Kingmaker, Module 2, going gestalt


Recruitment

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Looking for 1 or 2 players for a Kingmaker game that is in its infancy in the second module. We have a cleric, monk, and fighter. We are soon going gestalt, your character won't be coming in as gestalt unless you play one of the NPCs or have a really good story. ;)

We still have much exploring to do and start building soon!

Here is the game:
http://paizo.com/campaigns/KingmakerTheStolenLandsGestalt


What are you looking for as far as character creation?


Introduction:

We have technically finished Module 1. There is still plenty of places to explore to finish the first charter, but the Stag Lord is dead.

The group is in the wilds.

Many adventurers have come but few have stuck through it all. The group is looking again for those who are willing to travel the unknown and search out these Stolenlands.

-----

I am looking for explorers to map and claim some of the wilds of the Stolen Lands. You must have a strong will, perseverance, and a powerful wanderlust. Many dangers await within the wilds, beasts, fey, and the whole array of monsters. If you prove your worthiness you should be able to claim your own kingdom, carving your own personal home from the wilds you tame.

There have been a few extra side quests and explorations that are not in the modules but homebrew additions considering the game is gestalt. The group has recently found a magic location that will likely be their best option for a staging point.

Let the players come forth.


-----

We have, a monk/shaman, a fighter (DMPC), and a cleric/summoner.

Character creation:

Abilities:
I am not a fan of the buy out systems, so roll 5d6 seven times. Taking the three highest of the 5 rolled and adding them together. Six of these will be your stats. Please show the dice rolls on the recruitment page.
One more twist to help your characters to have that little boost to be excellent in what you do. You may take away from one stat and give it to another. But the top stat cannot be more than 18. But only one time.

So for example you have 11 and 15. Take 3 away from 11 and give 15 those 3. So the 11 becomes 8 and 15 becomes 18.

Traits:
2 Traits, and one campaign trait...

Wealth:
3,000 gp but your background story is where you can gain more!

Appearance:
Create a quick blurb about your appearance.

Background:

The more interesting your background story the more bonuses you might stumble upon or requests granted. Make connections between yourself and other NPCs and PCs. After all you will be carving out a kingdom together. Such connections could be nobility, guilds, entities, dragons, magical beasts, gods, societies, towns, the townsfolk, the people in charge, etc.

I've long thought that character backgrounds are where players should offer plot hooks to the DM instead of the other way around, you then have more buy into the campaign.

Make 3rd level characters, with max hit points for 1st level and rolled hit points from 2nd level and on. I reserve the right to have you re-roll your hit points, just work with me.

Gestalt:

You might be asking yourself, "Hey where is the gestalt information." That is a valid question. You can be a multi-class and eventually develop into gestalt that way like our Monk/Shaman. Or be one class and wait for an instance where you gain power to gain another class. I am a very logical DM and hope to have some very magical events with the players. Suggestions are always welcome.
-----

We will be playing on here, and with google docs. I, and sometimes another player, will create the maps for us to see and use.

Another thing to add, I would like each player to post at least 1 time a day. Now I can understand that some days are a bit slow for some of us, for example Fridays are always busy for me. Weekends are always slow. I can understand that if we are waiting for certain character's actions you may not be able to really post that much in a given day, but the goal is to keep things moving and to post quickly for an encounter.

If you may have any issues with this and not be able to post as much please inform me. I still don't know why most people have left or merely dropped out, most likely RL issues and that happens. Please keep in contact with me or the other players so we can know what is going on either before or soon after.

-----

Develop your character:

Look at your character sheet and ask yourself: Did I explain why I have that skill?
Why I have that feat?
Why I have a totem?
Etc.
What have you done which has allowed you grow into the level 2 rogue that you are. True, you could say that it is implied but right now that is all you have, the equipment of a 1st level.

Or you could explain how you got to the Stolen Lands, who did you travel with, make some contacts, maybe connect with a few of the other applicants or just make some up. Did you discover anything on your way in? Did you fight anything, did you save anyone? Why do you have that MW WarAxe? why do you have that mystical item that sprouts flames once a day when you sneeze?

Let your imagination go wild, then once you stop having some ideas, go through them and get rid of the Trolls, Ogres, and Dragons at least the slaying of them. A dragon you met would be fine, though if you fought it you got stuck in a magical gem then. Still temper the imagination with logic.

-----

What to expect...:

Well look at my Alias for GM Wolf.
Then check out the gameplay for the game.
I am better and back to the game and my life is getting back on route.


What level would we be looking at?

Any race and class restrictions?


His Wolf. Clappy here :)
Going to throw up a dot here, but I am tired so it will be brief (for now).

The guy will be a human scryer wizard with a big thing for scrolls, books, writings and journals. A big hook for him would be for him to catalog and journal any/all of the different beasts and animals found in the Stolen Lands. Secondary goal would be any old ruins or remnants of lost civilizations, to learn their secrets and write about them for the rest of the world to know.

Basically a wizard with a focus on books and using his scrying powers to observe wild animals :p

rolls:

5d6 - 4 ⇒ (4, 2, 3, 2, 6) - 4 = 13
5d6 - 3 ⇒ (3, 2, 4, 6, 1) - 3 = 13
5d6 - 4 ⇒ (5, 1, 4, 3, 6) - 4 = 15
5d6 - 2 ⇒ (1, 6, 1, 2, 1) - 2 = 9
5d6 - 5 ⇒ (6, 3, 4, 2, 3) - 5 = 13
5d6 - 3 ⇒ (2, 3, 1, 4, 6) - 3 = 13
5d6 - 3 ⇒ (6, 4, 3, 1, 2) - 3 = 13
15, 13, 13, 13, 13, 13
22pb

HP: 2d6 + 6 ⇒ (3, 2) + 6 = 11


Oh ya, you have always had those generous rolls. However, I still think I managed to just about make the worst of them as possible ^_^
15,13,13,13,13,13...
Meh, a wizard really only needs a single 18 ;)

If/when we gestalt, I'm not yet sure what I will be.
Edit: remember that 81pb I rolled a few years back? That was for the first borderlands game, back when I created the claptrap. Good memories ^_^
Goodnight.


It would be a lot easier to show off what party role our character will fit into if we start as gestalt from the start. Changing from single class to gestalt will affect the focus of the character significantly. As such I think it would be a good idea if we all get to build that way from the start, but need to have the story to justify it. It'll make things easier both for you and us.

5d6 ⇒ (1, 2, 6, 6, 5) = 20 17
5d6 ⇒ (4, 1, 3, 1, 3) = 12 10
5d6 ⇒ (4, 4, 1, 5, 2) = 16 13
5d6 ⇒ (6, 3, 3, 5, 5) = 22 16
5d6 ⇒ (3, 4, 1, 3, 3) = 14 10
5d6 ⇒ (6, 6, 6, 4, 3) = 25 18
5d6 ⇒ (3, 6, 1, 4, 5) = 19 15

So 18 17 16 15 13 10 or transformed into 18 18 17 16 10 10. I can definitely work with those stats.


5d6 ⇒ (4, 6, 6, 3, 3) = 22->16
5d6 ⇒ (6, 6, 2, 4, 2) = 20->16
5d6 ⇒ (4, 5, 3, 5, 1) = 18->14
5d6 ⇒ (3, 5, 2, 6, 6) = 22->17
5d6 ⇒ (4, 2, 1, 3, 4) = 14->11
5d6 ⇒ (6, 2, 4, 1, 2) = 15->12
5d6 ⇒ (4, 2, 4, 6, 5) = 21->15

So, 16, 16, 14, 17, 12, 15. I'll tak a point from the 15 to make the 17 an 18, yielding a final spread of 16, 16, 14, 18, 12, 14. I can definitely work with that.

Is the existing party wanting the new player(s) to fill any particular hole? I notice you don't have an arcane caster atm. Also, tell me about the fighter. What kind is he? Fighters can vary so wildly, from two-handed brutes to archers to foppish dancing fencers. I've always wanted to play an Aldori Swordlord-archetype fighter in Kingmaker, since it's right there by the home of the Swordlords, but I may gestalt into that later if a second fighter would be too similar initially.

Silver Crusade

5d6 ⇒ (6, 6, 6, 3, 1) = 22 = 18
5d6 ⇒ (2, 4, 3, 6, 3) = 18 = 13
5d6 ⇒ (2, 1, 6, 5, 2) = 16 = 13
5d6 ⇒ (1, 5, 6, 3, 6) = 21 = 17
5d6 ⇒ (5, 2, 5, 2, 1) = 15 = 12
5d6 ⇒ (2, 4, 1, 1, 3) = 11 = 9
5d6 ⇒ (1, 2, 3, 2, 3) = 11 = 8

Take 1 from the 9 and put it on the 17

18, 18, 13, 13, 12, 8


Hmm...

Perhaps an arcane trickster type. Or a hunter/nature type. Oh, so many choices.


Pathfinder Lost Omens, Rulebook Subscriber

dicerolls:

5d6 ⇒ (6, 2, 3, 6, 4) = 21 -> 16
5d6 ⇒ (4, 2, 5, 4, 5) = 20 -> 14
5d6 ⇒ (4, 6, 2, 3, 2) = 17 -> 12
5d6 ⇒ (4, 4, 3, 5, 5) = 21 -> 14
5d6 ⇒ (2, 5, 2, 2, 2) = 13 -> 9
5d6 ⇒ (4, 2, 6, 4, 2) = 18 -> 14
5d6 ⇒ (1, 4, 5, 5, 2) = 17 -> 15

16, 15, 14, 14, 14, 12. A very balanced spread. I'll take 3 away from one of the 14s to turn the 15 into an 18 leaving 18, 16, 14, 14, 12, 11.

Thinking of creating an investigator of some sort, fascinated by exploration. Not sure yet what he would gestalt into, probably either Ranger or Arcanist.


I'll roll for this I have a half orc druid concept that I have been wanting to play who would probably gestalt barbarian.

5d6: 5d6 ⇒ (6, 3, 6, 6, 1) = 22 18
5d6: 5d6 ⇒ (4, 3, 2, 5, 6) = 20 15
5d6: 5d6 ⇒ (4, 4, 5, 6, 4) = 23 15
5d6: 5d6 ⇒ (5, 2, 5, 2, 5) = 19 15
5d6: 5d6 ⇒ (2, 5, 3, 1, 6) = 17 14
5d6: 5d6 ⇒ (3, 4, 2, 6, 5) = 20 15
5d6: 5d6 ⇒ (4, 4, 6, 2, 1) = 17 14

so drop a 14 and switch a 15 to to 12 and 18.

Final 18, 18, 15, 15, 14, 12


5d6 ⇒ (2, 5, 4, 5, 6) = 22 [5,5,6]=16
5d6 ⇒ (5, 6, 3, 3, 5) = 22 [5,5,6]=16
5d6 ⇒ (1, 3, 5, 1, 1) = 11 [1,3,5]=9
5d6 ⇒ (6, 5, 6, 2, 5) = 24 [5,6,6]=17
5d6 ⇒ (1, 2, 6, 2, 4) = 15 [2,4,6]=12
5d6 ⇒ (3, 4, 2, 1, 4) = 14 [3,4,4]=11
5d6 ⇒ (2, 5, 3, 5, 3) = 18 [3,5,5]=13

Take away 1 from the final 11 above, making it 10, and adding to the final 17 above making it 18.

Final numbers: 18,16,16,13,12,10 Dang that is really nice!

I am thinking of two characters:
1) Slayer (ACG) who gestalt with Fighter at some point or
2) Hunter (ACG) who gestalt with Rogue at some point.

Would either of these concepts be ok to submit under the character creation rules?

-- david


Hope you guys don't have restrictions on gunslingers because I've got a gunslinger from a PBP that sadly died that would love to get back in the saddle. THat PBP died just a little bit after the Stag Lord did so she's at roughly the same place.

She's a very western cowgirl kinda person. She was one of my first PBP characters and I like her a lot. Might be amazing to get her be an inquisitor of Desna to boot!

I'll rebuild her of course but can you take a look at the profile and see if she fits?

Roll: 5d6 ⇒ (4, 1, 1, 2, 4) = 12 Drop 1,1 for 10
Roll: 5d6 ⇒ (3, 5, 5, 6, 5) = 24 Drop 3,5 for 16
Roll: 5d6 ⇒ (5, 2, 4, 1, 4) = 16 Drop 1,2 for 13
Roll: 5d6 ⇒ (6, 6, 6, 2, 2) = 22 Drop 2,2, for 18 ooooh
Roll: 5d6 ⇒ (4, 1, 6, 1, 4) = 16 Drop 1,1, for 14
Roll: 5d6 ⇒ (1, 2, 4, 4, 1) = 12 Drop 1,1, for 10
Roll: 5d6 ⇒ (3, 3, 2, 4, 4) = 16 Drop 2,3 for 11

Drop 10 for a stat array of 16,13,18,14,10,11
Take away 1 from 11 and give to 16 for final

18,17,14,13,10,10

Lev2,3Hp roll: 2d10 ⇒ (3, 5) = 8


Okay, I think I'm going to go with a Halfling hunter. I could go into slayer or druid from there, depending on what the party needs.

stat: 5d6 ⇒ (6, 2, 6, 1, 3) = 18 = 15
stat: 5d6 ⇒ (4, 1, 4, 5, 6) = 20 = 15
stat: 5d6 ⇒ (4, 1, 5, 3, 6) = 19 = 15
stat: 5d6 ⇒ (5, 6, 2, 6, 2) = 21 = 17
stat: 5d6 ⇒ (2, 3, 2, 5, 2) = 14 = 10
stat: 5d6 ⇒ (3, 6, 5, 2, 1) = 17 = 14
stat: 5d6 ⇒ (6, 2, 6, 6, 2) = 22 = 18

So 18,17,15,15,15,14. I'll swap one point for 18,18,15,15,14.

hp lvl2: 1d8 ⇒ 7
hp lvl3: 1d8 ⇒ 3

Looks like a good start to me.


Ansha's an existing character who I've played in a KM game or two before that have all died prematurely. She's an enchantress, so she combines party face skills with arcane utility, control and blasting. Her full background, personality and description are in the character profile. Also, I've reskinned the feat Hermean Blood (or, alternatively, Cosmopolitan) to fit her background better.

Also, do you allow Mesmerists from Occult Adventures? I would probably gestalt her into that.


Thanks for the invite!

5d6 ⇒ (1, 6, 6, 6, 1) = 20 18
5d6 ⇒ (4, 2, 5, 1, 3) = 15 12
5d6 ⇒ (2, 6, 5, 5, 3) = 21 16
5d6 ⇒ (2, 1, 2, 3, 3) = 11 8
5d6 ⇒ (2, 4, 4, 3, 1) = 14 11
5d6 ⇒ (6, 2, 6, 3, 5) = 22 17
5d6 ⇒ (6, 4, 5, 4, 5) = 24 16

That gives me an array of 18, 18, 16, 16, 12, 10.

I'll bring a wizard in that will likely gestalt to rogue/wizard.


since it's a slow work day, I've been working my concept. I have an idea for a family background for my Halfling hunter. Any feedback would be great while I work on her personal background.

Family Background:

Seventy years ago, Alyria's ancestors were slaves. They escaped by bonding with the spirits of nature. The small group found that they had a connection to the birds around them and used that to make their way. The sharp eyes and sharper talons of their avian companions were invaluable in their survival. Being slow of foot, they used terrain that slowed their enemies more than them. With birds flying overhead to give warning, they left the lands of slavery to find a new home.

It was fate that led the Birder clan to the mountains. There was a human clinging to a small outcropping on the side, obviously fallen and in bad shape. But well-dressed and obviously wealthy. The remains of his companions were found at the bottom. As they looted, they heard his cries of help. Though wary, they sent up one of the birds to look him over. While they had done many unpleasant things in their escape, they couldn't leave someone to die. So they sent of food, water, and a healing draught. A few of their kind began to climb up and set up a rope to lower the human down.

Anatoly Orlovsky was grateful, and promised a reward for helping him return home. In Brevoy, the return of the prodigal son was met with great joy. The Birder clan were heroes. The patriarch wanted to give them land, but came into a problem. The oaths of loyalty didn't pass old man Avric's muster. It felt like the bonds of slavery to him. He thanked them kindly and had the family begin to pack up to move.

But Anatoly felt an obligation. He consulted with the elders and came up with a new offer. The Birders were raised to the nobility. This changed the nature of the bond. It was a bond of loyalty based in family. An obligation that went both ways. Naturally, they were hundreds away from succession, but they sought security, not power.

The Birders became the falconers of Eagle's Nest. Though they hand lands and a title, they did not have the funds that other nobles had spent centuries accumulating. It was soon commonplace for urgent messages to be sent by hawks and eagles wearing livery. These birds often seemed uncannily intelligent. The convenience of sending message by bird meant that a few other families invited a few of the Birders to settle in other parts of Brevoy.

This is what the public knows of the house. Though many of the family bond with noble raptors, a few bond with less obvious birds. They blend in with other halflings. Their birds are sparrows and thrushes and hummingbirds. The kind who car sit on a windowsill and listen. They come from the shamanic traditions and these birds are smart enough to understand what they hear and tell their masters. The skills that helped them plan their escape have now made the Blackbirders a useful spy organization.


Yup, good memories Claptrap. I do remember it and the dice are equaling out now. Remember you can take 5 from one of the 13s and add it to another one for an 18.

Level 3 and likely becoming 4 soon.

Race and class restrictions? Possibly ask and we shall see, if you take a race with a level adjustment you will start off with less levels accordingly.

Present fighter is a two handed brute. Not sure what his gestalt class will be yet.


Papa-DRB wrote:

5d6 [5,5,6]=16

5d6 [5,5,6]=16
5d6 [1,3,5]=9
5d6 [5,6,6]=17
5d6 [2,4,6]=12
5d6 [3,4,4]=11
5d6 [3,5,5]=13

Take away 1 from the final 11 above, making it 10, and adding to the final 17 above making it 18.

Final numbers: 18,16,16,13,12,10 Dang that is really nice!

I am thinking of two characters:
1) Slayer (ACG) who gestalt with Fighter at some point or
2) Hunter (ACG) who gestalt with Rogue at some point.

Would either of these concepts be ok to submit under the character creation rules?

-- david

You have to make sure the ACG character's class parent class is not repeated with gestalt rules. So the ACG classes would be fine but I don't believe you can have a slayer/fighter.

Also you can only have one ACG class when gestating.

Grand Lodge

Dotting for rolls later.


Many of the characters I am seeing could fit well. Including claptrap's scryer, Jenya, Philio's halfling Hunter, and lady ansha. I have not worked with the occult classes if you are up to be knowledgable about the class it is an option.

Remember to write about why your character is 3rd level.

We will likely select 3 to join and keep 3 in reserves.


Any limit on classes or races available?

Since there is no mention of any restrictions on them.


I may be shooting myself in foot. But dotting anyway =^^=


Azure_Zero wrote:

Any limit on classes or races available?

Since there is no mention of any restrictions on them.

Nothing at the moment. After all you are equivalent 3rd level. Occult I have not worked with. Gunslinger position looks filled.


5d6 ⇒ (6, 1, 4, 5, 1) = 17 15
5d6 ⇒ (6, 3, 6, 6, 2) = 23 18
5d6 ⇒ (4, 5, 2, 4, 6) = 21 15
5d6 ⇒ (5, 5, 4, 5, 5) = 24 15
5d6 ⇒ (3, 1, 5, 4, 6) = 19 15
5d6 ⇒ (6, 1, 6, 2, 5) = 20 17
5d6 ⇒ (1, 5, 1, 3, 2) = 12 10

Drop one of the 15s to 14, boost the 17 to 18 and we have:

14, 18, 15, 15, 15, 18

I'll work up the level 3 character sheet later today.

HP rolls:
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (6) + 1 = 7


5d6 ⇒ (1, 3, 2, 4, 3) = 13 10
5d6 ⇒ (1, 1, 2, 1, 2) = 7 5 pfft
5d6 ⇒ (1, 5, 4, 2, 3) = 15 12
5d6 ⇒ (5, 3, 1, 5, 3) = 17 14
5d6 ⇒ (2, 6, 5, 4, 6) = 23 17
5d6 ⇒ (6, 5, 2, 1, 6) = 20 17
5d6 ⇒ (1, 3, 6, 3, 1) = 14 12

Will prob take 2 from one 12 and make the 14 a 16 =^^=

So in order : 10,10,12,16,17,17
Maybe cavalier/paladin

Will you allow race builder? If so. How many RP?


GM Wolf wrote:
Azure_Zero wrote:

Any limit on classes or races available?

Since there is no mention of any restrictions on them.

Nothing at the moment. After all you are equivalent 3rd level. Occult I have not worked with. Gunslinger position looks filled.

Any Restrictions on 3PP?

If need be I can link you the material.


GM Wolf wrote:


I am thinking of two characters:
1) Slayer (ACG) who gestalt with Fighter at some point or
2) Hunter (ACG) who gestalt with Rogue at some point.

-- david

You have to make sure the ACG character's class parent class is not repeated with gestalt rules. So the ACG classes would be fine but I don't believe you can have a slayer/fighter.

Also you can only have one ACG class when gestating.

Slayer parent classes are Ranger and Rogue (not Fighter).

-- david

LINK to Slayer


For Aasimar and/or Tieflings, will you allow use of the variant abilities chart?


Dotting with interest
Will get something together tonight.


Okay, I've got this guy: Kriger

He needs a TON of re-work done but I played him up to the beginning of book 4, I think? It's been a while but I think it was the beginning of 4 or possibly the end of Book 3 but I can't remember. I'm just giving you the gist of him.

Any chance I can keep what I rolled in the initial recruit(man I can't believe it's been over a year ago) or do I need to roll all over again?

Just so I'm clear it's not an issue to keep knowledge separate but if it's an issue then absolutely no worries. Let me know.


Ouachitonian wrote:
For Aasimar and/or Tieflings, will you allow use of the variant abilities chart?

Final form will depend on answer to this, but I'm going to go with a Tiefling* Magus who will gestalt into Swordlord Fighter when he gets the chance. Still trying to decide whether I want an archetype of Magus or not. GM, how do you feel about the Leadership feat and the like? Seems like this of all places would be a good AP for it, since eventually you should have lots of underlings running around the kingdom.

Rolls for HP:
1d8 ⇒ 7
1d8 ⇒ 7

*Probably. Might change my mind.


Waiting on reply as answer will make or break ideas..

5d6 ⇒ (4, 2, 5, 4, 6) = 21 15
5d6 ⇒ (2, 2, 4, 5, 6) = 19 15
5d6 ⇒ (2, 2, 6, 1, 6) = 17 14
5d6 ⇒ (2, 4, 3, 5, 6) = 20 15
5d6 ⇒ (1, 1, 6, 5, 6) = 19 17
5d6 ⇒ (1, 6, 1, 2, 2) = 12 10
5d6 ⇒ (1, 5, 5, 5, 4) = 20 15


How are level 2 & 3 hp determined? Rolls? Half+1? Something else?

-- david


The GM did have it in OP
HP rolled =^^=


I think I'll make my character Oracle 1 / Bloodrager 1 / Sorcerer 1 to start, then proceed into pure sorcerer on one side and eventually Rage Prophet on the other. Would that be ok?

Not quite sure on races, archetypes and bloodlines yet. Gnome is enticing, but that'll limit my roleplaying options more than I want so I'll probably go with human or aasimar instead. Would you allow variant Aasimar heritages, and would bastard be an option for Aasimar (and other half-races)?

I might pick up the Seeker archetype (probably for oracle) in order to acquire trapfinding which the party doesn't currently have. Though skillpoints will be scarce with the stats I were given.

HP rolls: 1d6 + 1d8 ⇒ (4) + (7) = 11


2d10 ⇒ (7, 9) = 16 If Slayer.
2d8 ⇒ (8, 6) = 14 If Hunter.

Still not sure which class will be the Base class yet, so I rolled both.

-- david


Phew. Finished updating. Gear is always the most difficult for me. I put in some blurbs on the profile for the traits and the gear explaining how they apply to the character.

I also added how Jenya got to Level 2 and Level 3 and where she got the money from in her Background.

Please let me know if anything doesn't work or if anything needs tweaking or if there are any questions. Gunslingers are really one note characters buut there's enough depth to her to be more than just mid range damage dealer even without gestalt.

Good luck to all applying!


Link the material.

No race builder.


Sent Link as PM


EmEss here with the start of my submission. It's still very much a work in progress at this moment but thought I would post what I have so far and then update it as I go. Will probably add a full background and the rest of the crunch tomorrow. The idea behind the character is that he is a gentleman and a scholar, fascinated by the natural world and spending most of his time travelling in the wilderness studying plants and animals.
HP Rolls: 2d8 ⇒ (5, 5) = 10


Hmm... Summoner/Archer Paladin could be fun, but a lot of people aren't big fans of the Pally because of the Lawful Stupid thing, which I try really hard to avoid, but I do need to check and see if there's evil people before I start developing that further. So, are there evil people or do we do evil things often?


Javell DeLeon wrote:

Okay, I've got this guy: Kriger

He needs a TON of re-work done but I played him up to the beginning of book 4, I think? It's been a while but I think it was the beginning of 4 or possibly the end of Book 3 but I can't remember. I'm just giving you the gist of him.

Any chance I can keep what I rolled in the initial recruit(man I can't believe it's been over a year ago) or do I need to roll all over again?

Just so I'm clear it's not an issue to keep knowledge separate but if it's an issue then absolutely no worries. Let me know.

You can keep the rolls or go for new ones, your choice.

Do your best to seperate.


Ouachitonian wrote:
Ouachitonian wrote:
For Aasimar and/or Tieflings, will you allow use of the variant abilities chart?

Final form will depend on answer to this, but I'm going to go with a Tiefling* Magus who will gestalt into Swordlord Fighter when he gets the chance. Still trying to decide whether I want an archetype of Magus or not. GM, how do you feel about the Leadership feat and the like? Seems like this of all places would be a good AP for it, since eventually you should have lots of underlings running around the kingdom.

Rolls for HP:
1d8
1d8

*Probably. Might change my mind.

I am fine with the chart but would prefer it if you only change/add one from each table.


Josh.Ingle wrote:
Hmm... Summoner/Archer Paladin could be fun, but a lot of people aren't big fans of the Pally because of the Lawful Stupid thing, which I try really hard to avoid, but I do need to check and see if there's evil people before I start developing that further. So, are there evil people or do we do evil things often?

No and no, the group is split between Lawful or Good. I would like to see more paladins. ;) just a preference not that it will sway opinions.

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Since we have so many applicants already I think the deadline will be Saturday at noon, Pacific Standard, my time. Good luck and if you want help or have a question ask away. Once you think you are done post with the following:

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Ready!!!
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@GM Wolf
The 3PP material link has been sent as PM.


I would like to offer a Unchained Monk//Empyreal Sorcerer
5d6 ⇒ (1, 5, 5, 3, 2) = 16[13]
5d6 ⇒ (4, 3, 1, 6, 4) = 18[14]
5d6 ⇒ (1, 2, 4, 1, 5) = 13[11]
5d6 ⇒ (1, 1, 2, 3, 2) = 9[7]
5d6 ⇒ (6, 6, 4, 2, 3) = 21[16]
5d6 ⇒ (2, 4, 4, 1, 5) = 16[13]
5d6 ⇒ (2, 6, 5, 5, 1) = 19[16]

3d10 ⇒ (7, 1, 7) = 15+6 [HP]= 21

Will work on the basics now.


Wait, so the deadline is less than 2 days from now? I'll need more time than that to write a backstory alone.


Can i then choose a centaur? Prob a cr+1 adj to level =^^=

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