ISO Replacement Character for Tyrant Maker Game.


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Guidelines for Character Creation are:

- Start at 4th level
- 25 point buy
- Evil preferred, but Neutral allowed.
- Max hp at first level, after either roll or take average.
- Classes allowed: All Paizo approved.
- Races allowed: Core races will get preference, but any that are appropriate to the Riverlands are allowed. If questionable, just ask.
- Starting Wealth: 4th level, 6,000 gp. No one item should cost more than half your starting gp.
- Traits: 3 total, one must be a campaign trait
- No 3rd party material allowed

We are currently in Down Time between the first and second books and looking for a replacement for our Slayer. We need a character with some survival skills and ranged would be preferred.

Also, I'd like applicants to go ahead and post which of the Kingdom roles they are interested in.

1. What's the general pace of the game?

2. What's the current status of the sootscale kobolds, if I'd be interested in a "local" character (e.g. a kobold)?

3. How would you feel about something a little unusual, like a Bolt Ace gunslinger?

Here's a link to the current game:

We try for one post a day, but we often have some slow moments where a few days pass without an update. We have a bunch of players that are good at pushing things forward when that happens though.

We're on good terms with both the Sootscales and the Mites (surprisingly). This might change over the course of the downtime. I expect that it will be impossible to keep both satisfied in the long run, but for now we have them calmed down and working for us. Our deal with the Sootscales is that they loan us some of their able-bodied to work in the mines and be guides in the area.

Alexander covered 1 and 2, as for Bolt Ace, it looks ok since it is crossbows.

Dotting. Will see what i can build =^^=

Alright. Have a concept for a talented sootscale "guide" with dreams of power and assassination. (Original idea was pure ranged, but reading through some options and it seems kobolds are actually really good at stealth, perception, and survival too)

What are your thoughts on a kobold using the Prehensile Tail alternate racial option as the Tiefling Prehensile Tail ability (instead of the kobold one)? It doesn't do anything at start, but becomes a bit powerful at later options; I ask mostly because kobolds are a pretty weak race anyway and I think both abilities are worth the same amount otherwise.

You may switch around the Prehensile Tail trait if you want to.

Skinwalker Ranger:

Unnamed Hero
Werebat-kin skinwalker (bloodmarked) ranger (ilsurian archer) 4 (Pathfinder RPG Bestiary 5, Weapon Master's Handbook 6)
LE Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +12
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 32 (4d10+4)
Fort +5, Ref +8, Will +6
Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Ranged +1 longbow +8 (1d8+1/×3)
Special Attacks combat style (archery)
Spell-Like Abilities (CL 4th; concentration +2)
. . 1/day—obscuring mist
Str 10, Dex 16, Con 10, Int 14, Wis 18, Cha 7
Base Atk +4; CMB +4; CMD 18
Feats Bullseye Shot, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits noble born - orlovsky, seeker, wisdom in the flesh
Skills Climb +7, Fly +13, Knowledge (geography) +9, Knowledge (nature) +9, Perception +12 (+14 at night), Stealth +11, Survival +11, Swim +7; Racial Modifiers +2 Fly
Languages Common, Draconic, Undercommon
SQ animal-minded, change shape, change shape (+4 perception), change shape (bite), change shape (falls), change shape (scent), hunter's bond (companions), vicious aim
Combat Gear durable arrow (40); Other Gear +1 mithral chain shirt, +1 longbow, blunt arrows[APG] (20), dagger, cloak of resistance +1, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, whetstone, 425 gp, 5 sp, 4 cp
Special Abilities
Animal-Minded +2 to Perception checks at night.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Change Shape (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Falls) (Su) You can choose to treat falling damage as 20 feet less while in bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Hunter's Bond (Companions) (4 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Vicious Aim (Ex) Bonus to ranged weapon attacks & damage equal to half highest favored enemy bonus.

Here is a build for a ranger skinwalker, if the race is approved. =^^=

Hope to take the Guided property for the bow at a later stage

I find Skinwalker to be an appropriate race for a wilderness type campaign.

Well, if allowed, then i would like to know what would be appropriate fav enemies/terrain? =^^=

Appropriate choices for favored enemies in Kingmaker include the following: animal, dragon, fey, human, giant, magical beast, monstrous humanoid, plant and undead.

Good favored terrain choices include forest, mountain, plains, swamp, and water, eventually urban.

Plan on going horizon walker.
Think i will start with plains and human =^^=

Make sure to post what kingdom role you'd be most interested in. We're currently working out who will be taking which roles and most of the group is pretty flexible, but it'd be nice to have an idea how the character will be fitting into the group!

Okay. How would I handle campaign traits if I wanted to play a character from the riverlands? (in this case, a sootscale kobold with ambitions). Should I pick one of the campaign traits and "adapt" it, or just use one that's appropriate? (i.e. pioneer or brigand)

Adapting sounds good

Adaptations are allowed.

Interesting. I'm thinking maybe an Eldritch Archer Magus, interested in Magister or Spymaster(moreso Spymaster, really). How long is recruitment open? It may be a few days before I can work something up.

Hi, I'll be working on a character, but I'm curious by what you mean for kingdom role?

Are you interested in having a player who interacts during build phase? I would like to be a part of the build phase, representing the interest of a group that has invested in the Kingdom, but doesn't neccessarily go on adventures. My character would want a spot on the Council in some capacity. Mostly working for my best interests, that would use blackmail on other player characters so they support the schemes I come up with.

Joshua9093 wrote:
Hi, I'll be working on a character, but I'm curious by what you mean for kingdom role?

Such as

Grand Diplomat
High Priest
Royal Enforcer

Marshal. High wisdom and wilderness build =^^=

I have been trying for ages to get into a Kingmaker game! Would an unchained rouge be allowed? I have one that I tried for a different Kingmaker would was going ranged and planing on being a scout. I would need to change the stats and level him up a bit. Assuming the unchained rouge is allowed then I will get to work on him right away.

He would be a local of the area, probably a trapper.

As for the position that I would want. Probably either the warden, treasurer, councilor, I would love to go for the general because I truly enjoy running lots of people and I am doing that in one of my live games. I control all the Mechs and it is awesome! I am very flexible on the position I could take. To be noted I would make a very sexy consort ;) I would let them eat cake while someone feeds me grapes :D

Brett Chenault - No, I am not interested in having a player who interacts only during build phase. I need an adventuring party member.

Ouachitonian - Looking to end recruitment by the end of the holiday weekend.

Deaths Adorable Apprentice - Unchained rogue is allowed.

Delightful. I will get her started after I get some sleep.

So, a few notes on what characters we currently have:

Alexander Orlovsky, LE Aasimar Bard, Role: Ruler
Andrea, Class: N Human Cleric of Urgathoa (though she hasn't mentioned who she worships yet, and no one has asked), Role: Councilor
Radomir Shax, LE Human Cavalier, Role: flexible between Warden and Royal Enforcer
Eduard Petrov, LE Human Arcanist, Role: Prefers Spymaster, but could fill Magister

As our wonderful GM mentioned, we're currently looking for a woodsy character to replace our lost Slayer. Ranged is preferred, but not *entirely* necessary.

As you can see, a bunch of roles are open. And a multitude of classes can fill the "woodsy" role. Also, as you'll note, the party is evil. I will, however, recommend reading some of the campaign thread given that while we are evil, we work together rather well. We aren't mustache twirling villains, after all. We're also *very* open to working with monstrous creatures.

I am actually growing rather fond of playing evil. Not an option in my live games since the group I play with would not be team players in that case. Evil people are still people with goals, dreams, families, and friends. They simply see and deal with the world a little differently than those so called 'good guys'

My rouge will be able to get into melee but I am building mostly fro ranged.

I still have some money let over that I might spend. Not sure what I would want. I have yet to think of a name but I am very tired from work so that is a part of it. She does not have the rouge talents picked out yet. I am torn on getting the magic ones because vanish and keep watch would be very useful but so would a few others and I am not sure there, yet! I also have two more languages to pick out but not sure what I want just yet. Are there any ones that the players think would help?

It is late and I have not slept much so if my math is off I do apologized but I think I did not mess up

I have decided I am going with a human woman, though she disguises herself as a man to avoid trouble at times. She is a trapper by trade. I have not had a chance to read the game-play because there is a lot of it so I have a question. Would it be against the parties normal actions if she had a tenancy to deliberately go after people or creatures who prey on locals? By go after I mean with extreme prejudice with a touch of too much violence. She would be a local and is rather protective of her homeland and its inhabitants. And would do this by what ever means necessary. If that does not fit with the group I can easily remove that feature from her personality and backstory since it is not currently done.
HP: 3d8 ⇒ (1, 2, 5) = 8 wow that sucks the number was better when I rolled the wrong dice. Luckily I am going ranged.

Crunchy stuff:
Human NE Unchanined Rouge level 4 Init +2; Senses Perception +
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex) +1 dodge vs traps
hp 20(d8)
Fort +1 class +1 mod =1, Ref +4 class +2 mod =6(+7 vs traps) , Will +1 class +2mod = +3,
Speed 30ft
Melee rapier +6(1d6+2 18-20x2)
Ranged short bow +7(1d6+2 x3 60ft) +8 to hit in 30ft
Special Attacks sneak attack 1d6 within 30ft
Str 14, Dex 14, Con 12, Int 16, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Weapon Finesse, Precise Shot,
Point Blank Shot,
Skill Focus (survival) +3 to that skill
Nomadic You have lived many places and know how to provide for yourself.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.
Beast Bond You share a close bond with animals.
Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Brigand You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
Benefit You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Skills 8 class +1 level +1 human +3 int=13 per level
Acrobatics (Dex) +2 rank, +2 mod, +3 class =7
Appraise (Int) +2 rank, +3 mod, +3 class = 8
Bluff (Cha) +3 rank, +2 mod, +3 class = 8/9 with brigands, thieves, bandits, and their ilk
Climb (Str) +1 rank, +2 mod, +3 class = 6
Craft (Int)(cooking) +1 rank, +3 mod, +3 class = 7
Craft (Int)(leather-working) +1 rank, +3 mod, +3 class = 7
Diplomacy (Cha) +3 rank, +2 mod, +3 class = 8/9 with brigands, thieves, bandits, and their ilk
Disable Device (Dex) +4 rank, +2 mod, +3 class, +2 half level = 11
Disguise (Cha) +4 rank, +2 mod, +3 class = 9
Escape Artist (Dex) +1 rank, +2 mod, +3 class = 6
Handle Animal (Cha) +2 rank, +2 mod, +3 class, +1 trait =8
Intimidate (Cha) +1 rank, +2 mod, +3 class =6/7 with brigands, thieves, bandits, and their ilk
Knowledge (dungeoneering) (Int) +1 rank, +3 mod, +3 class = 7
Knowledge (geography) (Int) +1 rank, +3 mod, +1 trait = 5
Knowledge (local) (Int) +1 rank, +3 mod, +3 class = 7
Linguistics (Int) +2 rank, +3 mod, +3 class = 8
Perception (Wis) +4 rank, +2 mod, +3 class, = 9/ + half level to find traps =11
Perform (Cha)(dance) +1 rank, +2 mod, +3 class = 6
Profession (Wis)
Ride (dex) +3 rank, +2 mod, +1 trait= 6
Sense Motive (Wis) +4 rank, +2 mod, +3 class = 9/10 with brigands, thieves, bandits, and their ilk
Sleight of Hand (Dex) +1 rank, +2 mod, +3 class = 6
Stealth (Dex) +4 rank, +2 mod, +3 class = 9
Survival (Wis) +4 rank, +2 mod, +3 class, +1 trait +3 skill focus = 13
Swim (Str) +1 rank, +2 mod, +3 class = 6
Use Magic Device (Cha) +1 rank, +2 mod, +3 class =6

Languages Common, Sylvan, Giant
SQ Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose herDexterity bonus to AC if an opponent successfully uses the feint action against her.
Finesse Training: adds dex to damage on rapiers
Rouge Talents:
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Combat Gear studded leather (+3+5-1)25gp, mwk composite shortbow str 2 (1d6+2 x3 60ft) 550gp, arrows (x20) 1gp, cold iron arrows (x20) 2gp, sliver arrows (x20) 3gp, mwk cold iron rapier (1d6 18-20x2) 340gp, x4 javalin (1d6x2 30ft) 4gp, dagger (1d4 19-20x2 10ft)1gp, spring loaded wrist sheath 5gp
Efficient quiver 1800gp (60 arrows, 18 javalin, 6 spears/staffs), Sleeves of many garments 200gp, Muleback cords 1000gp, Traveler's any-tool 200gp, Campfire bead 750gp

Other Gear 929 gp 1sp,
explorers outfit ()
Lt horse 75gp, dandy brush 2sp,
Ioun torch75gp, compass (+2 survival to avoid getting lost) 10gp, hip flask 1gp with whisky 1gp,
bandolier (8 pouches)5sp, weapon blanch ghostsalt 20gp, weapon blanch cold iron 20gp, weapon blanch silver 5gp, x3 alchemist kindness (removes hangover) 3gp,
rope (50ft) 1gp, silk rope (50ft) 10gp, grappling hook 1gp, grappling arrow (silk rope 30ft)1gp, thieves tools 30gp,
Kit, Cooking
Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for thepot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Kit, Grooming
Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Mess
Price 2 sp; Weight 1 lb.
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Kit, Pathfinder's
Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Kit, Shaving
Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Riding Kit 16gp, 54gp,
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount
Kit, Fishing Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Kit, Gear Maintenance
Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

For adapting traits, perhaps the ones that give "stuff" (like a sword or extra money) could be negotiated to give something a bit cooler now that the characters are 4th level. Like perhaps a masterwork aldori dueling sword instead of just the normal one, or perhaps a magic item that we missed (or one of the characters that left took with them). ;)

No problems with your vengeful side.

If the gm is ok with me getting something better I certainly am.

And I am glad the vengeance will work.

For your consideration, I would like to present Finnegan "Devilbow" Rook, Tiefling Slayer, brigand. Ideally, he would slot into the Marshal role, although is background is such that he could be either Spymaster or Treasurer as well.


Finnegan “Devilbow” Rook
Male Tiefling slayer 4
LE Medium outsider (native)
Init +4; Senses darkvision 60 ft; Perception +8
AC 19 (20), touch 14, flat-footed 15 (16) (+5 armor, +4 Dex, +1 Shield*)
Hp 11 (4d10+4)
Fort +6, Ref +9, Will +2
Special defenses cold resistance 5, electricity resistance 5, fire resistance 5
-*does not apply if wielding weapon in 2 hands or using an off-hand weapon
Speed 30 ft
Melee masterwork machete +9 (1d6+2, 19-20/x2)
Melee dagger +8 (1d4+2, 19-20/x2)
Ranged masterwork composite longbow (+2 Str) +9 (1d8+2, x3)
Ranged dagger +8 (1d4+2, 19-20/x2)
Spell-Like Abilities (CL 4th)
1/day – darkness
Special attacks studied target +1, sneak attack +1d6
Str 15, Dex 18, Con 12, Int 16, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 20
Traits Ambush Training, Brigand, Bruising Intellect
Feats Armor Proficiency (light, medium), Quick Draw, Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Finesse, Weapon Proficiency (simple, martial)
Skills Acrobatics +10, Bluff +9, Climb +5, Intimidate +10, Knowledge (geography) +7, Knowledge (local) +9, Perception +8, Ride +8, Sense Motive +8, Stealth +12, Survival +8 (+10 Track), Swim +5
Languages Common, Infernal, Gnome, Orc, Halfling
SQ Prehensile Tail, Slayer Talents (Ranger Combat Style (Archer, Precise Shot), Finesse training), Track
Combat Gear 40 arrows, 20 cold iron arrows, potion of cure moderate wounds, 2 potions of cure light wounds Other Gear chain shirt +1, masterwork buckler, masterwork composite longbow (+2 Str), masterwork machete, 2 daggers, Efficient quiver, cloak of resistance +1, slayer's kit (backpack, bedroll, flint and steel, iron pot, manacles, mess kit, rope, torches (10), trail rations (5 days), waterskin), combat-trained light horse (“Swift”), common riding kit (bit and bridle, saddle, saddle blanket, saddlebags, animal feed (2 days)), animal feed (8 days), trail rations (10 days)
Ambush Training – You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.
Brigand – You begin with an extra 100gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Bruising Intellect – Intimidate is always a class skill for you, and you may use your Intelligence modifier when Making Intimidate checks instead of your Charisma modifier.
Darkvision – Tieflings can see perfectly in the dark for up to 60 feet
Fiendish resistance – Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Finesse training – A slayer that selects this talent gains Weapon Finesse as a bonus feat.
Ranger Combat Style – The Slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Skilled – Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Spell-like ability – Tieiflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Sneak Attack – At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 at every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a lsayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Studied Target (Ex) – A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to Slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex) – A slayer adds ½ his level (minimum 1) to Survival skill checks made to follow tracks.


Finnegan was born to a woman in the employ of a house of ill-repute, by way of a man whose name she never knew. Upon her first sight of him, she demanded he be thrown into the streets of Daggermark. The matron, in complete agreement, promptly did so. Though he should have died out there, less than an hour old, he was found by a group of beggars, who immediately thought to use him to help part coin from the hands of others. After all, how often did you find children with small horns, tails, and burnished gold eyes. They took him in, and called him “Devilboy”. They had little care for his well-being beyond his value to them as a sideshow freak attraction they could charge copper and silver to see. His childhood consisted of people with money coming and goggling at him, the beggars feeding him his meager rations, and the occasional drunken beating when they managed to make enough money to get some alcohol. He grew older, towards adolescence, and every day, he watched as these people with coin to spare came to point and stare at him. These people, who probably had a roof over their heads, full bellies, and decent clothing, were spending their coin simply to look at him? The beggars, who treated him like a freak, would take the coin and feed him stale bread with money earned because he existed? They didn’t deserve that coin. He did. He deserved every copper of it.

But his life was trapped in an endless rut, to be stared at and beaten, until two things happened. The first was when he discovered he could make complete darkness that only he could see through appear with a thought. The second, surprisingly, came from one of those who gave the beggars coin. One day a half-orc came through. He had taken to glaring at the gawkers with hatred, which only made more come. But this half-orc…this man looked him in the eyes, met his glare with a passive face, then tossed a dagger onto the straw of the make-shift tent he was set up in. Finnegan looked at the half-orc, who then turned and left the tent. Quickly, before either the beggars or the next person came through, he scuttled forward and grabbed the dagger, hiding it from sight. The rest of the day, he dealt with the stares and gawkers. He docilely accepted the stale bread his handler gave him. And, when the light went down, he took the blade, and used his trick of magic to cover the beggars in darkness. As they shouted he darted into the magical effect and struck each of them with the dagger, ensuring they were dead, for the darkness was no hindrance to his sight. When all was over, the beggars lying dead in the alley, Finnegan had the best meal he’d ever had – and gained some coin to boot. Leaving the alley, he looked about to see if anyone was watching. Thinking he was alone, he stepped out of the alley – and felt a hand on his shoulder. Whirling, the blade held before him, he found himself confronted with the half-orc from earlier in the day. ”So, I was right. You are more than a freak show. If you want to know how to make coin consistently, and in far greater quantities, follow me.” The half-orc turned, and began walking. Intrigued, Devilboy followed him at a cautious distance. Eventually, they left the city of Daggermark and went into the wilderness. The half-orc, quiet to this point, said, ”I am called the Black Rook. What is your name?” Upon hearing the name “Devilboy”, the man shook his head and said, ”That is not a name, it’s a shackle. And shackles can only serve to hold you back-unless you turn them into weapons. I shall call you…Finnegan.”

And so, Finnegan joined with the Black Rook’s bandits, where he learned to survive in the wilderness, to hunt and track, to ambush unwary merchants and loot them. He learned to fight with weapons, and grew strong. He quickly became skilled with the bow, and was able to join on some of the raids of lesser-armed wagons. The Black Rook treated him as a son, and on one such raid, they stumbled across some books. Though uneducated, Finnegan asked the Black Rook to teach him to read them, and he proved to have a highly astute mind. He learned to read and write, arithmetic, and how to count sums. He began helping to track the bandit group’s hauls, ensuring everyone received the loot that was their due. The Black Rook ran things with direction and purpose. As his skill with a bow grew, he took his childhood name, “Devilboy”, and turned his shackle into a weapon. He called himself “Devilbow”, and the Black Rook approved, as his name began to be whispered by merchants traveling in the River Kingdoms. Unfortunately, all things come to an end. During a raid when he was 17, the Black Rook took a sword across the belly, and was mortally wounded. Despite the best efforts to bandage and poultice the wounds, he died 2 days later.

Finnegan was devastated, and mourned the loss of the closest thing to a father he knew. He was not able to mourn long, though. A bandit by the name of Merilt took over leadership of the group by assassinating his three main rivals, and brought about changes for the worst. He scrapped the prior rules for loot distribution and decreed that, as leader, he got the best stuff, and that everyone else had to figure out the rest on their own. The unity and purpose of the bandits broke. They began infighting over who got what. For 2 years, Finnegan, having taken Rook as his surname, tried to mediate disputes as best he could and maintain some semblance of order. Though success was rare, the fact he was even trying caused Merilt to begin viewing him as a threat to his power. Merilt began leaving him behind on raids, and would often leave him the worst of the loot. Still, Finnegan sought to keep the Black Rook’s legacy alive. While he was sorting through what was left of the spoils of one raid, however, he found paperwork, hidden away in a crate. These goods had been bound for Fort Inevitable! He sought to tell Merilt, to warn him the bandits had stolen from the Hellknights, but the chieftain would not listen. Instead, he tried to warn other bandits, but few cared, thinking themselves safe. They were wrong.

The Hellknights struck the camp at night, their armor glinting darkly and showing no mercy as half-drunk bandits ran about, attempting to mount a fight or flee. Finnegan, having expected this, was ready. He grabbed his things and immediately ran towards where they kept the horses. On the way, he saw a drunken Merilt attempting to climb on Swift, the best of their stolen mounts. Taking an arrow from his magic quiver and aiming, Finnegan planted the arrow in the back of the craven chieftain, and three more soon followed as he advanced on the bandit. As he approached, Merilt lay on the ground looking up at him. Drawing a dagger – the very same one the Black Rook had given him all those years ago – he grabbed the fat fool’s hair and said, ”This is for destroying my father’s legacy,” and slit Merilt’s throat. Then, mounting the horse, he rode from the massacre, abandoning the bandits to their slaughter. Lately, merchants had spoken of a bandit king to the east, in the wilds south of Brevoy known as the Stag Lord. Perhaps he would be amenable to accepting Finnegan’s services. After all, he was the Devilbow…

I have a few other questions.

Is leadership an option in this game? Kingmaker seems like it was made for that feat.

How do you all feel about romance happening in the gameplay? Nothing gratuitous. Things could easily fade to black when the naughty stuff comes up.

What are the taboo subjects among all of you? Evil games tend to get a little questionable in the behavior of the party so I feel this needs to be asked.

Deaths Adorable Apprentice - Yes, Leadership is an option. Romance is also an option, fade to black is appreciated. Adapting traits is also ok.

Wonderful! So about the money from my trait Alexander Orlovsky mentioned a magical item or a masterwork weapon. What would my limit on what the trait could get me?

Also Alexander are there any items you or the group feels that they are missing out on? My goal is to be helpful so I get to play :)

Edit: I also have a horse. There is a lot of travel in Kingmaker as I understand it and I assume that having that is not a bad thing, right?

As for items, I'd just leave it open until chosen. There are a couple of items that the character you'd be replacing has taken with them that might be appropriate. We also have some boots of elvenkind that none of the current characters are all that interested in.

But, for example, one of the items that would be nice to keep around (because of it's sentimental value to the game itself) is the Stag Lord's Helm. It would have to be worked out how it got into the hands of the new character, and it might be how the character got introduced to the rest of the group, but it might be a nice boost for those characters that have a campaign trait that gives 100gp extra. ;)

And yes, please come with a horse!

As for what is out of bounds, there's very little that this group frowns upon beside outright chaotic behavior. Three of the four are Lawful, and in some cases very strictly so. Murder and torture are acceptable. They're strict and borderline cruel with punishment of lawbreakers. Maiming after surrender is the standard. If they don't surrender they're generally hung. (So far, but a sort of "frontier fair" deal.) None of the characters, I believe, would frown on the use of undead, poison, or any evil act in the name of the "greater good." Which, for at least some of the characters, is binging law to chaos. (Though we fade to black on anything grotesque. No actual descriptions of torture and maiming will be found here.)

Alexander, at least, tries to not be vengeful because feelings like that get in the way of his goals. He's not always successful. Once a punishment is handed out, he considers the matter over. He also has a weakness for dim-witted people, such as Auchs (a barely intelligent large man being used by the Stag Lord as an enforcer.) But it's not like he's concerned about others being evil. As long as the group's reputation is that they're good people, he doesn't care how that reputation comes about.

My PC, who now has the name of Robin Holt, is currently NE andconsiders herself a good person. The rough of it is that she had a group that she traveled with and they ran into a group of bandits. These bandits slaughtered her companions in very cruel ways. She is driven to find the group who did it. And that drive has turned into a drive to rid the land of the plague that are bandits. She has no qualms about killing them in horrific ways.

Who is the Stag Lord? If it is a bandit I could easily tie the group she is hunting to that group. I am assuming, if it is a baddy, that the party has already killed this Stag Lord? And may I ask what is special about the Helm?

I want to keep my horse and I am glad it is a good thing to have one.

I like that the gruesome bits are faded out. I am totally ok with things being questionable. I got into a Way of the Wicked game with a Gravewalker witch who went a little crazy after her family was killed and made her poppet out of her son and she is going into golem making.

Hmm. What would an appropriate riding animal for a kobold be? Dire bat? (anything else seems too slow)

Dire Corgi? :D

Axe Beaks are cool. But I like the visual of a little Kobold riding a magnificent elk.

Giant Weasel could work.

Slurks are a lot of fun.

Maybe not an imediate option but this would be cool.

thunderbeard - Direbat, Direwolf, either would be ok.

Deaths Adorable Apprentice - The Stag Lord has already been killed by the PCs. His magical helm was in the possession of the player who dropped.

To All - We also have an opening for another PC. No specific requests for this slot other then the stated character creation guide.

Oh there must be a Slurk!

The Winds of Fate wrote:
To All - We also have an opening for another PC. No specific requests for this slot other then the stated character creation guide.

To add to this, the other character that we lost was an Investigator that probably would have been the Magister, Treasurer, or Grand Diplomat. So open positions are:

Grand Diplomat
High Priest
Royal Enforcer

It'd be nice if one of the two characters we pick up is ranged, but not entirely necessary. As stated, one of the characters will have to be "woodsy", but the other character is pretty open. We've got knowledge skills covered, a pretty powerful melee, a divine and arcane caster, and a bard. Really, the only thing the group wouldn't be able to use is a second bard with Inspire Courage (and only because it wouldn't stack). This should let people be extra creative!

Dark Archive

Out of curiosity are tieflings allowed? I have a alchemist vivisectionist who might do well helping out.

AFAIK, ther eis no restriction.

This is Ouachitonian, presenting Grod the Cunning, half-orc Eldritch Archer Magus. Grod spent some time with Druids in his youth, and has considerable knowledge of nature and survival. But his primary skills are archery and magic. He looks forward to spellstriking all your foes into oblivion, while his raven familiar watches.

Well I could start taking levels in Sorcerer and give the arcane archer or arcane trickster a go, which I would love to try out, or I could stay rouge. I am cool with any option that lets me get to play. I really want to do that :D

loc wrote:
Out of curiosity are tieflings allowed? I have a alchemist vivisectionist who might do well helping out.

As noted above, core races have preference, but others are allowed. I think Tieflings are perfectly acceptable. Our GM has the final say, but for me, of the two characters that we pick up, I'd like one to be a "regular" race and the other could be a "weird" (or monstrous) race. The group is perfectly happy to work with non-standard allies, but if the entire group is made up of weird races, it starts to look less like a kingdom leadership group and more like the crew of a starship. Also, that irregular race characters stands out a little less and you lose that "outsider who made it big" quality to the story.

loc - Yes, Tieflings are allowed.

Deaths Adorable Apprentice wrote:
Well I could start taking levels in Sorcerer and give the arcane archer or arcane trickster a go, which I would love to try out, or I could stay rouge. I am cool with any option that lets me get to play. I really want to do that :D

Arcane Archer is one I'm taking a hard look at for Grod. Seems perfectly natural for an archery-focused Magus, though I will lose some class abilities.

I personally do not care for most prestige classes since you seem to lose more than you gain when taking most of them.

My recommendation: Don't! Arcane Archer is, sadly, really bad. Most prestige classes are really.

So far I like the submissions. A lot of woodsy characters and archers, to boot.

As a reminder, there is a second spot open that's pretty much entirely flexible. Caster, melee, ranged. Divine, arcane, non-caster. Pretty much anything as long as it can fit into this particular group!

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