Corsario
|
PROCLAMATION
Be it so known that the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, are looking for a body of good standing explorers and entrepreneurs so they can be granted the right of exploration, travel and dominion within the wilderness region known as the Stolen Lands. They will be required to strive against banditry and other unlawful behavior to be encountered, clear the land of perils and monsters, develop the assigned territories and protect their new subjects.
If you are part of a company of venturers, from 5 to 7 in number, with widely known fame and references, interested in settling a new land and bring order and progress to the wilderness, please present yourselves, and your credentials, before His Eminence Lord Mayor Ioseph Sellemius at the City Hall, before the Starday 4th day of Calistril, 4710 AR.
So witnessed on this Toilday 2th day of Abadius, 4710 AR, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.
About the campaign:
I plan to do a HUGE "Sandbox-Kingmaker" campaign in the future, but want to test the waters first with a more modest campaign first. No matter it will take a couple of years running it. I "took over" a Kingmaker campaign abandoned by its DM, and in turn got abandoned by the players (I hope it wasn't anything I said ;) ), so I have the campaign studied and the preparation done, and I will take advantage of that. But...
I don't like the idea of sending 4 "nobodies" to become kings of the Greenbelt. I doesn't make sense. I would send an experienced team. People I can trust.
On the other hand, having tried the PbP Dungeon Mastering, I think it lends to:
- Having a big number of players
- Having more complex players (equipment, abilities, etc.)
- Having more than 1 character for each player
- Splitting the party, working at several goals at the same time
Also I don't like the idea to start from level 1, let's save ourselves a couple years and start at a higher level. So if you want to learn how to play, this is not the campaign for you. Not that I am looking for experts, but a first-timer will have a harder time.
About the recruitment:
Will do this as a Play-by-Post campaign over here and RpTools forums for documents and extras. I want to keep it as a high pace game (at least one post a day, maybe more), with a good number of players (10 to 14).
I am looking for 2 teams, 5-7 characters each, starting level 7. As they are level 7 already, it will be supposed that they have worked together for quite some time, 2 or 3 years maybe, so they know each other and know how to work and fight together. So I want cohesive and balanced teams. I expect the teams to have some friendly competition, but at the end of the campaign I expect them to face together the final challenges. On the way, I expect them to "mix and match" depending on the need of the moment.
I have another recruitment thread but with an incorrect finalization date. I have already accepted several players, but I am looking AT LEAST for three more. Check that thread to see other players, questions and answers: ORIGINAL THREAD
Feel free to use the thread to propose and organize yourselves in teams.
Recruitment will be open until Sunday September 29st at least, so take your time to make a good proposal. Feel free to ask for questions and revisions.
For examples of my DM mastering, please refer to this "Rise of the Runelords" and this "Kingmaker" ones.
I like my player's characters brave and heroic. Willing to save princesses and orphans, fight dragons and monsters, and stand for all that is good and defenseless.
I tend to ignore rules when they hinder the game, dislike min-maxing, and like roleplaying (but not self-centered drama).
In my games a character will not die unless his player is OK with it. But as Shepherd Book said about the bible and killing: "[is] somewhat fuzzier on the subject of kneecaps". Your character life is maybe protected, but his abilities, equipment and contacts are not.
I don't assign experience, but let the characters go up a level when it serves the story.
Don't really like alignment rules, specially lawful-chaotic, so I tend to ignore it. But I won't pick evil characters, and will prefer good ones.
All official books. Paizo only, no third party, unless I approve it first (and probably won't).
I use D20pfsdr. If it is there (and its not third party) I will probably accept it.
No guns. Will be hard to be accepted as a ninja or samurai.
Posting: Daily, even on weekends, one minimum, more better. If you can't handle it on a long-term basis, please leave the space open for someone that can.
Experienced players preferred.
Rules lawyers and Min-Maxers will not enjoy the game. I tend to ignore Rules Lawyers, and exploit the "Min" of the Min-Maxers.
Be nice and friendly. Willing to have fun.
Level 7
Point Buy: 20 points
Races: Core
Classes: Core and Base (no 3rd party). No gunslinger. Will be hard to be accepted if ninja or samurai.
HP: Maximum for level 7
Traits: 2, 1 from Kingmaker
Feats: You can take a drawback, and gain another feat if desired. Be warned: I will exploit the drawback.
1 extra story feat.
Hero Points: 3
Gold: 24,000 GP (including magic items)
Item Limits - Choose one, no mix and match, only one option:
1) House rule option:
1 up to 10,000 GP
1 up to 5,000 GP
All the rest up to 2,500 GP
Maximum 8 magic items (all prices ranges), not counting wands, potions or scrolls.
2 wands maximum
10 potions/scrolls maximum
2) Open Content Guidelines
Up to 6,000 GP on weapons
Up to 6,000 GP on armor and protective devices
Up to 6,000 GP on other magic items
Up to 3,600 GP on disposable items like potions, scrolls, and wands
The remaining money on ordinary gear and coins.
Note about magic items creation feats:
Suppose someone on your team has the correct Item Creation Feat for your items. That means they can have potions, scrolls and wands made at creation cost.
Spellbooks: You start with the normal number of spells, but you gain double the "new level" spells (4 for a wizard).
Same creation rules as the main character (the cohort will work as a "secondary" PC so you will be playing two adventures at the same time, one with the Main Level 7 character and one with the Cohort Level 5 one.
- Up to level 5 - depending on your leadership score (you have the leadership feat, right?)
Gold: 10,000 GP (including magic items)
Item Limits - Choose one, no mix and match, only one option:
1) House rule option:
1 up to 4,000 GP
3 up to 1,500 GP
All the rest less than 1,000 GP
Maximum 6 magic items (all prices ranges), not counting wands, potions or scrolls.
1 wands maximum
5 potions/scrolls maximum
2) Open Content Guidelines
Up to 2,500 GP on weapons
Up to 2,500 GP on armor and protective devices
Up to 2,500 GP on other magic items
Up to 1,500 GP on disposable items like potions, scrolls, and wands
The remaining money on ordinary gear and coins.
FOLLOWERS:
If you have "8 level 1 warriors", in game you will manage 8 level 1 warriors. And I will consider them as such.
If you make details for 1 and leave the others as "generics" that is fine too.
If you detail all, perfect, I'll see how to use them.
But those are not characters. NPC classes only, normal NPC rules. You won't adventure with them, but You can use them. Your own guard squad, your own think tank. Your own and loyal spies, diplomats, acolits, servants, concubines, messengers, heralds, stewards, traders, explorers, porters, squires, trainers, advisers, cooks, buffoons, assassin's (nah, forget that last one, we are all good here ;) ).
Equipment:
Level 1: 300 GP (including everything)
No magic items
Level 2: 1,000 GP (including everything)
No magic items except up to 3 potions or scrolls
Level 3: 3,000 GP (including everything)
1 magic item maximum, 1,000 GP or less, not counting wands, potions or scrolls
1 wand maximum
3 potions/scroll maximum
OR
Up to 750 GP in weapons
Up to 750 GP in armor
Up to 750 GP in other magic items
Up to 450 GP on disposable items like potions, scrolls, and wands
The remaining money on ordinary gear and coins.
If you are not "fleshing out" the followers to the "equipment" level, we will imagine they have the correct normal equipment for their job, with no magic items, except for 1 cure light wounds potion for level 2's and 3 potions for level 3's (2 cure light wounds + 1 of your choosing of 1,000 GP or less).
- Choose your preferred character build, and flesh it out a little
- Look for other characters that complement your character, and whose players seems like good guys
- Plan your group template. Who are you? Where did you meet? What did you do before?
- Why do they want to settle down?
- No aliases are needed until I accept your group, but it won't hurt to do them
- Flesh out the characters and party. Make them a nice interesting group I want to DM
- Do a good background so I have more ideas where to game about. Add appearance and personality
- Be original
- Have the leadership feat
- I will check other games of the players, if you have a good track record, I will choose you
- Ask for a "weird" race / class
- Min-Max your character
- Have a group or characters that doesn't make sense, story-wise
- Make a loner or evil character
- Two words: Neutral Chaotic
I look forward to read your submissions and gaming with you.
Corsario
|
Right now, accepted, we have:
BinkyBo -> Arv Akul'mar
Dylos -> Venetia Medvyed
Jubal Breakbottle -> Szymon Wojcik
Lloyd Jackson -> Salereon Gavriil
P33J -> Marius du'Caat
With a reserved spot:
CrazyYodler -> Gerad Jortem
Cosmic Dream Lord -> Janus Sevenstar
Dark Netwerk -> Rhasadilara Wynterfall
Edeldhur -> Reknar
Otm-Shank -> Arden Darist
Sai Ling (Qorin) -> Edrawn
At least 3 spots left open.
| Venetia Medvyed |
Crossing threads here, as a paladin/noble scion, my cohort is my own daughter, a few others have had their cohort be their love interest. I believe this is the kind of attachment that Cosario wants to the cohort (in fact I strongly believe that).
Aside from those examples, a cohort could easily be a childhood friend or a younger sibling, the cohort could even possibly be a rogue as well, and as the character won't necessarily be adventuring with the cohort the generic flanking minion would be less of a concern.
You could (and should) tie in your cohort with your story feat even, for example having a couple of rogues that seek to start their own thieves' guild and get filthy stinking rich as a result. Not that both the character and cohort need to have the same goal in mind.
| El Ronza |
Well, I'm interested. I'll take it as a challenge. I'm not an expert, but I'm not a first-timer either. (Plus, I've been wanting to play Kingmaker for quite some time...)
I'm working on an archaeologist bard who should be a pretty decent skill monkey. I could make the cohort a full arcane caster if needed?
Corsario
|
Story and most crunch done, just have to buy equipment really, which I'll get to tomorrow evening along with Dellah's character.
Looks very ppomising, a couple nice plot points for me to use, oh yes!
I will probably ask you to lose Absalom and move the father to Brevoy, to have him closer at hand, if you get accepted.| El Ronza |
Okay, I've got an archaeologist bard all drawn up. I'm working on a backstory, and I've got two possible cohorts already statted out - a two-weapon fighter, or a transmuter wizard. I'll go with whichever would be the most useful, but the dynamic will change quite a bit depending on who that is. Which would you suggest?
| El Ronza |
Alright, I've finished drawing up the fighter cohort. Turns out the archaeologist (main PC) has an effective leadership score of 15 (7th level, +4 charisma, +1 trait bonus, +3 modifier you mentioned in initial post). Now, obviously the cohort can only be level 5, but would he still get the full number of followers (20 1st-level, 2 2nd-level, 1 3rd-level)? I know recruitment's open until the 29th, and most of my effort will go into backstory and such, but I just want to check. I'm thinking a few low-level warriors, a courtesan or two...
I'm thinking he has ties to one of the noble houses, and essentially wants to set out and claim more land for his house. He's brave and eager, a bit of a know-it-all, and thinks a life of high adventure will do him a bit of good. His cohort will essentially be his bodyguard, and she's more grim, no-nonsense, down-to-earth, a bit more brash and gruff to offset his flowery words and bravado. Coming up with good backstories isn't my strong point, but hey, I'll give it a fair crack.
Corsario
|
If it would help balance, I could flip my main and cohort's levels. Equipment would obviously change, and my swordlord would lose weapon specialization. But it would give a 7th level cleric for the main party. Let me know.
Nah, leave it as is. Thanks. I like your swordlord where he is.
| Adventurer#33 |
Interested! I have a couple questions.
Have any teams forms and who is in them?
Followers; how many followers of what levels are allowed? 8 level 1 warriors is mentioned but if you have lvl 2 followers how many can you have? I looked at the rules on the d20pfsrd are those the rules for followers or are there houserules changes?
Corsario
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No teams formed yet, and the followers are in accord with the Leadership Feat rules, the only change is that the followers should have only NPC Classes.
Heofthehills
|
Yes, he is a cleric and yes, I realize that you were not looking for a cleric, so his bard companion should help with the missing skills. Further, he is pretty much ideal for this sort of campaign. I have not pounded out the crunch, but I wanted to throw this idea up here. If it is not well received, I comprehend, but I like him.
| Rhasadilara Wynterfall |
OK. I'm back! Not sure if I should be posting in this new thread or the old one, but I figured I'd go here since it's new and shiny.
Question, will the cohort's 'team' be effectively the same as the leader's? Or will we need to put together the secondary team (or is it more something you do as needed)?
Anyone have a list of the cohort classes? I'm looking at a melee (probably some flavor of Aldori swordlord) but am curious as to the others.
Also, who has which item creation feats? I currently have Craft Wondrous Items, but could think about switching to something else should the need arise (or did everyone give their cohorts the item creation feats?).
| Venetia Medvyed |
Here's a cohort list:
BinkyBo -> Arv Akul'mar -> Mulray Gasparo - Rogue 5
Dylos -> Venetia Medvyed -> Tarina - Oracle 6*
Jubal Breakbottle -> Szymon Wojcik -> Tatiana - Cleric 5
Lloyd Jackson -> Salereon Gavriil -> Michael Surtova - Paladin 5
P33J -> Marius du'Caat -> Hraggar - Cleric 5
CrazyYodler -> Gerad Jortem -> ?
Cosmic Dream Lord -> Janus Sevenstar -> Neji - Summoner?
Dark Netwerk -> Rhasadilara Wynterfall -> melee?
Edeldhur -> Reknar -> no leadership
Otm-Shank -> Arden Darist -> ?
Sai Ling (Qorin) -> Edrawn -> Qorinae - Rogue?
*Tarina is level 6 because Venetia is a noble scion.
I couldn't find any indication that Gerad Jortem or Arden Darist have decided on their cohorts if they have any, and Reknar appears to be lacking leadership so far as I can tell.
Again this list is without archetypes.
Corsario
|
Question, will the cohort's 'team' be effectively the same as the leader's? Or will we need to put together the secondary team (or is it more something you do as needed)?
The original idea is that they have the same team.
Anyone have a list of the cohort classes? I'm looking at a melee (probably some flavor of Aldori swordlord) but am curious as to the others.
I would say you do the character you want to play, and let the DM worry about the balance.
Also, who has which item creation feats? I currently have Craft Wondrous Items, but could think about switching to something else should the need arise (or did everyone give their cohorts the item creation feats?).
We need to check. Give me time (Unless Dylos beat me at it again ;) ).
Heofthehills
|
Alright, here goes v2.0 of my Cleric and Cohort.
Mathias and his mother spent a good bit of time in New Oppara, all the while, a young Taldan noble who had been orphaned when his father tried to stand up for the citizens of New Oppara against the Golden League, trying to free parts of the city from corruption. His son was kidnapped and many of his memories were stripped of his childhood, but despite it all, he remembered seeing his father being brought down by an assassin's poisoned star.
While he was working for and learning from his Xun captors, Aldous did not let go of the fact that he was a noble of Taldor, and knew that one day he would return to nobility, no matter what.
Because his handlers believed him to be fully a part of their cause they left him alone to watch Mathias, worried that the child could identify his father's slayer and might try and bring him to justice or seek vengeance. Aldous was to follow him, gain his trust, and learn what the boy knew. If he knew too much, then Aldous was to deal with him. If he knew nothing, then Aldous was to return and report as such.
For years, Aldous has traveled with Mathias under the guise of his bard. He would write in his journal of their 'adventures' and he would perform in inns, even occasionally crafting a quick tune about his 'muse'. The fact is, Aldous is a ninja, trained by the Xun to infiltrate, investigate, and assassinate. However, he is his own man, nearly half a world away from his employers...or was it captors? Regardless, now he is intent on making his own way and as such, he has spent the last several years working with another group of people while watching over and defending Mathias, having grown fond of the delusional cleric through the years. For whatever reason, he actually believes that Gozreh is a misunderstood deity of Glory and he should be venerated by all of Taldor.
There we go, I actually prefer this story a lot more to the other one and it gives a skill character (though, another melee, it would seem, though I could make him a ranged character pretty easily) to the group. Yes, it is a ninja, but with the back story, there is a reason for it.
I did really like the story feat: Lost Legacy, but with the background having ties to the Golden Society, it could also be Foeslayer or Nemesis. Or I could do like others and toy with one of my own. I don't think that is necessary though, I think between those 3, there is something to be had.
Corsario
|
So both of them are Taldan, both lived in New Oppara, both had their fathers killed by the Golden Lotus, both got out as far as Brevoy and the River Kingdoms?
Mmm...
What about...
The main, the ninja... He is from Xia Tian, he is Oriental. He saved the Taldan youngster because he has something, or know something, that he needs. But they had to flee from New Oppara, and found strength in numbers, because they adventurers group is a good way to travel protected from spies and assassin's.
What do they have? Why they fled?
Heofthehills
|
How would you feel about flipping that? The native from Tian is actually the cleric who did see something that he shouldn't have. Aldous was supposed to find out what he saw, who he saw, and take him out. Instead, he has taken the younger boy as a ward and is determined to protect him because the mission softened him. He saw part of himself in the boy and realized that he wanted what he had lost when the Golden League took him in. His nobility. Being that he is working on finding this inner peace, he has refocused his training slightly and moved away from killing things and more to peaceful endings, talking out problems or knocking them out (thinking lots of non-lethal). He has traveled with the boy (now a young man) in disguise as his bard, who will one day tell the story of a great hero (I love the ruse aspect of this character) and often times, he is the one that saves the day without the cleric having any idea. Now they travel with the group, Aldous always concerned that the League will send another assassin, hoping that by going with a strong group, he can easily dissuade, root out, or outright stop any that are sent. If not, he has companions that he has earned some respect from that will help and protect him. If he can regain his lost nobility in the process, all the better.
| Anton Vitruvian |
This is the alias and partial crunch for Rhasadilara's Cohort. He's a Fighter (Lore Warden) 5 and intends to pop into the Aldori Swordlord prestige class next level. I might have to tweak a few things as I consider him some more and there could be some modifications as I put the background together.
Corsario
|
This is the alias and partial crunch for Rhasadilara's Cohort. He's a Fighter (Lore Warden) 5 and intends to pop into the Aldori Swordlord prestige class next level. I might have to tweak a few things as I consider him some more and there could be some modifications as I put the background together.
Looking good. Need to tie him up with Rhasadilara.
Btw: I have a copy of the Vitruvian man in front of me :)
Corsario
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How would you feel about flipping that? The native from Tian is actually the cleric who did see something that he shouldn't have. Aldous was supposed to find out what he saw, who he saw, and take him out.
So the Taldan is the ninja and the Tian is the cleric? :S
And in their dealing the lower level character feels he is the leader of the higher level "cohort"?Your submission, but remember I explicitly mentioned: "Have a group of characters that doesn't make sense, story-wise"
Heofthehills
|
The cleric has followed where the ninja has suggested because he knows he needs to escape from Tian Xia as a whole. Largely, he listens, but sadly, he isn't very bright and thinks that he is much more impressive than he is. He views the ninja (a bard to him) as a giver of advice and someone who has great knowledge of the world. The fact is, he is clueless of what their relationship is and the ninja has taken on the big brother role of a much younger little brother. I had played with the idea of the cleric actually having an 8 intelligence (I know you said you would abuse min-maxed characters and I would accept that for him, but it fits with story reasons as to why he isn't intelligent. He is confused about a god's religious beliefs and he is confused about his role in the partnership). So there is story as to how it makes sense.
Corsario
|
what ability point scheme can we use with the NPC followers? same as the characters?
No. The character, and the cohort, use the rules I detailed in the invitation. The followers follow the rules of the Leadership feat (in number and level) but they must be of NPC Classes.
They can be as detailed as you want, from: "2 guards, 1 butler, 3 cooks and a level 2 steward" to detail each NPC name, history and everything. I you go the detailed route use these rules but only using NPC classes.I will try and adapt to you NPC detail for the campaign, so if you have detailed followers I will try to use them, and if not, well, not.
| JonGarrett |
Sorry it's taking so long to get a character in - life has been...fun the last few days. I should have the main character done today, and hopefully the cohort too.
On a side note, I used the Squire to get Leadership, as I had a different feat I really wanted to grab at seventh level. Is that OK, and should I put the 'graduation' in a backstory, or shall I roleplay it out?
| El Ronza |
Okay, I've got the mechanics and a rough backstory drawn up for Anton Marakov (human archaeologist 7) and his cohort and sister, Sofia (human two-weapon fighter 5). Let me know what you think - I'm still not too great at stories, and having never built a character above 2nd level, I have no idea if I've cocked this up.
Through a marriage long ago on his great-aunt’s side – or something equally as far-flung, he can never quite remember – Anton Marakov is linked to House Lebeda. And while the young man couldn’t really care for such things – after all, it holds no real influence in his day-to-day life – his father, Ivan, has never stopped telling him he has noble blood, and that noble blood is a wonderful thing to have.
The problem is, though, Anton never really cared for his noble blood. It didn’t make his life any easier. If anything, it made it harder, as he was constantly being help up to his father’s high standards. He spent most of his days wandering the surrounding wilderness, or in the taverns listening to other peoples’ tales. While not many adventurers came through, it was enough for him to grow thirsty for knowledge – so when he was old enough to comfortably travel on his own, he set off.
Anton travelled the Inner Sea for several years, his charming and likable personality earning him places with various adventuring groups. He saw the haunted burial cairns in the Lands of the Linnorm Kings. He saw the eternal winter of Irrisen. He saw Absalom and the untamed wilderness of Varisia; the markets of Katapesh, the streets of Korvosa. And he picked up stories and legends as he went, absorbing as much knowledge as he could – just tidbits here and there, never any dedicated study.
He had a knack for traps, he soon discovered – both finding them, and getting rid of them – and for talking his way out of almost any situation. When he returned to Brevoy, eight years later, he found no shortage of people enthralled with his tales of distant lands, and the treasures he found there. His sister, in particular – Sofia, three years his younger, had become a fierce warrior in his absence, now serving as a bodyguard in House Lebeda, and she became her brother’s own biggest fan, in a way, constantly asking him for more tales, begging him to take her on an adventure with him to satisfy her own curiosity.
When Anton was given the opportunity to explore and settle the Green Belt, he at first decided to set off on his own. But the word of bandits gave him pause – while he was good at getting himself out of sticky situations, fighting was a different matter. On the other hand, he did have a sister who was an able bodyguard. And so it was decided: the siblings would undertake their first adventure together.
For Anton, it was a chance to prove to his father that he could achieve great things without noble ties. For Sofia, it was an adventure. For both, it was an opportunity.
Anton Marakov
Male Human (Taldan) Bard (Archaeologist) 7
NG Medium Humanoid (human)
Hero Points 3
Init +7; Senses Perception +10
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Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 63 (7d8+7)
Fort +3, Ref +9 (+2 bonus vs. traps), Will +5
Defensive Abilities evasion, trap sense, uncanny dodge
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Offense
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Speed 30 ft.
Melee Masterwork Longsword +8 (1d8+2/19-20/x2)
Ranged +1 Flaming Composite shortbow (Str +2) +9 (1d6+3+1d6 fire/x3)
Bard (Archaeologist) Spells Known (CL 7):
3 (2/day) Cure Serious Wounds, Charm Monster (DC 17)
2 (4/day) Silence (DC 16), Cure Moderate Wounds, Tongues, Invisibility
1 (5/day) Cure Light Wounds, Identify, Hideous Laughter (DC 15), Grease (DC 15), Charm Person (DC
15)
0 (at will) Open/Close (DC 14), Detect Magic, Message, Read Magic, Ghost Sound (DC 14), Light
--------------------
Statistics
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Str 14, Dex 16, Con 10, Int 12, Wis 9, Cha 18
Base Atk +5; CMB +7; CMD 20
Feats Combat Casting, Improved Initiative, Leadership (Base Score 12), Point Blank Shot, Precise Shot
Traits Natural-Born Leader, Noble Born - Lebeda
Skills Acrobatics +10, Appraise +6 (+8 for small or highly detailed items when using a magnifying glass),
Bluff +10, Climb +6, Diplomacy +14, Disable Device +16 (+12 to checks if more than five feet away from
device), Escape Artist +7, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8 (+10 to
navigate underground), Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +8,
Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge
(religion) +8, Linguistics +8, Perception +10 (+14 to hear the details of a conversation or to find concealed
or secret objects (including doors and traps)), Sense Motive +4, Spellcraft +5, Stealth +10, Survival -1 (+1
to avoid becoming lost when using this), Use Magic Device +10; Racial Modifiers rogue talents (canny
observer)
Languages Common, Draconic, Elven, Hallit, Orc, Skald, Sylvan
SQ/b] archaeologist's luck +2 (8 rounds/day), bardic knowledge, clever explorer +3 (take 10 & magic traps),
hero points, lore master (1/day)
[b]Combat Gear Potion of barkskin +2, Potion of cure moderate wounds (3), Potion of shield of faith +2 (5),
Wand of cure light wounds, Weapon blanch (cold iron) (2), Weapon blanch (silver) (2); Other Gear +1
Mithral Chain shirt, +1 Flaming Composite shortbow (Str +2), Masterwork Longsword, Cloak of resistance
+1, Goggles of minute seeing, Handy haversack (66 @ 54.5 lbs), Headband of alluring charisma +2,
Absinthe (per bottle), Bedroll, Belt pouch (1 @ 12.06 lbs), Candle (5), Cards, Chalk, Compass, Crowbar,
Earplugs, Everburning torch, Flask (2), Flint and steel, Grappling hook, Hip flask, Ink, black (2), Inkpen,
Journal (2), Magnifying glass, Pot, Sewing needle, Silk rope, Soap, Spell component pouch, Thieves' tool
extenders, common, Thieves' tools, masterwork, Tindertwig (10), Trail rations (7), Vial (5), Waterskin (2),
594 GP, 5 SP, 4 CP
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Special Abilities
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Archaeologist's Luck +2 (8 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Clever Explorer +3 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 &
disarm magic traps.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Leadership (Base Score 12) You attract loyal companions and devoted followers.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Magnifying glass +2 Appraise for small or highly detailed items.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects,
+1 Leadership score if you have the Leadership feat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Sofia Morakov
Female Human (Taldan) Fighter (Two-Weapon Fighter) 5
NG Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +0
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Defense
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AC 21, touch 13, flat-footed 18 (+7 armor, +1 shield, +3 Dex)
hp 60 (5d10+10)
Fort +6, Ref +4, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, defensive flurry; Resist issian
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Offense
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Speed 20 ft.
Melee +1 Longsword +9 (1d8+5/19-20/x2) and
Masterwork Shortsword +8 (1d6+4/19-20/x2)
Ranged Masterwork Composite longbow (Str +4) +9 (1d8+4/x3)
Special Attacks twin blades +1
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Statistics
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Str 18, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Base Atk +5; CMB +9; CMD 22 (27 vs. Disarm, 27 vs. Grapple)
Feats Combat Reflexes (4 AoO/round), Double Slice, Intimidating Prowess, Martial Versatility (Weapon
Focus [Longsword]), Two-weapon Defense, Two-weapon Fighting, Weapon Focus (Longsword)
Traits Armor Expert, Issian
Skills Acrobatics +0 (-4 jump), Climb +7, Escape Artist +0, Fly +0, Handle Animal +3, Intimidate +11,
Ride +5, Stealth +0, Survival +6, Swim +5
Languages Common
SQ hero points
Combat Gear Potion of bull's strength, Potion of cure moderate wounds (2), Potion of haste, Weapon
blanch (adamantine) (3), Weapon blanch (cold iron) (3), Weapon blanch (silver) (3); Other Gear +1 steel
lamellar, +1 Longsword, Masterwork Composite longbow (Str +4), Masterwork Shortsword, Goblet of
quenching, Handy haversack (46 @ 61 lbs), Bedroll, Belt pouch (1 @ 18.64 lbs), Candle (10), Chalk (2),
Climber's kit, Crowbar, Everburning torch, Flask (2), Flint and steel, Grappling hook, Shovel, folding, Silk
rope, Soap, Trail rations (7), Waterskin (2), 931 GP, 1 CP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Flurry +1 (Ex) +1 AC vs. melee when making a full-attack with both weapons.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Issian +1 Will save vs. Mind-affecting.
Twin Blades +1 (Ex) +1 to hit and damage when making a full attack with both weapons.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
| Kaldwell |
Behold, Kaldwell, a Level 6 Rogue/Level 1 Shadowdancer.
Kaldwell
Male Human Knife Master Rogue 6, Shadowdancer 1
Neutral Good Medium Humanoid (Human)
Initiative; +5 Perception +13
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Defense
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AC 22, touch 16, flat-footed 17
hp 56
Fort +2, Ref +9, Will +5
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Offence
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Speed 30 ft.
Melee +1 Dagger +10 (18-20x2)
Two Weapon Fighting x 2 +1 Daggers +8/+8
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Statistics
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Str 11 Dex 20, Con 10, Int 10 Wis 16, Cha 12
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Skill Focus (Stealth), Weapon Finesse, Two Weapon Fighting, Mobility, Combat Reflexes, Hellcat Stealth, Squire(Leadership)
Traits Killer, Harrowborn, Noble Born (Surtova)
Drawback Haunting Regret
Racial Traits Skilled
Skills Stealth +17, Disable Device +14, Diplomacy +11, Sense Motive +13, Perception +13, Professional (Fortune Teller) +11, Craft (Food) +5, Knowledge (Local) +10, Linguistics +10, Sleight of Hand+14
Languages Common, Draconic, Sylvan, Infernal, Abyssal, Celestial, Giant, Aklo
Combat Gear +1 Dagger x 2, +2 Mithral Parade Armour
Other Gear Cloak of Elvenkind, Monkey Belt, Amulet of Natural Armour +1, Burglar’s Bracers1, Robe of Infinite Twine, Signet Ring of House Surtova worth 100gp 5600gp.
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Special Abilities
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Hidden Blade, Sneak Stab 3d8, Blade Sense, Evasion, Hide in Plain Sight, Combat Trick (Dodge, Mobility, Weapon Finesse), Fast Stealth.
Driven, but pragmatic, Kaldwell won’t kill himself for any goal if there’s another way. He isn’t one for selfless sacrifice. He'll help if he can, but if he can’t...better that he live and help others than waste his time and energy and especially his life.
Equally, Kaldwell isn’t especially interested in the rules. Rules are there to make you think before you break them is how he sees things. His goal is to do what needs to be hurt with as few people he cares about dead in the process. If that means sneaking into someone’s room and taking them out while they nap rather than facing them in honorable combat, well, he’s just fine and dandy with that.
In the end, despite not being physically much like the rest of House Surtova, Kaldwell represents the families creed fairly well. He’ll talk his way out of problems when he can, and when he can’t...well, stealth, caution and cunning work better, faster and with less collateral damage than the brute force approach.
Kaldwell is short, and fairly non descript, with short cropped dark hair and a well trimmed beard. Even clad in magical items he aims to appear non-descript, although he lights up like a bonfire to Detect Magic. His Robe of Infinite Twine covers most of his equipment, including his armour, and his daggers aren’t especially fancy. Most people will guess he’s an adventurer, but few will think much more. the most notable item he carries, to those who can spot it, is the silver signet ring of House Surtova on his left hand.
Several things betray his aristocratic heritage. Although not arrogant he bears himself well, with a proud stride when not sneaking, and his teeth are clean and white thanks to both a solid oral hygiene routine and magic when someone knocked them out. His voice is also obviously aristocratic, with a strong accent of his class and a wide vocabulary at odds with his relatively rough appearence.
The main problem in Kaldwell’s life was twofold - his sister and their father.
Kaldwell’s mother was a Varisian adventurer who’d journeyed with his father when they were younger. Most of the boys took after their father, but Kaldwell and his sister both took after there mother in most things. He didn’t understand the more free spirited siblings, and certainly didn’t understand how the smaller Kaldwell could beat his bigger, hulking brothers. He didn’t understand that the pair showed much of the Surtova Family philosophy in areas other than politics.
His sister was an even bigger problem. She wanted to be an adventurer, like her mother, something her father didn’t like at all. He’d seen how close to death her mother had come. While it was traditional to train his sons, he wanted to avoid the same fate for his daughter. She disagreed, and bullied her brother, Kaldwell, to give her the same training he got.
Stuck between the two, Kaldwell tried to avoid both. He taught his sister enough to appease her, and tried to be more like the son his father.
And then his sister died.
Kaldwell was never entirely sure how. His sister had gone outside of town with some of her friends, who she laughably called her ladies-in-waiting and a pair of guards. An hour later her friends came running back. Someone had attacked them. When Kaldwell finally arrived she was dead, her guard were gone completely, and all that was left was more blood than his sister had shed.
Kaldwell blamed himself, his father, his mother...everyone. When his sister started to appear to him he knew he had cracked. He would never be the son his father wanted. He hadn’t been the brother he should have been. He left, to make his own way. He used his natural abilities to become a rogue, lethal with the long knives he carried, and naturally able to blend with the shadows to hide.
Eventually he came across the Barbarian Okeno, and took her as his squire, although he chuckled at the term. And when his family sent him news of an attempt to retake the Stolen Lands...well, he was still and, ‘His Was the Right’.
Corsario
|
Sorry it's taking so long to get a character in - life has been...fun the last few days. I should have the main character done today, and hopefully the cohort too.
On a side note, I used the Squire to get Leadership, as I had a different feat I really wanted to grab at seventh level. Is that OK, and should I put the 'graduation' in a backstory, or shall I roleplay it out?
No problem, we are still on time.
Do me a favor, and replace the squire feat with leadership. Trust me. I know you will lose the feat you wanted at level 7, but remember, DM recommended.Liked the story, especially the sister's ghost. I think i can use that.
As the story is written he is chaotic neutral... Change the description to make it more neutral, and more good. He want to protect people, as he didn't protect her sister.
I'll need to work on the sister dead, I feel a plot point there.
Add the equipment prices. The story feat.
Corsario
|
Okay, I've got the mechanics and a rough backstory drawn up for Anton Marakov (human archaeologist 7) and his cohort and sister, Sofia (human two-weapon fighter 5). Let me know what you think - I'm still not too great at stories, and having never built a character above 2nd level, I have no idea if I've cocked this up
Well, you did it very well. I liked it.
Do me a favor and put the price of the equipment so it's easier for me to check.Don't forget the story feat , and leave some space in the backstory for adventuring with your group, the last 2 or three years. Including his sister.
The sister should have 3 hero points too. And her own story feat.
Don't forget the followers.
| El Ronza |
Do you just need prices for weapons, armor, magic items? Or everything including the various just-in-case mundane gear? Here's the main stuff anyway, for now; if you want a full write-up, I can do that.
Anton:
- +1 flaming composite shortbow (Str +2) - 8525 gp
- Masterwork longsword - 315 gp
- +1 mithral chain shirt - 2100 gp
- Cloak of resistance +1 - 1000 gp
- Goggles of minute seeing - 2500 gp
- Handy haversack - 2000 gp
- Headband of alluring charisma +2 - 4000 gp
- Potion of barkskin +2 - 300 gp
- Potion of cure moderate wounds - 3 @ 300 gp ea
- Potion of shield of faith +2 - 5 @ 50 gp ea
- Wand of cure light wounds
Sofia:
- +1 longsword - 2315 gp
- Masterwork shortsword - 310 gp
- Masterwork composite longbow (Str +4) - 800 gp
- +1 steel lamellar - 1300 gp
- Goblet of quenching - 180 gp
- Handy haversack - 2000 gp
- Potion of bull's strength - 300 gp
- Potion of cure moderate wounds - 2 @ 300 gp ea
- Potion of haste - 750 gp
I would have liked a better off-hand weapon for Sofia, but I get the feeling 2-weapon fighting will be an expensive path to take. As to the followers, story tweaks, and mechanical adjustments, I'll get to it after work tomorrow. Just wanted to check whether my whole concept needed reworking or anything. Cheers for the feedback; any more, fire away!
| JonGarrett |
No problem, we are still on time.
Do me a favor, and replace the squire feat with leadership. Trust me. I know you will lose the feat you wanted at level 7, but remember, DM recommended.
Liked the story, especially the sister's ghost. I think i can use that.
As the story is written he is chaotic neutral... Change the description to make it more neutral, and more good. He want to protect people, as he didn't protect her sister.
I'll need to work on the sister dead, I feel a plot point there.
Add the equipment prices. The story feat.
Darn. Hellcat Stealth would be...very useful. It would allow me to Sneak Attack much more regularly. Since I'll have to use the level 7 feat for Leadership, are you OK with me switching him over to a Feint Rogue instead? Not ideal, but it should work.
I can modify the personality a bit, not a problem. Item prices shouldn't be hard, since I linked most of them.
I knew I forgot something. I'll add a story feat shortly.
| Venetia Medvyed |
Darn. Hellcat Stealth would be...very useful. It would allow me to Sneak Attack much more regularly. Since I'll have to use the level 7 feat for Leadership, are you OK with me switching him over to a Feint Rogue instead? Not ideal, but it should work.
Seems like a good time to tell anyone adding new characters that Venetia possesses two teamwork feats that may be of interest to any sneak attackers: Outflank, and Paired Opportunists.
As a Holy Tactician, she also has the following ability:
Battlefield Presence (Su)
At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.
This ability lacks uses/day or a duration Corsario, is that an issue?
Corsario
|
Since I'll have to use the level 7 feat for Leadership, are you OK with me switching him over to a Feint Rogue instead? Not ideal, but it should work.
Do not switch, keep as-is, and the next feat you get you can grab Hellcat. Do not only plan for this level, the plan is for you to grab more levels, in time. But the important bit here is do not switch.
Corsario
|
This ability lacks uses/day or a duration Corsario, is that an issue?
No, no issue. It replaces aura of courage, that is a permanent effect. You need go spend a standard action to activate, and lasts until combat ends, after which you will need to activate again. So it looks good.
But I reserve the right to revise after you backstab my poor monsters to dead with a couple dozens daggers... :S| Bobson |
I don't have the time to join this, although it does sound interesting.
I'm running Kingmaker myself, though, and starting at 7 made me wonder: Are you starting with book 1, and scaling the encounters? Or are you planning on starting with book 3, and if so, how are you doing the kingdom building that was expected by there?