Kingmaker Characters: Any of these ideas worth-while for the Campaign?


Kingmaker


Now, the Campaign itself is still two weeks away, GM is adding encounters and beefing encounters up, combat-encounters at least, to account for having six people in the party rather than five.

Brevoy strikes me as a great place to be an adventurer, because quite frankly, they don't care who you are or what you did, so long as you're competent enough to get the job done and loyal enough to not turn around and stab them in the back.

Now, I have a couple of character concepts to work through and I'm hoping people could go 'Aye' or 'Nay' to each one's 'utility' within the Campaign.

Human Rogue/Fighter/Assassin (Lawful Evil) Sent by a patron in the River Kingdoms to see the new Kingdom of the Stolen Lands has ties to his own organisation, for the purpose of trade and the eventual elevation of the Patron from an exiled Noble to an actual King (or Queen). Extremely dutiful, the Assassin will be very methodical, capable of taking care of traps and enemies equally well and be well schooled in intimidation, lying and sweet-talking people into doing what he needs done. Going to really challenge myself here as I find it incredibly hard to pull off non-good characters without sliding towards either Batman-ish antics or snapping and going "FFFFFFFFFFFFFFFF" and converting to Good, normally after being made to choose between Moment of Ultimate Evil and Pet the Dog moments.

Half-Orc Ranger (Chaotic Good) A wanderer and all-round adventurer, able to track a bandit, good with a sword, good with animals and a capable healer in a pinch. Thinking of using the Skirmisher Variant Class and dropping a few (just a few) ranks into Craft (brewing) and Diplomacy. Very much a 'comfortable' fit for me to play as the Character will give me the ability to be a switch-hitter as well as character that can provide utility to the party in and out of combat.

Half-Orc Inquisitor (Neutral Good)(Sarenrae) Basically as the Half-Orc Ranger, but more focused on people-skills. A former bandit himself, the Half-Orc struggles with his violent up-bringing at times but tries to continue his dedication to redeeming others as he himself was redeemed.

Ack, will post more later, it's nearly midnight. Gah.


I am DM'ing this campaign, and we just started. Session 2 will be next Monday evening. For utility within the campaign:

1) Ok, but there potentially will be problems with trying to have someone outside the "party" be elevated to king/queen.

2) Aye

3) Aye

Knowing what is coming in the campaign, I believe the inquisitor would just slightly edge out the ranger, but either would be a fine addition to the "party".

-- david
Papa.DRB

HalfOrcHeavyMetal wrote:

1) Human Rogue/Fighter/Assassin (Lawful Evil)

2) Half-Orc Ranger (Chaotic Good)

3) Half-Orc Inquisitor (Neutral Good)(Sarenrae)


I've been running a Kingmaker game for months now and I've seen a fair bit of what the AP has to offer.

1) Trying to get an outsider NPC to be king won't really work unless everyone in the party is cool with it and somehow I doubt they will be cool with an outsider taking from them the kingdom they've earned. Unless your plan is to kill all the other PCs I would advise against this character.

2) Good idea, diplomacy is especially nice, you'll want more than one person in the party to have it.

3) This is the best idea you have in terms of both ability and role play opportunity. Most of the bandit material is in the 1st AP but I'm sure your GM would include more later on if that turns out to be your focus.

Sczarni

Assassin: Built in ties to Daggermark (I assume), plenty of hobnobbery, and an interesting (moreso than "wander around and do good stuff") backstory. I'd go with this choice.

Ranger: Playing one in KM now...it's wicked fun to perforate enemies and see everything, and there's literally years of time spent in the great outdoors.

Inquisitor: mechanically probably the strongest choice (not sure if that's a factor here), and can fit quite nicely into the "people person" role. That will prove quite handy in a lot of situations, and longbows are never bad, right?

All will fit in, but choice 1 is, I think, the most interesting and challenging RP option.


Thank you for the feedback guys. Now, I'm not intending to be the 'King/Queen' in the campaign, really do not like the spot-light on me like that all the time, but having people skills potent enough to be able to single-handedly turn a hostile into an indifferent or friendly, but most importantly being able to provide a assistance bonus to the other PCs.

More Character Concepts:

Dwarven Cleric (Chaotic Neutral) (Cayden Cailean) Basically a Brewer who got kicked out of his Clan due to his 'insubordinate' attitude and has been shaven, meaning he's only got stubble instead of his normal beard and has added the -slag title to the end of his name. Aiming to make a name for himself to try and save his family (small though it is) from having the -slag added to their own names. Would have equal ranks in Craft (Brewer) Diplomacy, Heal, Knowledge (History), Knowledge (Religion), Sense Motive and Spellcraft.

While very much a 'go kiss an Orc's frangit' attitude keeps people at a distance, still wouldn't leave anyone to suffer needlessly. Quite driven to alleviate his family's shame, if not his own.

Halfling Bard (Neutral) Very much a 'sing's for his supper' character, focusing heavily upon people skills and ranged attacks. Would go for the Street Performer Class Variant. Halfling is aiming to create a place in the new nation for freed Halflings to be able to come and hide after being freed, through legal avenues or illegal acts.

While friendly, has his own agenda and will fight viciously to see that his people have something more in this new Kingdom than just slaves and servants.

Half-Orc Cavalier (Lawful Good) (Order of the Lion) has been sent out with the PCs to ensure Rostov's orders are carried out in a fashion the Mayor finds suitable. Actually only a jumped-up Squire at this stage, but could be properly knighted somewhere down the track. Loyal, noble, gentle and as dumb as a sack of hammers (Regardless of his actual Intelligence Score). Think silverbolt from Beast-Wars and you've got this guy pegged.

Not much more I can add to this guy.


Aye to all three of them. Of these three, the Halfling Bard sounds like the winner. Between all six, it would be a close call between the Bard and the Inquisitor. Much would depend on the what the Inquisitor's background would be.

-- david
Papa.DRB

HalfOrcHeavyMetal wrote:


1) Dwarven Cleric (Chaotic Neutral) (Cayden Cailean)
2) Halfling Bard (Neutral)
3) Half-Orc Cavalier (Lawful Good) (Order of the Lion)


I'd like to thank everyone who has given me a hand here. I've had an interesting twist thrown to me by the GM. He's willing to allow the Half-Orc Inquisitor and the Halfling Bard ... but he has also offered me a couple of rather interesting choice by fusing a few of the above characters.

An Ogre-Kin Monk, a 'Pit-Fighter', starts off with his Disadvantageous Deformity but only gains his Advantageous Deformity at 2nd level ... and will be starting with almost no wealth, just clothing, a club and a few supplies, and has a Mark of Justice to make him obey the PCs to make a CR 2 Character more balanced with the 1st level PCs. Apparently he thinks we need more 'Villain' PCs, and my Tiefling Fighter in our aborted Bastards of Erebus was apparently just what he is after for this campaign. We've talked it over and the concept of a 'prison-trained Monk' who uses his abilities without understanding the spiritual methods of his teacher. He's also pointed out that I am NOT to take massive ranks in talking skills this time around, as I am one of two players at the table who always ends up being "Let's try talking first!", and he wants to challenge us all this time around, shake us out of our comfort zones, both in choices of characters and alignments and in the way we interact with the Campaign World. I'm there to lean on people, crack skulls and make the do-gooder PCs nervous.

I'm thinking a (Lawful Neutral/Evil) Monk who is basically a 'lifer', always in an out of prison for various crimes, so he didn't commit but was pinned on him anyway because of his heritage, so he's got good reason to hate 'Guard' Types and has a formidable temper at the best of times. Pretty much an embittered 'monster' who is forced into helping the other PCs out by the Mark of Justice branded on his back, doesn't use Monk Special weapons, sans perhaps a pair of Cestus and maybe a Temple Sword, uses a lot of cruel tricks to get by, such as setting traps to catch pursuers, clubbing an enemy into submission so they can be taken back and interrogated by the rest of the party and generally being somebody who would make a Paladin get all twitch about.

And no, nobody is rolling a Paladin this time around.

The other choice the GM has offered in a Half-Orc Ranger who is basically the Chaotic Good Ranger I listed above, but Neutral, uses a Hawk companion for tracking and is a relentless bounty-hunter. GM has pointed out he wants me to be nearly obsessive in fulfilling his contracts, almost an Artemis Enteri character.


Right, much as I was looking forwards to the Ogre-Kin, GM took one look at my rolls, one look at my build and went "Oh HELL NO." Something about being the Incredible Hulk's bastard son being trained by the Hand Ninja Clan and it being broken-assed.

That and he went positively nuclear when he saw my Fighter Build variation. And that was without rolling for the Mutations....

So, Rolls and Stats:1) 6,5,2,1(-1=13). 2)5,4,3,1(-1=12). 3)6,5,4,1(-1=15). 4)3,5,6,1(-1=14). 5)5,1,2,4(-1=11). 6)5,5,2,1(-1=12).

Half-Orc Ranger Scores: Strength) 14 (12+2) Dexterity) 15 Constitution) 13 Intelligence) 12 Wisdom) 14 Charisma) 11.

((Stuff)) Traits: Resilient and Skeptic. Would take the Variant Racial Ability Beastmaster for access to Whips and Nets and increased ability to train Wildlife to be either suitable mounts or useful beasts of burden. Would focus on the Bow Combat Style, Favoured Enemies (Human), (Animal) and (Fey), Favoured Terrains Forest, Swamp, Urban. Skirmisher abilities focusing upon making the Ranger Companion hardier and giving the Ranger movement abilities. Would use Nets to trap 'Marks' and Whips to keep them in line once captured. Only minimal ranks, 5 or so, in Diplomacy, mostly scores going into 'physical' skills as well as Knowledge (Local), Intimidate and Sense Motive to fulfil a Captain of the Guard, Warden or Spymaster role.

Halfling Bard Scores:Strength) 10 (12-2) Dexterity) 16 (14+2 Constitution) 12 Intelligence) 12 Wisdom 11 Charisma) 17 (15+2).

Stuff Traits: Focused Mind and Caretaker. Would take the Warslinger Racial Variant Trait. Would use a Sling for ranged attacks and a Rapier/Buckler combo for the inevitable melee. Focusing on being a Party 'Face', perhaps taking a Councilor or Grand Diplomat role.

Half-Orc Inquisitor Scores:Strength) 14 (12+2) Dexterity) 15 Constitution) 13 Intelligence) 12 Wisdom 14 Charisma) 11.

Stuff: Much the same as the Ranger, but with Traits Sacred Touch and Armor Expert, but with the Sacred Tattoo and the Scavenger Variant Racial Traits. Would Focus on a Longbow for Ranged Attacks and a Falchion for Melee (seeing as the Falchion is a two-handed Scimitar, heh). Would focus on being a 'Switch-Hitter', with Point Blank Shot and using his Spells to counter situations and give the party the benefit in other situations. Would try for a balanced mix between people skills and Stealth/Outdoors skills. Being a former Bandit himself, tries to redeem the desperate but spares no effort in smiting the wilfully malicious.

Sczarni

For those rolls, I would likely pick "do I want to be the talky guy?" and eliminate either the Ranger/Inquisitor or Bard right away.

Since GM-Person seems intent on you NOT being the talky guy, that would lean me towards the R/I pair.

For me, since I've played rangers more frequently (have one now) and only ever run Inquisitors as NPC's, that's the way to go.

Either sounds like a lot of fun to play, but the "shiny newness" of the Inquisitor sells it for me. That, plus an "Inquisitor" of Sarenrae (that's what you were going for, yes?) sounds just too darn cool for school.


Yup, Inquisitor of Saranrae is the choice... too bad really, I wanted to see a Kingdome baced on a Halfling King :) That would be cool in Golarion...


For the sake of many laughs and face-palming, one of the other players who, like myself, seldom plays a Small Race, has been requested to come up with a Small Character.

And he's chosen a Kobold Bard. <Cue Deekin's "DOOM DOOM DOOMITY DOOM!" song>

Much screams of outrage from the male players and lots of squeeing from the ladies. Gonna be one of 'those' campaigns, I fear!


*Screams of rage and frustration*

So, my Halfling Bard idea got yoinked for the Sarah's Kobold Bard, the Inquisitor got yoinked for Jason's Human ex-bandit, the Ranger got yoinked for Martin's Halfling Mounted-Ranged Skirmisher.

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF*asplodes *

So, going Half-Orc Cleric (Irori). Bah. At least now I have the excuse of punching the other Characters in the face with my God's Favoured Weapon being the Unarmed Strike, so I can scream "CURE!" as I do so. Should be fun for a few levels. Going 'Orphan now being sent out to walk the path to enlightenment' route in his story. Again, thank you to everyone who helped out. I seriously need to stop asking for help where I know the rest of the group can steal my characters.


Alright. After the threat of being smothered in flabby, sweaty man-flesh, two of the players and the GM have given me a hand up from my pit of despair, and our Inquisitor has instead decided to become a Cavalier, and our Fighter has chosen to be a Water-Elemental Evocation-focused Sorcerer.

Meaning I can become the Half-Orc ASSASSIN I've always dreamed of being *maniacal cackling* because the GM ruled Neutral Entry is allowed into that PrC.

Planning on using a Falchion for my main weapon, which made the GM facepalm and go "So, a sneakier, Evil-er version of your usual Half-Orc Barbarian?" but we all had a laugh, and going for more of a misdirection, scouting and bleed/status effector role rather than a Talking/Tanking/Outdoors role like I normally do.

Again, many thanks to everyone who gave up their own time and effort to help, it's been greatly appreciated!


Right, party has been formed (GM put out the hard word that the idea-stealing that had been going on was to end or the whole campaign was off and they could go run a campaign themselves) and due to shenanigans we've re-rolled our stats.

Rolls:

1)4, 3, 2, 5 (12)
2)6, 4, 4, 2 (14)
3)6, 4, 4, 1 (14)
4)4, 1, 4, 6 (14)
5)6, 6, 2, 1 (14)
6)2, 6, 4, 6 (15)

Stats:

Strength)14
Dexterity)12
Constitution)14
Intelligence)14
Wisdom)17 (15+2 Racial)
Charisma)14

Small note on the arangement, going for healer/secondary melee role, but I love my skillmonkey PCs, so I was aiming for a 5 Skill-Points/ranks per level to account for 5-10 ranks each in Diplomacy, Profession (Healer) and Ride, 10 ranks in Sense Motive, Knowledge (Local) and Heal, 10+ranks in Knowledge (Nobility) and (Religion), and Spellcraft.

5-ranks in Diplomacy allows me to grant a +2 Bonus to other people's rolls, Profession (Healer) allows me to run around and use 'mundane' healing and save the spells for truly horrific cases, Sense Motive is always handy for knowing who has a problem and coupled with Knowledge (local) allows my Cleric to be the kind of Cleric who offers more than just spellcasting to the general public, and the (Nobility), (Religion) and Spellcraft allow him to continue to be useful in combat and to provide a decent source of information towards outside Kingdoms, the various faiths and of course Spellcraft allows the Cleric to turn around and not only indentify magical items (and fraudulent ones at that!) but also craft some Wondrous Items to help the communities out, such as Decanters of Endless Water so no field goes dry in summer and the like.

Krenk Blackeyes, Half-Orc Cleric:

Deity: Sarenrae
Homeland: River Kingdoms

Character Traits:
Class/Level: Cleric 1
Alignment: Neutral Good
Initiative: +1
Speed: 30 (20 in Armor)

Defence:
Hitpoints: 10
AC:18 (Touch 11, Flat-Footed 17), Scale mail, Large Wooden Shield
Fort: +4, Ref: +1, Will: +6

Skills:
Diplomacy +6, Heal +7, Knowledge (Religion) +6, Sense Motive +7, Spellcraft +6.

Feats and Traits:
Feat: Selective Channeling
Traits: Brigand, Indomitable Faith.

Offence:
Melee: Scimitar+2 (1d6+2/18-20/x2) or Dagger+2 (1d4+2/19-20/x2)
Ranged: Sling+1 (1d4+2/x2)
BAB: +0, CMB: +2, CMD: +13

Special Abilities:
Aura (Good), Channel Energy (SU) 30-feet radius 1d6 Positive Energy, DC 13, 5/day, Glory Domain Powers (Touch of Glory(SP) 6/day) Healing Domain Powers (Rebuke Death(SP) 6/day)

Spells Prepared:
Orisons: Spark, Create Water, Mending.
1st Level Spells: Shield of Faith (D), Bless, Command.

Gear:

Scale Mail, Heavy Wooden Shield, Scimitar, Dagger, Sling and 10 Bullets, Backpack, 2 Belt-Pouches, Silver Holy Symbol, 6 days of Trail Rations, 2 Skins of Water, 1 Explorer's Outfit, 1 Traveler's Outfit, 1 Artisan's Outfit, 50 feet of Hemp Rope, Shovel and battered copy of the Birth of Light and Truth. 9 gold coins, 40 silver coins, 90 copper coins, mostly hands out the 'small change' to people down on their luck.

So, whadda yah think, should be a fun character, no?

Sczarni

Absolutely fun...can't go wrong with a Cleric in most cases, and with your (rather flat, if above average) stat distribution, you're set to to handle pretty much anything the AP can throw at you.

A tip:

Don't be afraid to retreat. If you go into Kingmaker thinking "we'll kick butt & take names" you will likely die. Play smart (like your 14 Int suggests), and you'll do fine.

Good luck!

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