Unexpected Rulers

Game Master Keddah


1 to 50 of 150 << first < prev | 1 | 2 | 3 | next > last >>

I'm about to start a Kingmaker campaign, seeing that there area a lot of really interesting candidates I've thought to create this. A campaign happening parallel to the AP but homebrew. It will take place in a different area of the Stolen Lands (yet to decide, may take a few liberties with the maps if needed) where a different party will be given a similar charter to that of KM and tasked with taming the wilderness equally. The game will start simultaneously with my other campaign, and I'm thinking they may cross paths sometimes.

I'm looking for players able to post at least once a day and who like heavy roleplay games. I'll be taking submissions until september 17th 22:00 GMT+1. I don't mind player's submitting the same or different characters for both, but if it's the same character please state which game you'd rather get in.

I'm warning you all, when I create a campaign I'm considered by my IRL players to make them very challenging and treat mature topics so if you don't like any of those things I'm sure there are better PbPs for you.

The character creation rules are the following:

- Races All core classes and those from bestiaries I and II. That said I may have some bias towards core races, but if you have a great idea for a tiefling or a ifrit I'd love to see it.
- Classes All classes and archetypes from the Core Rulebook, APG and UM. UC classes and archetypes are game as long as they are in the d20pfsrd.
- Alignments All alignments are allowed, once more I have some bias towards good or neutral, but any interesting evil character will be considered.
- Feats All Core Rulebook, APG and UM feats are good. UC and other sources depend on being on d20pfsrd and GM approval.
- Traits Characters should choose three traits, one of them being from the KM Player's Guide. Same sources as for everything else.
- Abilities 20 point buy, no ability beyond 18 none below 9 before racial modifiers
- Starting gold Standard starting gold
- Other things The game will start in a ball in Restov where several groups have been brought before sending them in a mission to tame the wild Stolen Lands, a good reason for your character to be given such task will be a plus for it.

Hoping this one gets so many players interested as the other one
Kingmaker Pbp


Not sure if it would tickle your fancy Keddah, but here's a pitch:

Pitch:

While the Kingmaker character's are attempting to tame and civilize the River Kingdoms from the North, a group of devotees of the Green Faith / Gozreh and the Eldest (Fey gods) are seeking to undo their work from the South. Seeking instead to maintain the balance of nature, they work with the native fey and natural creatures to strengthen the region so it may resist the encroachment of civilization.

Would be a very Neutral focused campaign, but would be interesting if and when the groups meet - those from the North fighting for a civilized and safe land, those from the South fighting to maintain the natural way of things and survival of the fittest.

Feel free to ignore if it doesn't fit your vision of a good idea :)


I was thinking more of a campaign running parallel and crossing ways ocasionally, mainly in a friendly fashion, but if both groups agree I don't have a problem with it. Right now I've got three campaign ideas in my head; a group from Brevoy assigned to a diferent part of the Stolen Lands, a group with the support of a different power (¿Taldor, Galt? ¿Maybe even Cheliax or Andoran?, and a group on its own trying to protect nature from the dangers of civilization, but I'm always open to suggestions.


I'm not sure if you're looking for folks from the KM recruitment to reapply here or not, but it can't hurt. Obviously, given Grayson's background (which I'll get written up soon, I promise), he would fit nicely within a more maturely-themed campaign, probably fitting in best with either of your first two ideas (I just can't see him caring much about preserving nature for its own sake).


Hmmm. I also have an idea.

Maybe this group has been sent, if only indirectly, by Irovetti in Pitax?

Group of "goodly" adventurer types who got too inconvenient to have around?

As I recall what Irovetti has is a bunch of monsters to commmand, but not much farmlands. I think it would fit his... mmm, personality, to send a bunch of idealistic adventurer types out with something like a charter to go conquer some more farmlands for the people and squash any sort of rebellion that they might plan later right away.

Who would say no to being able to assist their country in such a fashion?

Anyway, I'm interested. If Tityanna doesn't tickle your fancy for the other game, I could drum up a bard to run in this one. I've really, really wanted to play a bard in a KM game since it is so highly political.


Just to throw out a curveball... evil KM? Probably need to be much more isolated so as jot to encroach on the first group. Perhaps even without crossover?


Well I am going to apply with my character again. I really like the idea. If you do not like the character I can have a Taldan Cavalier type character up for you to look at. As for the back story I can change it a bit on which of your ideas you pick. I can re-post the character here so you do not have to look back and forth if you want.


The idea of Irovetti being the patron of the party is interesting, it gives place for both good or evil characters. I'm not so partial about alignments in this campaign as I am in the original KM (that I think is much better fit for good guys)


Oooh. *bounces on tail*

Well, I was going to try to get some more sleep, but instead I think I will bang out a bard worthy of this parallel campaign. And I'd probably rather play in this alternate than with the goodly group, because less focus on being a goodly character allows for more interesting party dynamic.


I fancy playing an Aldori Swordlord variant Fighter but I am thinking one who is cruel and cares more about his personal fame and fortune than anything else. Lawful Evil for his alignment. What do you think, Keddah? Feat expensive but I do love the flavour.


Fluff is up in the profile.

While I think Grayson would fit in in a more neutral party with this alternate campaign, if it's going to go outright evil, then I would prefer to just be considered for the original Kingmaker.


If we were going with a more amoral or outright evil party, I'd probably go with a Thassilonian Wizard of Wrath (from Inner Sea Magic).

That being said, I'd probably prefer the standard Kingmaker group with my Druid :)


Ormr is better fit for a good/neutral set up so if this games goes more neutral towards evil the Taldan character would fit better but if just evil would not fit either character.


Crunch:

Talia “Winterflower”
Female Half Elf Bard 1
CN Medium Humanoid
Init + 1; Senses Low-light vision, Perception +6

DEFENSE

AC 1 (+1 Dex), touch 11, flatfooted
HP 9
Fort +1, Ref +3, Will +2 (Immunity to sleep effects, +2 vs Enchantment spells and effects)

OFFENSE

Melee Dagger +0 (1d4 +0, 19-20/x2, P or S)or
Scorpion Whip +0 (1d4+0, x2, S)
Ranged Shortbow +1 (1d6+0, x3, P, 60’)

STATISTICS

Str 10, Dex 13, Con 12, Int 14, Wis 10, Cha 18
BAB +0 CMB +0 CMD 11
Traits: Calistrian Prostitute, Charming, Noble Born (Lebeda, Giant)
Feats: Skill Focus: Perform (Strings), Lingering Performance
Skills: Appraise +5, *Bluff +5/6, *Diplomacy +4/5, Knowledge (Local) +6, Perception +6, Perform (Strings) +11, Profession (Courtesan) + 4, Sense Motive +5, Sleight of Hand +5, Spellcraft +6, Sleight of Hand +5
Languages Known: Common, Elven, Giant, Hallit, Sylvan

SPECIAL ABILITIES

Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained

Bardic Performance A bard is trained to use his Perform skill to create magical effects on those around him, including himself if desired. He can uses this ability for a number of rounds per day equal to 4+his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action.

Each bardic performance has audible components, visual components, or both.

Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

SPELLS KNOWN

(caster level 1st, concentration +5, melee touch +0, range touch +1)

1st (2/day) Grease (DC 15), Sleep (DC 15)
0 (unlimited) Detect Magic, Light, Message, Unwitting Ally (DC 14)

RACIAL ABILITIES

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Currently working on the fluff. If you worry, the Calistrian prostitute angle is not intended to be disruptive. Based on her skill set she's a highly social, stealthy character with a loose morals in terms of getting the job done. Not Chaotic Stupid, and I'm not going to use the Neutral part of the alignment to justify doing evil acts.

Liberty's Edge

I'd prefer the Kingmaker campaign, but if not, I could modify Dabble's history to fit into this campaign as well.


The idea of a not-so-good campaign is growing on me, but I don't want it to become an evil for the sake of evil campaign neither (and it's happened to me before) so it will depend on the player and characters interested in it.

Shaundakul:
I agree that Dabble is better fitting for the classic Kingmaker, but if you really want in in this you can try

Seeing that this may go a different way than I originally thought I may delay the closing for submissions since there would be no need to start at exactly the same time as the other campaign so those who don't get in the other campaign (and are interested in wherever this one is going ;)) can have a little more time to rethink their characters.


Awh, well I for one am very excited about it. *nods*


I'd like to place a character in contention. Sev Granger, big game huntin' gunslinger, though he may eventually broaden out into ranger. He's a neutral type, not really into the good/evil debate, just out for the thrill of the hunt. Subduing the wild land would make an excellent challenge for him, and ruling a kingdom, or at least, being part of the ruling, would just be icing on his cake.

Stats for Sev:

Sev Granger
N Human Male Gunslinger 1
Init +3; Senses Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 13 (xd10+2+1FC)
Fort +4, Ref +5, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee longsword +2 (1d8+1)
Ranged musket +4 (1d12/x4)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12, Dex 16, Con 14, Int 13, Wis 14, Cha 10
BAB +1; CMB +2; CMD 15
Feats (2) gunsmithing*, rapid reload (musket), big game hunter
Skills (6 skill) Acrobatics +7, Bluff +4, Heal +6, Perception +6, Sleight of Hand +7, Survival +6
Special Abilities: deeds, grit (2), gunsmith
Traits:
Possessions (175 gp) musket, studded leather, longsword
------------------------------------------------------------------------

Stat Math:
Str 12 (2 points)
Dex 16 (5 points +2 racial)
Con 14 (5 points)
Int 13 (3 points)
Wis 14 (5 points)
Cha 10 (0 points)

He still needs some equipment and traits, but he's on his way.


If you are wanting a less nice tone, I have an idea for a LN heavens oracle who could charitably be described as 'completely amoral.'

If you're not already full up, of course.


Mikam probably won't be of much use, gutless coward that he is, but he is willing to head out into the wilderness, away from his family and those who know him.


Grung RazorTongue
N Hobgoblin Male Ranger (Guide archetype)
Outcast from his tribe due to his cleft palate.


Presenting the fluff for my Bard:

Thalia's History:

So long as Thalia can remember, she has always resided in Calistria’s cathedral at Pitax, and at twenty-six years old, she can remember further back than most of her brothers and sisters. It is said that her father was a great elven courtier of Kyonin whose beauty and grace so entranced the daughter of a visiting Brevoyan noble that her passion for him drove her own father mad and created a distraction whereby the Twin Princes of House Liacenza were able to negotiate a favorable trade agreement. For his guile, her father earned the title “the even-tempered,” and was invited to return to the cathedral when it suited him.

So it is whispered. And there are so many whispers about the cathedral that one who might believe that tale would easily believe that which revealed that the Bard King Castruccio Irovetti was in fact a satyr in disguise, whose oaken member could please any number of women in multiple couplings.

The truth of Thalia’s birth has never been so much of a hindrance. Thalia was brought to the cathedral in the dead of winter, left at its doorstep by some manner of crazed supplicant and was covered over in frost by the time a bungling john stumbled across her, earning her the moniker “Winterflower.” She was raised in the cathedral to espouse and embody each of Calistria’s three virtues, so much as her brothers and sisters were inclined to preach as Calistria has no dogma further than the pursuit of lust, trickery and vengeance. I am very well acquainted with most literature published on Calistria and her church, including the article in the Second Darkness AP and in Faiths of Balance, which I own. When she came of age, she was given the opportunity to continue her worship of Calistria in a much more physical manner, as one of Her Sacred Prostitutes, an office which Thalia holds as the single greatest expression of her faith, and a most convenient way to gather information relevant to her varied interests.

Thalia’s natural talent for lending her voice to song was promoted as the fervor in the city seemed to shift towards performance with the ascension of the Bard King Castruccio Irovetti to the Burgandy Throne. Thalia, not lacking in small coin easily parted with, enrolled in the bardic college. She was gravely disheartened that her contemporaries rarely displayed talent even beginning to match hers, and was vaguely insulted, till she realized that their incompetence was in and of itself valuable information. She watched as those who could not distinguish themselves sank into fits of dark depression and embraced illegal substances to fuel their nightmarish creations. Thalia’s studies at the bardic college were encouraged by her brothers and sisters as a method of keeping the channels of free information flowing, and her skills of trickery and manipulation were challenged and increased considerably.

Reason for being at the Ball:

If this is where we're still starting...

Thalia's first mission was to travel to New Steven with a troupe of traveling performers. The crossing was made by boat, and she practiced patience and her ability to blend in with artists. It was in New Steven that she learned of the Dragonscale Throne's intent to settle the Stolen Lands or wherever we are going to be exploring and thought that this was her opportunity to cease being a pawn and assume responsibility for her own destiny. She attracted and entranced a young lording bound for some social function in Restov, and would cut a very striking figure on his arm there.

Motivations:

Thalia's motivations to travel amongst the great unwashed and found a nation is to be directly related to the method of governance so that she might manipulate and control its politics. She has no love for Castruccio Irovetti, or his realm, or even her own cathedral, or for the Brevic court, or them in Daggermark, either.

Thalia is not naieve, or idealistic. She knows that governments only appear to commoners to thrive in the chaotic cluster known collectively as the River Kingdoms, and do in fact fluctuate in power as the tides, or patterns in the weather. A king one moment may be a fool the next, or lynched by an angry mob if he does not assert himself.

Concept, Progression and Kingdom Role:

Okie, well. Desired Kingdom roles at this point are Councilor or Grand Diplomat. I do not believe that any would agree to having a bard prostitute of Calistria on the throne.

I am considering dipping a level of rogue if it is needed to get damage up if we don't have enough martial or DPR players, but would prefer to go full bard because it's pretty obvious that you don't want to miss out on its features per level, or its considerably weak spell casting. If we get a arcanist in party, I will likely change spells around and go full social, if we do not, I'll sacrifice and change out some to be more of a support type. Obviously good spells like haste and good hope will be selected at appropriate levels, because no caster who has access to them should ever pass up being able to cast haste at the very least.

But yes, I would like to play a full social bard with a support side in combat with the Inspire Courage.

Misc.:

I imagine that at first glance, all this is pretty intimidating, but I am a really good role player and I am not making this character to screw the party, in any connotation of the word. I hope I have communicated effectively that she has greater interests in information and performance than she does in worship, though that is a part of her character as well. I will be happy to answer any questions you may have.

Whoa, just realized I didn't put armor on my bard. I assume that can be fixed if I am chosen, however, and that neglecting it at this point will not bar me from consideration.


Here is my application for this game Cyean a half-elf cavalier.

Character:

Archetypes: Gendarme and Beast Rider if allowed.
AC: 17
Touch: 11
Flat-Footed: 15
hp 13
Fort: 4
Reflex: 2
Will: 2
Armor: Scale Mail

Melee: Greatsword +6 (2d6+5/19-20/x2)

Str: 18
Dex: 14
Con: 14
Int: 10
Wis: 10
Cha: 10

Appearance:
Age: 24
height : 6 ft 2 in
weight 170
Skin color: light tan
Hair: shoulder length light brown
Eyes: violet
body type: well muscled

Traits:
Armor Expert
Elven Reflexes
Noble Born(Medvyed)

Back Story:

Cyean and mother were found by a knight while he was out patrolling the Gronzi Forest. Both mother and infant seemed close to death. Not knowing what to do with the two the knight brought both of them to House Medvyed. They took care of both them until his mother was well enough to speak. She told of how she was traveling with her husband and was attacked by wolves. She ran with her child for many days hoping to find someone. One of the members of House Medvyed also just had a child and felt pity for this woman and took her in as a maid.

Cyean was raised among nobles and their knights most of his life. The knight who found him and his mother had taken him under his wing and train him in the ways of a knight. He did this because Cyean's mother asked him to. Cyean was from a line of knights, his great-grandfather and everyone in his line before him had been in the Taldan Army. This heritage went as far back as the Armies of Exploration. Cyean took to the training very well.

Along with training him the knight trained the son of the noble who allowed Cyean and his mother to stay in the house. The son's name is Theodric. The knight trained both at the same time so they could start a rivalry. Cyean and Theodric were evenly matched for much of their training. They could never no matter how hard they tried out match the other. This caused them to become good friends.

When Cyean was a teenage he and Theodric went out on a hunt in the Gronzi Forest. They had caught a buck when they were returning back to their home when they were attacked by bandits. Theodric was wounded by an arrow before the bandits came upon them. Cyean fought hard protect his friend and keep his own life. Cyean killed two bandits before he was wounded. At the least moment however some of the house Medvyed patrols appeared and saved their lives. From that point on Theodric made Cyean his personal knight for the honor and courage he showed.

Theodric came to Cyean one day to tell him of a plan to take back the stolen lands for Brevoy. Theodric wanted Cyean to go try to be one of the candidates to take the Stolen Lands. He wanted him to represent the honor of House Medvyed. Cyean said he would and left to become one of the members of the team and prove himself.

Ideas for Character:

Cyean will do anything he can to bring honor to House Medvyed. He will work with anyone as long as they do not do anything he would see as very wrong. The very wrong things are such things as murdering innocents and the like. I do not know which Order to make him since he seems to be a fix of Order of the Sword and Order of the Cockatrice. I want to take the gendarme and beast rider archetypes on him if possible. I also want to take the tower shield specialist archetype as well or the armor master archetype. Idea is a very heavy armored knight on a unique mount. If you have any other questions I am very happy to answer.

Liberty's Edge

Rather than add Dabble for this game, I have an idea for a Druid of Ghlaunder, that I'll stat up and post later.


Hu5tru:
I really love your character... you seem like you have a great imagination to come to so developed and interesting characters in such a short time. Have you thought about taking the archetype Demagogue? It seems to fit Winterflower but I'm not sure if you'd like it, seems a bit weaker in combat situations. I see you bowed out of the other game... seems I'll have to choose a different full caster!

Trinam:
You're certainly welcome to submit your concept

Sev Granger:
I'd like to see some backstory for Sev if it's possible. Thanks for the interest!

Mikam Orlovsky:
The concept is interesting, the rivalry with the family is a very useful plot hook *wink* I'll get back to you with more questions when the campaign idea is finally decided. Thanks for the interest!

KenderKin:
I'm open to a hobgoblin in the campaign but I'd like to see more of him! Thanks for the interest!

Mrdarknlight:
Both the gendarme and beast rider archetypes can work together, there's no problem from me in that sense, but I don't know where I can find the Tower Shield Specialist, could you direct me to the source? I think the Order of the Cockatrice is more fitting for the campaign but it's your character, so it's up to you. The backstory may need some tweaking depending on the campaign idea that finally gets chosen, hope you don't mind it.

Paizofan:
I like finesse fighters and certainly an Aldori Swordlord would be fitting. I'm waiting for a more developed concept and backstory!

Shaundakul:
You're more than welcome to bring that concept forward!


Grung RazorTongue

Spoiler:

N Hobgoblin Male Ranger (Guide archetype)
Init +4; Senses Darkvision 60’ Perception +6 (+8 outdoors)
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +4 dex)
hp 16 (xd10+2con+1FC+3feat)
Fort +3, Ref +6, Will +2
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee Greatsword +3 (2d6+2) 19-20 X2
Ranged Long bow +5 (1d8+1/x3)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 8
BAB +1; CMB +2; CMD 15
Feat:
Skills (7 skill) Climb, Knowledge (geography), Knowledge (nature), Perception, Ride, stealth, survival (+1 trait bonus)
Special Abilities: Ranger’s focus : Tracking
Traits: Pioneer, Eyes of the Wild, armor expert

Possessions (175 gp) :
Great sword (50 gold)
Studded Leather armor (25 gold)
Longbow (75 gold)
Arrows 100 (5 gold)
Backpack (2 gold)
Rations, 14 days (7 gold)
Whetstone

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

Stat Math:

Spoiler:

Str 14 (5 points)
Dex 18 (10 points +2 racial)
Con 12 (0 points +2 racial)
Int 12 (2 points)
Wis 14 (5 points)
Cha 8 (-2 points)

Feat
Spoiler:

Toughness

Traits

Spoiler:

Eyes of the Wild (The Green Faith)

You spend enough time in the wilderness that you are attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.

Pioneer: You have long lived along the southern
border of Brevoy, in the shadow of wilderness known
as the Stolen Lands. Life has been hard, but through
hunting, trapping, trading, and coaxing crops from
the freezing earth, you’ve learned how to survive on
the rugged frontier. With the wilderness ever at your
door, you’ve also learned much about its denizens and
the wild creatures that lurk in that unwholesome land.
Your family might even claim holdings in the Stolen
Lands, with elders telling stories of being driven from or
robbed of a lost ancestral homestead, fertile farmlands,
bountiful orchards, or a hidden mining claim. Whether
because of your personal expertise and familiarity with
the borderlands or in order to reclaim your family’s land,
you’ve joined the expedition into the Stolen Lands. You
begin play with a horse. Also, choose one of the following
skills: Climb, Handle Animal, Knowledge (nature),
Perception, Ride, Survival, or Swim—you gain a +1 trait
bonus on this skill.

Armor Expert

You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.


DM Keddah:

Tower Shield Specialist is from Ultimate Combat. They updated the PRD if you did not know it up there now. Here is a link.
Tower Shield Specialist
I may take the Armor Master Fighter Archetype instead I do not know which yet exactly.
Armor Master
For the campaign yeah Order of the Cockatrice would fit but how the character is both would fit I have to think on it. I can change most of the back story. I would like to keep him tied to a noble house though.


DM_Keddah:

Oh no, Winterflower has no desire to be in the limelight. She liked being a prostitute because that's what people thought of her as, and was easily dismissed. You can get a lot of skulking done when people would much rather pretend you didn't exist.

Being in the spotlight like a celebrity draws all sorts of attention, lots of it very negative. She's a much more behind-the-scenes type lady, and keeping everyone thinking something different.

As a player, I don't much like archetypes. And inspire courage, if we're bereft of a cleric (so far none seem interested in making one) is too good a party buff to ignore.

Thanks for the compliment. I am as excited about running in an alternate non-good campaign as I thought I would be about running in a noble bright one. Don't get me wrong, I like heroes, but running one in this particular AP is exceedingly difficult. Hard decisions everywhere.


KenderKin:
I was thinking more about the backstory, I'm getting lot of submissions so I'm paying more attention to the fluff than the crunch, I'm sorry if I didn't explain myself

Mrdarknlight:
Ah it's a fighter archetype! That explain why I didn't see it among the cavalier ones. So you're thinking about multiclassing? The background can be worked on when the choice is made, I'd happily help you in anything I can

Hu5tru:
That's alright, I happen to like archetypes a lot for NPCs and yet never use them for PCs. I see you submitted Tytianna to GM Rhis Grey's game. Let me wish you good luck, and hope I get in that one too!*wink*


DM Keddah:

Yeah I am thinking of multi-classing. A lot of the new character ideas I have been having need some multi-class to it but I think that the levels taken are worth it if it makes the idea for the character work. Okay I will ask some questions when you make the choice so I can change the background to fit better.


OK ;)

Spoiler:

General idea is he was born with a cleft palate and even named by his tribe for his deformity. He eventually left the tribe to find a mate perhaps. He was teased unmercifully by his tribe, that his tongue is so sharp it cut his mouth open, etc, etc.

Typically suspicious nature saying such things as
"you lie"
"No one like Grung."

He is putting a rank in geography and is a guide archetype, so likely he knows the land and will be the one mapping it.

Not alot of time now, I will get more later on... :0


If the other campaign is going all sweetness and light then this may be a better fit for Zandru. But I don't really want him to go evil, though that is a possibilty. He could be pulled back into the light as well though, all depends on his friends. This would be okay though as it seems I'm getting little love in the other application.


Doomed Hero here again with another submission, this one tailored to this campaign.

The sheet's a little unfinished due to time constraints but the background and basic ideas are there.


Zandru the Unborn wrote:
If the other campaign is going all sweetness and light then this may be a better fit for Zandru. But I don't really want him to go evil, though that is a possibilty. He could be pulled back into the light as well though, all depends on his friends. This would be okay though as it seems I'm getting little love in the other application.

I'm sorry you feel that way Veshly.

But yeah, I like tall dark and handsome. *grins* Varisian is also a plus.

DM_Keddah:

Yeah, I kinda debated submitting Tityanna again, but I've really wanted to play in a "good" kingmaker campaign for a while now. My last one was run by an ego-maniacal, incompetent and miserly GM on these boards who decided to bork my cloistered cleric with a level of ORACLE and then taint her with the power of Zon Kuthon to make her a beacon of evil.

There were so many things wrong with that game... I don't even want to start, but the GM using paizo's AP to basically masturbate himself to a public audience was just the start.

I am extremely excited to hear what you're going to come up with for this game, though, and the possibility of the parties meeting up as well.


I came here from your other thread since that one had so many submissions. My original concept for that game is shot here.

My new concept is for a Mwangi cleric of the Green Mother (one of the Eldest of the First World) named Taonga (tah-ON-guh). He fled his homeland, pursued, when his "heretical" (as his tribesmen called it) views were discovered. Finding no safety in the kingdoms to the south, and trying to shake off his pursuers, he fled across the Inner Sea to the north. When in doubt, he passes himself off as a devotee of the Green Faith.

The Green Mother is NE and I would imagine Taonga is as well. I see it as more of a self-serving evil though, as opposed to an "I commit atrocities" evil. He'd actually be a fairly reliable group person as he realises that a group is stronger than any single person.

This is a pretty rough sketch as I only came up with it 10 minutes ago. The character I can whip up pretty quick as I use HeroLab but I'll probably need a little more time to iron out his backstory and personality a little more.

I have only two minor concerns/questions:

»I'm assuming that, despite alignment, you don't want a bunch of characters who are going to spend all their time stabbing each other in the back. While this can be amusing for a one-shot it just drags a campaign down, IMO.

»The idea of crossing paths with the other group is interesting but different groups move at different paces which only becomes more prnounced as time goes on.

I'll start work on the character and getting an avatar for him but if you have any questions or ideas, I'm all ears.


Upon further consideration, I think Toanga would be True Neutral rather than Neutral Evil as I see him as more of an alignment apathetic than a full blown follower of evil.

Liberty's Edge

I present Felina. I didn't include the centipede companion as it wasn't an option in HeroLab for some reason.

Felina:
FELINA DUBROSKY CR 1/2
Female Half-Elf Druid 1
NE Medium Humanoid (Elf, Human)
Init +4; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5
Immune sleep; Resist Elven Immunities, Issian
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +1 (1d6+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Druid Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Produce Flame, Entangle (DC 14)
0 (at will) Light, Detect Magic, Stabilize
--------------------
STATISTICS
--------------------
Str 13, Dex 14, Con 10, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +1; CMD 13
Feats Druid Weapon Proficiencies, Skill Focus: Handle Animal (Adaptability), Vermin Heart
Traits Elven Reflexes, Issian, Suspicious
Skills Handle Animal +9, Knowledge (Nature) +6, Perception +9, Sense Motive +4, Spellcraft +4, Survival +9
Languages Common, Druidic, Elven
SQ Animal Companion Link (Ex), Elf Blood, Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +3 (Ex)
Combat Gear Leather, Quarterstaff, Shortspear, Shortspear; Other Gear Backpack (8 @ 13 lbs), Bedroll, Blanket, winter, Flint and steel, Rations, trail (per day) (4), Torch, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Issian +1 Will save vs. Mind-affecting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Appearance
Felina stands a statuesque 6'1” talls and weighs in at 165lbs. She has raven black hair and fair skin with shining blue eyes. She is quite beautiful. Draped over her shoulders is what at first glance appears to be an odd orange and black scarf, but then you notice the movement and realize it is in fact a large centipede.

Personality
Felina comes across as regal as if she were a noblewoman, but she has a streak of darkness which occasionally shows itself.

History
Felina's mother is the daughter of a wealthy merchant family from New Stetven. She was sent to Absalom to study in her teenage years. She came back to Brevoy in her early twenties with a young daughter. The slightly pointed ears and raven black hair gave away Felina's parentage. She was raised in the house with her many cousins, and eventually with a few siblings. However, her mother and step-father never showed her love, and her other family members refused to even acknowledge her as family.

As she aged she became more and more bitter. To get away, she often ventured into the Gronzi Forest. She befriended a beautiful druid named Shara, and was brought into her fold. She originally thought she was learning about the Green Faith, but as her lessons began to focus more and more on pestilence and disease she began to question her mentor. She was eventually shown the ways of Ghlaunder, and embraced them. For her final initiation into the faith, she brought disease carrying insects to her family home. Within days, all of the children died along with several of her aunts and uncles, her grandmother and step-father. The family home was burned to the ground along with all of their holdings leaving the remain family member desolate. With that she left New Stetven and headed south toward the River Kingdoms planning on bringing desolation in honor of her god. She passes herself off as a druid of the Green Faith, but spreads pestilence whenever possible.


DM Keddah:
While I believe that homebrew always trumps AP (grew up with homebrew) only very recently have gotten into however I think I will have to keep magnus in the actual KM though this semi evil game seems like it would give magnus a direction when things get boring haha TY for the ninja comment earlier I have learned to despise the new races and classes so far from pathfinder lol anyways thought Id comment hope the backstory was sufficient in profile let me know?


I'd really like to play on this, but I'm having some difficulty choosing the concept seeing as the group supporting these explorers would probably color that choice. I mean, if the group is put together by Irovetti or maybe the other River Kingdoms (or Cheliax, for that matter), it would include local characters and such.

Seeing that the regular Kingmaker offer a few assumptions (such as dealings with fey, and etc), I ask if this region we would explore could have a few characterist elements?


I believe it is still in the works. BUT, if it is Pitax sponsoring, as a KM GM I can safely say that a lot of the elements that are in the Stolen Lands are also in Pitax, without spoiling anything for anyone.

Fey presence is pretty big there too.

Just you got more bardy and city-like stuff. At least in Pitax proper. There's plenty of rural areas, barbarians and monsters running about too. I mean, think on it like the difference between LA and San Diego. Both big cities in So Cal. One has crappier weather than the other, and SD has a football team still, but they're both basically the same. Just variations on a theme.

Oh! Pitax is on the Sellen, so River piracy is HUGE! not that river piracy is gonna help if we're schlepin' about in the Stolen Lands, but it is a possible angle.


Sup Hu5tru, been wanting to play with ya ever since we missed each other on that other game. *fingers crossed*

What I asked about the region is that maybe the group would be sent to a montaineous region; or a swampy area; etc. I believe regular KM has many woodlands (that's what I gathered from the player's guide) and dealings with fey; maybe this parallel campaign would focus on other elements (such as, let's say, mountains and undead). Just asking ;)


Oh gosh... That game. I don't like to think and/or talk about that game.

I feel much better since I quit that game. Been writing up a storm, and am even running my own PbP, gonna start running a second here in a bit once my final player submits his character.

Glad to know I made someone's list, though. *laughs*


Sadly I haven't seen any of your recruitment threads; from your writing style I feel a game with you as DM would be really cool.

@Keddah: I've been toying with the notion of an Alchemist exiled from Daggermark; what's your opinion on them (alchemists, not daggermarkers)? What about summoners?


Character:
Kyndall Aldori. It had a ring to it, he admitted to himself as he strolled out of the judging arena, having passed the final exam. Now he was a fully fledged Aldori and nothing could stop him. It was a beginning, yes, but an illustrious one. He thought of his brother, the preacher of Asmodeus in far off Cheliax, and chuckled to himself. Nothing ever came easily to him, the runt of the two. For Kyndall there had only ever been two choices: Hellknight or Aldori swordlord. Now that he stood with his duelling sword in one hand and his future in the other, he knew he had made the correct choice.

Three months later, Kyndall heard of the sojourn into the Stolen Lands to tame it's wilds. This would be a grand opportunity to further his own goals. He had no patience for leadership, but there were chances here to become something greater, to become a foundation in a new kingdom. That kind thing held promise of riches and more. With determination in his heart, Kyndall put his name forward.

I'm not done, but those are the bones of the character. I'm between carrying on as 100% Aldori swordlord and converting to Cleric further down the line in order to bring in an element of Asmodeus worship and forge ties with Cheliax.


I'll try to post later, today I'm having an awful lot of work.

Rune:
I like alchemists, can't say the same for summonners

I'll get back to the rest of you as soon as possible, sorry.


Sev Granger's past:

Sev Granger, (not his real name; his real name is Lord Jarrold Medvyed, Seventh of that name) was born a noble scion, heir to a fortune. He was raised in luxury, surrounded by everything he needed. It stifled him, making him into a bored, spoiled young man. One day, while out hunting with several other young nobles, he witnessed another young man, heir to the Surtova line, gored by a dire boar. He was the first to the young man's side, and pulling forth a healing potion, prepared to pour in on the fatal wound and save his life.

But he stopped. The blood was pulsing from the wound. Something in the act of death thrilled him, enthralled him. He took no pleasure in it, but it was almost religious for him. He poured the healing potion onto the ground and when the others found him kneeling by the boy, empty potion bottle in hand, they assumed that he was simply too late. The boy's parents, however, being of a suspicious bent, began to spread rumors that he had killed the lad. Disgusted with the whole society and the sudden whispers that accompanied his every move and enthralled with the visceral reaction he had to death, Jarrold left court with some of his inheritance and changed his name, becoming a cold and focused man.

He purchased the broken musket from an old man, who taught him the secrets of gunpowder in return for more liquor. He became Sev Granger, a hunter, ever pursuing that moment of death, the triumph of violence against a force of nature. He isn't a hateful or evil man, he simply craves that moment when the light fades from the eyes of his prey.

Now, however, he finds himself in Restov, among the same old tired houses he used to haunt. It amuses him that his relatives think him dead and wouldn't know him if they saw him. And it amuses him to think that he could rule a savage land, turning it into a sort of private reserve for his hunting pleasure.

Of course, he may have been recognized, after all. And old grudges die hard in the game of thrones...


I would also be willing to have the falconeer archetype instead!


Keddah-

Spoiler:

This character has a few things that would require your approval.

First is his Race. Half-Ogres are on the SRD so I figured I'd run it by you. The concept would work as a half-orc as well, but I don't like it quite as much. Orcs are more savage than I picture Raxus being.

Second, Raxus has a pair of dogs. They aren't animal companions, but I liked the idea of having them. I'm aware they're become obsolete by about level 3, but I'm ok with that.

Third, Raxus is a Mounted Fury barbarian without a mount. I did that on purpose. He's just too big for most horses. Eventually I hope to find something big enough to ride in game, and capture and train it. Of course, how all that plays out is up to you.

Fourth, I am using the stats for a Naginata as a Boarspear. If you don't like that I can switch it to a longspear. I was also wondering if I could eventually use a feat or a trait or something like that to allow me to use it as a lance when mounted.

Fifth, I've taken the Birthmark trait and built some religious stuff into the backstory for no other reason than I like it. I was wondering if you would consider allowing a religious themed character in the party to use Raxus as a divine focus. Right now the religious stuff is centered around Shelyn because I think it makes him somehow more tragic of a figure, but that is definitely changeable to fit the faith of whoever our cleric type ends up being.

Finally, and this is a ways down the road, I'm considering taking the Leadership feat at some point and using whatever mount I end up with as my cohort to make up for the fact that my class has no built in way of scaling up a mount.

What do you think?


So, got a couple ideas for you, DM_Keddah.

Noctos Melwasúl:

A tiefling born of a pair of half-elven merchants, Noctos has been used to being kept tucked away most his life. His education, his martial and magic training all have been by tutor's sworn to secrecy. After his parent's died in a rock slide while traveling, Noctos was left without any friends, and little family. Though he would have loved to have known a cousin, or hung out with a brother (and could easily be persuaded if found such a family member), he knows not whether or not they exist. For now he travels with no particular mission, doing his best to keep what and who he is hidden from the rest of the world.

Minor Crunch:
Will be a Blade-bound Kensai Magus.

Weapon will be a Wakizashi (if allowed), else will be a rapier.

Would be a Word Caster.

Also, would carry a disguise kit.

Saradac Honorblade:

A dwarf, considered more odd by his fellows than not, Saradac has wandered away from his namesake. Rather than take up the sword, like other members of his family, Saradac has always been enamored with the bow. He loves the feel of the wood, the tautness of the twisted gut and the sound the bow makes when you send an arrow to a target. Much to the chagrin of his family, Saradac sent himself to a monastery to learn the ways of a Monk. He chose his monastery carefully, seeking one where they would teach the art of firing a bow and not care what race he was. He found the monastery, and they did accept him. However, with his monkish teachings came the price of speaking, and thus he accepted the Vow of Silence that came with him entering the monastery. Once trained, he entered the world, but has refused to give up the Vow of Silence.

Minor Crunch:
Will be a Zen Archer Monk.

Weapon will be a Longbow.

Has taken a Vow of Silence (Though this can be removed easily enough).

Knows sign language.

Thank you for the time and your consideration.

Both these concepts, though altered, I have tried running in other PbPs and those games fell apart.


Alias of Sir Jolt here.

Toanga's character sheet can be seen by clicking on the profile. He's a Bekyar Mwangi who stands 7'0" tall. Unlike most Bekyars he goes bald rather than wearing his hair straight and long.

He's TN but can easily be made evil if that's how you want the campaign to go. His neutrality does not come from a desire for balance but rather a disinterest in the machinations of good vs. evil and law vs. chaos. Though he's a cleric, he may take a level or two of ranger as that would fit his background. Also, The Green Mother is NE so he's channeling negative energy. That means no postive channel healing and no spontaneous cure spell casting.

I've left his equipment, other than armor and weapons, blank since some DM's like to know how many pieces of chalk you're carrying and others don't. Also, the tone of the campaign you want may affect what I buy and parts of his backstory.

As a personal preference, I don't stat dump, which is why I always seem to have a point left over that I don't know what to do with. Once I know where you want to go with the campaign, I'll tighten everything up and post the last bits.

Thanks!

1 to 50 of 150 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Parallel Homebrew Kingmaker PbP Campaign - Recruitment thread All Messageboards

Want to post a reply? Sign in.