James Jacobs Creative Director |
Zurai |
W E Ray wrote:Some of those sound okay but none better than Kingmaker.Which is why the AP's called Kingmaker, of course.
The AP will assume your PCs end up running a monarchy, mostly because their nation is part of the River Kingdoms, and is established by Brevoy, which is itself a kingdom.
Our campaign will be slightly different.
We're playing an all-Dwarf party.
Who are led by a (NPC) Dwarf princess out to establish a new Dwarven colony.
Who arrives in the selected region of the River Kingdoms by ship.
A Viking longboat, to be precise.
So, our group may end up calling this "Dwarf Viking Queenmaker".
Yes, I know it doesn't make a lot of sense. We wanted to do an all-Dwarf party for our Second Darkness campaign, but that never got off the ground. Everyone's jazzed up for Kingmaker, though, and the all-Dwarf party got revived for that. An all-Dwarf party from Brevoy just didn't sound right, so that's where the Viking longboat came in. Hey, what can I say? We're crazy. We like it that way.
James Jacobs Creative Director |
Actually... there's some interesting stuff about dwarves in Brevoy that's covered in the Brevoy gazetteer in Pathfinder #33. Not much... basically just that one of the noble houses there has an adopted son that's a dwarf and that's kinda weird, so there's SOME dwarf stuff that might make dwarves from Brevoy make sense.
If you're into dwarves, I guess. Eeew.
Purple Dragon Knight |
Actually... there's some interesting stuff about dwarves in Brevoy that's covered in the Brevoy gazetteer in Pathfinder #33. Not much... basically just that one of the noble houses there has an adopted son that's a dwarf and that's kinda weird, so there's SOME dwarf stuff that might make dwarves from Brevoy make sense.
If you're into dwarves, I guess. Eeew.
Come on James! after Dwarven Companion you should be warming up to them a little! :)
baron arem heshvaun |
<smashes fist onto table> But a kingdom is not enough, James. I want an empire!
A kingdom can fall but a few years after a king's death, even an empire can crumble within a few generations, but a Dynasty...
James Jacobs Creative Director |
James Jacobs wrote:Come on James! after Dwarven Companion you should be warming up to them a little! :)Actually... there's some interesting stuff about dwarves in Brevoy that's covered in the Brevoy gazetteer in Pathfinder #33. Not much... basically just that one of the noble houses there has an adopted son that's a dwarf and that's kinda weird, so there's SOME dwarf stuff that might make dwarves from Brevoy make sense.
If you're into dwarves, I guess. Eeew.
If anything, the overdose of dwarves from that book gave me a rash. :-P
Purple Dragon Knight |
Purple Dragon Knight wrote:If anything, the overdose of dwarves from that book gave me a rash. :-PJames Jacobs wrote:Come on James! after Dwarven Companion you should be warming up to them a little! :)Actually... there's some interesting stuff about dwarves in Brevoy that's covered in the Brevoy gazetteer in Pathfinder #33. Not much... basically just that one of the noble houses there has an adopted son that's a dwarf and that's kinda weird, so there's SOME dwarf stuff that might make dwarves from Brevoy make sense.
If you're into dwarves, I guess. Eeew.
Look at the pic of the dwarven female with the white fur coat in the king's audience room (in the Dwarven Companion book, I should specify... :P ) and tell me Big Buns Bessie ain't hot! I hear she makes the rocking world go 'round, btw... :P
Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
Purple Dragon Knight |
*oh what the heck... BBB eats the cookies! here she is!!!*
BIG BUNS BESSIE
Female dwarf Fighter 4/Rogue 8
CG Medium humanoid
Init +2 ; Senses Perception +13
==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 141 (8d8+4d10+60)
Fort +11, Ref +9, Will +6
==OFFENSE==
Spd 20 ft./x4
Melee Unarmed Strike +13/+8 1d3+4 20/x2
==STATISTICS==
Str 14, Dex 14, Con 18, Int 11, Wis 14, Cha 14
Base Atk +10, Cmb +12Cmd +24
Feats Combat Reflexes, Country Born, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Persuasive, Stand Still, Step Up, Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Appraise +11, Bluff +13, Diplomacy +21, Disguise +13, Knowledge (local) +11, Linguistics +11, Perception +13, Perform (dance) +17, Profession (farmer) +6, Sense Motive +12
Languages Celestial, Common, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Shoanti, Sylvan, Undercommon
Combat Gear Unarmed Strike
Class Abilities • TRAP SENSE (+2) - +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. (PFCR 34).
• IMPROVED UNCANNY DODGE - Cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking, unless the attacker has at least four more rogue levels than the target has levels in classes that offer Uncanny Dodge. (PFCR 34).
• FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
• BRAVERY - As a fighter of level 4 you get +1 bonus to Will saves vs. fear. (PFCR 55).
• ARMOR TRAINING - Armor check penalty is reduced by 1 (to a minimum of 0) and maximum dexterity bonus is increased by +1. No movement penalty for medium armor. (PFCR 55).
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFCR 68).
• TRAPFINDING - Add +4 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps. (PFCR 68).
• ROGUE EVASION - A successful Reflex save for half damage results in no damage. Must be in light armor or no armor and not helpless. (PFCR 68).
• ROGUE TALENT - You have chosen the following rogue talents: Surprise Attacks, Weapon Training, Combat Trick, Skill Mastery.
- Surprise Attacks - During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune. (PFCR 68).
- Weapon Training - The rogue gains the Weapon Focus feat. (PFCR 69).
- Combat Trick - You have selected the combat feat Weapon Specialization. (PFCR 68).
- Skill Mastery - You can take 10 with the following skills even when it wouldn't ordinarily be allowed: Diplomacy, Disguise, Perform (dance). (PFCR 70). (PFCR 68-70).
• SNEAK ATTACK - Deal +4d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFCR 68).
Traits • Charming (Social) - +1 to bluff or diplomacy checks or save DCs of language-dependant spells vs. those attracted to your gender. (PFCT 6)
• Resilient (Combat) - +1 Fortitude Saves (PFCT 4)
Big Buns Bessie was born on a farm (profession farmer, country born). She was more interested in boys than her duties, however (charming trait, knowledge local to know all the bars where the men/women ratio is high). Soon she mastered the art of dancing in places with loud music, applying make-up expertly even while being bounced on the backseat of a rickety cart, and how to approach men of all shape, sizes and station (skill mastery perform dancing, disguise and diplomacy, she can take ten with all of them even in stressful situations). Her candid nature attracts men (persuasive and/or bluff to appear naive or innocent or easy), and she can size them up in a second from across a dance floor... err.. taproom (appraise, sense motive, perception). She has an uncanny ability with tongue, and she knows the right "keywords" in all the languages of her most likely targets (linguistics). When the hour is late and the pickings have been slim, she can size up the most inebriated man within two heartbeats. When all else fails, she has mastered the art of knocking stubborn men unconscious (surprise attacks, combat reflexes, weapon focus unarmed strike, weapon specialization unarmed strike, improved unarmed strike, stunning fist, sneak attack, step up). Once the deed is underway, she makes sure she gets what she wants, and as long as she wants it (toughness, resilient, improved grapple, greater grapple, stand still). She cannot be flanked (improved uncanny dodge) but she usually ignore this ability in the presence of two men (charming trait).
Purple Dragon Knight |
Purple Dragon Knight wrote:If anything, the overdose of dwarves from that book gave me a rash. :-PJames Jacobs wrote:Come on James! after Dwarven Companion you should be warming up to them a little! :)Actually... there's some interesting stuff about dwarves in Brevoy that's covered in the Brevoy gazetteer in Pathfinder #33. Not much... basically just that one of the noble houses there has an adopted son that's a dwarf and that's kinda weird, so there's SOME dwarf stuff that might make dwarves from Brevoy make sense.
If you're into dwarves, I guess. Eeew.
Yes... it is fair to say Big Buns Bessie would give you a good, hearty, immune system-building rash! :)
(see above)
:P
Purple Dragon Knight |
how about this one:
BIG BUNS BESSIE
Female dwarf Fighter 4/Rogue 8
CG Medium humanoid
Init +2 ; Senses Perception +13
==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 141 (8d8+4d10+60)
Fort +11, Ref +9, Will +6
==OFFENSE==
Spd 20 ft./x4
Melee Unarmed Strike +13/+8 1d3+4 20/x2
==STATISTICS==
Str 14, Dex 14, Con 18, Int 11, Wis 14, Cha 14
Base Atk +10, Cmb +12Cmd +24
Feats Combat Reflexes, Country Born, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Persuasive, Stand Still, Step Up, Stunning Fist, Toughness, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Appraise +11, Bluff +13, Diplomacy +21, Disguise +13, Knowledge (local) +11, Linguistics +11, Perception +13, Perform (dance) +17, Profession (farmer) +6, Sense Motive +12
Languages Celestial, Common, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Shoanti, Sylvan, Undercommon
Combat Gear Unarmed Strike
Class Abilities • TRAP SENSE (+2) - +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. (PFCR 34).
• IMPROVED UNCANNY DODGE - Cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking, unless the attacker has at least four more rogue levels than the target has levels in classes that offer Uncanny Dodge. (PFCR 34).
• FIGHTER BONUS FEATS - At 1st level, and at every even level, a fighter gains a bonus feat from the Combat Feats list. (PFCR 55).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).
• BRAVERY - As a fighter of level 4 you get +1 bonus to Will saves vs. fear. (PFCR 55).
• ARMOR TRAINING - Armor check penalty is reduced by 1 (to a minimum of 0) and maximum dexterity bonus is increased by +1. No movement penalty for medium armor. (PFCR 55).
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFCR 68).
• TRAPFINDING - Add +4 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps. (PFCR 68).
• ROGUE EVASION - A successful Reflex save for half damage results in no damage. Must be in light armor or no armor and not helpless. (PFCR 68).
• ROGUE TALENT - You have chosen the following rogue talents: Surprise Attacks, Weapon Training, Combat Trick, Skill Mastery.
- Surprise Attacks - During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have acted. Opponents who cannot be caught flat-footed (such as through improved uncanny dodge) are immune. (PFCR 68).
- Weapon Training - The rogue gains the Weapon Focus feat. (PFCR 69).
- Combat Trick - You have selected the combat feat Weapon Specialization. (PFCR 68).
- Skill Mastery - You can take 10 with the following skills even when it wouldn't ordinarily be allowed: Diplomacy, Disguise, Perform (dance). (PFCR 70). (PFCR 68-70).
• SNEAK ATTACK - Deal +4d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage. (PFCR 68).
Traits • Charming (Social) - +1 to bluff or diplomacy checks or save DCs of language-dependant spells vs. those attracted to your gender. (PFCT 6)
• Resilient (Combat) - +1 Fortitude Saves (PFCT 4)
Big Buns Bessie was born on a farm (profession farmer, country born). She was more interested in boys than her duties, however (charming trait, knowledge local to know all the bars where the men/women ratio is high). Soon she mastered the art of dancing in places with loud music, applying make-up expertly even while being bounced on the backseat of a rickety cart, and how to approach men of all shape, sizes and station (skill mastery perform dancing, disguise and diplomacy, she can take ten with all of them even in stressful situations). Her candid nature attracts men (persuasive and/or bluff to appear naive or innocent or easy), and she can size them up in a second from across a dance floor... err.. taproom (appraise, sense motive, perception). She has an uncanny ability with tongue, and she knows the right "keywords" in all the languages of her most likely targets (linguistics). When the hour is late and the pickings have been slim, she can size up the most inebriated man within two heartbeats. When all else fails, she has mastered the art of knocking stubborn men unconscious (surprise attacks, combat reflexes, weapon focus unarmed strike, weapon specialization unarmed strike, improved unarmed strike, stunning fist, sneak attack, step up). Once the deed is underway, she makes sure she gets what she wants, and as long as she wants it (toughness, resilient, improved grapple, greater grapple, stand still). She cannot be flanked (improved uncanny dodge) but she usually ignore this ability in the presence of two men (charming trait).