Kingmaker: For Clan and Crown

Game Master michael.lenehan

The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventures have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?


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GMPL8665 wrote:

Fools for Friends is Second Darkness trait and that is where it should stay.

To quote the Honorable Dr. Peter Venkman "Excuse me, Egon, you said crossing the streams was bad."

"I love this plan! I'm excited to be a part of it!"

I am submitting my healer, Kayalenta Noack, cleric of Pulura. A dedicated healer and enthusiastic explorer, Kaya wishes to explore and recover the Stolen Lands, though she is not sure why she has to do it. The whispers are not clear on that, only that she must try.

Mechanically Kaya fills the healer role, with a fair amount of other support capabilities. The plan is to take one level of witch (2nd level) to unlock hexes and the familiar and then at 7th level to move into the Stargazer prestige class (stacking with both witch hexes and all cleric abilities). The whispers she hears are her patron, the celestial agenda, reaching out to her.

I have lots of experience with Roll20, so that won't be an issue for me. I try to post at least once a day, though as you say, life sometimes gets in the way.

Torivor wrote:
Trying to boost the bonus to CL I can get with the Coven hex :)

I hadn't considered the Coven Hex for this character, but if a full witch was also in the party I'd have to consider it then. Kaya wouldn't likely want to join a hag's coven but a coven with other witches, maybe.

Silver Crusade

dot.


Here's my character.

Melissa Silanus 
Female human barbarian 
NG Medium humanoid (Human) 
Init +3 
-------------------- 
Defense 
-------------------- 
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) 
hp 13 (1d12+1) 
Fort +4, Ref +1, Will +1; 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. 
Melee great axe +4 (1d12+4/x3) 
Ranged longbow +1 (1d8/x3) 
--------------------

Statistics 
-------------------- 
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 
Base Atk +5; CMB +5; CMD 16 
--------------------

FEATS 
Power Attack, Improved Initiative

TRAITS 
Local Ties: Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Skills: Climb +4, Handle Animal +4, Intimidate +5, Perception +5, Survival +5

Languages: Common

greataxe, longbow, 5 arrows, scale mail

-------------------- 
Special Abilities 
-------------------- 
Rage 6/round, +4 STR & CON, +2 HP, +1 Will Saves, -2 AC, fast movement

Role:
 

Spoiler:
My character will be a typical damage dealer, dealing damaged with her axe while taking damage so the others won't have too. I will likely get Improved Sunder and Improved Critical to improve damage. As for rage powers, I will get Surprising Accuracy to increase my chances of hits as well as Powerful Blow for extra damage. Basically improving her damage and chances of hitting.

Background:

Spoiler:
A child of the River Kingdom through and through, Melissa experienced first hand the lawlessness that the area can bring. Born in result of a tryst between bandits, her mother only reluctantly did enough to raise her up. In the very least, she grew up to be a hardy woman.

She was used as the woman to scare victims into giving thieves their money. On the occasion that anyone tried to fight back, she would match their fury 10-fold with her greataxe, an item she has carried since the age of 13.

Yet through all of this, she learned to appreciate the land more than her brethren. Her opportunity came when her crew bit off more than they could with a patrol. With most of her crew decimated, she took a chance and ran off. It was there where she found honest work as a lumberjack. It was a passion that she loved far more than pinching pockets.

Her redemption was awarded when she was chosen from Brevoy as help to clear the land. Melissa accepted the help, thinking it would be a new lease on life by settling in a new community.

Appearance:

Spoiler:
Melissa is rather short for what you would think would wield such a massive greataxe at 5 and a half feet. She keeps her straight, brown hair short and wears clothing that is comfy for her in the wilderness. Still, her stocky build and impressive tone of her muscles reveal her true strength.

Personality:

Spoiler:
Melissa is far less boisterous than her past self, though she still enjoys a good drink and party. She is more willing to abide with authority than most barbarians, though she bucks the trend when she feels the law is restrictive. She has a soft side with other thieves and tries to redeem them, but leaves no quarter for those who refuse her offer of help.


Dotting -- though I will say I usually post from a tablet or phone, which is less happy with Roll20 -- but, that said, I'll be sure to make clear where I want to be when I can't move my own token.


Will update character to specs but adding my interest


Tilnar wrote:
Dotting -- though I will say I usually post from a tablet or phone, which is less happy with Roll20 -- but, that said, I'll be sure to make clear where I want to be when I can't move my own token.

There is an app, though I'm not sure how good it is.


Submitting Teryll Tholor, Inquistor of Erastil.

Crunch is done. Will probably edit to flesh out the backstory a tiny bit, but nothing that really changes the major details.


The roll20 app does not have any map support. Supposedly if you or your GM has the right roll20 subscription, then mobile users can edit the map from the browser.

Do you have a roll20 subscription of any kind, GM?

Will this be a now fey-heavy or more kingdom-heavy campaign?


Submitting Nicholas Orlovsky for your consideration.

I have played the first adventure of this path before the game fell apart, and also played the majority of the computer game. Hope that won't disqualify me.


GMPL8665,

I meant to ask this when I made my submission but got distracted with my GB quote.

How do you feel about crafting, both mundane (alchemy) and potions (and other magic gear)?

It is not pivotal to the character but it is something that I may explore if it were available (and I am selected to join). Thanks in advance for the answer.


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Torivor here, submitting Naiara Medvyed

My character sheet is available on Myth-Weavers, but in case you prefer a stat block format:

Stat Block:

Naiara Medvyed
Female Changeling Jinx Witch 1
N Medium Humanoid (Changeling)
Init +2; Senses Darkvision 60ft.; Perception +2

Defense
AC 12, touch 11, flat footed 11 (+1 Dex, +1 Natural Armor)
hp 9 (1d6+3)
Fort +2, Ref +3, Will +4
SR 7
Weaknesses Arcane Malignancy (solar allergy [1 hour of sun = 24 hours of sickened condition])

Offense
Speed 30ft
Melee quarterstaff-2 (1d6-2) or 2 claws -2 (1d4-2)
Ranged Light Crossbow +1 (1d8)
Special Attacks Hex (DC 14 - Slumber [1 round])
Witch Spells Prepared(CL 1st; concentration +5)

1st- Enlarge Person (DC 15), Mage Armor
0th (at will)- Daze (DC 14), Detect Magic, Light

Patron Dimensions

Statistics
Str 7, Dex 12, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 9
FeatsAlertness, Mother's Gift (SR)
Skills Knowledge Arcana +8, Knowledge Nature +8, Knowledge Planes +8, Sense Motive +6, Spellcraft +8, Use Magic Device +5
Languages Abyssal, Aklo, Common, Draconic, Sylvan
SQ witch's familiar (fox named Ash [stores all prepared spells and patron spells, plus burning hands, charm person, cure light wounds, obscuring mist, reduce person, and all 0-level spells]), campaign trait bastard, race trait adopted (human), race trait carefully hidden, magic trait magical lineage (bestow curse), drawback arcane malignancy, spell awareness +0.
Combat Gear 2 alchemist's fire, scroll of identify, scroll of hex vulnerability; Other Gear Light Crossbow, Quarterstaff, Bedroll, Beltpouch, Flint and Steel, Ink and Inkpen, Iron Pot and Mess Kit, Soap, Spell Component Pouch, 5 Trail Rations, Waterskin, Scroll box, simple Tricorne Hat, 24gp, 5sp

Background:
Naiara's life began as a demented game of hot potato.

Like many changelings, she was conceived when a green hag seduced a bright young man of import. Unlike many changelings, that green hag was part of a coven presided over by the Night Hag Venbrilyx. Thanks to Venbrilyx's machinations Naiara was infused with even more dark power, her fate to be watched over by her new nightmarish mother. Fortunately, the coven broke up before Naiara was born, and her green hag birth mother had just enough maternal instinct to leave her on her father's doorstep instead of eating her.

Finding her was somewhat embarrassing for her recently married father, a scion of house Medvyed. Once the dust settled from the marital fight that ensued it was decided that Naiara's presence was far to embarrassing for the family, and with some guidance from the local priest of Erastil, Naiara was given to a servant family that had been trying unsuccessfully to conceive a child for several years.

This arrangement worked relatively well for about a decade, despite the semi-forced seclusion of the girl from other children lest they spread stories about her heterochromatic eyes. Trouble began when a fox inexplicably crawled out of the fireplace and began determinedly following Naiara wherever she went. Naiara soon discovered other strange things too; like how she could snap her fingers and people would fall unconscious. Quite useful for getting out of chores and sneaking off!

Soon Naiara was so wildly out of control that her foster parents were forced to turn to her father in desperation. Lord Medvyed had no great affection for Naiara, but her issues were a serious problem for the family if they wanted to continue to avoid embarrassment. The best option seemed to be to send Naiara away. FAR away, preferably to somewhere she could learn to control her powers. Thus it was that Naiara found herself shipped off to Absalom and enrolled in the Arcanamirium.

3 years later, Naiara has learned some restraint with her powers after getting annihilated a few times in formal duels by superior magicians. She's also become increasingly curious about her heritage: How does a coven work? Whatever happened to her green hag birth mother? What about her night hag mother? Do Venbrilyx's inter dimensional powers have something to do with her patron's similar abilities? Or perhaps her patron is of a completely different persuasion, like the fey that abound in the stolen lands. In any case, exploring the area seems like a great idea to Naiara. Who knows! Maybe she'll even learn some magic strong enough to let her beat those pesky Evokers.

Plans:
Naiara has significant develop to do as a person; she's only 16 after all. Depending on her companions and the creatures she confronts her naiveté may lead her to embrace her heritage and corrupt her soul. On the other hand she may take more after fey. In either case she won't become malicious; her time in Absalom and the happiness she felt being among people is something that will stick with her. I intend to have her found a school of arcane study in the fledgling kingdom, only instead of focusing on wizards it will embrace an older form of magic, and be governed by a coven. Other PC's might be part of the coven, or it may be entirely made up of npc's via leadership and role-play. In any case, I hope to have Naiara eventually take her surrogate mother, a green hag, as a cohort if possible.


Naiara Medvyed wrote:

Torivor here, submitting Naiara Medvyed

My character sheet is available on Myth-Weavers, but in case you prefer a stat block format:

** spoiler omitted **...

"...cousin?"


Blue Symbiote wrote:

Okay, here's my guy!

Ursiah Medvyed
** spoiler omitted **
** spoiler omitted **...

I just now realized that Blue Symbiote already submitted an adopted Medvyed character. I'd be happy to incorporate our back stories with each other, or if the GM prefers I can change my name to that of a different house since the Bastard trait isn't dependent on a specific family.

Edit: More like blue ninja lol


Naiara Medvyed wrote:
Blue Symbiote wrote:

Okay, here's my guy!

Ursiah Medvyed
** spoiler omitted **
** spoiler omitted **...

I just now realized that Blue Symbiote already submitted an adopted Medvyed character. I'd be happy to incorporate our back stories with each other, or if the GM prefers I can change my name to that of a different house since the Bastard trait isn't dependent on a specific family.

Edit: More like blue ninja lol

HAHAHA! You never see me comin'! >:D

Seriously though, I'm perfectly okay sharing a family name. It'd be a great character bond to play off of. :)


Signy here is my submission.

She's a bard and follower of Cayden Cailean visiting Brevoy to get a feel for what her mother's homeland is like. If she's not careful, she might wind up a queen!

Signy's an Arcane Duelist, so a little less of a skill monkey than a standard bard, but stouter in a fight.

I believe she's complete except for equipment, which I'm still working on. I'll also have to run through the character sheet again tomorrow and edit for possible mistakes. Hopefully her background isn't too painfully long, it kind of got away from me in the telling.


Submitting as Earthsong here.

Still fleshing out nature's bond gear, but she's a hybrid: part divine caster, partly ranged combatant (probably). Filling out as I go along, wanted to get this submission in because I've wanted to play this AP for a very, very long time!

Earthsong's going to be quiet and impatient at times, not interested in a lot of idle conversation, and somewhat mystical. Curiosity will often be a motivation for her alongside more traditional druidic values like stewardship.

Appearance: Earthsong has thick flaming red hair that likes to curl, a well-toned body honed from years in the wild, green eyes, and a face that seems to seldom smile. She wears long sleeves, trousers tucked into knee-high boots, fingerless gloves, bracers, and a vest normally, keeping her dress very practical for wandering the wilds.


For Druid, are you okay with the following?

Druidic Herbalism: Nature Bond Variant (Optional)

Source PZO9446

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.


Nephits wrote:

Ooh, fun! Def dotting for interest.

I have a question about Roll20
Does Roll20 require players to be online at the same time or does it allow asymmetrical play? I'm in Australia so timezones may be a problem.

Do you allow guns? I like the idea of a foppish big game hunter with ties to nobility.

There should be no problem with timezones. Just log on when you're able and you can access the map at any time. I don't need to be on for anyone to access the game.

Emerging guns only.


caps wrote:

The roll20 app does not have any map support. Supposedly if you or your GM has the right roll20 subscription, then mobile users can edit the map from the browser.

Do you have a roll20 subscription of any kind, GM?

Will this be a now fey-heavy or more kingdom-heavy campaign?

I have a Roll20 Pro account.

It will, of course, be kingdom oriented in the beginning with more and more fey influence creeping in over the course of the AP.


Nicholas Orlovsky wrote:

Submitting Nicholas Orlovsky for your consideration.

I have played the first adventure of this path before the game fell apart, and also played the majority of the computer game. Hope that won't disqualify me.

As long as you, or anyone else, can separate player knowledge from character knowledge I have no problem with anyone having played this before.


J Scot Shady wrote:

GMPL8665,

I meant to ask this when I made my submission but got distracted with my GB quote.

How do you feel about crafting, both mundane (alchemy) and potions (and other magic gear)?

It is not pivotal to the character but it is something that I may explore if it were available (and I am selected to join). Thanks in advance for the answer.

Character crafting is okay.


1 person marked this as a favorite.
Faerin Cordova wrote:

For Druid, are you okay with the following?

Druidic Herbalism: Nature Bond Variant (Optional)

Source PZO9446

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or...

Druidic Herbalism is fine.


Sorry about the radio silence yesterday. It was my first day back from vacation and I really didn't want to be there.

I hope I caught up on everyone's questions but if I missed someone let me know.


GMPL8665 wrote:
J Scot Shady wrote:

GMPL8665,

I meant to ask this when I made my submission but got distracted with my GB quote.

How do you feel about crafting, both mundane (alchemy) and potions (and other magic gear)?

It is not pivotal to the character but it is something that I may explore if it were available (and I am selected to join). Thanks in advance for the answer.

Character crafting is okay.

Thank you!


GMPL8665 wrote:


As long as you, or anyone else, can separate player knowledge from character knowledge I have no problem with anyone having played this before.

Shouldn't be a problem for me - I've done it before in other campaigns. Thanks!


GMPL8665 wrote:
caps wrote:

The roll20 app does not have any map support. Supposedly if you or your GM has the right roll20 subscription, then mobile users can edit the map from the browser.

Do you have a roll20 subscription of any kind, GM?

Will this be a now fey-heavy or more kingdom-heavy campaign?

I have a Roll20 Pro account.

It will, of course, be kingdom oriented in the beginning with more and more fey influence creeping in over the course of the AP.

I will look and see if that's the right kind of account for mobile access. That's encouraging, though.

I realize now I asked the wrong question; of course Kingmaker will have some kingdom building. What I meant to ask was whether this campaign will be heavy on the game of thrones type stuff; machinations, scheming, backdoor deals, backstabbing, plotting, etc. I like the sound of what you said so far.


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I *think* most of the people who expressed interest have submitted a character in one form or another, so I thought I'd compile a list for the GM here. If I missed anyone or if anyone new submits I'll add them to the list. I won't be able to edit this post for long but I'll keep the formatting in a text document so I can re-use it.

The List!

EDIT: My own character sheet is primarily hosted on Myth Weavers instead of Paizo like the rest of these; if you like I can change that. As it stands, my background info and plans can be found at the bottom of the sheet in additional information and other notes.


Wait, does it say Vigilante?
*checks*

Whoops. Guess I left that in there by accident (Darivan was formerly a Gestalt character, and I thought I successfully pulled out all traces of that from his sheet, which I did except for at the class line).

But yeah, I'm just a pure Paladin. Thanks for the list!


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Fixed it :)


1 person marked this as a favorite.

Her backstory isn't done yet, but I suppose I might as well post my fey sorcerer's stat block. The background will most likely be done and on her page by tomorrow.

Character Stats:

Dayana Medvyed
Female Human Sorcerer 1
CG Medium Humanoid (Human)
Init +4 (+4 Cha); Senses: Low-Light Vision; Perception +4 (1 Rank, +0 Wis, +3 Class)
--------------------
Defense
--------------------
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6, +2 Con)
Fort +2 ( +2 Con), Ref +2 (+2 Dex), Will +2 (+2 Class)
--------------------
Offense
--------------------
Speed 30 Ft.
Melee Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +2 (1d8/19–20)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day – Laughing Touch
Fey Magic Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day – Calm Animals (DC 18), Create Water, Flare (DC 14), Purify Food and Drink
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day) – Mage Armor, Sleep (DC 18)
. . 0 (At Will) – Daze (DC 17), Detect Magic, Light, Prestidigitation
Bloodline Fey
--------------------
Statistics
--------------------
Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 11 (10 + 0 BAB, + 2 Dex , -1 Str)

FEATS
Eschew Materials [Sorcerer Bonus Feat]: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Noble Scion (War) [Bonus Feat]: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

TRAITS
Noble Born: Medvyed (Campaign): You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

ADVENTURING SKILLS (+2 Class, +1 Int, +1 FCB = 4 Ranks)
Bluff +8 (+1 Rank, +4 Cha, +3 Class)
Diplomacy +8 (1 Rank, +4 Cha, +3 Class)
Knowledge (Nature) +5 (1 Rank, +1 Int, +3 Class)
Perception +4 (1 Rank, +0 Wis, +3 Class)

BACKGROUND SKILLS (+2 Background = 2 Ranks)
Knowledge (Nobility) +7 (1 Rank, +1 Int, +3 Class, +2 Noble Scion)
Perform (Sing) +8 (1 Rank, +4 Cha, +3 Class)

LANGUAGES
Common, Sylvan

EQUIPMENT
[2] Acid (20 GP, 2 lbs)
Quarterstaff (Free, 4 lbs)
Light Crossbow (35 GP, 4 lbs)
[20] Crossbow Bolts (2 GP, 2 lbs)
Traveler's Outfit (Free Outfit, 5 lbs)
Sorcerer Kit: A backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. (8 GP, 19 lbs)

Current Wealth: 4 GP
Weight Carried: 36 lbs.
Carrying Capacity
[Light Load] 26 lbs. or less
[Medium Load] 27–53 lbs.
[Heavy Load] 54–80 lbs.
Maximum Weight Capacity: 80 lbs.

RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic [Favored Terrain: Forest]: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Fey Thoughts [Selected Skills: Diplomacy, Perception]: The character sees the world more like a native of the First World. 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. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

CLASS FEATURES
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic:
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Favored Class Bonus: Sorcerer (+1 Skill Rank)


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Dayana Medvyed wrote:

Her backstory isn't done yet, but I suppose I might as well post my fey sorcerer's stat block. The background will most likely be done and on her page by tomorrow.

** spoiler omitted **...

"Cousin!"


Naiara Medvyed wrote:
Thibaut "Bob" Dufour, Human Ranger; unclear trait
  • Thanks for assisting. Bob is a Pioneer.


    I seem to be missing from the list. Still need to update the character.


    1 person marked this as a favorite.
    Ursiah Medvyed wrote:
    Dayana Medvyed wrote:

    Her backstory isn't done yet, but I suppose I might as well post my fey sorcerer's stat block. The background will most likely be done and on her page by tomorrow.

    ** spoiler omitted **...

    "Cousin!"

    This recruitment is lousy with Medvyeds. I can bear-ly believe it. :)


    1 person marked this as a favorite.
    Dayana Medvyed wrote:
    This recruitment is lousy with Medvyeds. I can bear-ly believe it. :)

    At this rate, things are going to get rather grizzly. ;D

    Scarab Sages

    Thanks for the list Naiara!

    Yeah, Thanksgiving at Medvyed Manor must be quite a scene!


    Campaign Trait is Rostlander for Teryll.
    It was in the profile, sorry it wasn't more clear.


    Assuming the GM doesn't say we're playing game of thrones towards the beginning, I will be making a submission. A human Hunter of Erastil, probably going towards Hinterlander prestige class down the line.


    Man it really is a Medvyed family reunion! Sadly Paizo forums won't let me update the original list, but I'll post an updated one once we reach page 3.


    I decided to start my own PbP, so I'm gonna withdraw Avery from the running. Thanks for the opportunity and good luck all!


    Naiara Medvyed wrote:

    The List!

    [list]
  • Kayalenta Noack, Human Cleric of Pulura? (future multiclass to Witch); Pioneer
  • Not sure if the ? is related to the cleric or the Empyreal Lord selected, but both are accurate. As is the multiclass plan. Thanks.


    Nephits wrote:
    I like the idea of a foppish big game hunter with ties to nobility.

    For your consideration; I present Gastor Elmes. Swashbuckler (Picaroon).

    backstory:
    Gastor Elmes, full name; Gastor Elmes Surtova, is born of nobility; a mostly incidental footnote in Noleski Surtova's escapades and minor heir to his Father's empire. His Father has all but forgotten him, his siblings' think Gastor is as an embarrassment, ineffectual and incompetent and in turn, Gastor sees them as ruthless, proud and money hungry. He avoids seeking counsel from his Father and family, conveniently forgets gatherings and fades into the shadows when the family business is being discussed.

    Imagine Gastors' surprise and horror when Noleski speaks to him directly; (Actually, a messenger was sent with a note dictated by Noleski and penned by a subordinate). The message spoke about house-cleaning, cutting off dead wood, thinning out the herd, executing hangers-on... and that Gastor had better "contribute or become yet another forgotten family member accidentally eaten by sharks."

    And so, one evening Gastor found himself on one of the family's merchant ships, in a meeting amongst his Father's best Captains. Noleski's message had intimated that Gastor needed to do something worthwhile or be "excommunicated with prejudice". So Gastor sat there to learn the trade that kept the Surtova name in money and power. The captains of more than a dozen ships discussed strategies for smuggling and making mountains of gold, the dangers they faced, the throats they had cut and the near deaths endured. It all seemed very dangerous and not really what Gaster was educated for but he had an idea. In a lull in the conversation he cleared his throat and spoke up; "this all seems dreadfully dangerous, perhaps privateering isn't the sort of business the family should be involved in anymore..." Many heads turned to look at him and the silence that followed was broken by raucous laughter - at Gastor, of course.

    Many eyes and ears in that room reported back to Noleski, and with a small wave of his hand, his Father dispatched agents to finally put an end to his Gastor's bloodline. Gastor escaped by the skin of his teeth. The maid who he was sharing his bed had heard whispers and alerted Gastor. Preferring to not be 'excommunicated with prejudice' he scrounged (stole) what he could and left for the expedition he had heard about...

    Ahem, "What-oh all! I am Gastor Elmes," Elmes bows with a deep flourish, "I have come to seek new opportunities across the border, one of adventure and purpose. I bring with me my wits, my knowledge of courtly life and a hand cannon that I fashioned myself. It can be quite loud but it readily puts holes in things, and those things don't usually get up afterwards."

    So, Gastor isn't a big game hunter but he does have a gun that he fashioned himself- a hand-cannon. And he took a large sum of money on the way out the door so he is willing to buy a cart and horses if the party needs to travel around. I have also taken some liberties with tieing him into the Surtova family but happy to change or collaborate with other PCs on backstory details.


    For the wizard arcane bond ability if I choose a composite longbow would I need to pay the cost to make it a plus str longbow?


    And Dayana's backstory is done. Might end up editing it a bit later on but it, and she, are good to go.


    I would like to submit Verus. I will also add this to his profile

    Crunch:

    Verus
    Peri-blooded aasimar (emberkin) arcanist 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Bestiary 7)
    CG Medium outsider (native)
    Init +2; Senses darkvision 60 ft.; Perception +1
    --------------------
    Defense
    --------------------
    AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
    hp 8 (1d6+2)
    Fort +1, Ref +2, Will +4
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger -2 (1d4-2/19-20)
    Ranged light crossbow +2 (1d8/19-20)
    Special Attacks arcane reservoir (1/4), arcanist exploit (quick study[ACG]), consume spells
    Spell-Like Abilities (CL 1st; concentration +4)
    . . 1/day—pyrotechnics (DC 15)
    Arcanist Spells Prepared (CL 1st; concentration +5)
    . . 1st (3/day)—color spray (DC 15), magic missile
    . . 0 (at will)—acid splash, dancing lights, detect magic, prestidigitation
    --------------------
    Statistics
    --------------------
    Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 16
    Base Atk +0; CMB -2; CMD 10
    Feats Spell Focus (evocation)
    Traits bastard, magical lineage
    Skills Bluff +4, Craft (alchemy) +8, Diplomacy +4, Knowledge (arcana) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Spellcraft +10, Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft, bastard
    Languages Common, Draconic, Dwarven, Elven, Sylvan
    SQ scion of humanity[ARG]
    Other Gear haramaki[UC], crossbow bolts (20), dagger, light crossbow, arcanist starting spellbook, bedroll, ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, waterskin, 3 gp, 8 sp
    --------------------
    Special Abilities
    --------------------
    Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
    Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
    Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    Background and Personality:

    Verus was born of abnormal circumstances. His mother, Seia, was a maiden of the House Surtova (well off the line of succession but a Surtova none the less) while his father is unknown. His mother claims that he has no father and that one day she just found herself pregnant with him. The rest of house Surtova believes this to be absurd. The scandal it would cause the house if Seia's pregnancy was discovered would be too great and Seia was sent off to the Surtova country estate where should could be hidden during her pregnancy. Seia gave birth to a boy shortly after which she named Verus. Knowing she would not be able to raise him as her own, Seia wrote him a note declaring how much she loved him, the details of his coming to be, and that he was Surtova. Just as Seia expected, when Verus was weaned from her, Seia was separated from her child and returned to the city. Seia would never know anything about her child again.

    After they were separated, Verus was given to a Surovan vassal family to raise. In this way, House Surtova could keep an eye on the child while still denying his existence. He was raised simply and didn't question anything in his life. His adopted parents loved him and doted on him for all intents, he was living a good life. That is until adolescence hit him. In his early teenage years, Verus began to feel a fire burning within him. He didn't understand it and tried to push it down. This worked for awhile until one day he couldn't push it down and flames flew from his fingertips. Word that he possessed magic was heard by those with influence within House Surtova. Feeling they could use him if he were properly trained, Verus was pulled from his simple life and placed in the academy to be instructed in the ways of magic. Verus felt excited and excelled for awhile in the instruction. His parents, seeing his magical aptitude grow, felt they needed to tell him the truth. His parents wrote Verus a letter, informing him that even though he wasn't of their blood, that they still cared deeply for them. With their letter, there was a second piece of worn, wrinkled, tear-stained paper, the letter his mother wrote him all those years ago.

    Verus was enraged. How could everyone lie to him all these years? How could they hide his mother from him? Keep his birthright from him? Looking around his room at the academy, he decided he no longer cared for it and packed the few things he cared about road off for the city in an attempt to find his mother. However, upon reaching the gates of the city, Verus was immediately picked up. Verus was brought into a beautiful parlor room. Within the room was man named Lydus who claimed to be of great import to House Surtova. Verus started to speak and was immediately silenced as Lydus began to speak. "Listen boy, I don't care who you are or who you claim to be. There is only one reason I can imagine you to be in this city and that is Seia." Lydus pauses and smirks as he sees the acknowledgement in Verus's eyes. Lydus then continues, "That will never be allowed to happen ... and since I can't trust you to go back and live your simple life like you had ... I'm afraid I must imprison you."

    At that Verus rose quickly from his chair, anger clearly visible across his face. The guards at the door all take a step forward to restrain him before being stopped by a wave Lydus's hand. "You can't do that. I am of House Surtova. You will let me see my mother." Verus snarled.

    Lydus simply smiled. "As I already stated, that is not possible. Unless... There is expedition leaving soon for the Stolen Lands in order to explore and settle the lands. Join the expedition and prove yourself and perhaps you may truly become of House Surtova. Think careful of your next words boy."

    Anger was still visible across Verus's face as he thought quietly for a moment. "I truly have no choice. There is nothing I can do right now that won't end with me imprisoned or dead. The Stolen Lands it is." Masking as much of his emotion as he can, "I will join this expedition of yours and show you what I am capable of."

    "Splendid, Splendid ... Now go make sure you are ready to leave at a moments notice. I will make sure you are protected by the guard at all times while you are within the city. It can be a very dangerous place. Now if you'll excuse me I have some items that need my attention" Lydus says while thinking, "Excellent, the boy will be off to the Stolen Lands far away from here with any luck he will die out there."

    As Verus left the parlor he glanced up over the door and saw the Surtova coat of arms with the motto "Ours is the Right" scribed beneath. "Ours is the right indeed. One day you will see what is right."

    Verus stands at 6 feet tall. He has thick black hair and wears his beard in a clean cut goatee. While he has angelic blood, he does not know this fact. To his knowledge, he is completely human. He has friendly personality and will do anything for those he calls his friends. Verus has a moral compass and will work to right wrongs he has seen.


    1 person marked this as a favorite.

    I am pleased to present Eladan. I'm not certain he's 100% how I like, but my tweaking has reached the point of diminishing returns.

    Note that for those discussing names and relations, he is a bastard son of the Surtova house (I made up a name for his father in the backstory, but could easily change it). However, he doesn't claim that name and isn't interested in claiming it.

    Background, etc.:
    Backstory
    Eladan was born in Brevoy to a Kellid tribeswoman named Kala. The product of a tryst with a local noble lord. When Kala informed the lord of the boy's existence, he tolerated the boy with occasional gifts and audiences. The lord had an affection for the boy, but he did not love him. Not as his own son. Kala decided to return to her tribe before Eladan reached puberty. Eladan grew up in the tribe. He was mentored by the tribal shaman and went through the tribe's initiation rites. He soon realized that his destiny lay elsewhere. With the shaman's blessing and his mother's tears he left to return to Brevoy.
    Some impulse drove him to seek out his father. His father recognized him;. he recognized his stature as well. But still did not love him, and still did not accept him as his son. Eladan, unsure what he was seeking from his father, left him.
    He wandered Brevoy and met a ranger. The ranger took him in and taught him the ways of the woods. Eladan came to befriend an Elk. The elk was unusually intelligent and talented. Eladan grew in stature still. Although he knew that Brevoy was where he needed to be, he did not know why, and he still felt that he was meant for something more.
    When the call came for adventurers to reclaim the stolen lands, he answered it, and was selected. He returned to his father...

    He looked his father in the eyes "Father, I am going to reclaim the stolen lands."
    His father looked at him and raised an eyebrow. "Are you now? That would be quite an accomplishment; quite an accomplishment indeed.. You may yet earn the right to bear my name." He gave the young man a patronizing smile.
    "I have no interest in bearing your name."
    His father stepped back in shock, as if struck across the face. With nothing further to say, Eladan left his father's quarters.
    Outside he met his half brother. It was evident to him that his brother had been listening at the door. He shook his head in disgust at his brother's excuses and made his way to leave.

    In the courtyard he met his half-sister. They embraced and she talked to him as he made his way to the stables.
    "My brother tells me you are going to reclaim the stolen lands." He nodded to her. "He is afraid of you, Eladan." He looked at her in surprise.
    "Why?"
    "Because he sees your strength. You have what he does not. He is afraid you will take his place." Eladan lets out a sigh of disgust and shakes his head.
    "His place is no place for me, sister. But if he stabs me in the back he may have much to fear from me. I must go, sister. My duty awaits. Be well." And with that, he departed.

    Physical Description
    Eladan is a well built man on the cusp of his prime. He wears his long dark hair tied back when in the city. But otherwise he lets it grow long. In the warmer months he wears a sleeveless jerkin with a hood. in the colder months, he adds a cloak. His face is hard and strong, but kind. His gaze is resolute and steely. His eyes show a powerful force of will behind them. He is taller than average with dark brown eyes. Scars and tattoos cross his arms. He carries a longbow, javelins, a spear, and a sword. He has a strong, sharp nose and a sharp chin. His facial profile is wider than average. He has a strong brow and dark eyebrows.
    His posture is confident and upright, with his shoulders wide, and his arms at his side, his legs spaced out. He walks with grace.
    When he focuses, his eyes, it is almost as if they could burn like fire.

    I'm not an artist, so no picture.

    Personality
    Humble and soft-spoken, in contrast to his Taldane heritage. But quietly confident. He knows who and what he is.
    Eladan prefers not to speak first. He is not bright and he knows it. He makes his decisions through intuition. He leads through charisma and willpower. and he knows better than to make a difficult decision with out the counsel of those he trusts that are wiser and smarter than him. His willingness to listen, serves him well in many difficult situations. He is unafraid of eye contact. He builds strong rapport without having to say much, partly by maintaining strong eye contact with the people he speaks to.

    Goals and Metagoals
    Make a name for himself. Possibly establish a new house. He certainly wants to lead people. He feels he was destined to lead.

    Eladan's fairy tale trope is that of the King or Warrior in waiting. He is in my mind akin to Strider; Aragorn. He is only waiting for the right time to scend. Unlike Aragorn, he does not know what he is waiting to ascend to: he does not know who his dunedain are, either. All he knows is that at the right time, he will know what to do. He knows this not out of pride, arrogance, or a dark desire to rule or control. He simply knows in his heart that he was meant to lead.
    Although I keep saying that Eladan is destined for some great purpose. I don't actually know or prefer what it is. It could be for him to be a king or general or just a folk hero. Or it could be something else. Eladan does not realize how important it is to him to "prove himself" to his father. He feels destined to lead, but he is not self centered about it. He wants to lead people to a greater purpose than his own destiny.

    Relevant NPCs
    * Father: Lord Domani Surtova; LN.
    Always liked Eladan but never loved or accepted him. Eladan is strongly motivated to not be like his father, although he also has a subconscious desire to impress his father or to somehow surpass his approval.
    * Mother: Kala of the Night Hunt Tribe; NG Barbarian.
    A fierce warrior. It is from her that he gets his mighty force of will. She is the one who always told him that he was made for more and was destined for greatness. Taught him to be strong, courageous, and determined.
    * Tribal Chieftain Father Figure: Nonket of the Night Hunt Tribe; NG Shaman.
    Taught him how to be a man and helped to instill him with confidence.
    * Brevoy Woodsman Father Figure: Sverk; LN Ranger.
    Taught him how to truly master the wilderness. Says he is too old to join him now but could be persuaded to join him in the Stolen Lands later on.
    * Half-Brother: Oritian Surtova; LE
    Eladan's brother takes after his father, but with fewer good qualities. He is afraid of Eladan. Because Eladan speaks so little, his motives are hard for people to read. So the half-brother reads the worst into them. He is afraid that Eladan wants to take his place as the first heir of their father. He is not above making assassination attempts on Eladan's life if he hears that Eladan's repute is growing.
    * Half-Sister: Euphemne Surtova; NG
    Eladan's sister has a good heart. She does not have the strength of will to oppose her brother or her father. Her mother was a much weaker woman than Kala; it is almost a miracle that she was born with as much goodness as she was. Regardless, she loves Eladan better than either her brother or her father. She does what she can to protect him.

    Secrets
    Eladan knows that he is a bastard and who his father is. But it is not common knowledge at all; most likely only people in Ice Port would know this.
    Eladan does not know about the danger he is in from his half-brother.

    Memories
    Eladan remembers bouncing on his father's knee as a toddler. He also remembers playing a chess-like game with him as a school-age boy. He remembers his father smiling at him. He also remembers the pangs of anguish that other boys got so much more time and attention from their fathers than he did from his.
    Eladan remembers the lullaby his mother sang him every night until he was too old for it. He hums it to himself sometimes when he is doing menial tasks.

    Crunch:
    __________________________________________________________________

    Eladan
    Hunter 1
    NG Medium humanoid (human)
    Init +2; Senses Perc +8, SM +2,

    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13
    HP 8/8
    Fort +2, Ref +4, Will +3

    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee

    Ranged
    longbow, attack: 1d20 + 3 ⇒ (15) + 3 = 18
    piercing: 1d8 ⇒ 8

    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Spell-Like Abilities

    --------------------
    Statistics
    --------------------
    Str 16
    Dex 14
    Con 10
    Int 8
    Wis 15
    Cha 14

    Base Atk +0; CMB +3; CMD 15

    Feats
    Endurance
    Weapon Focus, longbow

    Traits
    Bastard - Take a -1 penalty on Cha checks with Brevoy nobility, but gain +1 on Will saves
    Erastil's Speaker - gain +1 on diplomacy and it becomes a class skill

    Languages
    Common, Kellid

    SQ
    Hunter Spells
    Animal Companion
    Animal Focus
    Nature Training
    Wild Empathy

    Skills (7 ranks = 6 class -1 Int + 1 Skilled +1 favored class)
    +7 Diplomacy (1 rank + 3 class + 2 Cha + 1 trait)
    +6 Intimidate (1 rank + 3 class + 2 Cha)
    +3 Knowledge, nature (1 rank + 3 class - 1 Int)
    +8 Perception (1 rank + 3 class + 2 Wis + 2 feat)
    +3 Sense Motive (1 rank + 2 Wis)
    +6 Stealth (1 rank + 3 class + 2 Dex)
    +8 Survival (1 rank + 3 class + 2 Wis + 2 feat)

    Background Skills
    +6 Handle Animal (1 rank + 3 class + 2 Cha)
    +10 Handle animal, companion (handle animal + 4 animal companion)
    +3 Knowledge, geography (1 rank + 3 class - 1 Int)

    Combat Gear
    240gp

    75 longbow
    30 cold iron longsword
    ...

    Other Gear

    --------------------
    Special Abilities
    --------------------
    Human

    Spoiler:
    Bonus Feat: Humans select one extra feat at 1st level.

    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    Hunter

    Spoiler:

    Orisons
    Create Water
    Detect Magic
    Know Direction
    Light

    Lvl 1
    Aspect of the Falcon
    Endure Elements

    Animal Companion: probably Megaloceros (think prehistoric elk) but I'm not stuck on that one

    Animal Focus

    Nature Training

    Wild Empathy


    caps wrote:
    GMPL8665 wrote:
    caps wrote:

    The roll20 app does not have any map support. Supposedly if you or your GM has the right roll20 subscription, then mobile users can edit the map from the browser.

    Do you have a roll20 subscription of any kind, GM?

    Will this be a now fey-heavy or more kingdom-heavy campaign?

    I have a Roll20 Pro account.

    It will, of course, be kingdom oriented in the beginning with more and more fey influence creeping in over the course of the AP.

    I will look and see if that's the right kind of account for mobile access. That's encouraging, though.

    I realize now I asked the wrong question; of course Kingmaker will have some kingdom building. What I meant to ask was whether this campaign will be heavy on the game of thrones type stuff; machinations, scheming, backdoor deals, backstabbing, plotting, etc. I like the sound of what you said so far.

    Not really GoT type stuff but more of a cold war will exist between your fledgling kingdom and Pitax later on in the AP.


    Naiara Medvyed wrote:

    I *think* most of the people who expressed interest have submitted a character in one form or another, so I thought I'd compile a list for the GM here. If I missed anyone or if anyone new submits I'll add them to the list. I won't be able to edit this post for long but I'll keep the formatting in a text document so I can re-use it.

    The List!

    ...

    Thank you.


    Avery Starr wrote:
    I decided to start my own PbP, so I'm gonna withdraw Avery from the running. Thanks for the opportunity and good luck all!

    Good luck and good hunting.


    flooraboleth wrote:
    For the wizard arcane bond ability if I choose a composite longbow would I need to pay the cost to make it a plus str longbow?

    Short answer, yes. You would get a vanilla longbow and would have to pay extra for the Strength enhancements.

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