Kingmaker: The Destined Duo

Game Master Jing the Bandit


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Sczarni

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Hello and welcome to my Recruitment. Some may have seen me here and there as I've been active on the boards for about five years now. I have had a lot of fun GMing for my Way of the Wicked group and learned a lot from it. However, I am not I feel ready for the big leagues (making my own true campaign.) That said, one game I have always wanted to play beside WotW has been Kingmaker, another very popular game here on the boards.

But you guys didn't come here to hear any of that, so here are the details for recruitment.

This is for Book 1 for now, but provided the interest is still strong, you guys don't think I suck at this, and we are all still having fun....it'll continue!

Posting Requirements: Twice per week (M-Th), Once for the weekend. I will be fairly strict on this, but so long as you give me notice of some kind, I will not hold it against you provided you can resume within a reasonable time. I will GM your character if needed during such time.

Classes: All are welcome save Paladin, all Occult Classes, and Vigilante (Honestly, I think they would excel at this particular AP but...I'm not that well versed in them so I'm gonna exclude them Sorry) No 3PP, I won't be swayed on this.
Health: In my mind, you are part of the some unknown divine will to become King and Queen (or King and Concubine, or Queen and Concubine). Since, I will be running only two players, those players will have full health.

Races: All Core, Featured, and Uncommon. (Save Android, Drow
Noble, Kasatha, Lashunta, Svirfneblin, and Triaxian.) No 3PP, and Aasimars will have an appropriate -2 stat added to them.

Alignment: I'm leaning more towards G and N but I will not limit, if I find a good pairing for an Evil King and Queen, then I am open to it, but it will have to be exceptional.

Deity: There are many gods that are available, choose somewhere within your alignment. This game need not be a theocracy but know that there is some divine something that has made this possible and may show itself sometime (if we ever get there.) I would prefer that both players follow the same god(s) so there may be room to readjust after the two players/characters are chosen. I wouldn't suggest basing your entire character around the church/god because of this.

Stats: 4d6 drop the lowest, roll one extra set. (This is my favorite, I believe in luck) I reserve the right to roll an extra set on your behalf if I feel you are underpowered by too much. No stat above 20 starting. Also, if you do not roll a negative, I will be forcing your lowest stat to an 8 that cannot be improved by racial. You are not gods yourself, therefore you must be flawed. Also, do not delegitimize this flaw. If you put it in Cha as an example, you may not choose a trait like Student of Philosophy. So no Versatile Performance to override that roll as well.
Skills: Background Skills and one Free skill per level. As well as one Free Feat that can be any, and One Free Feat that must be non combat. (Please Paizo only feats as with all else, no 3PP)

Traits: Three traits, one of which must be a Campaign trait.

Now then, one final caveat. Gestalt!

Please state what your freebies are in your crunch for all your choices including what your Background skills are and which one is your free skill.

I am gonna start you guys at level three. We will be starting from the very beginning of the game but I want you to be able to create a story that sets you apart, gives you that look and feeling of being extraordinarily lucky or saved by a divine hand.

Please don't min/max. We're all here to have fun, beating the AP to death via math isn't that fun and may force me to make things more difficult which in turn may not hurt your character but could be bad for other players cause I won't pull punches.

I will be setting up a Discord server for this game. I will be asking that all players post first to paizo, then copy and paste to Discord for the gameplay thread.

I feel this allows everyone to know when everyone has posted and it will let me know when to post next. It also allows me to make as many OOC threads as needed to help keep topics neat and tidy and easy to follow.
Throughout the campaign, people will flock to you, offer themselves to your service, be saved by you, etc. All of them will be essentially Cohorts for purposes of what their level and such will be. Each player will get to choose an NPC to take along as they crusade. The rest will be helping manage your kingdom.

This will be a roleplay heavy campaign, please do not play the silent brooding type, the loner, ect.
If you have any questions, please feel free to ask.

Also, your first post must include your dice rolls. (This includes Dots or expressions of interest.) PLEASE, do this one.

Sczarni

Some further information, the two PCs do not need to be friends or even acquaintances. There are many political marriages that don't have anything to do with love or friendship, this can be that story. But also, long periods of watching each other's back and spending a lot of time alone is also great to develop a relationship.

The more exotic the race you choose, remember the harder it may be to place you with another character who would make a good partner.

I do not expect players to tie into each other's stories. I also do not expect players to find who they want to play alongside, I'll be making that decision. However, if you have choices that you feel are good fits, I will keep that in mind with my decision.

Recruitment will last three weeks at most from today. I reserve the right to cut it short. I prefer a focus on Background and stats over full completed crunch as there may be some need to talk back and forth with my players to ensure everything is correct and ready to run smoothly.

I plan to take 1 male and 1 female character for this campaign. Please be aware of this, I have no thoughts of changing this unless somehow two of the same gender just absolutely blow my mind and I can't decide between the two and the other gender doesn't have as strong contenders.


4d6 ⇒ (3, 3, 6, 5) = 17 14
4d6 ⇒ (5, 3, 1, 6) = 15 14
4d6 ⇒ (4, 1, 6, 2) = 13 12
4d6 ⇒ (5, 1, 1, 1) = 8 7
4d6 ⇒ (3, 4, 5, 1) = 13 12
4d6 ⇒ (6, 6, 6, 3) = 21 18
4d6 ⇒ (3, 1, 5, 5) = 14 13

I will be more than happy to drop one of the 12s so I can keep the seven for the sake of fun. Negotiator Bard/Master summoner.


4d6: 4d6 ⇒ (2, 3, 1, 3) = 9 8
4d6: 4d6 ⇒ (3, 4, 2, 2) = 11 9
4d6: 4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6: 4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6: 4d6 ⇒ (2, 5, 6, 5) = 18 16
4d6: 4d6 ⇒ (3, 2, 2, 1) = 8 7
4d6: 4d6 ⇒ (2, 4, 2, 2) = 10 8

Wow those are truly craptastic stats. +0 Total. I was thinking an male human investigator/martial but with those stats I may have to do something dependent on one stat.


Intriguing. May or may not end up applying (depending on how other recruitments go, for example) but rolling is always fun!

4d6 - 2 ⇒ (2, 3, 6, 6) - 2 = 15
4d6 - 1 ⇒ (1, 5, 3, 4) - 1 = 12
4d6 - 1 ⇒ (4, 2, 2, 1) - 1 = 8
4d6 - 2 ⇒ (2, 6, 6, 5) - 2 = 17
4d6 - 3 ⇒ (5, 5, 4, 3) - 3 = 14
4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
4d6 - 1 ⇒ (1, 1, 1, 1) - 1 = 3 (lol)

Wow, 28 point buy. My luck has been on point recently. That's almost unfair.

Question: it's not exactly clear - seems like you're taking two PCs who are thrown together in some sort of marriage. Would this affect the standard beginning framework of Kingmaker, background-wise? (i.e. that the PCs are a group of adventurers who come together because of a Brevic charter to explore/conquer the stolen lands)

Sczarni

trawets71:

A raw deal there, replace one of the 8's with a 15 and make the 9 a 10.


4d6 - 1 ⇒ (1, 1, 3, 6) - 1 = 10
4d6 - 5 ⇒ (6, 5, 6, 6) - 5 = 18
4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
4d6 - 1 ⇒ (6, 1, 1, 1) - 1 = 8
4d6 - 3 ⇒ (4, 4, 5, 3) - 3 = 13
4d6 - 1 ⇒ (5, 3, 4, 1) - 1 = 12
4d6 - 2 ⇒ (6, 6, 4, 2) - 2 = 16

Pretty good chance I won't be submitting, since I'm in several other selections at the moment, but there's my rolls in case I come back. :)


Keep running into brick walls making applications for this one... not sure why. Question I have for you would be how are you planning on doing the kingdom management/building portion (assuming we get there)? I gather that the original campaign lays it out one way, but that the rules in Ultimate Campaign for it are somewhat different... so I guess my question is would you be running original rules, UC rules, or some combination/variant?

Since you asked for rolls, and I am a sucker for rolling dice, here you go:

4d6x7: 4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14
4d6x7: 4d6 - 1 ⇒ (1, 3, 1, 4) - 1 = 8
4d6x7: 4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
4d6x7: 4d6 - 1 ⇒ (5, 1, 2, 4) - 1 = 11
4d6x7: 4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18
4d6x7: 4d6 - 1 ⇒ (6, 4, 3, 1) - 1 = 13
4d6x7: 4d6 - 1 ⇒ (3, 1, 4, 1) - 1 = 8

Hm... so dropping one of the two 8s.... giving me an 8, an 11, a 13, a 14, and two 18s.... I think I could roll with those.

Two last questions (not so much for me, but because you didn't hit on them in your inital post): Gunslingers (and guns in general) and Chained Summoners.... Go or No-Go?

Sczarni

@The Emerald Duke

Most likely I am looking at doing the UC rules. Almost universally I would say people have a preference for it and that it is the better of the systems. I plan to do some digging, provided that we get close to the end of Book 1 and still show steady interest, at that point I will be doing the leg work to be sure which system I will use.

I want to make sure that all parties are interested in continuing forth as GMing any campaign is a big responsibility/time consuming project.

I'm going to say no to Gunslinger, I forgot to mention it before but with you already being Gestalt and in control of a rotating cast long term and an early start at higher levels...that you will already be rather strong and Gunslingers as well as their guns can be very very powerful. (It's extremely rare that I have seen for Paizo to produce a gunslinger enemy as well.)

As far as Chained Summoners, again I have asked that you don't min/max and that we are all here for fun. Provided I don't have to reign you in...I have no complaints, but if I need to make a call to rebalance the situation, I will mid campaign.

So long answer, Chained Summoners are ok, provided you keep from getting too broken or play them too broken. I have mentioned in my former recruitment after some discussions were being brought up, I to want to have fun, "Grapple monsters" would hold a big bad down and turn the fight into a kicking circle is not fun (except for the person who built the grappling champion) for anyone.

I want you guys to be destined, to be strong, but I want you to have moments of glory, moments of fear, moments of certain death but sudden and glorious victory.


More than happy to go unchained summoner as long as I can master summoner. The summons are probably going to be my only offense capabilities and the rest will focus healing and social.


Dotting.

4d6 ⇒ (5, 5, 2, 5) = 17 - 2 = 15
4d6 ⇒ (3, 5, 1, 6) = 15 - 1 = 14
4d6 ⇒ (4, 4, 5, 2) = 15 - 2 = 13
4d6 ⇒ (3, 6, 6, 3) = 18 - 3 = 15
4d6 ⇒ (1, 3, 6, 5) = 15 - 1 = 14
4d6 ⇒ (3, 4, 5, 4) = 16 - 3 = 13
4d6 ⇒ (1, 4, 2, 5) = 12 - 1 = 11

Looks like that'll be 15, 15, 14, 14, 13, and my last will get dropped to an irredeemable 8.
Gives some good options.


Dotting. I am intrigued by this twist on Kingmaker.

Roll: 4d6 ⇒ (4, 2, 5, 4) = 15 -> 13
Roll: 4d6 ⇒ (1, 1, 5, 2) = 9 -> 8
Roll: 4d6 ⇒ (5, 4, 3, 2) = 14 -> 12
Roll: 4d6 ⇒ (4, 4, 6, 4) = 18 -> 14
Roll: 4d6 ⇒ (3, 4, 6, 3) = 16 -> 13
Roll: 4d6 ⇒ (5, 3, 3, 6) = 17 -> 14
Roll: 4d6 ⇒ (3, 4, 5, 2) = 14 -> 12

Drop a 12, keep the 8, 16 point buy. I’ll see what I make. It’s not a solid grouping, but the modifiers are mostly positive.

Sczarni

YoricksRequiem:

Change a 14 to a 16

Phntm888:

Drop your other 12 for a 16. That should give you a 16,14,14,13,13,8


Jing, you probably missed my question, because I edited it in later. Here it is again:

theasl wrote:
Question: it's not exactly clear - seems like you're taking two PCs who are thrown together in some sort of marriage. Would this affect the standard beginning framework of Kingmaker, background-wise? (i.e. that the PCs are a group of adventurers who come together because of a Brevic charter to explore/conquer the stolen lands)

Also, more mechanics-wise, how do you want to handle favored class bonus in gestalt? And, if I'm reading correct, we get two free feats (one combat) at first level, but not subsequent levels?

Sczarni

Apologies, the marriage will not occur until you are at the 'ruling' stage of things.

The two PCs will be thrown together as a group of adventurers to explore/conquer the stolen lands as per normal.

There will be no extra feats offered in later levels, two free feats in the beginning of the game is plenty.

Favored class bonus? Pick one of your two classes, so long as you take a level in it you get a +1 HP or +1 Skill or + racial bonus for said class.

Half elves will not be able to choose both sides of their Gestalt to receive additional favored class bonuses.


Thanks! I'll take a look at my options and get to concepting.


4d6 ⇒ (6, 2, 2, 1) = 11 - 1 = 10

4d6 ⇒ (3, 1, 6, 5) = 15 - 1 = 14

4d6 ⇒ (5, 3, 5, 6) = 19 - 3 = 16

4d6 ⇒ (6, 4, 5, 6) = 21 - 4 = 17

4d6 ⇒ (3, 1, 4, 3) = 11 - 1 = 10

4d6 ⇒ (4, 6, 4, 5) = 19 -1 = 15

4d6 ⇒ (1, 4, 6, 2) = 13 - 1 = 12

So, dropping one 10 for final of 10, 14, 16, 17, 15, 12?

Does the 10 need to become an 8? If so, that's okay.

As far as concept, what do you think about a Nature Shaman/Sylvan Sorcerer? That will get me both an animal companion and familiar. Is that too min/max? Was thinking it would be good to have both since there will only be two PCs.

Sczarni

At a point, you will gain two 'cohorts' slots to travel with you, giving you a full party essentially.

If you feel you need an AC and familiar, then that is on you.

And yes, the 10 becomes an 8


4d6 ⇒ (5, 2, 1, 6) = 14 13
4d6 ⇒ (1, 6, 4, 2) = 13 12
4d6 ⇒ (5, 5, 6, 5) = 21 16
4d6 ⇒ (6, 5, 2, 5) = 18 16
4d6 ⇒ (5, 3, 3, 4) = 15 12
4d6 ⇒ (4, 1, 3, 6) = 14 13
4d6 ⇒ (2, 3, 2, 4) = 11 9

Very interested. Never got far in a Kingmaker. I started it once with an Elven Investigator. Could upgrade him to an Investigator/Swashbuckler


Jing the Bandit wrote:

At a point, you will gain two 'cohorts' slots to travel with you, giving you a full party essentially.

If you feel you need an AC and familiar, then that is on you.

And yes, the 10 becomes an 8

Due to the amount of fae stuff in the game, I feel like playing a fey touched/themed PC would be a lot of fun.

I just wanted to make sure you didn't think that combination was too min/max.

Also, out of curiosity, will any of the companions/material from the Kingmaker CRPG be used?

Can we swap racial traits, provided it's legal? Ie, trading Elven Magic for Woodcraft?


Thank you, Jing. That gives me a little more flexibility. I've got a couple ideas rolling around.

EDIT: Standard Wealth by level for level 3? I didn't see it in the intro post, although I may have missed it.

Sczarni

Apologies, I didnt put in wealth. Mwk weapon and armor, one riding/pack animal, and pretty much anything within reason on the gear side of things.

Alternative racial traits are fine so long as they dont replace the same thing and are not 3rd party.


1: 4d6 ⇒ (1, 4, 5, 3) = 13 12
2: 4d6 ⇒ (3, 3, 3, 4) = 13 10
3: 4d6 ⇒ (3, 2, 5, 2) = 12 10 [ooc]Goes to 8[/dice]
4: 4d6 ⇒ (1, 3, 6, 2) = 12 11
5: 4d6 ⇒ (3, 1, 2, 4) = 10 9
6: 4d6 ⇒ (1, 6, 6, 1) = 14 13
7: 4d6 ⇒ (1, 6, 6, 6) = 19 18

18, 13, 12, 11, 10, 8

Interesting stat line. I think I might go Human Unchained Rogue/Bard. I will get something written up shortly.

When is the deadline?

Sczarni

Currently I'm sitting with a June 9th. I have however, reserved the right to close recruitment early and pick early.

Obviously that is at least not for a week so I don't want to put heavy pressure on my potential players.


.
4d6 ⇒ (1, 6, 3, 5) = 15
4d6 ⇒ (4, 1, 1, 1) = 7
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (3, 5, 5, 3) = 16
4d6 ⇒ (6, 1, 5, 2) = 14
4d6 ⇒ (5, 4, 2, 5) = 16

14, 14, 14, 13, 12, 6

Not feeling very kingly... Have fun all!

Sczarni

Djack:

14,6,12,11,13,13,14 were your rolls. Drop a 13, replace with a 16.

16,14,14,13,12,8 would be your final. It's truly not that bad with a Gestalt.


Crafting magic items, allowed in-game, passive/part-time or full time if there is downtime?

Three days later...

Sczarni

Crafting will be allowed in game, requires you to be stationary for the day with the allotted amount of time required, which is an 8 hour day. After the 8 hours you may not spend extra time to speed said time frames up.

Crafting can happen before the game begins, however that does not cut the cost, it simply will allow you to have your items custom made by yourself as part of your background.


Jing the Bandit wrote:
Crafting will be allowed in game, requires you to be stationary for the day with the allotted amount of time required, which is an 8 hour day. After the 8 hours you may not spend extra time to speed said time frames up.

I was referring to this:

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.

If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.

If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

Sczarni

Apologies, can you site source material? What book, what page?


What are your Gestalt rules, as they relate to further dips, archetypes or prestige classes?

I've never played gestalt.


Jing the Bandit wrote:
Apologies, can you site source material? What book, what page?

Yes, Sir. It's Pathfinder SRD RAW.

Magic Item Creation

People don't bother with it, but it's perfect for this sort of thing. Also, considering there are 16 hours beyond the 8 needed for rest... 4 hours, netting 2 hours shouldn't be a hardship.

Sczarni

I'm not sure what Gestalt has to do with Archetypes. However, I would request that one side remain pure. IE if you are running a Fighter/Sorcerer then I wish to see 15 Fighter/10 Sorc/5 Dragon Disciple as an example.

Sczarni

I reviewed my Core Rulebook and I'd agree to the crafting rules after all, it is literally in the Core Rulebook. However, there is a lot of information in the Kingmaker campaign, and depending on mode of travel and speed of the slowest traveler and if you exploring an area and not just traversing, it can take days. Adding in time to craft to the alotted time, I will rule will add in extra time to explore.

But, this rule anyways will likely not apply for some time to come. My current campaign, WotW, moves very fast but as of three days ago, one year running that campaign successfully, we are not even finished with book one. So, I assume with the same time track it may be a year and a half before we get to the point of worrying.


You're the boss, I'll trust you're judgement. Although, I would try to not be a burden on the group and attempt to break up the time (as described).

The sacrifice there is time, as it takes 4 times the days. 4 times as long.

Not trying to hide anything, but I may try to increase that 1000gp/day, through feats, etc...


Stat1: 4d6 - 1 ⇒ (4, 5, 5, 1) - 1 = 14
Stat2: 4d6 - 3 ⇒ (6, 3, 6, 4) - 3 = 16
Stat3: 4d6 - 1 ⇒ (1, 4, 2, 4) - 1 = 10
Stat4: 4d6 - 1 ⇒ (6, 2, 5, 1) - 1 = 13
Stat5: 4d6 - 1 ⇒ (1, 2, 1, 2) - 1 = 5
Stat6: 4d6 - 1 ⇒ (1, 5, 1, 2) - 1 = 8
Stat7: 4d6 - 2 ⇒ (2, 2, 2, 3) - 2 = 7

With dropping the 5 that would be a 12 point buy...WOW! Even with gestalt those numbers are not very good...lol

@ Jing the Bandit: If I may roll again, see what comes up...if not that is ok.

Stat1: 4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
Stat2: 4d6 - 1 ⇒ (6, 4, 5, 1) - 1 = 15
Stat3: 4d6 - 1 ⇒ (2, 6, 6, 1) - 1 = 14
Stat4: 4d6 - 2 ⇒ (2, 4, 5, 5) - 2 = 14
Stat5: 4d6 - 1 ⇒ (4, 1, 1, 2) - 1 = 7
Stat6: 4d6 - 1 ⇒ (5, 1, 1, 6) - 1 = 12
Stat7: 4d6 - 3 ⇒ (6, 4, 3, 4) - 3 = 14
Drop the 7
Now that is more like it 41 point buy.

Thanks in advance for running this game.

Sczarni

Jovich:

Apologies, as before I said that I would offer a GM reroll of my own if I felt it was needed. Drop the 7 from the original for 17.

That would still give you 17,16,14,13,10,8 which is still a good stat block.


GM,

Decided on playing a Gnome from Sevenarches, as there's a pretty sizeable fae presence there.

Would the following two racial traits be acceptable?

Bond to the Land:

Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.

and

Fey Thoughts:

Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.


One Orlovsky Noblewoman with crunch done. Will work on background today.


Well, since we already have an Orlovsky submitted, I'll shelve the Orlovsky nobleman idea and go with one of my Swordlord ideas. Thanks for helping narrow it down!


Or, you could put in the orlovsky and rule as husband and wife if both picked.

Sczarni

@Monkeygod I dont see a problem with it. Two valid paizo products so its fine.


I'm probably in enough games/recruitments already, but gestalt and rolled point buys? On one of my favorite APS (conceptually, I've never played much into it)? How can I resist?

4d6 ⇒ (3, 5, 6, 1) = 15-1=14
4d6 ⇒ (4, 6, 6, 5) = 21-4=17
4d6 ⇒ (5, 4, 1, 1) = 11-1=10
4d6 ⇒ (2, 3, 6, 3) = 14-2=12
4d6 ⇒ (1, 3, 6, 1) = 11-1=10
4d6 ⇒ (2, 6, 6, 6) = 20-2=18
4d6 ⇒ (6, 4, 6, 3) = 19-3=16

So 18, 17, 16, 14, 12, 10. Nice. I'm thinking a character that will be an Aldori Swordlord who worships Milani and wants to free Rostland from Brevic domination...or at least set up a New Rostland to the south in the River Kingdoms. So probably Fighter/Warpriest or something like that.

Sczarni

Dont forget, the lowest stat is locked at an 8 if you didnt roll any negatives.


Colette Orlovsky wrote:
Or, you could put in the orlovsky and rule as husband and wife if both picked.

Possibly. I have three ideas that I'm trying to decide between, and all have the potential to be fun.


I know how that goes, didn't want you to drop a character you truly wanted to play.


Jing the Bandit wrote:
Dont forget, the lowest stat is locked at an 8 if you didnt roll any negatives.

Right, my bad.

Question:

Quote:


Skills: Background Skills and one Free skill per level. As well as one Free Feat that can be any, and One Free Feat that must be non combat. (Please Paizo only feats as with all else, no 3PP)

Is that two free feats total, or two per level?

Also, can we do VMC? Not sure I'd use it, but just to know what options are on the table.

Silver Crusade

Let roll some stats

4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (2, 1, 3, 5) = 11 10
4d6 ⇒ (5, 1, 1, 5) = 12 11
4d6 ⇒ (2, 3, 2, 3) = 10 8
4d6 ⇒ (2, 3, 3, 6) = 14 12
4d6 ⇒ (5, 6, 2, 4) = 17 15
4d6 ⇒ (6, 5, 4, 3) = 18 15

so, 15,15,12,11,10,8

Not quite sure what to do with that.

Sczarni

Two free fests at level 1. One combat and one non combat.

No extra feats outside of what you get naturally.

I would say VMC is on the table...but you already get two classes so it would like to see a strong backstory for why you essentially have three.


Jing the Bandit wrote:

Two free fests at level 1. One combat and one non combat.

No extra feats outside of what you get naturally.

I would say VMC is on the table...but you already get two classes so it would like to see a strong backstory for why you essentially have three.

Well, I was going for Fighter(Aldori Defender)/Warpriest, as I mentioned above, a Swordlord who is also a devoted Milanite. So I was thinking of picking up VMC Magus, which would represent him studying some arcane techniques to make him an even better duelist. Or, alternatively, I could reflavor the VMC as, essentially, him being especially blessed by Milani, who empowers his blade (much like the Warpriest's existing Sacred Weapon ability, only moreso because he's special and destined and things). If you don't mind that sort of reflavoring.

Between Fighter and Warpriest, I've certainly got the feats to spare.

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