Once Upon a Time in Golarion

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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Thank you for the opportunity, I will be Looking forward too applying again.


Here is the new recruitment thread.


Looking forward to meeting my two new teammates in-game!

As for those who end up in the second game, there are sooooo many awesome characters here! I definitely hope they all end up in a campaign soon!


3 people marked this as a favorite.

The land of Tamlyn wants you!

Our Kingmaker campaign is looking for two new players to join the party.

Our party is currently level 5 and consists of three members:
*Ruler: Lord Ahto "Cracked-Jaw" Ulrych - Abadaran human inquisitor
*Magister: Wonky Prong Jr. - a gnome investigator/hunter
*Royal Enforcer: Addison Kavinka (nee Lane), aka the Vermilion Vixen - a human vigilante

The following leadership roles are currently filled by NPCs or previous PCs, so they are available for new players:
*General
*Grand Diplomat
*High Priest
*Marshal
*Spymaster
*Treasurer
*Warden

The Campaign So Far:

We are in the midst of Book 2, although we don't necessarily adhere too strictly to the AP as written. The party has founded its kingdom, named Tamlyn, and governed it for eight in-game months so far.

Recent in-game developments include investigations into the sabotage of the town's granary, the creation of an accord with the local fey that offers them protected status as "First Citizens" of Tamlyn, and a successful Crystalhue festival during the kingdom's first winter.

The party is presently on an expedition to the River Kingdoms town of Uringen, researching a lead on a potential cure for Wonky's father, who is currently suffering from the Bleaching. New characters could thus be introduced as the party travels westward into the River Kingdoms.

Character Creation Details:

Starting Level: 5
Material Allowed: Paizo only. No 3rd party material.
Races: All Core and Featured allowed
Classes: All Paizo classes will be considered
Alignment: Good characters are preferred. Neutral characters will be considered, but Evil characters are a No-No
Feats: All Core Books
Traits: Choose 2 traits. One should be a campaign-related trait.
Ability Scores: 20 point buy, no ability beyond 18 none below 9 before racial modifiers. (Don't forget to add the ability increase for level 4).
Starting Wealth: 10,500gp (standard for level 5)

We'll keep this recruitment open until 7pm (EST) on Friday, April 16. Hopefully that should give everyone time to work on their character concepts.

Thank you kindly!


A few questions before I make a PC:
- All classes but only Core book feats? That seems a little wierd. Any particular reason? A lot of classes almost need the feats the were introduced for them.
- How is the kingdom looking to head on the Law-Chaos scale?
- Are you using background skills, hero points, or VMC?
- Any particular good or neutral deities preferred or disliked?
- Sounds like you did a good job making friends with the Fey. What about your past or planned interactions with the other 'monsters' in the vicinity?
- Any particular type of build needed? For example: could you really use a scout, skill monkey, face, ranged DPR, or melee meatshield?
- Allow a drawback for an additional trait?
- How would you judge the relative difficulty level of the encounters and campaign? Do I need to optimize a pretty effective character just to hold my own or are the builds more going for quirky/interesting?

I don't want to read too much of your campaign for now if I can avoid it. I would rather not spoil anything if I don't get into yours but then do later get into another at the beginning.


Revolving Door Alternate wrote:
A few questions before I make a PC:

Excellent questions! I will do my best to answer them.

Q&A:

Quote:

- All classes but only Core book feats? That seems a little wierd. Any particular reason? A lot of classes almost need the feats the were introduced for them.

- How is the kingdom looking to head on the Law-Chaos scale?
- Are you using background skills, hero points, or VMC?
- Any particular good or neutral deities preferred or disliked?
- Sounds like you did a good job making friends with the Fey. What about your past or planned interactions with the other 'monsters' in the vicinity?
- Any particular type of build needed? For example: could you really use a scout, skill monkey, face, ranged DPR, or melee meatshield?
- Allow a drawback for an additional trait?
- How would you judge the relative difficulty level of the encounters and campaign? Do I need to optimize a pretty effective character just to hold my own or are the builds more going for quirky/interesting?

-The feat restriction is a holdover from the GM I inherited this campaign from. I included it for the sake of consistency. Honestly, I meant to include a caveat that other feats would be considered, but forgot to include it in the original post. I am willing to suspend this restriction.

-The kingdom's alignment is lawful good. Since our ruler is a lawful neutral Abadaran inquisitor, the kingdom leans very heavily towards law rather than chaos.

-Background skills = Yes. Hero points = No. VMC = No.

-Abadar and Erastil are the two dominant religions in Tamlyn. The party had to resolve a feud between these congregations during a kingdom turn, though. Milani also has a following in Tamlyn. I could see Calistria and Cayden Cailean leading to friction, so they are not encouraged.

-The party has also allied with the Sootscale kobolds and wiped out the mites. Owing to a lizardfolk former PC, the party has a tentative peace with a lizardfolk tribe to the southeast. I can't go into details, but the party may soon be in conflict with another group of monstrous humanoids.

-While all builds will be considered, the roles that could be most useful are scout, tank, arcane caster, or ranged DPR.

-I will allow a drawback for an extra trait

-Quirky and interesting would be preferred. Our campaign skews far away from being a "meat grinder," so optimization is not important.


I would be really exited to get into this game. I could make a tanky character or a wizard or even cleric as needed.

Do the players have an opinion ow what they are hoping for? What’s the party dynamic like?


This is kind of an embarrassing question, but which books count as Core? The core rulebook plus Advanced guides? Core rulebook, Advanced guides, and Ultimates?

Also, the Kingmaker Player's Guide seems to assume that your character comes from Brevoy, which Katrine does not. Can I take Issian for +1 Will saves vs mind-affecting effects even though she's from a different River Kingdom? Or should I just look for something thematic?

Does the party use mounts, or go everywhere on foot?

Silver Crusade

dotttttttt :3

couple of ideas. Either for treasurer, spymaster, or High priest.

the former being a wizard sort, the latter a cleric of erastil for balance. Or Abadar if the party prefers. Though my first choice is Erastil.

I'm leaning towards the cleric at this time.


I’m one of the current players, so I’ll answer a few questions (one from each of you) just to give one player’s PoV…

On optimizing—I don’t think any of us did that, and it’s made battles fun without being needlessly tense. I’ve had a couple fights where bad rolls or bad moves put me in a spot, but the party could bail me out.

On religion—Erastil has good NPC representation, but no PC follows Erastil. If that’s your choice, go for it! While the party is considered LG, PCs are LN, NG and CG. (Mine is NG/Shelyn and CG/Milani.) Religion has led to some fun RP, from sparing a priest in an assassin squad to celebrating Crystalhue with a human-fey performance.

On mounts—we have them. We’re not all skilled riders. It might be a very good skill to have.

On what class?—this is me speaking for myself: play the character you want to play. I think being passionate about who you play is more important than filling a perceived gap. I think the fun of this game is making do with what you have. Example: winning over a cynical Nixie by stripping down and swimming with her (in rough water), as I lack the Diplomacy skill.


Dotting

Will adjust and submit soon
Thanks

Silver Crusade

I'll go for the cleric, ranged damage and divine support. I've always believed that Erastil and Abadar have a "friendly" rivalry being rather close, yet so different in their domains/goals. I think it would be fun! Also, could I select Elk for the animal domain? I also may consider a warpriest

What are the parties thoughts? I don't have a hard leaning atm one way or another. Warpriest or cleric?

And could I take the feat Erastil's Blessing.

Silver Crusade

Also, I was thinking of takeing A crafting feat. Craft Wonderous Items, and or (at some point) Craft arms and armor.

If I took one of these feats, could I have a single Item count as me having crafted it at character Gen?

The Exchange

Hello aspiring nobles.

I thought I would drop-in, as one of the current players and give you a little background on my character, Ahto Ulrych (aka Lord Ahto, Crack-Jawed Ahto, or The Headsman).

Ahto is an Inquisitor of Abadar, and though a member of the clergy, did very little proselytizing in his early career. He volunteered to serve as the arm of justice in Restov, and an official executioner.

His personality has mellowed a bit, as far as intensity. When the campaign started, he was something of a Judge Dredd sort of character. This was exacerbated by the fact that he was given official writ to quell the banditry in the area, with specific orders to use execution to enforce the edict.

Let's just say that there were some very public executions held early on in the campaign.

Ahto's relationship with the other characters has tempered his zeal a fair bit, but he is still rather firm in his notion of law and order. The citizens of the country, while respecting him, find him a daunting figure to speak with directly, and some are downright terrified of him.

Ahto is not a tyrant, but he doesn't play nice with bad people. He generally allows the citizenry freedom to do what they wish, so long as they aren't murdering, raping, assaulting, stealing from, or defrauding anyone within the borders of the new country and city.

It should also be noted that Ahto isn't really so much as a Lord or King, but more like a Chairperson of a Board of Directors for Tamlyn. He generally conducts state business by committee, and rarely, if ever, makes decisions unilaterally.

Quote:
What are the parties thoughts? I don't have a hard leaning atm one way or another. Warpriest or cleric?

Either way would work fine. I would say choose which best fits your character concept, rather than trying to force the concept into a class because you felt obliged to play that class.

Silver Crusade

fair enough! I'll stick with cleric then I think. Just something about the warpriest rubs me... weird. Which is odd, since its basically the divine magus, and I love the magus.

Also, bah! No nobles and autocracy? What kind of kingdom is this? Galt!? haha.


The Vixen has also mellowed in some ways. She started out as voices-in-the-head crazy, and is now happily married. (The DM occasionally has the NPC wife post in-character. She’s the Councilor.)

I’d love having Craft Magical Arms and Armor in the party! (I think Wonky has Craft Wondrous Items.)


I do think that this character is adjusted correctly...may have a few bugs here and there...
so I hope you like the concept
Thanks again.


I forgot to ask, how are we calculating hit points? Should we roll here or take the average?

Can I have the Boon Companion feat?


The GM actually lets you roll *or* take average. (Effectively average is minimum!)

I hate rolling HP, so I just take average anyway, but there isn’t a logical reason to do what I do.


Okay, I'll try rolling first.

1st: 1d10 + 1 ⇒ (6) + 1 = 7 MAX
2nd: 1d10 + 1 ⇒ (2) + 1 = 3
3rd: 1d10 + 1 ⇒ (7) + 1 = 8
4th: 1d10 + 1 ⇒ (9) + 1 = 10
5th: 1d10 + 1 ⇒ (2) + 1 = 3

EDIT: Hahaha, oops. Taking average for the less stellar rolls.


rolling away...
1st level MAX
2nd: 1d10 + 1 ⇒ (8) + 1 = 9
3rd: 1d8 ⇒ 2 min 5
4th: 1d8 ⇒ 1 min 5
5th: 1d8 ⇒ 3 min 5
WOW...1,2,3


Linnea the Diviner wrote:

Okay, I'll try rolling first.

1st: 1d10+1
2nd: 1d10+1
3rd: 1d10+1
4th: 1d10+1
5th: 1d10+1

@Linnea,

If you see this within the one-hour editing window, edit 1st to MAX like Trakas.

…or don’t. Either way only two of your rolls are above average.


I'm not finding a religious concept that will get along well with Abadar and Erastil. I don't want to introduce that much disharmony in the group.

Since the city has made peace (at least sorta) with the lizardfolk, what would you think about a lizardfolk that was sent up to see if the city people can be trusted in the long term?


Okay, here is my WIP PC, Darrien Vallor.

A Local hunter, farmer, and priest. Darrien is a man of action more than words. He is more apt to hold a BBQ for people than tell them they are appreciated. While he is capable of speeches, he prefers to let deeds do the talking. Normally.

Appearance for Darrien.

hp: 1d8 ⇒ 4
hp: 1d8 ⇒ 7
hp: 1d8 ⇒ 4
hp: 1d8 ⇒ 8

so 25+8 sets me at 33hp base. not bad.


Okay, I have most of a sheet here: Katrine Thalian, ranger of the Green Faith

I'll type this up into proper Paizo forums format later on, but figured I'd post the link now so our DM can see if I've made any glaring mistakes.


crunch for Gruingar Sootscale:

Male kobold bloodrager (rageshaper) 1/sorcerer 4 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 183)
NG Small humanoid (reptilian)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 31 (5 HD; 4d6+1d10+5)
Fort +4, Ref +4, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Resist fire 5
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 40 ft.
Melee pounder tail +4 (1d6)
Special Attacks bloodrage (5 rounds/day), claws, claws (2, 1d3, 6 rounds/day)
Bloodline Spell-Like Abilities
. . 6/day—trap rune (1d8+3)
Sorcerer Spells Known (CL 5th; concentration +8)
. . 2nd (4/day)—scorching ray
. . 1st (7/day)—crafter's fortune[APG] (DC 14), mage armor, snapdragon fireworks[UM] (DC 14), vanish[APG] (DC 14)
. . 0 (at will)—detect magic, disrupt undead, message, penumbra[UM], prestidigitation, spark[APG] (DC 13)
. . Bloodline Draconic, Draconic, Kobold
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +2; CMD 15
Feats - Custom Feat -, Eldritch Heritage[UM], Eschew Materials, Skill Focus (Disable Device)
Traits blood of dragons, brigand, magical knack
Skills Acrobatics +3 (+7 to jump), Appraise +4, Bluff +7, Craft (traps) +12, Fly +9, Handle Animal +7, Intimidate +7, Knowledge (arcana) +8, Linguistics +3, Perception +5, Spellcraft +4, Stealth +11, Use Magic Device +7; Racial Modifiers +2 Craft (traps), +2 Perception, brigand
Languages Common, Draconic, Sylvan, Undercommon
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), crafty, fast movement, kobold sorcerer, power-hungry
Combat Gear potion of cure moderate wounds; Other Gear pounder tail[ARG], handy haversack, traveler's any-tool[UE], 794 pp, 9 gp
--------------------
Special Abilities
--------------------
+2 damage to spells that do fire damage. Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Crafty Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Kobold Increase spell DC by 2 if target is denied Dex bonus to AC.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Trap Rune 1d8+3 (6/day, DC 14) (Sp) Standard action to place magic trap rune that deals elem dam of your choice, Ref half.
--------------------

background/personality:
Fear no longer! For I, Kal Drak, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.

Gruingar believes himself to be a dragonic avatar of Apsu who goes by the name of Kal Drak. He has somehow gotten trapped in the shape of a Kobold. His goals are to find a way to 'return' to his proper dracon form. Then peacefully rule in Apsu's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emperor. But he doesn't let anyone know about those doubts.

I didn't buy all his gear yet.
The next 10 levels would all be Dragon Disciple. He has the feat Favored Prestige Class (that will make Dragon Disciple count as a a favored class) and would want to take the feat Prestigious Spell Caster a few times (to keep his caster level up). Is that ok with you folks?


Yet another question, if I picked Tiefling race and wanted one of the alternate Tiefling abilities, would I be able to choose or have to roll? Some of them are pretty nice, most kinda suck hind teat.

How do you feel about race specific feats? For example, Expanded Fiendish Resistance - gives a resistance of 5 to one of the 4 energy types to which you don't already have resistance.


Linnea the Diviner wrote:

This is kind of an embarrassing question, but which books count as Core? The core rulebook plus Advanced guides? Core rulebook, Advanced guides, and Ultimates?

Also, the Kingmaker Player's Guide seems to assume that your character comes from Brevoy, which Katrine does not. Can I take Issian for +1 Will saves vs mind-affecting effects even though she's from a different River Kingdom? Or should I just look for something thematic?

I may be mistaken, but I consider the core books to be the ones included on the old Pathfinder Reference Document.

Since the Issian trait is tied to being from Brevoy (or at least the northern region of Brevoy), if it doesn't fit the character's background and place of origin, I wouldn't recommend it.

However, in lieu of a campaign trait, I am willing to allow other regional or racial traits if they corroborate your character's backstory.

Linnea the Diviner wrote:
Can I have the Boon Companion feat?

Boon Companion is an acceptable feat.

Revolving Door Alternate wrote:
Since the city has made peace (at least sorta) with the lizardfolk, what would you think about a lizardfolk that was sent up to see if the city people can be trusted in the long term?

Lizardfolk and kobold characters are appropriate.

Since the Sootscale kobolds currently occupy a vassal role in Tamlyn, it would make sense that one from among their number might venture forth to join the ruling council to represent their people. In the case of Gruingar, his "awakening" as the avatar of Apsu might motivate him to take this initiative and nominate himself the Sootscales' representative.

When our previous lizardfolk PC had to bow out of the game, I sidelined a planned plotline involving his former tribe. If another lizardfolk PC were to join the party, this could be revived. Of course, don't take this to mean that you have to create a lizardfolk character to get recruited. I like to think that I can create suitable plot hooks for any engaging character concepts that get proposed.


Revolving Door Alternate wrote:

Yet another question, if I picked Tiefling race and wanted one of the alternate Tiefling abilities, would I be able to choose or have to roll? Some of them are pretty nice, most kinda suck hind teat.

How do you feel about race specific feats? For example, Expanded Fiendish Resistance - gives a resistance of 5 to one of the 4 energy types to which you don't already have resistance.

That's a good question!

If I were building the character, I would roll for the alternate Tiefling ability and have a bit of fun developing a backstory based on the information the dice give me.

However, if you have a particular build or backstory in mind, I will allow you to choose your alternate Tiefling ability to fit what you have in mind. While optimization is unnecessary in this game, I also don't want you to feel "stuck" with something you don't want to play.

In a similar vein, race-specific feats are acceptable.


I was thinking of playing a Divine Hunter/Tempered Champion filling the role of a melee tank/ranged DPS if needed. A paladin who utilizes the Divine Fighting Technique of Desna's Shooting Star (while the feat is not core, it is in the class abilities so I didn't know if it would be allowed?) However, for flavor I was wanting her following to be that of Abadar, so I was wondering, if allowed, this could be changed to reflect the d20pfsrd feat that is not god specific?

Background would probably a Paladin who likely started off more in an Inquisitorial mode and now is in a community-building mentality. She has become a merchant of sorts and likely found her way to Uringen as it is in need of saving.


A big man wearing an ornate form fitting and well articulated breastplate enters the Inn. Under his arm he carried a matching helmet and over his shoulder was slung a spiked shield. Onlookers saw it was made of darkest ebony colored wood, it’s rim chased in silvery decorative metal in contrast to the oil rubbed wood.

He wasn’t as big as the heaviest build fighter or as lithe as the most fluid moving elf the room had ever borne witness to, but someone this big should not move as dexterously as this man. His looks were a bit above average, but his eyes held an intelligent keenness to them.

The man held a toothpick in his white teeth which he flicked round with his tongue. His hand rested on the pommel of his impressive Longsword and a mighty composite longbow case was lashed to his finely crafted pack.

He lets the room quiet itself as he stands in the center of the room. Catching as many eyes as he could with his own, he addresses the room with strong confidence.

”Rumor has it this town is looking for someone who can fight. Who do I talk to around here for that job?”

The Crunch:
Ivan Blackshield
Human (Ulfen) fighter 5
LN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 53 (5d10+15)
Fort +7, Ref +5, Will +3 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron longsword +11 (1d8+5/19-20) or
+1 heavy shield bash +9 (2d6+4)
Ranged mwk composite longbow +9 (1d8+3/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 11
Base Atk +5; CMB +8; CMD 21
Feats Combat Expertise, Improved Shield Bash, Missile Shield[APG], Power Attack, Quick Draw, Shield Focus, Two-weapon Fighting
Traits highlander (hills or mountains), sword scion
Skills Climb +11, Handle Animal +4, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Profession (soldier) +5, Ride +6, Stealth +10 (+12 in hilly or rocky areas), Survival +5, Swim +6; Racial Modifiers highlander (hills or mountains)
Languages Celestial, Common, Skald
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear +1 agile breastplate[APG], +1 bashing shield spikes paueliel heavy wooden shield, +1 cold iron longsword, mwk composite longbow (+3 Str), cape of free will +1/+2[MA], masterwork backpack[APG], 28 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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4d10 ⇒ (9, 8, 9, 8) = 34 for HP


Actually, nevermind. I may actually go the full Abadar route in regards to Divine fighting technique and just do a crossbow build. So if that is permitted, I'll head that route with my paladin.


HP Rolls: 4d10 ⇒ (4, 8, 5, 7) = 24
5+8+5+7=25hp+con

Silver Crusade

Dotting in again! Let's see how we do in the rolls.

HP: 1d8 ⇒ 2
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 4
HP: 1d8 ⇒ 6

Well, that's below average so I guess i'll take average!

I thought about the character to submit and I think I'm going for a swashbuckler 1/skald x (spell warrior), using Raevis's general background (which will be altered). Makes him like a combat-focused bard or dueling swordmage. His bard song enchants the weapons of everyone in the party with additional enchancement-bonus or equivalent effects like flaming, shocking, and keen. So if, for instance, the vixen would like her fists or heels to ignite in fire for those awesome dragon kicks/punches, Raevis has your back! :)

He'd use medium armor + shield + be dex based, and along with some bard magic like mirror image and parry he should be a good tank and/or scout. Not an optimal build but it's a fun one, I think, and it leaves him decently smart and charming, and hopefully useful in fights, which is what I was going for. For kingdom management, he starts with high dex and cha. Among others, he could fill roles like the spymaster, the grand diplomat and the warden, which all suit his backstory, I believe.

I'll stat it out somewhere today and post it tonight. Until then!


I notice you permitted a lizardfolk PC and there has been some change from the initial posting of the requirements. Would you be okay with a kitsune?


background/personality:

Darrien was born and raised by a pair of rangers, one who worshiped Erastil another Gozreh, who had up until his birth worked to protect the small settlements in the river kingdoms. Particularly those of the harsh and unforgiving stolen lands. After Darrien's birth the two settled down to raise him and his two future siblings. It was from them he learned the ways and values of Old Deadeye and Gozreh. As he grew, he was shown how to hunt, track, and grow. However his greatest love was archery. He enjoyed the feel of the wood, the sound of the bowstring when released and he proved to be exceptional in its use. His eyes so keen they had to be blessed by Erastil himself. He would often perform reckless actions in his attempts to show off. To his fathers worry his reckless, a trait he got entirely from his mother and a fact his father never forgot to remind him, nature never seemed to temper as he aged. Also to his fathers dismay Darrien seemed to show no sign of settling down with a wife either. Though Darrien always claimed that was no real fault of his own. After all, it was important to find the right partner. Not just a partner. However, the real reason was his fancy with a fey being. A Nymph whose curiosity he had managed to capture, and affection, or at least interest, had seemingly won. He was unsure of how his parents, or at least father, would take the news and decided against speaking of it until the matter was more... set in stone.

On one of his many hunts when he was younger, he caught sight of a silver stag and had been tracking it for a couple of hours when he found it defending itself from a bear. After a few moments hesitation, he prayed to Erastil for aid and fired a couple shots into the bear, drawing its attention. To his surprise instead of fleeing the bear turned and charged him. The ensuring battle proved almost too much for Darrien, his arrows unable to bring the angry bear down before it reached him. However, battered and bloody Darrien finally managed to fell the bear. He managed to tend to the worst of his wounds using some local herbs he had gathered and calling upon Old Deadeye's aid. Afterwards, he investigated and discovered the reason the bear had been so aggressive. Two small bear cubs played in a nearby thicket. After a good bit of contemplation he sighed. Leaving them would guarantee they would not survive so he, with great effort and more than one cut, managed to get the cubs back to his small home. There, he did his best to raise them at arm length. Seeking aid from his mother and father on how best to keep them ready for life in the wild. Of course, Darrien's father berated him for acting so brashly at fist. However while skinning the bear, they discovered it had been suffering an unnatural sickness, and likely would have perished soon without Darrien's intervention. It was also likely due to this sickness that Darrien was able to survive the encounter. This caused Arden, Darrien's father, to claim that the stag Darrien saw was sent to lead him to the bear. To give the two cubs a chance at survival. This took a weight from Darrien's shoulders, who was relieved that his brashness had not caused this ordeal. And was thankful to Erastil for teaching him a lesson while being able to perform a good deed. Over the next few months, Darrien tended the cubs, even, with the help of a druid, leading them on hunts. Eventually they returned fully to the wild. With something so simple, Darrien's brashness had been tempered, and his understanding of how people, and animals, often depended upon each other to survive and grow. Afterall, his endeavor with the bear cubs would have failed were it not for his family, and the community at large(the druid's aid, and others who contributed to help feed the cubs). It was after this Darrien renewed his vows to Erastil, fully embracing the deities teachings. While out planting a small field to add credence to his words, the silver stag from those many months ago appeared and approached him. Gently placing its muzzle on the back of Darrien's left hand. There was a bright flash of green light, which caused Darrien to shut his eyes briefly and when he opened them the stag was gone and on the back of his left hand, almost as if burned into it, was the symbol of Erastil and approaching him was one of the two bear cubs he had saved.

As of today, Darrien has taken on a rather strange role for many in Erastil's grace. He wanders between towns and villages providing aid as needed, usually this is in aiding harvests, or hosting town feats to foster ties of friendship among community and strengthen the bonds thereof. Though, on occasion, he has been called to solve issues of sickness, either in the people or in animals and plants as well as to defend them. His latest journey has taken him to the town of Uringen, to find what, if any, food producing flora can be grown amidst the swamps, and to try and aid the towns sense of community despite its... flicker problem.

personality:
Darrien is a man of action more than words. He is more apt to hold a BBQ for people than tell them they are appreciated. While he is capable of speeches, he prefers to let deeds do the talking. Normally. He is protective and while helpful will never do something for another. He will show them, and teach them how. He is a bit gruff if openly friendly and amiable and while a traditionalist, as many followers of Erastil are, his views are more flexible. Though family and community are still the center piece of his faith. When troubled, he will busy himself, either with the harvesting of a recent hunt, tending to a field or garden, or in the preparation for some community event, be it a feast, fair, or contest. He enjoys walking along a bustling village street and seeing people leading happy lives or taking a stroll along a hidden forest path and taking in the beauty of it all. He holds a love and respect for animals more so than most of his fellows in faith. This however does lower his love of hunting, or well seared meat. He does however give respect to the animals he hunts, and only hunts those animals he knows would not be tending young based on the time of year.

What he brings to the party::

-Full Divine support, (resist energy, delay poison, restorations, heals and all the other benefits that brings) he will be a full cleric, with at most 1 or 2 levels of dip into either fighter or ranger. His domain choices will also give him access to the fly and mass fly spells.

-Ranged DPS, his ranged damage is acceptable at this level, and will only get better as we level. (many shot/clustered shot/deadly aim) At level 14, he will likely be using his wisdom score for both to hit and damage with the longbow.

-Off tank-He also will bring a grizzly bear animal companion which will function as a mount at times and a melee fighter at others.

-Perception and nature/survival- He will have a decent know. nature and survival skill, as well as being insanely good at perception (atm he has a 19 total bonus)

-His wisdom score is sitting at 20 at the moment (thanks to +1 at 4th and a headband) so would be able to fill both Warden and (preferably) the High priest role. (example- would rather divert funds to creating natural reserve/hunting ground than say, a courthouse or some such)

He will be making use of the Divine Paragon, Theologian, and possibly the angelfire apostle archetypes for the cleric.

Theologian merely lets his AnC function at level-1, and allow him to prepare domain spells in non-domain slots from the animal(feather) domain.

Angel-fire Apostle gives the following-
At 5th level, the angelfire apostle can spend two uses of his channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability.

At 7th level, he can choose remove disease or remove paralysis.

At 9th level, he can choose neutralize poison.

At 11th level, he can choose breath of life.

At 13th level, he can choose heal.

At 15th level, he can choose regenerate.

At 17th level, he can choose restoration but cannot affect permanent negative levels.

At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

At the cost of a 1 spell per level.

In other words, slightly less resources per day for much higher flexibility.

I'm not entirely sold on the archetype though. So any thoughts would be welcome (on the larger whole, even if I am not accepted I'd be interested in peoples general thoughts on the archetype)


Because I forgot to list the names-

Father- Arden Vallor (human) Lawful Grumpy, traditionalist, hard worker and detests lazy folk like tax collectors or worse bandits. If Erastil's grumpy side had an avatar, Arden would likely be it.
Mother- Aria Vallor (half-elf) follower of Gozreh, free spirited to a point but values friends and family over her wanderlust now.

Sister- Mia Vallor (4 years junior) bit of a "problem" child, tomboyish and uses her looks and figure as means to an end. Independent, strong willed and free spirited.
Brother- Aleksander Vallor (6 years junior) "quiet" child. Does as told for the most part, "chill" would be a good term to define his general demeanor. Has a finance and while he doesn't particularly buy fully into the Erastil stuff finds himself following many of its teachings. Perhaps enjoys drink a bit too much.


Darrien Vallor wrote:
Lawful Grumpy

So THAT’S what the G stands for in the lawful alignment (says the chaotic character).

Darrien Vallor wrote:
Sister- Mia Vallor (4 years junior) bit of a "problem" child, tomboyish and uses her looks and figure as means to an end. Independent, strong willed and free spirited.

The Vixen would get along very well with the sister.


Linnea the Diviner wrote:

Okay, I have most of a sheet here: Katrine Thalian, ranger of the Green Faith

I'll type this up into proper Paizo forums format later on, but figured I'd post the link now so our DM can see if I've made any glaring mistakes.

And I don’t mean to single out anyone! I’ve been reading backstories that are either in Paizo profiles or character sheets such as this one!

Thank you all for the stories! (I don’t envy the DM.)


Feel free to ask any questions, I could likely write an 8 page essay for backgrounds, so I self-limit myself to more key points, and sometimes leave little holes that need to be filled.


The one I’d ask in-character is………

Hmm… I will hold out just in case I do get to ask in-character.


Just so I can give the GM a little idea to how the character will be played/"voiced"-
an IC "bid" for a spot on the council.

Bid:

Darrien enters with the cowl of his cloak up, a serious expression on his face as he paces slightly before speaking.

Ah yes, one may compare ruling a burgeoning kingdom to that of growing a garden or, perhaps more applicable, a grove. It is a rather arduous undertaking and one of no small time investment. Like a garden, a kingdom will have in it only that which you allow to grow there. It is to you in which the burden of choice lies. You decide that which you plant and cultivate, and it is you who must enforce your will and remove the weeds. It is also you who decide how the work is done. Though I find well structured and routinely kept gardens to not only grow the healthiest with the least effort, after all if you weed only after the weeds have run rampant the task is much more difficult, but to also be the nicest to gaze upon. Mixing the beauty of nature with the pleasing aesthetic of order. It is a labor long in the making, with fruit born after long hours of unrewarded effort.

He pauses for but a moment before continuing

Yet, there is little better than the feeling one gets as one stands in the sun with the breeze in their hair as they look upon the fruits of their labor. The life, and order brought by their own hands. Of course, for true success one needs knowledge. And knowledge need not be won through hardships alone. Look to your family and friends for aid. Your communities pool of knowledge. Seek an elder, who has grown many gardens, to give you the knowledge of what best grows in your land, and at what time of year. Ask the merchant which of those crops would provide the best return. Though one must take care about those they seek knowledge from, to be sure it is true knowledge. The same is it said for a kingdom, by my count. Now, I am no merchant, or silver tongued diplomat. Nor am I learned in the ways of war and military tactics. I do however, know much of the common man, or woman though a little less. I know much in the formation of a community and in strengthening those bonds. I know which crops grow well, and in which areas and when and where one should hunt what game. I would offer you my knowledge, and my aid, in maintaining your, our, this kingdom. After all, as a citizen of it, it is all my community, and I would be remiss were I to not at least offer my aid... I also am an ace shot with a bow. His serious expression slowly changes to a friendly smile as he pulls the cowl from over his head and winks as he makes the last statement.

But, enough of such serious matters, one thinks better after some physical activity and a good hearty meal! Over a good meal you can drill me of any questions you may have. Though truth be known I would rather show than tell.


SmooshieBanana wrote:
I notice you permitted a lizardfolk PC and there has been some change from the initial posting of the requirements. Would you be okay with a kitsune?

Yes, I am willing to be more flexible with the requirements in regards to race.

Kitsune, along with the other uncommon races from the Advanced Race Guide, are acceptable.

Silver Crusade

Would piranha strike as a feat be allowed? It's power attack for one handed dex-based characters. I know optimization isn't very high on the priority but having a power attack equivalent or not makes a large difference.


Is Devotee of the Green an okay substitute for a campaign feat? I figure it goes with how Katrine's parents raised her in the Green Faith. (I spent SO LONG looking at traits. Why are there not more "you live in a temperate forest" traits? Huh, Paizo?)


Katrine Thalian wrote:
Is Devotee of the Green an okay substitute for a campaign feat? I figure it goes with how Katrine's parents raised her in the Green Faith. (I spent SO LONG looking at traits. Why are there not more "you live in a temperate forest" traits? Huh, Paizo?)

I love that avatar! (And, yes, I do remember the green and brown eye from the backstory.)


The Vermilion Vixen wrote:
Katrine Thalian wrote:
Is Devotee of the Green an okay substitute for a campaign feat? I figure it goes with how Katrine's parents raised her in the Green Faith. (I spent SO LONG looking at traits. Why are there not more "you live in a temperate forest" traits? Huh, Paizo?)
I love that avatar! (And, yes, I do remember the green and brown eye from the backstory.)

Thanks! There isn’t much selection for changelings, so I got lucky that they had one with the coloring I had in mind. Green eye because green hag, pale skin because changeling, dark hair and brown eye because her dad is part Kellid.


I didn't go with the Lizardfolk. It kept ending up too much like another PC of mine.
So rolling for HP
HD at level 2: 1d6 ⇒ 5
HD at level 3: 1d6 ⇒ 5
HD at level 4: 1d6 ⇒ 5
HD at level 5: 1d6 ⇒ 5

Uhmm... Ok, something wierd happened here. I could certainly take that. But it seems unlikely to actually roll a 5, four times in a row.

Jasthegira background:

From his earliest memories, Jastheriga was a house slave to the Cehlaxian Lord Mage's household. He never knew a name, but the Lord Mage constantly railed against the 'Fools who had forced him out of his ancestral home into this benighted backwater in Brevoy!'
Since he was intelligent and not strong, Jastheriga mostly ended up 'in charge' of the Lord Mage's library. He was taught enough to read the spines of the books and learn the coded storage system. He fetched and returned the desired books as well as caring for the condition of the library. Most likely, the Lord Mage never realized that the ability to read along with extensive time in the library, allowed him to learn a tiny bit of magic. Which, of course, allowed him to take care of his job even faster giving him even more free time to peruse the books.
Eventually, the old enemies found the Lord Mage. A titanic battle of magic ensued (at least as seen from the point of view of a child). Bodies were hitting the ground on both sides, yet it appeared the Lord Mage must lose. So Jastheriga grabbed the book he had been reading and leapt out a window into the night. Jastheriga doesn't really know if the Lord Mage survived the night or not. He might have been able to go back and salvage something from the debris. ... On the other hand he might have been killed or at least been bound back into slavery. So X never went back to the manor house.
Jastheriga drifted from one odd job to the next (always on the verge of starvation) until he found himself working for a group of moderately successful bandits. He had a few skills they found useful. Particularly his paranoid alertness. Often the first indication that something was about to go wrong, was noticing that Jastheriga had (again) vanished from sight. Which led to Jastheriga's current situation of being unemployed (as opposed to dead). the group he worked for had tried to ambush a group of travelers to steal their belongings. Jastheriga instantly realized things were not going to proceed as expected. So rather than lend his firepower, he vanished and legged it into the trees and over the hills. {Jastheriga is a great believer in living for another day.}
He has since learned that those same travelers have made quite the name for themselves in the area. He has drifted into their area to check things out and see if maybe he can get a job working for them.

character build for Jastheriga:

Male tiefling blood arcanist 4/diviner (foresight[APG]) 1 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Advanced Player's Guide 145, Pathfinder RPG Bestiary 264, Ultimate Wilderness 211)
N Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 36 (5d6+10)
Fort +3, Ref +4, Will +7
Resist acid 7, cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4-1/19-20)
Special Attacks arcane reservoir (2/7), consume spells
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—lullaby
Blood Arcanist Spells Prepared (CL 4th; concentration +8)
. . 2nd (3/day)—euphoric cloud[ACG] (DC 16)
. . 1st (5/day)—ear-piercing scream[UM] (DC 15), mage armor, vanish[APG] (DC 15)
. . 0 (at will)—detect poison, ghost sound (DC 14), mage hand, mending, message, ray of frost
. . Bloodline Dreamspun
Diviner Spells Prepared (CL 1st; concentration +5)
. . 1st—polypurpose panacea[UM], true strike, unseen servant
. . 0 (at will)—detect magic, prestidigitation, read magic
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 14, Int 19, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 14
Feats Expanded Fiendish Resistance[ARG], Grasping Tail[ARG], Improved Initiative, Scribe Scroll
Traits brigand, reactionary, unscathed
Skills Acrobatics +8, Craft (calligraphy) +10, Escape Artist +8, Fly +7, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +10, Perception +6, Profession (librarian) +7, Sleight of Hand +4, Spellcraft +12, Use Magic Device +2; Racial Modifiers brigand
Languages Abyssal, Common, Draconic, Goblin, Hallit, Infernal, Orc, Skald, Varisian
SQ arcane bond (Arcane Familiar, rabbit), bloodline (dreamspun[APG]), fiendish sprinter[ARG], forewarned, manifest dreams, paranoid, prehensile tail[ARG], prescience (7/day), recurring dream
Other Gear cestus[APG], handy haversack, traveler's any-tool[UE], book arcanist, book wizzard, ink, inkpen (2), parchment (7), scroll box[UE], wrist sheath, spring loaded, 822 pp, 5 gp, 4 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Expanded Fiendish Resistance (Acid) You gain extra fiendish resistances.

Prerequisite: Tiefling.

Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.\
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Grasping Tail Use tail to retrieve small, stowed objects carried on your person as a swift action.
Lullaby (1/day) (Sp) As lullaby but no concentration and penalty is -4.
Manifest Dreams (Su) You can reshape your familiar every morning.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Paranoid Aid Another DC 15 for attempts to help you.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

I have not yet spent all of his cash. But at least a fair bit of it will we extra spells to represent the high level mages spellbook that he stole.


I will be submitting my character Scarlet Grey.

She is a kitsune huntress who has worked for House Lebeda for much of her life. She is also known there as a servant of Abadar. When the recent nation of Tamlyn came into existence, by Abadar's will she set off on a journey there. She has been hunting and trading with outposts along the way there.

Scarlet seeks to be of some aid, in whatever capacity to those forging this new community there. Her hope is to instill the aspects of "success through grace" that House Lebeda upholds and to also try to forge an alliance between the country and her affiliated House. If nothing else, she hopes to instill virtue into this new place and have it not turn into a den of criminality as that will affect her home and those she cares about.

I could see her in a role as any of those needed except the Spymaster. I've never played Kingmaker, so I don't know if these roles represent something other than what their names imply (ie. requirements, skills used, etc.).

She will bring a unique advantage to the party by being a weapon forger, and also someone who can help them survive in the wilds. On top of that, despite being a paladin, she is unusually stealthy in her fox shape (+13 bonus) and has scent for tracking game/enemies. While she would likely keep the fact she is a kitsune secret, if the party becomes close enough, and she feels secure enough, she will open this side up to you.

She also is a survivalist, and so carries gear that can be beneficial to the party out in the wilds if needed. She is caring, thinks life should be treasured in all forms, and seeks to get along with most, which is especially helpful to the party. Being a paladin of Abadar, while she does bring down the hammer so to say on evil, she is patient and merciful with grace, so there is temperment and not a black/white mentality of doom/death as you perhaps may see in your inquisitor.

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