named it Kiek Vet (orcish for Chilly Butt). When the weather gets cold, he babies it with saddle blankets, and an insulated caparison. He even keeps it in the large tent he carries at night (he repairs any rips with Mending).

Links to the campaign
Makor, his grandfather is still kicking on the outskirts of New Stetven. (A witch … he may be skilled enough to cast Lesser Age Resistance as the Gm’s discretion – implies he’s at least 7th level).
He has some lower end folk in the bureaucracy in Restov who remember him well if not fondly (intimidating his way into consideration as part of the Brevic expeditions).
He is friendly with a circle of Pulura’s worshippers up north (by Port Ice).

Description
5’ 6”, 206 lbs (heavyset like an orc, but runty by orc standards. Makor nicknamed him Gwab; runt in orcish ), gray-green skin, with dark brown eyes under heavy brows. Clean shaven with a mop of black hair. One of his 2 small tusks is twisted in his mouth – it looks bent (got that way in a fight when he was 11). Quiet spoken, he has a very slight lisp (from his bent tusk), his perspective is always a little fey. Shockingly educated for a ½ orc, he can often be found with his nose in a book. He is almost never seen without his mask. The mask, his glare and exotic scars are menacing to the point of caricature. He generally wears robes (or cloaks) with big hoods, so those disturbed by it (the mask) can pretend it’s not there (the lower half of the robe is split to allow full freedom of movement – he wears pant underneath). His perspective is strange, call it chaotic with a lawful bent: he generally is unwilling to break the law in a settlement; rather he seeks social spaces where he can set the rules...

Mount Details:

Kiek Vet (Chilly Butt) – Giant Frilled Lizard

Base Stats

Add +2 to AC and Flat Footed AC for barding, 0 ACP

Tricks : Combat Trained: ( attack, come, defend, down, guard, and heel )

Notes : Davor supplement Kiek Vet’s feed by letting her use her Frilled Charge Ability to grab small game while travelling - she can charge 100’ ; 40’ more than her move would indicate, and intimidate the target with her frilled hood, and bite at the end of that. A rabbit 80’ off the trail is a potential snack…

A Q for RPGGGM : Warm blooded or not? She's a dinosauroid...

That's the details pretty much filled out, unless the Gm wants to make some edits/suggestions...

Sovereign Court

Here is my submission!

Balzeros of the Narl:

Crunch

Spoiler:

Male Human NG Grasping Vine Shaman of the Wood Spirit

Focused Study (trades out bonus feat)

Traits - Seeker, Coven Casting

Str: 10 Dex: 14 Con: 14 Int: 15 Wis: 20 Cha: 14

Spirit Animal - Moth (+3 survival)

Background Skills (2)
Handle Animal +10 (5 ranks, 2 cha, 3 class skill)
Lore +10 (The First World) (5 ranks, 2 int, 3 class skill)

Skills (7)
Perception +24 (5 ranks, 5 wis, 5 comp, 5 feats, 1 trait, 3 class skill)
Stealth +7 (5 ranks, 2 dex)
Survival +16 (5 ranks, 5 wis, 3 familiar, 3 class skill)
Diplomacy +10 (5 ranks, 2 cha, 3 class skill)
Spellcraft +10 (5 ranks, 2 int, 3 class skill)
Nature +10 (5 ranks, 2 int, 3 class skill)
Planes +10 (5 ranks, 2 int, 3 class skill)

Feats
1 Spell Focus (Transmutation)
B Skill Focus (Perception)
B Alertness (while familiar is within arm's reach)
3 Greater Spell Focus (Transmutation)
5 Extra Hex (Verdant Path)
7 Leadership
8 Skill Focus (Survival)
9 Improved Initiative
11 Quicken Spell

Hexes
2 Greentongue
4 Whispering Leaves
8 Flower's Form
10 Wings

Items
Eyes of the Eagle
Lesser Rod of Extend
+2 Headband of Wisdom
1000gp in scrolls/consumables/basic equipment (I'll get this sorted if chosen)

Party Role

Spoiler:

I see Balzeros and his Spirit Animal Ramita scouting, handling nature (threats, traveling through it, etc.), delivering battlefield control in combat, and otherwise providing general utility.

Based on the current party (just about everyone contributes to damage, great support and ranged), keeping enemies away/hampering their movement via battlefield control is a prime way to boost party effectiveness. He can also handle a good portion of potential problems solved by spells so the fractional casters don't have to spread theirs thin (several druid spells, some cleric spells with favored class bonus, daily access to a pair of arcane spells).

Background

Spoiler:

Balzeros was born and raised in the Narlmarches of the Stolen Lands. Small villages are born, relocated, or destroyed with such frequency here that the name of the settlement and its precise location have been lost to the fog banks of his memory. Instead of a family by blood, he grew up among others like him, those who could hear the heartbeat of the trees and feel the growth of the vines. This cabal was devoted to the Green Mother, and while such a deity suited him through most of his youth, as he approached his thirties he began to long for a more stable, peaceful lifestyle.

Before he had resolved to set out on his own, however, the Stag Lord and his bandits pressed the choice for him. The cabal's connection with nature kept them safe in the Narlmarches for years, but an encounter with a bored patrol at the wrong time was their undoing. Unwilling to die for a cause he no longer believed, he fled when the outcome was clear.

Left alone to wander the Narlmarches searching for purpose, the woods themselves whispered of the Stag Lord's defeat. Rumors from traveling merchants even told of the budding plans for the creation of a new town. Now robbed of even the opportunity for revenge, he has traveled to the site of this fresh civilisation at the Stag Lord's former outpost with every intention of having a seat at the table of leadership. Through his guidance, and certainly cooperation with others, he seeks to help manage the inevitable growth of the town to be balanced with nature. A town cultivated to be brimming with happy, safe citizens.

Ambitions
Balzeros wants to build a nature-attuned cabal of his own. Not devoted to the Green Mother, but rather something inspired by the Green Faith and at the service of society.
There are eons worth of untapped power in the surrounding wilderness. Balzeros seeks to find such lost, ancient magic in the Stolen Lands and bend it towards some productive purpose.

Plans for Leadership
In fulfilling his ambition of creating his own circle of nature-based casters, this feat would go towards creating its members.

Relationships

Spoiler:

Balzeros has few current relationships, with many of his former companions having passed to natural threats or bandit attacks. The following are three notable people:

Razzle Greystripe (alive) - A Gnome who has wandered the Narlmarches for decades, Razzle had been an ally to Balzeros' late cabal. While not precisely friends, they have worked together several times to thwart malicious Fey and cranky Trolls.

Milucrah (deceased) - Perhaps the strongest thread tying him to the Cabal of the Green Mother, Milucrah was his romantic partner (or at least as much as one could be, given the expectations of their faith). Killed during the encounter with the Stag Lord's, the lack of emotion Balzeros has felt from her death only confirms that he had outgrown the cabal.

Corrado (alive, but believed to be deceased by Balzeros) - Balzeros' former mentor, Corrado was one of the first to fall during the fight with the Stag Lord's patrol. While a nurturing teacher and excellent leader, he ultimately carries his own needs before anyone else's. Unhappy with the path the cabal was currently on (and steadfastly clinging to), he intentionally arranged for its destruction to start a new one with him at the helm. His death was successfully faked and he has been working towards his goal ever since.

RP Potential with Current Party

Spoiler:

Most of this is from profile information (if it was present), but also based on what I've read of gameplay posts as well.

Durgan - Could be a counterpoint to an Abadarian. Not looking for conflict, but could offer a balance in societal expansion (nature vs urban).

Illthir - While not as into stories as she is, he does understand the importance of history and the role stories have in them.

Alia - Seems like she is a practical problem-solver, which he can definitely appreciate and support.

Zokon - Values teaching as well, would be eager to work together to shape the development of the town.

Serena - Would never be a convert (wouldn't want to be beholden to a higher power again), but agrees firmly with many of Sarenrae's teachings and thinks the society he wants to be a part of would benefit from her beliefs/guidance.



RPGGGM wrote:
pad300 wrote:
RPGGGM wrote:
pad300 wrote:
Well, I'm now 2600 posts into the campaign...
The "Cry Wolf" chapter.
Now post 4451...
"The Ruined Forest Temple of Erastil"
pad300 wrote:
Still reading! 7700!

"The Road to Mivon"


I have played several kingmaker games that never made it past book 1. I am in a few right now that still have not made it past book 1. I have been part of one king maker game that started back in november of 2016 and has gone through a few different GMs over the years and still is not paat book 1...lol So I have had some experience with the game but every last one has been different.


Alright, this is Ouachitonian. Here's my submission. Liam is a wandering Druid of Milani (unusual, yes, but I think it works). He has traveled many paths in the basin of the Mighty Sellen River (ie, I took the World Walker archetype) and has come to his budding new kingdom to see that it stewards the hope and freedom of its people, and lives harmoniously with the natural world.

OOC, he gets that people need resources. He just wants to see that things are used sustainably, and no darned wizards try to go full Saruman. But he also, as a Milanite, cares that people are allowed to grow and flourish freely. It's a delicate balance. I see him as being very in touch with the animals of the area, and using his relationships with the birds and beasts to keep tabs on goings-on (i.e., Spymaster would be my first choice of Kingdom role, but fear not, I could go other directions if that one's spoken for). I might look to Awaken my companion eventually, and turn her into my cohort (either via Leadership or Monstrous Companion). But maybe not. I'm considering the Nature Warden Prestige Class, which assumes an animal companion. (The requirements of the PrC are why I took World Walker; it's the only way for a Druid to get a Favored Terrain without multiclassing).


Here is a small rough draft of my dwarven wizard. I'll likely edit it and add bits over the next few days/week. But for the most part its done. If you notice anything that may need to be addressed, please let me know.

Fergus, the dwarven wizard:

Fergus Grew up as a young dwarf in glimmerhold. Unlike many others, He was not enraptured by that which glitters and shines, but instead by magic. He would spend his time reading books on magic, not on learning his fathers trade. Something which brought great trouble to him and his father. Fergus was the eldest son of the family, and so would be expected to pick up the mantle of one of the finest blacksmith families in the city. Yet Fergus felt little joy in hammering away on "lumps of metal". The constant pounded always echoed in his head as the work and heat amplified the pulse in head to excruciating levels. Eventually he took to using magic he had painstakingly learned on his own to aid in his smithing. Actions that would leave his father furious. After a heated argument with his father one day Fergus decided to leave so that he could pursue his passion for magic and the arcane. He eventually found his way to the crusades, working as a diplomat of sorts between them and the city of Glimmerhold while simultaneously taking advantage of the position to further his arcane and planar studies. As such, Fergus saw very little actual combat in regards to demons. This move would cause a rift between him and his family, particularly his father and his elder sister who saw this as Fergus turning away from his family. His brother however, would continue to keep in touch mostly via letters. After Fergus left, his father had taken to training Ivan, his brother in a much harsher and much more strict way than he had Fergus. Perhaps his father hoped that placing Ivan under such duress would bring Fergus back, either way, it did not. Despite feeling bad for his brother, Fergus would continue his studies.

At the Crusades Fergus met Durgan, and after many talks discovered a common lineage not terribly long into the past, making them distant cousins. While they didn't always agree on some things, such as in regards to deities, and the idea of Law and tradition they managed to become rather good friends. After many years, Fergus would return to glimmerhold and attempt to reconcile his family. However this only lead to another argument with his father.

Several years later, word reached Glimmerhold of dealings in Brevory of starting a new, fledgling kingdom. A new baron was to be appointed in the stolen lands and charged with bringing them under rule of law and Durgan was rumored to be among those close to the new baron. The fact that Fergus had been looking for a way to garner the funds to acquire a place where his pursuits could be followed and the thought of being able to ingratiate himself to potentially powerful people, and to possible garner a place to finally study, and to make a place where others like him could come to learn and study the arcane was too tempting to resist. Fergus decided to offer his services to the fledgling kingdom as both a wizard, and a potential envoy and connection to the city of Glimmerhold.

Fergus personality:

Fergus, on the whole, is rather strange for a dwarf. He takes care to always groom himself, keep himself clean and trimmed, and has never been a fan of hard labor that so many of his kin always seemed to enjoy. He enjoys silken, loose fitting clothes and always keeps his skin and hands smooth and soft. His beard is always painstakingly clean and kempt. Intricate runes always adorned it as ornaments, both to hold braids, or to keep it held. Fergus is a bit of a clean freak, getting understandably frustrated when dirt and grime (or blood and gore) stain his wonderful beard or robes. He is not a fan of most brew and beer, only drinking the best of golden mead and ale, otherwise preferring the taste of wine to the "burning grog" of his kin. He keeps his personal room neat, orderly, and pristine... expect for his workstation. Which is a chaotic and strewn mess of papers, calculations and empty mugs. The papers and numbers involving whatever pursuit Fergus has recently dedicated himself to. Fergus is also known for his lavish jewelry, carrying and wears several different types of gemstones on his person. However, this is more than merely an extravagant fashion taste. Fergus has always found it easier to manipulate magic by focusing it through a corresponding gemstone. The rarer and purer the gem, the better he the magic he summons.

Each school makes use of different gemstones.
diamond/quartz- divination
ruby/garnet- evocation
onyx/jet- necromancy
Amethyst/Tourmaline/amber- abjurations
Sapphire/Topaz- Transmutation
Emerald/jade/malachite- Conjuration
Pearl/Spinel- Enchantment
Opal- Illusion

[spoiler=Goals]
a few overarching goals for Fergus would be to acquire a large place to call his own that can be used to pursue his studies. He would love to be able to afford creating a gemstone golem that could actually channel magic itself.

reconcile his father and sister without consenting he was wrong for following his own passion instead of tradition.

One day create a school to teach others who would have little to no chance to learn magic otherwise. Be they poor orphans with potential, or like him with families that disapproved of there pursuits.

rough draft of stats for Fergus:

the only experience I have with this AP is the Pathfinder kingmaker Computer game.


11029 posts later...

Now the discussion thread. Oh god!


Alright, here's Simeon's submission! Stats should be all good, let me know if there's any questions


Pencils down (at least for now).


Best of whatever to whomever.


RPGGGM wrote:
Pencils down (at least for now).

Ah too bad, I'm not done yet. From your earlier post I figured I had Sunday as well.


Good luck to all of us submitters. The group seems a lot of fun from what I've read. Whoever's chosen will have a blast.


Fergus readies his sticker Ye louts outta kno' I'm quite dangerous even without me spells. wander to close in proximity ta' me prodda here an' ye'll be gettin' a quite excruciating' poke... ah, apologies my compatriots, I can... forget myself at times when events become exciting or stressful in the extreme.

Haha best of luck all.


Cuàn wrote:
RPGGGM wrote:
Pencils down (at least for now).
Ah too bad, I'm not done yet. From your earlier post I figured I had Sunday as well.

Sorry. Go ahead and take time today. It's is still Sunday where I am at, I'm just super sick whatever day today is, so I'm calling-off GM duties today.


RPGGGM wrote:
Cuàn wrote:
RPGGGM wrote:
Pencils down (at least for now).
Ah too bad, I'm not done yet. From your earlier post I figured I had Sunday as well.
Sorry. Go ahead and take time today. It's is still Sunday where I am at, I'm just super sick whatever day today is, so I'm calling-off GM duties today.

Thank you, but my Sunday was already mostly over when you posted so I did not have the chance to finish things up.

So good luck everyone, have fun and may the best fit join the expedition.


@GM: Drink lots of fluids and rest. We'll be here when you get better.


The New List

Gardolf the Green - Unchained Barbarian (Invulnerable Rager)
- Nature Oracle
Davor - Half-orc Scarred Witch Doctor
Kal - Bloodrager/Sorcerer (Issian with a tan)
Zilybar - Halfing Rogue (Eldritch Scoundrel)
Throckmorton - Human Arcanist (Occultist)
Preston - Would-be Swordlord (Buckler of Swash)
Uriel - Human Shining Knight
Balzeros - Human Shaman from the Wilds
Liam the Wanderer - Wandering Human Druid
Fergus - He's a hairy Wizard!
Orandek - Hairy Survivalist Ranger!

I didn't see a final posts from ElbowtotheFace, Dakcenturi, Anthorg, or Ammon Knight of Ragathiel, or maybe I just overlooked them while in the grip of delirium.

As always, lemme know if I missed you.


Orandek’s slightly less hairy than the standard dwarf. No beard, all that jazz.

Good luck to everyone!


Hi, I posted a character here. He's a Wiz 3/Rogue 1/Arcane Trickster 1. There's some tweaks to be done still (such as needing some points in Lore: Recreational drugs), but the general picture is there.


Yes, we are still debating. :)

And Anthorg, sorry I missed you on the list above. I added Morof to the mix when we began discussion.


I am sooo imagining this discussion like the council discussing the orcs and the plague in King Terenas' throne room.

It's ok, BTW, there are many submissions.


Alright, I'm back with the results. First off though I would like to thank everyone for their interest. There were a lot of fine entries and given slightly different circumstances the selection might have gone any number of ways and throughout the grand panoply of the multiverse universe everyone got in.

In this universe though we decided on two: Fergus and Balzeros, you're in--drop by discussion, introduce yourselves, chat, and well get your character into play.

As for everyone else, I'll be keeping folks who didn't get in but were close in mind should a future opening occur. I'm not just saying that either. A lot of the current crew did not get in on the first pass, so if sometime down the road from now you get a mysterious PM from me asking if you and your PC are still interested do not be too surprised. Also Kingmaker is perhaps the single most played AP on the boards and there are enough folks left over to start a new game among yourselves. In the meantime I hope to see/bump everyone on the boards.

And on that note good luck all, and God's speed.


Have fun and good gaming. Luck to you, Fergus and Balzeros.


Good gaming all!

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