Kingmaker: Hope of the River Kingdoms (Inactive)

Game Master Qi-Gong Monkey

A Kingmaker pbp for 4-5 players


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So, I've ordered plenty of stuff via Paizo.com before, but never really made use of the messageboards until today when I finally bought my pdf copy of Sound of a Thousand Screams. I've been itching to do a PF pbp for a while, so I figure the boards here will work pretty good. Hopefully there'll be a decent turnout in terms of applicants. I do only plan on keeping applications open until Tuesday at 5pm EST, because I'm only looking for four to five players max. Every time I recruit six, the person I picked sixth invariably leaves the game or doesn't reply nearly quick enough. I can tell you right off of the bat that the thing that will interest me most is a good character concept and a solid back-story. The thing that'll turn me off the quickest? Min-maxing.

Anyhow, you'll obviously need the Kingmaker Player's Guide, which you can download for free. The concept that I'm going with is that the characters are all familiar with one another already (probably an adventuring group that got the charter via Brevoy's Swordlords). We can always work on the relationships in the group and such when we've gotten players/characters selected. Here's the rest of the info you'll need:

Races: Any core, naturally, as well as Aasimar, Dhampir, Goblin, Hobgoblin, Orc, and Tiefling. If you're one of the less common races, you'll need a great backstory for consideration.

Class: Anything from Core, Ultimate Magic, Ultimate Combat, and the Advanced Player's Guide EXCEPT for Ninja and Samurai. Monks are fine, but this isn't Jade Regent.

Stats: 20 point buy

Traits: One campaign (found in the Kingmaker Player's Guide) and one normal.

If there are any questions or comments, please let me know. I aim for a post frequency of once per day for DM posts, but probably not on weekends (I work a 9-5 job, as I'm sure many of you do, so my weekends are pretty precious and that's when my Second Darkness play group comes over to my house to play). Probably only one DM post between Saturday and Sunday.


Hmm...I'm strongly considering this! Just gotta come up with something good. I'm assuming, when you say "less common races", you're meaning one of the ones not listed there?


No, I mean less common races as the ones that aren't core, sorry. Glad I could clarify a little. I'm not accepting other races besides the ones that I had included in the race listing.


allowing archtypes? I'm already in Kingmaker but I won't metagame or use what I know from that other kingmaker game to get ahead, though you have the right to say noone allowed in that is from another Kingmaker game if you are afraid of advantages and temptations, or you have the right to say it's just not right to be in two AP paths of the same.


Good to know. That'll definitely lead me in the proper direction. I'm hopefully going to come up with something good for this.


I'm fine with archetypes, to be honest with you. I've never really seen the harm in them, but they'd have to come from the same sources (APG, UM, UC). As a rule, I don't typically use 3rd party stuff, so I won't be accepting anything outside of those sources. I also don't particularly care if someone has played Kingmaker or not, since I plan on making some changes, especially in the later adventures.


cool, and how do you handle leveling?
alt racial features allowed?


Do you welcome new-to-adventure-paths players?


I am more than happy to welcome new-to-AP players, absolutely! I've been playing for about ten years, and I've played with 30 year D&D vets and new players alike.

In terms of leveling, I'm using a medium XP advancement. I typically don't require lots of downtime or training between levels like some DMs. Alternate racial features are allowed, I have the books for them.


I made Yvgeni here specifically for the next Kingmaker game that's advertised. I think he already fits your creation criteria.

The Deadeye's Yeomen is an organization of my own construction intended to explain why an eastern-themed class like a zen archer could be found amongst the worshippers of Erastil. It's entirely there for background and flavour, for a GM to use or not, as he/she wishes.


The only thing I can see regarding Yvgeni that wouldn't work is that he has three traits. Otherwise, good stuff, I'll add him to my consideration list.


Pathfinder Adventure Path, Maps Subscriber

How about brawler from the playtest classes? Really a mix of fighter and monk. See submission below. I think I can make him straight fighter with brawler archeype if you won't allow brawler as class. Will add in back-story if crunch accepted.

Graz Crunch:

Graz Razortusk
Male Half-Orc Brawler 1
CG Medium humanoid (human, orc)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d4+6) and
unarmed strike +6 (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 16, Int 9, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Improved Unarmed Strike, Weapon Focus (unarmed strike)
Traits brigand, veteran of battle
Skills Acrobatics +3, Intimidate +5, Knowledge (dungeoneering) +3, Perception +4, Profession (gladiator) +4; Racial Modifiers +2 Intimidate, brigand
Languages Common, Orc
SQ martial maneuvers, orc blood, unarmed strike
Combat Gear alchemist's fire; Other Gear chain shirt, backpack, bedroll, belt pouch, dominos, flint and steel, mess kit, pot, rope, soap, trail rations (5), waterskin, 9 gp, 2 sp, 9 cp
--------------------
Special Abilities
--------------------
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (1/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.


Qi-Gong Monkey wrote:
The only thing I can see regarding Yvgeni that wouldn't work is that he has three traits. Otherwise, good stuff, I'll add him to my consideration list.

That third trait is actually the alternate human racial trait, not an actual "trait". I used to put those things together. If he's chosen, I'll redo him with my more recent profile format.


DM DoctorEvil, I'd prefer not to use the playtest classes, so the fighter w/brawler archetype, and Yvgeni, thanks for letting me know. I thought it looked familiar, but it just seemed a bit weird. Duly noted.


(Mergo-Kan Here) I would love to join up with this character if he is up to the standard


Dotting for extremely interested. Kingmaker is one of the AP's that I've never been in, and would love to join.


dotted for interest


Very interested. I'll be working on a buffing bard.


I'm interested. I'm working on Chimon Quinn, a halfling Cleric of Desna.


Interested, got character originally created for kingmaker would be nice if you consider him.


Interested. Starting gold and equipment?


And here's my submission!

Spoiler:
Fes

Appearance

Female Human Fighter (Aldori Swordlord) 1
NG Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +7 (1d8+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 12, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 17
Feats Exotic Weapon Proficiency (sword, aldori dueling), Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits deft dodger, sword scion
Skills Acrobatics +5, Climb +6, Perception +1, Sense Motive +1, Survival +4
Languages Common, Elven
Other Gear aldori dueling sword, backpack, fighter's kit, gear maintenance kit, 150 gp
--------------------
Special Abilities
--------------------
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
--------------------
Fes has had a rather colorful life so far, and she's not particularly interested in slowing down. She was born with a full head of white hair, which was taken by her parents as a suggestion of Aasimar ancestry somewhere fairly far back in her family line - she's certainly never demonstrated much in the way of holy power. However, she did stand out somewhat in crowds, and this ultimately attracted the attention of a group of slavers who took her from her parents while she was still quite young.

Unlike many of those who fell into slavery, Fes (as the slavers came to call her) managed to avoid a majority of the abuse. It wasn't through any real mercy or kindness on the part of the slavers, though - what they quickly discovered was that she was incredibly flexible and a natural master with the dueling blade, and they were keen to hone that to the fullest so that she could compete in their often-violent games. They may have been slavers, but even they recognized the difference between a menial laborer and a good source of income - besides, if they were going to make her an excellent fighter, they didn't want her to have a personal reason to turn on them.

Fes did fairly well within the games for as long as she was in them, but she was eventually bought out by a relative of one of the noble families of Brevoy. It took quite a chunk out of the family's funds, but the father was determined to see to it that their child would stay safe on an expedition that would soon be heading out to claim new lands... and he didn't trust mercenary types who might quickly abandon the quest or look to seize power at the expense of their former employers.

Fes is loyal and reliable in her own way - she doesn't have any particular problem with being a slave (probably because she's been treated reasonably well), and she honestly does enjoy performing in combat. That said, she's strongly opinionated and has her own ideas on the relative positions she and her owner possess; as the warrior, she takes the stage in battle and will fight hard to protect the one who holds her contract. Conversely, however, they are responsible for seeing to it that she has what she needs... like decent meals, supplies for repairing the entertainment outfit that she wears into battle, and her own spending money. She's not above refusing to cooperate if those things aren't provided (though she will make exceptions based on the circumstances - for example, if all of their food is stolen, she'll help them get more).

The expedition plans have her as one of the choices for serving as either Marshal or Royal Enforcer, though considering her personality and views, she'd probably do better in the former posiiton.


is there a min our stats can go after racials? I'm thinking about dropping con to 8 then taking elf, putting it all the way down to 6.
But I make up for it in dex and good armor and the fact that I'm going ranger with the I'm standing back kind of thing.

Also, if I remember correctly, ranged weapons that use ammo are spent, in that they can't be recovered, but ranged weapons that aren't ammo are not spent as in they can be recovered.

Like, arrows fired from a bow can not be recovered when they hit a target, but throwing darts and chakrams can? Just asking, because I'm going put in a lot of work into this ranger.


Here's a variation I came up with earlier: A Human Summoner named Doronius Urusti. Name leads to his stats when I created him at 2nd level, and a good idea of what I had in mind.

Modified Backstory:

Doronius was the son of a Rostlandi noble whom had an affair with his Kellid Ranger bodyguard. Though social constraints and family pressure kept him from marrying her, they managed to live fairly well together with her as part of his staff. As a child, he played in the woods often, so his mother taught him how to use her bow for his protection (someday he hopes to get strong enough to make full use of it). While growing up, Doronius always had an affinity with animals, and was always seen playing, working, or just relaxing with one. It wasn't until he was a teenager that he realized that not all of these creatures were native. Long summer afternoons hanging around local hedge wizards eventually awakened his latent potential, summoning a fire beetle into his bedroom in the middle of the night. At the urging of his mother, however, he has not slackened in his archery training, and the watch has found his ability to distract enemies with a monster while lining up a deadly shot to be most useful.


also, since characters are familiar with each other, can we have on pc related to another pc? Of course though, this would mean also talking out it with others.
And because I'm an elf and most are submitting humans, it would be more of an, I'm a half brother or cousin of someone.

Also, if anyone is up for it, they could go technical with genetics. Like a half-elf and half-elf have a 1 in 4 chance of making an elf, 1 in 4 chance of making a human, 50% of making a half-elf.


"One day, halflings will have a homeland. In too many places, they are chattel. In others, though nominally free, they are second-class citizens: servants and menial labourers, oppressed by circumstance and prejudice. They live in human cities, adopt human customs, and see to human needs.

"There is a land that proclaims 'slavery is an abomination'. That land is a wilderness, but that one truth is a seed. When that seed is protected and nurtured, that land will grow into a beacon of hope for halflings and oppressed peoples across Avistan. In that land, if halfings gather in sufficient numbers, they can meaningfully participate in their own government and build a home of their own.

"That land is the Stolen Lands. That seed is the Fifth River Freedom. I will grow that seed. I will gather my people and build a nation. I will set them free."

Chimon Quinn should not have been a Desnan. Born in Cheliax, a child of slaves, he should have lead a life of servitude. He should have been taught bow his head, to scrape and serve, and to woreship Hell. Circumstance and luck conspired to liberate him.

The rest of the story is on the profile, along with the build. It's a bit of a tome... sorry about that. I can abridge it if desired. This is my first attempt at play by post, and I'm excited to play Kingmaker.


DoubleGold wrote:

also, since characters are familiar with each other, can we have on pc related to another pc? Of course though, this would mean also talking out it with others.

And because I'm an elf and most are submitting humans, it would be more of an, I'm a half brother or cousin of someone.

Also, if anyone is up for it, they could go technical with genetics. Like a half-elf and half-elf have a 1 in 4 chance of making an elf, 1 in 4 chance of making a human, 50% of making a half-elf.

Sounds fun, wanna be my half-brother? aha


Here is my application

will finish background tomorrow
<- this guy is an elf too, tho adopted.

Crunch:
Melchior
Elf Inquisitor (Preacher) 1
CG Medium Humanoid (elf)
Init +2; Senses Darkvision 60 ft.; Perception +8
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 10 (1d8+2)
Fort +3, Ref +2, Will +4; +2 vs Enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee greatsword +2 (2d6+3/19-20) or spiked gauntlet +2 (1d4+2) or dagger +2 (1d4+2/19-20)
Ranged dagger +2 (1d4+2/19-20)
Special Attacks Destructive Smite (+1 damage) 5/day
Inquisitor Spells Known (CL 1; concentration +3)
1st (2/day) - Cure Light Wounds, Disguise Self
0 (at will) - Conjure Water, Detect Magic, Guidance, Disrupt Undead
Domain Rage
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 14
Feats Breadth of Experience
Skills Bluff +5, Disguise +5, Intimidate +6, Knowledge (any) +3, Linguistics +2, Perception +8, Ride +2, Survival +7; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan, Undercommon
SQ monster lore, stern gaze
Traits Charming, Pioneer (Survival), Paranoid, Reckless
Other Gear scale mail, greatsword, iron holy symbol of Gorum, spiked gauntlet, signet ring (5gp), spell component pouch, large hip flask, dagger, explorer's outfit, backpack (1 day of dwarven trail rations, 1 day of elven trail rations, jar of honey, flute, flint and steel, blanket, soap, bedroll), bandolier, 2gp 1sp 9cp
--------------------
SPECIAL ABILITIES
--------------------
Judgment (Su) Inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Monster Lore (Ex) Inquisitor adds her Wisdom modifier in addition to her Intelligence modifier on Knowledge skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
--------------------
BACKGROUND
--------------------
UNDER CONSTRUCTION - MAKING IT LOOK PRETTY


In terms of starting gold/equipment, it will be standard per class, with a free explorer's outfit or outfit of similar value.

I have no problem with people being siblings of one another, though that's, as you'd mentioned, something that people will need to hash out themselves. Vis a vis the whole elf genetics thing, I think it'd be a little crazy to think two half-elves can make a full elf. I'm half Irish and so is my wife, but if we have a kid, it's not going to come out with a brogue or be fully Irish.

Have added the other PC applications to me list.


Fioren Exus wrote:
DoubleGold wrote:

also, since characters are familiar with each other, can we have on pc related to another pc? Of course though, this would mean also talking out it with others.

And because I'm an elf and most are submitting humans, it would be more of an, I'm a half brother or cousin of someone.

Also, if anyone is up for it, they could go technical with genetics. Like a half-elf and half-elf have a 1 in 4 chance of making an elf, 1 in 4 chance of making a human, 50% of making a half-elf.

Sounds fun, wanna be my half-brother? aha

sounds fun, but you're a human right? or no?

We would have to share a half-elf parent in common for gentically speaking for it to work. Or if you are a half-elf it would work differently.

If you were a human. I would have an elf parent and a half-elf parent with a 50% of coming up elf and I did or a second half-elf parent and by 25% chance luck I came up elf. You would have the same half-elf parent and a human parent for the you had 50% of it happening or two half-elf parent for the you had 25% of it happening.

If you are a half-elf, how we are related would vary, but we would still have to share one parent in common for it to make genetical sense.

Edit: though even with genetics, like the DM implied, things wouldn't be exact, but things would be close enough where I could be considered an elf or things close enough where one could be considered a human, because there are no quarter elf options and other crazy races available that would have crazy mixing involved.


Applying with Moira here. Will need to hammer her background out a bit more.


DoubleGold wrote:
Fioren Exus wrote:
DoubleGold wrote:

also, since characters are familiar with each other, can we have on pc related to another pc? Of course though, this would mean also talking out it with others.

And because I'm an elf and most are submitting humans, it would be more of an, I'm a half brother or cousin of someone.

Also, if anyone is up for it, they could go technical with genetics. Like a half-elf and half-elf have a 1 in 4 chance of making an elf, 1 in 4 chance of making a human, 50% of making a half-elf.

Sounds fun, wanna be my half-brother? aha

sounds fun, but you're a human right? or no?

We would have to share a half-elf parent in common for gentically speaking for it to work. Or if you are a half-elf it would work differently.

If you were a human. I would have an elf parent and a half-elf parent with a 50% of coming up elf and I did or a second half-elf parent and by 25% chance luck I came up elf. You would have the same half-elf parent and a human parent for the you had 50% of it happening or two half-elf parent for the you had 25% of it happening.

If you are a half-elf, how we are related would vary, but we would still have to share one parent in common for it to make genetical sense.

Edit: though even with genetics, like the DM implied, things wouldn't be exact, but things would be close enough where I could be considered an elf or things close enough where one could be considered a human, because there are no quarter elf options and other crazy races available that would have crazy mixing involved.

Im a Half-Elf, why dont we say our mothers are one in the same?


Out of curiosity, who's looking to be a noble instead of one of the options from lower on the social order? My current idea has a rather good reason for knowing such a person, so if anybody's interested in more personal help...


I am interested in Kingmaker, new to these message boards but have been gaming for a long time. No experience of the Kingmaker adventure path but I have run several others as GM

spoiler:

Born on the wrong side of marriage from the Medvyed family all she inherited was the name and she has no legal right to that. Growing up poor in the lands ruled by her father's brother , as the daughter of a tavern wench left her resentful and angry at fate. As she discovered that she had rather more power than most tavern wenches she saw an opportunity and set out to get herself the money and power her birth had denied her and at the same time show her 'family' what they had missed by denying her a birthright.

Rowan Medvyed
Female Human (Taldan) Sorcerer 1
LN Medium humanoid (human)
Init +5; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 6 (1d6)
Fort +0, Ref +0, Will +2
Resist noble born - medvyed
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged heavy crossbow +0 (1d10/19-20)
Special Attacks bloodline arcana: fey
Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +6):
1st (5/day)—charm person (DC 16), Sleep [DC 18]
0 (at will)—haunted fey aspect, mage hand, mending, prestidigitation (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 16, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 9
Feats Eschew Materials, Noble Scion of War, Persuasive
Traits friend in every town, noble born - medvyed
Skills Bluff +9, Diplomacy +12, Intimidate +11, Knowledge (nature) +7, Knowledge (nobility) +9, Spellcraft +7, Use Magic Device +9; Racial Modifiers noble born - medvyed
Languages Common, Elven, Hallit, Sylvan
SQ bloodlines (fey)
Other Gear crossbow bolts (20), dagger, heavy crossbow, 61 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (8/day) (Su) Melee touch attack leaves target able to take only move actions.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.

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At Fioren, maybe. Let's see who else might want to jump in on this first. It might get more complex the more people who jump in on it, especially if everyone is a different race. Though I'm okay with cousins and stuff included.


Moira is noble, though distant from her cousins the Orlovsky's.


Rednal wrote:
Out of curiosity, who's looking to be a noble instead of one of the options from lower on the social order? My current idea has a rather good reason for knowing such a person, so if anybody's interested in more personal help...

considering this, not sure if this means giving up the opportunity to be related to someone or not. Unless there would be a way for one sibling to be a noble and the other not to be.

Edit: DM, do we all have to have different patrons? Or all the same patron?


Going off of general inheritance laws... that could easily be the case. Off the top of my head, things like illegitimate children, children from a previous spouse, or adoptions into the family could all serve to disqualify a given individual from being actual nobility, whether they're related by blood or not. It shouldn't be too hard to create a situation where one character is a noble and another isn't. ^^


The patronage is going to be the same across the board: the charter is issued by the Swordlords of Restov, so that's basically who your employers are... unless you end up, at some point, deciding to go it on your own. The idea is that all of your characters will already know one another, so while you might have different aims, you all have the same employers.


Rednal wrote:
Going off of general inheritance laws... that could easily be the case. Off the top of my head, things like illegitimate children, children from a previous spouse, or adoptions into the family could all serve to disqualify a given individual from being actual nobility, whether they're related by blood or not. It shouldn't be too hard to create a situation where one character is a noble and another isn't. ^^

Wish i could help, but im no noble


Since it was mentioned earlier and I didn't address it, there's no minimum/maximum that you can have on a stat at creation, but I'm going to look pretty hard at anything that's under an 8 or over an 18 to make sure that there's a good reason for it in the background/description. 42-43 or so more hours to go!

Also here's a list of the classes we've had applied thus far. If I missed anyone, I blame Leinenkugel. This might help some people out in terms of what they're looking to apply:

Alchemist- 1 (Fioren Exus)
Bard- 0
Barbarian- 0
Cavalier- 0
Cleric- 1 (Chimon Quinn)
Druid- 0
Fighter- 1 (Fes)
Gunslinger- 0
Inquisitor- 1 (Melchior)
Monk- 1 (Yvgeni Kowalski)
Oracle- 0
Ranger- 0
Rogue- 0
Sorcerer- 1 (Rowan Medvyed)
Summoner- 1 (Doronius Urusti)
Wizard- 1 (Moira de'Karne)


Submitting a Human Fighter that focuses on bows and is decent in melee. I will work on the backstory in a bit.

wealth: 5d6 ⇒ (5, 1, 4, 1, 2) = 13 x 10 = 130g

Terry Sol:

Bowmaster Sol
M Human Fighter 1
NG Medium Humanoid
Perception + 0; Init +4
--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 11 (1d10 +1)
Fort +4, Ref +4, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee : Heavy Flail Attack +4 ( +3 str, + 1 BAB )
Heavy Flail Damage +3 ( +3 str) trip, disarm
Sap Attack +4 (+3 str, +1 BAB)
Sap Damage +3 (+3 str) nonlethal

Ranged : Longbow +6 ( +4 dex, +1 BAB, +1 feat) 100 ft.
Longbow +4 ( +4 dex)
Special Attacks : none

--------------------
STATISTICS
--------------------
Str 16, Dex 18, Con 13, Int 10, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 18

Traits
River Lander :
You were raised in a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the sword lords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes.

Benefit: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Feats

Point-Blank Shot
Rapid Shot
Weapon Focus (Longbow)

Skills:

Climb + 6 ( +3 str, +3 class, +1 rank, -1 armor)
Stealth + 8 (+ 4 dex, +3 class, + 1 trait, + 1 rank, -1 armor)
Survival +4 ( + 3 class, + 1 rank)

Racial Modifiers:
+ 2 Dex
Bonus Feat: Humans select one additonal feat at level 1
Skills: Humans gain an additional skill rank at level 1
and whenever they gain a level

Languages: Common,

Favored Class : Fighter

--------------------
GEAR/POSSESSIONS
--------------------
==Carried==

==Worn/Equipped==
Soldier's Uniform 0 GP 5lbs
Studded Leather armor 25 GP 20lbs
Sap 1 GP 2lbs
Heavy Flail 15GP 10lbs
Longbow 75 GP 3lbs
Arrows (60) 3GP 9lbs
==Backpack==
1 Fishing Net 4GP 5lbs
2 Torches 2 CP 2 lbs
3 Rations 1 GP 5 SP 1.5 lbs
1 Bedroll 1 SP 5lbs
1 Blanket 5 SP 3lbs
1 Soap 1 CP 1/2 lb
1 Flint and Steel 1GP 0lbs

Carrying Capacity: (0-76/ 77-153/ 154-230) lbs

Current Weight Carried: 68 lbs

Money: 1 Gold Piece 8 Silver Pieces 7 Copper Pieces


No ranger, druid, or even a barbarian yet in a wilderness AP. Could be interesting.


Yeah, I have to say that caught me by surprise. Less surprised by the idea of not having a rogue app'ed for yet, because rogues seem to be the least-applied characters in any pbp I've ever run.


Interested, but a few questions.

1. For the half-orc/elf, do you allow taking archetypes that are meant for the full orc/elf since the half races count as full races? I'm looking at statting up a Scarred Witch Doctor half-orc, but I want to clear it here first.

2. Will the fact that I normally post from between 11pm to 9am EST be a problem? I also have a somewhat frequent situation where I can't post on Fridays, would that cause issues?

3. How detailed are you wanting player posts to be? I'll fully admit that I have a track record of going from more dramatic/fleshed-out posts in the early game to more utilitarian posts as the game progresses.

Example:
Early game: Trusk kicks the door open with such force that it slams into the wall and swings partially shut again. He stands silhouetted in the doorway, axe held across his chest and his face locked in a crazed grin. "It's party time, boys! Who's ready to die today?!" he yells as he charges recklessly forward, swinging at the first man he reaches.

After a couple months: Trusk kicks the door open, charging in recklessly while yelling "It's party time, boys! Who's ready to die today?!"

4. Alignment restrictions? If I make this witch doctor, I was thinking of getting the Cook People hex, but it's evil. If evil isn't allowed, then that's fine, I'll just look at different hexes.


Enumerated answers below!

1. I'd prefer that if an archetype calls for a full-blooded status that the character's race matches that fully.

2. Not a problem. I go to sleep when I come home and wake up pretty late in the evening/early in the morning because my wife is a night owl. Except on Wednesdays. I have Heroclix on Wednesday nights.

3. In terms of detail, I don't mind posts like the second example after everyone's grown comfortable with each other. I'm not writing a novel here or anything, and part of the fun of only semi-specificity is that people imagine things differently.

4. I'd prefer if they were good PCs. I suppose that's something I should have mentioned previously, but I anticipated that it'd be the de facto type of submission. An evil PC party for Kingmaker would probably be hellacious fun, but I'm not shooting for that for this game.


Good deal. Just means I have to go for something other than the Scarred Witch Doctor then. I would go full Orc if it weren't for how badly you're gimped in everything just for that +4 Str.

I'll try to get a full character in today, but I can't guarantee anything. I'm just finishing up my first of two 12-hour shifts in a row and I've got a 45-minute commute to work. Kinda kills my time fire up Hero Lab and tinker with things.


Well, cant edit my post now, so have new info in the profile - got silent hunter alternate trait as it seems to make sense for someone raised by a hunter.


Ok, so I got a chance to sit down and put together a Work In Progress for the character. I think I've got the stats pretty well hammered out, but I still need to do some work on the equipment and the background. For the most part, I'm going to play him using the flavor of the scarred witch doctor. He's going to wear a battle mask that he modifies and decorates to be terrifying, and he's going to carve his spells into his flesh. He's going to be an eccentric, but knowledgeable character who toes the line between good and evil. While technically a worshiper of Zon-Kuthon, he primarily shows his faith by inflicting pain upon himself rather than upon others.

I still need to figure out a name for him, though.

Stats:
WIP
Half-Orc Witch 1
N Medium humanoid (human, orc)
Init +2(+6 with Familiar); Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle, evil eye)
Witch Spells Prepared (CL 1st; concentration +5):
1st—command (DC 15), ear-piercing scream (DC 15)
0 (at will)—detect magic, read magic, stabilize
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Extra Hex
Traits child of the temple, rostlander
Skills Intimidate +0, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +2, Spellcraft +8; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Goblin, Hallit, Orc
SQ orc blood, patron spells (shadow), weapon familiarity
Other Gear 105 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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

Arcane Familiar
Scorpion, Greensting
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 4 (1d8+3)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Toughness, Weapon Finesse
Skills Climb +7, Perception +5, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


Here is my submission

Cadell Garess:

Male Human (Taldan) Rogue 1
black hair, Blue eyes, clean shaven
5'8" 175 lbs
23 years old
clothing is clean and neat. armor and tools are a little worn from use but in good shape.

Crunch:

CN Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d8+5)
Fort +1, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft., noble born - garess
Melee
6xdagger +3 (1d4+2/19-20)
rapier +3 (1d6+2/18-20)
sap +3 (1d6+2 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 12, Wis 12, Cha 13
Base Atk +0; CMB +2; CMD 15
Feats Toughness, Weapon Finesse
Traits fencer, noble born - garess
Skills
Acrobatics +4 (+0 jump),
Bluff +5,
Climb +3,
Diplomacy +5,
Disable Device +5,
Perception +5 (+6 to locate traps),
Sense Motive +5,
Sleight of Hand +4 (+6 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +4,
Swim +3
Racial Modifiers noble born - garess
Languages Common, Dwarven
SQ trapfinding +1

Other Gear studded leather, crossbow bolts (20), dagger (4), dagger, dagger, light crossbow, rapier, sap, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, mess kit, piton (10), rope, soap, thieves' tools, torch (2), trail rations (5), waterskin, whetstone, wrist sheath, wrist sheath, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Fencer +1 to hit with dagger or sword AoOs.
Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------

backstory:

Cadell was a disappointment. He had always been a disappointment. Brom Garess had three other sons and all were like him hulking mountainous men that fit the family motto. "Strong as the mountains"
Cadell took after his mother he had a small lean build, with dark hair and fair skin. He luckily had his fathers blue eyes so Brom couldn't claim that the weedy boy wasn't his.

Cadell grew up being treated by his father as being of little value. So it is no wonder that he fell in with "bad" company. Mainly those that could appreciate his quick dextrous hands and ability to move quietly. Cadell's wild and often illegal behavior eventually was too much for his father. Cadell had gotten in trouble once too often and his father was done bailing him out. Brom threw his youngest son out and cut him off. No money, no influence, no help from family. Cadell wasn't bothered, he was infact glad to get away from his opressive father and overbearing brothers and constantly being treated like the family disappointment.

Now he has a chance to make a name for himself without his family interfering.

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