DM Patcher's Reclaiming the Stolen Lands (A modified kingdom building extravaganza)


Recruitment

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It has been a hundred years since the great war ravaged the Stolen Lands. Celtara, a now-lost nation of providence, arose from the middle of nowhere in the Kamelands, and within years stretched from the Nomen Heights to the Slough. A nation known for its open mind, it grew to become the centre of magical research and cultural openmindedness as its populace lived in harmony with a multitude of monstrous races. It was envy and fear that sparked the war. Brevoy allied with the rest of the River Kingdoms in an attempt to decimate the free-willed nation.

They barely succeeded.

The Stolen Lands are once again free. The River Kingdoms are in shambles, as the wrath of Celtara was fierce to behold. Brevoy struggles with a civil war. Word of hostilities betwixt Numeria and Mendev is plentiful, as are rumours that both nations desire to conquer Brevoy.

The Stolen Lands ache to be reclaimed, however. While many dangers still lurk in its marshes and forests, in its hills and lakes, a multitude of people have fled from the uprisings in Brevoy to settle down and find peace - for how long, only time will tell. . .

Welcome!

As the intro text suggests, this is the aftermath of a great war that has ravaged the Stolen Lands - ca. AR 4820.

I am looking for 4-5 players.

This campaign will be a rather sandbox-heavy campaign that utilises a slightly modified kingdom building ruleset. You do not have to know the rules beforehand, but be aware that it does consist of some management. In the beginning of this campaign, you will be settlers who found a new village somewhere in the Stolen Lands - but what happens beyond there is up to you. As the years pass, it is your choice if you wish to develop beyond a mere village into a city or nation. Other villages will be formed, other nations may arise, and greater threats still may pour upon the great plains of the Stolen Lands.

Will you succeed?

Character creation rules:
Races: The standard races from the Core Rulebook will be permitted, as well as modified Goblin and Kobold races. Alternate racial traits from the Advanced Player's Guide (APG) will also be allowed.
Classes: All Base classes from the Core Rulebook, APG and Ultimate Magic (UM) and Ultimate Combat (UC) will be allowed. Most prestige classes from the Core Rulebook, APG and Inner Sea World Guide (ISWG) will be allowed. Keep in mind that I am not fond of Druids or Synthesist Summoners.
Archetypes: Most archetypes from the Core Rulebook, APG, UM and UC will be allowed. Other archetypes will require approval.
Favoured Class: The alternate favoured class bonuses from APG will be allowed. If Paizo releases options for the Gunslinger, Magus, Ninja and/or Samurai, I will allow you to retcon your favoured class bonuses if desired.
Alignment: I prefer the Good and Neutral alignments. More importantly, however, is that your character's goal is the success of the village/city/future nation - as such, evil characters may be permitted.
Ability Scores: 15-point buy; no stat above 18 (prior to racial modifiers), no stat below 8 (after racial modifiers).
Feats: All feats from the Core Rulebook, APG, UM, UC and ISWG will be allowed. Other feats must be approved.
Traits: Characters start with one trait. Before the game starts, we will discuss the second trait. Other traits may be granted by the GM as the game progresses.
Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After first level, you roll for hit points.
Starting Gold: Characters will start with average gold for their class.
Words of Power: Will be permitted.
Book of the River Nations: All feats and prestige classes from this book will be permitted.
• Note: As the GM, I have the last word. If I spot any blatant game-breaking cheese, I will ask you to change it. When errata is released for UM and UC, I will look at it and possibly enforce it as well.
• Another Note: I do have some suggestions for house-rules, and am very tempted to implement some of Kirthfinder's rules. If you are heavily opposed to this, feel free to say so - if you're in favour of the idea, then mention this too.

Sootscale Kobolds:

Kobolds of the Sootscale tribe had been integrated so thoroughly into the forgotten nation of Celtara, their social and mental aspects are now vastly different from those of regular kobolds. Once known as researchers, scholars and riflemen, now they are only somewhat accepted, as they still face stigma from those who are not native to the once-again Stolen Lands.

Racial traits
+2 Dexterity, +2 Intelligence, -2 Strength: Sootscale Kobolds are cultivated and nimble, but their small stature makes them weak.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Crafty: Kobolds gain a +2 racial bonus on a Craft skill of their choice.
Stalker: Perception and Stealth are always class skills for kobolds.
Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.
Breath Weapon: Choose an element. Once per day, a Kobold may breathe a 30-ft. cone that deals 1d6 points of chosen energy damage. This damage increases by 1d6 for every two levels the kobold attains. The targets receive a reflex save for half damage (10 + 1/2 level + Con).
Languages: Kobolds begin play speaking Draconic. Kobolds with a high intelligence score can choose any of these bonus languages: Common, Goblin, Orc and Undercommon.

Gargaraxan Goblins:

Goblins of the Gargaraxan tribe had been integrated so thoroughly in the forgotten nation of Celtara, their social and mental aspects are now vastly different from those of regular goblins. Known as scouts, writers and brewers, now they are only somewhat accepted, as they still face stigma from those who are not native to the once-again Stolen Lands.

+2 Dexterity, +2 Wisdom, -2 Strength: Gargaraxan Goblins are perceptive and nimble, but their smaller stature makes them weaker than bigger races.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Normal Speed: Goblins have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Sneaky: Goblins gain a +4 racial bonus to Stealth checks.
Stalker: Perception and Stealth are always class skills for goblins.
Nimble Attacks: Goblins receive Weapon Finesse as a free bonus feat.
Swarming: Goblins are used to living and fighting communally with other goblins. Up to two goblins can share the same square at the same time. If two goblins that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Languages: Goblins begin play speaking Goblin. Goblins with a high intelligence score can choose any of these bonus languages: Common, Draconic, Dwarven and Orc.

Remember, your character's primary motivation should be amongst the lines of wanting a peaceful life, and wanting the village to succeed. This motivation can change as the game progresses, of course. Also, your character does not have to be from Brevoy or the Stolen Lands. Most of the people (NPCs) are.

If you have any questions, feel free to ask! If you have any concerns, raise them. If I missed something, feel free to make a fool out of me, point and laugh as I desperately try to cover up my shortcomings.

The modified Kingdom building rules are almost finished for beta-testing. If you have any questions about these, go ahead, but they become mostly relevant if you're selected.

Recruitment will end within a week.

The Exchange

Dotting. Will have something more substantial up later.


Though I do not know the kingdom building rules, this sounds like a fun campaign.

I would be interested in bringing a wizard, most likely a wordcaster, race to be determined. More later today.


You don't have to know the Kingdom building rules. I know them fairly well, and I'll make sure to explain them properly when necessary.


dotting for interest. i am tempted with the modified goblin, rogue or ranger.

Without giving anything away, if i go with ranger may i get a hint as to what a likely favored enemy would be in this setting?

Liberty's Edge

I am interested in this idea as well. Will try to get something up later today...
thanks


Keddah here, presenting Andreev Brevic, the character I told you about before. I'm still working on the background trying to make it fit this alternate Golarion.
How long did Celtara exist? Maybe Andreev parents saw it still thriving and he believes if it gets a chance to be reborn he must protect it for the benefit of all who are good.


Celtara existed for ca. 30-40 years before the war consumed them. Which technically means it happened before 4712AR, I suppose. Don't worry too much about consistency at the moment when it comes to timelines.

Dark Archive

I would Be intrested in Playing a Cavalier, or a Warlord (3rd party, Tome of Secrets, If you have/ allow).

Envisioning a Charsimatic Warrior, leadign the Charge and Inspiring his troops. Playing the Role of Guardian, Protector, and Diplomat, Might Multi-Class w/ bard to work toward the Battle Herald Prc

Doritian Rook NG, Human Cavalier, Order of the Dragon.

Shadow Lodge

Dotting for interest, will think on my submission tonight.

Silver Crusade

Interested. Was thinking of maybe cleric or druid since using Words of Power (want to try it out).

RPG Superstar 2009 Top 16

Considering a village witch


I Am interested as well. It sounds fun.


Dotting for interest


Here's the basics of the character, background to follow


I would love to play in this, although the character concept I was looking into was an Aasimar, any massive objections? I will happily make the same character as a Human if that's preferred. Character would be a Paladin, looking to start a small Temple or equivalent of Erastil, whilst working to be on the frontline of the defence at the same time.


Jestem wrote:
I would love to play in this, although the character concept I was looking into was an Aasimar, any massive objections? I will happily make the same character as a Human if that's preferred. Character would be a Paladin, looking to start a small Temple or equivalent of Erastil, whilst working to be on the frontline of the defence at the same time.

I'm not fond of Aasimars. I ask that you stick to the nine races listed. There is a paladin archetype that fits the Aasimar, though - the Empyreal Knight. It might not be the best archetype, but it does have the Celestial vibe to it.

The concept is fine, but I ask that you write out what you think a paladin's oath and code of conduct is - essentially, what actions do you imagine is right and good, and what actions would make the paladin fall? This is so we can come to an agreement of the code, as I will be rather strict about following the code.

I appreciate all the interest from everybody.


I have been working on a couple of concepts (the first led me to the second) for religious based characters.

concept 1:

While searching through one of many battlefields a half-orc orphan stirred up many haunts and spirits of the dead which left their imprints upon his soul and threatened to consume him but he managed a form of control. Now, he counsels others to bury the dead (both literally and figuratively) and use them as a foundation upon which to build a future.

Alrich (male)
Half-orc
Oracle (Ancestor mystery, Possessed archetype, Haunted curse)
Feat: Extra Revelation (possibly Sacred Warrior)
Trait: Birthmark ("Blood Eagle")
S: 10
D: 14 5 pts
C: 10
I: 12 2 pts
W: 13 3 pts
Ch: 16 5 pts and +2 Half-orc

Skills
1. Knowledge (Religion)
2. Diplomacy
3. Craft (Alchemy)
4. Performance (Oratory)
5. Perception
6. Heal or drop intelligence to 10 and bump wisdom to 14

Note: As a player, the idea with the counsel he gives is to use it as a bond to rally together the denizens of the battle-scarred land. A common bond to forge a nation around.

concept 2:

@ DM Patcher
The first idea led to this second idea when trying to determine how playable and beneficial to the party the ancestor oracle would be. I came up with this concept after dismissing a cleric character due to not finding a god that fit the concept the way I wished for it to. Part of the concept is Inanna inspired. I hope this isn't considered a munchkin or cheese idea. If so, just ignore it and please give consideration to my first concept.

There were many battle-sites left by the war, perfect locales for witches specializing in spirits to work and harness power. One such witch, sought to harness and gather these powers to fuel her transformation to lichdom. She used a very young and pure of heart child as bait to draw these forces out for capture and harness. But, her prey finally got the best of her and killed her. In the fight, many of her siphons (similar to the haunt siphons from Carrion Crown) broke open. In a rush of spiritual force, many of them enveloped the poor child and transformed her.

Ninin (female)
Human (part Keleshite, part Garundi) or possibly Half-orc
Oracle (Life mystery, Possessed archetype, Tongues curse)
Feats: 1.Extra Revelation (Channel), 2. Selective Channel or Extra Channel
Trait: Sacred Touch
S: 10
D: 10
C: 14 5 pts
I: 10
W: 14 5 pts
Ch: 16 5 pts (and +2 for being human)

Skills:
1. Knowledge (Religion)
2. Perform (Oratory)
3. Diplomacy
4. Perception
5. Heal
6. Craft (Alchemy) or Survival

Ninin would urge that the dead be buried (both figuratively and literally) and that all work together to forge a common future that is better than the past. (Note: very similar to the concept for Alrich)

Possible future development: Choose the Eldritch Heritage feat for the Celestial Bloodline, so as to gain the Heavenly Fire power.

@ DM Patcher
If you feel one (or both) of these concepts interests you enough to see a full write-up, just say so. I will fully flesh it out and post it as an alias.

Thanks.


I guess I don't understand the Inanna reference, truth be told - nor how it would relate to munchkinism.

The first concept intrigues me more than the second one, truth be told, though the second one is more... safe for the sake of the party.

One thing I should mention is that... death will happen as the game carries on. And it will span across several years. That doesn't mean I'll kill characters whenever I can, but I won't fudge rolls to save anyone, and death is very likely final. I may simply remove ressurection spells.

Then again, this is only revelant once you're level 9+.

Also, one of the houserules I wish to implement: spontaneous casters do not receive slower spell progression than prepared ones - I.e., sorcerers and oracles receive 2nd-level spells at 3rd level, 3rd-level spells at 5th level, ect.


"The first concept intrigues me more than the second one, truth be told, though the second one is more... safe for the sake of the party."

That is the dilemma I am trying to work out. Decisions, decisions.

"I guess I don't understand the Inanna reference, truth be told - nor how it would relate to munchkinism."

The Inanna reference was that she was a goddess of rebirth and fertility (closely related to the Life mystery, IMO. At least that is what inspired this character concept...) as well as having the title Queen of the Sky (Ninin could gain limited flight by choosing Improved Eldritch Heritage: Celestial Bloodline at 11th level).

The "munchkinism" would be that the Channel revelation (Charisma based, hurt undead and heal the party) and later the Life Energy revelation (Charisma based, hurts undead and heals the party) and drawing heavenly fire down from the sky as a ranged touch attack (Charisma based and gained from Eldritch Heritage which is a feat needing high charisma...) might start to add up. I normally try to build my characters in a manner that uses abilities complimentary to each other and which are based upon the same attribute if possible. I was worried that the potential to stack these together (just naming a couple above) might be what you were referring to as "munchkinism" earlier.

Should I just finish fleshing out the first for consideration or try both?

Also, did I miss a submission deadline somewhere?


With munchkinism, I tend to refer to builds that abuse a feat or multiclassing to become excessively powerful. Going for a flavourful build that in addition actually has synergy (such as your suggested build) is fine with me - I might consider it cheesy if its in-game effects are extremely powerful (I don't think it would be), but it has so much potential behind it as roleplay that, unless you're excessively overshadowing everybody else, it probably wouldn't be a problem to me.

Truth be told, I would prefer if you submitted only one character, but if you can't decide, flesh out both.

The deadline is ca. next week. It depends on numerous factors - in addition, I have an exam next Friday, which may induce some real-life stress. But you have a week, at least.


DM Patcher wrote:

With munchkinism, I tend to refer to builds that abuse a feat or multiclassing to become excessively powerful. Going for a flavourful build that in addition actually has synergy (such as your suggested build) is fine with me - I might consider it cheesy if its in-game effects are extremely powerful (I don't think it would be), but it has so much potential behind it as roleplay that, unless you're excessively overshadowing everybody else, it probably wouldn't be a problem to me.

Truth be told, I would prefer if you submitted only one character, but if you can't decide, flesh out both.

The deadline is ca. next week. It depends on numerous factors - in addition, I have an exam next Friday, which may induce some real-life stress. But you have a week, at least.

Thanks.

Given the time, I will probably flesh out both but submit one.


Any feedback on Kalaya, crunchwise?

The Exchange

While I'd like to be a part of it, I can't really come up with anything I can get behind. I'm going to have to back out. Hope this goes well for you, Patcher.


Kalaya wrote:
Any feedback on Kalaya, crunchwise?

Can't see anything wrong, or anything I dislike.


So are all the characters settlers, and is there any native human tribe or group at the time the settlement is set up?


For your consideration I present this Rogue (Scout).


Jericho Dask:
Male Human Wizard 1
N-G Medium Humanoid (Human)
Init +1 (+1 Dex)
Senses Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. (+1 Dex, +1 Dodge)
hp 7 (1d6 +1)
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee: +1 Masterwork Quarterstaff (1d6)
Ranged: +1 Dagger (1d4)
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats (Human): Combat Casting
Feats (Level 1st): Arcane Strike
Feats (Bonus and Class): Scribe Scroll
Traits: Militia Veteran(Survival)
Skills: Appraise +8, Craft(Alchemy) +8, Knowledge(Arcana) +8, Knowledge(Planes) +8, Linguistics +8, Spellcraft +8, Survival +5
Languages: Common, Elven
SQ: Arcane Bond(object), Arcane School(Teleportation), Cantrips, Opposed School(Divination)
--------------------
SPELLCASTING (Wordcaster)
--------------------
Wordspells Per Day:
Level: 0 1
Spells: 3 2+1

Words Known:
Level 0: All
Level 1: TBD

Wordspells Memorized: TBD

--------------------
TRACKED RESOURCES
--------------------
Wealth - 11.77 gp
--------------------


Equipment:
Backpack, Bedroll, Signal Whistle, Flint & Steel, Winter Blanket, Candle(10), Scroll Case, Map Case, Fish Hook(5), Belt Pouch(2), Silk Rope(50'), Empty Sack(2), Waterskin(2), Whetstone, Dagger(6)

Magic Items:
2 Level 1 Scrolls (TBD when I choose my Words of Power)

Arcane School Powers:
Summoner's Charm:
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Shift:
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Dimensional Steps:
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Background to follow.


Subs thus far (apologies for anything incorrect or misleading):
MisterLurch - Human Wizard (Wordcaster)
Varash Ironskull - Ranger?
Daniel Stewart - ?
Andreev Brevic - Human Paladin
Josh Shrader - Charismatic Warrior?
Balodek - ?
Xzaral - Wordcaster?
Mark Thomas 66 / Kalaya - Human Witch
seekerofshadowlight - ?
Azure_Zero - ?
Jestem - Human Paladin?
The Thing from Beyond the Edge - Human / Half-Orc Oracle?
Lyle Brandt - Human Rogue (Scout)
Mark Sweetman - Kobold?

Hey Patcher, I was in one of your previous games and would very much look forward to gaming with you again.

Shocked and horrified that I am - no Kobolds are yet submitted - I will remedy that ;)

Grand Lodge

My submission is Jarix. He was first created for a prior Kingmaker game that died all too soon.

He's a kid fresh off the farm out to see the world for the first time. He's upbeat, naieve, and full of sorcerous power.

I'd like to try out the words of power with this character. I haven't decided between Draconic or Starsoul bloodlines.

History: Jarix was raised on a homestead on the Rostland Plains. He spent the days of his youth daydreaming of a life of high adventure. In his fantasies, after many years of adventure, he retired a powerful and wealthy lord. His powers manifest during a bandit raid against his home. The eruption of arcane energies threatened to consume him until he unleashed them upon his attackers.

After the attack, Jarix trained in the use of his new abilities and after much trial and painful error, was able to gain control of them. Shortly after coming of age Jarix left his family and home to begin to live the life of his dreams.
Jarix looks like the simple country boy he is. He wears sturdy, comfortable clothes and little ornamentation. He keeps his hair about shoulder length.
Description: Jarix is a young man out to see the world for the first time. Most everything is an adventure for him.


DM Patcher - would you allow me to submit a proposal using the Winter Witch archetype for a White / Silver Dragon aligned Kobold Witch with a weasel familiar?


"I hear that ya are wantin' to settle the former lands of Celtara. Well, if that's the case, Korvin's yer goblin! An' I'm sure me bein' a prince of Celtara may just be a smiiiiidgen of help."

Bluff: 1d20 + 6 ⇒ (12) + 6 = 18

This looks like it will be a awesome game. Here is my submission. Everything should be in the alias. DM Patcher, please let me know if I need to rework anything in the background (or character for that matter). I took a bit of artistic liberty based on what you had posted about the setting.

For quick reference: Goblin Rogue (Burglar & Chameleon Archetypes)


@ DM Patcher

Will Advance Firearms be allowed?

Also, races typically limit the additional languages that can be chosen due to an intelligence bonus but those listed are not from a game world. So, would we be allowed to choose bonus languages from those that may be in the region (Skald from Brevoy, Varisian due to the number of Varisians in the area, Elven due to proximity to Kyonin, etc.)?


Kalaya wrote:
So are all the characters settlers, and is there any native human tribe or group at the time the settlement is set up?

The game starts ca. when you settle the first village. I'm not quite sure what you're asking for with the native human tribe, which may simply be me being tired because I just woke up.

Mark Sweetman wrote:
DM Patcher - would you allow me to submit a proposal using the Winter Witch archetype for a White / Silver Dragon aligned Kobold Witch with a weasel familiar?

The Winter Witch is a very neat archetype. I will allow it.

The Thing from Beyond the Edge wrote:

@ DM Patcher

Will Advance Firearms be allowed?

A good question, and I neglected to mention in the char-gen rules. I am not fond of the gunslinger or its gun-related archetype with the exception of spellslingers - however, Celtara was a nation whose scientific advances was lead by a spellslinger, and had the infamous "kobold riflemen brigade."

Based on circumstances, I think I would put guns under the "emerging" status. Advanced firearms won't be disallowed, but I won't allow it at character creation either. You're very likely to find them, though, in the ruins of Celtara.

@Korvin: Character looks brill. Liking it. Good backstory.

I will look at the other submissions shortly. I have foods to nom.


Varash Ironskull wrote:

dotting for interest. i am tempted with the modified goblin, rogue or ranger.

Without giving anything away, if i go with ranger may i get a hint as to what a likely favored enemy would be in this setting?

My apologies - I fail at reading sometimes.

Humanoids of most varieties will be abundant. Humans in particular. But there will be other creatures too.

Potential creature types to be fought - DO NOT READ IF YOU DO NOT WANT TO KNOW:

Aberration, Dragon, Magical Beasts and Undead will all be likely monsters and dangers of the remnants of the Stolen Lands.


I'm interested. I was in your previous go at Kingmaker (Peregrine Fetch), and I thought the game had a lot of potential, so I would like to give this a try. I'm currently thinking some kind of summoner, maybe a master summoner or maybe just the vanilla one.


DM Patcher:
I submit Alexei. Not all of the crunch has been updated for this campaign, though it would only require altering a few things. The background should be sound.

Here are campaign specific changes:
Str: 10
Dex: 12
Con: 10
Int: 16
Wis: 15
Cha: 11

Traits: Hedge Magician.

That should be it crunch wise. Story wise, this is in addition to the stuff in the profile.

Alexei's family is connected. That's what they do. Originally affliated with the Lebeda family of Brevoy. When tensions with Celtara mounted, the family moved south to Andoran where they had friends in House Vaylen. Exposed to the mysterious artifacts and magical items trade by House Vaylen, Alexei became interested in the applications of magical items. This interest eventually lead to schooling in the prestigious Arcanamirium school of Absalom. Recently, House Lebeda has sent word to affiliates that the time appears right for rebuilding. Alexei has been sent due to his training.

The idea for Alexei is to multi-class wizard/cleric(Abadar) for a mystic theurge focusing on item creation. I would really like to play this character, as the kingdom building rules allow a lot more use of, and scope for, the item creation rules. I will not try to make problematic items, promise. I also would like to play Alexei. He's the first Alias I created, but hasn't been picked up yet.

One last thing, why no fey in the creature types?


J. Cayne wrote:
I'm interested. I was in your previous go at Kingmaker (Peregrine Fetch), and I thought the game had a lot of potential, so I would like to give this a try. I'm currently thinking some kind of summoner, maybe a master summoner or maybe just the vanilla one.

Hello, Peregrine! I apologise for vanishing the way I did. I am happy to see you're interested in this.

Alexei:

Mostly because I am not fond of Fey. They require a particular mindset to roleplay... correctly, as it were, and I don't feel comfortable with them. As this is an alternate continuity to Kingmaker, the fey are either absent or were mostly eradicated. Doesn't mean you won't find some fey, but they won't be focal.

Also, regarding your past: Celtara was home to the university of Candlemere, lead by the great Professor Cain, a master wizard and foremost researcher, and one of the pioneers of the art of gun wizardry - it might be part of Alexei's motivation or mission, to recover some of these artifacts and find the research notes and such.


Excellent - thanks for the confirmation on the Winter Witch archetype Patcher. I'll ponder a while to get the character baked just right in my head and have him up over the weekend.


Hey Pathcher, good to see you back.

Dotting for interest - I have my RL game tonight, but I would be most interested in joining in, if you'll have me.

I'm sort of leaning toward Goblin Ranger, at the moment, but I'll see what really strikes me when the time comes for generation.


DM Patcher:
As for the history, definately. While Alexei isn't a gunmage himself, he would be very interested in the professor's work. The items themselves would be of more interest to House Vaylen, but Alexei is enthused in seeing what discoveries where made combining alchemy with enchantments, and what applications they could have.

I understand the role-play challenge of fey. Role-playing in general is what I find most difficult as a DM, or player for that matter.

You mentioned some houserules and some things taken from Kithfinder, anymore details on them? I'm particularly interested in changes regarding the economy system for the kingdom. Personally not the biggest fan of magic items being the driving force. It's not a bad system and works just fine, but I like my gold mines to do more and caster towers/black markets to do less.

Liberty's Edge

Hi Dm Patcher...I am going to have to drop this one...sorry. Looks like you have a full roster anyway. Have fun and good luck!!


DM Patcher, any thoughts on my submission?


DM Patcher wrote:


@Korvin: Character looks brill. Liking it. Good backstory.

"You callin' me a fish?"

Thanks. I was a bit groggy when I wrote it. I'll fix it up a bit and maybe add just a touch more.


I will post after the holiday. Dotting for now!


Alexei Robertovich Sadron-Kuzne wrote:
** spoiler omitted **

Alexei:

Regarding the houserules, some are combat-oriented and involve, amongst other things, the ability to move at half speed and full-attack, iterative attacks don't degrade after first increment, and such. As we play with them in my real-life game, I think they're balanced, and make martial characters more fun. I am also considering allowing some Kirthfinder feats, though this is mostly up to players. There's also the idea of the Dex/Wis/Cha change, which I would love to try out. These houserules are mostly up to the players, though.

Other houserules involve step progression (since we'll be playing with slow progression for experience), spontaneous casters progressing at a similar rate as prepared casters, and some other rules that I cannot remember quite at this moment.

As for the modified system, magic items cannot be sold unless you have a high enough city base value in the city; as an action, you can get rid of an item in a slot to free it, without gaining any BP. Magic items do break the game rather heavily, sadly.

They are some big changes, but all with the hope of making the game more enjoyable.

@MisterLurch: The only concern I have is that wordcasting, in my experience, is not a fantastic system when used with prepared casting - the character on its own doesn't stand out much as it is just a rough sketch of a character sheet. Nothing strikes me as wrong or over the top, though.


I have not tried out the words of power before, but would love to give it a shot. If you think it would be better I can remake him as a sorcerer.

Background:
Jericho was considered to be something of a lame duck by the other wizards at the mage college in Brevoy. They could sense that he had the potential to be a great wizard, but the magic did not work right for him, often with very unfortunate consequences. After three years of being a failure, his master sent him to the small town of Ten Gem Barrows, a town on the border of the Stolen Lands, where a somewhat eccentric wizard had made his home. In Ten Gem Barrows, Wizard Kreeg practiced an archaic method of spellcasting using the original Words of Power upon which modern wizardry is based.

This new way of understanding magic came so easily to Jericho that it was as if he already knew these words and simply needed someone to show him how they worked together. For six months Jericho was happy.

Jericho's new home of Ten Gem Barrows was attacked by a small horde of mercenaries. With Wizard Kreeg, Jericho came to the town's defense. The fighting was brutal and the town was quickly overrun; Wizard Kreeg took an arrow through the neck in the final assault and Jericho was struck in the head by a piece of a collapsing building.

When Jericho woke, he found the mercenaries gone, the townsfolk dead or gone, and most of the buildings in ruins. Not caring to try to explain to the officials that would inevitably come to investigate how he was the only survivor, Jericho rummaged through the ruins of several buildings until he found enough supplies to last for a while, dug his spellbook out of the ruins of the house he shared with Wizard Kreeg, and disappeared into the Stolen Lands.


Here is Ninin. I think the only thing left to do with the alias is to fill out the skill adjustments for the skills that did not receive ranks.

I think I will just stick with Ninin and not enter Alrich.


Updated list of subs thus far (apologies for anything incorrect or misleading):
MisterLurch - Human Wizard / Sorcerer (Wordcaster)
Varash Ironskull - Ranger?
Andreev Brevic - Human Paladin
Josh Shrader - Charismatic Warrior?
Balodek - ?
Xzaral - Wordcaster?
Mark Thomas 66 / Kalaya - Human Witch
seekerofshadowlight - ?
Azure_Zero - ?
Jestem - Human Paladin?
The Thing from Beyond the Edge / Ninin - Human Oracle (Life)
Lyle Brandt - Human Rogue (Scout)
Mark Sweetman - Kobold?
Dax Thura - Human Sorcerer (Draconic or Starsoul)
Korvin - Goblin Rogue (Burglar and Chameleon)
J. Cayne - Summoner?
Alexei Robertovich Sadron-Kuzne - Human Wizard (going Mystic Theurge)
Tilnar - Goblin Ranger?
DukeRuckley - ?


I've done a bit of work on Jarix. More to come soon.

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