GM Wulfson |
1 person marked this as a favorite. |
I’m looking for five players to join me as I run the Kingmaker Adventure Path. Recruitment begins today and will stay open until Wednesday, March 27th @ 8:00 P.M. (CDT).
• Classes- Anything Paizo has publish is considered fair game although some might have a harder time explaining what they are doing in the River Kingdoms (Eastern type classes, especially. Although a Ninja from Daggermark might be intriguing). Furthermore, I prefer characters that can fill a certain roll. I generally choose along certain lines (Arcane, Divine, Melee (tank), Melee (ranged/striker), & Skilled). Barbarians, Monks, and Rogues may be of either the vanilla flavored or Unchained variety, while Summoners MUST be Unchained only.
• Races- While I prefer keeping to the races found in the Core Rulebook. If you think you can convince me why some of the more monstrous races would be interested in exploring and clearing the Greenbelt of bandits, feel free to try.
• Abilities- We will be using the Standard Fantasy (15) point buy system.
• Hit points- Full hit points at first level. Every level after first you will roll for your hit points. If you roll less than ½ your hit dice, give yourself that minimum (i.e. 3, 4, 5, 6 for D6, D8, D10, or D12 respectively. You can never do less than ½ your HD).
• Skills- We will be using the Background skills option.
• Feats & Traits- Everyone will start with two traits (one of which MUST be from the Kingmaker Player’s Guide) (If you choose the Pioneer trait your starting horse is a light riding horse and that’s it. No tack, no harness. If you want it to be war-trained I expect you to pay the difference between the two versions. If you have the Handle Animal skill you may train it on your own for 30% of this difference). No Drawbacks. I will be incorporating certain aspects from the second edition AP as well (NPC's especially) so NO LEADERSHIP feat allowed.
• Starting Gold & Gear- Maximum starting gold for your class. I want everyone to be well prepared for survival in the wilderness.
• House Rules- Character Death- While I don’t go out of my way to kill characters, it might happen. A character is now considered dead at negative his constitution score + his level.
That should pretty much cover everything I can think of. If you have any questions, feel free to ask.
Robert Henry |
Hey GM Wulfson I saw your interest check in the Kingmaker game that was looking for a GM. When I saw you say you'd rather start from scratch I was hoping you'd post a recruitment :)
I will probably put together a human Cavalier, but may go with something a little more basic with the 15 point buy.
A question for you, what sort of posting rate are planning on keeping and what do you expect from your potential players?
Sir Longears |
Hey GM Wulfson, nice to see another Kingmaker game in the making! Do you mind answering a question?
So, my question is: Do you have a plan for this not to happen again?
Thurim Ironbeard |
Hey I had a spur of inspiration and worked up Thurim Ironbeard, a Dwarven Forgemaster Cleric of Torag.
His crunch is in his profile but here is a description and backstory:
Thurim Ironbeard, though young by dwarven standards, exudes a quiet confidence and determination that belies his age. Standing with a sturdy posture, he carries himself with the unmistakable air of one who has been honed by the fires of the forge and tempered by the teachings of his faith.
His features bear the subtle traces of his lineage - a strong jawline and a prominent nose, softened by the hint of a youthful beard just beginning to take shape. His eyes, a warm and earthy brown, sparkle with curiosity and ambition, reflecting a thirst for knowledge and adventure yet to be fully quenched.
Dressed in practical hide armor, expertly crafted for mobility and protection, Thurim moves with a nimbleness that defies the stereotype of the lumbering dwarf. At his side hangs a warhammer, its head gleaming with fresh polish, and a steel shield adorned with the symbol of Torag, the Hammer and Anvil, serving as both a symbol of his faith and a tool of defense.
Despite his relative inexperience, Thurim's hands bear the calluses of countless hours spent at the forge, and his determination to prove himself as a worthy craftsman and cleric of Torag burns brightly within him. With each step into the unknown expanse of the River Kingdoms, he carries with him the hopes of his clan and the promise of forging a new legacy for himself and his people.
Thurim Ironbeard was born and raised in the bustling city of Restov, nestled within the fertile lands of Brevoy. From a young age, Thurim showed an affinity for the craft of blacksmithing, spending countless hours in his parents' forge, absorbing the clang of hammer on anvil and the hiss of metal meeting flame. His parents, Durim and Brina Ironbeard, were respected blacksmiths in the city, renowned for their skillful craftsmanship and unwavering dedication to their trade. Their forge, aptly named "Ironbeard's Forge," stood as a beacon of tradition and quality in the heart of Restov.
Under the guidance of his parents, Thurim embarked on his apprenticeship, eagerly absorbing every lesson and technique passed down through generations of Ironbeards. As he honed his skills, Thurim's passion for the forge grew alongside his reverence for Torag, the Dwarven god of craftsmanship and protection. Drawn to the call of adventure and the promise of forging his own legacy, Thurim yearned to explore the untamed wilderness of the Stolen Lands, where opportunities for both adventure and prosperity awaited.
With the blessing of his parents and the tools of his trade in hand, Thurim set out from Restov, his heart filled with determination and his spirit alight with the fires of ambition. As he ventured forth into the unknown, he carried with him the teachings of his parents, the faith of his ancestors, and the unyielding resolve to carve his name into the annals of dwarven history as a master blacksmith, a devoted cleric of Torag, and a stalwart adventurer of the Stolen Lands.
Critzible |
An Elf Schooled Arcanist and worshipper of Calistra.
She needs some re toolinf but Arcanist maybe Inquisitor Living Grimoire/Preacher Later multiclass maybe even a prestidge class
Audrennila Moonblossom
Elf level 1st Arcanist( School Specialist:Enchanter) Diety: Calistra
age:20 Hgt:6’5" Wgt:276 Hair: White Dyed Black with Glod and Red Highlights Green Eyes: Black Ethnicity: Tan
Languages: Elven, Common,
Str:8 Dex:14 Con:11 Int:18 Wis:12 Cha:14
Init:+0 HP:8 (1d6+1)
BAB:+0 melee:-1, Ranged:+2]
CMB:-1
CMD:11(10+0(bab)-1`(Str)+2(dex))
AC:12(10+0(Natural)+2(dex)) [Mage Armor AC15, Mage Armor w SHield AC19]
Fort:+0 |+0+0|
Reflex:+2|+0+2|
Will: +3|+2+1|
Traits:
Conspiracy Hunter:
Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on Bluff and Bluff is always considered a class skill for you.
Clever Wordplay:
Your cunning and logic are more than a match for another’s confidence and poise.
Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Weapons:
Melee:-1
Quarterstaff -1| 1d6/1d6-1|x2|Bludgeoning
Dagger -1|1d4-1|19-20/x2|10ft|Piercing
Ranged:+2
Sling +2 |1d4 |Crit x2 |50ft |Bludgeoning
Ammo: 10 bullets 1pds
Feats: Extra Exploit: Force Strike
Level:
Skills:6 (2+3(int)+1) Background:2
Bluff +9 |1+4(int)+3+1(trait)|
Diplomacy +3|1+2(Cha)|
Know(Arcana) +8[1+4(Int)+3]
Know(Local} +8[1+4(int)+3]
Spellcraft +10[1+4(Int)+3+2(race)]
Sleight of Hand +3|1+2(Dex)|
Background:
Profession(Courtesan)+4[1+1(Wis)+3]
Perform(Dance) +3|1+2(Cha)|
Weapon and Armor Proficiency:
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spellcasting:
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbook:
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrip:
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir:4/day
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Exploits:
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
-Force Strike:
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.
Consume Spells:
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
School Focus:Enchantment, Opposition:(Evocation,Necromancy)
At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.
Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit.
This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.
Enchantment School, Manipulator
Beguiling Smile:
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Beguiling Touch (Sp): 7/day, Charm effect 1 round, Will DC 15 (10+1(½ level)+4(Int)
You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Shape Emotions (Su): At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.
Racial Abilities:
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Equipment:
Grooming Kit 1gp, 2lbs
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Courtesans’ kit:Price 10 gp; Weight 5 lbs.
This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.
Pathfinders’ Kit:Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Courtesans’ Outfit 8gp, 4lbs(x2)
This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Stiletto Boots:5gp. 1lb
Boots, Stiletto The most ostentatious and impractical of footwear, the tall heel attached to these boots adds several inches to your height. This type of boot is popular among nobles, though the trend has recently caught on among some members of noble courts. You can use the heel of a stiletto boot as an improvised weapon, dealing damage as a punching dagger.
Eyepatch:1sp
An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above.
Head Scatf:1sp
Often worn for privacy, religious or cultural reasons, or protection from the elements, full scarves designed to be wrapped around the head are common accessories. Headscarves of bright colors or ornate embroidery can fetch a substantially higher price.
Corset:1sp,3lb
Sewn-in boning and laces allow this bodice to adjust your waist size in a way considered alluring by some cultures. The restrictive nature of this garment makes it a poor choice for combat or other athletic exertions, but you can easily conceal a thin knife in the corset’s boning. The price varies greatly depending on the corset’s quality; the cheapest corsets are made of simple cloth and cost mere silver pieces, while the most expensive feature silk brocade and are decorated with pearls or other costly adornments.
Adventurer’ Sash:20gp,3lb
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.
The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Spellcomponent Pouch: 5gp, 2lb
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Waist Pouch:Price 5 SP; Weight 1/2 lb.
This leather pack is supported by two straps that can be loosened or tightened to fit most body types. It can be adjusted to any facing along its wearer’s waist. The pack can store up to 1/2 cubic foot of material.
Magic gear:
PP-
GP-5
SP-
CP-
Spells per day:
1-4 [2+1+e]
2- [+1]
3- [+1]
4-
5-
6-
7-
8-
9-
Spells Memorized:
0- 4(Acid Splash,Mending,Detect Fiendish Prescence,Prestidigitation)
1-2(Mage Armor,Sleep)
2-
3-
4-
5-
6-
7-
8-
9-
Spell Book:
0: Resistance, Acid Splash, Detect Fiendish Presence Detect Magic, Detect Poison,Read Magic, Daze, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message,Open/CLose,Scrviners Chant, Arcane Mark, Prestidigitation
1st:Mage Armor,Sleep, Charm Person,Hypnotism, Identify,
History/Background
GM Wulfson |
@ Robert Henry- I know many GM"s want the typical "one post a day", but I realize that that is just not feasible all the time. As long as you can post at least 2-3 times per week, I'd be happy with that.
@ Sir Longears- That's a fair question and I'll send you a PM soon, as I'd prefer to keep my private life just that, private.
@ LDDragon- As ong as you can keep player knowledge and character knowledge separate I have no problem with you applying.
GM Wulfson |
I knew I forgot a couple of my rules, so here's some more.
•Alignment- Characters can be of any alignment but must be able to play well with others.
•Abilities- Characters will be based on the Standard Fantasy (15 point) buy. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
•Firearms- Early firearms are available using the emerging guns rules. Gunslinger is a viable player class.
Robert Henry |
@ Robert Henry- I know many GM"s want the typical "one post a day", but I realize that that is just not feasible all the time. As long as you can post at least 2-3 times per week, I'd be happy with that.
Thanks for the quick feedback, I prefer a slightly faster game, so I will remove myself from the recruiting process. Thank you for running the game, we players really appreciate it.
Veniir |
Hello, I'm submitting Pulap Kaduk. He's a bard that fulfils some rolls and is great support.
Pulap Kaduk
Male halfling Bard 1
CG Small humanoid
Init +5; Senses Perception +0 (Low-light vision)
Fav class Bard
Fav class bonus +1 skill points
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 Armor, +3 Dex, +1 Size)
hp 8 (8 (bard 1))
Fort +1, Ref +6, Will +3 (Add 2 trait bonus vs fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier -1 (1d4-1/18-20x2)
Melee Aldori dueling sword -5 (1d6-1/18-20x2)
--------------------
Spells
--------------------
Known
Cantrips: 6 - Dancing lights, Detect magic, Message, Prestidigitation
1: 4 - Cure light wound, Grease
Per day
1: 2
--------------------
Bardic performance
--------------------
Rounds per day: 7
Action: Standard
Performances:
- Countersong
- Distraction
- Fascinate (creatures: 1)
- Inspire courage (bonus: +1)
- Inspire competence (bonus: +2)
--------------------
Special abilities
--------------------
Bardic knowledge
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 12, Wis 11, Cha 17
Base Atk +0; CMB -2 (add 1 using Aldori dueling sword); CMD 11
Feats Lingering Performance
Traits Reactionary, Sword Scion
Armor check penalty: 0
Skills Acrobatics +7, Disable Device +4, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +6, Spellcraft +5, Stealth +7, UMD +7
Background skills Perform (comedy) +7, Perform (oratory) +7
Languages Common, Halfling, Elven
Aldori dueling sword, Rapier, Leather armor, Backpack, Bedroll, Chalk x10, Ink, Inkpen, Scroll case, Parchment x5, Belt pouch, Silk rope, Sewing needle, Soap x1, Ink vial x2, Waterskin
Leftover money
gp: 123
sp: 7
Pulap Kaduk is the son of a couple who met on the road fleeing the slavery from Cheliax. The couple made a life as simple servants in Restov. They told their children to live simple lives with no big ambition, only happy to be free. Pulap acquired some fame as a comedian, but hearing so many stories about the heroism of the Aldori swordmasters made Pulap dream. He eventually stole a sword and tried to practice to no avail.
His friends made fun of him for trying to be a sword lord, but he continued practicing. He figured he wouldn't be able to master it by himself, but he didn't have the resources or the name to hire a teacher. He, then, decided to watch lessons in hiding, and try to apply what he learned by himself. He hopes to, in time, at least not hurt himself with the sword.
His parents weren't fond of Pulap trying to learn swordfighting. They tried to convince him to stop. He eventually managed to convince his parents that he would only find happiness by traveling, like they once did. And so he set out to try his luck in the expedition being formed to go south into the stolen lands.
Pulap fulfils the typical bard role, to buff his companions and have great social skills. He is more of a comedian and also acts to relieve tension situations. In combat he'll buff and can be built to also be an extra melee body to support the team if it is necessary. Out of combat he's a great party face with versatile performer. In the Kingdom, he'll be good for Spymaster or Grand Diplomat. He could make an ok Councilor or Magister. As a ruler, he would be... well... interesting, but maybe too chaotic?
Sir Longears |
@ Sir Longears- That's a fair question and I'll send you a PM soon, as I'd prefer to keep my private life just that, private.
Oh, I think you misunderstood me GM! It wasn't my intention to ask you about your personal reasons for why your other campaigns ended so quickly, so don't feel forced to share them with me by no means!
All I wanted to know is if you'd made plans for this game to last past the very beginning. I'm really hopeful it does!
pinvendor |
Submitting Murielle, an Unchained Soulbound Summoner whose Eidolon should be an effective melee fighter/tank.
I have a hopefully interesting backstory planned, but it's late, so I will type that up tomorrow. And yes, I know I haven't purchased my equipment yet, so that is also forthcoming.
Please let me know if there are any build questions or comments. :)
Wandering Wastrel |
1 person marked this as a favorite. |
This is as much for my benefit as anyone else's, letting me see what's there and what niches might still be applied for.
COMPLETED/MOSTLY COMPLETED SUBMISSIONS
Veniir - Pulap Kaduk, Halfling Bard
Critzible - Audrennila Moonblossom, Elf Arcanist (Calistria)
Codanus - Thurim Ironbeard, Dwarf Forgemaster Cleric (Torag)
Pinvendor - Murielle, Human Soulbound Summoner
Ironpereti - Brand the Bold, Aasimar bloodrager
LDDragon - Ragnar Thorwood, human oracle
DOTTED/INITIAL CONCEPTS
Sir Longears -
Ridge -
Violant -
Twilight Hunter - Gunslinger
Azure Zero -
Sensen - half-orc shaman
Grumbaki - slayer
SqueezeMeNow - kobold rogue
Calabanian -
Wandering Wastrel - still thinking
Sensen |
I introduce to you Agak the Visionary, whose backstory and equipment are yet to be complete (and he needs a feat), but should be hammered out before the deadline.
I might also swap his spirit to Battles or Tribe. Not sure yet.
Sven the Shieldbearer |
Grumbaki here. No background is done yet. Will say though, that I really like Thurim's background. If it comes down to me or him, then I will bow out and give him the spot.
Sven's build, more or less, goes like this:
Lvls 1-3: Uses a heavy spiked shield. Gets a damage spike at lvl 3 when he gets power attack and 1d6 sneak attack. Together, that is huge.
Lvl 4: He gets two-weapon fighting. At this point he switches his heavy spiked shield for a pair of dwarven war shields.
Lvl 8: He finally gets shield master. Alleviates the penalties of two weapon fighting. Allows him to use the shield enchantment bonus for offense and defense. Love that feat.
Lvl 10: He finally gets the only really good thing from his archetype. +2d6 damage against enemies at least 2 steps away from his alignment. Combined with 3d6 sneak attack, and he'll be a good striker.
But yeah, from lvl 1+, he is a melee tank and damage dealer.
Azure_Zero |
@Azure_Zero- Sorry no 3p content, that includes 3.5 stuff
@Sensen- Yes, you can retrain by spending the time/gold to do so. I also allow a free retcon between 1st and 2nd level if you find something that's just not working.
I figured no 3PP stuff, and 3.5 was something that I see as on the fence between allowed and 3PP, since PF was based on required to be compatible with D&D 3.X.
I'll only use official Paizo content.
Sensen |
@Azure_Zero- Sorry no 3p content, that includes 3.5 stuff
@Sensen- Yes, you can retrain by spending the time/gold to do so. I also allow a free retcon between 1st and 2nd level if you find something that's just not working.
Great to hear! Thanks for your prompt response. I think I'm (mostly) done with Agak, though I'll probably do some expansion on appearance, goals, personality, etc.
AGM Lemming |
Dotting for interest.
I don't see the EitR feat tax rules? Not using them?
Considering an Eldritch Scoundrel. Is that acceptable?
And how about Exemplar Traits?
Mark Thomas 66 RPG Superstar 2009 Top 16 |
Tehs |
I have a three day work weekend out of town, so won't be able to do much more work until at least Sunday evening. Just need to handle equipment, description, and background.
Basic concept I have is that he was forced out of his tribe for being useless and ended up finding an old hermit's shack with a recently deceased hermit. Used his leftover gear (and horse) to learn to survive. Then, as bandits became more common he heeded the call. Bit of a stir crazy recluse, but eager to be helpful for once.
Sneaky survivalist with surprising AC and toughness for such a slight, skittering rogue.
Rosc |
I would absolutely love to play through this AP. Dotting for interest. Maybe an kineticist, or a summoner.
@ LDDragon- As long as you can keep player knowledge and character knowledge separate I have no problem with you applying.
I was just about to ask if it was okay that I played through the Owlcat Kingmaker game but I guess that clears it up!
Azure_Zero |
I got two ideas, but settled on this one.
An Elf Slayer (Woodland Sniper), with the Half-succubus template
Don't worry too, much she'll be non-evil
....
• Races- While I prefer keeping to the races found in the Core Rulebook. If you think you can convince me why some of the more monstrous races would be interested in exploring and clearing the Greenbelt of bandits, feel free to try.
....
Most of the template's abilities will be sealed since she'll be keeping very quiet about what she really is.
That and she'll be smart enough to keep out of certain "Kingdom roles" as the fallout could be very bad if her secret gets out.