
Ivory Songbird |
3 people marked this as a favorite. |

Due to the massive outpouring of support on the '*Interest* Solo Kingmaker' thread, this game is now currently recruiting!
For those who were not on the interest thread, I am looking for one PC, or two if you have a close friend or family member that can post at a similarly brisk pace, looking to run through the Kingmaker campaign with a gestalt character.
The PC will have complete freedom within the campaign. Redeeming the Stag Lord, engaging in a political marriage, hunting down the nine-headed Königsmacher for a legendary crown that gives the wearer a mystical connection to the land itself, turning heel and going full-on tyrant, making deals with rogue elements from Numeria to acquire the blueprints for magitech facilities, bartering with dark beings at the crossroads at midnight, and annexing other kingdoms is just a few of the things that your PC can do in this campaign that he or she would not be able to do in a regular campaign.
There is, however, a catch. I would like for the campaign to have several posts per day, as in the 5-10 range at bare minimum. I am perfectly willing to run the game on Discord and transcribe posts from there to here. I want a faster-paced PBP game because I don't want to my attention to wane after two or three weeks into a single combat. I am really enjoying the games I am running on Discord because of their brisk pace and want every PBP experience to be like that.
For more details on character creation, how everything will work, the copious amounts of houserules, and fun optional houserules that you can request if selected, please read through all the spoilers below. Given the furious zeal with which I typed this recruitment up, I may have missed something important. If you see something I did not touch base on, please mention it as soon as possible on the thread. I will add any changes made to the Campaign Info tab, so if you have showed up after the initial hour to edit posts has passed, please check there to make sure there are not other rules I forgot to mention.
Race: Human, Elf, Half-Elf, Halfling, Gnome, Dwarf, Half-Orc, Catfolk, Hobgoblin, Orc, Oread, Suli, Sylph, Ifrit, Undine, Tiefling, Aasimar, Skinwalker, Android, Dhampir, Drow, Fetchling, Ghoran, Tiefling, Ratfolk, Changeling, Kitsune, and Samsaran are all possibilities. If you are using a psionic character, Elans and Maenads are also an option. If you would like to request a monstrous race, then send me a PM with your request. I am willing to allow buff to weaker races like Orcs.
Class: Any of Paizo's classes are allowed. Psionics and Path of War classes are allowed. Most Legendary Games classes are fine as well.
Starting level: You will start at level four, gestalt. Unlike normal gestalt, one half of your gestalt must be comprised solely of that class and taken to 20.
Starting wealth: 9,000 GP, split as you choose between gear and currency. In addition, you have 3 non-magical outfits for free of any sort you choose, 10 Potions of Cure Moderate Wounds, a Holy Symbol of your deity or faith made from any material up to gold in terms of relative value, Masterwork kits or tools for any skill you have a point in that there is a kit or tool (Disable Device and Heal, for example), an old map of the Stolen Lands, a deed representing your ancestral claim to the Stolen Lands (does not have to be from Brevoy), a Masterwork Backpack, a full waterskin, a week's worth of trail rations, and a single mount of appropriate size for your character. You technically also own the caravan wagon you are traveling in, but it will be the closest thing you have to home at the beginning of the game and will not be able to be sold until about halfway through the first book.
Skills: Your character treats every Skill as a Class Skill and receives two extra skill points per level.
Feats: You gain a bonus Feat at 1st, 4th, and every 4 levels thereafter. Leadership and Sacred Geometry are simply not allowed.
Traits: You choose three Traits and one Campaign Trait from the Kingmaker Player's Guide.
Hit Points: Maximum HP.
Alignment: Any.
Favored class bonuses: You receive two Favored Class Bonuses. If you select any class-specific ones, it must be taken from those in your static gestalt side.
Variant multiclassing: Allowed.
Story feats: Story feats will be acquired in-game for free if it makes sense for you to do so. You will receive the Nation Founder feat for free when you create your first settlement, for example.
NPC followers: You start the game with 3 noncombatant followers accompanying you that were created with NPC classes. As you adventure, you will be able to recruit people to your cause. At no time will you ever have a combat party larger than yourself and five other NPCs. NPCs you recruit will have an effective character level of 1 less than normal PCs at the current place in the campaign. For example, if you are at a point where the PCs should be 4th level, all of your combat followers will be 3rd level.
Crafting: Crafting is allowed, but will be superfluous. Crafters you can recruit in-game will craft at-cost for you during Kingdom Phases.
Herb-gathering: The PC, along with any followers, will be able to gather herbs, as the Ultimate Wilderness rules.
Fighter combat stamina: Fighters gain Combat Stamina for free.
Rogue skill unlocks: Rogues gain Skill Unlocks as detailed in Pathfinder Unchained.
Ability score-increasing items: These items will be unavailable. Your PC will instead gain ability score increases as listed under Automatic Bonus Progression.
Mount: At level 5, you will be able to designate one creature as your Mount. While so designated, the beast functions as the Cavalier's Mount class feature. If you already have the Mount feature, your companion receives a +4 morale bonus to all physical ability scores, the Diehard feat, and a +2 bonues to Will saves that doubles to +4 against Mind-Affecting Effects. If you wish to change which creature you are bonded to, you must take a week to attune to your new mount. Once this is done, your old mount does not lose its loyalty, but no longer gains the bonuses for being a mount.
Animal Companions, familiars, and mounts: Animal companions, mounts, and familiars receive an appropriate template of your choosing for free, as well as +2 HP per level you hold.
Necromancy: Spells that create mindless undead from corpses are not evil and do not carry the (Evil) descriptor. The soul has already moved on and is not harmed or impeded by the flesh being animated. There is a strong cultural taboo against raising zombies and skeletons, but the act itself is not damning. Undead created from these spells fall inert when their creator dies.
Hero points: The PC will have access to Hero Points, with all the benefits that come from that.
Vancian casting replacement: I have a rule system to replace Vancian casting with a Spellpoint system, which I will just call SP for short. This combines all spell levels you can cast into a single number and you can cast spells from that pool by expending a number of points equal to the spell's total level. The system works with spontaneous, prepared, and hybrid casting styles.
Spherecasting: There is also the option to replace casting capabilities for the PC with Spherecasting, as per Spheres of Power.
Wounds system: When a PC would go unconscious or die from damage, they instead make a FORT save. If successful, they survive the attack, but must roll on a Wounds table and receive whatever permanent injury is listed. Examples include losing an eye, which decreases Perception checks and Ranged Attack Bonus, and losing 1d4 fingers, which can either penalize attack rolls if the result is 1-3 or make the character unable to use that hand in the case of a 4. The damage can be repaired through magic such as Regenerate.
Social skills: The PC can elect to simply roleplay without the need for social skills. That does not invalidate the skills though, because things like Demoralize and Feint still require the skills.
Trade routes: Another important addition to this game will be trade routes, although they are not a necessity. Without going into too much detail about the inch-wide but mile-deep implications, you will be able to open trade routes with factions that are at least relatively neutral towards you. You can trade away raw resources that you find in certain hexes or you can simply pay using points from your kingdom's economy score. Once established, trade routes provide a number of benefits. Opening a trade route with the secretive Numerian Exiles will not only open up magitech and firearms at affordable prices, but will also allow you to purchase new high tech buildings such as Reactors and Tech Factories like one could find in Numeria. Opening trade routes with Gralton could open up new building purchases such as Galtan Salons. There are as many options for trade routes as there are nations and factions in the River Kingdoms and there are a lot of those.
Politics: I am perfectly fine with allowing whichever PC is chosen to play political games. You can ally with other nations, send spies and saboteurs, make political marriages, or even just straight-up assassinate other rulers and annex their nations, if you are so inclined. You also have complete freedom when designing your own noble court's general design.
Heavy choices: As the acting regent, many choices will be presented to you. Some choices will be easy enough. What holidays to declare, what color your banners will be, and what you want your command center to look like. Not every choice will be that easy though. There will also be choices like setting the tax rate (if you set one), choosing a state religion (if any), settling land and property disputes, reacting to spies, choosing how to approach other countries, deciding how to handle refugees from other nations, and deciding the fate of turncoats. Every choice has a consequence and each consequence impacts the story, no matter how minor. There will not be very many 'damned if you do, damned if you don't' choices, but you need to bear in mind that every choice will matter, whether in the eyes of gods or men. Nothing may happen immediately if you have the beggar and his family nobody knows executed for poaching on your royal hunting grounds to feed his starving family, but you will have to live with choice and know that you have that stain on your soul, something which would could have impact later on. If you were to pardon the man and give him a job that enabled him to feed his family, you would likely have a follower for life.
Leylines: Leylines will be featured in the campaign, as the River Kingdoms is shot through with several of them. Indeed, somewhere in the River Kingdoms is a convergence of several powerful leylines that has a role to play in the future.
The Fey: There will be dealings with the fey throughout the AP. That much is written into the vanilla Kingmaker adventures. In this campaign though, there will be the opportunity for so much more interaction with them. For example, if you wished to search for a powerful, forbidden bit of magic or an item filled with shadowy power, you could use an occult ritual in the middle of a graveyard to journey to the Shadow Court's Twilight Stalls, where you can barter for those things with the occult currencies precious to the Fey of that court, such as happy memories, years off of one's life, one's luck, a 6th child of a 6th child, or one's ability to tell lies. The PC may also decide to get involved in Fey politics, although one had best observe all the seemingly nonsensical protocols lest the Fey decide their visiting dignitary is a charlatan and no one want that.
Book 6 mythic: At the very end of book 5, you will gain a single Mythic Rank. I will not spoil how or why, but you should prepare for that eventuality.
Encounter alterations: Some encounters will be drastically different in this campaign than they are in the books to account for both the sandbox nature of the game, the power levels I am shooting for in the campaign, and thematic reasons. In one example, I change a bland undead encounter into one with a Barrow Wight, the undead remnant of one of the barbarian kings that lived thousands of years ago. In another example, I replace a nameless mounted Fighter on a heavy warhorse with a Shadow Fey Cavalier (Fey Knight) astride his Black Unicorn mount, both of which fit the general level of power. Thematic changes are something I am pretty big on.

Vitaliano da Riva |

Alright...Jeebus that was a rough one to adjust for but I think I have everything correct.
Dro'har
Male red dragonborn unchained barbarian 4/bard (duettist) 4/gestalt 4 (Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Ultimate Combat 28, Pathfinder Unchained 8)
N Medium dragon
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 24, touch 10, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 natural, -2 rage, +3 shield)
hp 68 (4d12+20)
Fort +6, Ref +5 (+1 bonus vs. trample attacks), Will +5
Immune paralysis, sleep; Resist fire 5
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Offense
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Speed 35 ft. (25 ft. in armor)
Melee +1 longsword +9 (1d8+14/19-20) or
mwk earth breaker +9 (2d6+17/×3)
Special Attacks rage (12 rounds/day), bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1), rage powers (powerful stance +2, shove aside)
Bard (Duettist) Spells Known (CL 4th; concentration +7)
2nd (2/day)—create treasure map[APG], steal breath[ARG] (DC 15)
1st (4/day)—alarm, cure light wounds, discern next of kin[ACG] (DC 14), invigorate[APG] (DC 14)
0 (at will)—detect magic, mage hand, open/close (DC 13), prestidigitation, read magic, spark[APG] (DC 13)
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 17
Base Atk +4; CMB +9 (+11 dirty trick, +11 disarm, +11 reposition, +11 steal, +11 trip); CMD 18 (20 vs. dirty trick, 20 vs. disarm, 19 vs. overrun, 20 vs. reposition, 20 vs. steal, 20 vs. trip)
Feats Additional Traits, Alertness, Arcane Strike, Bludgeoner[UC], Combat Expertise, Cudgeler Style, Deadly Aim, Deft Maneuvers, Power Attack
Traits armor expert, bounty hunter (isger), called, pioneer
Skills Acrobatics -4 (-8 to jump), Climb +3, Diplomacy +10, Intimidate +10, Knowledge (arcana) +9, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (nobility) +7, Perception +5, Perform (dance) +10, Perform (oratory) +10, Perform (percussion instruments) +10, Ride +0, Sense Motive +10, Spellcraft +11, Stealth +3, Survival +7 (+9 to avoid becoming lost), Swim +3, Use Magic Device +10
Languages Common, Draconic, Elven, Sylvan
SQ breath weapon, finesse weapon attack attribute, indomitable stance, performing familiar, resilience of steel, rules changes, versatile familiar, versatile performance (percussion), versatile performance (oratory)
Combat Gear potion of cure moderate wounds (10); Other Gear +1 full plate, +1 heavy steel shield, +1 longsword, mwk earth breaker[UE], ring of protection +1, compass[APG], fishing net, masterwork backpack[APG], medium tent[APG], mug/tankard, mwk manacles, silver holy symbol of Tiamat, simple lock, snuffbox, bone[ACG], waterskin (2), weapon cord[APG], weapon cord[APG], whetstone, bison (combat-trained), 398 gp, 7 sp, 6 cp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Breath Weapon (1d6 Fire, 15 ft Cone, Ref neg, 1/day, DC 12) (Su) As a standard action deal elemental damage to an area.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Cudgeler Style Hitting with a nonlethal charge attack deals damage as one size category higher.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Performing Familiar (Su) 2 bardic perf. rds: familiar may perform instead of you.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Stance +2 (Ex) Gain a +2 bonus to melee and thrown weapon dam.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Resilience of Steel +1 (Ex) Gain bonus to AC vs. a foe's critical confirmation rolls.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shove Aside (Ex) One ally does not block charge as long as not adj to charge's target.
Versatile Familiar (Ex) Familiar benefits from your versatile performance.
Versatile Performance (Percussion Instruments) +10 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Oratory) +10 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive
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Brutus CR 4
Bison (Combat-Trained)
N Large Animal
Init +0; Senses Perception +8
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Defense
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AC 17, touch 9, flat-footed 17
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
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Offense
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Speed 40 ft.
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Statistics
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Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs trip)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +8
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Special Abilities
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Feats Endurance, Improved Bull Rush, Power Attack
Stampede EX (Not applicable)
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Vlagnar CR –
Female rhamphorhynchus (decoy) (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 30 (1d8)
Fort +4, Ref +9, Will +6
Defensive Abilities evasion, improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (good)
Melee bite +4 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
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Statistics
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Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +4; CMB +5; CMD 13
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deceitful, Lightning Reflexes, Power Attack
Skills Acrobatics +3 (-5 to jump), Bluff +2, Climb +7, Disguise +2, Fly +11, Perception +6, Ride +4, Spellcraft +2, Stealth +18, Survival +6, Swim +7, Use Magic Device +4
SQ empathic link, finesse weapon attack attribute, rules changes
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliver master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge while flying. Gain +2 damage with bite when making a sudden swoop.

Cayraa |
Name Toradin Ruby
Male kellid human CG shifter 4 (weretouched)/ second class Barbarian 4
Init +7
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Defense
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AC 23, Touch 29, flat-footed 18 (Armor 4 Dex 5 wis 3 dodge 1) (-2 when rageing) (+2 dex when in tiger aspect)(+1 vs traps)
Hp 56 (4d12+8) (+8 when rageng)
Fort +6, Ref +9 (+2 when in tiger aspect)(+1 vs traps) , Will +5 (+2 when rageing) (+1 vs spells from fey)
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Offense
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Speed 40ft. (30 when in armor)
Melee +1 Claws +10 (1d4+1) or
TWF +1 Claws +8 (1d4+1) and (1d4) or
TWF piranha strike +1 claws +7(1d4+3) and (1d4+2)
Special Attacks Rage (14 rounds / day), Tiger Aspect (7 Minutes / day), Rage powers (Animal Fury, Intimidating glare)
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Statistics
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Str 12, Dex 21, Con 14, Int 8, Wis 16, Cha 14
Base Atk +4, CMB +9, CMD 24
Feats Weapon finesse, piranha strike, Skill Focus : Diplomacy, Two Weapon Fighting
Traits Noble Born (Medvyed), Reactionary, Auspicious tattoo, Dangerously Curious
Skills Acrobatics +6, Climb +2, Diplomacy +9 (+2 when talking to fey), Handle animal +9 (+4 when working with tigers) all Knowledges +3, Perception +8, Sense Motive +10, Spellcraft +4, Survival +5, Swim +2, UMD +8
Languages Common, Hallit
Combat gear Belt of Incredible Dexterity +2, Amulet of Mighty Fist +1, Wand of CLW (50 charges), Alchemist fire (5), Holy water (4), Acid (5), Fighters Kit, 10 Potions of Cure Moderate Wounds, Unholy symbol of Lamashtu, Masterwork Backpack, a full waterskin, a week's worth of trail rations, Horse,Nobles Outfit, Traveler's Outfit, Soldiers Uniform, 690 gold, 90 silver, 100 copper
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Special abilities
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Animal Fury : Gain a bite attack while rageing
Intimidating Glare : Intimidate an opponent as a move action
Rage : For 14 rounds/ day gaoin +4 to str and con, +2 to will, and a -2 to AC
Tiger Aspect : For 7 minutes / day gain +2 to dex
Wild shape Tiger :Gain str+2, natural armor +2, base speed 40, low-light Vision, Scent 30ft, and can grab with bite and claw attacks.

Ivory Songbird |

Oh and I forgot to mention two things in the first post!
Recruitment will be open until Valentine's Day morning. I will be sure to post the lucky PC that is chosen and the introduction sequence on that day before logging out and enjoying chocolate, dinner, and a mini-vacation.
People applying should have a full statblock and a ten-minute background ready by Valentine's Day in order to be selected. I would also like for you to tell me what you want out of this game, what sorts of homebrew content you might want (politics, dragon-slaying, et cetera), an affirmation that you can keep up with the expected post rate, and the reason how your character came to have a stake in the land. It can be the base reason of Brevoy hiring you to create a satellite country to protect their flank. It can be your people having some ancient tie to the land. Or it can be as simple as you're the next person to say "This is mine."

Vitaliano da Riva |

Nature vs Nurture. Long has the debate been in existence. Some have tried to prove it throughout the years with stealing dragon eggs and meaning to tame them or even simply raise them to be unlike their ilk. Still, nature has prevailed more than not, almost attempting to disprove this theory.This is one such story.
It isn't often that a dragonborn is brought into this world. "Good" dragons find the act repulsive, not from the act itself or the progeny but from the suffering of the mother that bears the soul into this world. Very few live and those that do often end their own suffering soon after for the birth of such a being is destructive to the body. Most "Evil" dragons can't find themselves caring enough to produce an offspring with a human, deeming it to sully their blood. And those who do it purely to toy with humans or for some lustful desire, typically don't let their "mates" go free and survive once they are done toying with them.
Somehow, however Dro'har was born despite all these truths. His mother sadly did not live through the night, offering him only his name to keep. Luckily enough, his family had some compassion and while they did not choose to raise him themselves, fearing the social repercussions, they did see him safely to a church of Apsu. There he grew up, under the careful guidance of the priests of Apsu. While he did not want for the necessities, life was still tough.
He spent most of his life under careful guard. It was a reasonable precaution as even diluted a dragon's power could grow wild and strong even in a humanoid body. And it was true, there were many times that Dro'har had lashed out in anger, hurting people and animals alike from his blood boiling over. Still, he trained and found solace in that training. Several tutors were found; one of magic, one of literature, one of combat, and one of nature. He spend perhaps the most with his combat instructor. It wasn't actually the most needed for his survival but more to teach him how to hold back even when he lost control.
After almost a hundred years of teaching and training, Dro'har finally was considered an adult and the church would hold him no longer. If nature was to take over, then it would have to run its course and someone would deal with him eventually. He traveled back to his homeland, having in his possessions for the first time the items his family had left him and the letters proving his lineage. Still, despite his release from captivity, he took his time. It took almost ten years in fact for him to make it to Brevoy proper and even then he spent a few years moving about in the wilderness and learning of his homeland before he was ready to show himself truly to the world. But all good things must come to an end, and this is where the true story begins.
Dro'har is somewhat kind, though he often surprises most with his decisions. He understands the law but also understands often the need to break it for the greater good...or just the greater anything to help progress be made. He is more than willing to talk things out if possible, but the first sign of weapons being pulled and his nature takes over. If not for the many years of training, this would end in a bloodbath and many graves but he's learned to work with the weapons at his disposal to leave a person alive at the end of everything.
He is more than willing to give others a second chance, if he can see there as a possibility for change. He is often seen humming as he relaxes, an ale in one hand, a book in the other.
I do believe I have what it takes to keep up with the pace requested of the game. I have several games I've been a part of too that have been going on for a long time period. Sadly I've also had quite a few that have died out as well in my book.
I like the concept of dealing with Pathfinder in the detail that you would experience watching Game of Thrones. Kingmaker is a unique campaign in that you experience a lot of the political issues of the country and not just a small snippet of a local area. Dragon Slaying would be a delight, I wouldn't even oppose to traveling the lands outside of Brevoy even to deal with the issues of the Chromatic Dragons. Between that, taming the lands, dealing with the monster races of the area (Que me likely attempting to indenture the Kobolds as farmers, trappers, and miners of my Kingdom....hey, it's a better and more stable life than they currently have. Not sure if I'll be trying to form alliances with the Lizardfolk, Goblinoids, and Orcs...but you never know. Depending on how it roleplays out, Dro'Har may very well attempt to drag them under his claws.)
I like the concept of losing appendages and other things over life (Even underlings), as resurrecting PCs all the time can get very old and often doesn't make sense for the spirit to want to come back. Plus a little strife and pain never hurts as incentive to go forward.

Uthraed |

I was interested before, I'm even more interested now that I see you are using some of the stuff from ultimate wilderness when I read about it I immediately thought of Kingmaker. One question for the gestalt rules does that mean that 1 half has to stay with the parent class all the way through and the other half is free to multiclass and or take a prestige class?

Ivory Songbird |

I added one more additional piece of stuff for everyone to read under Campaign Info, so please go read it as soon as possible. It pertains to harvesting creatures for magical reagents, poisons, and such, as well as the ability to substitute your bonus Feats for a free archetype of your choosing without sacrificing any class features.
The way this gestalt works it that you have to designate one side of the gestalt as being, as you say, the parent class. It must be selected on that side every time that you level up. You are free to take prestige classes and multiclass on the other side, however.
That was fast, Vitaliano! I'm impressed.

Cayraa |
Back story for Thoradin Ruby
Born Thoradin Ruby to a female Kellid adventure and a unknown son of the Noble House Medvyed. Thoradin's early life was spent traveling around the innersea going from country to country never saying in the same place for more than three days. After 6 years of traveling around Thoradin and his mother were traveling through the Verduran Forest, when they were attacked by a nomadic tribe of lamashtu worshipers. During the fight Thoradin's mother died and Thoradin was put to sleep by a cleric. After waking up a little while later awoke to find himself tied up and in the back of a wagon. That night Thoradin was approached by the cleric and was told that she was searching for him as Lamashtu gave the cleric a mission to find the child of the north in the forest of black, build him into a monster and a king, he will give my children a home. The next year was spent trying to escape the tribe as they traveled around Andoran. After the First year was up Thoradin gave up on getting away and accepted his life in the tribe.Soon after his eighth birthday Thoradin started training with the tribes cleric and its hunters to learn how to fight and the ways of Lamashtu's clerics. As the years went by Thoradin showed promise with melee combat but could never get his spells to work. On his thirteenth birthday Thoradin went on his first hunt alone as he was tracking down a large cat, he got attacked suddenly as it jumped down on him from a small cliff. During the fight got disarmed when the cat clawed his hand, after that Thoradin started fighting tooth and nail to survive. When the fight finished Thoradin looked at himself covered in blood but where his once hand normal fingers, he now had claws.he traveled back to his tribe still looking like a half man half tiger. They celebrated both his completed hunt and his new transformation because the tribe saw as a gift from Lamashtu. With his training in combat completed he soon started to work on his personality and ability to lead. So after 12 years of living with the tribe and training to live up to his destiny, Thoradin was gifted with a vision of what he had to do to start his destiny and how to find the family he never meet.On his eighteenth birthday Thoradin set out to find the Medvyed family and start his quest to build a home for the followers of Lamashtu.

Peet |

I'd love to submit something here, but there's no way I could commit to a game where a minimum of 5-10 posts per day was expected. So I will respectfully withdraw.
Mind you, if you are looking to see that many posts, you could just as easily run a game with 5 people posting once or twice per day... :)
If you ever did that I would be happy to submit something.

Ammon Knight of Ragathiel |

SO im updating where i am right now, making A Fighter/Hunter he's a Swordsman and a Bowman.
Animal Companion is the Titaniboa because i'm going to find a way to get it full plate and armor spikes and basically have a Steelix following me.
The basic character concept is runaway prince trying to be a hero.
He's a Sylph,
Follower of Desna and uses the Starknife and composite lognbow as main weapons
I also have a question regarding one of the House rules: what are the Template limits for Animal companions, mounts, ect If any?

Uthraed |

I was working on my character on my character last night and I decided on Fighter/hunter. Then I looked at Ammon's update. Great minds think alike I guess. Though I think we will end up executing them pretty differently.
Question on alternate race abilities. I want to play a human, because I enjoy playing them, but they are pretty vanilla so I thought I'd mix it up a bit. Would the trait Eye for talent work with the NPC that I recruit along the way since we are not having the leadership feat?
I am also considering focused study.

Ivory Songbird |

Familiars and Animal Companions do not get templates. That was a mistake from autocorrect. They get archetypes. There are links to these below.
Eye for Talent does not apply to the NPCs you acquire during the course of the campaign. It still applies to any creatures gained by class features and to whatever creature you choose to make into a Mount.
Focused Study would work well if you went that route.
Spheres of Might material is cool, but no Spheres of Champions content.

TheoreticallyYours |

In regards to the giving up the bonus feats for an archetype without giving up class feature, does this mean that I could take another Wizard archetype?
Not wanting to go in a major different direction, Dhampirs just have a nifty racial archetype for Wizards that complement the idea of a Necromancer called Cruoromancer and have nice additional abilities that don't overlap like other undead focused classes or archetypes do (getting Command Undead a million times lol)
Pitching my idea for a female Dhampir who wants to found a kingdom where not only can her kind, but other misplaced races like changelings and half-drow, can flourish using undead for the grunt work.
She'd be a Wizard (Undead Master)/UC Monk (Scaled Fist).
The class combo plays on a Dhampir's longevity. She was raised in a monastery, and lived there for a good while, until it became clear that her interest in death and the undead was beginning to unsettle the others. She remained long enough to become sufficient, over 50 years, but she felt the draw in her blood to seek out what she was.
This lead her to her second Master, a Necromancer who was more than happy to take on a Dhampir apprentice. This was how she learnt about her blood's abilities to enhance the undead. Since he was an Undead Master, that's what she became, but she inevitably uses the pros of her blood as it was something that her Master did regularly.
That's how it'd play out if I was allowed both archetypes anyway.
And the alignments match, with monks only needing to be Lawful and Necromancers needing to be Evil (though I think that's pretty judgy seeing as she just wants to use them to help people pursue greater things than farming.)

![]() |

I have to say this game sounds amazing. I love all the house rules and freedom offered--it sounds like it will be very fun for the player.
The 5-10 posts seems extremely daunting, though. I've never seen what it's like to move part of your PBP to Discord, so I'm not sure what to expect there. As far as actual posts here on the boards go, how lengthy is each post when they're happening with that frequency? If the high frequency allows for short posts (even just 1 or 2 sentences, especially for the quick back and forth of conversation or combat) then I can see it working.
If you still want long, well-written, descriptive posts every time, I think that kind of thing requires at minimum a 30 minute commitment from me for each post, and I couldn't make that happen during the work day or even in the evening after I get home. The quick back and forth, though, I'm sure I could do.

Uthraed |

I was wondering if you would allow the feat Deadly Agility from path of war. It gives DEX to damage instead of STR. I intend to use a Dueling sword, so I am already investing some feats to get it to work.
Alternatively would you allow me to take a dip in a prestige class if I already am in one. I really want to use the Chevalier because I love the flavor, but I could get the DEX to Damage from a 1 to 2 level dip in Swordlord.
So my question is can I take the 3 levels of Chevalier and 1 or 2 in Swordlord? OR Can I use the Deadly Agility feat.

Ivory Songbird |

The free archetype option in lieu of the bonus feats houserule means that you get all the abilities from a certain archetype without giving up class abilities. This allows people to stack archetypes that normally would conflict and works as a free power-grab for builds who are not feat-intensive. Given that most builds are not feat-intensive due to martials having those nice feat tax removals, most PCs should be able to go either way and still have an amazing character.
Necromancers do not have to be evil in this campaign. See the Necromancy section under Houserules. As long as you don't raise intelligent undead, most 'necro-master' builds should be feasible without having to put that 'E' in your alignment section. There are no alignment restrictions in this game, so you can play up the evil necromancer theme if you want, it's just not a necessity.
Length of Discord posts do not have to be extremely long. My old DM used to say that he likes people to keep interactions skirt-length. If it's too short, there's really nothing there and you probably should not even reply. If it's too long, then some people are going to get bored before you get to the good stuff. Most lengthy posts in PBP are probably because of the fact that interactions are only once per day and people feel the need to compensate for that shortcoming by including as much detail as humanly possible. With Discord, since each party sees the post as it appears, it's far easier to respond faster. Back and forths with conversations, combat, and many other aspects of PBP that people say get grindy are far less so on Discord.
Deadly Agility is covered under the Path of War content, which is all clear.
PCs can dip into as many prestige classes as they can fit onto one side of their gestalt. Remember, one half of the gestalt must be taken straight to level 20, no exceptions.

Vagabond? |

A question for character design- Could a player forgo combat companions in favor of adding a 3rd class to the gestalt?
I have two character concepts:
The accidental conscript of Desna, who was basically brought into existence to prevent Desna and Lamashtu from being merged into one being. Thus, she is now under both of their thumbs, as they set out to create a kingdom.
Mechanically, a Soulblade/Aegis/Metaforge//Cleric, who drops their bonus feats for the Sphere Cleric archetype (Slightly difficult to set up this level, but I can find a way).
Alternatively, a almost dainty little half-orc noblewoman, who seeks to bring a wonderful country into a state of unity, and to rise her title to something that can be respected, rather than ignored.
Mechanically, I was thinking a Wizard//Investigator [Psyforensic] [Psychic Detective] [Empiricist]
Which of these sounds more interesting to you? Currently, I'm leaning to the half-orc bastard noblewoman.

Ivory Songbird |

The free archetype can be gained on either side of the gestalt. You don't get the abilities until the appropriate levels no matter which you pick.
Players cannot forgo combat companions for tristalt. Action economy is a big thing in Pathfinder and monsters are built around it. One save-or-suck effect can be a complete gamekiller if the PC is completely solo. Take the paralyzing ability of ghouls, for example. A ghoul paralyzing a party member in a 5 man group is just disabling one part and the rest are going to be wailing on it. A ghoul paralyzing a solo party member will basically get coup de graces several rounds in a row. I don't believe in running monsters unrealistically either. If a ghoul paralyzes you, it will not likely just drag you off, it will probably coup de grace you and drag the corpse off for later consumption after it ripens. There is, however, the allowance of Variant Multiclass, which is very close to adding a third class.
Out of the two options presented by Vagabond?, the half-orc noblewoman sounds both more interesting and feasible from a lore perspective.

Dodekatheon |

Couple of queries for you, GM!
I'm considering an Inspired Blade Swashbuckler on one side of the gestalt.
They gain Inspired Finesse, which gives them Weapon Finesse when they wield a rapier as well as Weapon Focus (rapier). Clearly that Weapon Focus will be changed to include the entire group (light blades); however, granting weapon finesse under the feat tax rules is a null bonus. Instead, would you consider allowing Inspired Finesse to instead add Dex to damage for Rapiers only? Quite fine if not, but I figured I would ask.
Next; Inspired Blades get Rapier Training, which is Weapon Training but only for a Rapier. Will you allow that to function as Weapon Training for the purpose of Gloves of Dueling? If not, if I decide to multiclass Fighter, will Rapier Training and Weapon Training Light Blades stack?
Thank you for your answers! I look forward to making a character for this game; I'm sure whoever gets selected will have a grand time!

Dodekatheon |

Most excellent! Thank you for your answers. I have to go to work in a couple of hours but believe I'll have a good chunk of my character completed by then. Hopefully I'll get something done once I come home for the evening. I'm aware that there's still plenty of time but I like to get things up in case you have any feedback.
As far as my pedigree, I'm a pretty active member of these boards; I think I'm in about 10 games right now? I would enjoy a game with a higher posting rate; I totally understand why combat takes a long time over PbP, but due to how long it takes I can sometimes sort of stop paying too much attention and just whack something with my sword. I'm most keenly interested in simply roleplaying instead of using social skills. It's often been frustrating when giving a particularly impassioned speech and the dice just making me blow a Diplomacy roll!

Dodekatheon |

Two further questions; are the NPC's we team with going to be created and controlled by you?
Similarly, you mentioned that we cannot purchase stat-increasing items and are using ABP for that. Are we using the full ABP rules (Deflection +1, Resistance +1, Armor/Weapon attunement, etc) or only doing so for stat-increases?

Vagabond? |

Two further questions; are the NPC's we team with going to be created and controlled by you?
Similarly, you mentioned that we cannot purchase stat-increasing items and are using ABP for that. Are we using the full ABP rules (Deflection +1, Resistance +1, Armor/Weapon attunement, etc) or only doing so for stat-increases?
To piggyback on this, if it is not the full ABP, then do we get the option to reduce our wealth slightly to gain the benefit of the full ABP?
Furthermore, if a character does not benefit from the enhancement bonus to a weapon, but could for a Spheres of Power stave, would that be an option? (Plan on using a ton of divination, and an enhancement to my CL would be lovely)

Ivory Songbird |

I know that feeling of good speech, bad rolls. I recall once delivering a grand speech to ingratiate the group to a king. It was so good that the GM gave me a +10 bonus on the roll and the other players thought it was the best thing since sliced bread. Then I rolled a 1 and got deflated fairly quickly. The GM had to scramble for an excuse as to why my speech did not sway the king, especially since my voice-acting was on par, and it was contrived that my character remind him of his former queen, the one who mysteriously disappeared a week before he married again.
NPCs will be controlled by me. The sole exception is the mount that you gain, as well as any class feature companions or familiars you gain. I will also be creating most of them, although you can ask for specific things, such as a Elf Sorceror/Bard for a love interest later on or something like that. You can only make 2-3 suggestions though, because I want some to be a surprise.
No full ABP, just to ability scores.
Spheres of Power staves are fine for you to both request for crafting and for treasure down the road.

Dodekatheon |

Another round of questions! Apologies for the metric ton of them;
I am taking Wizard VMC. I am also a bladebound magus, which specifically states that I cannot have a familiar, which is what you gain from the level 3 Wizard VMC. Instead of that may I forge an Arcane Bond with the black blade? I realize unless significant things are houseruled, I won’t be able to add further enhancement bonuses to it, and that’s quite all right. This way though I would at least have the “floating spell” ability from the bonded object.
No worries if not! Again, just figured it couldn’t hurt to ask.
The more pressing matter pertains to background.
I’m pounding away at it, but though I quite enjoy Pathfinder as a chassis, I’m not overly familiar with the lore of Golarion. Am I to assume we have a fair bit of latitude in interpreting what you listed above? Specifically the ancestral deed to land that we start with. I have a definite plan in mind for that, I just want to know how much freedom we have to sort of play with the extant lore, like creating a character that’s the scion of a fallen and forgotten kingdom swallowed by the Stolen Lands.

Ivory Songbird |

I would allow an Arcane Bond in place of a Familiar for a Bladebound with VMC Wizard.
There is a bit of leeway with the existing lore, although nothing too drastic. There was an ancient kingdom in the Stolen Lands a very long time ago and it plays some role in an addition to the campaign that can be explored. All I will elaborate on is that it was a human kingdom and it has been destroyed for at least the past few hundred years. There may yet be descendants of that particular lineage somewhere on Golarion, whether actually human or one of the mixed races.

TheoreticallyYours |

In addition to what was asked, I also cannot get a familiar but I am just checking about animal companions?
Also, because gestalt is still a bit crazy for me if I wanted an ability a class gained at like level 10 would I get it when I hit level 10 if I made it my secondary class even if its the first time I gestalted with that class?

Vitaliano da Riva |

@TheoreticallyYours,
I'm trying to get this right cause this can be a little difficult to understand at times.
So your question is.... Lets say you're talking about the Bard's Jack of All Trades ability.
In Gestalt like regular, you would have to achieve 10 levels of Bard before receiving it.
For instance, let's say you're Fighter 10/Bard 8/Rogue 2, You would not receive Jack of All Trades even though on your tenth level you took your 8th level of Bard.
You have to have a full 10 levels of Bard. Now, the thing with Gestalt is both sides level at the same time. So when you level up from Fighter 1/Bard 1, you level to Fighter 2/Bard 2 (Or whatever two classes you take that level.)
Gestalt is a little weird but is essentially just combining the best of both classes every level. I certainly had a lot of trouble my first Gestalt character with understanding it all.
Now, the GM has his own rule in place that you must keep one full side of the build "pure". IE, in the example, you would have to level from 1 to 20 in Fighter because you multiclassed on the other side between Bard and Rogue.
Gestalt can be game breaking in power, so this rule does help tone down some of the madness that can happen. (Also, Gestalt is great for builds that are next to impossible to pull off normally and them be good. Prime Example, the Dragon Disciple. It's main issues is that it isn't a complete caster build, nor can it truly keep up as a martial build. With Gestalt, you can keep one said "pure" Martial or Caster and end up with a fair better Dragon Disciple build then you could any other way.)
I hope I haven't stepped on any toes or the like by posting this.

Vitaliano da Riva |

Also, this should be my last 'eager' post for the next while. I've already ran this past the GM and gotten approval to go ahead and produce a second character for contention.
Without further ado, my Yin to the Yang of my other proposal.
Brydan Blackbury
Male drow druid (feyspeaker) 4/fighter (aldori swordlord (inner sea primer), free hand fighter) 4
N Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +4
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Defense
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AC 22, touch 18, flat-footed 15 (+4 armor, +1 deflection, +5 Dex, +2 dodge)
hp 48 (4d10+8)
Fort +6, Ref +7, Will +5; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive parry +1, elusive +1; Immune sleep; SR 10
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Offense
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Speed 30 ft.
Melee +1 ironwood aldori dueling sword +11 (1d8+8/19-20)
Special Attacks deceptive strike +1
Spell-Like Abilities (CL 4th; concentration +7)
1/day—dancing lights, darkness, faerie fire
Druid (Feyspeaker) Spells Prepared (CL 4th; concentration +7)
2nd—cat's grace, charm person (DC 15), hold animal (DC 15)
1st—charm animal (DC 14), keen senses[APG] (DC 14), magic fang, speak with animals
0 (at will)—detect magic, detect poison, know direction, spark[APG] (DC 13)
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Statistics
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Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 17
Base Atk +4; CMB +9 (+10 disarm); CMD 22 (23 vs. disarm)
Feats Additional Traits, Agile Maneuvers, Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (aldori dueling sword), Power Attack, Quick Draw, Slashing Grace[ACG], Weapon Focus, Weapon Specialization
Traits calistrian courtesan, charming, militia veteran (any town or village), sword scion
Skills Bluff +10 (+11 to feint or create a diversion to hide, +11 vs. characters who could be attracted to you), Climb +4, Diplomacy +12 (+13 to gather information, +13 vs. characters who could be attracted to you), Handle Animal +10, Intimidate +7, Knowledge (geography) +6, Knowledge (local) +9, Knowledge (nature) +6, Knowledge (nobility) +6, Perception +4, Perform (dance) +10, Ride +9, Sense Motive +8, Stealth +12, Survival +8 (+10 to avoid becoming lost), Swim +4; Racial Modifiers +2 Diplomacy
Languages Common, Druidic, Elven, Sylvan, Undercommon
SQ finesse weapon attack attribute, nature bond (wolf named Grim), poison use, rules changes, surface infiltrator[ARG], trackless step, wild empathy +7, wild mischief +7, woodland stride
Combat Gear potion of cure moderate wounds (10); Other Gear +1 darkleaf cloth leaf armor[ISWG], +1 ironwood aldori dueling sword[ISWG], cloak of resistance +1, ring of protection +1, compass[APG], fishing net, masterwork backpack[APG], mwk manacles, signet ring, silk rope (50 ft.), simple lock, snuffbox, wood[ACG], waterskin (2), weapon cord[APG], whetstone, light horse (combat trained), 108 gp, 18 sp, 8 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alertness +2 Bonus to Perception and Sense Motive while Animal Companion is nearby
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bravery +1 (Ex) +1 to Will save vs fear
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deceptive Strike +1 (Ex) Bonus to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Defensive Parry +1 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elusive +1 (Ex) Gain dodge bonus to AC when in light armor and not encumbered.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spell Resistance (10) You have Spell Resistance.
Surface Infiltrator Lose darkvision, but gain low-light vision and lose light blindness.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +7 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Grim CR –
Wolf
LG Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +4 natural)
hp 48 (4d8+16)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +6 (1d6+3 plus trip)
--------------------
Statistics
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Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Light Armor Proficiency, Power Attack, Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6, Survival +3 (+7 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, defend, finesse weapon attack attribute, hunting, rules changes
Other Gear +1 chain shirt, medium tent[APG], trail rations (7)
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alertness +2 Perception and Sense Motive when near its Master
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Tenacious Guardian (Ex) Remain conscious as long as you are adjacent to your master
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
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Slepnir CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding, finesse weapon attack attribute, rules changes
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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+ ft. by sense of smell.
Brydan Blackbury was an odd sort to say the least. One would assume a Human, perhaps even a Halfling to carry such a name. Even a Dwarf wouldn't be outside the realm of possibility. However, Brydan was and is a Drow. During his early years, before he could even remember, he was found and raised by a young farming family. Orphans of war and the like happen often enough and there are those, even as a young couple who find the compassion to raise an orphan but typically the longer lived children are given to an orphanage of similar aged individuals.
Without a name of his own, his foster family provided him one. To this day, he still remembers them fondly despite them dying long before he reached adulthood. Still being but a youth (at least for an elf) at only sixty-five, the waif was quickly pushed into an Elven orphanage. Not wanting to disrespect his parents sacrifice, he kept the name despite being raised by the strict but kind Yolsun family. It was in the quiet Elven village that he reached adulthood.
Though his learning years he learned of his ancestral heritage, both the good and the bad. Despite this, he did not feel himself to truly be Drow. Having grown up on the surface as far back as he can remember, he lost his ability to see in the darkness as his eyes adjusted and evolved over the century. He knew the trials and the difficulties of ones blood could provide and wished to find a way to repay the kindness his families had given him through his life. Eventually, this lead him to a few curious rumors about Brevoy. Brevoy had been issuing decrees to adventuring parties of noble birth or intentions to conquer the Stolen Lands. He saw no better way to world his meddle and that blood doesn't truly matter in the end.
Brydan had spent many years learning the art of fighting with grace, despite spending most of thirty years amongst the Druidic Circle when his magical capabilities were discovered. Still, it seemed this youths thirst for knowledge couldn't be squelched. He studied most everything he could get his hands one, and even spend a few years learning under the tutelage of a Madam learning about gathering information, understanding others body language, and to dance. By the time he finally set out to Brevoy, Brydan had quite the unique assortment of skills and equipment.
He stopped one last time to visit the Druids before heading into Brevoy and the wilds beyond. There, the Druids admired and respected his intentions and gifted him three unusual boons. The first, a blade of his preference crafted of Ironwood and magic'd to preserve it's sharpness. The second, along similar thinking, Darkleaf woven and sewn into armor before being enhanced to stand up to the blades of his enemies. And last, a friend to remind him of his promise to nature. Despite only being three years old, the wolf that chose him was large for his age and black as night. He named him Grim and the two bonded quickly over the couple of months of travel. The pair quickly became inseparable and protective of one another.

Zsófia Dobós |

I would like to apply with an ambitious sword scion, a swashbuckling pirate's daughter raised in Restov by a priestess of Shelyn to become a dashing and dangerous young noblewoman. She is full of flamboyant confidence and witty social grace, determined to prove her mettle by driving out the various threats that have taken over her ancestral Stolen Lands and showing up the pompous Aldori swordlords who would not accept her to their academy.
Perhaps her favorite gift she ever received from her father was an intricately carved wooden sword that was shaped like the dueling swords of the Aldori swordlords. She played with it for her whole childhood, until it almost became an extension of her arm. The temple school had a strong artistic bent, and Zsófia incorporated the sword into everything she did: when she danced she waved it and clacked it against the floor, and when she sang she punctuated her words with it like a conductor's baton. Her father was impressed when next he visited; his eyes glimmered and Zsófia was so proud.
When she was sixteen years old, he brought her an actual dueling sword, a true work of art, and cautioned her on the importance of her practicing with it, so that nothing she did while holding was ever an accident. She was growing into the perfect young noblewoman, he said: accomplished at culture and grace, but also agile and sharp, and this sword was all of these things. She must become the sword, and let the sword represent her. With great dedication she devoted herself to this task, anxious to please her father again.
Soon Zsófia came of age, and her father asked her what she wanted to do. He had put aside money for her, and she could do whatever she wanted with it. He would buy her a house in the city if she wanted to practice a trade, or she could travel. Timidly, she asked if she could come join his ship's crew and learn to be a sailor, and he frowned. She quickly changed the subject and suggested that she would like to study at the Aldori academy instead, if she was good enough to gain admission. This also surprised him, but he enthusiastically smiled.
Zsófia applied immediately to join the school of the great Aldori swordlords, and while she waited to be called she joined a smaller dueling school-- more of a club, really-- to perfect her art. It was run by a rebellious young street bravo named Moldov, who believed that to win a duel one had to employ unorthodox methods, methods that traditional duelists did not like. As the only woman in their dueling circle, Zsófia received a lot of notice, and found she liked embarrassing hotheaded proud young men who underestimated her abilities. And like she did when she was young, she developed her own style of fighting, where she would sing while she fought, and she found that there was a kind of magic in her voice.
Each day she would stop by the academy and ask about the status of her application, but for some reason the porters always put her off. Zsófia was not used to being ignored; she had a loud voice and specifically dressed flamboyantly to gain attention, after all. Yet for more than a year she could not get an audience, and finally she complained to her father in a letter. The next time he visited, he had bought her a title. She was now a baroness of a small estate somewhere in the Stolen Lands, willed to her by a Brevic noble family that had died without issue.
If "Zsófia" was unpalatable to the swordlords, "Lady Zsófia" did no better. It seemed the Aldori family did not want to teach her for some reason. Hurt and angry, the new baroness threw herself into her dueling club with renewed vigor, and decided to embrace the term "bravo." She commissioned a specially-tailored dueling costume, with a plumed hat, long cape, and ruffled sleeves. Her reputation spread quickly, especially her hatred for Aldori swordlords, with whom she was especially brutal when dueling, cutting as deeply with her words as her blade. They began to call her "Prima Sophia," like Prima Donna, and said she was the queen of the bravos.
Eventually she grew bored with the Restov dueling scene, and became curious about her estate. She decided to prepare for an expedition into the Stolen Lands to visit and take possession of her lands. She hired teachers to go over the skills she would need to travel in the wild (including sorcery and the power to transform her emotions and music into physical strength), and purchased the equipment she would need to make the journey. Finally she wrote to her father to let him know her plans, so that he could come to say goodbye.
When he arrived, he said that he thought she was old enough to hear the truth. He was not just a simple ship's captain, but in fact an infamous pirate. And that wasn't all, he was also the final descendant of the noble line that claimed title to all of the Stolen Lands, not just a small estate within them as he had said before. Because of her father's illegal activities, his good friend King Surtova had been forced to place a bounty on his head and could not acknowledge his title-- but certainly his daughter Zsófia Dorós would be able to claim the kingdom in her own name.
With documents proving her lineage, Zsófia made her way to New Stetven and an audience with the king. She charmed the herald into announcing her to the court as "Prima Zsófia Dorós," and to her great delight it was clear from the whispers and raised voices that the swordlords in attendance knew who she was. The king proposed that he would affirm her authority as regent if she would go clear out the bandits and other threats that had taken over in The Greenbelt, clearing the way for settlers and trade. Prima Dorós agreed, and with her things already packed she set off down the road into the wilderness.
Zsófia is ambitious, curious, flamboyant, and rebelliously proud. She is generally kind and merciful, though she does find it fun to embarrass people who underestimate or oppose her. She believes the Stolen Lands are hers by right, and she will show everyone that disagrees that she is worthy. She is usually high-spirited and optimistic, and not very sneaky. She often sings while she travels and also while she fights. Because of her upbringing she is surprisingly pious, and she honors Shelyn with prayers before meals and before bed. Though her magic is arcane, she believes it is a gift from the goddess all the same. She loves jokes and witty humor, and especially loves mocking her enemies.
Alignment: Chaotic Good
Classes: Skald (Urban Skald) 4 // Swashbuckler (Rostland Bravo) 4
Abilities: Str 8 (-1), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 19 (+4)
HP: 52 (4d10+12)
AC: 18**** (+3 armor, +3 Dex, +2 dodge; Dodge/Mobility: +3 dodge vs attacks of opportunity; Aldori Caution/Acrobatics 3: +4 dodge when fighting defensively; controlled inspired rage: +1 Dex; back of the crowd: +1 dodge when adjacent to 2+ allies)
Initiative: +7* (Noble Scion: +4 CHA; circlet of persuasion: +3; swashbuckler initiative: +2 with 1+ panache)
Move: 30' (light armor)
Saves: Fort +6* / Reflex +7* / Will +5***
(Irrepressible: +3 CHA Will vs charm/compulsion; well-versed: +4 vs bardic performances/sonic/language-based)
Weapons:
masterwork cold iron Aldori dueling sword ("Kindness") +10 (1d8+3*** slashing, 19-20/x2; inspired rage: +1 attack, +1 damage; Power Attack: -2 attack, +4 damage; precise strike: +4 damage); slam (lesser spirit totem rage power) +8 (1d4+4 negative); coin shot +7 vs touch ac (1dX*** bludgeoning/piercing. x2), range 20; cestus +7 (1d4-1** bludgeoning/piercing, 19-20/x2)
Race Traits: Bonus Feat (Lingering Performance), Fey Magic (in urban terrain, can cast create water, enhanced diplomacy, guidance, and tears to wine 1/day; +1 race bonus to Perception and Perform; low-light vision)
Background Traits: Aldori Caution (+1 dodge to AC when fighting defensively), Irrepressible (use CHA for Will saves vs charm/compulsion), Memorable (attitude changes last 1.5x longer, fear/mind effects at least 2 rounds last 1 more round), Sword Scion (+1 attack and CMB with Aldori dueling sword)
Skald abilities: spells, bardic knowledge (+2 Knowledge checks), raging song (start as standard action, 14 rounds/day; controlled inspired rage: can inspire +2 Dex rage with no penalties); versatile performance (use Perform Sing for Bluff/Sense Motive), well-versed (+4 saves vs performance/sonic/language-based effects); back of the crowd (+1 dodge AC when adjacent to 2+ allies), rage power (lesser spirit totem: spirits make one slam attack each round to an opponent adjacent to raging ally), raging song (infuriating mockery: give penalties to one foe within 30'); masterpiece (pageant of the peacock: +4 Bluff, +4 Disguise to improve station, use Bluff for Int-based checks), uncanny dodge (never flat-footed, doesn't lose Dex bonus vs invisible opponents); favored class bonuses: +4 hp, +3 skills, +1 spell
Skald spells: (1st) 3+1, (2nd) 1+1
Skald spells known: cantrips (detect magic, ghost sound, grasp, light, mending, prestidigitation), 1st (coin shot, dazzling blade, feather step, moment of greatness, saving finale), 2nd (heroism)
Swashbuckler abilities: panache (4), deeds (derring-do: spend 1 panache to add exploding 1d6 to athletic abilities; dodging panache: immediate action spend 1 panache to move 5' and +4 CHA dodge; opportune parry and riposte: spend 1 panache and opportunity to parry, with 1+ panache can immediate action attack), swashbuckler finesse (gain Weapon Focus with Aldori dueling sword, use Cha instead of Int for combat feat prereqs); charmed life (immediate action add +4 CHA to save before roll, 3/day); deeds (kip-up: 1+ panache can stand without provoking as move, spend 1 panache as swift; inevitable victory: spend 1 panache for Dazzling Display with Aldori dueling sword; precise strike: 1+ panache add level to damage, swift spend 1 panache to double precise strike damage on next attack; swashbuckler initiative: 1+ panache +2 Initiative), nimble (+1 dodge)
Feats: Agile Maneuvers* (feat tax), Combat Expertise* (feat tax), Deadly Aim* (feat tax), Exotic Weapon Proficiency: Aldori dueling sword* (swashbuckler 1), Lingering Performance* (human), Noble Scion of War* (campaign 1), Power Attack* (feat tax), Scribe Scroll* (skald 1), Slashing Grace: heavy blades (level 1), Weapon Finesse* (feat tax), Weapon Focus: heavy blades* (swashbuckler 1); Dazzling Display: heavy blades* (swashbuckler 3), Skald's Vigor (level 3); Combat Reflexes* (swashbuckler 4), Dodge* (campaign 4)
Skills: Acrobatics 3+6, Bluff* 0+15, Climb* 1+2, Diplomacy* 4+10, Disable Device* 1+6, Disguise* 1+10, Handle Animal* 1+10, Heal* 1+4, Knowledges (all)* 0+3, Knowledge (Nobility)* 0+5, Linguistics* 1+4, Perception 4+5, Perform (Dance) 4+11, Perform (Sing)* 4+11, Ride* 1+6, Sense Motive* 0+15, Sleight of Hand 1+6, Stealth* 1+6, Survival* 4+4, Swim* 1+2, Use Magic Device 1+10
Languages: Common, Draconic, Sylvan
Equipment: masterwork cold iron Aldori dueling sword ("Kindness," in scabbard), belt pouch (worn), circlet of persuasion (worn in head slot), dagger (in scabbard), dilettante's outfit (worn), handy haversack, gold holy symbol of Shelyn (worn), +1 leather armor (worn), spell components pouch (worn)
Handy haversack contains: alchemist's fire x3, alkali x2, bedroll, bells x5, bullseye lantern, canteen x2, candles x10, cestus, chalk, charcoal, climber's kit, compass, courtier's outfit, deck of cards, deed to Stolen Lands, disguise kit, earplugs, fishing line & hooks, flint & steel, grappling hook, healer's kit, holy water x2, ink, inkpen, level 4 ioun torch, lamp oil x5, magnet, map of the Stolen Lands, masterwork survival kit, masterwork thieves' tools, masterwork tool (book of demoralizing insults), masterwork tool (feint kit), masterwork tool (language text), masterwork tool (songbook), mess kit, mirror, notebook, oil of create water, oil of purify food and drink, parchment x20, perfume kit, potion of cure moderate wounds x10, potion of delay poison, potion of endure elements, potion of lesser restoration, powder, 100' silk rope, royal outfit, scroll of coin shot x3, scroll of feather step x2, scroll of moment of greatness x3, signal whistle, soap, tanglefoot bag, large tent, tindertwig x5, trail rations x5, training harness, traveler's any-tool, wandermeal x12, winter blanket, 1 platinum, 9 gold, 100 copper
Mount: light horse ("Rumor")
On mount: military saddle
Optional Rules
I'm excited to play with your Vancian casting replacement system, the new wounds system, and to roleplay social skills-- though on the last I'd like to reserve the right to roll when she says something witty, since she's a lot more clever than I. I think bard/skald spells aren't as good with spherecasting, since they're somewhat unique, so I'd rather not do that.
Character Notes
As a solo character, Zsófia has a lot going for her. She has full BAB, full saves, and d10 hit points. When active, her inspiring rage boosts her and her allies' Dexterity by 2, and gives her fast healing 2. Her damage is comparable to a two-handed fighter, with extra swashbuckler attacks each round. She is very nimble, good at fighting defensively, which makes her very hard to hit in light armor.
She is a six-level spellcaster, with most of the best spells available on her list. With versatile performance and Pageant of the Peacock, she can use her Perform (Sing) total for Bluff and any Intelligence-based checks, and she has bardic knowledge to increase Knowledge checks further. She has excellent social skills as well. She is certain to make a great ruler of her kingdom with Charisma as her primary stat.
I plan for her to prestige class swashbuckler into Devoted Muse at level 6, but continue in skald for her whole career. As she goes, she will specialize more and more in feinting and demoralizing her opponents, increasing her Dexterity and Charisma to incredible levels.

TheoreticallyYours |

Another question.
With archetypes I have 2 Wizard archetypes and Wizard is my static class. Am I both archetypes for that one class or do I need to choose which one I am?
I think I already know the answer but I'm triple checking because I've put a decent amount of research into how to optimise this character and don't want to go forward if it turns out she's not allowed to be that way anyway.

Dodekatheon |

All right, GM! Per our conversation I've put up the first draft of Thalion Medyved. I have full crunch, appearance and personality, a full and a 10-minute background, and have noted the optional house-rules that I would like to partake in if selected.
As far as build goes, Thalion isn't particularly min-maxed. I could have gone that route, but I felt it was more interesting to go for a variety of options. Thalion can attempt damn near any skill check (except for Craft and Appraise, for now). He has a respectable AC that can be pumped higher with spells, and hits quite hard. His saves are all good, he has a full BAB, and will be quite proficient as a blaster, especially when his Wizard VMC really starts kicking in.
Roleplay-wise, as we discussed, he's sort of struggling to figure out precisely what type of person he is. There is absolutely a nobility in him...but there was once nobility in Morgoth and Sauron, before they turned to darkness. This trek into the Stolen Lands will define him.
The 10-minute background includes several NPC's that can be woven into the tapestry of the game as you see fit and offers some ideas for plot hooks for you. I tried to come up with stuff that I feel might fit a game called "Kingmaker".
If you have any questions or require me to make any changes, please let me know! And good luck to all! This game sounds like it will be rad as hellllllll

TheoreticallyYours |

Are we allowed to rewrite trait flavour to fit our character backgrounds so long as we keep the prerequisites and stick to only one from each trait type?
I having a bit of trouble finding any flavour that suit my character just because they are mostly written for like younger characters having limited past influence...

Monkeygod |

Am I cool enough to be invited to this party?
I have several concepts in mind, but we'll see which one I end up choosing. Got a bit of time.
One important question that I haven't seen asked:
How exactly is the discord side of thing being handled?
Do you plan on setting a time each day to meet up, or is it more post throughout the day as you are able??