Recruitment: Kingmaker AP


Recruitment

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Submitting Arianna Ravenswood, Human Unchained Rogue, who barely escaped Restov with her life.
I'm thinking she would make a good Spymaster(mistress).


Adjustments are done. I need to adjust the traits for one Campaign trait. I am leaning this character towards general.


Didn't think about the leadership role before now. I think Morrigyn would go after either Ruler, Councilor, or Grand Diplomat. If there was a Consort to the Ruler role open she'd potentially go for that as well, maybe even preferably.

Grand Lodge

I had completely forgot about the Leadership roles.

I suppose I would see Rhonir as a Marshal or possibly Royal Enforcer.


If Zaqar were chosen, he would do just fine as a General (though I'd eventually need to work on Know: History for that to make real sense). Being a Marshal or in charge of the city guard would fit too.

But as said, I'd be happy to tweak my sheet to meet the needs of the party (though I'm sure the same can be said for everyone). I wouldn't mind changing my traits to grab Know: History and get rid of diplomacy, for instance, or focusing more on physical skills, or even changing archetypes (though I'm quite fond of the Divine Tracker). I could always just drop skill points into Lore: Military Tactics, too (since Lore is assumed to be trained).

Again, though, that seems like that's a given for any chosen party.


Hey GM,

Thanks for hosting.

Please consider Jacobus (trader and inquisitor of Abadar) for inclusion in your game.

His 'fluff' is spoilered below and his stats are in the alias (needs to be updated to 25-point buy).

This PC started Kingmaker but never got beyond the first few encounters.

Let me know if you have any questions.

Game on!

Description, Background, and Personality:

DESCRIPTION
Jacobus is a young man who seems to take life too seriously. Fair of skin and with short, blonde hair, his forehead is creased well beyond his young 25 years and his manner reminds one of a much older man. Nonetheless, he is very conscientious about his work and, although blessed with great strength, works hard to stay fit.

Dressed in scale mail, and a short white cape, impeccably trimmed in gold, Jacobus looks like an honest man that enjoys the finer things of life. He has a light crossbow strapped to his back as befits any clergy of Abadar and a heavy mace on his belt. A beautiful golden key hangs from his neck.

BACKGROUND

Jacobus Varadin is the youngest son of Joseph Varadin, founder and sole proprietor of Varadin & Sons, a transportation company that made the Varadins a fairly well-to-do merchant family. Based out of New Stetven, the company’s main business is the transport of goods (grain, fish, timber, and ore) from their base city of New Stetven to all of Brevoy and surrounding territories.

As befits a fledgling merchant, Jacobus found himself involved in his family business from a young age. Now at 25, he’s an important part of the business and is usually found leading caravan somewhere in Brevoy.

His father, a sympathizer of Abadar, encouraged young Jacobus to train in the faith of merchants, even allowing him time off to dedicate himself full time to the deity for a few years. Now that his initial training was finished, he was urged by Abadar’s clergy to explore the world and bring laws and civilization to where they are most needed. That seemed to tell Jacobus to go back to his family’s business and continue traveling all over Brevoy. However, having learned of a great uncle who had worked as a justicar for Abadar in the Stolen Lands, Jacobus yearns to travel beyond Brevoy.

His father was initially opposed to this as their last trek outside of Brevoy to the Stolen Lands had ended in disaster as their caravan was ambushed by bandits and his daughter was killed. This was the only time that Jacobus traveled outside of Brevoy; this ill-fated trip took him briefly to Pitax in the River Kingdoms.

However, knowing what was in his youngest son’s heart, his father looked for ways to help his son. The elder Varadin learned of the teams that were being formed to explore the Stolen Lands and thought that this was a great way to kill three birds with one stone: allow his son his calling to travel beyond Brevoy, help expand laws and civilization, and perhaps obtain new commercial advantages for Varadin & Sons.

Knowing that caravan travel was dangerous, Jacobus employed guards and also local trackers to help him pass through the more difficult areas in Brevoy.

Jacobus also wants to find out what happened to his maternal uncle, Maegar Varn, who departed to the Stolen Lands some months ago. He was the leader of an expedition bound to explore and map the Nomen Peaks.

PERSONALITY

Taught to obey laws, comply with contracts, and treat people fairly, it is no wonder that Jacobus despises bandits and any who break laws for personal gains. A firm believer that good things come to those who do things right, Jacobus is a patient man who first tries to deal with people and things in a civilized manner. However, he has had to resort to firmer means to have laws obeyed.

Jacobus is described as cautious and sometimes dull. He only partakes in light drinking and does not gamble. He firmly believes that as a representative of Abadar, he is the agent of civilization, turning trails into roads and towns into cities while always enforcing law. He is supposed to eliminate monsters and troublemakers in urban and rural areas, adjudicate disputes, make legal rulings, and reassure law-abiding people that the forces of order are watching over them. He has also been told that in wilder areas, he’s supposed to act as judge and jury, seeking out threats to civilization and eliminating them.

Serious and quiet, interested in security, traditions, and peaceful living. Extremely thorough, responsible, and dependable. Usually interested in supporting and promoting traditions and establishments. Well-organized and hard working, he works steadily towards identified goals. Usually puts the needs of others above their own needs. Rich inner world of observations about people. Extremely perceptive of other's feelings. Likes to be in charge. Exceptionally capable in organizing and running activities.


I've avoided reading up on how these roles work, or the mechanics behind them. Is that something that should be planned from character creation, or develop over time?
Wulfric has excellent social skills (Bluff, Diplomacy, Sense Motive, Intimidate all +8 or better) despite only +1 Charisma and Wisdom.


I'd like to present Anton, he's been involved in a Kingmaker campaign before that sadly went away.

Any questions or comments are welcome.

As for Kingdom role, High Priest, General or Marshal, even the diplomat if he gains a bit more charisma. Ruler not out of the question but not his goal.

Warning: Contains implied scene of violence and violation.

Description:

------------------------ Description -----------------------
Height: 6' 9" Weight: 311 lbs. Gender: Male
Eyes: Green Hair: Red Skin: Light Green
Dominant Hand: Right Quirks: Pack-rat, Not fond of the water.
Speech style: Direct Quotable: We're gonna get a bigger boat, right?

Background:

The sounds of battle ring in her ears. Domna Lebeda, Knight of the Holy Order of Gorum, lies on that battlefield too weak to move. Thudding footfalls sound close. A grunt comes from behind as she is picked up and turned around. In spite of herself, she weakly screams as she stares into the face of an grinning Orc. Struggling helplessly, she knows the punishment Gorum has decreed for her failure...

… Head snapping back from the blow, Anton endures another of Mother's tantrums. “You'll not disgrace me again whelp!” Mother screams from her beet-red face. “You will learn the all the weapons of war, so you can demolish your foes and not make me look bad!” Anton says nothing knowing it will only make things worse as he tries to fight back against his powerful tormentor. Still he vows, I learn what I learn, Gorum's weapons are good enough.

… Years at the Temple of Gorum in New Stetven passes. Anton is on a battlefield acting as page, bringing water to the wounded. Going back to the river for more water he comes across a fallen warrior feebly trying to mutter prayers to Gorum. Anton stops for him and tries to help, saying the prayers with him. After a moment blood gushes for Anton's hands, turning into water, falling into the man's parched mouth. Anton is in rapture, filled with the strength of Gorum. The priest struggles to rise and croaks out, “Welcome to the fight, fellow Chosen of Gorum.”...

... The light glistens green off the face of the man standing in an office full of battle trophies. He looks towards his superior with respect as the Master of the Temple speaks to him. “We are losing too many of our numbers. Many honorably in battle but many are seduced by the vile promises of wealth and luxury of the those damned Abadarites.” The man nods waiting for his master to come to the point. "Young Anton comes along well now?” Tilting his head toward his master, he replies, “Yes, but I am concerned; the blood we share leads to great rage and his mother's harshness drives him further, he may do well in battle rage but be of little other use.” The Master contemplates, then says, “Train him as a battle healer as well as Bloodletter, if Gorum so wills, that should help hold him back from being solely a raging warrior.” He smiles wanly, “After all, his mother counts for three.” The subordinate bows and says, “By Gorum's will and the strength of your sword, your will be done!”...

…More years of battles pass. One day Bloodletter Anton is summoned to a Captain's office. He crashes his fist to his breastplate in salute. “Bloodletter Anton reporting as ordered”. The aging woman behind the desk scowls at him. “I just got a letter from my cousin saying she needs my help, first I've heard from her since her … elevation. I'm much too busy with Gorum's tasks to go, so I'm sending you to uphold family honor. Don't disgrace me. You will represent the family and, most important, the Will of Gorum in this newest venture into the Stolen Lands. Here's some money for you, don't expect more without results. You will get a charter, use it to find and beat down some enemies. Dismissed!” Anton salutes and pauses at the door. Impishly he says, “ Love you too, Mother. Bye.” He ducks out the door leaving his mother scowling at his back.

Personality:

The mentoring at the temple worked. Anton is very polite, diplomatic, humble, and devout. He likes to put people at ease and inspire them to be brave. For all that he's not always nice, he doesn't stand for disrespect.


Here is Kabal Boarstooth - Half-orc druid bear shaman. I still need to work on backstory and traits, but I wanted to get my hat in the ring.


Aldizog wrote:

I've avoided reading up on how these roles work, or the mechanics behind them. Is that something that should be planned from character creation, or develop over time?

Wulfric has excellent social skills (Bluff, Diplomacy, Sense Motive, Intimidate all +8 or better) despite only +1 Charisma and Wisdom.

Well there is a lot of flavor to the roles so you will want to pick one that fits your character. Add to that the roles provide benefits to the kingdom based on certain attribute bonuses. So you'll want to have a high attribute for the role you feel fits your character well.

Unfortunately it isn't skill driven at all.


Basically, most roles let you choose between 2 ability scores it looks like. So in Zaqar's case, his STR is high and his Wisdom will be decent, so any role that demands either of those will be just fine.

If it demands INT or CHA or DEX he's not so likely to be useful, and none of them demand CON I don't think.

I'm mostly choosing to get skills I feel will be relevant to the given roles because it makes sense. A general SHOULD know about history and warfare, for instance.


I understand why there are so few Arcane applicants, given that I said that the one filled slot is a sorcerer. That being said his intention is to go Dragon Disciple, so he will not be dedicated arcane if there are those who would like to make an arcane submission.

Applicants so far (in no particular order):

Arcane:

Aest - Arisl'ariel Tathmir (Elf Occultist Arcanist)
Drogeny - Morrigyn (Human Crossblooded Sorcerer)

Divine:

Blue Drake - Bron "Wolf Arrow" (Human Wolf Shaman Druid)
Aiden Ramisg - Senan (Half-Elf Treesinger Druid)
Briccone - Kabal Boarstooth (Half-Orc Bear Shaman Druid)
Veshly - Anton Domnoff Lebeda (Half-Orc Cleric of Gorum)
Fabian Benavente - Jacobus Varadin (Human Inquisitor of Abadar)
Kaavek - Tove Hellstrom (Human Cleric of Erastil)

Skilled:

Jesse Heinig - Ivo Crownwheel (Gnome Unchained Rogue)
WarforgedMan - Khosis Aeranae (Half-Elf Empiricist Investigator)
Vanulf Wulfson - Arianna Ravenswood (Human Unchained Rogue)

Martial:

Cavaliers:

Aldizog - Sir Wulfric of Eagle’s Watch (Human Courtly Knight Order of the Cockatrice Cavalier)
Jovich - Lord Christian D'Elagante (Human Courtly Knight Order of the Dragon Cavalier)
Captain Ford - Colt R. Warwick (Human Order of the Dragon Cavalier)

Fighters:

Zahariel - Ion Ardelean (Human Two Handed Fighter)
Uthraed - John Logger (Human Fighter)

Rangers:

Chapel36 - Rhonir (Half-Elf Wild Shadow Ranger)
Inlaa - Zaqar (Lizardfolk Divine Tracker Ranger)
Simeon - Orandek Slagboulder (Dwarf Ranger)

Other Martial Types

Azih - Jenya Poole (Human Pistolero Gunslinger)
Gramork - Vladimir Snow-Surtova (Human Slayer)
Grumbaki - Godwyn Blaecwulf (Human Swashbuckler)

Expessed Interest (Various States of Completeness)

Master Han Del of the Web - (Elf of Half-Elf Hooded Champion or Fortune Finder Ranger)
Faelar Braegen - (Halfling Order of the Paw Cavalier)
Tundran - (Cavalier)
Cuàn - (Divine Paragon Cleric)
Trinam - (Bard)
Ken Marabel - (Half-Orc Skald)
TheSilverDreamer - (Lamplighter Investigator)
colin spear - (Arcane Archer)
Narrater - (Magus)
JDPhipps - (Android Bladebound/Kensai Magus)
Diamondust - (Diviner)
Dreaming Warforged - (reformed bandit or a bastard Surtova daughter)
The Chess
TheSuperDodo
Guy St-Amant
ElegantlyWasted

I think that's everyone so far. If I have missed someone, please let me know.


Aldizog wrote:
I've avoided reading up on how these roles work, or the mechanics behind them. Is that something that should be planned from character creation, or develop over time?

There's certainly nothing that says you can not plan leadership roles in advance, and certainly certain classes/builds lend themselves to one role or another.

That being said I've found in the Kingmaker games that I have played in and the other time that I have run the AP that allowing those roles to develop naturally during gameplay lends itself to nice roleplaying opportunities.

Something else I would be willing to consider would be to utilize the Leadership Role skills as described on page 232 of Ultimate Campaign (or under Optional Kingdom Rules for those of you relying on electronic sources.)

Sovereign Court

Arianna Ravenswood wrote:

Submitting Arianna Ravenswood, Human Unchained Rogue, who barely escaped Restov with her life.

I'm thinking she would make a good Spymaster(mistress).

Any relation to Marian Ravenwood? :D

Grand Lodge

Here is my submission: Tove Hellstrom, a human cleric of Erastil. Her domains are animal and community. Tove grew up on the frontier, the daughter of two ulfen settlers living in southern Brevoy. She has had a hard life and hopes that her devotion to Erastil will help her to make the lives of others a little less difficult than her own.

Crunch:

Female Human Cleric 1
LG Medium Humanoid
Init: +2, Perception: +4
Languages: Common, Celestial, Skald
=================================================
DEFENSE
=================================================
AC 14, Touch 14, Flat-footed 12
HP 8
Fort: +2, Ref: +2, Will: +5
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)
Melee
Dagger +1 (1d4+1/19-20/x2)
Ranged
Longbow +2 (1d8/x3)
=================================================
STATISTICS
=================================================
Str 13, Dex 14, Con 10, Int 14, Wis 16, Cha 14
Base Atk: +0, CMB: +1, CMD 13
Feats: Light/Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Proficiency (Longbow), Extra Channel, Improved Channel

Traits: Pioneer, Deadeye Bowman, Devotee of the Green
Drawback: Headstrong

Skills: Craft (bows) +6, Diplomacy +6, Heal +7, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (religion) +6

Combat Gear:
Longbow, Dagger, Leather Armor
Ammunition:
Arrows (40)
Other Possessions:
On Person: Holy Symbol (Wooden), Backpack, Mess Kit, Waterskin, Soap, Healer’s Kit, Flint and Steel, 4 x Candles
On Horse: Bit and Bridle, Riding Saddle, Saddlebags, Small Tent, Hemp Rope (50 ft.), 1 x Animal Feed, 5 x Trail Rations
Wealth:
76 gp, 2 sp, 5 cp

=================================================
SPECIAL ABILITIES
=================================================
Aura - Lawful Good
Channel Energy - 7 times per day
Spontaneous Casting
=================================================
SPELLCASTING
=================================================
Spells per Day:
Orisons – 3
1st Level – 2 + 1

Domains:
Animal Domain
Granted Powers:
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Domain Spells: 1st—calm animals
Community Domain
Granted Powers:
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—bless

Background:

Tove Hellstrom is a proud ulfen woman. She stands tall at 6'2 and her long, wavy hair falls in two fiery, red plaits down to the small of her back. Her fair skin is tanned, freckled and scarred from years of hard living and her piercing green eyes tell a tale of hardship and loss. Tove is strict, arrogant and hardy. As one would expect from somebody with a past such as her own.

Tove was born and grew up a free daughter of two thralls in the service of an ulfen yeoman who owned a farm in southern Brevoy.
Tove's mother and father, Astrid and Orri, had been caught attempting to steal the yeoman's sheep a few months before she was born and life at the farm was all she had ever known. She lived happily with her family though, and even grew close to the yeomans' two daughters, who were around the same age as she. Unfortunately, when Tove was about 13 years old, things took a turn for the worse.

Early on one cold morning, the yeoman and his family were still sleeping in their beds when a freak fire engulfed the farmstead. Fearing that they would bear the blame for the tragedy, Tove's parents quickly took their daughter, and saddled two horses from the stables.

Together, Tove and her parents rode out into the early morning mist. They began their journey south, towards the stolen lands. Her parents were pioneers and had established an orchard on the banks of the Sellen river before falling on hard times and turning down the road that ended in their servitude. However, the way to their old property was lost to time. Over a decade of new growth had long overgrown the trails and the way had faded from memory. The Hellstrom family became lost in the wilderness and had to turn to their determination and faith to survive.

One day, a couple of weeks before she turned sixteen, Tove was gathering berries down by the stream that ran behind the family's small cabin in the woods. She dropped everything when she heard her mother scream and she ran back to the cabin only to find it empty. Her parents had vanished and were nowhere to be seen.

Nine years later, Tove is finally turning life around. She has spent the years since her parents disappeared devoted to serving the god Erastil, trying to distract herself from her loss by focusing on helping other families like her own. By doing so, she hopes to provide the safety and happiness that she once had to all, and end the suffering and hardships of frontier life by bringing community, law and order to the stolen lands.


Speaking of Leadership roles, are you planning on having players use the Leadership feat to procure cohorts, or nah?

Also, you're making me debate changing Zaqar to a Bloodrager with the note about arcane spellcasters. I'll chew on it, though I think he's going to stay a Ranger. Part of me wants to try and increase my chances by changing (and it'd fit his tribe having sorcerers in it as well), but the other part of me thinks that he's perfectly flavorful as is.

(A Primalist Steelbood Bloodrager with the Elemental or Destined Bloodlines could be cool, for instance. I'd go Draconic (which would seal the deal for me), but the wasted Claws ability for level 1 practically necessitates Crossblooded, and that's just a huge will save drop. Iron Will could help, but still... ow.)

So I'll probably stick with Ranger. I'm debating, though. I'm debating.


Kaavek wrote:

Here is my submission: Tove Hellstrom, a human cleric of Erastil. Her domains are animal and community. Tove grew up on the frontier, the daughter of two ulfen settlers living in southern Brevoy. She has had a hard life and hopes that her devotion to Erastil will help her to make the lives of others a little less difficult than her own.

** spoiler omitted **...

It appears you may have shorted yourself on your build. I only count 23 points. You are allowed 25.


Count me in for interested! I have wanted to either run or play in this campaign for years.

Pondering concepts, actually an idea for a half-orc skald popped up. Never really looked at the skald class that closely, but now that I have a fun concept, it is spot on! Should have full stats and background tomorrow sometime,


Inlaa wrote:

Speaking of Leadership roles, are you planning on having players use the Leadership feat to procure cohorts, or nah?

Also, you're making me debate changing Zaqar to a Bloodrager with the note about arcane spellcasters. I'll chew on it, though I think he's going to stay a Ranger. Part of me wants to try and increase my chances by changing (and it'd fit his tribe having sorcerers in it as well), but the other part of me thinks that he's perfectly flavorful as is.

(A Primalist Steelbood Bloodrager with the Elemental or Destined Bloodlines could be cool, for instance. I'd go Draconic (which would seal the deal for me), but the wasted Claws ability for level 1 practically necessitates Crossblooded, and that's just a huge will save drop. Iron Will could help, but still... ow.)

So I'll probably stick with Ranger. I'm debating, though. I'm debating.

Leadership would one way of going about it, but I'm not going to force anyone into it. I may end up giving Leadership out as a bonus feat, but that's a fair bit of time from now.

As far as the potential switch to bloodrager, that would be fine. You have a week to make up your mind one way or the other. Just remember, I'm using the unchained version of rage for all rage-like abilities such as bloodrage.


Kabal is finished and here is his animal companion: Darro

Please let me know if I am missing anything or feedback.


Alright, added in my companionon the alias. Also, Bran will probably lean toward the High Priest position depending on how far toward the Green Faith that he leans during the campaign.


Kabal Boarstooth wrote:

Kabal is finished and here is his animal companion: Darro

Please let me know if I am missing anything or feedback.

Everything appears to be in order. I'm not doing much beyond quick looks at the submissions until we get closer to the close of recruitment.

Once I start "deeper dives" into each submission I will provide comments/ask questions via the PM system as needed. Of course in the interim please feel free to ask me any questions you have either here in the thread or PM.


Kingmaker is pretty heavy on record keeping. I enjoyed contributing to kingdom making decisions in the game Jenya was in initially but how do you think we'd keep track of all of that crunchy goodness GM?


The campaign tab with the use of spoilers usually works IMO.


I will not be submitting an application after all. Happy gaming!

Grand Lodge

DM Talomyr - Kingmaker wrote:
Kaavek wrote:

Here is my submission: Tove Hellstrom, a human cleric of Erastil. Her domains are animal and community. Tove grew up on the frontier, the daughter of two ulfen settlers living in southern Brevoy. She has had a hard life and hopes that her devotion to Erastil will help her to make the lives of others a little less difficult than her own.

** spoiler omitted **...

It appears you may have shorted yourself on your build. I only count 23 points. You are allowed 25.

I have too! Thanks for picking that up. In that case I will up Cha to 15. I don't think that will affect any stats at this point so the rest of the submission should be unchanged.

Sovereign Court

@Kaavek: I really like your character! Just thought I'd say.


Lots of submissions building up. Quite interesting to see what everyone is bringing to the table. Could see several themed parties from this


Presenting Orandek Slagboulder, dwarven outcast, rugged survivalist, and terrible singer!

Stats:

Orandek Slagboulder
Dwarf ranger (guide, trapper) 1 (Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +2; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +2 (1d8+3/×3) or
. . handaxe +2 (1d6+1/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks ranger's focus (+2, 1/day)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 14, Wis 14, Cha 9
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Two-weapon Fighting
Traits orphaned, rostlander
Skills Acrobatics +0 (-4 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +5, Craft (traps) +6, Disable Device +5, Handle Animal +3, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +9, Swim +5; Racial Modifiers +2 Stealth, +2 Survival, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ track +1, trapfinding +1, wild empathy +0
Other Gear lamellar (leather) armor[UC], battleaxe, handaxe, light crossbow, backpack, bedroll, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, grappling hook, hammock[UE], mess kit[UE], pot, shaving powder (one shave) (0.01 lb) (50), silk rope (50 ft.), spell component pouch, straight razor (0.2 lb), thieves' tools, trail rations (2), waterskin, whetstone, 145 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Ranger's Focus +2 (1/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Born to the Goldboulder clan, a large and fairly illustrious clan of dwarves in the mining town of Brunderton in eastern Rostland, Orandek was a bastard child of the clan patriarch and a scullery maid, and as such his place in the clan was tenuous. His siblings tormented him for being a bastard, taking advantage of his bastardy to avoid consequences. He found refuge from his circumstances in the wilderness, becoming an accomplished hunter, skilled with a crossbow and handaxe. He became one of the best trappers in his clan, able to snare nearly any quarry he set his sights on. His life, while hard, was fairly monotonous and constant, dealing with the merciless bullying and finding solace in the great outdoors. Everything changed during a routine sparring match with the oldest son of the clan and his half-brother, a cocky dwarven warrior named Reinhard. During the match, Reinhard decided he would try to spill some blood, which was an extreme that had never been taken before. Orandek was slashed across the face by a dwarven urgrosh, and years of pent-up anger came unstopped. He killed Reinhard, slashing his throat with a battleaxe. He was exiled from the clan, the name of Goldboulder turned into Slagboulder, indicating his exile. He fled into the Stolen Lands, embracing his love of the wilderness and survival. Since then, he has mostly lived on his own, avoiding bandit patrols, living off the land, and selling food to scattered trading posts. He was contacted by the Brevic government for his prowess in survivalism and knowledge of the Stolen Lands.

[spoiler=Appearance and Personality]
Orandek is a stocky dwarven man dressed in leather lamellar armor and the simlpe outfit of an explorer, with two axes on his hips and a crossbow on his back. He also carries a backpack bulging with survival gear, ready to take on any challenge the wilderness might throw at him. Perhaps his oddest characteristic is his lack of a beard, shaving it most mornings. He has short red hair, and deep brown eyes often scanning the area for anything that might be useful.

While not the most charismatic fellow, Orandek is kind at heart, and wants people to be free and do what they wish. While he knows that what he did to his half-brother is considered shameful by his people, he has made his peace with it and regrets the outcome. Despite that, he considers the stodgy rules and old-fashioned customs of his people to be unnecessary, and regularly shaves his beard to show his distaste for traditional dwarven culture. He has a great love of singing, and while not particularly good at it, he often sings marching songs while travelling through the wilderness, campfire songs while around a cookfire, or really anytime he doesn’t need to be especially quiet. Even when asleep, he has a habit of softly humming tuneless and somewhat discordant melodies.


Having debated it more, Zaqar will stay a ranger. As powerful and fun as the Bloodrager build could be, I like Zaqar's present story, and...

1) The Bloodrager build I cooked up literally has him using dragon powers anyway, so he's a hypocrite,

and 2) as a Ranger he can use his natural attacks + a longsword + divine powers (blessings) + divine (ranger) magic while wearing metal armor. That feels way more befitting a character who was deeply touched by the Gorum faith than a Bloodrager. And besides, this makes him come across as a Pseudo-Warpriest, and there's no divine caster that's more Gorum than a Warpriest.

So, Ranger it is.


Here I have finished and present for consideration Tethon the elf woodsman. He grew up in a small village a few days travel north of new Stetvan after his mother drowned in a tragic accident. After hearing about the call for able bodied men and women to serve the crown he decided to answer the call for help in recovering and pacifying the stolen lands.

mechanics:

Tethon
Age 56 – 6’ tall 140 lbs - Male
Elf ranger 1
Init +4
DEFENSES
will +2 fort +3 reflex +6
Hp 10
OFFENSE
Speed: 6 sq (20ft carrying full gear)
Melee: throwing axe +2 (1d6+1 x2), dagger +2 (1d4+1 19-20/x2)

Ranged: long bow +5 (1d8 x3), throwing axe +5 (1d6+2 x2), dagger +2 (1d4+1 19-20/x2)
Special attacks: favored enemy (animals +2)

STATISTICS
STR: 13 DEX: 18 CON: 10 INT:16 WIS: 14 CHA: 10
BAB +1

FEATS: point blank shot,
SKILLS: climb, acrobatics, survial, stealth, heal, perception, knowledge nature, diplomacy,
Background skills: handle animal, knowledge geography, craft bows
Languages: common, elven, varisian, draconic, sylvan,
Traits: reckless, rostlander,
SQ: elven immunities, keen senses, silent hunter, weapon familiarty, low light vision, track, wild empathy,
Gear: 41 gp 76lbs
2 throwing axes, Longbow, 3 daggers, Rangers kit, Studded leather, Map makers kit
Climbers kit, 50 ft silk rope, Animal feed bird 10 days, Signal whistle, Hawk,
Falconry gauntlet


story and personality traits:

Grew up for 50 years as a single elf child with elf mother on outskirts of human village.
Began to worship Erastil at a young age under his mother’s tutelage.
Learned the ways of the wood from his mother herself an accomplished ranger.
Mother ended up drowning in a tragic accident hwen she fell off a boat on
Fear of swimming after mother drowned.
Adopted by local human village after lost family.

Acts as a hunter and guide in local wilderness.

Slightly naïve never having never strayed more then 20 miles away from my village
Irrational fear of large bodies of water
Best friend is his pet hawk Rethik
is a firm believer in the natural laws and balance of the wilderness
honors Erastil for his guidance during his hunting trips into the outskirts of the Gronzi forest.

Grand Lodge

Jesse Heinig wrote:
@Kaavek: I really like your character! Just thought I'd say.

Thanks! Fingers crossed that she and Ivo get a chance to get to know each other


I have pretty much finished writing out my Cavalier, sorry it took so long. I will post onve I finish work and get home again.

How useful would Order of the Blue Rose be? I like the idea of making people surrender instead of killing but don't want to step on either the GM or other players toes. If people think it will be annoying I will stick with Order of the Paw.


I am withdrawing my dot. No good character concepts have emerged. Thanks anyway and best of luck! :D

Sovereign Court

Faelar Braegen wrote:

I have pretty much finished writing out my Cavalier, sorry it took so long. I will post onve I finish work and get home again.

How useful would Order of the Blue Rose be? I like the idea of making people surrender instead of killing but don't want to step on either the GM or other players toes. If people think it will be annoying I will stick with Order of the Paw.

I know I'm not the DM, but I personally as a player am not averse to capturing enemies. Early Kingmaker has lots of run-ins with bandits and some groups really get uncomfortable with just executing them, and they can turn into fun NPCs under the right conditions.


This is not a submission.

It happened again. The moon shone full high above Durielle as she gazed into the brazier's flame in the ruin where she made her home. The Oracle of Time and Mystery saw the swirls of what could have been and what might be burst across her vision. Once again the strands of fate tugged at the souls of those who would rather find their own destiny than wait for destiny to be delivered to them.

How many times had she watched fate decided which champions would receive that restless calling, that wanderlust which would change their lives forever?

How many times would it take before she would finally witness the conclusion to a story oft started but so rarely completed?

Destiny and fate. Prophecy and doom. Choice and chance. These would be the architects of the story to come.

Durielle stood and regarded the moon, the corpse of a long dead goddess, with an inscrutable gaze.

"Perhaps this time, my dear friends," she whispers into the night. The memories of what almost was and what should be that lived in the ruins with Durielle had always been Eternity's cruelest kindness...

/end random interruption

Good luck, Talomyr! With all the interest, you'll probably have a tough decision!


Jesse Heinig wrote:
Faelar Braegen wrote:

I have pretty much finished writing out my Cavalier, sorry it took so long. I will post onve I finish work and get home again.

How useful would Order of the Blue Rose be? I like the idea of making people surrender instead of killing but don't want to step on either the GM or other players toes. If people think it will be annoying I will stick with Order of the Paw.

I know I'm not the DM, but I personally as a player am not averse to capturing enemies. Early Kingmaker has lots of run-ins with bandits and some groups really get uncomfortable with just executing them, and they can turn into fun NPCs under the right conditions.

I'm all good for capturing rather than killing, though it's great that you're open to not conflicting with others. A note, though, on the AP, not the players, is that the edict is to "The punishment for unrepentant banditry remains, as always, execution by sword or rope." So the main supporter of the new kingdom might not be happy, though when has a group of PC's ever avoiding stepping on their toes before?


I am glad to see people are not worried about me choosing that order, but you are correct in stating the charter. So it could be both good and bad. I do have a question about surrendering, would offering terms of surrender be a standard action, full round, or less?

Sovereign Court

Bran "Wolf Arrow" wrote:
I'm all good for capturing rather than killing, though it's great that you're open to not conflicting with others. A note, though, on the AP, not the players, is that the edict is to "The punishment for unrepentant banditry remains, as always, execution by sword or rope." So the main supporter of the new kingdom might not be happy, though when has a group of PC's ever avoiding stepping on their toes before?

Keyword there is "unrepentant." :D


So if they surrender, they repent? Also do we have any focused Diplomats, as if I go down this line, I will have to boost my Charisma and Diplomacy.


Not diplomatic here, but to make sure they're really repentant, let's have them tell us the location of all their stolen goods to be given back to (our new) state.


I can either go combat orientated or Diplomacy focused with the ability to fight in combat.


Christian is a diplomatic general/leader type more than a heavy combat character. I hope to utilize the leadership feat. He is very charismatic and has the skill groups for a diplomatic military type leader.


Honestly, if you got in as a member of the Order of the Blue Rose but everyone else's character were non-surrender-friendly types, you could probably get away with changing your Order. But I think that most parties should be amenable to having a non-lethal specialist around. In an AP like this, I'd reckon that being able to capture people is flavorful and fun, and it sounds like everyone understands that you still get full XP rewards for knocking dudes out vs. stabbing them dead.

Besides, even evil parties need to capture prisoners. They're useful for interrogating, and sometimes converting them to your side is still a useful quality.

And finally, I also doubt anyone will mind that you're using the flat of the blade when it equates to +2 damage with every hit. If someone REALLY didn't want prisoners, they could just execute your enemies afterward.

So, should be fine.


Personally I like the Order of Blue Rose, but speaking from experience of playing a Blue Rose Cavalier before, it can be difficult depending on the natures of the rest of the party.

Faelar Braegen wrote:
I do have a question about surrendering, would offering terms of surrender be a standard action, full round, or less?

I think I would go with what is stated in the challenge ability for the blue rose cavalier. (i.e standard action)


Cool, thank you for the input everyone. I shall go wih Blue Rose then. Can anyone name any decent Teamwork Feats, I have looked through them and only see 1-2 decent ones.

I am wanting to go with a commanding general too (not that I want to copy anyone, but a Cavalier makes perfect sense for it).


Faelar Braegen wrote:
I am wanting to go with a commanding general too (not that I want to copy anyone, but a Cavalier makes perfect sense for it).

Outflank is good for melee-centric parties. I'm a fan of Harrying Partners on Aid-Another focused builds, but that's not what you're doing I assume. Blades Above and Below is cool if you're a small character teamed up with a rogue in your party, and it also would apply to you and your mount as a cavalier (different sizes). Precise Strike is a minor boost...

Also, check out Broken Wing Gambit. It's a favorite among inquisitors and there's lots of AoO teamwork feats you might be able to use with it.

Check this page.


Actually, I am going down the Aid Another route. I haven't even heard of half of those feats, I will check them all out. Thank you for the speedy response.


I've got to read up on leadership feat. Kingmaker sounds like the perfect gane for it and I think allowing it as a free feat would be good especially for feat starved classes who want to take it but are worried about loosing a feat. That has no bearing on me as John is a fighter and if selected would take it either way, it sounds fun.


Azih wrote:
Kingmaker is pretty heavy on record keeping. I enjoyed contributing to kingdom making decisions in the game Jenya was in initially but how do you think we'd keep track of all of that crunchy goodness GM?

Tracking Hex exploration will be handled on a shareable site such as google docs, imageshack, or photobucket.

Once we get to the Kingdom building piece of the game, I will have a google spreadsheet for the tracking purposes.

As far as tracking important NPCs that will be on the campaign tab.

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