Advice wanted on roles for Kingmaker, considering my Class / Abilities (has no story related spoilers)


Advice


Okay, so I'm in a party of five right now and having survived from the very start of the campaign, we've all hit level 4 and will begin Kingdom Building next session.

Before starting the AP, our GM asked what roles we'd like to fill. Since my guy is an Orlovsky, my goals for him are to become King. However, due to him not being a follower of Erastil (or of any god), he's already at a minus and the Sorceress of the party has been min-maxed by her player (+5 Charisma), so it's looking likely that she'll become ruler.

Now, I'd like to note that my guy is a Cleric who focuses solely on Charming his enemies to do as he pleases. He managed to give the BBEG of book one a murderous command during their first retreat from him, which stopped his pursuit and enabled our escape (this saved the party more than they probably realise), but unfortunately NPC's have told each other of my characters (Lelouch) abilities (only seeing him tell enemies to kill each other and being even more surprised that they're doing as he commands), and as such, there's likely to be a penalty against him, as most view those actions as being Tyranical and nobody wants to be under the leadership of an oppressor, even if he's all for the people and only doing these things for the greater good.

So, my question is:

Which role would work best for Lelouch and why?

I was thinking that my character would want to be in a very high position, so next to Ruler, Councilor and Grand Diplomat were my choices. I just don't know which role would be best for my guy to feel powerful and have some sway over what goes on in the Kingdom.

Being Grand Diplomat means he could go to other nations and make anyone (including the Kings) do as he pleases, charming them or commanding them via Geass to send reinforcements to his Kingdom or give him money to build his own Kingdom, giving the PC's a decision to stick with their current PC King or go with mine. This could be awesome for wars against each other and the other nations (if the party are mature enough to go through with such an idea). Plus, he'd be effective at the role because of his abilities.

Being the Councilor means you can give the King or Queen advice and would be in the know more than a Grand Diplomat with what's going on, how the Ruler is dealing with the role and is possibly the next in line for the throne if the Ruler decides to step down. You could also Charm officials to do things you wouldn't want to be seen doing yourself.

I just wanted an opinion on this really, because for some reason I'm swaying more towards Grand Diplomat (sounds cooler than Councilor), but I don't really know if you'd be included with things as much as the Councilor would be, or if your goal is just sheerly to liaise with the warring nations/factions, in hope to convert them to your (or the Rulers) cause?

My Character Sheet:
Name: Lelouch Vi Orlovsky
Race: Human
Class: Cleric of his own ideals
Domains: Charm and Nobility
Alignment: Neutral Good
Hair: Black
Eyes: Deep Purple (with a pink glow upon casting Charm and Compulsion spells)
Complexion: Pale
Age: 18
HP: 37
AC: 17

Level: 4

Str: 7
Dex: 13
Con: 14
Wis: 16
Int: 11
Cha: 16

BAB: 3
CMB: 1
CMD: 13

Initiative: 1
Speed: 20ft (Medium Load)

Fort: 6
Ref: 2
Will: 7

+1 HP per level - Toughness
+2 Skill Points per level - Favoured Class and Skilled Human Trait

Traits:

Magical Lineage - Murderous Command
Noble Born (Orlovsky) - +1 CMD, +1 Diplomacy

Skills:

Bluff - 5 (3 Class, 2 ranks)
Diplomacy - 11 (3 Class, 1 trait, 3 Cha, 4 ranks)
Knowledge Nobility - 7 (3 class, 4 ranks)
Linguistics - 4 (3 Class, 1 rank)
Sense Motive - 9 (3 Class, 3 Wis, 3 Ranks)
Spellcraft - 5 (3 Class, 2 ranks)

Note: I think these are right, but I don't have my character sheet with me, so I can't be certain all are correct.

Feats:

1. Selective Channeling, Toughness
3. Spell Focus (Enchantments)

Currently Prepared Spells:

Cantrips - Light, Create Water, Purify Food and Drink, Detect Magic

Level 1 - Command x1, Murderous Command x3, Charm (Domain)
Level 2 - Zone of Truth x1, Hold Person x2, Enthrall (Domain)

Abilities:

Channel Energy - 6 times per day at 2d6

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Attack Output:

5, 1d8 19-20x2

Equipment: Light Masterwork Darkwood Crossbow, 30 bolts, 2 flame bolts, Breastplate.

I also got a little creative and made my own character sheet, including only what I need for my character. I haven't bothered to do the same with the inventory and feats page though.

Check it out!

Anyway, thanks very much in advance! :)


Any advice on this? :/

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

It honestly depends on your GM and what he is doing with the kingdom building rules. If he is just using the rules as they are written in the book, there really isn't much that each role does. If he is going to use heavily modified rules that take other nations into account, Grand Diplomat is what you want to jump onto.

I would talk to him and find out more what to expect from the rules. Ask him what each role is going to be doing during the game. If he has an actual answer that suggests he has plans to have you guys RP your roles, you should do Grand Diplomat. If not, whatever tickles your fancy.


Bandavaar the Brave wrote:


Being Grand Diplomat means he could go to other nations and make anyone (including the Kings) do as he pleases, charming them or commanding them via Geass to send reinforcements to his Kingdom or give him money to build his own Kingdom, giving the PC's a decision to stick with their current PC King or go with mine. This could be awesome for wars against each other and the other nations (if the party are mature enough to...

Do you really think that in a world of magic, other kingdoms don't give thier rulers protection from these sorts of magics? Don't be the Diplomat.

I am a little confused by your story. You're NG, but seen as a tyrant. Anyway, how about High Priest.

We had a 16 chr cleric of Erastil as our king and he worked quite nicely. That extra +2 (the difference between the Sor and your cleric) is big in the begining of kingdom building, but eventually it won't matter.


@Caleb - Thanks! :)

I hope he does something cool with it, otherwise it's just a title that does nothing, but then I don't know how much he could do with it.

I was thinking Grand Diplomat for second choice (next to Ruler) myself actually, so I guess it sounds about right. :)

@Valandil - I know they'll give their Monarchy some form of protection, but who says my guy would need to worry about that? If he orders a guard to kill the King or something similar, outside a non-magic area, there's a good chance it would work.

Also, he's Neutral Good, but most NPC's have only seen him tell bandits to kill each other, to which they have. So, he may be good, but the GM has said the public are aware of him, somewhat afraid and wouldn't want someone like him ruling them as the GM has assumed they'd immediately think he'd use his abilities against his own people.

High Priest is a big no no. He's not religious. He follows his own ideals, knows he has some power, but uses it to his advantage. He wants to make the world a better place and wants power, but gets uncomfortable when people talk to him about religion. Though, he has everyone's best interests at heart, but sees his allies as pawns that he needs to keep alive in order to succeed in his own personal goals and desires. :)


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Reflavored/Retitled Councillor might be good; you keep the people loyal with your charm. This role/position might not seem like much but that has it's upside: it is what you make of it.

Grand Diplomat, remember, doesn't necessarily mean you're the one who does all the traveling to foreign realms. You can be the guy who meets with foreign envoys sent to negotiate with your Kingdom. It'll probably be more easy to. . .influence. . .these guys than the Ruler of the realm they represent. Then they go back home with a signed, authorized agreement negotiated with you, and their realm is just as bound to it as if you convinced the ruler him/herself 9unless that realm/Kingdom wants to be known as treaty-breakers). Of course, this is a bit dodgy for good, depending on how you do it and why you do it.

A reflavored & retitled Royal Assassin* might be good if you can convince your DM to houserule it into allowing you to use another ability (something I'd do as DM if a player really wanted a particular role) - here you do your job not by lopping off heads and strongarming people, but by convincing subversive elements to mend their ways and toe the line *without* bloodshed (this can include bantids, mafias, and so on). This indeed might be the best "I'm Good, not Evil or Chaotic Amoral" use of your Charm-as-controlling-people: You charm them so that they don't have to be killed, and so they don't incite bloodshed. The RAW for Kingdoms is pretty basic and intended to make the AP fun, so - again, if I were DM (and hopefully your DM) - I'd be flexible and give players leeway on "which stat provides a bonus" if they can describe & detail the Leadership Role in an interesting way that enriches the campaign. after all, the bonuses aren't earth-shattering in the great scheme of the kingmaker RAW, and it's more important PCs have fun. (As DM I'd probably be more strict/restrictive in interpreting parts of the rules that are open to abuse, but I won't mention which ones are here, as that would be "Spoilers" - there are other threads for problematic Kingmaker Kingdom rules and how people have houseruled them).

*Srsly, don't get hung up on the title "Royal Assassin" - or, really, any of the titles. The Kingmaker AP says players can change the titles for these roles to whatever suits them. Reflavor it, retitle it, and have fun.


This all sounds cool, but would being a Grand Diplomat, but going through the Kingdom, taking time out to talk to all of the locals (by using Diplomacy to make them all helpful towards my character) be worth doing too?

That way, you have the loyalty of the locals and benefits of other Kingdoms after convincing their Diplomats to do my bidding for the good of my Kingdom?

I could also Charm the Councilor if they're an NPC. :p

In my eyes a Neutral Good character is someone who is willing to do bad things, so long as they're for the greater good of the people. He's someone who is aware of good and bad but doesn't let either side sway his actions or judgement, only following his own good intentions with Neutral Good strategy. So, he could convince a Diplomat to give our Kingdom half of his best trained men which would put that Kingdom's protection at risk, but bolster ours, ensuring a safer place is made for our people. :p

I've also been given Lesser Geas as a Cleric gets Geas at Spell Level 6, but due to my back story and focus on Enchantment Spells, the GM has allowed me to get the Bard's Lesser Geas so I can cast it as a Standard Action, but without the HD limitations, so I can cast it on any creature if it succeeds.

I guess that means it's more powerful than Geas in terms of how effective it is in combat, but less effective with the penalties it gives if the targeted person chooses to ignore the order. Even still, it's going to be awesome commanding people to do my bidding for one day per level. :D

I could do all kinds of things with that. If an Evil King tries to take our land but sends a Diplomat over to give us the option of surrendering, I could Geas the Diplomat into poisoning the King's drink. :p


Bandavaar the Brave wrote:
@Valandil - I know they'll give their Monarchy some form of protection, but who says my guy would need to worry about that? If he orders a guard to kill the King or something similar, outside a non-magic area, there's a good chance it would work.

Let me put it another way. What would YOU (or your group/kingdom) do if you found out a diplomat from another country had used magic to get your ruler to sign a treaty that she otherwise wouldn't have signed?

If I were DM I would start with, "Any contract or treaty signed under magical compulsion is null and void" and end with, "A state of war...". At the very least, I would say that since your character has a big enough reputation on this issue that the people don't want you as ruler, the other kingdoms have heard of it. The other Kings are never going to let you in the same room as themselves unless they have a wizard/cleric/etc or 3 to stomp you if you so much as start casting a spell.

Frankly, I think you should make an argument for your character as ruler. Or the refluffed "assasin". Good one Porph.

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