Once Upon a Time in Golarion (Inactive)

Game Master vayelan

A Kingmaker game with an emphasis on politics and the mundane

Resources:
Loot, NPC, and Misc Tracker
Kingdom Tracker Spreadsheet
Settlement Tracker: Horace

Map of the Greenbelt
Kingdom Building Rules

Current Encounter Map:
Ambush at Varnhold Pass


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Katrine Thalian wrote:
Wish I'd known about the Divine Marksman archetype when I was making this character. The longsword thing is weird- an axe is far more practical for a ranger, you can use it to chop firewood- but otherwise it's pretty great for an archer. With Faerin and Ahto, Katrine's spellcasting and tracking abilities are redundant as far as party skills go.

Well, I'd be willing to allow you to do some retraining during the downtime of the next kingdom turn(s) to adjust the character to align with your new thoughts and insights.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Can I move past Katrine while enlarged, or do I need to wait for her to move first?


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

If possible I'd like Ahto to move first, since he'll take up more room. It's easier for Katrine and Storm to fit themselves around Ahto than vice versa.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Looks like you should be able to Ahto, as long as you end in an unoccupied square.

"Moving Through a Square
You can move through an unoccupied square without difficulty in most circumstances. Difficult terrain and a number of spell effects might hamper your movement through open spaces.

Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn't provide you with cover.

Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.

Ending Your Movement: You can't end your movement in the same square as another creature unless it is helpless.

Overrun: During your movement, you can attempt to move through a square occupied by an opponent (see Overrun).

Tumbling: A trained character can attempt to use Acrobatics to move through a square occupied by an opponent (see the Acrobatics skill)."


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

When it's the next round, do I need to roll a to-hit to see if I hit the fragile spot with a spell or is it an autohit?


Pelipe Lightdriver wrote:
When it's the next round, do I need to roll a to-hit to see if I hit the fragile spot with a spell or is it an autohit?

Because the weak portion of the ceiling is large enough, we can treat it as an autohit without even needing to worry about a nat 1.


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2
DM Vayelan wrote:
Katrine Thalian wrote:
Wish I'd known about the Divine Marksman archetype when I was making this character. The longsword thing is weird- an axe is far more practical for a ranger, you can use it to chop firewood- but otherwise it's pretty great for an archer. With Faerin and Ahto, Katrine's spellcasting and tracking abilities are redundant as far as party skills go.
Well, I'd be willing to allow you to do some retraining during the downtime of the next kingdom turn(s) to adjust the character to align with your new thoughts and insights.

Whoops, somehow I missed this post!

I would appreciate an opportunity to retrain. Anyone have ideas for how Katrine might lose her spellcasting abilities IC, though? I don't think she's done anything to anger the primal forces of nature. Or we could just retcon it, give her wand and scrolls to Faerin, and say she was never able to cast spells to begin with.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Hmmm.. if you were a devotee of Erastil I'd say it's a special devotion that changes your abilities. Even then, you could encounter a special blessing on a visit to the Temple of the Elk, becoming a Divinely gifted archer.


Human Investigator 6 | HP: 38/38 AC:21 T:16 F:15 | Saves F:2 R:10 W:6 | Init: 5 | Per: 11 | CMB:4 CMD:20

The Green Faith is an ever-shifting thing, it could be that rather than angering the forces of nature, Katrine gets some kind of vision or message that skill of arms (or arrows, as the case may be) is more important to upholding the natural balance than her magic.


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

Hmm, or maybe she meets a nature spirit who offers her a bargain. I’ll make you an even better archer, but you won’t be a spellcaster anymore.

@GM: Can I reassign the extra points I put into Wisdom during retraining? I’m still deciding whether to keep them for Perception purposes, but I figured I’d ask.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Perhaps you had some minor control over spells as a blessing by nature, but then due to your engagement with the fae and examples of doing well, that magical might has become a permanent empowerment on you, manifesting in the ways of your retraining.


Katrine Thalian wrote:
@GM: Can I reassign the extra points I put into Wisdom during retraining? I’m still deciding whether to keep them for Perception purposes, but I figured I’d ask.

I'm inclined to allow it, especially if it helps facilitate the new character design and/or fits the change narratively.


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

Yeah, I would put the points into Dexterity. Point buy calculator permitting, of course. (What was the point buy for this game again?)

Poor Ahto. Dude really needs some better armor.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Loot sheet updated


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Should we loop through the land and head to local settlements to make sure they are okay next or back to the witch's hut?


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Might be worth it, both to see if any surrounding areas fell prey to the trolls, and reassure the people that the threat has been dealt with.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Aside from the 4BP worth of goods, that'll take wagonloads to ferry back, everything else is on the sheet.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

That's one way to deal with the wagonlods of stuff in one trip. lol


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Yeah, couldn't find a form I could change into that was faster than a horse (which is weird because they have a regular falcon listed at speed 30ft...which should be faster)


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2
Faerin Cordova wrote:
Yeah, couldn't find a form I could change into that was faster than a horse (which is weird because they have a regular falcon listed at speed 30ft...which should be faster)

Wow, that is weird. The listing I found for a hawk has a fly speed of 60 ft, a bit faster than a horse plus it can travel in a straight line without regard to terrain. A falcon should be at least that fast.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Problem is Falcon is small, hawk is listed as Tiny. Can't wildshape to Tiny until 8th (Green Faith Initiate gets Zephyr Message instead of the wild shape upgrade at 6th)

Anyway, Wild shape is different now, it's (as Beast Shape 1). I'll have to get the next level of wild shape (as beast shape 2) to get up to 60ft flight speed.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

THE PLAN:

Everyone move as fast as they can to catch the owlbear. Do not worry about leaving the slower party members behind.

Whoever gets there first should pepper it with missile fire of whatever sort to piss it off, and then lead it back towards the rest of the group.

This will shorten the distance for the slow folks.

Once the group is all back together in the presence of the owlbear, we kill it.....kill it a lot.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Sounds good to me


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

Works for me. The race is on!


Okay. Everyone should make a DC 14 Constitution check to avoid becoming fatigued by the time you catch up with the owlbear.

Someone should also make either a Survival or Knowledge (Geography) check to find the best route to catch up with the monster.


Human Investigator 6 | HP: 38/38 AC:21 T:16 F:15 | Saves F:2 R:10 W:6 | Init: 5 | Per: 11 | CMB:4 CMD:20

Would my Swift Travels ability come in handy?

I can cover the whole party with it, and the description is "For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway."


Stayven Vernikas wrote:

Would my Swift Travels ability come in handy?

I can cover the whole party with it, and the description is "For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway."

Yes, that would come in handy here. It will reduce the difficulty of the checks to find an expedient route to catch up with the giant owlbear.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Looks like my 2 longest range spells are Entangle and Burst of Radiance, So once I get within 640ft of it I can hopefully slow it down, possibly even blind it.


Okay. I've got the encounter map updated.

It isn't large enough for the full 640ft range on Faerin's spells, but hopefully it will provide enough room for maneuvers and strategy.

Please roll initiative.


Do you guys need a fresh accounting of the treasure from the trolls' hideout?

I can also provide an accounting of the treasure your subjects/henchman/allies recover once they follow the giant owlbear's trail back to its lair.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

That would be great!


Troll Hideout Loot:

4 BP's worth of recovered trade goods

Amulet of Natural Armor +2

2129gp
5686sp
1484cp

Small statue of a dragon carved from exotic wood worth 200 gp
A gold necklace with a jade pendant worth 500 gp
Several pieces of minor jewelry worth a total 750 gp
5 medium quality gemstones worth 100 gp each
3 bottles of fine wine worth 15 gp each
An engraved silver tankard worth 50 gp
Platinum platter worth 600gp
Ivory drinking horn worth 60gp

Giant Owlbear Lair Loot:

Masterwork warhammer
Vial of silversheen
Set of masterwork thieves’ tools
Wand of lightning bolt (CL 5th, 33 charges)
+2 chain shirt
+1 longsword
2 masterwork throwing axes,
2 potions of speak with animals
1 jar of restorative ointment
1 vial of antitoxin
2 smokesticks
1 tanglefoot bag
3 thunderstones

267gp

A strange ring

You can also learn of some additional discoveries your forces make at the owlbear lair once you return and meet with them.

The Exchange

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(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

Ahto was given the Amulet of Natural Armor +2 while we were still in the troll lair after it was noted by several party members (out of character) that his AC is terrible for a character that does a lot of 'tanking' in combat.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

I feel like this troll treasure hoard was meant for my character. I mean, we can use all the money, but Pelipe would love to have her room beautified by pretty gems, jewelry, pendants, tankards, platters, and statues. Just saying... :P

Also, if no one else wants the wand, Pelipe would take it.


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

For some reason I can't post in the IC thread, it's not going through.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Try putting a "." dot after whatever you wrote and see if it takes it? That happened to me once


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

There's actually a Feat for harvesting parts from something we've killed, as well as a whole subsystem for harvesting monster parts

Quick takeaway: "Anyone can harvest and preserve trophies by succeeding on a sufficient Survival or Heal check with a DC equal to 15 + the creature’s CR. A trophy with magical affinities is worth 20% more, and the DC to harvest the trophy is increased by +5."


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Updated loot sheet with haul from Owlbear and Manticore lair.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:
DM Vayelan wrote:

** spoiler omitted **

** spoiler omitted **

You can also learn of some additional discoveries your forces make at the owlbear lair once you return and meet with them.

Did we ever follow up on this?

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

I have no interest in either the ring or the staff.


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

Unless someone else does I could use the staff. It's likely just masterwork but it'll give me a bonus to hit and be easier to enchant down the line.


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Faerin Cordova wrote:
DM Vayelan wrote:

** spoiler omitted **

** spoiler omitted **

You can also learn of some additional discoveries your forces make at the owlbear lair once you return and meet with them.

Did we ever follow up on this?

Since the party set out again from Horace quickly, you weren't present when the team returned from the owlbear lair.

However, a set of fey messengers can bring the news to you.


I have to make an unfortunate announcement.

There have been some significant changes in my life, and I'll need to retire from running games here on the forums.

I can leave the campaign active if you guys would like to search for a new GM.

Thank you all so much for playing.


F Changeling (Green-Born) Ranger 6 | HP 47/47 | AC: 20 (13 tch, 17 ff) | CMB +8/+3, CMD +21 | F +6, R +8, W +4 | Init +3 | Darkvision 60 ft, Perc +11, SM +2

I'm so sorry to hear that, Vayelan. I've had a great time playing with you. I hope all is well in real life and this is a good kind of busy. Take care!


Female Half-Elf Druid (Green Faith Initiate) 6: HP 43/43 : AC: (22)19, T: 12, FF: (17)14: Fort: +8(+10) Reflex: + 5 Will: +11 (+13 Enchantment) : Perception +11, Init +2 : Wooden fist 8/8 : Wild shape 1/1 Active effects:

I'm sorry to hear that. Take care, and I hope you don't find yourself overburdened by life.


Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60 | SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

I am sorry to hear that, Vayelan. I hope you are doing well. Perhaps you can enjoy playing games on the forums instead of running them, as it involves much less time. This was my last lingering game on the forum, I am now stepping back with playing here myself. I enjoyed this campaign and where it was heading so much that while I may have left all other games and the site as a whole, this one I kept. Take encouragement that you did a good job and it was enjoyed, GM. I wish you all good luck and have fun on your adventures.

The Exchange

(*Mind-Buttressing Armor*) Male Human Inquisitor of Abadar (Sin Eater) 6 l AC 20 T 11 FF 19 l HP 49/49 l F +5 R +2 W +7/+9* l Init +2 l Perc +11

I thoroughly enjoyed the campaign, and the storytelling chemistry between you and the group. I will miss this game, but I understand completely that whatever's going on in your real-life has to take precedence.

Thank you for all the work you put into this, Vayelan, and best wishes for you and your present circumstances.


Human

Sorry to hear that, DM. Take care of yourself!

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may i dot?

SO, im thinking nagaji naga aspirant druid. Sams, or Samuel, he could have been the recipient of a disguise spell?


Resubmitting an updated version up Rhonir.


I will resubmit Teuni for consideration. I will update the story and make sure I didn't miss anything in his profile. :)

I also have a lizardmen brawler Kaiitza, I will get both of then updated for viewing in a couple hours.


Updated Teuni-Hexa:

Teuni-Hexa
Male lizardfolk hunter (divine hunter) 1 (Pathfinder RPG Advanced Class Guide 26, 95)
NG Medium humanoid (reptilian)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 shield)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee handaxe +3 (1d6+3/×3) or
. . bite +3 (1d3+3), 2 claws +3 (1d4+3)
Ranged longbow +2 (1d8/×3)
Special Attacks bite
Hunter (Divine Hunter) Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—cure light wounds, gravity bow[APG], summon nature's ally I
. . 0 (at will)—chameleon scales, detect poison, purify food and drink (DC 11), spark[APG] (DC 11)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 12, Wis 12, Cha 9
Base Atk +0; CMB +3; CMD 15
Feats Point-Blank Shot
Traits armor expert, pioneer
Skills Climb +6, Handle Animal +3, Heal +5, Linguistics +2, Perception +6, Stealth +5, Survival +5, Swim +10
Languages Common, Common, Draconic
SQ animal companion (parasaurolophus named Teuni-Tal), animal focus (1 minutes/day), hold breath, nature training, wild empathy
Other Gear wooden armor[APG], buckler, barbed arrow (20), handaxe, longbow, thorn arrow (20), backpack, bedroll, flint and steel, mess kit[UE], pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Mazludah, light horse, saddlebags, 1 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (parasaurolophus named Teuni-Tal)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Swim (30 feet) You have a Swim speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

Chacta
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear saddlebags
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents
within 15+ feet by sense of smell.

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

Teuni-Tal
Female parasaurolophus (Pathfinder RPG Bestiary 2)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)
hp 14 (2d8-2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee tail slap +1 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 9, Int 2, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD 16
Feats Dodge
Skills Perception +5, Swim +4
SQ animal focus
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:

With Emerald reptilian eyes and mottled green scales, Teuni towers over most sentient creatures at a whopping over seven foot tall. Built with lean muscle and a strong health body he is quite the sight when he strides into view. Teuni wears little in the way of clothing, save for some worn belts and what was needed to get through the days activities with minimal ease.

Teuni's head frills are more brightly colored, only extending when he is surprised or trying to intimidate something by appearing larger despite not really needing the size increase. His body bares the scars of survival of the fittest, several criss cross his muscular chest and some of his muscles are deformed because of it. He holds all the indications of heavy abuse since birth but despite that his rugged body is more then up to the task.

His tail bears a couple spikes, though too thin to be of much use then decoration. His legs are digitgrade, so he often has a bit of a hop as he walks but it improves his ability to sprint forward at high speeds. When in the field he wears wooden armor, the same armor he crafted alone in the wild from various trees, coupled with his scales it helps him to blend into the enviroment around him.

Personality:

Stoic Having endured a harsh life, Teuni is accustomed to staying the course with little complaint.

Athletic Climbing, Swimming and Hunting! If it involves heavy physical activity Teuni is the type that will go the distance. He seems to take immense pleasure in physical activites, often wrestling with his dinosaur companion in an effort to stay in shape. He avoids Chacta, because horse kicks hurt...

Curious UNlike his more insular kind, Teuni was forced to adapt to a world outside the swamp. To survive alone and possibly hunted by those that wish to eat him (Being Lizardfolk he assumes the world is a Dog eat dog world, since Meat is Meat.)

Gentle Part of his Curious nature means he is often proactive instead of reactive. He analyzes encounters before engaging possible hostile people, but those that have traded with him have found him to a be a gentle giant. Saving his wrath for those who wish to harm him.

Warrior-born Like all of his kind he was born with Teeth, claws and the ability to walk at birth. Unlike weaker sentient species Lizardfolk are taught at a young age to fight like hell to survive. Because those who don't get eaten. So when pressed into combat Teuni fights with all of his heart and vigor to either defeat the foe or escape alive with his allies.

Backstory:
Teuni-Hexa was part of the same clutch as Veskat. He had called Veskat his clutch brother as the pair fought their way to the top of their clutch. Though Teuni always remained Veskat's weaker brother, they had survived together. Veskat was naturally more advanced then most of their kind, a true exemplar to the legacy of primordial strength. They survived together through lean summers and leaner winters until they came of age. Although Veskat had always been bigger and stronger, Teuni possessed a natural spirit that made him one with the land and natural born survivalist.

Teuni's ability to emulate the creatures of the land gave him strength and understanding that his clutch-brother could not ever fathom. Veskat often sneered at Teuni's 'weakness' purporting that raw strength was all one needed. Though Teuni agreed, he never stopped pursuing strengthening his bond to nature. Often studying and exploring to his heart's content, delving the ruins of a land that had effortlessly thrown off all would-be conquerors time and time again.

As Teuni skills grew, Veskat became more aggressive in taking control of the tribe. While Teuni ranged farther afield to practice his hunting and bow skills. Veskat was defeating the able bodied warriors of the village. While Teuni was on one of his extended hunts is when he stumbled across a strange awe-inspiring beast, a scaled creature that towered over him and bore a single crested horn. It took him some time to calm it and even longer to form a bond with it. It had a massive metal collar about its neck and a long chain that had trapped it to a copse of trees, it was afraid and skittish. Which Teuni understood from the signs of scars on its sides and legs. When the Bond was fully formed he put in great effort to have the collar and chain removed.

Seeking the aid of an odd couple of humans at a run down trading fort. Oteg and Svenlana. Oleg had tools and Teuni was able to keep the beast, now known as Teuni-Tal, Calm as they removed the collar and chain. After paying the pair in hides and what little coin he had found in the wilds, he returned to his village with his companion in tow.

By the time he had returned Veskat had obtained his coveted title of Chieftain. Only Teuni remained as a threat to him and Veskat now took council from his 'Warrior Spirit'. Which advised him to defeat his clutch-brother. To which Teuni was surprised because he never wanted to be chief, for becoming that would mean he was confined to a smaller area when he loved the freedom to roam. But the Warriro Spirit accused him of trying to overthrow Veskat, citing the large beast as evidence of his coming betrayal. By then his protest was falling on deaf ears and his clutch brother attacked him savagely.

Knowing now it was was life or death Teuni fought bravely, using all his skill and despite his efforts he was defeated. Having defeated him Veskat hesitated and the Warrior Spirit egged him on to kill Teuni but Teuni-Tal was swifter. Biting down on Teuni's back straps she was able to flee the village with the unconscious Teuni.

When Teuni awoke he was back near the rundown ruin with a glaring Oteg and a worried looking Svenlana watching from the wooden walls. It took time for him to recover, being used to a hard life already and together the strange pair survived their first winter together in a den they dug into the earth together. He practiced with his bow as much as he could, specializing in striking when his prey couldn't see him. Though his body was sluggish in the winter he was far from beaten by nature alone.

The next summer they found a new companion in a wild light horse that had broken its tether but was starving because of the bridle still between its teeth. It didn't take long to befriend the light horse who became known as Chacta. The strange Trio are inseparable, often trading furs with the rundown fort and its owners. Often Teuni traded for bowls of Svenlana's strange stew and learning their tongue. Which he could speak in a simple manner now, often broken.

Through Svenlana he found what Scaleless called faith[i] something that was strange to Teuni. His belief in spirits had been shakened when Veskat had turned on him and now he carried the symbol of Mazludeh. Believing in the Mother of Hearth and Home over the dead, which this strange faith has drawn him closer to the scaleless. Which he has a respect for Otegs stubborn and rough nature.

With the recent troubles he was busily hunting humans that sought to deal him harm. Because in the end [i]Meat is Meat. Granted Svenlana would not agree...

Updated and cleaned up his story. Yuck, my horrible sentences before. Didn't know if you need this here or not but its in his profile as well now.

I added references to the trading fort since it would make sense he would have to trade goods with someone besides his own kind. If this is inappropriate let me know! Thanks!


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I'd be willing to submit a character for this game as a former bandit. I actually even have an alias where you wouldn't have to retcon his name!

I'm thinking of a Slayer who later multiclasses into Huntmaster Cavalier. My idea is he was someone more forced into working for the Stag Lord than being willing to; given the chance to work with the PCs, he's quite quickly a turncoat and would much rather be on their side. Perhaps he was some sort of former lawman or authority figure who patrolled the Stolen Lands and was forced to be a bandit or die? How does that sound to you, potentially? He would be a melee character who has a partial focus on crowd control with his faithful hound (when I find him next level, anwyay). Really, both of them would be good in melee and serve the role you're looking for.

Also, I'm currently running this AP. Would that be a problem for you?


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I'm willing to give up my slot for anyone who hasn't played Kingmaker before. As much as I love it and want to try a Lizardfolk, I'd rather let someone who hasn't played it have a shot too. So long as the character is what's needed too. Just FYI. :)

Best of luck to everyone!


1 person marked this as a favorite.
Teuni-Hexa wrote:

I'm willing to give up my slot for anyone who hasn't played Kingmaker before. As much as I love it and want to try a Lizardfolk, I'd rather let someone who hasn't played it have a shot too. So long as the character is what's needed too. Just FYI. :)

Best of luck to everyone!

Pharasma has a special place for people like you.


I know you originally mentioned Core only, so I don't want to start building too much before I get some sort of okay for this idea. I can also start as the Huntmaster Cavalier and take my second level in Slayer if that's easier for you; I'd have to find a dog/be reunited with my faithful hound if I take Huntmaster at second level, so if that's more difficult I can start with it and my hound could be found pretty quickly or something like that.

Dark Archive

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The campaign is not Core, in the Pathfinder Society sense. If it were, my character would be illegal.


Original post said Core stuff is automatically approved, non-Core was available but needed to be approved. I only saw that listed under Feats though, now that I look back on it, so I guess I misread.


I have an idea for Sams, currently thinking brawler. How do you want to do gear for Sams? I kind of think he shouldn't have any since y'all captured him. Though if you feel like giving the stuff back that's be cool too.


Here is my rendition of Sams based on what I saw in the game, a human brawler. He's probably a little more innocent in nature than the Sams I saw in the gameplay thread. And while at this time he just wants to go home to Ma, I'm sure Sams can find an in-game reason to re-settle in this new land, once we get to that.

The Dirty Fighting trait is outside of "Core," and can be replaced with Combat Expertise if you don't like it. The current plan is for him to take the Improved Dirty Fighting line of feats at some point, as I see him as a guy who has no rules when it comes to fighting.


Ah, missed the bit about core-only Feats. It's not a massive issue for me, but there were two non-core Feats I planned to use for Xan. They're not critical, but I would still like to get them if possible. They're both from the Advanced Race Guide and the first one's mainly taken as a pre-req for the second.

Feats:
Angelic Blood (p.88)
Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Angel Wings (p.87)
Feathered wings sprout from your back.
Prerequisites: Angelic Blood, aasimar, character level 10th.
Benefit: You gain a pair of gleaming feathered wings that grant a f ly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

The only other feats I'd planned on were either basic combat ones or the ones needed as pre-requisites for the Aldori Swordlord prestige class (and they're all in the core book).

Dark Archive

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The campaign is not Core.

Not core.

Sovereign Court

From the Crunch spoiler of the original opening post:

DM_Keddah wrote:
- Feats All Core Books, other sources will be considered on a case by case basis.


Says all core books, is the Advanced Race Guide considered a core book? I assume so since it's one of the setting-independent main line, but just making sure.


OK, this is Peet's character.

Dunganagar the Mad is a dwarven barbarian invulnerable rager. He is designed similarly to Amiri, the iconic barbarian.

He is not ready yet for this game, but I will get to work on him. He was originally intended for an all-dwarf game that didn't even survive through its own recruitment.

As for the "Sams" connection, Dunganagar is a mercenary and through poor choices and ill fortune could have ended up among the bandits. "Sams" could have come up because he didn't want to give his real name to them or because they had trouble pronouncing his real name properly.


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Xantria Aldori wrote:
Says all core books, is the Advanced Race Guide considered a core book? I assume so since it's one of the setting-independent main line, but just making sure.

Yes.

"Core Books" are defined here.


Per the Link above and original character post...

DM_Keddah wrote:


No 3rd party material, sorry, I'd like to keep the game confined to things I already know
- Races All core and featured
- Classes All classes will be accepted. Archetypes will be considered on a case by case basis.
- Alignments Good characters are preferred, Neutral characters will be considered, Evil character are a No-No I'm terrible Gming for them.
- Feats All Core Books, other sources will be considered on a case by case basis.
- Traits Characters should choose two traits. An aditional trait will be given based on the backstory.
- Abilities 20 point buy, no ability beyond 18 none below 9 before racial modifiers
- Starting gold Standard starting gold.
- Other things Although the first few days of the adventure will take place on an urban environment the bulk of the campaign will follow a more similar story to the standard Kingmaker. So don't create a character unable to survive the wilds :)

If you have any doubts, advice, suggestions or anything I'm more than willing to listen.

I consider Core Books the following:
Core Rulebook
Advanced Player's Guide
Advanced Race Guide
Advanced Class Guide
Ultimate Combate
Ultimate Magic
Ultimate Intrigue
Ultimate Campaign
Occult Adventures
Pathfinder Unchained *classes are allowed, variant systems aren't*

I shortened it some but here it is.

Best of Luck.


Pathfinder Lost Omens Subscriber
DM_Keddah wrote:
Abilities 20 point buy, no ability beyond 18 none below 9 before racial modifiers

I wonder if it's alright I gave my Sams an intelligence of 8. While it is technically against your character building rules, the way he acted until now (ex. "the man isn't clever enough to try and deceive them") implies less-than-average intelligence.


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I believe the intent was to keep people from making a character with something like 8 INT before a -2 racial modifier. Ending with a 6 INT character being outwitted by a Paladin's horse.


Got it. Sorry; the confusion earlier in the thread confused me as well. Probably shouldn't be skim-reading the thread at work, then. :P


Lol. It happens. Hence why I reposted the info.

I know my chances are slim but meh. I have fun making characters. :) and shall remain a willing replacement for the future if I don't make it. :)

Also I skim read too. A lot. It's a bad habit of mine. lol


Bump for interest

Dark Archive

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Ok, I'm simply summarising things because I thought that would be helpful to our GM, and to let everyone know that we're still considering things over the long weekend (for some of you).

We specifically asked for a martial-minded character, and we had a specific role to fill - the captured bandit-turned-reformed-adventurer nicknamed "Sams". Thanks for all the interest! This is going to be a tough decision, I think.

Full submissions to date (in order received):

  • Grundar Littletusk - 1/2 Orc slayer
  • Xantria Aldori - Aasimar fighter (Aldori swordlord)
  • Titian Stagson - Human cavalier (Beastrider; Order of the Sword)
  • Mac tire - 1/2 Elf ranger (Wild shadow)
  • Bulvi Magnusson - Human fighter
  • Samson Medvedev - Human barbarian (Mooncursed)
  • Teuni-Hexa - Lizardfolk hunter (Divine hunter)
  • Sams Tallfellow - Human brawler
  • Dunganagar the Mad - Dwarven barbarian

    That's all I've got.

    Lord Christian D'Elegante:
    It looks like you've applied with a 3rd level character - one level of cavalier, one level of fighter, one level of NPC aristocrat. We're recruiting a 1st level character that would fit the persona of the captured bandit 'Sams' with a little bit of work.

    Those were all the submissions I noted to date.

    Cheers,
    Wonky


  • I have adjusted the character and the background will be adjusted to fit the role of Sams.
    EDIT:
    I have adjusted the Background to fit this campaign...


    1 person marked this as a favorite.

    Have fun


    Hi. I'm out of town with barely any cell phone signal. I'm sorry to have given no warning but it's been a familiar emergency. Should be back home by Wednesday at most.

    Apologies again.


    No problem! TO comes first DM Keddah, see ya Wednesday! :)


    RL... darn autocorrect. Sigh.


    I'm removing my submission from the pool as, quite frankly, I'm a bit embarrassed that I completely missed the part where the group was looking for a martial character.

    I hope everyone has a good game and that you won't need to be doing a third recruitment any time soon!


    GM:

    Things are coming along.

    But I wanted to know how you feel about these traits:

    Barbarian of the Society
    Giant Ambivalence

    And these feats (considering one of them for my 1st level feat):

    Tribal Scars
    Fey Foundling


    Dunganagar's background and other fluff is now complete. I haven't bought miscellaneous gear like bedrolls and rations and soap yet, and I figure I can take care of that if Dunganagar gets picked.

    Good luck everyone!


    Just checking in with Sams Tallfellow again. Realized I have two things that need approval per the character creation rules.

    Trait: Bred for War. Can take Dirty Fighter if you prefer.
    Feat: Dirty Fighting. Can take Combat Expertise if you prefer.

    Also, didn't buy gear because I think of Sams as a captured prisoner without gear, but I'm happy to work out gearing if selected. Good luck to the applicants!


    Hello, I'm back!

    First I want to apologize again for my disappearing act, but sometimes RL doesn't give warnings.
    Second, I want to thank Wonky for covering me, you can take her answers for creation rules questions as GM word.
    Third, I had a look at the submissions last night after getting down the train and have almost made my decision.
    I'll answer some questions and if someone wants to update or change something they can do it until tomorrow, then I'll announce the decision.

    Dunganagar the Mad wrote:

    GM:

    Things are coming along.

    But I wanted to know how you feel about these traits:

    Barbarian of the Society
    Giant Ambivalence

    And these feats (considering one of them for my 1st level feat):

    Tribal Scars
    Fey Foundling

    All allowed but Barbarian of the Society since your character is not a Pathfinder as far as I've seen.

    Tazo wrote:

    Just checking in with Sams Tallfellow again. Realized I have two things that need approval per the character creation rules.

    Trait: Bred for War. Can take Dirty Fighter if you prefer.
    Feat: Dirty Fighting. Can take Combat Expertise if you prefer.

    Also, didn't buy gear because I think of Sams as a captured prisoner without gear, but I'm happy to work out gearing if selected. Good luck to the applicants!

    Both allowed.

    Xantria Aldori wrote:

    Ah, missed the bit about core-only Feats. It's not a massive issue for me, but there were two non-core Feats I planned to use for Xan. They're not critical, but I would still like to get them if possible. They're both from the Advanced Race Guide and the first one's mainly taken as a pre-req for the second.

    ** spoiler omitted **

    The only other feats I'd planned on were either basic combat ones or the ones needed as pre-requisites for the Aldori Swordlord prestige class (and they're all in the core book).

    Both allowed if you meet the prerequisites.


    Pathfinder Lost Omens Subscriber

    I (Samson Medvedev) think I need GM approval for three of my things. First is the Mooncursed barbarian archetype from Horror Adventures, as it's not on the Core list. Second is Aspect of the Beast, because RAW I don't meet any of the prerequisites. The special line says "[a] character that has contracted lycanthropy can take this feat without having to meet the prerequisites", and I think Sams' situation fits this. Lastly is the Bandit trait from Inner Sea Primer (mistakenly noted in my character sheet as People of the River).


    DM_Keddah wrote:
    Dunganagar the Mad wrote:
    Barbarian of the Society
    All allowed but Barbarian of the Society since your character is not a Pathfinder as far as I've seen.

    Fair enough... I was hoping to "re-theme" it since I don't see any other traits that give extra rage rounds, which is kind of surprising. But I'll look over things and try to find a substitute.

    I wanted Fey Foundling since it would reduce the drain on healing resources that barbarians often are the cause of. So I will update my sheet.


    TheSuperDodo wrote:
    I (Samson Medvedev) think I need GM approval for three of my things. First is the Mooncursed barbarian archetype from Horror Adventures, as it's not on the Core list. Second is Aspect of the Beast, because RAW I don't meet any of the prerequisites. The special line says "[a] character that has contracted lycanthropy can take this feat without having to meet the prerequisites", and I think Sams' situation fits this. Lastly is the Bandit trait from Inner Sea Primer (mistakenly noted in my character sheet as People of the River).

    I'll allow all three


    DM_Keddah wrote:
    Dunganagar the Mad wrote:
    Barbarian of the Society
    All allowed but Barbarian of the Society since your character is not a Pathfinder as far as I've seen.

    How about Signature Moves instead?


    Dunganagar the Mad wrote:
    DM_Keddah wrote:
    Dunganagar the Mad wrote:
    Barbarian of the Society
    All allowed but Barbarian of the Society since your character is not a Pathfinder as far as I've seen.
    How about Signature Moves instead?

    Allowed


    Presenting Sams Raseri

    Background pending...

    After looking at all the classes that was submitted, I figure it was missing a Bloodrager!


    Can I join I know it's late but you don't seem to have a knowledge heavy/buffing character maybe my lore oracle can help?
    Also DM_Keddah I've read some of your other games so if you are (eventually) going to start a new game encompassing king maker elements can you please put me in (I'm obsessed with kingmaker currently)


    Teuni is still kicking around. Interesting conceots so far. :)

    Looking forward to who gets chosen. Since its gonna be a good recruitment drive. :D


    Alright, It's been difficult choosing but the two characters joining us will be. Sams Tallfellow and Teuni-Hexa.

    Please come to the discussion thread to decide how best to introduce you into the adventure

    Thanks to everyone who showed interest. If we need anyone in the future or I start another campaign I'll think of you!


    Have fun! Congrats to those chosen

    Dark Archive

    Hello, everyone. We've been waiting since the beginning of August for the return of our GM, but at this point, we think we'll need to move forward.

    We recognise that Kingmaker, more than possibly any other AP, is a massive GM undertaking, but we've got such a talented group of role-players....we would like to continue.

    I am opening recruitment for a new GM. Please peruse our Gameplay thread and consider thoughtfully our level of roleplaying, as well as the theme of our game. Would you be the right GM to take over the reins? Please see our departed GM's thoughts about this campaign at the start of this thread - this flavour would be appreciated, but not necessary if you have a different take that seems to fit.

    Where We Are in the Campaign:
    We have just recently set off from Oleg's into the Stolen Lands on our first foray into the bush. We have just met up with the last member of our party. We are on the trail of bandits.

    We look forward to viewing your submission. Tell us a little about yourself; tell us about your GM style; tell us about your interpretation of the Kingmaker AP. We don't think that this AP is the right game for an inexperienced GM, but "new to the PbP boards" doesn't mean "new to Pathfinder GMing".

    Thanks for consideration.

    -Wonky


    Bump


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    Are you guys still looking for a GM? I’ve wanted to run Kingmaker for a while, and I would be interested in helping to continue the story.

    Although I am new to Play by Post, I have many years of experience as a Dungeon Master/Game Master/Storyteller. I have run games for several groups, both in person and via chat rooms. In my GM style, I like to emphasize narrative and enjoying the game rather than strict rules lawyering.

    Professionally, I am a university writing teacher and amateur author with a few published stories, so hopefully I will be able to offer good quality storytelling

    I have started reviewing the campaign notes to catch up. I have read up on the characters’ backstories and personalities, and now I am reading through the gameplay posts to understand nuances to both the campaign and the players’ styles.

    Let me know what concerns you have for me. I may need a day or two to finish catching up on the gameplay log.


    Hi Vayelan, thank you for the interest! I know we would love to continue the story, and I'm open to working with a new-to-PbP GM. Hopefully we can learn from each other.

    How do you feel about setting up combat maps online? I always like having maps, particularly those on Google Sheets / Google Docs.

    Dark Archive

    COOL! And I was just about to post a new link to recruitment.....just deleted it!

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