(5) MDT's Revivified Kingmaker (Inactive)

Game Master mdt

Kingdom Map

Wanted Posters:

WOOD DRAKE SIGHTED!
Rumors of a dragon haunting the southern Narlmarches are probably (hopefully) overstated. The evidence indicates that the source of the rumors is merely a forest drake. In any event, it’s killing folks and needs to be put down. One lone eye witness who lived long enough to return with the tale described it as a lumbering beast with wood and leaves for hide. A reward has been offered by House Kalnath.

IN SEARCH OF TROLL BLOOD!
Upon belief and intent, Myrania the Alchemist seeks Troll's Blood for testing as a catalyst in creation of healing potions. A reward, in potions of the choice of the bringer of this rare substance, will be given by Myrania within 30 days of delivery of the blood. At least one wineskin full of troll's blood required for reward.

ANIMAL ATTACKS! HOWLS OF MADNESS?
Rumor of a wolf like creature have long been heard of in the Kamelands. Stories vary as to whether it is a worg, a dire wolf, or something worse. Bandits and hunters have, for years, told of it's madness inducing howls and blood lust. With the increase of citizens into the Greenbelt, it is necessary to root out this beast to make the citizens safe. A reward for the creature's head is offered by House Malvanna.

SHAMBLING SAP NEEDED!
Myrania the Alchemist requires one small cask of shambling mound sap. This will require a fully grown shambling mound to supply. While the shambling mounds are common in Hecktongue Slough, they are rarer in the Greenbelt. A reward of gold and curative potions is offered for the first group to return with a cask of sap.

MAPS

Current Encounter


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I've taken over a long running Kingmaker Campaign. I'm it's 3rd GM now. :) So that should tell you how tenacious the base players are.

It usually runs 8 t o 9 players, but they are down to 6 now. Usually they run two tables, but are running as one table now.

We're looking to bring it back up to 8 or 9. They are just starting the second book now.

I'll be following the original GM's requirements, mostly. Original requirements are...

Original Requirements:

A little bit about me. I actually ran the Kingmaker adventure path for a local gaming shop when it first came out so I am not only very familiar with running it but adapting it to large numbers of players. I am not that familiar with Play by Post however. I'd like to try my hand at running a PBP Kingmaker but with a twist. The players are going to have to be political animals. (no, not Animal Farm). I am going to introduce an allegiance score. The player with the highest allegiance score at the start of the game will be selected by the Swordlords of Restov to lead this expedition. They will be the ones who choose the eleven other characters to accompany them into the Greenbelt, hopefully taking into account the future roles they will have. Once there I expect the leader to split the team into 3 groups to explore the lands. To continue to regain some control over the players I do reserve the right to intervene. In particular lack of decision or sudden unexplained cessation of posting by the leader may lead to the next in line taking his or her place.
Basic Character Creation Rules
• Races:
All Paizo Core races will be allowed. Alternate Racial Traits will also be allowed.
Classes: All classes and Archetypes from Paizo will be allowed.
Abilities: Characters have 15 points to buy abilities.
Feats: Any feat published by Paizo will be acceptable.
Traits: Character's will start with two traits, one of which must be from the Kingmaker Player's Guide.
Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st you get half the hit die (round down) +1.
Starting Gold: Characters will start with average starting gold for their base class.

Modifications to that are :
Races: All Paizo Core races will be allowed. Alternate Racial Traits will also be allowed. All Featured Races will be allowed. Uncommon/Bestiary races may be allowed with GM approval, if no players object. I tend to be flexible on races, especially in large groups, and especially since new players are less likely to have been sent by the sword lords and more likely to be picked up by the group themselves.

Traits: Character's will start with two traits, one of which must be from the Kingmaker Player's Guide. More of a clarification, but drawbacks are allowed in order to get an additional trait.

Starting Level: Characters should be made to 6th level. The group is ahead of the curve on level, so don't expect to level up much for awhile. Leveling is now story driven, not XP driven.

Starting Gold: Appropriate WBL for 6th level.

Any classes are allowed, but you'll need to have a VERY good backstory on why your sythesist summoner/ninja/samurai is so far from home in the back woods of Brevoy.

If you want to take over some of the NPCs, there are options for that, such as the Boggard Gorruum. I'm open to other NPCs being taken over (although you'll need to work that out in discussion in the recruitment thread, not all NPCs in the book have shown up, and I likely won't allow any major NPCs to be taken over, like Svetlanya or Oleg).

They are on friendly terms with the kobolds, so that's an option, although someone ended up resurrected as a kobold, so that might prove complicated due to her new status as 'queen' of the kobolds. :)


This would be my submission, I would need to level him up and purchase some things, let me know if you want me to flesh anything else out.
Sorcerer2/Cleric1/MT3


@Varxis - I'm assuming this was a submission for another Kingmaker. You'd want to tweak the backstory a bit, as you wouldn't be starting out with the expedition. Probably something along the lines of going to the new kingdom hoping for a new start.


Woop! Sorry, updated.


How do you feel about a hot headed ifrit kineticist and a calm and collected pharasmian oracle/paladin or inquisitor.


How common are Boggards in the area, besides the aforementioned one? Would you consider a Boggard (probably use the Gripplis race from ARG if that is ok with you) Ranger?

Silver Crusade

interested I am actually considering a bard.


Here is Vash, a halfling with half a mind to make half a point.

still working the kinks out but most of it is done.

stats are post item + level enhancements


Would like to submit a ratfolk alchemist. :)
Ikit Klaw

My pc is on the fritz. So no crunch till i can access my pc


How about a neutral priestess of Urgathoa whose mission is to observe, report and help aid fellow clerics into the country. She wouldn't be raising the dead or spreading disease since she is a deep cover cleric.


any class is allowed, but what is the party most in need of?


Also very interested - am thinking Ulfen Skald (Fated Champion) - possibly from nearby Iobaria who has heard hearth tales of the group's fame and wishes to join them in building a kingdom (and saga) for the ages!

I'd be particularly keen to link him (possibly) with the Ulfen blooded arcane warrior Fhârn Uðrrúna...

Will get something submitted post haste - but thought throwing my concept into the ring was a good start :)


@Havoc - I'm not personally against psionics, but there's nothing in the game now for psionics, and the original players didn't have that option, so I'd rather avoid that. Pharasman oracle/cleric/paladin/inquisitor is fine. Only possible issue would be there is already a cleric of Pharasma anda Paladin of Iomedae in the group. An inquisitor might be less of a toe stepper.

@Mr. Sandman - I'd be fine with a grippli reskinned as a boggard as a 'runt' of the litter. Not a lot of boggards where they are currently at, but the 3rd book has quite a bit of boggards when they get to the swamps. So having one now won't hurt later.

@Rorek/Vash - Ok, looks good on first glance. I'll let you know if I see anything wrong later.

@Andrea1 - Problematic at best, mainly because the king is a paladin, so it would be very difficult to spend time with him without him catching on. Plus there's a cleric of Pharasma and a Druid of Erastil as well.

@Doublegold - They've got divine magic in spades. They've got no skill type at all, and are low on arcane magic.

@Black Dow - You'll need to get Fharn's permission to link to him if you're chosen, but I have no objection to the character or the linking if he doesn't.

Current Party :
Anastacia Stormwing - NG Human Cleric of Pharasma
Dante Skyborn - LN Human Fighter
Felicia Orlovsky - NG Kobold Oracle of Life
Fhârn Uðrrúna - N Human Fighter/Wizard/Eldritch Knight
Rowan Gideon - NG Human Druid of Erastil
Wilhelm Orlovsky - LG Human Paladin of Iomedae

So, off hand, they are missing any sort of sneaky type (I used to be the sneaky type at one point), and are low on Arcane magic.

Lantern Lodge

I've got a different question about the boggard. Would you use the Bestiary entry and 3 class levels or some other method to balance the racial HD and abilities?


Hmm so a no on kineticist, oh well guess we shall continue the search for their home.


I prefer to use the monsters as PCs rules from the bestiary. I've found it tends to work for anything CR3 or less. So, Gorruum would always be one level behind the rest of the PCs (5 class levels, 1 CR). Stat adjustments would be Str +4, Dex -2, Con +4, Int -2.

Taking over Gorruum would limit class (would need to be a martial class, not a caster, so ranger, fighter, cavalier, etc). Plus his level 7 feat would be pre-selected as 'Leadership' for his cohort slurk Ubagub.


Sorry Havoc. Keep an eye out for my Atalantia game, it's all psionics. I just did a recruitment last month, so I'm full up, but it's been going on for a year now, so I expect I'll recruit again eventually.


If I go arcane, what type of arcane would be best? Some people focus on illusion spells others focus on blast spells, etc.

I was thinking sorcerer or arcanist focused on illusion spells that can help with stealth, ie invisibility or indirectly by distracting things with an illusion, defensive spells like blur and spells that better peoples skills like jump, touch of sea, adoration or even indireclty increasing peoples dex skills and their dex in general, cat's grace.


Put in what you want to play, not what you think people will like the best. Any arcane would be of help. Any rogue type, any fighter, even another cleric or inquisitor will help.

The group is more about the personalities and people using what they have, not what they wish they had. :)


Hello, posting interest, with Three ideas- One is a True Neutral Wizard Necromancer/Juju Oracle Mystic Theurge. The other is a sneaky Illusionist that f***s with everyone's head. The third is a child soldier turned Wizard running from her homeland to advoid being dragged back to her magic-loathing barbarian king.

Lantern Lodge

Open to a spell-less ranger from Kobold Press for Gorruum?


@Iron Vagabond DM - Given the party has a cleric of Pharasma, necromancer would not fit in well. Sneaky illusionists are always useful, as long as they are f#*@ing with the enemies heads and not the allies. :) The last one is also a possibility, although I swear I've watched that plot in an anime, although I can't for the life of me name it right now.

@Michaelane - Yes, Kobold Press spell-less ranger is always welcome at my tables. It's a good job.


I'm interested, Kittiface, but I'm also apped to several games, and just started dming one game and am about to start another! If my other games say 'no' to me, I'll probably come up with something. We'll see. :)

Definitely don't want to add several new things to my plate at once, you know?

Dotting for Interest


All righty. Here's my take on Gorruum, the boggard spell-less ranger. I think I've translated as many things over from the party's encounter with him into his stats as I can.

I wasn't sure how to make his falchion bigger than medium and still have him able to wield it, so I made it a medium +1 cruel falchion. I like the idea of having it be large, but without making him a fighter (titan mauler), I can't think of a way to do it.

I did give him Common as a language by investing a point in Linguistics. Still expect him to speak in broken Common.

I picked humans and aquatic humanoids as his favored enemies. I figure that matches the trouble he had with the hooms, but also his former chief.

I went with swamps as a favored terrain. Even though he is living in the forest now, I figure that the swamps were his homeland.

In terms of role, he's going to be a hard-hitting (and at least initially easy to hit) two-handed front-liner who can spice things up with the ability to auto-Intimidate with his Power Attacks (via Cornugon Smash) and to get extra attacks with Hurtful.

He can also mix things up with the Sticky Tongue and his cap of enervation. Thanks to a low charisma, he won't be particularly good at the terrifying croak. I like the possible combo of shaken from Intimidate with a terrifying croak to frighten, but that's going to have to wait until I can get Ability Focus and perhaps a way to boost Charisma.

I'm not sure how to handle Ubagub until 7th level when he can pick up Leadership. Let me know if you have thoughts. I haven't given him an animal companion, so we could potentially reskin something else.

Most of all, I think Gorruum will be a blast to play. You've given him a good personality and intro to the group and I'd love the chance to pick up the character and run with him.


Large is relative. :) Didn't mean Large big L meant large small L as in 'that's a big blade' :) The only thing I see was I'd given him a halberd, since he was doing a lot of riding his lizard (made more sense than the morning star in the book). Nothing says he couldn't have found a falchion, but he should have a halberd as well, even if it's a normal one. ALthough it's possible I typed falchion meaning halbard, couldnt' find it in the encounter (although he picked up a polearm when he rode off). If you get selected, equipment will be handled so it matches what you select, so it's not that big an issue.

For langauge, it would be him having the slot for it, but not having picked up much thus far mostly due to a lack of opportunity.

FE's make perfect sense.

Don't forget he should have some mounted feats.

He should have level 7 feat already (3 hd, 5 classes, 8 Hit die, so he starts with leadership and the slurk as a cohort). The slurk is 3 int, so it's not an animal, and it understands boggard, but can't speak it.

Terrifying croak is probably a non-starter, since it would affect all his allies within 30 ft as well, so using it is likely to be bad (it even effects Ubagub).

As to animal companions, I'd look into one of the archetypes that trade the animal companion for something else that is compatible with the spell-less ranger, or take the ally bond instead (which actually works well with him partnering with Ubagub). You might want to consider teamwork feats with Ubagub, since you'd be adjacent to each other while mounted.

And thanks, I try to make NPCs interesting.


Ubagub:

Ubagub CR 2
XP 600
Male slurk (Crown of the Kobold King 31)
N Medium magical beast
Init +6; Senses darkvision 60 ft.; Perception +0
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 17 (2d10+6)
Fort +6, Ref +5, Will +0
Defensive Abilities belly grease
Offense
Speed 30 ft., climb 30 ft.
Melee bite +4 (2d6+2)
Special Attacks back slime
Statistics
Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, overrun,
and trip)
Feats Improved Bull Rush, Improved Initiative, Improved Overrun
Skills Acrobatics +16, Climb +14
Languages Boggard (cannot speak)
SQ hunker
Special Abiliti es
Back Slime (Ex) A slurk’s back is crusted with thick, dry slime
and dozens of nodules. As a standard action at will, a slurk
can squirt a jet of this slime from one of these nodules,
making a +4 ranged touch attack against any target within
30 feet. The slime quickly hardens to the texture of cold
tar, imparting a –2 penalty on all attack rolls, Reflex saves,
and skill checks—the slime also reduces the creature’s base
speed by 10 feet. Anyone the slurk successfully bull rushes
or overruns is exposed to the creature’s back slime as well.
The slime can be removed as a full-round action requiring
a DC 15 Strength check. The slurk’s back slime grants a
creature riding it a +8 bonus on Ride checks made to stay in
the saddle, but a –8 penalty on Ride checks to dismount.
Belly Grease (Ex) The slurk exudes a slippery grease from its
belly that grants it a +4 bonus on Escape Artist skill checks
and to its CMD versus grapple. A slurk may wallow on a
solid surface as a full-round action to coat the area within
a 5-foot radius with its grease up to once per minute. The
grease smear created functions as a grease spell (CL 3rd); but
it is not a magical effect and thus cannot be dispelled.
Hunker (Ex) The slurk gains a +4 bonus to its CMD to avoid bull
rush or overrun attempts.

Note that Ubagub would have 4 class levels of some class (most likely fighter) being a cohort (5th level cohort). Or possibly a brawler or hunter.


Oh, I should comment. Realistically, new characters would need to prove themselves in character before they get promoted to positions in the kingdom. So kingdom slots occupied by NPCs are likely to stay occupied for awhile by those npcs.

One of the PCs will be by this week to comment on what slots are filled by PCs and what slots are filled by NPCs.


Ikit is an alchemist.

If you know the Warhammer Fantasy Universe

He's a disease specialist. But he can make potions to help out where he can. He will be going for battlefield control in a way.

Backstory:
His home and lab was destroyed. He came to the unclaimed lands to start fresh. Set up a new shop. And hopefully not get crushed under the big'uns shoos amd feet

Thats the short version


@Hotaru - Calling the GM kitty face is not normally healthy for survival. :)


@Seth86 - Works as a short version. :) Not familiar with the Warhammer Fantasy Universe, but I assume it shouldn't matter. He wouldn't be from there, I take it you are basically referencing that for the disease specialist, which given the jungles and forests and swamps would make sense for him to be going to the stolen lands for research.


Yup. Its just the reference for the idea. They are poison/disease type race. With arcane abilities in some of their weapons.
I would take a level in wizard spell slinger. But only much later after i get the things for the alchemist. Most are after level 8 :P

Story wise. He could have been near the town for a while. Only now decided it seems safe to approach them.


Current Submissions :

90%+ Complete
Gorruum (Michaelane) - Boggard Spell-less Ranger
Varxis (Choant) - Half-Elf (Drow variant) Sorcerer2/Cleric1/MT3
Vash (The Stampede Swift Val Vraxam - Gnomish Bard 1/Swashbuckler 5

Interest
Andrea1 - ????
Black Dow - Ulfen Skald
DoubleGold - Arcane Caster
Havoc Xii - Pharasman priest
Hotaru of the Society - Calling GM names
Iron Vagabond GM - Illusionist
Mr.Sandman - Boggard (Gripli) Ranger
Seth86 - Ratfolk Alchemist


Ah those pesky paladins. Withdrawing.


Here is Ikit. Will choose spells if chosen :P too much work right now :P

Ikit Klaw:

Ikit Klaw
Male ratfolk alchemist (plague bringer) 6
N Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 45 (6d8+12)
Fort +9, Ref +10, Will +5 (+1 trait bonus vs. mind-affecting effects); +4 vs. disease
Resist disease resistance, issian
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d3-1/19-20)
Ranged bomb +9 (3d6+4 Fire) or
. . concussive bomb +9 (3d4+4 Sonic) or
. . smoke bomb +9 ()
Special Attacks bomb 10/day (3d6+4 fire, DC 17), swarming
Alchemist (Plague Bringer) Extracts Prepared (CL 6th; concentration +10)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 8
Base Atk +4; CMB +2; CMD 15
Feats Brew Potion, Extra Discovery[APG], Point-blank Shot, Precise Shot, Throw Anything
Traits alchemical prodigy (thuvia), issian
Skills Acrobatics +3 (-1 to jump), Appraise +13, Craft (alchemy) +15 (+21 to create alchemical items), Knowledge (arcana) +13, Knowledge (nature) +13, Perception +12, Spellcraft +11, Stealth +18, Survival +8, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device, rodent empathy
Languages Aklo, Common, Draconic, Dwarven, Undercommon
SQ alchemy (alchemy crafting +6), discoveries (concussive bomb, explosive bomb, precise bombs, smoke bomb, sticky poison), plague vial, poison use, swift alchemy
Other Gear +1 shadow mithral chain shirt, dagger, cloak of resistance +2, handy haversack, headband of vast intelligence +2, alchemist's lab, bedroll, belt pouch, flint and steel, hip flask, waterskin, 21 sp, 8 cp
--------------------
Special Abilities
--------------------
Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (10/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Concussive Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease Resistance +4 (Ex) +4 to save vs. Disease.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Issian +1 Will save vs. Mind-affecting.
Plague Vial (60 minutes, DC 17) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Sticky Poison (4 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Thanks for the interest.


Oy mate! I'm a halfling I am! Tell ya what all these big folk's just be plain rude they be.

haha, jokes aside vash is a halfling :3

I loved that anime btw


Will go to halberd. That works fine. May switch enchantments around.

You're absolutely right on terrifying croak. Oversight on my part.

Here is one possible swap for hunter's bond (from Kobold Press). If you're ok with it, I'll do this.

Teamwork:

At 4th level, the companion‑bound ranger receives Coordinated Companion and another teamwork feat as bonus feats. He must meet the prerequisites for the teamwork feat. This ability replaces hunter’s bond.

Coordinated Companion is also from Kobold Press:

Coordinated Companion:

You are able to coordinate with your animal companion extraordinarily well during combat.
Prerequisite: Hunter’s bond, nature’s bond or similar class feature; you must have an animal companion
Benefit: Your animal companion is considered to have any teamwork feat you possess. Your animal companion must remain within 30 ft. of you and must be able to see you, hear you, or otherwise be aware of your position in order to be benefit from this feat. Your animal companion can only coordinate with you in this way.

The other possibility if you don't care for that is:

Terrain Bond (Ex):

At 4th level, the guide forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.


@Gorruum - Teamwork and Coordinated companion still require a companion. :) Which the Slurk doesnt' qualify as. Mainly I just don't want to have more than one cohort/companion per person that's running around in combat (I'm fine with companion and cohort as long as the cohort is someone who stays back in the kingdom and does stuff). With 8 or 9 people in the game, that get's a bit busy if we have more than one companion/cohort in combat per character. :)

Terrain Bond is a Guide archetype ability, so you could take Guide as an archetype (it replaces favored enemy, quary, evasion, improved quary, improved evasion, and hunter's bond), and it is compatible with Spell-Less ranger. You give up the favored enemies for a number of 'designated enemies' per day. That's not a bad tradeoff, since you are more likely to use the bonus more often if you can pick when to use it.

You could also take Battle Scout archetype. This reduces you to one favored enemy, but gives you a bunch of party buff abilities.

You could also take the divine tracker archetype, but Gorruum doesn't strike me as particularly religious. :)


@Vash - DOH! Sorry!

Current Submissions :

90%+ Complete
Gorruum (Michaelane) - Boggard Spell-less Ranger
Varxis (Choant) - Half-Elf (Drow variant) Sorcerer2/Cleric1/MT3
Vash (The Stampede Swift) Val Vraxam - Halfling Bard 1/Swashbuckler 5

Interest
Black Dow - Ulfen Skald
DoubleGold - Arcane Caster
Havoc Xii - Pharasman priest
Hotaru of the Society - Calling GM names
Iron Vagabond GM - Illusionist
Mr.Sandman - Boggard (Gripli) Ranger
Seth86 - Ratfolk Alchemist


"Warden" is a fav terrain focused archetype :)


Ah, good point, another archetype that would get rid of the animal companion and is compatible with the spell-less ranger. Also gives some nifty terrain bonuses.


Ikit Background:

Ikit was his little warren’s local alchemist. Brewer and general go to rat if you needed advice with herbs and magical things. He was quite happy with his role. Not busy as the rest and it let him experiment more in his free time. Which he had a lot of.

Concoctions, medicine, potions, oils, all kinds of things he experimented with. Even the explosive types. He made quite a few breakthroughs. Bombs that make to you curse your ears. Types that make you curse your eyes, and others that make you curse your skin. Very handy in all sorts of situations

But one day, things went bad. Then to worse. They were attacked, he did not see the attackers, only heard the slaughter. With the help of his knowledges, he managed to escape their clutches. One well placed concussive grenade, followed by a smoke bomb, he managed to escape
The only place he could flee to was the close by city or town, or whatever the big’uns called it. Hopefully he can get work there, maybe start a new life. Since his old one was destroyed?


@seth86 - Background looks good, I'd modify it slightly. If we assume Ikit's warren was in one of the two lands east or west of Brevoy, the people who are taking over those lands are very xenophobic, and would have attacked a ratfolk warren, peaceful or not. He would have likely had no choice but to flee to the neighboring area (Brevoy's domain) to get away from the slaughter. Also gives him a very good reason for wanting to oppose the kingdom maker in his previous homeland.


Hmmm. Suddenly have a vision of the 1st shrek movie. All non humans are rounded and made slaves. For all kinds of things

Liberty's Edge

If there opens a spot i would be interrested and got a couple of ideas, I would either use an Aldori swordload (fighter) or a Spy (rogue) going to Spy Master if allowed, but i can also come up with other ideas if a certain class/role are require by the others


@Seth86 - Not a bad mental image, to some extent.

@Warrick - Put in whatever you like, honestly. I have no issue with spy master. With a group this big, it's easier to put in what you like and adjust tactics to fit what you have, as I said earlier.

@All - I'll leave recruitment open until about the 20th. That should give us plenty of time to get crunch done for those interested, and then the players will make the decisions.


Black Dow wrote:

Also very interested - am thinking Ulfen Skald (Fated Champion) - possibly from nearby Iobaria who has heard hearth tales of the group's fame and wishes to join them in building a kingdom (and saga) for the ages!

I'd be particularly keen to link him (possibly) with the Ulfen blooded arcane warrior Fhârn Uðrrúna...

Will get something submitted post haste - but thought throwing my concept into the ring was a good start :)

Hello!

I like link, he is adorable in his green little ha - ehm... Yeah, having our backstories linked together is fine too : )

However! I would suggest that you write up what you have in mind and so, then if you are one of the chosen ones (dun dun dun!) we get to the actual linking. Otherwise there is a small risk that we get drowned in linked-together backstories and end up with a twenty man party or that some applicants can't gain access to their 'linkee' in time (if they want one).

___________________________

If there are any questions about the game - feel free to just shout them out : )

And as I hinted above, if anyone feel like linking their backstory with another character already in play (PC or NPC) - write up what you are planning and we'll fix the details after selection.

//Fhârn


Decided to go with guide. Seems like a good fit both in terms of in-game flavor and mechanics. I switched him over to mounted combat style. Will definitely look at mounted combat and teamwork feats. Profile is updated.

Now moving on to Ubagub. I started building a brawler, but wanted to ask if you'd consider Ubagub as an abyssal bloodrager. A couple further questions on Ubagub. Does I just build straight off the slurk stats or is it considered to have basic or heroic NPC stats? Similar question on equipment: use Gorruum's starting wealth to equip or use basic or heroic NPC gear?


Hmmmm... Level 6 means that an Investigator will be past those difficult lower-levels, but at the same time. 15 point score means that building one will be difficult... Still, I should be able to make it work, and bring a good amount of skills and support to the table. Especially if I go for Empiricist.

Honestly, I do wish that I could grab the Mastermind and Empiricist, but alas, Mastermind Defense and Unfailing Logic both replace Swift Alchemy... there wouldn't happen to be any chance that I can lose say, Mastermind Defense and A Quiet Word in order to take the Mastermind archetype alongside the Empricist would there? I am losing one of the Mastermind's strongest abilities.


@Fury - Sorry Fury, because I'm taking over a game I didn't have a hand in creating, and there are already people in it who didn't have those options, I'm a lot stricter than I usually am in my games. In a game I was starting from scratch, I'd look into it. But out of fairness to the existing players, I can't really go there. Same reason it's still a 15 pt buy when I normally do 20 or 25 if I do buys (which is rare), usually I roll 3 sets of stats and everyone picks from those.

@Gorruum - I'm trying to think of a reason why he couldn't be a bloodrager, and not hitting anything at the moment. Abyssal would be an unusual choice, as I'd usually expect Fey given his other charging combat abilities (the ignoring difficult terrain on charges by leaping over the difficult terrain just seems so appropriate), and the ragehaste at level 12. :) ALthough I assume the abyssal is the lure of natural weapons and enlarge. :) Draconic also gives natural weapons and a breath attack. So options.

Cohorts use the Heroic NPC array (15, 14, 13, 12, 10, and 8.) and have 2400gp worth of equipment (Heroic NPC). If you want him to have more than that, you'd have to pay for it yourself. Note, you may not have all his equipment at the start if he's chosen, as Gorruum has been rather poor until game start. But it won't be long after start.

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