There will be time enough. Interestingly, this whole social encounter is not part of the PF1 AP at all. I like it!
It's pretty neat! They ripped the whole introduction segment from the Kingmaker PC that was made. They have supposedly introduced new content throughout the campaign that interweave new material (such as these companions we're meeting with now). It makes playing through in 2E a different experience than 1E, which I find AWESOME.
The source material available to run this game is almost overwhelming, but as a GM I absolutely love having all the extra options and content to draw from. We're in for a fun ride! :D
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Apologies all, if I was delaying the game. I just got back from my July 4th trip.
Once the feast starts, Selina eyes the group of characters assembled around her and will approach Linzi, the halfling artist. She will introduce herself and make small talk about her drawings trying to impress her with her courtly graces. "Did you get my good side in your drawing?" She then motions to sit next to her and tries to impress her with her deeds as a Swordlord in training.
With her wine glass in hand, Teela saunters up to the purple-haired gnome. She casually stands next to him, observing the room in a nonchalant manner. She wait until she sees him look up in her peripheral vision. Without looking at him, she asks "What's with the stinkeye, buddy? You don't like the food or something?" She takes a sip from her wine through a gentle smirk. "I love your outfit, though. Who's your tailor?"
Quintessa takes note of the prominent figures among the adventurers, mentally cataloging their names and appearances. She leans closer to her companions to share her observations, making sure to keep her voice low and discreet.
"I think a divide-and-conquer approach would serve us well here. Let's mingle with the other participants and see if we can learn a bit about our competition."
She glances around the room, considering her options.
"I'll start with Maegar Varn. He carries the crest of House Varn, and it might be useful to understand his intentions and capabilities."
"Thark, perhaps you could strike up a conversation with the dwarf priest, Harrim. You two might be able to have a conversation pertaining to the gods. And Selina, maybe you could talk to Jaethal, the elf with the scythe. Teela, you might find Linzi interesting—she seems to be documenting everything. An aspiring artist, perhaps. Fenric, you might want to keep an eye on Amiri or Valerie, but both seem like they could be quite formidable allies or opponents."
"Let's regroup here in twenty minutes and touch base."
With a nod of determination, Quintessa rises from her seat and makes her way toward Maegar Varn. As she walks over, she quickly casts a spell to help ensure she gets off on her best foot, trying to guide her attempt at an introduction. Cast guidance. She approaches him with a warm smile and introduces herself.
"Good evening, Maegar Varn. I’m Lady Quintessa Orlovsky. It's a pleasure to meet you."
She sips her wine and continues, attempting to make some political small talk.
"I couldn't help but notice your sword bearing the crest of House Varn. House Varn has always played a pivotal role in Brevoy's history. I heard there have been some recent skirmishes in that area, with tensions rising between local warbands and Brevoy's forces. How has House Varn been managing these
...
Maegar Varn looks dubious as Quintessa approaches him. However, her mention of history in her second sentence sparks his interest as well as mention of his House. He makes a flirty comment about Quintessa's beauty and the conversation seems to spark. You learn that he is impatient to begin exploring the Stolen Lands and that he has been assigned the Nomen Heights region. He offers Quintessa a drink and the next 20 minutes pass as he inquires into her family history as well. You also learn that he is low-ranking swordlord in the region. Quintessa has clearly charmed the noble and he is friendly with her now. Influence: 1 with Maegar Varn for Quintessa.
Thark's first interest is to the savage woman with the over-sized greatsword. She appears to be powerful and brutal, a world he is familiar with. But when the Princess suggests he should speak to the Dwarven cleric, he turns to inspect that fellow with an audible grunt. He first looks at the cleric for some outward sign of his patron deity, and if he spies it, he enters the conversation using that gambit.
"Our Lord in Iron blesses this venture Dwarf. Does your god also give his blessing? Tell me more about that god."
[dice=Thark Religion]1d20+6
Thark is not well versed in social graces, so his check is mostly to identify the god of the dwarf cleric, and see what else he can find out about that entity. Fortunately, a good roll. If they have something to speak about, a similar dialogue would ensue.
Harrim, as all dwarves, is a sour-looking fellow, who seems annoyed that the massive half-orc approaches him, but at the mention of religion, he seems to take interest in the feast. He proudly speaks about his devotion to Groetus, the god of the End of Times. Thark knows that the deity does not have a formal religion or church, but instead many of his faithful are made up of loners prophesying the end of everything and about bringing the end of days to please their god. Harrim wears the holy symbol of the church, a skull-faced moon. Harrim respectfully asks Thark about his god's beliefs, but on a couple of occasions, you hear the dwarf state "Abandon hope and embrace the inevitable." It's Harrim's way of ending many debates. He hopes to adventure in the Stolen Lands before the apocalypse claims the world. It is definitely not a cheery conversation. The half-orc's lack of social graces appeals to Harrim, who is quite similar, and he reacts positively to the conversation, as he is comfortable with the awkward pauses in their religious conversation. Critical success - Influence 2 for Hark - Harrim is friendly now with Thark.
Fenric sniffs softly as Quintessa instructs his choice for conversation. He considers following her to Maegar just to spite her but instead makes his way to the tall, blue-eyed woman whose name he learns is Valerie.
"Greetings," he says with a slight bow. "My name is Fenric. I fear that I do not recognize you--please do not take offense--this leads me to guess that you are unaffiliated with any of the major houses. Do I err in my judgment?" He tries to draw the woman into small talk to tease out her preferences.
Fenric approaches Valerie, who appears to be guarded at her approach. Fenric tries to initiate a conversation and Valerie invites him to sit down, but thinking that he may be a playboy, she reveals very little during their conversation. She questions Fenric as to what deity he follows. Fenric, however, fails to find a hook to get Valerie to open up. He does learn that she is very proper and was interested in conversing about warfare, which unfortunately, Fenric knew very little about. She wished him luck on his journey and continued her meal. Discovery check failed and Society check failed. No influence gained or lost - still indifferent.
Apologies all, if I was delaying the game. I just got back from my July 4th trip.
Once the feast starts, Selina eyes the group of characters assembled around her and will approach Linzi, the halfling artist. She will introduce herself and make small talk about her drawings trying to impress her with her courtly graces. "Did you get my good side in your drawing?" She then motions to sit next to her and tries to impress her with her deeds as a Swordlord in training.
1d20+6
Linzi reacts to Selina approaching her, but puts her picture book away, when Selina comments about the drawings. She happily shares that she hopes to chronicle the heroic establishment of a new nation in the Stolen Lands. She questions Selina about her love of art and which are her favorite performers and artisans and if she caught the latest play, or heard the latest opera in Restov, etc.. It turns out Linzi is very talkative about the subjects that interest her, which tends to get on people's nerves. After 20 minutes, Selina feels that she wasted her time. Linzi, quite cheerful and happy, tells Selina to enjoy the "Feast of Heroes". Check failed. No influence gained or lost. Linzi remains indifferent.
With her wine glass in hand, Teela saunters up to the purple-haired gnome. She casually stands next to him, observing the room in a nonchalant manner. She wait until she sees him look up in her peripheral vision. Without looking at him, she asks "What's with the stinkeye, buddy? You don't like the food or something?" She takes a sip from her wine through a gentle smirk. "I love your outfit, though. Who's your tailor?"
Tartuccio manages to look up from his meal to see Teela, with an annoyed look. At her question, he sneers. "My tailor, really? I thought you would have some sense in your head, but alas, you, like everyone else at this gathering has disappointed me." The gnome is an arrogant little bastard, whom nobody at the table tends to like and give him a wide berth. His arrogance and sense of superiority turn people off. After a brief conversation, Tartuccio waves Teela off. "Off ya go, kitten, go bother someone else."No influence gained. Teela's future efforts to influence Tartuccio have -2 penalty.
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Thark learned enough about the dwarf and the dark side of his deity Groteus. While they had a choppy conversation, it ended well enough, Thark assumes. His interest is still with the rough-and-tumble woman with the large greatsword - the preferred weapon of his deity, and the same type of weapon that Thark himself carries.
He moves towards that female warrior, and motions to her blade. "Tell me the story behind that beauty, eh? It is a fell weapon it seems, and you are a fell wielder. Thark approves as does Gorum himself. Thark would test if you are of strong enough stuff to carry such a revered blade."
If it comes to it, Thark will challenge her to feats of strength and test her mettle, either with the blade or something like arm wrestling while they have their discussion about weapons and their origin.
Not sure if allowed, but this seems like an Athletics challenge. It can be Diplomacy (Thark is +1) if you prefer it. He is trying to find out the history and actual strength of this powerful looking NPC.
Quintessa wants to check in on her companions but fears tearing herself away from Maegar. She realizes she has successfully charmed Maegar, earning his friendliness and possibly a valuable ally for the journey ahead.
Surely they can handle themselves a few minutes without you.
She laughs at one of Maegar's compliments and sweeps her gaze across the crowd, trying to observe how they are going. To her disappointment, nothing appears to be as she had expected. Valerie looks unimpressed, Teela is getting an unmistakenly 'piss off' look from the gnome, and Thark is ... Is he trying to arm wrestle that woman?!
She does her best to hide her surprise and turns back to Maegar, continuing the conversation.
"Maegar, your dedication to House Varn and your eagerness to explore the Nomen Heights are truly admirable. It's clear that you have the heart of a true adventurer and the mind of a strategist." She pauses, letting her blue eyes twinkle with interest in front of him.
"I must admit, I’ve always been fascinated by the tales of the Stolen Lands. The untamed wilderness, the promise of discovery, and the chance to create something new and lasting—it's a rare and precious opportunity. I can see why you’re so eager to begin."
She leans in slightly, her voice lowering to a more intimate tone.
[smaller]"It seems that fate has brought us together at this pivotal moment. I believe that with our combined strengths and the alliances we forge here tonight, we can truly make a difference in the Stolen Lands. Your experience as a swordlord and my background in negotiation and magical training, well, I believe we could complement each other perfectly."
"It seems we both have much to prove and much to gain in the Stolen Lands," she says, raising her goblet in a toast. "To new beginnings and the forging of strong alliances."
Tartuccio manages to look up from his meal to see Teela, with an annoyed look. At her question, he sneers. "My tailor, really? I thought you would have some sense in your head, but alas, you, like everyone else at this gathering has disappointed me." The gnome is an arrogant little bastard, whom nobody at the table tends to like and give him a wide berth. His arrogance and sense of superiority turn people off. After a brief conversation, Tartuccio waves Teela off. "Off ya go, kitten, go bother someone else."
No influence gained. Teela's future efforts to influence Tartuccio have -2 penalty.
Diplomacy:1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Teela gives the gnome a baffled look. This time she scans him head to toe as she is processing what just transpired. She won't be insulted by some rando at a party like this. That just won't do. She leans down to be on the gnome's eye-level. She makes no effort to be silent. "Alright, little man. If you don't like the party, why don't you just leave? I thought you could do with some actual company, but it seems clear why there are two empty chairs between you and anyone else at this gathering." she motions to the empty seats surrounding the gnome. "Now that I think about it, the purple tones of your little dolly dress are fitting. Usually it would indicate some sort of royal pedigree, but it seems that in your case it's just the colour of your testicles, I guess? And since we're already on a nickname basis, 'Kitten'" she points to herself, "seems better than..." and she turns her hand around towards the gnomes face as she ALMOST boops his nose "Prick."
Holding the top back rail of the gnome's chair as she stands up, she pats the thing before leaving, causing it to smell like manure for a brief moment.
Hey guys! I hear prestidigitation is a cool spell.
Stymied by casual conversation with Valerie, Fenric considers moving on to another. However, a quick glance around the room finds no better option at the moment. That elf seems like she would lop off my head as well as speak to me. AndI don't want to near whatever is happening between Tessa's tailor and that gnome.
"Follow?" he say to Valerie. "I'm more of a pragmatic pantheist--give each god their due in their time and place. However, if you press me as to whose favor I seek most often, then it would be Cayden Caileen or sometimes Chaldira."
Fenric pauses for a moment, thinking. "That Cayden was a man who earned godhood is an inspiration to all who seek to better themselves. But he also did it by accident, and I would really rather forge my destiny with intention. Ah, now I'm saying too much. My apologies. Since you asked, do you follow a particular deity or code?"
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Selina smiles at Linzi before excusing herself and moving on to survey the dinner scene. My goodness, that halfling can chat non-stop about the most inane things!! In a way, Selina was glad that she had not become the halfling's best friend. Who cared about plays and operas, when she spent most of her time studying the sword.? I guess things happen for a reason. She looks at the deathly pale female elf. A bit too gothic for her taste, but perhaps she can appreciate power and self-confidence. Besides, perhaps she can appreciate that we are both women with dark black hair.
Selina approaches her seriously, portraying her most fearsome self and sits down in front of Jaethal. In her serious voice, used to chill the spines of her enemies, and staring into the pale elf's eyes, she speaks in a soft tone, "If I may speak, you look like death itself with that scythe. Tell me, do you scare easily? I would say no, since you want to explore the Stolen Lands all by yourself. Care to chat?"
Thark learned enough about the dwarf and the dark side of his deity Groteus. While they had a choppy conversation, it ended well enough, Thark assumes. His interest is still with the rough-and-tumble woman with the large greatsword - the preferred weapon of his deity, and the same type of weapon that Thark himself carries.
He moves towards that female warrior, and motions to her blade. "Tell me the story behind that beauty, eh? It is a fell weapon it seems, and you are a fell wielder. Thark approves as does Gorum himself. Thark would test if you are of strong enough stuff to carry such a revered blade."
If it comes to it, Thark will challenge her to feats of strength and test her mettle, either with the blade or something like arm wrestling while they have their discussion about weapons and their origin.
Not sure if allowed, but this seems like an Athletics challenge. It can be Diplomacy (Thark is +1) if you prefer it. He is trying to find out the history and actual strength of this powerful looking NPC.
[dice=Thark Athletics]1d20+6
Amiri lets a loud bellow of a laugh. "I like the muscles, Thark, I am Amiri. Please sit and tell your tale over some mead and then we can arm wrestle or something. So many men are afraid to approach someone like me. Or they think they can touch things that they cannot and they end up with broken arms or wrists. So happy that you are a confident strong warrior." The conversation is pleasant, as you talk about battles and each other's past. Amiri shares some thoughts about her greatest accomplishments, likes wrestling a bear with her bare hands and other such stories. The 20 minutes fly by, but you see that any conversations about her clan/tribe and she shuts up immediately. It sounds that whatever happened was recent and it is a painful wound. She also does not share the tale behind the large bastard sword that she carries on her back. At the end of the conversation, Thark and she arm wrestle, but the half-orc eventually loses after holding up for a few seconds. Thark has 1 Influence with Amiri. Attitude is still indifferent
Quintessa wants to check in on her companions but fears tearing herself away from Maegar. She realizes she has successfully charmed Maegar, earning his friendliness and possibly a valuable ally for the journey ahead.
Surely they can handle themselves a few minutes without you.
She laughs at one of Maegar's compliments and sweeps her gaze across the crowd, trying to observe how they are going. To her disappointment, nothing appears to be as she had expected. Valerie looks unimpressed, Teela is getting an unmistakenly 'piss off' look from the gnome, and Thark is ... Is he trying to arm wrestle that woman?!
She does her best to hide her surprise and turns back to Maegar, continuing the conversation.
"Maegar, your dedication to House Varn and your eagerness to explore the Nomen Heights are truly admirable. It's clear that you have the heart of a true adventurer and the mind of a strategist." She pauses, letting her blue eyes twinkle with interest in front of him.
"I must admit, I’ve always been fascinated by the tales of the Stolen Lands. The untamed wilderness, the promise of discovery, and the chance to create something new and lasting—it's a rare and precious opportunity. I can see why you’re so eager to begin."
She leans in slightly, her voice lowering to a more intimate tone.
[smaller]"It seems that fate has brought us together at this pivotal moment. I believe that with our combined strengths and the alliances we forge here tonight, we can truly make a difference in the Stolen Lands. Your experience as a swordlord and my background in negotiation and magical training, well, I believe we could complement each other perfectly."
"It seems we both have much to prove and much to gain in the Stolen Lands," she says, raising her goblet in a toast. "To new beginnings and the forging of strong alliances."
She raises her goblet, a smile on her face.
[dice=Brevoy Lore/Society]1d20+5
Maegar is enraptured by Quintessa's easy manner and civility. He happily toasts with his goblet toward their future alliance. He becomes a little distracted, when the two warriors start arm wrestling in the middle of the feast, but laughs it off, nodding toward Amiri. "I am sure that is her way of communicating in her culture." The conversation continues as Maegar inquires on Quintessa's family, parents, and station. He reveals that he is the third son a Brevic baron, and as such, he does not stand to inherit his father's title or holdings. The opportunity to make a name for himself by answering the call for heroes is, he believes, his best chance to make his fortune. Quintessa can tell that in his manner of speaking, he is very proud of being an Aldori and being from Restov. Anyone who badmouths any of those two things burns their bridges with him. Quintessa now has Influence 2 with Maegar and his starting attitude is now helpful toward her.
Tartuccio manages to look up from his meal to see Teela, with an annoyed look. At her question, he sneers. "My tailor, really? I thought you would have some sense in your head, but alas, you, like everyone else at this gathering has disappointed me." The gnome is an arrogant little bastard, whom nobody at the table tends to like and give him a wide berth. His arrogance and sense of superiority turn people off. After a brief conversation, Tartuccio waves Teela off. "Off ya go, kitten, go bother someone else."
No influence gained. Teela's future efforts to influence Tartuccio have -2 penalty.
[dice=Diplomacy]1d20 + 7 - 2
Teela gives the gnome a baffled look. This time she scans him head to toe as she is processing what just transpired. She won't be insulted by some rando at a party like this. That just won't do. She leans down to be on the gnome's eye-level. She makes no effort to be silent. "Alright, little man. If you don't like the party, why don't you just leave? I thought you could do with some actual company, but it seems clear why there are two empty chairs between you and anyone else at this gathering." she motions to the empty seats surrounding the gnome. "Now that I think about it, the purple tones of your little dolly dress are fitting. Usually it would indicate some sort of royal pedigree, but it seems that in your case it's just the colour of your testicles, I guess? And since we're already on a nickname basis, 'Kitten'" she points to herself, "seems better than..." and she turns her hand around towards the gnomes face as she ALMOST boops his nose "Prick."
Holding the top back rail of the gnome's chair as she stands up, she pats the thing before leaving, causing it to smell like manure for a brief moment.
Hey guys! I hear prestidigitation is a cool spell.
The gnome's face turns red with anger at the manner that he is treated by Teela. He looks around in dismay, "How can they let such riff-raff participate in this call for heroes?! Did you all see who she treated me?! She is so uncouth, no culture, grown from the streets." Strangely enough, Tartuccio's rant does not elicit the sympathy that he desired as most people snicker or laugh at Teela's comments. After the casting of the spell on the chair, the gnome scream in disgust, "You foul harlot." His hands start to glow, as he begins to intone magic, but he thinks the better of it, as house guards move in. He curses in gnomish and storms out of the room, followed by a couple of guards. Teela hears a soft golf clap emanate from the room in her direction from the rest of her guests. Starting attitude for Tartuccio toward Teela is now clearly hostile.
Stymied by casual conversation with Valerie, Fenric considers moving on to another. However, a quick glance around the room finds no better option at the moment. That elf seems like she would lop off my head as well as speak to me. AndI don't want to near whatever is happening between Tessa's tailor and that gnome.
"Follow?" he say to Valerie. "I'm more of a pragmatic pantheist--give each god their due in their time and place. However, if you press me as to whose favor I seek most often, then it would be Cayden Caileen or sometimes Chaldira."
Fenric pauses for a moment, thinking. "That Cayden was a man who earned godhood is an inspiration to all who seek to better themselves. But he also did it by accident, and I would really rather forge my destiny with intention. Ah, now I'm saying too much. My apologies. Since you asked, do you follow a particular deity or code?"
[dice=Diplomacy: Influence]1d20+3
Valerie smiles, "Guess you're the type that does not take no for an answer. In some cases, persistence is admirable. You have surprised me with your decorum. For myself, I believe you are free to choose to whom you pray, but more importantly, is your code of conduct. How you live your life. I live my life according to a set of rules and norms, be it at a feast or in battle." She nods toward Amiri and Thark. "Look at those two for example, arm wrestling in a noble's home! Really?! It is clear that they have not been raised with with proper social graces." She nods her head in disgust. She takes her glass and raises it to Fenric and toasts, "For not abandoning ship when you easily could have run away with your tail between your legs." The rest of the conversation runs smoothly, but Valerie reveals very little of her past or her reason for exploring the Stolen Lands. Fenric senses some tragedy in her recent past which makes her very guarded and difficult for her to trust people. Influence 1 with Valerie, but she is still indifferent toward him.
Selina smiles at Linzi before excusing herself and moving on to survey the dinner scene. My goodness, that halfling can chat non-stop about the most inane things!! In a way, Selina was glad that she had not become the halfling's best friend. Who cared about plays and operas, when she spent most of her time studying the sword.? I guess things happen for a reason. She looks at the deathly pale female elf. A bit too gothic for her taste, but perhaps she can appreciate power and self-confidence. Besides, perhaps she can appreciate that we are both women with dark black hair.
Selina approaches her seriously, portraying her most fearsome self and sits down in front of Jaethal. In her serious voice, used to chill the spines of her enemies, and staring into the pale elf's eyes, she speaks in a soft tone, "If I may speak, you look like death itself with that scythe. Tell me, do you scare easily? I would say no, since you want to explore the Stolen Lands all by yourself. Care to chat?"
[dice=Intimidate]1d20+5
Jaethal looks into Selina's eyes, trying to scare her off with her glare, but is impressed that the rogue stands her ground. "Okay, you may sit down. I am Jaethal. I am not death, though I do enjoy carving my opponents with my scythe. Tell me, why do you join the call for heroes?" The conversation with Jaethal does not flow as she is very reserved and seems to not be used to social interaction. During the conversation, she encourages Selina that she might have more fun speaking to someone more entertaining. Prying information from her is like cracking a vault. When asked she is here, she says that she is looking for a fresh start in a new nation. It appears she too, like many of the adventurers present, has a tragic past. Selina has Influence 1 with Jaethal but still indifferent. Future attempts to influence her are easier.
Quintessa thanks Maegar for his conversation and friendship, a warm smile gracing her lips. "Thank you for the delightful conversation, Maegar. I look forward to our future endeavors together."
Excusing herself, she gracefully rises and makes her way back to her companions' table. She shoots each of them a look, silently asking them to regroup. Once they gather, she begins to share her progress.
"I had a wonderful conversation with Maegar Varn. He’s very proud of his heritage and is eager to make a name for himself in the Stolen Lands. I could continue to work on him, but we already have a potentially powerful ally in him."
She then turns her attention to each of her companions, eager to hear their experiences. "Fenric, how is our female warrior?"
"How did things go on your end? Selina, what did you learn from Jaethal? I saw you engaged the halfling as well. How was that?"
Her expression shifts to a frown as she addresses Thark, struggling to contain her emotions. "Thark, I noticed you got into some ... arm wrestling. How did that go? What happened with dwarf?"
Finally, she looks at Teela with a hint of exasperation.
"Teela, what happened with the gnome? He seemed quite upset when he left the room."
Quintessa listens intently to her companions, ready to piece together the information they’ve gathered and strategize their next moves.
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Selina sees Tessa's nod and regroups at the table with the party. When asked, she sighs, "That halfling, Linzi, can talk your ear off about the most inane subjects, but she seems to have a good heart with no malicious intent that I could detect. I could not bear to keep talking about operas, but if one of you is an aficionado of that sort of stuff, you may have more luck with her than I did." Selina stares at Jaethal, "The elf is a closed book. Something bad must have happened in her past, has her all closed to the world. I seem to have gained some trust but not much. I can continue prying if you'd like."
Teela shrugs. "Probably was breastfed a few years longer than he should have been and father was not present, but if you mean tonight..."
She raises her hand and starts enumerating. "In chronological order: complete lack of game, superiority complex, calling me names, smelled like cow dung, anger management issues, superiority complex again, fishing for validation, calling me names again, lack of impulse control."
She puts her hand down with a smirk. "All in all, probably not a good fit for any form of meaningful cooperation."
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Thark shares with the others his experience with the dwarven cleric Harrim. "His is Groteus, God of the End Times, and his demeanor reflects that. Could be good to have a as a friend, but not friendly, if you get Thark's meaning. And does not seem like someone who will give the shirt off his back to help, but watch chaos take you instead."
As far as his arm-wrestling with the Amiri, he says: "The woman is impressed by feats of strength and arms. Thark met her where she lives. She has an injury from her former tribe, but Thark did not explore that. It is always good to have strength on your side, it does not take a holiday, eh?"
When Teela relates the gnomes behavior, Thark fumes. "Thark will go teach that small fellow some respect. Just say the word....Princess, is there something you wish Thark to do?"
While Fenric speaks with Valerie, he notices Quintessa making eyes at him. He smiles and waves back at her before turning back to Valerie. "Apologies. I think my partner is trying to get my attention, and while I do care about what she has to say, it would be rude to abandon a lady amid a conversation," he says with a friendly smile. "When I was young, I wanted to be a chivalrous knight." He pauses with a rueful smile. "Now I simply want to do right with the blessings I've been born with."
He presses the woman to engage with him more, "Your code--are you a swordlord like our host? Or do you mean some other code? Like the Knights of Lastwall."
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
With the recap done, Selina takes a drink and walks back over to Jaethal. She had to crack the code to get her to open up. Selina tries to get her speak about her childhood, assuring her that she is not there to judge but only to listen, as a friend. Selina reveals some of her own past history and death in her family to make Jaethal understand that everyone has suffered loss and tragedy in the past. She is sincerely interested in helping the elf woman.
Quintessa listens intently to each of her companions as they share their experiences.
"Selina, it sounds like you made some progress with Jaethal, even if it was challenging. Perhaps you can dig to a deeper level. Thank you for your efforts."
She then turns to Teela, a smirk tugging at the corner of her lips as she listens to the rundown of Tartuccio's behavior.
"Well, it would seem Tartuccio isn’t a viable ally. Let’s keep our distance from him for now. Thank you for enduring that, Teela."
Quintessa places a reassuring hand on Thark's arm, shaking her head gently. "No need to confront him and make a bigger scene than necessary. His behavior speaks for itself. For now, let’s focus on building alliances with those who show promise."
"Having Harrim as a friend could be beneficial, even if he’s not the most outgoing. As for Amiri, it's good to know she respects strength. We should keep her on our side if we can. Why don't you return to Amiri and see if you can get her to open up a little bit about her past and her intentions? "
Finally, she glances at Fenric, who is engaged in conversation with Valerie. She catches his eye and nods, signaling that they can catch up once he’s finished.
"Thank you all for your efforts. We’re off to a good start. I think I'm going to try to approach Linzi to see if I can break through a bit. Off we go."
Quintessa makes her way over to Linzi, the young halfling bard. She takes a deep breath, summoning her charm and poise, and begins the conversation with a warm smile.
"Good evening. I couldn't help but notice your impressive sketches. You have quite the talent for capturing the essence of those around you.
I’m Lady Quintessa Orlovsky, by the way. I was hoping to learn more about your work and what brings you to this gathering."
Will move along the summary of the next round. Teela and Thark can roll their checks retroactively when they are back.
Fenric continues to impress Valerie with his manners and decorum befitting that of the nobility. However, she remains guarded and suspicious, but continues to enjoy his presence. "I am no Swordlord. I used to be a champion in a former life, but I realized that I can lo longer walk that path. I fight more with sword and shield. And yourself? Do you fancy the sword and board style or are you one of those 2-weapon fighters or even sillier, a single weapon fighter?" Valerie stifles a laugh and keeps her voice low, as she realizes that she in the home of a Swordlord. Fenric now has Influence 2 with Valerie but she remains indifferent to him.
Selina's sincerity appeals to Jaethal, who the rogue can tell has led a pretty lonely life. Sensing a kindred soul and sister-like-person bond, Jaethal reveals to Selina that was exiled from Kyonin after a tragedy and she hopes to find a place in a new society. She does not disclose further details about the exact nature of the tragedy. Selina also learns that Jaethal is self-conscious about her pale appearance and any comments about it will make it more difficult to influence her. Funny enough, Selina has yet to see Jaethal smile at all for any reason. Critical success! Selina now has 3 Influence with Jaethal and her starting attitude will be friendly the next time they meet as she will remember the dinner fondly.
Quintessa's beautiful words to Linzi, unfortunately, get drowned out by Linzi's gasp, as Tessa accidentally knocks over a glass of wine that stains Lizni's book of sketches! While Tessa apologizes and tries to compliment the halfling bard, Linzi is so worried that her sketches have been ruined that she spends the entire 20 minutes cleaning her book trying to save her sketches and tunes out Quintessa's efforts to influence her. 0 Influence gained with Linzi.
"Oh, Linzi, I am so sorry!" Quintessa exclaims, reaching for a napkin to help clean up the mess. "I didn’t mean to—let me help you."
Realizing that her attempts to influence Linzi have not succeeded, Quintessa decides to change her approach.
"Linzi, you should definitely watch our friend Teela perform sometime. She has incredible musical talents. Her performances are truly captivating and might offer you some wonderful inspiration for your work."
Society:1d20 + 5 ⇒ (2) + 5 = 7No. Not another 2. HP Reroll. Society:1d20 + 5 ⇒ (11) + 5 = 16
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Realizing she is on a roll, the rogue continues to use a combination of Diplomacy and Intimidation to get Jaethal to reveal more information. "Between you and me, your pale skin makes you stand out among the commoners and I think it's cool, but that's just my opinion. Us friends have to stick together. So no worries, anyone makes fun of it, they will have to deal with me." Selina continues with similar compliments to get her guard down.
"Oh, Linzi, I am so sorry!" Quintessa exclaims, reaching for a napkin to help clean up the mess. "I didn’t mean to—let me help you."
Realizing that her attempts to influence Linzi have not succeeded, Quintessa decides to change her approach.
"Linzi, you should definitely watch our friend Teela perform sometime. She has incredible musical talents. Her performances are truly captivating and might offer you some wonderful inspiration for your work."
Sipping on her wine and looking around the room, Teela's gaze drops on Quintessa, who seems to have spilt her own drink. She frowns ever so softly, sighs, and walks over.
She looks over the dress, ensuring no wine is on the fabric. And then her eyes drop on the halfling as she attempts to salvage her drawings.
She kneels down. "Allow me." She waves her hand over the book. Just like that, the wine and the moisture is gone.
She gives the halfling a playful wink before cleaning whatever other wine stains are on either Quintessa's or the halfling's clothes before standing back up. "And we're back to a lovely evening. Teela Sedichi. Pleasure to meet you!" she extends her hand to the halfling.
PRES-TI-DI-GI-TA-TION to clean that sketchbook up. I would have this be an Aid action if possible.
"I use a long and a short blade," Fenric answers Valerie. "If you use one of your weapons correctly, it is almost as good as a shield." He continues on about his efforts to learn the sword.
Influence: Diplomacy (T):1d20 + 3 ⇒ (5) + 3 = 8 If that is a critical fail, I don't want to lose progress, then I'll use a Hero Point. If just a fail, I won't. Hero Point: Diplomacy:1d20 + 3 ⇒ (11) + 3 = 14
Apologies for absence - 4th round of social interactions are now done.
Thark tries to warm up to Amiri with his silver tongue, but she appears to be a woman more of action than diplomacy. Easier to influence with Athletics than Diplomacy. No change in Influence, still 1.
Linzi thanks Teela profusely for saving her drawings and she warms up to Tessa. A you converse with her, you learn that she is eager to find someone who will be a true hero of the Stolen Lands, so she can write about him/her. Influence: 1 with Linzi for Tessa and she is now friendly.
Having found her weakness of being alone, Selina continues to break through Jaethal's barriers and she continues to open up to the rogue. Influence: 4 now with Jaethal.
Not a critical fail so no use of HP. Fenric makes no progress as your conversation with Valerie sticks to political matters in the world and no personal information. Influence remains 2 with Valerie.
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Seeing that Amiri is not swayed by words (which are usually out of his element anyway), Thark shifts it up and goes back to looking for means of physicality to impress the barbarian woman. Having already done arm-wrestling, he moves to engage Amiri in a weight-lifting contest using the serving staff as weights. He grabs one of the more rotund servers around the middle and holds them in the air, seeing who can hold their server in the air the longest, while, hopefully, they struggle to get free.
"Don't worry about it." Teela waves her hand towards the sketches as she if finishing their conversation with the halfling. "You got a good hand and could probably draw them again. It's just the time that is a factor."
She suddenly notices something from the corner of her eye, looks above the halfling, and tilts her head with a face of curiosity and confusion.
"Is... Thark..." her thoughts trail off as she watches the scene intently, then looks around the room for someone. "My apologies. We will catch up later. I need to handle something."
"Fenric!" she gets into his point of view and addresses him. Then she notices he has company and acknowledges Valerie with a polite nod and a quick "Madam." before turning to the knight again. "Fenric, I think..." she points out Thark holding a servant above the ground for some reason.
"Could you help me with that? That poor soul is just being stripped of their dignity. That's no way to treat a person."
This would actually be an attempt to try to gain some standing with Valerie or helping Fenric get some standing with Valerie - showing he cares for the common folk despite his lineage.
"I'll try to talk him down, but I am lacking in the muscle department." she points to her unremarkable arms.
Fenric pauses as Teela interupts. He looks to where she points and says, "Oh."
"My apologies, Valerie," he says with a wince. "That does seem like something better intervened upon sooner rather than later. I hope that you do not take my sudden departure amiss as I was enjoying our conversation." He sighs as he bows. "One is the company one keeps..."
The noble weaves his way through the tables and guests toward Thark. "Ah, Thark, my new friend, while this might enamor you to our competition, I'm not sure that manhandling her servants will have a desirable effect on our host." He tries to gracefully disentangle the servant and Thark in a way that is neither too rough on the servant nor too rude with his ally.
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Selina continues trying to influence Jaethal with her friendship comments. "Girl, you need to tell me what happened in your homeland. I will not judge you, trust me." Diplomacy:1d20 + 5 ⇒ (8) + 5 = 13
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
When Fenric intervenes in his weight lifting contest with Amiri, Thark immediately sets the server down again, patting him on the head as he does so. "Apologies, Fenric. Thark did not mean to embarrass you in front of our hostess. Thark just got a little carried away testing strength with new friends. Will not happen again...." He grins his best toothy grin to show his sincerity and winks at Amiri on the side as if to say it was fun while it lasted.
Quintessa returns the smile, feeling relieved that the situation has turned around. She shoots Teela an I owe you one look, deciding to quickly forget Teela's previous interaction with the gnome.
She turns her back to Thark to engage Linzi as Teela departs, thankfully missing the warpriest's athletic efforts.
"Linzi, I believe my small group has the potential to be the heroes you seek. The Stolen Lands offer us a chance to prove our worth and create stories that will be remembered for generations. Your talent for capturing these tales will be invaluable. I think a potential friendship here could benefit us both, no? Together, we’ll create a story worth telling."
Summary of Round 5:
Thark does not progress with Amiri, who spends her time recounting tales, which sound exaggerated, of her physical exploits.
Fenric gains 1 Influence with Amiri, as she is impressed by his attempted physical prowess.
Selina does not progress with Jaethal, who prefers to gossip about the other persons at the banquet.
Tessa makes progress with Linzi, as she questions Tessa about her exploits and sketches a profile of her. Influence 2 with Linzi - she will be helpful next time you meet.
Teela made no check since Fenric did not follow up with Amiri.
Teela gives a barely noticeable, reassuring wink back before she moves over to Fenric and then to Thark.
As they stand near the buff woman, Fenric and Thark resolving the issue of the manhandled servant, Teela fetches two hard drinks and saunters over to Amiri. She scans the woman up and down.
"I mean this in the best way possible - you look like you saw a tussle or two. And like someone who could enjoy a drink and talk about them. And I -adore- wild stories." Teela offers one of the mugs to the woman. "Let's trade tales over a few cups?"
When they sit down, Teela shares some of her life with Amiri...
"...so anyway, when this kid complained about a bully on their street. I told myself that would not do. I drew a horrible grinning face on a toy like this," she points to the rag doll on her belt "covered the drawing with chalk and propped the thing against the bully's bedroom window overnight. I hid in the bushes, morning came, and I woke up seeing the kid throwing rocks at my doll. And I know a little magic, so I animate the doll, clean up the chalk so that the grin appears on the face, and throw a sinister voice going 'You like throwing rocks at others, Zalmus? SO DO I!' and I swear..." she laughs and pats her own thigh. "As I did that, I looked at little Zalmus and his pants went from linen white to brown on the back, yellow down the middle. Probably didn't throw a rock in his life again. I hope. Anyway, I had to get out of there fast so I grabbed the doll and disappeared. I gave that doll to the boy who complained about the bully in the first place. Oh, that was fun." She smiles and sips from her mug.
I honestly have no idea what roll this is. I'll just roll a straight 20 and give you my modifiers for you to pick from.
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Damn, this woman is so hard to read.
Realizing the meal is near its end, Selina makes some inane comments about the desserts being served and the guests, while she tries to gain more influence with Jaethal, stressing their sisterhood bond.
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Seeing that Teela has entered a drinking contest with Amiri, and a bit bashful after his last attempt was foiled, Thark idles back over to Harrim, the dwarven priest of Groteus.
"Our patrons are different, dwarf, but not so much. Gorum relishes in battle and Groteus in the end times. All of which come from chaos. Perhaps we should support each other when out in the Stolen Lands to the glory of our mutual gods. What say you?"
Last chance with Harrim, using Religion knowledge to make a final impression.
Fenric makes his way back to Valerie after tending to the potential disaster. "Again, my apologies," Fenric says to the woman. He tries to pick up where they left off and make a better impression upon her.
Results of last round of socializing:
Teela: Critical success! She impresses Amiri with her toughness and drinking prowess. Influence: 2 with her - she will be friendly next time.
Selina: Jaethal responds in a friendly manner to the banter. Influence: 5 with Jaethal.
Thark: Harrim enjoys discussing religious topics. Influence: 3 now with Harrim. Still friendly.
Fenric makes no progress with Valerie, who smiles politely and thanks him for his apology.
As you finish your discussions and enjoy dessert, a bell rings to announce its conclusion. Servants bustle about as they clean up the feast’s remnants and bring after-dinner drinks to anyone who requests them. Lady Jamandi rises and addresses everyone gathered one final time before retiring for the evening.
“My friends,” Lady Jamandi begins, “I hope you have enjoyed the food and drink this evening!” Her words are quickly met with a round of cheers and the enthusiastic tapping of several dozen mugs and goblets. It takes a few moments for the room to grow quiet again. Smiling broadly, she continues. “You honor me, truly, but this night is for you! As heroes, you have responded to my call, and I can’t wait to hear tales of your exploits in the weeks and months to come. Tomorrow, I shall speak with you all about your individual charters. I suspect it will be a busy day, so I suggest we make an early evening of it. After all, you have kingdoms to plan!” Lady Jamandi’s words are met with an even louder round of cheers and drinkware-tappings. A few goblets even shatter thanks to overeager hands.
Lady Jamandi gestures to the large double-doors to the east and west. “Of course, I’ve arranged bedchambers for all of you. My guards will escort you to them now. I hope you find them restful. We shall speak further tomorrow when we meet back here at sunrise.”
Lady Jamandi and the lord mayor leave the hall, followed by a retinue of armed guards wearing garnet-colored cloaks over suits of chainmail. Other guards begin to escort groups of revelers to their rooms for the night. Maegar Varn graciously declines a room and approaches Quintessa. "My dear, thank you for a lovely evening. I must return to Restov to attend to other matters and I’ll be back in the morning when the charters are given out. I hope to see you then. Till tomorrow..." Maegar bows and leaves the mansion.
Tired-looking guards, who may have partaken in the alcohol served, stand ready to escort you to your rooms.
M Male Orc Warpriest 1| HP 22/22| AC: 16| Fort: +7; Ref: +3; Will: +8 | Init: +6 (perc) | Per +6 | Stealth +3 |Intimidate +4 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Thark says good-night to his new friends Amiri and Harrim and departs with the semi-inebriated guards to the rooms prepared for the party-goers. He watches with interest as Maegar Varn speaks with the Princess, but does not comment or intervene.
"Thark will be interested to see what comes in the morning, and how the Lady passes out favor to all in attendance. It seems like a lot of rivals for the Stolen Lands." he mutters to the others as they are led to the chambers.
Reading the room, Teela stands up from across the table. She walks around, and pats Amiri on the shoulder. She leans over and speaks with a hushed voice. "You're fun. Not like most of these upper-crusters. Catch you tomorrow, I suppose." She leans over the table, picks up her bottle, looks at the guards standing at the ready, and back to Amiri. "Now, let's see which one of these brave gentlemen wants to escort this girl to her room." She laughs and starts walking with a confident step. "Let's go, gents. Show me to my bed. But no funny business. We're all professionals here."
She grabs one of the guard's elbows, and gestures outside of the room. She initiates a casual conversation as she walks "Hi! I'm Teela. Tell me, do you like working here? Do you know the gardener? Taking care of the greenery must be quite a struggle..."
The conversation echoes from the doorway and eventually fades out.
Before leaving the hall for the night, Quintessa takes a moment to thank both Maegar and Linzi for their time and company.
She approaches Maegar, a warm smile on her lips. "Maegar, thank you for a lovely evening. Our conversation was truly enlightening, and I appreciate your insights. I look forward to seeing you tomorrow when the charters are given out. Safe travels back to Restov."
She then makes her way over to Linzi, who is still carefully tending to her sketches. "Linzi, thank you for sharing your stories and sketches with me tonight. I’m excited about the possibility of working together and seeing how your storytelling unfolds in the Stolen Lands. Rest well, and I’ll see you tomorrow."
She then regroups with her companions as they head back to their rooms. She asks them what they learned and catches up on the different interactions, hopeful allies and potential rivals.
Once they reach their chambers, Quintessa bids her companions goodnight, her mind already racing with plans and possibilities for the adventure that lies ahead.
Female CG Human Rogue 1| HP 18/18| AC: 18| Fort: +5; Ref: +9; Will: +6 | Init: +0 | Per +6 | Stealth +7 |Intimidate +5 | Spd 25 ft. | Hero Points: 1| ◆ ↺ ◇
Selina smiles at Jaethal, "All things must come to an end. I've had a great time getting to know you. Hope we can keep up the friendship during our chaotic venture into the Stolen Lands. Have a good night!" Selina waves and turns toward the guards. She tries to avoid the chatty Linzi and she makes her back to the room. She looks toward the party. "An exciting adventure awaits us...I can feel it in my bones."
When she reaches the room, she washes up and then places a small string with bell on the door, in case any guards try to get handsy with them during the night. She bids the party good night and tries to get some rest, keeping her senses sharp as she was taught.
Your room contains five beds, a dresser, an oil lamp attached to the center of the south wall, and several potted plants. A decorative brass brazier forged to resemble a sleeping red dragon sits in one corner. After some chit-chat, you retire for the night, hoping for a restful sleep, as you have a big day ahead tomorrow. Alas...
After a few hours of sleep, you are awakened by what sounded like a muffled cry in the hallway outside your room. You gather your senses, waking up, trying to dispel the notion that you were not just dreaming. However, since your companions also heard the cry, you realize the situation is real.
Teela stirs in her sleep. She awakens into a darkness, with some noises coming from... somewhere. In a well-practised motion, the eyepatch goes over her left eye and she grabs her rag doll from the bed. She wipes her face into the pillow to remove the leftover drooling, and quickly moves her fingers through the air as she draws a series of lines in the darkness. The room alights with a gentle glow emanating from the globule that simply appears in the space. Just enough to make the room features visible, but she opts to be considerate and not wake up others. After all, it might have just been a dream.
"Anyone else hear that?" she whispers while standing up, and looking at the door. She's not in full gear. Before she laying down, she neatly packed her belongings in her backpack. Anything that didn't fit was strapped on. Teela is in... a nightgown. Not a revealing one, mind you, but it seems she is an active sleeper - both her hair and clothes are all over the place. One of the shoulder straps is halfway down her arm. She remedies the problem before suffering a complete malfunction.
"Did you?" she whispers while looking at whoever is awake at this point. Her eyes fall on the door again before she starts tip-toeing towards it.
Hi all, new GM on these boards looking to DM this classic AP. Hope you will give this a chance!
A bit about me: I’ve been playing rp games since 2000 and have finished the PC versions of this AP and WotR by Owlcat Games. I love the PF2e system (disillusioned by 5E) and would like to DM this game on the boards for as long as it takes to finish it. I love combat and will try to make it cinematic and fun, while not neglecting the rp too much. :)
I’ll keep recruitment open till June 24th. I’m looking for 4 to 5 players.
My expectations from you as a player:
Consistent posting, I’d prefer at least once a day posting (weekends can vary).
Have fun - most important thing!
I will make mistakes with the rules system - chime in so we can have a better collective experience.
Character building rules:
Level 1 - Pathbuilder 2E is highly recommended for your character sheet.
For backgrounds, the Kingmaker ones are available (visit: https://2e.aonprd.com/Backgrounds.aspx?Group=22) as well as the common ones.
As this is my first foray into PbP, I would like to limit the classes and races to the PHB Core book, unless your concept overwhelms me with its awesomeness.
I do not have the remaster books so will rely on Archives of Nethys for the updates.
Free archetype is in effect.
Concept: 4-6 sentences minimum, of character background, who your character is and why they want to join the expedition to tame the Stolen Lands.
Post your timezone. I am in Miami (EST).
I was strongly considering starting this AP myself, but would join as a player. Willing to help with rules learning, and appreciate you taking the plunge! I prefer the limit to CRB as I prefer old school and favor RP over bells and whistles.
I am in MST (New Mexico) and have played and GM both PF1 and 2 for a while now both on the boards and IRL.
I do own this AP and have read the first section. Have also played the entire original AP at tabletop, but can keep IC knowledge separate, and some things have changed with the re-telling.
Likely, I will have a cleric for this AP, as I know that is often a hard role to find. Will have something to share tomorrow most likely.
Heyo, I've Been on the boards for way to long, always looking to enjoy a kingmaker game. Been in a few that've fallen apart here and there.
I'm currently in Alaska(AKST) but will be moving to Washington(PST) here in the next six months.
I'd put forward a Human Fighter, I know original, but its hard to beat a classic sword and board fighter. Its iconic! I love the sword and board playstyle, I definitely try to have a more smart fighter rather than a dumb fighter though, investing in Intelligence vs charisma or wisdom.
If chosen I can slap together a an alias and character sheet quickly enough.
Marcus Armstrong was born and raised in Restov, a city known for its skilled swordlords and a culture deeply rooted in the art of dueling. His family were laborers who toiled day and night to make ends meet. Marcus's father, Jarek, was a blacksmith, and his mother, Elara, took on various odd jobs around the city. From a young age, Marcus learned the value of hard work, spending his days assisting his father in the forge and his evenings running errands for his mother.
When Marcus was fifteen, tragedy struck. His father died in an accident at the forge, leaving the family in dire straits. The responsibility of providing for the family fell heavily on Marcus's shoulders. He took up his father's hammer and continued his work as a blacksmith, but the dream of becoming a fighter never left his heart. Every spare moment, he practiced with wooden swords, taught himself to move with the grace of the swordlords he so admired, and honed his body through sheer determination.
By the time Marcus turned twenty-five, he had finally scraped together enough money and training to pursue his dream. His mother, though worried, saw the fire in her son's eyes and gave him her blessing. With a modest set of armor, a well-crafted sword, and a heart full of hope, Marcus set out from Restov, heading towards the Stolen Lands—a wild and untamed region filled with danger and opportunity.
Heyya been looking for an opportunity to finally play this AP. I've been playing 2e for a while now and fairly proficient with it.
My timezone is GMT+8, roughly 12 hours ahead of EST.
My first character idea would be a halfling monk and adherent of erastil who travels the stolen lands guiding and protecting settlers in the frontiers. I plan to take cleric dedication for flavor purposes as well.
2nd concept is a human aphorite champion paladin who worships ragathiel with rostlander background seeking to rid the stolen lands of foul bandits and evildoers with fire and steel.
For sure interested, I've really wanted to get a chance to play more 2e, but my last attempts have unfortunately fizzled out. For transparency's sake, I've read through some of the original Kingmaker pdfs and played through the first few acts of the CRPG, but those were both long enough ago that I don't remember much in detail. I'm also in EST, but I work early mornings so my schedule winds up a little weird most days.
I've got a character made over here for a halfling witch originally made for Rise of the Runelords. It looks like witch is in the remastered player core, but wasn't in the original release, so I'm not sure if that counts for your purposes? I'm happy to rework her as a wizard or druid if not.
To confirm, you want concepts that are Remaster only: based on Player Core 1 (Player Core 2 is slated for release August 1st). Just wanted to be super clear. Pathbuilder of course is up to date with what has been released.
I took a different plunge a while back, when Paizo promoed StartPlaying. I entered a paid KM Campaign and I have to say it's a really positive experience. If I were to introduce that character as remastered, I think he would be a rogue or a wizard (he's a psychic in that game). I don't see that rogue is spoken for (looks like Ollie is going with Wizard or Druid).
For background, he will take Brevic Noble: Nathan Lebeda.
He's extremely fun and always takes last watch.
(That means he always goes to sleep first)
I'm posting to register my interest. This is a PFS1 alias that I'd be using for posting.
For design, I would also like clarity on whether the classes/ancestries are Player Core 1 only (Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Rogue, Witch, Wizard) or Player Handbook (but remastered versions where remasters are published).
I'm thinking sorcerer could be a lot of fun for this. Will get working on a submission right away.
Fenric Lodovka wrote:
For design, I would also like clarity on whether the classes/ancestries are Player Core 1 only (Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Rogue, Witch, Wizard) or Player Handbook (but remastered versions where remasters are published).
A good question. If the Sorcerer isn't allowed, I'll likely submit a Druid.
He's been trying to take make his way in southern Brevoy, and he's looking to make a new start -- AWAY from Brevoy, where his face is getting to be known. He's fast and strong (but not too fast nor strong), and he enjoys going toe-to-toe against his foes. He is loyal to his allies, but, is perfectly willing to take advantage of anyone he is not loyal to.
I would love to be considered for this game! PbP is my favorite way to play Pathfinder and I'm eager to try 2e remastered since I haven't played any 2e yet. I was very briefly in a Kingmaker game 10 years ago - just long enough for one encounter that I can't remember.
I usually play spell casters, but would love to try my hand at something different for me this time around, likely a human barbarian. I'm firming up details on Qacha's concept and character sheet and will post it either today or tomorrow.
I appreciate the interest. Since I received multiple posts about the exact ancestries and classes, I will clarify that I am limiting them to the Pathfinder Core Rule Book I (12 classes listed on Page 69), except where remastered versions of the 12 have been published, we will use those. I hope that helps.
Interest dot. Never had the chance to play Kingmaker on forums, and I am a forever GM. I want to run it, as well, but want to at least go through it as a player to not spoil it for myself.
That said, this is a character for a game that fizzled out soon after starting. I need to level her down to 1, but the build link is already in this post (see bottom). Just needs some editing of the actual post header block.
Teela Sedichi, Versatile Human Fortune Teller Bard 1
The background needs some editing, but the gist of it is:
A daughter of a seamstress and a fisherman, Teela is a human woman of Shoanti descent. She earns her keep crafting and selling rag dolls to the locals, and - being good with a needle - the occasional stitching up of injured hunters. Arts are her passion, and she has some semblance of musical talent.
Free-spirited at heart, Teela can be a bit of a troublemaker at times, but she has mostly good relations with the residents. Especially children, as she makes toys and clothes for them.
As a little side hustle, she occasionally sets up a tent for visitors, presenting herself as Madam Sedichi to read fortunes. While not schooled in the augury arts (yet?), she can be very convincing.
This does bite back sometimes, which is exactly why she signed up for an expedition that takes her away from Brevoy. Someone with influence gambled money based on her fortune telling, and lost big time. Oops! Time to make herself scarce.
This is Anjum, and here is my Kingmaker application. I will be playing in the MST or PST time zone.
I haven't played in a while, so there might be some minor tweaks still needed and a few more pieces of gear to buy for her character sheet, but it's mostly all there.
Born in Numeria as the youngest (and smallest) of six siblings in an exceptionally tall, strapping Kellid family, Qacha never quite fit in with her family or her tribe with her gangly legs and comparatively slight build. Deemed “soft” by her kin due to her penchant for caring for wounded animals, she is nevertheless a decent hunter, a skill that would allow her to survive leaving her bleak, rugged mountain village when she was 15. She built a wall around her that only grew during a rough, solitary journey to the southern forests of Brevoy where she eked out an existence hunting, tracking, and foraging, as well as being able to sell the occasional animal that she trained.
Though not one for much social interaction, the few that do slip past her taciturn exterior find Qacha direct, loyal, fierce, and quite handy in a fight, as one little halfling did two years ago after the barbarian saved her life and nursed her back to health. Adept at gardening and with a little knowledge of tanning hides, the cheerful halfling stayed for a while and shared what she knew with Qacha before continuing on with her wandering. In the empty quiet that remained, Qacha decided to abandon her familiar corner of the world and venture down to Restov in search of something new.
I have played about a third of the first module already with an PF1 party, but the rest is unknown to me. I will be posting on CET.
The character is supposed to provide a wide variety of skills, so the final details on skills (and maybe a minor Attribute change) will be done after I see where the rest of the party is lacking.
Grizzeg is a member of age old stolen lands "nobility", meaning his father was the chieftain of a small goblin tribe "ruling" a small patch of swamp, and preying on the occasional traveler.
Unfortunately 5 years ago they decided to rob one of the bandit camps in the area and when the bandits decided to retribute in force, the tribe was obliterated and Grizzeg barely got away to Restov.
Here he spend his teenage years working odd jobs, mostly for the wrong kind of people, but without any friends, that all that was left for him.
When he heard about the Charters being offered he saw his chance to get his revenge on the bandits who cost him his chance on a "comfy" live as a ruler of a small piece of swamp, so he offered his services as a local scout.
Hello, I am also relatively new to pf2e having only played a couple games of it. I am, however, an almost 20 year veteran of 3.x and pathfinder 1e at this point. I have played a small amount of the pc game for kingmaker but I haven't even gotten to the point of developing any land. I would love to be considered for being apart of the actual ap.
This is my submission:
Fanthule Grehailan
Ancient Elf, Ranger with a Druid Dedication and a borderlands pioneer.
Fanthule has been in and out of the wilder ess of the stolen lands for many years. I those year Fanthule developed an attachment to nature and the environment. Upon seeing pioneers and settlers enter the area, Fanthule got worried but came up with a plan. He decided he too would pioneer the land so he could show his neighbors the way to do it ethically and sustainably and has since made it his goal to teach others and protect nature.
Fanthule is an easy going guy, having met all kinds of people in his centuries of life. He prefers peaceful resolutions when possible. He is not afraid, though, to show people how he has survived these lands for so long; should they cross the line.
Fanthule is rough 6'4 and very lithe but muscled. He has a Longbow over his shoulder and Arrows at his hip. As well as a long curved sword across his back. Wearing a leather set of armor more oft than not. He has long blond hair he keeps in a braid
I've been scouring the recruitment threads for months hoping to find a KM2E game to get into. Much like Doc, I started one as a GM last month because I couldn't find one here to play in! So I'm acquainted with the storyline but fully capable of separating that out as a player. I'm extremely interested in joining.
I'm in EST. I'm a veteran of the boards, having been here for over a decade, and frequent them daily.
I'm playing and GMing several 2E games; it's my preferred system of choice now.
I use HeroLab Online to generate my stat blocks, but if your preference is Pathbuilder, I can set one up there as well.
On party size, playing with four is great and makes for a faster-paced game for sure, but if you're new to the forums then I'd recommend considering a group of five because attrition is also a very common problem as well. It helps to have a fifth to keep the game moving (particularly if you lose one along the way or someone is busy).
I'm going to submit a sorcerer, rogue, or bard. Currently leaning toward a sorcerer.
Hi, I have a character concept. Do you want a full character sheet? Or is a partial one ok? Please let me know, so I can complete mine for the sake of the submission.
Also, I'm in Central European Time.
Concept:
Backstory
Kartan used to be part of the Surtova family. He grew up hearing tales of how his family managed to come ahead in times of trouble, but also how they prevail in the many conflicts they have had with druids in the region. Their lack of respect for nature means the druid circles aren't happy with their actions.
Rather than be impressed with his family's victories, he became much infatuated by the tales of druids turning into animals and controlling the forces of nature. One day, he sought the druids himself, only to be taken captive to be bargained. He failed to convince his captors of his intentions.
After being traded for another few druidic captives by the Surtova, Kartan told his family what happened. His family was horrified that he would try to join the druids and cast him away. Now homeless, Kartan realized the druids would never train him as one of them, but one day they could still consider him their friend. Being more careful, he didn't try to openly talk to the druids, but wanted to be considered their friends anyway and set out to learn the ways of Erastil.
Who he is
Kartan is a (cloistered) cleric of Erastil. He is friendly and follows Erastil's teaching rigorously. He has big ambitions and thinks he'll be able to, one day, become a liaison between druids and the civilized world, having a foot in both.
Party role
After reading the 2e cleric, it's clear Paizo wants them to be top healers. But with proficiency in Longbow, he can be also quite the party support and an annoying prick (pun intended) to the enemies.
Very incomplete character sheet:
Kartan (no last name)
Human cloistered cleric
Heal divine font
Her family was wiped out by a raid. The only reason she survived is because a noble and his retinue happen to come across the attack and killed the Raiders. She was the only survivor. Still a baby and therefor defenceless, she was adopted by the Surtova family.
Growing up and being an elf she has become quite the sister/cousin and aunt for the children and other humans around her.
With the discovery and the call for adventurers, she was eager to prove herself as not just another member of the family. Choosing to become more and perhaps find something about the people she never knew
Short summary:
Lady Quintessa Orlovsky, the fifth child of a prestigious noble family in Brevoy, is a striking young sorceress with long white hair, vivid green eyes, and an ethereal beauty she owes to her nymph bloodline (don't ask her mother where it came from). Often overlooked in her youth, her curiosity led to frequent trouble, including (numerous) magical accidents that resulted in her family hiring a private tutor. Trained extensively in all things you would expect from a child of a noblility, she developed a unique blend of (forced) grace and (debatable) practicality. Devoted to Shelyn, Quintessa combines her artistic talents with her magical abilities to attempt to create beauty and harmony where possible. Eager to escape her family's shadow and prove her worth, she hopes to join an expedition to the Stolen Lands and escape the troubling political issues at home.
Background:
Lady Quintessa Orlovsky hails from the prestigious Orlovsky family, who control northeastern Brevoy from their seat at Eagle's Watch on Mount Veshka. As the fifth child, she was often overlooked and excluded from many events and festivities, leading to a keen sense of curiosity and frequent trouble (ask her mother). Her natural charm and magical abilities, discovered in her early teens, set her apart. After accidentally burning down a barn with her uncontrolled magic, her family hired a private tutor to help her harness and refine her powers (She hated him).
Quintessa received extensive training in the nuanced etiquette of noble courts, history, and politics of Brevoy, as well as physical activities like gymnastics and wilderness exploration. Despite her noble upbringing, her magical experiments often went awry, causing numerous amusing and sometimes chaotic incidents around the estate. Before long, she spent more and more time out of the manor where less valuable things could be set ablaze, melted, or electrified.
Eager to escape her family’s shadow and make a name for herself, Quintessa leaped at the chance to join an expedition to the Stolen Lands. She dreams of founding a settlement where the natural world is respected and integrated into daily life, proving that civilization and the wild coexist harmoniously.
Devoted to Shelyn, Quintessa’s actions and aspirations are guided by her goddess's teachings on beauty, love, and art. Since she was born, Quintessa has felt a pull to Shelyn, who her mother says blessed her birth with striking white hair, fair skin, and vivid green eyes.
Despite her many strengths, Quintessa struggles with conflict avoidance, naivete, and the heavy expectations of her noble family.
Description:
Lady Quintessa Orlovsky is a striking young woman with a unique and captivating appearance. She is tall, 5'10", with a slender and graceful build. Her most notable feature is her long, flowing white hair, which cascades down her back, resulting from her nymph bloodline. Her skin is fair and flawless due to her privileged upbringing, but she has a few hidden scars from past magical learning experiences that went awry.
Her eyes are a vivid, captivating shade of green and sparkle with curiosity. Quintessa's features are finely sculpted, with high cheekbones, a delicate nose, and full lips that often curve into an enchanting smile followed by uncontrollable laughter.
Her fashion sense is eccentric and flamboyant, blending noble elegance with natural elements. She favors dresses and tunics in green, blue, and white shades, often adorned with unusual accessories like feathers, flowers, and handmade jewelry.
Traits, Flaws, and Quirks:
Quintessa is a charming and graceful diplomat, deeply connected to nature, and an accomplished artist. Her magical abilities are an extension of her artistic soul. However, she struggles with conflict avoidance, naïveté, overconfidence, and the heavy expectations of her noble family. She is an eccentric and tends to wear flamboyant outfits, much to her mother's dismay. She often talks to animals as if they can understand her (they can't), collect peculiar trinkets, and uses unconventional methods to solve problems.
I am very interested in playing Kingmaker. I don't have a submission to share yet, but I have been thinking about a warpriest or champion. I should have time tomorrow to put something together.
1: Paizo has an official player guidebook for Kingmaker for free HERE, which has lots of spoiler-free info for prospective PCs Unless you intentionally don't wish players to use it, of course).
2: I have an existing character that I've submitted to a few Kingmaker games, but he's not CRB Ancestry or Class. He's a hobgoblinInvestigator. Since I already have him statted out and stuff, I'll include him here. If you approve that's cool, if not, also cool. I can come up with something else.
Captain Roken Shock:
Class: Investigator (Alchemical Sciences)
Archetype: Alchemist and Marshal
Background: Field Medic
Alignment: LN
Edicts: Act with honor; Promote community;
Anathema: Take from the community to enrich yourself; Allow petty squabbles to get in the way of progress.
Party Roll: Skills; Face, healing
Combat Roll: Buffs; Debuffs, Trip; Healing
Preferred Charter: Expansion
Preferred Heartlands: Mountain or Ruin
Preferred Government: Republic
Preferred Leadership Roll: General
========== Backstory ==========
In the heart of the forbidding Branthlend Mountains where Brevoy, Numeria, and the River Kingdoms meet, where relentless winds sculpt the mountain sides, there rose the hobgoblin Roken Shock.
Roken's lineage was one steeped in the traditions of warfare. His sire was a decorated general who perished in battle, his name echoing with reverence in the great halls of the Granite Fortress, his clan's home. His mother was a master smith who forged weapons that sang songs of death on the battlefield. It was this lineage that shaped Roken into a living, breathing testament to the hobgoblin spirit of relentless determination and martial skill. From a tender age, Roken demonstrated a mind as sharp as the swords that hung in his mother's smithy. While other sprogs engaged in petty squabbles, Roken would immerse himself in the war tomes of old, absorbing the strategies of the legendary generals of yore. Under the strict guidance of his mother and the elders of his clan, he underwent grueling training regimes, his body adapting, growing stronger, faster, a manifestation of hobgoblin might.
At the age of twelve, a young age for his kind, Roken stood tall as he entered the merciless world of military leadership. He proved himself a natural tactician, his strategies weaving a deadly dance on the battlefield as his troops moved with a precision and discipline that was poetic in its deadly grace. Roken's name began to resonate with respect, echoing through the clan's halls as a hobgoblin who first followed as a soldier, then led as he quickly rose to the rank of captain. But Roken was not merely a soldier; he was a leader, a visionary whose heart beat with the fierce flame of ambition. His leadership bore the mark of honor and integrity. He uplifted the low, cared for the wounded, and nurtured the young
In the years that followed, Captain Shock also began to scribe a name for himself in political circles amongst his tribesmen. Years of battling the same ogre, troll, goblin, and hobgoblin tribes had dulled his desire for military conquest. He had sent countless loyal hobgoblins to their deaths to secure a baren mountaintop that would be lost by next spring. He could see the futility of continuing the conflicts, and he grew to resent the endless campaigns against his neighbors, the campaigns that more and more reminded him of the senseless, petty squabbling amongst his peers as a child. He saw a better way forward for hobgoblins: unity and cooperation.
On the barren Branthlend Mountains, dreams are fragile and easily shattered by the cold hammer of reality. His attempts to turn the tribe towards diplomacy were futile. Endless generations of hobgoblins had been born and bred to support the endless wars against their kin, and no one was interested in changing the status quo. And for Roken, the status quo did not appreciate his attempts at change. Captain Shock, once heralded as an ideal for hobgoblin children to aspire to, was quietly bundled off to the most remote and dead reaches of his clan's territory to be forgotten, but he was not willing to wait quietly by for a bugbear assassin to gut him in his sleep. On his exodus to the edge of his family's lands, he reached the border... and kept walking.
He landed in the sodden River Kingdoms, along the northeastern edge of the untamed lands that share a border with Brevoy. He quickly found a job of sorts that put his skills to good use. The near-feral folk of the River Kingdoms - mostly humans - had built small settlements that dotted the countryside. Their natural obstinance seemingly forbade them from greater organization, which left them vulnerable to bandits, mischievous fey, or even a more-intelligent-than-average bear. Roken was able to keep his belly full and good leather on his feet by training basic militia at these hardy little hamlets. A few spears and steady nerves - the latter of which the River folk had in abundance - would turn away most bandits and all but the hungriest bear without the need to actually shed any blood.
But just as he saw the futility in his kind's endless wars against each other, he saw also the futility in this false dream the humans of the River Kingdoms had in their far-flung settlements that hardly ever communicated with each other, never mind working together. As the fortunes of the settlers grew, so too would grow the fangs of the predators. With no form of central organization, the settlers were setting themselves up to be victims, perhaps even victims of his own people, should they deign to leave their mountain holds for more fertile lands. If he could not convince others to build his ideal, community-focused civilization, why not found his own? This thought was timely met with an invitation by a 'Swordlord', who's attention to him had been presumably drawn by his actions helping the settlers. It seems Roken Shock is not the only one who wishes to see the wildlands tamed.
===== "You will overcome this trial through discipline." =====
Roken Shock embodies the essence of a born leader, a visionary with an unyielding will and ambition. He harbors a deep respect for tradition and honor, guiding principles that shape his actions and decisions. His strategies in both war and governance are aimed towards unification.
Yet, beneath the hardened exterior of the military genius lies a heart that beats for his people, a leader who sees the potential for greatness in each individual, nurturing talent and fostering a spirit of unity, a guiding hand that leads not with fear and tyranny but with respect and understanding.
Despite his stern demeanor, Roken possesses a deep well of empathy, able to understand and relate to the pains and struggles of others. He is not blind to the sufferings of war and bears the weight of every life lost, every sacrifice. This burden has cultivated in him a wisdom that values peace above mindless conquest, a leader who seeks to forge alliances and foster understanding in a world fraught with conflict and mistrust.
Shock is not without his flaws, a visionary burdened with the heavy weight of expectation and the impatience borne from a desire to see his dreams realized. His determination can sometimes border on stubbornness, a refusal to bend even in the face of changing tides. Yet, it is this very unyielding nature, this iron-clad resolve that has seen him through countless trials, a steadfast rock against the stormy seas of a chaotic world.
In personal interactions, Roken can be surprisingly gentle and thoughtful, his ruby eyes capable of peering into the soul, understanding and relating on a deep, personal level. He is a mentor to the young, a confidant to his peers, and a wise counselor, a beacon of strength and wisdom in a fractured world, a leader forged in the heart of the Branthlend Mountains, a true embodiment of hobgoblin spirit and determination.
Captain Roken Shock stands at an imposing six and a half feet tall, tall for a human or hobgoblin with a trim, athletic physique from years of relentless training battle. His skin bears the deep blue-gray hue of his people, a canvas of life and battle where scars of honor decorate his flesh, each telling a story of valor and might. His eyes are deep pools of molten ruby, burning with an unyielding determination and the wisdom accrued from years of leadership and strategy. These are eyes that have seen the horrors of war yet harbor the warmth of a leader caring deeply for his people, a beacon of strength and guidance for his comrades.
Roken's face is stern and stoic, and, as all hobgoblins are, he is completely bald. His jaw is wide and flat, his equally wide mouth a cave of glistening teeth.
In attire, Shock prefers the practicality of an officer, his body adorned in a fine military uniform. He forgoes armor, preferring to rely on alchemy and a small buckler to protect him. The lack of visible armor on the battlefield often intimidates or lulls opponents in to a false sense of security, thinking him mad or easy prey, only for their blades to be broken on the dragon's scales hidden beneath his uniform. His weapons of choice are rapier and whip.
I still have a Pathbuilder statblock for him, though I'm not sure where the actual profile is, so I'll include the Pathbuilder statblock here. There's also a Mythweavers sheet Here
Captain Roken Shock Investigator 1
LN | Medium | Hobgoblin | Elfbane Hobgoblin | Humanoid
Perception +6; Darkvision
Languages None selected
Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Lore: Warfare +7, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items Unarmored, Alchemist's Tools, Backpack, Bedroll, Caltrops, Clothing (Explorer's), Formula Book (Blank), Grappling Hook, Healer's Tools, Rations (7), Rope (2), Flint and Steel, Waterskin (2), Signal Whistle, Buckler (Hardness 3, HP 6, BT 3)
AC 15 (+16 with shield raised); Fort +4, Ref +7, Will +6
HP 17
Resist Elf Magic action_reaction_black.pngResist Elf Magic Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.
Clue In action_reaction_black.pngFrequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Melee Whip +5 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4 S
Battle Medicine action_single_black.png (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Quick Tincture action_single_black.png (Investigator, Manipulate) Cost 1 versatile vial
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
Devise a Stratagem action_single_black.png (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Precision Damage Strategic Strike 1d6
Formula Book Cognitive Mutagen (Lesser), Acid Flask (Lesser), Antidote (Lesser), Silvertongue Mutagen (Lesser), Elixir of Life (Minor), Drakeheart Mutagen (Lesser), Bestial Mutagen (Lesser), Eagle Eye Elixir (Lesser), Smokestick (Lesser), Bottled Lightning (Lesser)
Additional Feats Alchemical Crafting, Alchemical Scholar, Elfbane Hobgoblin, Known Weaknesses
Additional Specials Methodology (Alchemical Sciences), On the Case, Pursue a Lead, Strategic Strike
I travel for work in perpetuity, so my timezone is whatevs.
Here is my submission for Thark the Blessed, former slave and now warpriest of Gorum, Our Lord in Iron, the god of battle and strength. I can reskin with a Kingmaker background if you wish.
Thark Crunch:
Thark the Blessed
Male human dromaar cleric 1
Medium, Dromaar, Human, Humanoid, Orc Heritage dromaar (half-orc)
Background prisoner
Perception +6; low-light vision
Languages Common, Orcish
Skills Athletics +6, Intimidation +4, Medicine +6, Religion +6, Stealth +3, Underworld Lore +3
Str +3, Dex +0, Con +2, Int +0, Wis +3, Cha +1
Items hide armor, dagger, greatsword, javelin (3), backpack, bedroll, caltrops (2), chalk (10), flint and steel, healer's toolkit, rations (1 week) (2), religious symbol (wooden), rope (foot) (50), simple manacles, soap, torch (5), waterskin, purse (3 sp)
--------------------
AC 16; Fort +7; Ref +3; Will +8
HP 18
--------------------
Speed 25 feet
Melee [1] dagger +6 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Melee [1] greatsword +6 (versatile P), Damage 1d12+3 S
Ranged [1] dagger +3 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged [1] javelin +3 (thrown 30 ft.), Damage 1d6+3 P
Divine Cleric Spells DC 16, attack +6; 1st bane, bless, heal (2) Cantrips (1st) chill touch, divine lance, guidance, shield, stabilize
Ancestry Feats Orc Ferocity
General Feats Shield Block
Skill Feats Experienced Smuggler
Other Abilities cleric spellcasting, deity, divine font, doctrine, warpriest
Thark Concept:
Once a slave, freed through his own physical strength and martial prowess, Thark dedicated his life to serving his Lord in Iron, the god of strength Gorum. He fights/preaches against slavery in all settings, and has come to edge of the Stolen Lands to ensure those frontier spaces do not become domains of slavers or those who would hold humanoid chattel. His anathema is toleration of anything slave-related in addition to those others Gorum espouses. He has the ability to buff others and heal them to carry on the Lord in Iron's work. He will speak little, see much, and act as a unerring moral compass for the group he is in.
Hi all, new GM on these boards looking to DM this classic AP. Hope you will give this a chance!
A bit about me: I’ve been playing rp games since 2000 and have finished the PC versions of this AP and WotR by Owlcat Games. I love the PF2e system (disillusioned by 5E) and would like to DM this game on the boards for as long as it takes to finish it. I love combat and will try to make it cinematic and fun, while not neglecting the rp too much. :)
I’ll keep recruitment open till June 24th. I’m looking for 4 to 5 players.
My expectations from you as a player:
Consistent posting, I’d prefer at least once a day posting (weekends can vary).
Have fun - most important thing!
I will make mistakes with the rules system - chime in so we can have a better collective experience.
Character building rules:
Level 1 - Pathbuilder 2E is highly recommended for your character sheet.
For backgrounds, the Kingmaker ones are available (visit: https://2e.aonprd.com/Backgrounds.aspx?Group=22) as well as the common ones.
As this is my first foray into PbP, I would like to limit the classes and races to the PHB Core book, unless your concept overwhelms me with its awesomeness.
I do not have the remaster books so will rely on Archives of Nethys for the updates.
Free archetype is in effect.
Concept: 4-6 sentences minimum, of character background, who your character is and why they want to join the expedition to tame the Stolen Lands.
Post your timezone. I am in Miami (EST).
Let me know if you have any questions.
Hello! New to pathfinder hoping to find my first hame.
I am consistent and usually can do couple posts per day. Was going to play tyrant champion if that’s available. I am GMT+5
The character is an orc(ready for battle)who wants to conquer the stolen lands, as a warrior and as a previous cultist who now worships the Plague deity. Power dictates everything and he will follow that. If he considers you stronger he will be fully under your command, if you are under him however he might just ignore you unless you go in his way specifically. If he considers you his equal(probably all party members) he will talk with you like a comrade in battle. If uou are his enemy he will do everything in his power to show you that you are below him and you need to kneel to your master or die. He respects the powerful rulers and despises the kings and queens who got it just by being born and he wants to change such a thing
If something is wrong here I am more than willing to change some parts
I want to ask on what platform is it gonna be? How do we play?
Venir: I do prefer complete character sheets.
Crisischild: I want to stick to ancestries and classes indicated so have to say no to Hobgblin Investigator.
Summary of character sheets to date:
Marcus Armstrong - Male Human Fighter
Diggap - Male Orc Fighter
Teela Sedichi - Female Human Fortune Teller Bard
Qacha - Female Human Barbarian
Grizzeg - Male Goblin Rogue
Fanthule Grehailan - Male Ancient Elf Ranger
Zartana - Female Elf Fighter
Lady Quintessa Orlovsky - Female Human Sorcerer
Thark the Blessed - Male Half-Orc Cleric
If I missed someone or missed a question, please let me know.
I have an idea for a half-elven wizard named Melander Agatheus. He is a recent graduate from the school of Archeology at the Erages Academy in Kyonin. Melander spent most of his time studying the Taldoran attempts to expand to the north, and wrote his Thesis on the Fifth Army of Exploration, which tried and failed to settle the Stolen Lands. After graduating, Melander traveled to the north, and answered the call to go to the Stolen Lands, with the hope of discovering anything new to catalog about the history of Taldor in the Stolen Lands.
Possibly thinking about a full orc oracle who's driven to create a place where his people can live relatively safely alongside the "civilized" ancestries, assuming that orcs are permitted.
Presenting Jora Cook a wizard with a complex past. I'll fill out the profile completely later.
As a player I can post at least one per day most days, often more. I've player rpgs for many decades. I currently live the eastern time zone of the U.S. I have played Kingmaker both PbP and the computer game before.
Short Alias: Jora Cook
Full Fake Name: Yegor (Jora) Denisovich Nemtsev
Real name: Yeremey Leonidovich Severov
Short Backstory:
The Vanishing caused loss for so many, not just for the high but the low as well. A member of the royal family visits the noble Surtova palace. At the feast everything goes well and for the chef and his family is happy, but in the morning the noble is missing and in the confusion, a meal is prepared dangerously wrong and a stressed Lord Noleski blames his chef giving him a harsh sentence and caused the family to flee. In his flight to a ship he loses track of his mother and brother. Taking the name Jora and plying his father taught trade of cooking, he receives a share of a sadly deceased passenger, a puzzle box. Solving it he learns it's a strange spellbook, with concise spells. Fearing capture he later moves south meeting a fay in Gronzi, and an elf in Rostov.
In spite of all that happened he is still proud of his Issian heritage; still it's no defense when the Rostlander elf Raisa captures his heart. Marriage follows with a daughter Sophia. So with little time to study magic as he has for giving support for a better king. For now he cooks for the wealthy. But as a retainer to a wealthy patron, he may be called upon to serve for a night soon to be fateful.
Long Backstory:
The Vanishing:
One night a decade ago, a great feast is held at the palace of the young Lord Noleski Surtova who receives a royal born guest a close relative of the Rogavarian King. All goes well and everyone retires for the evening but panic breaks out in the early hours as the guest is mysteriously missing. Yeremey is assisting his father in preparing the morning meal but he and most of the staff is called away to search. After the meal is served some of the household including Lord Noleski fall ill which is blamed on bad food. Lord Noleski, in a rage, sends his chef to the salt mines.(1) Warned his family flees their Lord's wrath.
The Ship:
Fleeing from pursuit Yeremey loses track of his mother and brother. Desperate he gets himself a berth as a cook, saying his name was Jora, really the of a late neighbor, on on a merchant ship traveling far. Never did the crew eat so well. On one trip a man died with no known friends or family, so his belongings were divided. The captain tossed a puzzle box to Jora knowing the the clever lad would enjoy it. Soon Jora figures out the secret of the box but has trouble making use of that knowledge. The ship makes Port Ice again, and Jora once again snuck away.
The Forest:
Jora makes his way south as best he can, with fear driving him to learn the ways of the streets, in spite of his fervent pride in Issia. He learns that the vile Noleski, no true nobel, has usurped the throne of Brevoy, though with many patriot houses refusing to acknowledge that.(2) Though his heart burns with hatred, there is nothing he can do. Eventfully he is travelling through the fay-ridden forest of Gronzi getting lost. This attracts the attention of a fay creature who decides to play some tricks but soon is distracted by the sweet smells coming from the cookfire. Jora having figured out what was happening offers to have the fay join him. After this befriending, Flare Leafwhirl makes Jora his friend, teaching him the fairy tongue and a bit of magic allowing Jora to make progress in his study. Soon enough he has leave, fay can be fun but are not human and Jora needed his kind about.
The City:
Restov is a good place to go unnoticed. A busy city with conflicting aristocrats drawing all the attention. While not liking the Swordlords Jora found the commoners of Restov to be decent people. Still sometimes his Issian beliefs cause some friction but that faded when he met the local half-elf woman Raisa, he could not help but fall in love. After a courting and converting to her faith in Pharasma, he tells her the truth about him. They marry and have a daughter they name Sofia. Between his wife, daughter, duties as a cook, and trying to master his magic, his time is limited so he progress little in his career or in magic.
The Day:
He cooks for many but the nobles pay best. With a family to support he takes a position as a retainer to a wealthy patron. A feast is to be held and Jora expects to be busy for that night, one that may soon change his fate.
(1) Noleski having a bad day, am using some knowledge of Kingmaker have played in it before a number of times.
(2) Jora's Point of view, Noleski may be a saint, up to the GM.
Crisischild: I want to stick to ancestries and classes indicated so have to say no to Hobgblin Investigator.
Summary of character sheets to date:
Marcus Armstrong - Male Human Fighter
Diggap - Male Orc Fighter
Teela Sedichi - Female Human Fortune Teller Bard
Qacha - Female Human Barbarian
Grizzeg - Male Goblin Rogue
Fanthule Grehailan - Male Ancient Elf Ranger
Zartana - Female Elf Fighter
Lady Quintessa Orlovsky - Female Human Sorcerer
Thark the Blessed - Male Half-Orc Cleric
If I missed someone or missed a question, please let me know.
Evindyl wrote:
To confirm, you want concepts that are Remaster only: based on Player Core 1 (Player Core 2 is slated for release August 1st). Just wanted to be super clear. Pathbuilder of course is up to date with what has been released.
I took a different plunge a while back, when Paizo promoed StartPlaying. I entered a paid KM Campaign and I have to say it's a really positive experience. If I were to introduce that character as remastered, I think he would be a rogue or a wizard (he's a psychic in that game). I don't see that rogue is spoken for (looks like Ollie is going with Wizard or Druid).
For background, he will take Brevic Noble: Nathan Lebeda.
He's extremely fun and always takes last watch.
(That means he always goes to sleep first)
Hey GM!
I really did want to clarify, because a couple of these great submissions are def NOT remastered (yet). So I thought maybe I would ask again what your thoughts were. I would need to go out on the boards to see what totally isn't ever going to get remastered (I am pretty sure Rage of Elements will be retained/implemented "as is" --- would you allow that content?) I would probably submit a kinetiscist if so.
I appreciate the interest. Since I received multiple posts about the exact ancestries and classes, I will clarify that I am limiting them to the Pathfinder Core Rule Book I (12 classes listed on Page 69), except where remastered versions of the 12 have been published, we will use those. I hope that helps.
Evindyl, I think the quoted message above answers your question.
My understanding is that ancestries and classes need to be from the CRB, but use remastered rules where applicable.
I appreciate the interest. Since I received multiple posts about the exact ancestries and classes, I will clarify that I am limiting them to the Pathfinder Core Rule Book I (12 classes listed on Page 69), except where remastered versions of the 12 have been published, we will use those. I hope that helps.
Evindyl, I think the quoted message above answers your question.
My understanding is that ancestries and classes need to be from the CRB, but use remastered rules where applicable.
I think you are probably 100% correct, and within the confines of what you have here, remastered trumps legacy. So some anticipated revisions in August maybe. Got it!
Fenric is the one of Lord Kozek Lodovka's distant cousins and a long way from the ruling seat. His family does well enough, and the sly, old pirate lord would never let them want. While his parents are content with the comfortable life their titles provide, Fenric's position does not befit his ambition. As a child, he imagined himself a warrior-poet, a chivalrous paragon. As he grew older, he turned those dreams toward fervent study of both blade and book.
When the cold splash of reality struck him as he neared adulthood, the dream of the chivalrous paragon took a pragmatic twist. Fenric has become a careful watcher of society and a voracious student of law and political maneuvering in order to find any weakness in his competition and any advantage raise his status. As a result, he is quick to accept any opportunity that he believes will benefit him. Within reason. His ambition is matched by his sincere desire to do good works and help the people who would depend upon him.
Mechanics:
Combat Role: Frontline Two-weapon Fencer; passive knowledge checks with Monster Hunter, back-up ranged
Social Role: His focus on Society, Streetwise, and Courtly Graces but lack of Charisma make him useful in learning information about people while able to handle himself at court if not so well in a common tavern.
Exploration Role: He's good at spotting trouble and has fair skill in Survival and Nature. He's better than average with other Investigation skills such as Arcana, Occultism, and Society.
I appreciate the interest. Since I received multiple posts about the exact ancestries and classes, I will clarify that I am limiting them to the Pathfinder Core Rule Book I (12 classes listed on Page 69), except where remastered versions of the 12 have been published, we will use those. I hope that helps.
Evindyl, I think the quoted message above answers your question.
My understanding is that ancestries and classes need to be from the CRB, but use remastered rules where applicable.
I am very interested in playing Kingmaker. I don't have a submission to share yet, but I have been thinking about a warpriest or champion.
Submitting Rolgak, human barbarian, local brigand.
Character sheet - mostly complete; will update some inventory specifics if selected
Backstory:
Growing around the Stolen Lands is a tough life. And, life as a Blood Gars member is doubly so. As a child, Rolgak learned a lesson very early in life - always be ready for fight. The wrong glance at the wrong person can earn you a black eye, bloody lip, or worse.
Rolgak did what was necessary to survive in his tribe - fight to prove his toughness and fighting prowess, pillage unfortunate villages for food and coin, and put down those who stood in the tribe's way. But, Rolgak never truly fit in and he looked for any opportunity to leave the tribe to start a new life.
On a raid into an unclaimed region of the River Kingdoms, Rolgak found his way out. A man's dying plea for mercy showed him the path. A new kingdom in the River Kingdoms. As his tribe members gathered their plunder, Rolgak slipped away into the forest, hoping to start a new life in a new place.
Timezone: Central
As for posting rate, I almost always good for at least one post a day. The weekends can be a bit harder, especially in the summer.
Summary of character sheets to date (updated):
Marcus Armstrong - Male Human Fighter
Diggap - Male Orc Fighter
Teela Sedichi - Female Human Fortune Teller Bard
Qacha - Female Human Barbarian
Grizzeg - Male Goblin Rogue
Fanthule Grehailan - Male Ancient Elf Ranger
Zartana - Female Elf Fighter
Lady Quintessa Orlovsky - Female Human Sorcerer
Thark the Blessed - Male Half-Orc Cleric
Jora Cook - Male Human Wizard
Fenric Lodovka - Male Human Ranger
Kartan - Male Human Cloistered Cleric
Rolgak - Male Human Barbarian
I would love to participate in this. I am applying with Selina, female human dueling sword wielding rogue, who was part of a short-lived RotRL PbP. She's also adept a social situations, with Deception, Diplomacy, and Intimidate skills as well as a debuffer with Intimidating Glare and You're Next abilities. Crunch and background in profile. My timezone is EST.
Even with the large number of applications,
I figure I'll toss my name into the hat for this. I'm currently working on a Dwarf Champion for this game. Will update with details later today.
Pyramus Candolle is an Elven wizard who seeks to grow an ideal homestead farm and expand his knowledge of rhe natural world as well as his arcane arts.
As an ancient elf, he has branched out from arcane and into the primal arts of the druid.
I am in EST, and am a longtime player, GM, and (a while ago) poster here.
If I can get one of concepts posted in time, I'd be interested in joining this. Top two ideas are a dwarf wizard and a human dual-wielding fighter. I will see what I can do tonight and tomorrow.
I appreciate the interest. Since I received multiple posts about the exact ancestries and classes, I will clarify that I am limiting them to the Pathfinder Core Rule Book I (12 classes listed on Page 69), except where remastered versions of the 12 have been published, we will use those. I hope that helps.
Evindyl, I think the quoted message above answers your question.
My understanding is that ancestries and classes need to be from the CRB, but use remastered rules where applicable.
So then my next question would be, both for Ancient elves (which I want to submit) and for our Free Archetypes, will the same restrictions be in place? CRB, remastered as available? Dedications for things that are not going to be remastered? (It is my understanding that RoE content is NOT going to be remastered) Thanks in advance.
Evindyl, if there is no remastered update of a class, feat, etc., I will stick with the CRB version.
I have been overwhelmed by the number of submissions and have plenty of qualified applicants. I am eager to get started. As such, I am moving up the deadline to apply to today, June 23rd, at 18:00 hours EST (6:00 PM EST). That is 10 hours notice so it should be sufficient to anyone still working on a concept.