Arlindil

Marlovaur Fellnight's page

3 posts. Alias of wehrpig.




We are looking for a replacement for our druid in our long running Kingmaker campaign. Any Paizo race and class will be considered.

Character Creation Guidelines:

- 4th level (9000 XP)
- 2000 gp starting wealth
- Standard 15 point buy
- No stats below 7
- In general, any Paizo reference material is fair game
- No third party material
- Two traits (a kingmaker campaign trait is not required)
- Please include a stat block, background, description and personality in your character’s profile

We are using a separate campaign page for the kingdom building game - located here.

Let me know if you have any questions.


Story Narrator

This is the discussion thread related to kingdom events. The first decision that will have to be made is what role each player will play in the kingdom. The second decision is which hex the capital city will be located. The third decision is what to name both the kingdom and the capital city.

Note that Restov will be providing you an initial shipment of gold, tools, craftsmen, laborers, and colonists to assist in starting the new nation - which amounts to 50 build points (BP).


Story Narrator

In this section we will manage the kingdom event turns. We will sequentially step through each step of each phase and will allow ~2 days to resolve each step. This thread will only be for kingdom events - all party level exploration will be managed on the other campaign thread.


Story Narrator

This is the discussion threat related to kingdom events. The first decision that have to be made is what role each player will play in the kingdom. The second decision is which hex you will locate your capital city and what you will name it. Note that Restov will be providing you will 50 BP to start your kingdom.


Story Narrator

Welcome to my Kingmaker PbP game! If you haven’t done so already, please familiarize yourself with the Kingmaker Player’s Guide.

Here are several notes on character creation, gameplay, etc.:

Character Creation Guidelines:

In general I would like to resist the temptation to power creep. The APs are designed for four players using the standard point buy. Increasing the player power beyond this point then requires that the AP encounters be modified. I would prefer to keep the AP as written with minimal modification. This will ensure balanced gameplay that is both challenging and fair.

I would like to place more emphasis on roleplaying and storytelling versus the mechanics of gameplay. This requires well thought out characters with established backgrounds, personalities, motivations, etc. The better you flesh out your character, the more fun the roleplaying will be. Also, I will try to connect the story to hooks in your background for deeper story immersion.

Guidelines:
- Standard 15 point buy
- Please no stats below 7
- All races and classes
- In general, any Paizo reference material is fair game
- I would prefer not to use third party material
- Average starting wealth
- Two traits (one should be a campaign trait)
- Please include a stat block, background, description and personality in your character’s profile
- Please connect your background to your trait and provide a rationale for why you've been trusted by Restov with the charter

Combat:

We will use Roll20 for the battle maps.

I will roll initiative for the group, but in general I will ask you to make most other rolls. To facilitate combat, I will have everyone post your actions for each round. I will then sort and arbitrate actions during the end-of-round narration. If there is a possibility that someone else’s actions may affect your move, please try to include contingencies.

For each post in battle, please try to post the round number and any effects that may be present for your character (e.g. bless, haste, etc.). Please try to include common information in the “class line” of your profile such that it is displayed for all your posts. This allows easy reference of your key information. Here is an example of what I typically include for my PCs:

Paladin (Oath Against Fiends) 10; AC 21, HP116/116, Fort +17, Ref +11, Will +14, Perception+10, Init +1, Greatsword +16/+1(2d6+7/19-20x2) [ spoiler=Tracked Resources]Spells 2/3 1/3 1/2; 1/4 smite evils (+7/+8/+7); 12/18 LoH(5d6), 1/2 DB (+2)[ /spoiler]

Game Rules:

To be as fair as possible, I will attempt to strictly follow the rules as written. I don’t plan to use any house rules, but I reserve the right to do so if the need arises. I will admit that I am not as strong on the rules as I could be. When I make mistakes (there will be plenty), let me know, and I will try to correct things as necessary.

Posting Guidelines:

I will make every effort to post at least once per day - please try to do likewise. As we’ve all experienced, slow posting kills PbP games. In general I will wait for a majority of the characters to weigh in on a decision before moving the game along.

In general, try to follow the usual PbP conventions (bold text for dialogue, italics for thought, etc.). Please try to move the story along with every post. Please consider using dialogue, versus exposition, where possible. Please avoid meta-game comments in the game play thread (please keep those to the discussion tab where possible).

Kingdom Building:

A unique aspect of the Kingmaker AP is the kingdom building portion of the game. Per recommendations in the forums, I will likely set up a separate campaign page for the kingdom game play, versus the normal adventuring game play. We will use the Ultimate Campaign rules, since they are more recent than the AP rules.

Please go ahead and begin the discussion on what characters you plan to create, party roles, etc. Once your profile is ready, go ahead and post in game play. You will find the wilderness map on the Roll20 site.

Thanks again for joining the game. I'm excited to run one of the best APs created to date. I'm looking forward to playing this AP to completion.


Story Narrator

Welcome to my Kingmaker PbP game! If you haven’t done so already, please familiarize yourself with the Kingmaker Player’s Guide.

Here are several notes on character creation, gameplay, etc.:

Character Creation Guidelines:

In general I would like to resist the temptation to power creep. The APs are designed for four players using the standard point buy. Increasing the player power beyond this point then requires that the AP encounters be modified. I would prefer to keep the AP as written with minimal modification. This will ensure balanced gameplay that is both challenging and fair.

I would like to place more emphasis on roleplaying and storytelling versus the mechanics of gameplay. This requires well thought out characters with established backgrounds, personalities, motivations, etc. The better you flesh out your character, the more fun the roleplaying will be. Also, I will try to connect the story to hooks in your background for deeper story immersion.

Guidelines:
- Standard 15 point buy
- Please no stats below 7
- All races and classes
- In general, any Paizo reference material is fair game
- I would prefer not to use third party material
- Average starting wealth
- Two traits (one should be a campaign trait)
- Please include a stat block, background, description and personality in your character’s profile
- Please connect your background to your trait and provide a rationale for why you've been trusted by Restov with the charter

Combat:

We will use Roll20 for the battle maps.

I will roll initiative for the group, but in general I will ask you to make most other rolls. To facilitate combat, I will have everyone post your actions for each round. I will then sort and arbitrate actions during the end-of-round narration. If there is a possibility that someone else’s actions may affect your move, please try to include contingencies.

For each post in battle, please try to post the round number and any effects that may be present for your character (e.g. bless, haste, etc.). Please try to include common information in the “class line” of your profile such that it is displayed for all your posts. This allows easy reference of your key information. Here is an example of what I typically include for my PCs:

Paladin (Oath Against Fiends) 10; AC 21, HP116/116, Fort +17, Ref +11, Will +14, Perception+10, Init +1, Greatsword +16/+1(2d6+7/19-20x2) [ spoiler=Tracked Resources]Spells 2/3 1/3 1/2; 1/4 smite evils (+7/+8/+7); 12/18 LoH(5d6), 1/2 DB (+2)[ /spoiler]

Game Rules:

To be as fair as possible, I will attempt to strictly follow the rules as written. I don’t plan to use any house rules, but I reserve the right to do so if the need arises. I will admit that I am not as strong on the rules as I could be. When I make mistakes (there will be plenty), let me know, and I will try to correct things as necessary.

Posting Guidelines:

I will make every effort to post at least once per day - please try to do likewise. As we’ve all experienced, slow posting kills PbP games. In general I will wait for a majority of the characters to weigh in on a decision before moving the game along.

In general, try to follow the usual PbP conventions (bold text for dialogue, italics for thought, etc.). Please try to move the story along with every post. Please consider using dialogue, versus exposition, where possible. Please avoid meta-game comments in the game play thread (please keep those to the discussion tab where possible).

Kingdom Building:

A unique aspect of the Kingmaker AP is the kingdom building portion of the game. Per recommendations in the forums, I will likely set up a separate campaign page for the kingdom game play, versus the normal adventuring game play. We will use the Ultimate Campaign rules, since they are more recent than the AP rules.

Please go ahead and begin the discussion on what characters you plan to create, party roles, etc. Once your profile is ready, go ahead and post in game play. You will find the wilderness map on the Roll20 site.

Thanks again for joining the game. I'm excited to run one of the best APs created to date. I'm looking forward to playing this AP to completion.


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Story Narrator

Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.

Thus begins your expedition to the Stolen Lands. As you travel the forlorn miles of the South Rostland Road, you consider the political events that have led to your group's charter. Tension amongst the Brevoy noble houses has been rising inexorably and the scourge of civil war now seems inevitable. As a prelude to the approaching conflict, Restov has sent intrepid groups of explorers south to colonize the greenbelt with the hope of both securing its southern flank and possibly seeding a future client state. Without such an alliance, Rostland stands little hope of withstanding Issian aggression. Perhaps your status as free agents will delay a response by House Sutova, but with the aid of the notoriously insidious Issian intelligence networks, such ruses cannot long remain undetected. Furthermore, as you gaze upon the trackless wilderness of the Rostland frontier, you wonder on the viability of any form of civilization rising from this bleak landscape. Many would be conquerors, from the Taldans to the River Kings, have tried and failed to tame this land. Perhaps, by divine providence, your fate will be different.

Despite the grand strategic machinations swirling in Restov, your immediate objectives are clear - explore the Greenbelt and defeat the bandits whom use it as a safe haven. The bandits of the Stolen Lands have developed a well-earned reputation for depredation and cruelty. A mysterious leader has risen amongst their ranks to consolidate the disparate factions. Now, the bandits routinely strike north into the Rostland frontier, razing and pillaging all those who would stand in their way. Such attacks threaten to disrupt the southern Rostland trade routes and to undermine the lucrative mercantile exchanges that underpin the Rostland economy. The attacks use extreme violence and nefarious tactics to incite fear within the populace - cowering those who may otherwise resist. The brutality of the banditry is further aggravated by the apocalyptic warnings spouted by many of the brigands to their victims – dark prophecy reminiscent of the insane ravings of Groteus. There is no doubt in your mind that these brigands must be put to the sword.

You attempt to shake your dark thoughts by studying the gnarled, moss laden trees that densely crowd both edges of the road. The branches of the ancient cypress and junipers interlock to form an impenetrable canopy of creepers and dead leaves. Black, inky shadows hide all manner of beasts - many of them small and harmless, but not all. Among the trees, the melting snows give proof that the frozen grip of winter is slowly releasing its cold embrace. The biting northeasterly wind that stiffly bends the tree boughs reminds you that even though summer has now arrived in the southern climes, at these far northern latitudes, winter is never far away. You remind yourself once again to be weary of both nature and its denizens - there are many ways to die in this unforgiving land.

Ahead, the crumbling battlements of a weathered fort can be seen. Finally, this must be Oleg's Trading Post. In the hundred miles that you have traveled since leaving Restov, this is the first sign of humanity that you have encountered. The rutted South Rostland Road meanders up to the old fort before turning east and becoming little more than a trail. Atop the battlements of the fort, rotted catapults stand watch - once proud sentinels now hobbled by the ravages of time. Beyond the catapults a thin, black column of smoke from a cooking fire contrasts sharply against the backdrop of the sapphire blue sky. The acrid smell of burning wood, laced with the tantalizing smells of roasted venison, fill the air. The open gates of the fort beckon you forward into the courtyard beyond.


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One of my FAVS!!

5/5

This book is without a doubt one of my absolute favorite books from Paizo. When I got it, I tore through it, as I love the Harrow concept and couldn't wait to read this book, cover to cover.

Not only are there a lot of really cool mechanical options, but the 6 "chapters" focused on each of the symbols in a Harrow deck are awesome. Each one gives a really nice description of what a person who feels a connection or is guided by a particular suit might be like, giving lots of ideas for great role-playing moments.

Its an fantastic book, and if I could give it more than 5 stars, I totally would!!


Amazing!!

5/5

I absolutely love this book! I bought a print copy after reading the reviews and I was definitely very happy I did.

The Quasit, the Shadow Demon and the Succubus are my favorites, though really every single entry is really well done, and all the mythic abilities are incredibly awesome.

There's some minor errors, like missing words but it really doesn't take away from the book, at all.

Also there are three spots where an ability is duplicated: The Incubus' Seductive Whispers, the Kalavakus' Mythic SLAs and the Gulgerak's Stomp all are listed twice, but unless those were supposed to an entirely different ability, its really no big deal.


Review pt 1

4/5

I had meant to review this awhile ago, but totally forgot, so I apologize for that.

As the title states, this part one of my review. I have not fully read this over, but read the vast chunk of the mechanics and wanted to at least toss up a basic review, as I was given this pdf for free so I could review it.

I really like this book a lot, there are plenty of options and variants to pretty much build your perfect Dhampir, regardless of origin or class.

I had initially asked for this book, as I am playing a Dhampir in a game here on the boards, and I got good use of this book.

One thing I liked a lot was the Undead bloodline variant, as not only is that the class I am playing, but I always felt Grasp of the Dead coulda been better. While Domination is obviously vampire-centric, its a solid replacement, period.


Awesometastic!!

5/5

Much like its Genius counterpart that originally introduced us to Hellfire, this short, simple product is amazing. Five well thought out feats that let everybody play with Hellfire, from the Alchemist to the Wizard literally makes this something every class could benefit from.


Awesometacular!!

5/5

This is without a doubt one of the coolest and unique creations I've seen in a long time, if not ever!! The concept of Hellfire has been touched on here and there, in a few different products over the years and editions, but always in little amounts.

The GG to Hellfire Magic decides to take this long standing tradition and fully explore it in a series of spells available to pretty much every spell caster, save Druid and Ranger, which makes sense as a purely destructive, planar force. Though a Druid casting Hellfire Lake is kinda cool.

I like the idea of the evil additions to each spell as well. Most aren't overly major bonuses, but offer just enough of a boost to make them tempting. Which I imagine was the idea.

The art is also amazing, which is always appreciated.

I know there's already a Bullet Points that gives us five new feats(gonna read that next), but I would dearly love to see even more support for this incredible product. Maybe some more spells, more evil options, I don't know. Though I do agree with the idea that options like a Hellfire Bloodline or Subschool would dilute the mystery/ancient/forbidden feel of Hellfire Magic.


Awesome!!!

5/5

Holy Harpy Droppings Batman!! This is amazing!

Its kinda cool, in my opinion, how these variations are ordered in increasing awesomeness, with the Humongous one being last. Again, this is just me, but I really think that one is the coolest and most useful.

Whoever came up with the idea for this product deserves a raise!!


Good, solid product

4/5

This is a nice, solid product that offers plenty of rogue talents regardless of your build.

Dramatic Entrance, Ear to the Streets and Urban Network all appeal to me a good deal.

Without a Trace and Urban Explorer are both rather handy as well.

Danger sense is just awesome.

Talented seems to be too powerful to be a normal talent, and either should be advanced or limited to just one talent.

All in all, I really like this and am looking forward to seeing what else these guys come up with. Here's hoping Rangers are coming soon!


Simple, yet awesome

5/5

This is nice solid product that allows a little extra customization with your Fighter.

The options to swap out Bravery are pretty cool, and I can think of a few PCs I play with or builds I could make that would prefer one of these over the basic class feature.

While none of options are amazing, or must haves, they are pretty sweet and for just a dollar, I had no problem buying it right away.

I hope that this product leads to not only more of these "Little Archetypes" but I also wouldn't mind seeing a few more options to replace Bravery sometime in the future.


awesome book

5/5

A very awesome book, that is simple and elegant in what it offers.

The feats are all pretty solid and I like how a fair amount are more flavorful, roleplay oriented as opposed to straight power boosts.

I *highly* recommend this book for anybody looking to build a Witch, or any caster for that mater.


Masterfully Done

4/5

I really like this book a lot. While the Class itself is very narrow, it is also really flavorful and fun, appealing to my very sneaky side.

The new feats, skill uses, spells and magic items are really niffty and useful, as well as being unique enough to stand out from all the rest we've seen.

There are however three complaints:
1) No Capstone is a rather large turn off for me. I get that at 20th level you gain Play the Part 7, which is strong, but i see the continuation of an earlier ability to be a very poor last level feature.

Perfect Performance might have been better at 20, but even that lacks some oomph when compared to a lot of the other capstones out there.

2) the lack of any real new equipment. the discussion was neat, but if that's all you were going to include, why not just save that for something else, and add in pages of actual material, or cut those pages entirely?

I understand your desire to include new equipment due to the glut of stuff out there, but this book seems like a great way to introduce really innovative and fun new mundane items that would greatly aid both the Masque and other stealthy characters without needing magic.

3) I wish Bluff had an expanded use. I'll be damned if i can think of anything else, but I doubt i would have thought up of the new uses for the skills that you did include.

overall, even with those three complaints(strong though they may be) this book is definitely going to be used by myself a fair amount, and almost definitely by my other gamer friends for our upcoming game.

4 outta 5 for sure.


Super Good

4/5

This book rocked!! Most of the feats are good, while some are just downright freaking cool.

Nothing too overpowered, nothing too insane. Trickster Mage is the one feat i feel could use a little cleaning up. It's one of the more interesting mechanics I've ever come across, but I think it's a little too clunky.

Overall, this book was a damn good buy. I bought my first 7 books from Super Genius just today and if the other 6 are at least half way as good, I'll probably end up buying the entire line!!!