Kingmaker: Varnhold Vanishing (Inactive)

Game Master BloodWolven

Elkheart

The Greenwatch Wardens

Varnhold

Combat Map

Tomb Map

Varnhold Map.

Bounties!!


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YES!

Come on over we are having a Midsummer Festival/Ball in the Castle Courtyard.

A staggering need for gnome!


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Quince Medvyed wrote:

I spoke with GM Wolf and he has had a very busy week at work.

@Kendryl why not? Let's get a look at it.

Kendryl Skywalker, Scion of Ranginori
Spoiler:

Half-Celestial Half-Janni Aerial Versatile Vuman Arcanist 7
CG Medium Outsider (Air, Augmented Humanoid, Human, Native)
Init +5; Senses Darkvision 60 ft.; Perception +11
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Defense
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AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 66 (7d6+35)
Fort +7 (+3 bonus to avoid the effects of severe weather), Ref +7, Will +10; +4 vs. poison
DR 3/—, 5/magic; Immune disease; Resist acid 10, cold 10, electricity 15, fire 10; SR 22
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Offense
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Speed 50 ft., fly 100 ft. (perfect)
Special Attacks arcane reservoir (4/10), arcanist exploits (familiar[ACG], weather sage), consume spells, smite evil 1/day (+5 attack and AC, +7 damage)
Spell-Like Abilities (CL 7th; concentration +12)
. . 3/day—invisibility (self only), protection from evil, speak with animals
. . 2/day—enlarge or reduce person
. . 1/day—aid, bless, cure serious wounds, detect evil, holy smite (DC 19), neutralize poison, remove disease
Arcanist Spells Prepared (CL 7th; concentration +12)
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Statistics
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Str 12, Dex 20, Con 20, Int 20, Wis 20, Cha 20
Base Atk +3; CMB +4; CMD 19
Feats Fleet, Fleet, Fleet, Fleet
Traits influence, natural flier
Skills Acrobatics +5 (+13 to jump, +6 while flying), Appraise +15, Fly +21, Intimidate +16, Knowledge (arcana) +15, Knowledge (nature) +10, Knowledge (planes) +15, Knowledge (religion) +10, Lore (AIR) +15, Perception +11, Spellcraft +15, Use Magic Device +15
Languages Common
SQ air mastery, versatile human[ARG], wind's embrace
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Special Abilities
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Air Mastery +3 CL or +2 DC (Su) For air, cold, electricity, or sonic spell, use arcane reservoir to increase CL by +3 or DC by +2.
Arcane Reservoir +1 DC or CL (10/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (5/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enlarge or Reduce Person (2/day) (Sp) Granted by Half-Janni heritage.

Humanoid creature doubles or halves in size.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fly (100 feet, Perfect) You can fly!
Immunity to Disease You are immune to diseases.
Invisibility (self only, 3/day) (Sp) Granted by Half-Janni heritage.

You are invisible for 1 min./level or until attacking.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Speak with Animals (3/day) (Sp) Granted by Half-Janni heritage.

You can communicate with animals.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (22) You have Spell Resistance.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Weather Sage 3 (5 allies) (Su) Stnd, 1 arcana, predict natural weather for 24 hrs, gain bonus on Fort vs. severe weather.
Wind's Embrace (Su) 2 reservoir points, affected by air walk and a personal wind wall for 1 min.

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Arcane Familiar CR –
Small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 14, flat-footed 18 (+3 Dex, +7 natural, +1 size)
hp 33 (2d10+2)
Fort +4, Ref +6, Will +5
Defensive Abilities air mastery, improved evasion; Immune elemental traits
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Offense
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Speed fly 100 ft. (perfect)
Melee slam +7 (1d4+1)
Special Attacks deliver touch spells, whirlwind (10-20 ft. high, 1d4+1 damage, DC 14)
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Statistics
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Str 12, Dex 17, Con 12, Int 9, Wis 11, Cha 11
Base Atk +3; CMB +3; CMD 16
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +7, Appraise +6, Escape Artist +7, Fly +20, Intimidate +7, Knowledge (planes) +9, Perception +9, Spellcraft +6, Stealth +11, Use Magic Device +7
Languages Auran; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Elemental Traits Elementals have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Whirlwind (10-20 ft. high, 1d4+1 damage, DC 14) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).


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That looks fun!

Come on over to Gameplay. GM was cool with the other flyer. We are at a festival/ball.


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Twixtel wrote:

I’m a little confused…. Did everyone make it in? Did I?

Everyone made it in, including you.


Not sure if I missed the deadline or not. I'm afraid it took longer to get my net back after the move. Holidays and all. On top of that, I couldn't settle on a build. Way too many options presented themselves. I apologize, but will have to withdraw my hat.


If you can't that's understandable. . . we even had a small size +5 Cloak of Resistance with team branding ready to go for Twixtel. Take care.


Quince Medvyed wrote:
If you can't that's understandable. . . we even had a small size +5 Cloak of Resistance with team branding ready to go for Twixtel. Take care.

I hadn't actually thought of a proper name yet. I think you're confusing me with another player.


Oops that’s embarrassing

But do take care


Twixtel wrote:

I’m a little confused…. Did everyone make it in? Did I?

I am still waiting for you to join us in gameplay and discussion.


Twixtel dropped out of the running.


Sounds like this closed to new applicants already? Sorry to have missed it, it looks like a blast.

Curiousity:

stats: 5d6 ⇒ (3, 2, 5, 5, 5) = 20 = 14
stats: 5d6 ⇒ (1, 4, 1, 6, 2) = 14 = 12
stats: 5d6 ⇒ (4, 6, 3, 2, 1) = 16 = 13
stats: 5d6 ⇒ (6, 6, 3, 4, 6) = 25 = 18
stats: 5d6 ⇒ (3, 5, 1, 3, 3) = 15 = 11
stats: 5d6 ⇒ (1, 5, 4, 2, 5) = 17 = 14
stats: 5d6 ⇒ (6, 3, 1, 5, 5) = 20 = 16

14
12
13
18
14
16


Yes we are closed.


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Kingmaker: Blood for Blood: 4

Before I make a new campaign for the next module, here is a bit of recruiting.

Kingmaker: Blood for Blood: 4

We have 2 stalwart players and a few others that haven't been as active.

---
I have 3 more days of beach! With no wifi. So I may not post much but honestly that hasn't stopped me.


No interest at all for Kingmaker module 4: Blood for Blood?


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What are the criteria for what you’re looking for?


Ohhh an applicant! Let me collect the essentials.


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7th level players.

We have in play:
Kendryl, Half-celestial half-janni aerial versatile human arcanist 7 (Aerial +0, Half-Janni +0, Hal

Quince, Male kitsune Oracle/Bloodrager 7

Lykàn Delĩss, male Elf CN Gestalt Druid (Nature Fang) / Shifter (Mooncaller) 7

There is like 20+ NPCs
But the sworn defender of Lord Commander Quince is Jorne a warder/rogue may switch over to Slayer.


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Creation Rules:

abilities:

I am not a fan of the buy out systems, so roll 5d6 seven times. Taking the three highest of the 5 rolled and adding them together. Six of these will be your stats. Please show the dice rolls on the recruitment page.
One more twist to help your characters to have that little boost to be excellent in what you do. You may take away from one stat and give it to another. But the top stat cannot be more than 18. But only one time.
So for example you have 11 and 15. Take 3 away from 11 and give 15 those 3. So the 11 becomes 8 and 15 becomes 18.

traits:

2 Traits, and one campaign trait. You may take a drawback trait to gain another trait too!
15,000 but your background story is where you can gain more!
Most costly item: 8,000 gp.
Create a quick blurb about your appearance.

background:

The more interesting your background story the more bonuses you might stumble upon or requests granted. Make connections between yourself and other NPCs and PCs. After all you will be carving out a kingdom together. Such connections could be nobility, guilds, entities, dragons, magical beasts, gods, societies, towns, the townsfolk, the people in charge, etc.
I've long thought that character backgrounds are where players should offer plot hooks to the DM instead of the other way around, you then have more buy into the campaign.

Recruitment will close once we have 10 applicants or 5 days after we have four. Whichever comes first.


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Assuming I did my math right…

5d6 - 1 - 4 ⇒ (4, 6, 5, 1, 4) - 1 - 4 = 15
5d6 - 2 - 2 ⇒ (2, 5, 4, 2, 3) - 2 - 2 = 12
5d6 - 1 - 1 ⇒ (6, 2, 1, 1, 2) - 1 - 1 = 10
5d6 - 1 - 2 ⇒ (4, 3, 1, 2, 5) - 1 - 2 = 12
5d6 - 2 - 3 ⇒ (5, 4, 6, 3, 2) - 2 - 3 = 15
5d6 - 4 - 5 ⇒ (5, 5, 6, 6, 4) - 4 - 5 = 17
5d6 - 1 - 3 ⇒ (6, 6, 3, 1, 6) - 1 - 3 = 18


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Yes this is the recruitment you want as opposed to the start of the next module.

Some questions to think about:
You have a year in Greenwatch what do you do?
Which Council spot will you want to take? If you get a position on the council they will outfit you with some nice equipment and you gain 36 wishes for the year before the next module begins.


A little bit of info about things so far


Original Campaign

Varnhold Chapter Campaign

For those who want to see a bit of gameplay.


I might whip something up this weekend.


New campaign forum!

Check in discussion and recruitment.


GM Wolf wrote:

Yes this is the recruitment you want as opposed to the start of the next module.

Some questions to think about:
You have a year in Greenwatch what do you do?
Which Council spot will you want to take? If you get a position on the council they will outfit you with some nice equipment and you gain 36 wishes for the year before the next module begins.

ok, this is a lot. I'll think about it during work and put pen to paper to get some stuff down

What Council spots are available? I'm thinking right now of going either Scaled Monk/Sorceror or Rogue/Alchemist, so I'm thinking Spymaster, Warden or Marshal, which would be good occupations to explain why this person hasn't been seen much.

For the 36 wishes, how have the other players primarily spent theirs?

I realize that there probably isn't much in the way of roles needing to be filled because this is gestalt, but is there anything that the group might need or want in a new player joining before i finalize my build?


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We have a full caster: Aracanist
Bloodrager/oracle: which covers a lot of things
Druid/shifter:

So we are probably good on healing.

Either of your suggestions should work great!

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Kendryl, you need to work on an event for your gestalt bonus, then get gestalted!

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Common wishes:
Creation of magical items, about 30K each, 25K is a better number to aim for to gain very few curses
Remove curses from magical items
+2 or +3 to all ability scores
Wish for a template

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Any of the positions are open right now except for ruler. Lykan and Kendryl what positions were you going to take?!


What exactly is meant by a “Wish for a template”?


If the Marshal role is still available, I think Zsófia would be a great fit.


I present Jacques Boullinger, Tiefling Kensai/Bladebound Magus/Stygian Slayer. Basically looked like a fun way to be a jump around in the dark ninja with magic powers. Please let me know if anything needs to be edited, it has been a lot to keep track of, but I think everything is alright.

Only thing I didn't see mentioned is HP. How are we doing that?


Council Spot: If Spymaster is open, that is the one I would aim for

What has Jacques been doing for the past year? Well, after getting rescued and recovering from Varnhold, he's made himself useful by both setting up a small bakery in the settlement, out of which he operates a small coffeeshop. It's there that he gets most of his information, as it's surprising how many of the more well-to-do members of the community think their illegal activities are unnoticed. At nights he prowls the town and stops by the seedier parts of town just to make sure all is well, and occasionally goes out on patrol.


This Recruitment is closed. Please make any further posts in discussion.

eriktd, it does sound like Zsófia would be a good marshal. Though we will see in gameplay.

HP: max at 1st, then roll, reroll any 1s.

Jacques Boullinger, there is not many seedier spots in Greenwatch. Maybe in its capital as the other locations are more an outpost that of a town. Now from what I understand our outposts are growing as three of them have filled a grid for the city buildings.

Yes you can easily fill the role of Spymaster!

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