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I think Cavalier was made for this kind of character. An inspiring, most likely noble-born warrior with acces to every skill required for a leader, and enough skill points to buy them. Oracles and Sorcerers are also be good choices, especially with the right Bloodline/Mystery. For example an Infernal Sorcerer can easily rule with the help of the devilish allies he summoned, or a Battle Oracle could make a great leader for a militaristic society. And of course there are the Paladins, if you want to play the goody-goody king. But I think NG, LN and even LE characters can make good rulers (and by good I mean efficient, which is the key to rulership on the long run - that's the reason why Chaotic characters make generally poor rulers). Regarding Bards, I don't think they could command the respect that ruler requires, and they are usually too chaotic to make an efficient leader. ![]()
Movin wrote:
That's what I was thinking, too. I checked every background material about Abadar, and I didn't find anything restricting about creating undead, other than obeying the local laws. But because its a Kingmaker campaing, and we will be the ones writing the laws, I guess legalising Necromancy against uncivilized beings is totally fine. ![]()
What are the neutral deities opionions on the "evil" aspects of Necromancy, like animating the dead? The only two I'm certian of are Pharasma (big NO) and Gorum (he is ok with), but I wonder if there is any source on the others. I'm especially interested in Abadar, because I'm thinking about playing an LE cleric of him in our upcoming Kingmaker campaign, and I'd like to raise the enemies of civilization (trolls, giants, monsters) as undead servants to serve our cause. ![]()
Thanks for all the advice! I'm thinking about reducing my Cha to 14 and bumping my Dex to 10. (Altough a +3 Cha modifier can be beneficial to the Kingdom in Kingmaker, I guess a +2 early on will be fine, too) And I will switch Toughness for Improved Initiative, and get War Sight instead of Surprising charge, being able to cast buffs first can be a big advantage. ![]()
Helaman wrote:
Well, my DM doesn't allow to dump any stat below 8, and as I wanted to have an Int of 12, I had to find another stat to dump, and Dex seemed to fit his Curse. ![]()
Hi everyone! This is my first post in this forum, and I'd like some feedback on my Battle Oracle. He is going to be my second character (I'm currently playing a Half-Orc Inquisitor in our Carrion's Crown AP game), and I'm planning to run him in our upcoming Kingmaker game with an evil party. I originally planned to take Inquisitor again (learning from the previous mistakes I made with my first character), but our party currently lacks a "face" and a Charisma based character (and we need one to lead our Kingdom), so I decided to take a Battle Oracle. Looks like our 5-man party will consist of a Human Ranger (switch hitter, with Favoured Enemy: Human), a drunken Dwarven Monk, a Human Cleric of Asmodeus (who will likely fall victim to party-fighting the first time he uses Channel in a battle and somebody misses his Will save against it :)) and there is another player, who haven't decided what to take yet. He is thinking about taking another Ranger, with Dual-Wield, but hopefully we can convince him to take something castier or tankier instead. My character's backstory will include mercenary background (the reason for his mastery with arms and his Trait) and a grevious injury as an explanation for his curse, his "state" of lvl 1 after being an ambitious lieutenant of a mercenary company and his manifesting Oracle powers. This is how my character looks like so far: 15 point buy, 1 Trait and our DM said we couldn't lower any stat below 8: Human Oracle, Lawful Evil alignment
13 hit points Trait: World Traveller (somebody has to take Knowledge: Local after all...)
Skills:
Spells:
Equipment: Greataxe, Scale Mail, Dagger and a lot of stuff which could be useful at exploring the wilderness (Tent, Rope, Lamp, etc). Unfortunately with a starting gold of 105 I can't afford a Greatsword at the start of the game. Any suggestions what I should change? I know Dex 10, Int 10 would be more optimal, but I like my characters having above average Intelligence for RP reasons (and I love having a lot of skills), and his lameness is a reason for his low Dex. I'm planning to take Power Attack and Weapon Mastery at lvl 3, and War Sight and Improved Initiative around lvl 5-7. Regarding Weapon Mastery, which weapon do you think I should use? I'm torn between the good old Greatsword and polearms (most likely Bardiche, it seems to fit the Russian feel of Brevoy). Greatsword has obviously more damage, but Reach could be and advantage against medium-sized opponents and for Trip attempts. Unfortunately there is no reason for me to take Combat Reflexes, which seems to be great with Polearms, and the lack of attacks (mostly AoO's) against adjacent enemies, other than the option of Spiked Gauntlets can hurt in certain situations. Also, are there any good multiclass options to dip a few levels or maybe any PrC-s for a Battle Oracle? I know that a level Barbarian is awesome
About The HauntCrunch:
Abilities 3 str, 13 agl, 13 fight, 7 awe, 8 sta, 9 dex, 8 int, 3 pre Defenses
Skills
Advantages
Powers Intangibility (Linked) 33 points
[Alternate Power]
..Flight 1
..Immunity 2
Armor (Protection 4) 6 points
Quick on his feet (Speed 1) 1 point
Disruption Array 29 points
..Mental Disruption: Damage 13
..Physical Disruption: Affliction 13
Ghosting (Concealment 10) 10 points
Points
Offense
Complications
Motivation: Doing Good
Enemy: Knowing that his Mr. Elliot isn't dead, Grayson fears that he will strike when least expected. Weakness: Magic tends to mess with his molecular control while in his phased state, causing him to become unstable. Vibranium (or our game's equivalent) has proven to be the only metal that he's encountered so far that he cannot phase through. Bio:
Making their way to a motel in a busy metropolitan city, the family was intercepted by a strange, shadowed man. "Going back on our agreement, I see." Not wanting young Grayson around for the conversation, his father sent him on ahead to book a room. He followed his fathers instruction as he always did, only to hear gunshots moments later. Running out to the alleyway where they were stopped, Gray dropped to his knees and called for help as his parents bled out."I'm sorry, his father said as he died, "I'm so sorry." After a rocky year of being shuffled from orphanage to orphanage for aggression and constant fighting, Grayson Pryde was adopted at age 13 by Thomas Shaw Elliot, a wealthy man with a vision. After months of strange comings and goings and unexplained injuries, Grayson finally stumbled on Mr. Elliot's secret: He was the masked vigilante known as Mystery Man. Soon enough, Mr. Elliot started training him to be his sidekick, Strange Lad, brainwashing him along the way to believe that vigilantism was acceptable. Around age 17, Grayson Pryde voiced his want to strike out on his own after starting to realize that their form of justice is in the wrong. Mystery Man took offense to this and tried to kill him. Battling in hand-to-hand combat, he goaded the ward on, telling him the truth, how his "parents" were training him to become an assassin, how he personally gunned them down, adopted him and finished where they left off. Shocked from the revelation, Grayson phased his hand into Elliot's skull and dropped him, leaving him in a coma. Months later, he was declared dead. Now in his late twenties, he's fought hard to undo all the wrongs that he took part in, all while working towards a PhD. Nearly on the cusp of graduation, he fights to maintain his focus. |