Dm Joseph Rauel - Kingmaker

Game Master Dm Joseph Rauel

Trading Post Map
Stolen Lands Map


1 to 50 of 90 << first < prev | 1 | 2 | next > last >>

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt.

Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope.

So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

Hello all, DM JR here! I am looking to run the Kingmaker Stolen Lands AP and, if all goes well, continue from there.

I know that for an Adventure Path that has been out for 13 years, yes it’s been that long, that there are a lot of people that have finished Kingmaker and have fond memories and others who had a game that died off and it doesn’t sit right. And yes, even those who have joined Pathfinder since then.

What I will be doing is implementing is quite a bit of homebrew into the land that we will explore to change it up for those who have previously explored the Stolen Lands. Also, I will use what you give me in your background to make the game personalized for those at the table.

I will be looking for 3 people who have a history of being committed and consistent with your previous/current games.

Application Deadline: April 23rd will be the last day for application submissions and I will use the week that follows to select & prep for our first posting and go live April 30th. (I would start it sooner but am out of town 28 & 29 and want to wait till I am home.)

Posting Expectations: I fully believe that once a day is realistic and follow the “yes and” improve mentality where you are leaving something behind for your fellow party members and myself can play with.

Character Creation:

Races & Classes: Core only. I will allow archetypes for both if they fit your character background. I will also allow unchained version of Barbarian/Monk/Rogue
Stats: 15 point buy
HP: Max at 1st, rolled beyond that.
Starting Gold: Max
Background skills: 2 per level use them to help flesh out your character.
Traits: 1 Kingmaker Campaign Trait

Background: I am not asking for a full on 10-Mintue Player Character Backstory, but the more you give me the more I am able to play with and customize. I do love that the above blog lays out as an outline for a background, really helps you to dive in and for me to have fun and play.

Free Leadership Feat @1st Level: I am doing this to help with having a smaller party. Their stats will be modified basic. 14, 13, 12, 11, 10, 9. They must be an NPC class for level 1 & 2, and Can move to a PC class starting at 3rd. This way when you all hit 7th level they will be 5 of PC class (which is where they would typically start if you have the right amount of leadership points) and 2 NPC classes. They get regular skills for their class, basic starting gear (we can talk about this), and max HP at 1st, rolled beyond that. I would also like you to have this cohort written up in your backstory, it only makes sense.

Heirloom Item: I am giving each of you an heirloom item. This is something, anything, that is important to your family, tribe, etc… that was sent with you on this journey. Or, maybe it is something that was important to a friend/loved one and they just sent it as good luck token. This can be a weapon or piece of armor, but it can be anything. Something I will have fun with down the road.

About Me:

I am DM JR, and I currently running two games on the boards. Both are the Crypt of the Everflame module. Located HERE & HERE.

I am married and my wife and I have 3 kids. This means that at times real life kicks in and takes priority. I work my hardest to be transparent and when things come up I will let you know via discussion tab of the game. I would love it if you were to also extend the same kindness to the rest of those at the table. Real life happens, and it does take priority over the game.

I have been playing Pathfinder/D&D since 3rd edition where a friend ran a group of us co-workers through a homebrew game in The Kingdoms of Kalamar. Most everything I have ever played has either been homebrew, or a published campaign that has been modified.

I am human and do make mistakes. If I say/do something that doesn’t seem right, or if I misread/misunderstand what you posted, please feel free to ask for clarification in the discussion tab of the game. Without being in person there is a lot missed in verbale/non-verbale ques.

That seems like everything, but always feel free to ask questions and I will answer them as quickly and to the best of my ability. “42”


Hmmm, very interesting. I was considering applying with Angus here, he's been in a couple of failed Kingmakers and I really enjoyed playing him.

When I got further into the recruitment, I realized you're doing core only, which is not an issue; I just need to decide if Angus can keep the same style and personality as a switch-hitting ranger.

The Free Leadership Feat is generous, but would we be able to switch it to something else? I can barely handle animal companions. Maybe get the 'ranger animal companion' at first level like a druid, instead of fourth? Angus' style is somewhat predicated on his mount 'Harbinger.'

Also, what are your opinions on the Archetype 'Trapper'

Anyway, however you answer the questions, thanks for running the game, we players really do appreciate it!


Alyssa was also in one of Angus' previous Kingmaker games that unfortunately had to end not long after it had began. I'd love to play her again.

While the "core only" rule would seemingly clash with her character concept, the free leadership at level 1 pretty much solves it, if you allow her follower to be a nymph, for flavor purposes only. With that, I think I can easily change her to a sorcerer with the fey bloodline and keep the character concept mostly intact.


1 person marked this as a favorite.

Angus I did say core only. That is mainly for my ease of play and understanding. My group never really kept up with all the extra classes past the APG, and though I don't know everything about the core classes I do have the best understanding of them. That being said, it seems like a Cavalier could be an exception to that rule. There is something fantastical about a Cavalier riding through the Stolen Lands with his Banner waving behind him with his house's coat of arms on it.

I think the Trapper ranger would be an okay option if you do go that route. I would also entertain the ranger gaining the animal companion at 1st level instead of fourth for his horse mount Harbinger.

Alyssa I have played a Fey Bloodline Sorcerer and they are fun. When you say the Nymph for flavor purpose only, what do you mean?. What if you went with an Elf that leaned heavily into their fey background and the alternate racial traits? I don't know how I would give a CR 7 Nymph to someone at 1st level.

Thanks to the both of you for your questions. Hope those help.


Sorry for being unclear - I definitely wasn't asking for a CR 7 monster as a companion at level 1 - just for a normal companion that could be flavored narratively as a nymph.

The idea was having the companion replace Alyssa's eidolon - which wasn't "technically" a nymph either.

Mechanicaly, I intend to build her as a normal NPC companion with the given stat array and no special abilities besides what she can get from her class levels and whatever race you think is appropriate to use as a base - Elf with all the fey alternative traits sounds like a good idea. The difference in powers compared to a "real" nymph could be due to the nature of her unusual bond with Alyssa - as Alyssa's magic grows, her companion would be recovering some of her former power, skills and knowledge.


While Elizabeth 'Liz' Ardoc would need some changing due to her being made for another game, I believe she is pretty much ready to serve here. She is a druid who has some social skills and also a killer poodle to be her companion. (Complete with poofy haircut)


There are always so many options . . .. For a 3 player group with these other boosts, I'm thinking maybe a bored noble unchained rogue, sent by the family to either finish growing up or die.

Cohort would be a hanger-on, of course. I would wait to fully define the aptitude of the cohort until I know how the party is built, though. Maybe start as an adept, with potential growth into Cleric? Or maybe start as an Aristocrat, move into Adept, and then into Cleric, if that becomes the determined path?

Won't get a chance to work much past concepts during the week.


Alyssa Oh yeah that sounds good. We can totally flavor the companion as a nymph narratively. If you did the elf w/fey alternative traits maybe she was cut off from First World for reasons XY&Z when she came to Golarion. That could be something that might even be hidden from Alyssa and a goal for the companion herself.

LizArdoc That is horrifying! But that is a personal thing. For some reason Dotsons and Poodles hate me. They always come after me snarling and barking. All other dogs are good to play, but every Dotson and Poodle comes looking for a fight.

I see that the crunch is there, and you have plenty of time, but be sure to get some backstory in there for me to play with.

hustonj All of that sounds great. The cohort doesn't exactly have to be built out as long as there is some background there tying the two together. A level 1 NPC is relatively easy to "slap together" so to speak. The Stolen Lands would definitely be a place that someone who was a failure to launch would "either finish growing up or die."

Everyone be sure to be thinking about what that heirloom item is going to be that your character brings with them. Angus I know has a couple options, his fathers Cold Iron Sword and the Ancient Bronze Elven Helmet.

Thank you for the submissions and the questions. Please feel free to keep asking and keep clarifying if I missed something. (Thanks Alyssa!)


Dm Joseph Rauel wrote:
Angus That being said, it seems like a Cavalier could be an exception to that rule. There is something fantastical about a Cavalier riding through the Stolen Lands with his Banner waving behind him with his house's coat of arms on it.
Very cool, thank you!
Dm Joseph Rauel wrote:
Angus I know has a couple options, his fathers Cold Iron Sword and the Ancient Bronze Elven Helmet.

I'd rather it be the sword. In his backstory it was declared too 'generic' to prove who his father was. But if it could somehow have a 'heirloom' trait that was later learned which would prove who his father was, that would be awesome. If that's not a direction you want to go, the helmet would be fine :)

I've tweaked Angus, changing him back to first level and to fit the other specifics (point buy, available money, etc.) Though I've not altered Habinger yet, See discussion below :)

I would eventually like to discuss exchanging the 'leadership' feat for alterations to Harbinger. It's not anything that is a deal breaker for me, so if it's a no Angus would just stick with the 'leadership feat.' I'll list the idea below.

my idea:
So what I would want to do is exchange the generic 'horse' described in the 'druids' animal selection. For a 'Heavy horse' with the same training. It's never made sense to me why the druid horse is so different than both the light horse and the heavy horse. But I would assume a cavalier would be on a heavier war horse.

It would clearly make Harbinger more dangerous at lower levels, thus why I would be willing to swap the leadership feat for it. I'm ok if you don't think that's a good idea, but I thought I would run it past you.

Liberty's Edge

Would a Warpriest be acceptable? I was thinking he has come to the wilderness to start a new temple to Iomedae. That would maybe allow his to have followers who are paladins, clerics and other religious types.


Heirloom chosen and background written up.

RPG Superstar 2009 Top 16

Definitely interested. With the core limitation I'm thinking maybe a Druid (likely with a Ranger cohort) maybe hoping to establish the Greef Faith as the budding nation's primary religion.

Another possibility would be a straight up fighter looking to hone their skills and help carve out a place in the Stolen Lands.


Angus I personally would lean towards his father's sword also, that is the route we will take. Giving up the Leadership feat for the heavy horse isn't that far of a stretch. Especially considering that there are places where you won't have the horse due to size limitations. I am leaning towards that, but let me think on it.

Daniel For what you are wanting, essentially a "church planter" kind of character, what about looking at the Cleric but using the Devout Pilgrim or Evangelist archetypes? They fit thematically with what you are wanting along with exploring wild lands. Plus, I believe that they could be stacked if you wanted to go that route.

LizArdoc looks good. I like the gardening tools as the heirloom item. That could be fun to play with.

Mark Both are good options, let me know which route you'd like to take and share the background with me.

Thanks for the questions and submissions!

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid

Hustonj – Still Deciding
Daniel Stewart – Divine Church Planter of some sort – follower of Iomedae
Mark Thomas 66 – Green Faith Druid or Straight Up Fighter.

Liberty's Edge

OK...here is my first swipe at the character I wish to play. Not background as of yet...want to make sure everything else looks OK first!!

Character:

Unnamed Hero
Male human cleric (crusader) of Iomedae 1
NG Medium humanoid (human)
Init 1; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 12 (1d8+4)
Fort 2, Ref 0, Will 6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1 P or S/19+) or
. . longsword +2 (1d8+1 S/19+)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—battle rage (+1)
Cleric (Crusader) Spells Prepared (CL 1st; concentration +5)
. . 1st—magic weapon[D], shield of faith
. . 0 (at will)—create water, purify food and drink (DC 14)
. . D Domain spell; Domain War
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 11, Int 10, Wis 18, Cha 12
Base Atk +0; CMB 1; CMD 11
Feats Toughness, Warrior Priest[UM], Weapon Focus (longsword)
Traits divine warrior, noble born - surtova
Skills Acrobatics -7 (-11 to jump), Diplomacy +5, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +4, Sense Motive +8
Languages Common, Skald
Other Gear lamellar (steel) armor[UC], heavy wooden shield, dagger, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 10 gp
--------------------
Special Abilities
--------------------
Battle Rage +1 (7/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
Cleric (Crusader) Domain (War)
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Warrior Priest +2 on concentration checks when casting defensively or grappling.


dotting in, I love the campaign and the premise of it. I also enjoy the combined aspect of that leadership brings to it. I have an idea for a barbarian descended from Iobaria. It's of course rather open ended but that sounds interesting to me, if it's something you are less interested in then I could more than switch it to Numeria which is also very cool.


Mythicman19 I think that it would be cool mohave a descendent from Iobaria, it is just to the east of Restov and I am sure the Swordlords sent word in every direction when looking for aid in this call. That could bring a different flavor to the kingdom as it takes shape in the future. From the Pathfinder Wiki, it looks like most of the people of Iobaria are nomadic and don't live in cities. Could be a cool flavor to a budding nation.

Daniel Stewart the crunch looks fine. I typically look over the background when choosing the team and the crunch can be looked through and modified from there.

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid
Daniel Stewart – Human Crusader Cleric of Iomedae

Hustonj – Still Deciding
Mark Thomas 66 – Green Faith Druid or Straight Up Fighter.
Mythicman19 - Barbarian from Iobaria potentially


i have a couple of old PFS characters (from long ago) that i always wanted to run together because they were husband and wife.

Ashia, the one that would be the primary character, is a Garundi Razmiran Priest reflavored as just a natural affinity with magic. She was born with a birthmark taking up most of her back that resembles the mask of Nethys and was raised in a cult that worshipped her as his scion.

Parumartish, a Keleshite (eventually Divination Wizard), came to investigate her cult and was struck by her poise and charisma. She felt a similar infatuation, and they became close. The cult's camp was eventually beset by another group of Nethysians who did not believe in Ashia's divinity and did not want this fringe cult to grow into something dangerous. Ashia and Paru managed to escape together and have been raiding tombs and looking for any information that might, at the very least, reveal Nethys's plans for Ashia ever since, falling in love in the process and eventually marrying.

They were headed to the Stolen Lands to investigate some rumors of ancient magicks when they heard the Swordlords' call and thought it a convenient means to acquire assistance.

RPG Superstar 2009 Top 16

Quick question, would you accept two submissions or prefer just one? The reason I ask is given the interesting variety of existing submissions and concepts, either character could work well depending on the flavor of the burgeoning kingdom (wild nature based or more traditional)

The druid concept would be looking to promote the Green Faith, in some ways keeping the spread of over "civilization" from overwhelming the area, in leiu of a more rustic/organic realm.

The fighter would be someone born and raised in the stolen lands, looking to establish something real and legitimate instead of the banditry that tends to be the usual career bath open to warriors growing up in the area.

I tend to try to create characters that both fill a niche and complement other characters in the party.

As far as consistency, I’m actually a player in 2 of the top ten games in terms of all time post count (#2 and #10) the #10 game just hit our 15yr mark, and generally have no problem getting in a post or two a day the majority of the time.

I'd likely jump on the Leadership train, probably with a Ranger cohort for the druid (likely going for the Marshal post when we get to that point), or a rogue companion for the fighter (possibly a younger sibling)


UGH, I had a post and then the internet ate it

Dr. Kekyll I do enjoy the husband/wife concept. That could cause some interesting storylines. Very fun!

Mark Thomas 66 I am okay with two submissions, I never thought about that before. I do mainly look at the character background/concepts and go from there to see how things will tie together with the other characters. I will say that If Kingmaker wasn't such a task, and I wasn't already running two tables, I could easily pick two adventuring parties from what has been submitted so far.

I will say that I am impressed by 15 years for a PBP game. That is a unicorn in the world. Which game is it? I would love to take a peak at it.

Everyone when creating your characters, be sure to have their age/birthday also in there. We it will come into play once we hit the kingdom building times when months can fly by quickly. That being said, please do not flee from being a human character. lol.

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid
Daniel Stewart – Human Crusader Cleric of Iomedae
Dr. Kykll - Garundi Razmiran Priest (Cleric)
Hustonj – Still Deciding
Mark Thomas 66 – Green Faith Druid or Straight Up Fighter.
Mythicman19 - Barbarian from Iobaria potentially

RPG Superstar 2009 Top 16

It's Chronicles Of The Silver Rose Company. STARTED 3.5, went to Pathfinder playtest, then fully converted to PF1 once it was fully published.


Oh Razmiran Priest is actually a Sorcerer archetype I was re-flavoring as her natural affinity with both magics (if that is acceptable). If necessary, though, I can probably re-imagine her as a Cleric archetype of some sort.


Hi DM Joseph!

I'd like to submit Rahaal, a cleric of Abadar. She was born and raised in Absalom, and is a lover of city life....So why is she here? As is common for young Abadaran clerics in Absolom, Rahaal has been sent on a mission. A city person through and through, she’d hoped to be sent to an established church somewhere cosmopolitan. Instead...she’s been sent North to Restov.

(Well, at least it’s a city...of sorts. It can't be that bad, right?)

She arrived in Restov not five weeks ago and got to work helping to establish and grow the local chapel of Abadar. Four days ago, the chapel got a request to send a Cleric to join this expedition. It was a political favor that had to be responded to but none of the Clerics were actually interested. Rahaal, as the least senior, got stuck with it.

Rahaal is horrified by the idea of roughing it, but she's also nothing if not disciplined, and devoted to Abadar. Thus she finds herself in used, ill-fitting armor, heading out into the cold, buggy, Stolen Lands.

I hope that she'll be fun to explore as a fish-out-of-water urban bon-vivant...who may, slowly, start to grudgingly appreciate the natural world.

Approved Sources and Rules Questions
Traits: you mention one Kingmaker trait. Is that one Kingmaker and one other, or one total?

What do you think of variant channeling? (As a cleric of Abadar with the Leadership sub-domain, I'd select Rulership, which trades 1/2 damage to be able to Daze for 1 round on a failed save.)

What about the deific obedience feat, and the divine paragon archetype that uses it?

(None of that is crucial to her build, just curious.)

Here's a bit more of how I picture Rahaal (from a story perspective). Happy to write up some stats, after those Qs.

Background:

Rahaal and her elder sister Doulya were born into a successful merchant family in Absolom. Their mother Sawai and (significantly older) father, Qajif, ran a thriving import / export business that reached from Katapesh to Kyonin. As Rahaal grew, she learned the wonders that trade could bring to the world, and found she loved the fine food and wonderful entertainment that shiny gold made possible...especially in a city as splendid as Absolom.

Born with one emerald eye and one golden one, it was always clear that something was unusual about her. Some were entranced; others stared or quickly walked away. Children being children, Rahaal was mocked mercilessly by the other students in the small academy she attended. Where a different girl might have gotten more shy or insecure, Rahaal instead dug her heels in and became fiercely proud. Her father Qajif stoked her pride, telling her tales of a foggily remembered great great great grandfather who had wooed an Angel of Abadar, and referring to her as angel eyes and eyes of Abadar.

As the sisters matured, her mother Sawai took a bigger and bigger hand in running the business...and Doulya was clearly following in her footsteps. While Rahaal could more than hold her own in negotiations and in appraising the trustworthiness of a potential seller, Doulya had a far better head for figures and overall business sense.

The family’s patron deity was Abadar, and all held affection and gratitude for the Master of the First Vault. When her father grew ill and died, the teenage Rahaal found greater and greater comfort in the worship of Abadar. When, a year later, she relinquished any claim on the family business to her sister and began to study as a cleric, no one was surprised.

As is common for young Abadaran clerics in Absolom, Rahaal has been sent on a mission. A city person through and through, she’d hoped to be sent to an established church somewhere cosmopolitan. Instead...she’s been sent North to Restev. (Well, at least it’s a city...of sorts)

Rahaal had mixed feelings about her new role. She is hopeful for the difference she might make and did have a taste for travel going back to her childhood, following her mother on the road as she searched for new opportunities or negotiated new trade partnerships in Katapesh, Kyonin, Cheliax, or Qadira. At the same time, she found it hard to be away too long from the splendor of Absolom...and Brevoy is rather chilly for her tastes. Rahaal had grown to be quite a bon vivant, cherishing the fine concerts, theater, and restaurants that simply couldn’t be matched elsewhere.

In any event, Rahaal is nothing if not devoted and disciplined. She makes a point of savoring the best each new city has to offer, and tries to travel in as much comfort as she can. And while roughing it in the wilderness isn't her cup of tea, she puts up with it when necessary to fulfill her calling, helping fledgeling towns grow into their truly civilized potential.

She arrived in Restov not five weeks ago and got to work helping to establish and grow the local chapel of Abadar. Four days ago, the chapel got an invitation to send a Cleric to join an expedition. It was a political favor that had to be responded to but none of the Clerics were actually interested. Rahaal, as the least senior, got stuck with it.

She isn’t quite sure what this is going to mean but they’ve given her some a light crossbow, some used scale mail, and a dented shield and assured her that this is Abadar’s will...and so she arrives at the Swordlords’ Guildhall, letter in hand.

Personality:

Bon Vivant & Epicure; Rahaal cherishes good food, good wine, theater, music, and all the fine pleasures of city life. If she had her way she'd be in the thriving heart of Absolom, making the most of all it has to offer -- or traveling in style to new and interesting cities. When such entertainment is lacking, it takes a toll on her spirit.

Orderly & Disciplined; Rahaal finds order and daily habits very soothing. When her order is disrupted she can get easily ruffled

Confident & Commanding; She is a leader and she knows it, making no attempt to downplay her own competence and self assurance.

Just; Rahaal is a strong believer in the importance of just and reasonable laws. She has no sympathy for the unjust.

Description:

Ht: 5' 5"
Wt: 140 lbs
Age: 27
Hair: Black, thick, wavy, worn back with braids
Eyes: one green, one golden
Skin: Walnut brown

This reference image is pretty close, but skin should be a bit darker, and her golden eye a bit more strikingly golden.

Rahaal cuts a very commanding presence, notable even were it not for her five and a half foot frame. She exudes confidence and it’s clear that she’s used to being listened to. It’s equally clear that she’s not used to roughing it in the backcountry...and she’s having a devil of a time keeping her gold-trimmed white kaftan clean. She has a silver key of Abadar hanging prominently around her neck.

Her kaftan, black hair, and walnut brown skin mark her as a Kelishite, as does the fine gold jewelry that adorns her face, arms, ears, and fingers. What’s not common in the least are her heterochromatc eyes–one emerald green, the other golden.

In terms of myself as a player (and game longevity), I'm happy to have completed the a 5-year run of RotR AP, led by DM Thron on these boards, and am currently active in DM Kiora's Wraith of the Righteous campaign, which has been going for eight years (though I joined mid-way as a replacement) and is now I believe #4 for all-time most active campaigns (in post count).


I really like your pitch for this game, particularly the cohort and Leadership feat. I have a quick question about the lore of your game: as written, House Rogarvia vanished 10 years ago; and at the same time, the dwarven holds under the mountains in Brevoy also disappeared, or at least became inaccessible. Are you still running with that? I have as an idea for my cohort a dwarf who can't go home again but I wanted to check with you to see if that makes sense in your game world.


Dr. Kykll No a sorcerer is perfect. That is a misunderstanding on my end. When I hear priest I instantly think of a cleric. Thank you for the clarification. There is so much content that I didn't realize that was an archetype. I'll have to look into it. I edited my list below. If you could send me a link to the archetype that would be great. I am not seeing it. I am only finding a Prestige Class.

Mark Thomas 66 thanks for the link, I'll give it a look.

gyrfalcon Great questions. I am going to do only 1 trait and it must be from Kingmaker. This is only for the main PC not the Leadership Cohort.

As far as the other questions go, I will need to dig in and do some looking. I have family stuff this AM so I will dig in more this afternoon. I will read through the background/personality/description before jumping into the feats and variant.

Wandering Wastrel if it is written that they have vanished 10 years ago, I would go with that. There is so much Lore in this world that it is impossible for me to know everything. I think it would be great to run with that for the cohort.

Thank you for the questions and clarifications. Looking forward to jumping into the characters more and working my way through the selection process.

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid
Daniel Stewart – Human Crusader Cleric of Iomedae
Dr. Kykll - Garundi Razmiran Priest Sorcerer
Hustonj – Still Deciding
Mark Thomas 66 – Green Faith Druid or Straight Up Fighter.
Mythicman19 - Barbarian from Iobaria potentially
Gryfalcon – Rahaal, cleric of Abadar
Wandering Wastrel – something with a dwarf cohort


For the Druid character (cohort will be a future ranger, starting expert: (image subject to change)

Background::

The daughter of an exceptionally talented herbalist and wise woman in an outlying village in southern Brevoy, Elenaril spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.

Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle to which she belonged, a devoted circle that maintained the knowledge of the land, the power and potential within the wilds, learning the names, power and languages of the beasts, plants and all other forms of natural life.

The wanderlust of the father she has never met runs in her blood, and she has recently found herself yearning to explore beyond the boundaries of the lands she knows, and to spread the knowledge and influence of The Green. Word of an exploration into the Stolen Lands has definitely caught her interest, and she has decided to volunteer her knowledge and familiarity with the wilderness to those seeking to join said expedition. Her childhood best friend Kaleida, more of a sister really, the daughter of one of the village’s hunters who was unfortunately gored by a wild boar when she was 8 and came to live with Elenaril and her mother, chose to come with her, seeking to hone her skills in the wilds.

Personality::

A life of spending days in seclusion in the wilds has left Elenaril somewhat of an introvert, in some ways almost preferring the plants and animals of nature to most people. Quietly thoughtful and highly perceptive, she tends to observe before speaking, determining the dynamics of a situation before acting.

She has a knack for understanding situations, developing a reputation for open-minded neutrality and a talent for resolution in her early teens. When in the wilderness, she can often come off as distracted, though this isn’t quite an accurate assessment. Her awareness of the natural world is such as to generate a state of almost hypervigilance when in the wilderness, responding to multiple forms of stimuli that others would barely notice.

Elenaril possesses a caretaker nature, usually thinking in regards to helping and protecting those around her, naturally falling into the role of guardian of any community she’s a part of.

I'll have stats and character details as well as the concept for the fighter by tonight


@DM - thanks, I'll go with that.

There's a lot of information on the Vanishing and other stuff in the back section of the first book of the Kingmaker AP (Stolen Land). I ran the game on these boards a few years back (it died during the pandemic, sadly) so I am familiar with the game but good at keeping player knowledge separate from character knowledge.

I will put a character and their cohort together in the next couple of days.


LOL and I forgot there's also a prestige class. So much material. Anyway...

The Archetype


I have used the ten-minute background that you linked to, although it is horribly misnamed. It took me LOT more than 10 minutes! But I have to say that it's been really helpful in putting my character together. I haven't done the mechanics and stats yet, suffice to say for now that he's an elf wizard with the conjuration specialist school. Firing darts of acid seems in keeping with his acerbic personality. I will do the dwarf cohort later on.

DANGER: wall of text:

ALLANDIR DINUVRIEL, Elf Wizard

5 Background Elements

Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

1. Allandír’s concept is a deliberate rejection of the Tolkienesque love affair with elves: immortal, all-knowing, fair-spoken, beautiful, wise, etc. etc. etc. Allandír is none of these things – decades of conflict at the Worldwound have left their mark, physically and spiritually. For all that, he does live up to the other Tolkienesque trope of “looks foul but feels fair.” He is Good aligned, but that doesn’t stop him from being somewhat bitter and on occasion sarcastic. His more recent bereavement hasn’t helped, but there is a good person in there somewhere.

2. Allandír’s birth was something of a shame to his family in Kyonin: he was born with very pale skin (it is still noticeably on the sallow side) and the ability to see in the dark – both indications of drow heritage somewhere within the family. This was a source of considerable embarrassment to his parents, and Allandír has always felt the sting of suspicion. It was this need to prove himself to be on the side of good and not evil that drove him to volunteer his services in combat at the Worldwound.

3. Allandír is – or more precisely, was – a powerful wizard, and if I get the chance to utter the phrase “I once knew every spell in all the tongues of Elves or Men” you can bet I’m going to take it. His speciality is Conjuration, and his ability to summon Celestial allies in the fight against the demons doubtless saved many lives. But the fight was endless, demons are not in short supply; and after two decades or more, Allandír realised that he had to leave or he would become not much better than the things he was fighting.

4. He ended up in Brevoy because he was in search of wilderness but unwilling to return to Kyonin where he would forever be under the taint of suspicion due to his heritage. The forests of Brevoy are still mostly untouched, and it was peaceful there. With his salary from the war, he bought a small house on the edge of the Lake of Mists and Veils and set up as a woodcarver – he's always been good with his hands, and shaping things that way was a good alternative to magic. He never intended to fall in love, and certainly not with a human; but Elinor Medvyed won his heart almost from the moment she entered his shop. She was in some senses an outcast from her family, as well: sick of the endless intrigues of spoilt nobility, she had invested much of her funds in setting up an orphanage. The two had much in common, and Allandír found himself telling her things he had not told any other soul. Their marriage was the final straw for her family, who disinherited her; not that they cared.

5. After several years of intense happiness, tragedy struck when they tried for a child of their own: the complications in childbirth killed both Elinor and their daughter, Miranda (Allandír insisted on a name for the gravestone). In the 18 months since, Allandír has wandered aimlessly; unable to leave the land where his wife and daughter are buried but unable to move on. It was when he struck up a recent friendship with a similarly displaced dwarf that he realised (or perhaps remembered) that life is for living. At the urging of another friend from his days at the Worldwound, he accepted the charter for exploring the Greenbelt because it is a fresh start, and a chance to do some good.

2 Goals

List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1. At the moment, Allandír cares very little about whether he lives or dies – he's not actively seeking death but he doesn’t see much to live for. My goal would be to see that change, as he forms bonds with his new companions and they adventure together and he rediscovers some of the pleasures of life.

2. I would love to have Allandír set up a magical academy that trains Good-aligned wizards, as some sort of counter to the Infernal binders of Cheliax. But that would be quite a ways off: they have to establish a kingdom first!

2 Secrets

List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help in creating plots that center around your character.

1. It is no secret that Allandír has a conflicted relationship with his homeland: he was born in Kyonin and loves the land and cares for it, but whenever he visits he is aware of the suspicion he is under on account of his drow heritage, which he can do nothing about. Going to the Worldwound was a way of trying to prove his loyalty to the cause of good. What is a secret is that he reports back to Kyonin on local matters, keeping them informed of anything they might need to know. The word “spy” is loaded and not attractive, but it is also not an inaccurate description of his role.

2. Demons are unfortunately not the only thing you fight at the Worldwound – there are many humans who willingly give their souls over to evil in exchange for power. During his time there, Allandír fought against and defeated one of these cults; what he doesn’t know is that the leader survived the fight and fled into the vast, empty reaches of the Stolen Lands.

3 Important People

Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. Why do they deserve to be saved, helped, thwarted, or die?

1. Friendly: Halvar Brandt. Now quite old, for a human, Halvar served alongside Allandír at the Worldwound and was lucky enough to survive the conflict and retire. He insists that it was Allandír who saved his life and the elf never has to buy a drink whenever he is with Halvar. Halvar was best man (and one of the only guests) at Allandír and Elinor’s wedding, and it was Halvar who suggested that perhaps it was time for the elf to stop moping and do something useful with the remainder of his life (“You were always going to outlive her, boy, eh?” For some reason, he calls the elf “boy” and Allandír for some reason puts up with it.) Halvar pulled some strings to ensure that Allandír was awarded the charter.

2. Friendly: Sarvir Noldren. An elf merchant who periodically travels through Brevoy; he is also Allandír’s contact for passing information back to Kyonin. Sarvir has no doubts about Allandír’s loyalty – in his view anyone who fights at the Worldwound is a hero and should get medals from their homeland, not suspicion and effective exile. Sarvir is increasingly tired of the endless politics within Kyonin, and finds himself travelling more and more in the outside world as a way of escaping.

3. Hostile: Karl Medvyed. Elinor’s brother, and next in line to rule the House of Medvyed. He dislikes Allandír both because he had no business in marrying a noblewoman but also, less snobbishly, because he believes that if his sister had married someone else she would still be alive. Whether or not that is true is irrelevant: grief takes many forms and is rarely rational. He will hate Allandír until his dying breath.

3 Memories

Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. The moment he realised that his homeland, the place where he was born, would always regard him with suspicion no matter what he did. Taking leave of his parents with barely a word, in the dead of night, not really expecting to see them again and not caring much.

2. Standing at the graves of his wife and daughter, as the reality of his loss sank in and realising that he would never see them again, never hear Elinor’s laugh or watch Miranda take her first steps.

3. Reaching the borders of Brevoy, about to set foot beyond it and leave forever; and realising that he couldn’t. This land is where is family are buried, and he is not yet ready to say goodbye. For better or worse, he is tied to this location for now.

Question on heirloom item: my idea is that he was a reasonably powerful wizard who hasn't practiced for over a decade and has effectively let his skills atrophy (in game terms, "resetting" to first level). But he still has his spellbook from his earlier days, so I was wondering if that could be his heirloom?

RPG Superstar 2009 Top 16

And here's the Fighter (Unbreakable), Rhiann. Her cohort would be her younger sister Elaida, most likely taking levels in Rogue from level 3 on.

Description:

Appearance

Relatively tall for a human woman at just over 6’1, and blessed with lean yet well-defined muscle, while maintaining a degree of shapeliness, Rhiann carries herself with the predatory grace of a hunting cat. Her hair is raven black, which creates a stark contrast with her pale complexion. Though by far, her most notable attribute would be her steel grey eyes, lending her a cold, penetrating gaze that some find unnerving
Most often dressed in black or grey when indoors, commonly simple breeches and a bodice, she is usually found in leather armor when outdoors, still trending towards darker colors., her weapons and armor notably immaculately maintained.

personality:

Bold and focused, occasionally prone to bouts of solemn intensity, Rhiann can come off as a bit foreboding to strangers. To those who get to know her, the si one of the most dependable, fiercely protective people one could ever know. Her training and upbringing instilling her with a strong protective streak, which she often displays quite boldly, often with little regard for her own safety.

Background:

Raised in the South of Brevoy (with her younger sister Elaida) by her retired soldier father, their mother having succumbed to illness, Rhiann and her sister grew up as the apples of their father’s eye, the bond between father and daughters a remarkably strong one. Rhiann especially, idolized her father, regaling in his old war stories, taking to handling physical tasks, and working to help him through their shared grief, while helping to take care of her younger sister.

As she grew older, her penchant for physicality led to the beginning of her training in the unique fighting style that made her father moderately famous in combat circles, especially in a region heavily dominated by swordlord lore and legend. Hour after hour, was spent training her mind and body, becoming the consummate warrior, and honing her skill with the estoc, a long heavy piercing blade that merged the skill of a rapier with the power of a heavy longsword, made even more exotic by her ability to handle it one handed.

As she came of age, a burgeoning wanderlust, coupled with the desire to have adventures of her own, and put her skills to the test, made the call to adventure, ever stronger, one which she shared with her sister, despite their differences in personality, and Elaida’s far more free spirited nature. With thier father’s blessing, on the condition that they look out for each other, the pair eventually set out, spending time with the occasional caravan or defending a community from the numerous bandits that dotted the landscape of the stolen lands like mushrooms, never staying one place too long as Rhiann felt the pull toward something greater.


Wandering Wastrel oh man... errrr... I don't know how well the heirloom being his spell book from when he was a reasonably powerful wizard because he would technically have all of those spells still in the spell book.

IF this was something I allowed I need to know what spells he had on it previously and for reasons XY&Z they were blocked from him, and as he levels and meets certain checks/discoveries they would unlock to him. Think Legacy Item from D&D 3.5. (which I always throw into my campaigns.)

Things have been busy this weekend, good kind of family busy, so I have not worked on looking at the above submissions yet. But, Mark/Wandering/Elenaril/gyrfalcon I will look at them this evening.


@DM JR - that's an entirely reasonable response to a slightly off-the-wall request :)

Honestly, while I love the idea of an heirloom item that we all start with, I'm slightly stuck for ideas. Wizards can't wear armour and don't have a lot of use for weapons so I was just throwing something out there to see if it sticks. I'm not familiar with the Legacy Item rules from 3.5; is it anything like the scaling magic items from Pathfinder Unchained?


Filled out most of Elanaril's details. Hierloom item would be her grandmother's staff: a gently twisting staff of red oak, culminating in a natural forming, flame shaped cage of wood at the top, and adorned with perpetual violet blooms.


No rush, thanks for the heads up. I'm liking all the interesting submissions. You won't have an easy job narrowing to three!

BTW, I didn't list anything about heirloom or cohort in my initial post but here are my thoughts so far on each:

Heirloom: A gold necklace with a stylized key (holy symbol of Abadar) on it, given to her by her late father.

Cohort: High level, I'd probably go with someone else sent from the Chapel of Abadar, at the request of [the same political request that led to Rahaal being here]. Specifics, especially for a party of 3 PCs + 3 cohorts, I'd be inclined to decide on the cohort's build after seeing what the party as a whole looks like...and create their personality and goals based on all of the above. OK to leave the cohort that general for now?


So I've been mulling over ideas for this campaign and have one I'd like to run by you. I'm thinking a gnome bard with the First World Minstrel archetype. She stumbled into the First World years ago and has been trying to get back ever since. Her primary motivation for joining the expedition is the rumors that barriers between worlds are particularly thin in the Stolen Lands. The cohort would be her long-suffering brother who's just trying to keep her alive.

Minor Kingmaker Plot Question:
I've played the computer game so have some idea about the role of fey and the First World in the campaign. Would this sort of character work with what you're planning or would it be too on the nose?


1 person marked this as a favorite.

Okay, I have found a bit of time to dig into the questions. I am going to hit them as they were posted.

gyrfalcon With the Rulership Variant Channeling, the way I am reading it, is if you select that you’re a Positive Energy Channeler it does the Heal effect. If you select that you’re a Negative Energy Channeler it does the Harm effect.

I take it that you are going to be playing a Neutral cleric and channeling it as negative energy?

Text from d20pfsrd.com:

Channeling Variant verbiage.
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

Cleric Channel Energy verbiage.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy.

If the above is true, then I am okay with the variant Harm effect. ½ damage, but also the chance of Daze them for a round. Make sure you have Selective Channeling so you don’t knock out your party.....

I will rule against the divine paragon archetype/deific obedience feat. Since it isn’t crucial for the build I’ll say that it comes down to a me thing.

Dr. Kekyll The Razmiran Priest seems cool. I am currently running 2 tables of Crypt of the Everflame and one of them will be continuing onto Mast of the Living God module. How fervently devoted will you be playing this character? They are a zealous cult for sure. I would be okay with the Razmiran Priest.

Mark Thomas 66 they both sound good, and would play very different roles on how the kingdom turns out. Also, like the image of the staff. If you haven’t be sure to link that image in the profile.

Wandering Wastrel It is very much like that. Though with the Legacy Items there are drawbacks (negatives to max HP, or saves or spell slots, etc…). I am going to have to dig into that scaling magic items section. That being said I would be okay with it being the spell book, but it would be something we’d have to talk about if selected.

Ever_Anon I think that your concept would be great in the campaign.

Heirloom Items Just so everyone is on the same page. These do not need to be the typical armor/weapon kind of items. Elizabeth Ardoc (LizArdoc) is using gardening tools as her heirloom choice. It can be anything under the sun. Except your family’s trusty +5 Vorpal Longsword…

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid
Daniel Stewart – Human Crusader Cleric of Iomedae
Dr. Kykll - Garundi Razmiran Priest Sorcerer
Hustonj – Still Deciding
Mark Thomas 66 – Elenaril Altair Green Faith Druid or Rhiann Fighter (Unbreakable).
Mythicman19 - Barbarian from Iobaria potentially
Gryfalcon – Rahaal, cleric of Abadar
Wandering Wastrel – something with a dwarf cohort
Ever-Anon – Gnome First World Minstrel Bard

As gyrfalcon said, I am not going to have an easy time narrowing this down to three. If I was crazy I would try to run multiple tables… but I am not.

April 23rd is the deadline – if you are still on the fence or finishing up a background/build, be sure to have it finished by then.


Mythic here posting with Diana, my submission. All the information for the charachter is in the allias. The plan for a cohort is her younger sister, the weaker and frailer coupterpart to her, who I plan to do as an expert for 2 levels then wizard onward. I think the dynamic for them would be a protector and protectee, but with an sub text that Diana is not nearly as benevelont to her as she thinks she is.

Heirloom item is the kukri she carries on her, maybe once magical but no longer. The weapon is obviously ancient and was once ornate beyond compare.

If there are any questions let me know!


Well, originally I encountered the archetype on d20pfsrd where it was called "False Priest," so I didn't know it had anything to do with Razmir. Because of that, I imagined a different Golarion based flavor on the archetype. Ashia's power comes from Nethys (since he's the god of magic and has access to both arcane and divine subdomains of magic). When her people saw her birthmark, they began to worship her as a descendant of Nethys. The worship went to her head and she believes it. She is fervently devoted to Nethys. Her husband, on the other hand, is skeptical of her divinity, but loves her all the same and is certain Nethys has plans for her.

So sorry if I was unclear about the reflavor. If it's not cool, I can totally do something else mechanically.

Also, I'm not sure what her heirloom would be. I've been drawing a blank there.


Thinking of a Human Ranger.


So actually had a burst of flavor/inspiration for Rhiann. Instead of her father's signature fighting style being one handed Estoc, it was the two bladed sword, which he taught her. Her legacy item will be his old two bladed sword, able to separate into a pair of longswords with a custom design in the pommels that allows them to be combined into a double weapon as a move action (at least initially).

She usually wears it as a pair of longswords, combining at the start of the fight. (probably going to pick up Quickdraw pretty early on)


Dm Joseph Rauel wrote:
Heirloom Items Just so everyone is on the same page. These do not need to be the typical armor/weapon kind of items. Elizabeth Ardoc (LizArdoc) is using gardening tools as her heirloom choice. It can be anything under the sun. Except your family’s trusty +5 Vorpal Longsword…

Thanks, that's really helpful (although I'll have you know that sword has been in my family for generations). I was getting hung up on thinking in terms of masterwork weaponry/armour but that's clearly not where you were going with this so I appreciate the clarification. As such, Allandír's heirloom item will be a cold iron holy symbol of Yuelral, the Elven deity of magic (among other things). It hangs from his belt, and - like the elf himself - it has seen better days: battered, twisted and pitted from continual contact with the demonic toxicity of the Worldwound.

I have completed the background and description for Allandír Dinúvriel, turning my previous wall of text into something more legible. I will do the stats later this week.

I have also done a background and description for his dwarf cohort, although I would like to hold off on doing the stats until I know what would help the party most: if we end up needing a meat shield, he will be a Warrior (trending Ranger) and if we decide we need a healbot he will be an Adept (trending Cleric). I hope that is ok - let me know if you want a clear decision.


I've created a profile for Lucky Bignoodle, gnome bard. Both the build and the background can be found there. She's completely finished except for one small thing I wanted to ask about.

Gnomes with high intelligence get to choose from a small list of additional languages. I want her to know First Speech, (the language spoken in the First World), which is not on that list. Can I take it as one of my extra languages anyway? If not, that's fine. I'll put a point into Linguistics instead of Knowledge (nobility) and get it that way.

Lucky's heirloom item is a Hurdy Gurdy made of dark wood with silver patterns across it. This was a gift given to her by a Queen of the Fey.

Her cohort is Dylan (Pickles) Medvyed. Like a few others have brought up I'd prefer to wait to stat him out until I have an idea of the full party. He'll be a melee frontliner type, but I'm not sure yet the exact class to build him towards.

Edited to add: Also if anyone wants to hear how awesome a hurdy-gurdy can sound I'd like to recommend this song.


I've been brainstorming her as a Mystic Theurge, by the way, so it really is no problem if I need to do something different mechanically. Out of curiosity, how do you feel about the Variant Multiclass system?


One more question: wizards start with the Scribe Scroll feat so would you be open to having some pre-crafted scrolls (i.e. paying 12.5 gp rather than 25 gp per scroll)?

EDIT: to clarify, I would only be looking to do this for spells that are actually listed in my spellbook.


Hey DM Joseph, One more question for you: What do you think about the Herald Caller archetype?

And to your earlier Q to me, that's right. Rahaal is definitely LN, and if I go with Variant Channel (still weighing the pros and cons for Rahaal) then I'd take Negative channeling. It would reflect her duty to defend law and justice, and I like it with the Rulership variant as an extra combat option...but the fact that it means I couldn't spontaneously cast cure spells still gives me pause. (And for sure, if I take negative/variant, I'll have Selective Channel at first level!) I'll finish up today or tomorrow, to be sure to get her final build to you for review before the deadline.

(Oh, and I just reread your initial post and realized that–in addition to answering our many build questions–you've also answered the ultimate question of life, the universe, and everything!) ;-)


Well Dm JR you don't mind if we abbreviate do you? It looks like you've got a great selection of players and characters to choose from! We are just a couple of days away from the recruitment ending and I wanted to let you know I've updated Harbinger to the 'Heavy Warhorse Stats.' that we had discussed in leu of the 'free leadership feat.'

Seeing that my last post was ten days ago, I didn't want you think I hadn't been lurky. Honestly I'd been considering changing my application closer to something like Kunala and Iradyiel from this "cohort game." But I decided I'd really rather play Angus and Harbinger than any two 'humanoid characters.'

Since your looking for "3 people who have a history of being committed and consistent with your previous/current games." I'll assume you've checked our 'Campaign page' and looked at our games. Or will :). But if you're interested in a little more information, since I use my Profile page for other stuff, here as a description about myself that was part of an earlier recruitment.

With the recruitment wrapping up, I want to take the opportunity to thank you for running the game, we players do appreciate it.

Good luck and good gaming everyone!


Dr Kekyll sounds good! I think it wouldn’t be a problem. For the heirloom item, maybe it is from Ashia’s past. Maybe from whomever introduced her to Nethys? OR just pick an item in general, like a hair clip and we can develop it from there.

The variant multiclass system is cool, but I think for what we are doing we will stay away from it. I think a Mystic Theurge would be awesome. I love seeing those classic Prestige Classes being worked towards. And since you have to have X Arcane X Divine casting you really could pick what you take from level to level based on need and not straight 1 then the other until MT.

Camris Once you get something going just feel free to post it in here.

Rhiann the double sword – I like the flavor of it being able to combine as a move action. Is that something from the actual sword mechanics?

Ever_Anon How long was she in the First World? I only ask because maybe she doesn’t actually know it, but is working on learning First Speech? Maybe she has collected bits of information from investigating and is working from there?

Either way, I would say to just use a rank of Linguistics for it.

Wandering Wastrel If they are spells in your spell book you can totally have scribed the scrolls with your starting goal.

Angus Elphinstone I have been looking at people past campaigns, but will dig into that more this week as I have the task of taking 12 submissions (so far) down to three… Thanks so much!

Current Submissions
Angus Elphinstone – Human Cavalier
Alyssa Feuilinde – Half-Elf Fey Bloodline Sorcerer
Elizabeth Ardoc – Human Druid
Daniel Stewart – Human Crusader Cleric of Iomedae
Dr. Kykll - Garundi Razmiran Priest Sorcerer
Hustonj – Still Deciding
Mark Thomas 66 – Elenaril Altair Green Faith Druid or Rhiann Fighter (Unbreakable).
Mythicman19 - Barbarian from Iobaria potentially
Gryfalcon – Rahaal, cleric of Abadar
Wandering Wastrel – Allandir Dinuvriel elf wizard conjuration specialist.
Ever-Anon – Gnome First World Minstrel Bard
Camris – Human Ranger (Thinking on it)

gyrfalcon wrote:
(Oh, and I just reread your initial post and realized that–in addition to answering our many build questions–you've also answered the ultimate question of life, the universe, and everything!) ;-)

If selected, you start with bonus points. (Whatever that means)

If anyone has questions, please let me know. I will do my best to answer them fairly and quickly.


Dm Joseph Rauel wrote:
...

Rhiann the double sword – I like the flavor of it being able to combine as a move action. Is that something from the actual sword mechanics?

Nope. Came up with it partially because the image I picked has her wearing a sword on each hip, and I've practiced with weapons that actually do that (two individual swords that connect by hilt.)

The move action just seemed like a good balance mechanic (I do have some game design experience)


Dm Joseph Rauel wrote:

Ever_Anon How long was she in the First World? I only ask because maybe she doesn’t actually know it, but is working on learning First Speech? Maybe she has collected bits of information from investigating and is working from there?

Either way, I would say to just use a rank of Linguistics for it.

She was there for three days from the material world’s perspective, a couple years from her perspective, and about twenty years in actual lived time. (I like playing with how variable time can be in the First World.) Since she had a Sylvan background already I think she should be fairly fluent.

Profile updated with the Linguistics rank as one of her background skills. I took Elvish and Draconic as her two bonus languages for high INT. Thank you!


Angus Elphinstone wrote:
With the recruitment wrapping up, I want to take the opportunity to thank you for running the game, we players do appreciate it.

+1 on this

Dm Joseph Rauel wrote:
Wandering Wastrel If they are spells in your spell book you can totally have scribed the scrolls with your starting goal.

Thank you! In that case I believe Allandír Dinúvriel is ready for adventure.


I've updated Alyssa to a sorcerer and Nadyra (her nymph companion) to an adept (which I'd like to take into the feyspeaker druid archetype, if you allow it, as it seems a perfect fit for her).

Alyssa's heirloom item will be her mother's necklace, the one keepsake from her that she took with her on the trip.

Below are the updated stats for her and her cohort. If there's anything you want changed, feel free to ask.

Thank you for running the game. You have a lot of quality submissions here and I know narrowing it down to three will be difficult.

Backstory:

Alyssa lived a simple life with her elven mother near the Stolen Lands until about seven years ago, when a vicious band of bandits attacked them. Her mother fought fiercely back, but didn't manage to survive. In her grief and desperation, young Alyssa managed to summon and bind herself to Nadyra, a strong nymph who managed to drive off the remaining bandits.

Nadyra adjusted quickly to her new reality and did her best to care for Alysa, being extremely protective of the young girl and helping her develop her magical powers.

Years later, hearing about the call for adventurers to help deal with the bandit problem, Alysa promptly volunteered, hoping to prevent any more tragedies like the one she went through.

Important NPC
Her father would be a great choice. I was thinking he could be a noble for whom his family had arranged a political marriage. Hoping to save her lover from any possible scandal and leave Alyssa out of any family drama, her mother decided to leave, although she kept in touch with Alyssa's father through letters. Alyssa has found some of the letters her father sent, but has no clue as to who he is or how to reach him.

Appearance and personality:

Alyssa is a beautiful young woman, having inherited some of her mother's elven beauty, like her long blonde hair and the deep green of her eyes. Her outfit is simple and unremarkable, with the exception of an intricate necklace that belonged to her mother.

She's usually charming, cheerful and good-natured, trying to help out where she can. She's typically confident in her abilities as well, but that feeling of helplessness all those years ago still haunts her from time to time.

The start of the expedition sees her being more reserved and introspective than her usual self though, as she struggles with her reasons for joining - she knows it's not just about ending the bandit threat and protecting people, there's anger and a need for revenge mixed in as well, and those feelings scare her a little.

Stat Sheet:

M Half-elf Sorceress (Fey Bloodline) 1
Init +1; SensesPerception +5; Low light vision

=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10
hp 8 (6 + 1 con + 1 fcb)
Fort +1, Ref +1, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Dagger +2 (1d4-2 19-20),

Ranged Light crossbow +1 (1d8 19-20)

Spell like abilities (1/day each, when on Forest terrain) (CL: 1):Create Water, Guidance, Stabilize, Cure Light Wounds;

Sorcerer spells known (CL 1; concentration +5)
1st (4/day)- Grease (DC 15); Mage Armor (DC 15);
0th (at will)- Daze (DC 17); Detect Magic (DC 14); Ghost Sound (DC 14); Light (DC 14);

=================================================
STATISTICS
=================================================
Str 7, Dex 12, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 9
Feats Skill Focus: Diplomacy; Spell Focus: Enchantment
------
Skills (4 per level)
Diplomacy +14 (1 rank, 3 class, 4 cha, 3 focus, 3 familiar);
Knowledge (Nature) +6 (1 rank, 3 class, 2 int));
Perception +6 (1 rank, 3 class, 0 wis, 1 trait);
Spellcraft +5 (1 rank, 3 class, 2 int);

Background Skills
Lore: Fey +6 (1 rank, 3 class, 2 int);
Perform (Sing) +5 (1 rank, 4 cha)

Languages Common, Elven, Sylvan, Aquan
Traits Pioneer (Perception)
SQ Bloodline Arcana; Eschew Materials; Favored Terrains: Forest (coniferous and deciduous); Bloodlines: Fey; Familiar: Familiar: Diplomacy checks +3 bonus

Equipment
12 gp, 5sp
Items: Dagger, traveler's outfit, potion of cure light wounds, bedroll, lighht horse, saddle, saddle bags, waterskin, 10 crossbow bolts

Race Options
Half-Elf
Adaptability Skill focus: Diplomacy
Fey Magic (Terrain: Forest, Spell like abilities: Create Water, Guidance, Stabilize, Cure Light Wounds):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 (Perception, Diplomacy);: 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.
Low-light vision

Nadyra (Cohort) Stat Sheet:

Neutral Good Medium Elf Nymph Adept 1
Init +1; SensesPerception +1; Low-light Vision

=================================================
DEFENSE
=================================================
AC 11 (1 dex), touch 11, flat-footed 10
hp 6 (6)
Fort +0, Ref +1, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee

Ranged

Spell like abilities

Adept spells prepared (CL 1; concentration +2)

1st (2/day)- Bless (DC 12); Cure Light Wounds (DC 12);

0th (at will)- Ghost Sound (DC 11); Guidance (DC 11); Light (DC 11);

=================================================
STATISTICS
=================================================
Str 9, Dex 13, Con 11, Int 12, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats
------
Skills
Handle Animal +6 (1 rank, 3 class, 2 cha );
Heal +5 (1 rank, 3 class, 1 wis);
Spellcraft +5 (1 rank, 3 class, 1 int);

SQ

Equipment

Race Options
Fey Magic (Terrain: Forest, Spell like abilities: Create Water, Purify Food and Drink, Stabilize, Cure Light Wounds):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 (Swim, Use Magic Device);: 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.
Fey-SightedTo some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.

PerfectThe eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.

Nadyra Appearance and personality:

Like all nymphs, Nadyra ppears as a beautiful young woman with long dark hair, large almond eyes and elf-like ears. While not as tall as a typical elf woman, her appearance has led people to think she is Alyssa's aunt, having stayed to take care of her after her mother's tragic death, something both women see no reason to correct - in fact Alyssa has become used to adressing Nadyra as such over the years.

Nadyra cares deeply for Alyssa and has come to view her as both her daughter and her ward, and is thus extremely protective of her and deeply invested in her growth and wellbeing.

Over the years she has thaught Alyssa what she could, helping her develop her magical abilities and teaching her about the First World.

1 to 50 of 90 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / DM Joseph Rauel's Kingmaker Campaign All Messageboards

Want to post a reply? Sign in.