Recruitment: Kingmaker AP


Recruitment

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Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, is so granted the right of exploration and travel within the wilderness region known as the Greenbelt.

Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The bearer of this charter should also strive against banditry and other unlawful behavior to be encountered.

The punishment for unrepentant banditry remains, as always, execution by sword or rope.

So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of The Dragonscale Throne.

Anyone up for playing the Kingmaker AP?

I'm looking for 3-4 more players who can commit to one post a day for long enough to finish the AP. I have one player that already has a spot in this game, and his character is a Dragon Bloodline sorcerer that will eventually be heading toward the Dragon Disciple prestige class.

Posting rate is expected to be at least once daily during the week, and hopefully at least once on the weekends. Naturally, I wouldn't expect everyone to always be able to post, and I get away from the internet sometimes as well. Advance notice in these occasions is always appreciated.

Character generation:

Prior experience with the Kingmaker AP is not a deal breaker as long as you are capable of separating player knowledge from character knowledge. Kingmaker has been out for quite a while and I imagine a lot of folks have played at least pieces of it before. With that being said, I will be altering enough things here and there that prior knowledge may not necessarily be helpful.

Abilities: 25 point buy

Sources Available: Paizo published only. NO 3RD PARTY. Unchained versions only for the Barbarian, Rogue, and Summoner. Monk can be either Unchained or Core. With the Unchained Barbarian being the default, all Rage-like abilities will default to the Unchained Mechanics (i.e. a bloodragers bloodrage etc.)

Traits: Two, one must be a Kingmaker campaign trait. You may take a drawback for an additional trait if you would like, but be prepared to play said drawback.

Races: I have a strong preference for Core races, but may be willing to accept one "oddball". Please feel free to ask about a race in this thread or via PM before spend too much time building a a character of a non-core race.

Alignment: I place minimal emphasis on alignment. That being said, your character should be a good team player, regardless of alignment. I've seen too many games over the years go by the wayside due to party infighting.

We will be using the Kingdom system from Ultimate Campaign / Ultimate Rulership.

The Downtime systems from UC will be in play as desired.

The characters will start at first level and with maximum wealth for their class.

Completed submissions need to be mechanically complete with a brief background story, short character description (including a few notes about the character's personality).

You will not necessarily need an alias with a completed stat-block unless you are selected.

I intend to keep recruitment open until 8:00 PM (US CST) February 15th, with party selection complete by February 19th. My intent is to make the first post in the gameplay thread February 20th.

Maps will be handled on Roll20.net.

If there are any other questions, please feel free to ask.


So, I know you said that having prior experience isn't a big deal, but does that hold true if you've run it as a DM (or are currently running it, in my case). I ask simply because I've read through the books and stuff here on the Paizo forums and I don't know if you'd prefer that I didn't submit a character for that reason. I have someone in my own game who is running it and we haven't had any problems that I've seen, but I wanted to ask.

If not, I'm drawn to trying out a Tiefling Paladin/Swashbuckler; he'll start as one or the other and multi-class later. Is tiefling too far out of the ordinary for you, or is that okay?


No worries around someone who has DMed the AP before, like I said, I'll be altering things here and there anyway.

As far as the tiefling goes, it's not a race that I would automatically say no to. Feel free to try and sell me on it.


Did someone say roll a heavens oracle because I heard roll a heavens oracle.

I'm gonna roll a heavens oracle.


Dot.

Will have my candidate up soon.


Definite dot. Definite dot.


Background skills?


Dang it. Knew I was forgetting something. Yes, we will be using background skills.


Sounds fun

I will be working on a Divine Paragon Cleric, probably devoted to Erastil.


I'm currently running one on the boards, but I've always wanted to play in one as well. This is Aris. She needs to be tuned for your game, but other than that, she's ready.

Sovereign Court

Early firearms?


@Jesse - Early firearms are available if someone would like to play a gunslinger or the like.

General Note: tracking of food stores, encumbrance, and weather will all play a part in this game and not be hand waved.


I'm gonna make a Lamplighter Investigator, and she's going to have 13 skill ranks per level and a lot of arrows. Just need to work out the background.


Dotting as I'll have a Wild Shadow Ranger ready to go soon.


I would like to rework some of the basics of this character to fit. I have become fasinated with the core idea behind her. Let me know if there is any immediate objection.

Sovereign Court

If I submit a Small character and take the pioneer campaign trait, can I start with a pony instead of a horse?


...actually wait a sec.

I think I'm going to roll a bard. They work better with my playstyle.


Jesse Heinig wrote:
If I submit a Small character and take the pioneer campaign trait, can I start with a pony instead of a horse?

Sounds perfectly reasonable to me.


Dot for interest.

I'm thinking maybe it's finally time to try a cavalier. Or a knight of another class possibly.


Ry'ean De'Turro wrote:
I would like to rework some of the basics of this character to fit. I have become fasinated with the core idea behind her. Let me know if there is any immediate objection.

Like you said, a few things would have to be reworked for consideration, such as tying the character to this region as opposed to Korvosa, but I don't see anything that would make me say no right away. That being said, this character might fit into my "oddball" category mentioned in the first post.


No third party means no to these?

Ability scores adjustments from age categories? Young Characters?


I'm considering a Half-Elf or Elf Ranger with either the Hooded Champion or Fortune Finder archetypes.


Dotting, if you'll allow it, I have a crazy strix alchemist that I could build, if not, I'm thinking of an aldori swordlord fighter, eventually going into the Aldori swordlord PrC.


Guy St-Amant wrote:

No third party means no to these?

Ability scores adjustments from age categories? Young Characters?

That's correct, no to the generic classes in the link you provided.

I don't have a problem with age adjustments to scores as long as it makes sense for the character and to the campaign. As far as young characters go, I would be hard pressed to see a reason why a youth would be granted a charter to explore the Stolen Lands, but you are welcome to try and convince me otherwise.


Simeon wrote:
Dotting, if you'll allow it, I have a crazy strix alchemist that I could build, if not, I'm thinking of an aldori swordlord fighter, eventually going into the Aldori swordlord PrC.

That's a solid no on the Strix. Sorry.


I've been wantong to play kingmaker since I started on the boards. I'm away from my computer until tomorrow but I will probably start working on something fresh as soon as I get home.


Okay, I should have something up relatively soon. Thanks for the speedy reply.


DM Talomyr - Kingmaker wrote:
Guy St-Amant wrote:

Ability scores adjustments from age categories?

Young Characters?

I don't have a problem with age adjustmentspots to scores as long as it makes sense for the character and to the campaign.

As far as young characters go, I would be hard pressed to see a reason why a youth would be granted a charter to explore the Stolen Lands, but you are welcome to try and convince me otherwise.

Was more asking if it was done Core rules or PFS style (no adjustment).

Stowaway/Sneak_followed? etc...

won't bother asking about werewolves/templates.


Ah, okay. If you intend to make a character that is of an age category other than the assumed normal, yes, use the ability adjustments.


Interested...


Hello I have always heard good things about this one. I have an arcane archer character that I have always wanted to try out. I will search through my files and par him down to level one and post him here soon.


I'm gonna guess you're gonna say no, but would you be willing to accept a homebrew archetype for the Swashbuckler meant for Aldori Swordlords? It's very similar mechanically to the existing Falcata Swashbuckler archetype. If not, that's fine. I was thinking about being a member of the Aldori swordlords but eating the exotic proficiency for it isn't really worth it for the flavor considering it would mean I'd be pretty crappy at combat until like level 5...

Also, if I decide to do something else, how do you feel about 3.5 material? Does that fall under 3rd party?


I will submit a divination wizard that would probably go for an advisor role in the kingdom.


Dotting for interest. A human slayer to follow. Just curious if you are allowed to take two drawbacks for two extra traits?


JDPhipps wrote:

I'm gonna guess you're gonna say no, but would you be willing to accept a homebrew archetype for the Swashbuckler meant for Aldori Swordlords? It's very similar mechanically to the existing Falcata Swashbuckler archetype. If not, that's fine. I was thinking about being a member of the Aldori swordlords but eating the exotic proficiency for it isn't really worth it for the flavor considering it would mean I'd be pretty crappy at combat until like level 5...

Also, if I decide to do something else, how do you feel about 3.5 material? Does that fall under 3rd party?

Unfortunately, you are correct. I am going to say no to the homebrew archetype.

What were you looking for out of 3.5? Depending on what it is, I might be willing to let it fly, but there were a lot of "broken" parts of 3.5 toward the end of its run.


Gramork wrote:
Dotting for interest. A human slayer to follow. Just curious if you are allowed to take two drawbacks for two extra traits?

One drawback only please.


I am interested thinking of using a magus.


DM Talomyr - Kingmaker wrote:
JDPhipps wrote:
Also, if I decide to do something else, how do you feel about 3.5 material? Does that fall under 3rd party?
What were you looking for out of 3.5? Depending on what it is, I might be willing to let it fly, but there were a lot of "broken" parts of 3.5 toward the end of its run.

Like the Generic Classes?

DM Talomyr - Kingmaker wrote:
Ah, okay. If you intend to make a character that is of an age category other than the assumed normal, yes, use the ability adjustments.

That would hurt Young Characters.

*goes back to make something "normal"*


Yeah, I figured as much on the archetype, but I figured I'd ask. I want to use Abjurant Champion PrC from (I think) Ultimate Mage? I'd be using that as a Magus, probably, if allowed. I'd definitely use the Kensai with this archetype for a sort of unarmored swordmaster kind of deal. I'm still kicking around a ton of ideas though.

Also, I have a possible idea for an Android. I'll do some thinking about what I want to do.


Dot

Grand Lodge

Submitting Rhonir as my Half-Elf Wild Shadow Ranger. A former bandit who is just looking to find a place to forget about his past misdeeds and make up for the crimes he committed as a youth.

Sovereign Court

Ok, goin' in for the rogue/skills-type character with Ivo Crownwheel, a gnome unchained rogue. Ivo is a toymaker and alchemist who also experiments with gunpowder. The character can fill a lot of the usual stealth and traps business plus some ancillary skills (engineering, some minor crafting). As he progresses he'll move to using pistols and picking up some amateur gunslinging.

Ivo is built with the conceit that he already knows someone in the party and that's how he got in on the charter business, so if he's selected he'll need a buddy!


Alright, got mine up. Still need to stat his wolf companion, but everything else is pretty much finished.

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Character Concept:
Bran is basically the happen meeting between a Brevos noble and a nymph. One of the few who are born male, Bran was a human and left with a couple near the Stolen Lands since his father was unreachable without entering civilization.

Bran has grown with a strong amount of fey blood in his vains, creating his connection as a druid with nature, his ability to control his wolf, and his fox tail and animal ears that he sports.

He now is on this quest of creating a new kingdom to raise to a high enough position to speak with his father on the same level and find out about the mother he knows nothing of.

Bran will focus on archery, at least at the early levels. He'll be able to fill the healer, ranged combat, defensive magic, and movement roles of the party if needed.

As for (ooc) goals, I'd think it would be interesting to see how he reacts to meeting his mother, and be able to attempt to reconcile with his father.

----------

Background and History:
Bran's birth was a mysterious union between that of a nymph and a human. Though most children born of such unions are female nymph, this nymph had a human son instead. Unwilling to force such a child to live an awkward life, the nymph left the boy with a young farming couple on the edge of the Stolen Lands, leaving only his father's name and a keepsake token.

Named by his adopted parents, Bran was raised for a while in the simple lifestyle of farming on the frontier of Bravos, which involed the occasional bandit or wolf attack. Though human, his blood flowed with that of the fey, and the boy grew up to find more and more strange things about himself. For one, he grew a tail and animal ears, rather than a normal human's ears. For another, his eyes and hair changed color with the season, and he felt a natural connection to the wilds around him. It wasn't long before Bran discovered his natural abilities of magic, reaching out and making a connection with the nature around him.

His adopted parents accepted him as he was, though his tail and ears rarely caught anyone's eyes out on the edge of the wilds. They raised him well, and taught him the ways of the bow, both for protection and for food. They also encouraged his talents, telling him that he had a great destiny ahead. They were a little worried when he brought home a wolf as a pet one day, though.

It was not until he was coming of age that he learned of his true heritage. He was given a small keepsake, which was a small lock of glowing auburn hair wrapped in twine. He recognized such an item, as his earliest memory was that of glowing auburn hair. Then he was told of his real parents, a mysterious woman of unmatched beauty and no name, and a man with the name of Sedrick Surtova. And Surtova was none other than a noble family here in Bravos.

Conflicted within about having lived a lie for so long, Bran left his homestead and sought out his lineage of Surtova. Understanding his decision, his parents gave him some supplies, including one of their two donkeys, and sent him on his way with a blessing and a promise that he was always welcome to return. It was a hard decision for him to make, but something inside stirred within him to find his true parents and find the reason of why he was given away.

His father was easy enough to find, as he was a rather influential man within the prestigiuos family. He did not find a warm welcome, however, as his father outright denied any such claim and had him taken away. Any other attempts to talk to his family was snatched away, and he soon found rumors surrounding him spreading, both from his claim and his appearance.

Hating such an environment so different from how he was raised, Bran sought out anything to try to talk to his father once more, if only to find out who his mother was. It was then that Bran heard about the announcement of the southern expedition into the Stolen Lands. Gathering what meagre possessions he had, he sought out a spot for just such an opportunity. If his father wouldn't accept him, then he would just need to rise high enough to convince him to tell him of his mother, one way or the other.

----------

Personality and Motives:
Bran was raised on the outskirts of the Stolen Lands, often facing the banditry that lived within. Raised by simple farmers, he has a rather simple outlook on good and evil. His natural connection with nature constantly draws him toward the wilds, and though he sees the necessity of living on the land, he is against any wasteful destruction of nature.

Bran is a little backward having been raised away from most civilized lands. He knows more about nature than most other subjects and is more than happy to talk about such things, though he is somewhat 'innocent' of some of the more rough-and-tumble ways of human. He also sees no reason to worry about walking around with a wolf at his side in urban areas.

Though Bran isn't too interested in power, he does realize that he will not be able to speak to his father in his current position and is joining in on this quest to find a position high enough to talk to his father on the same level. His true objective is to find out about his missing mother, but deep down inside, Bran also longs for the acceptance of his father.

----------

Appearance and Mannerisms:
Though human, and even Taldoran, in appearance, Bran is distinctly different from others in that he has a wolf-like tail and ears. Both auburn like his hair, the ends of his hair and tail actually change color with the season, from white in winter, to green in spring, yellow in summer, and red in autumn. His eye change accordingly as well, giving off different reactions to his gaze depending on the season.

Bran wears regular clothing of a peasant, never much having a sense of 'city fashion'. He does wear the leather vestments his adopted father made, as well as carry the longbow that was made for him. Though extremely awkward in a lot of social situations, Bran actually strikes a rather handsome figure, if one ignored the animal features and could convince him to wear nicer clothing. Most of his appearance comes from his mother, though his tell-tale Taldor ethnicity definitely comes from his father.

Bran's adopted parents taught him common sense and how to survive on the harshness of the frontier, but did not teach him much in the way of social graces. As such, he rather blunders his words and fails to get his point across, though he does mean well. He feels out of place in a large town, but moves much more comfortable when out in the countryside and wilds. He has at least learned to keep his tail and ears mostly hidden under a cloak whilie around others.

Bran also has a companion in the form of a wolf. Befriending it during one of his excursions to the nearby woods, Bran has trained the wolf to obey and follow him, though others are highly doubtful of that. The wolf, Greypelt as Bran calls him, seems to follow Bran well enough, and a connection seems to exist between them that others do not understand.

----------

Stat Block:
-----------------------
Name
-----------------------
Male Human (Taldor/Fey) Druid Level 1; Age 20
NG Medium humanoid (human)
Init +3; Senses Low-Light Vision, Perception +8

-----------------------
Defense
-----------------------
AC 15, touch 13, flat-footed 12 (2 Armor, 3 Dex)
HP 8
Fort +2, Ref +3, Will +6

-----------------------
Offense
-----------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20)
Ranged shortbow +3 (1d6/x3)

Special Option
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft

-----------------------
Statistics
-----------------------
Str 14 (+2), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
Base Atk +0; CMB +2; CMD 15

Alternate Racial Options
Fey Magic, Fey Thoughts, Low-Light Vision - A human can take these in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Heroes of the Wild, page 5)
Military Tradition - Several human cultures raised their children to be able to use certain weapons. Choose two martial or exotic weapons to be proficient in. This replaces the racial bonus feat. (Longbow, Shortbow)

Traits
Bastard (Kingmaker) - Campaign - Bran takes a -1 on all Cha based skills checks on nobility until he becomes a noble or proves his claim; +1 on will saves.
Magical Talent - Magic - Bran's fey-like nature has allowed him to innately cast a 0-level spell once per day as a spell-like ability. (Arcane Mark)

Feats
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft

Skills (8 Ranks - 4 Class, 2 Background, 1 Int, 1 Favored Class Bonus)
Handle Animal +3 (1 rank, 3 class, -1 Cha)
Knowledge (Geography) +5 (1 rank, 3 class, 1 Int)
Knowledge (Nature) +7 (1 rank, 3 class, 2 Druid, 1 Int)
Lore (The Stolen Lands) +5 (1 rank, 3 class, 1 Int)
Perception +8 (1 rank, 3 class, 4 Wis)
Profession (Farmer) +8 (1 rank, 3 class, 4 Wis)
Spellcraft +5 (1 rank, 3 class, 1 Int)
Survival +8 (1 rank, 3 class, 4 Wis)

Favored Class Bonuses
Druid - +1 Skill Rank (x1)

Languages
Common, Druidic, Taldan, Slyvan

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Possessions
-----------------------
Inventory
Equipped/Worn
shortbow, dagger, outfit (peasant's), spell component pouch, pouch (belt), backpack, waterskin (filled)

Inside the Backpack
animal feed (1 day), trail rations (2 days), torch, flint and steel

Inside Pouch
holly, mistletoe, spices

Carried by Borne, his Donkey
blanket, iron pot, soap, mess kit, animal feed (24 days), torches (x9), trail rations (13 days)

Emcumberance
Current Load - 26.5 lbs (Light)
Loads - 58 Light, 116 Medium, and 175 Heavy

Wealth
9 gp, 9 sp, 10 cp

-----------------------
Special Abilities
-----------------------
Spontaneous Casting - A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Orisons (Sp) - Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages - A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

Nature Bond (Ex) - At 1st level, a druid forms a bond with nature. This bond has taken the form of an animal companion for Bran. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex) - A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) - A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Fey Magic - The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

Fey Thoughts - The character sees the world more like a native of the First World. Perform and Use Magic Device are always class skills for the character.

Low-Light Vision - This character has low-light vision, as do many feyborn.

----------

Magic:
-----------------------
Magic
-----------------------
Spellcaster Level 1
Concentration +5; DC14 + Spell Lv

SPD
0 - 3
1 - 2

Spells Currently Prepared
0 - [http://www.d20pfsrd.com/magic/all-spells/c/create-water]Create Water[/url], [http://www.d20pfsrd.com/magic/all-spells/m/mending]Mending[/url], [http://www.d20pfsrd.com/magic/all-spells/s/spark]Spark[/url]
1 - [http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds]Cure Light Wounds[/url], [http://www.d20pfsrd.com/magic/all-spells/m/magic-fang]Magic Fang[/url]

Other Spell Sources
Fey Magic - Forest
Bran has a number of spell-like abilites when in his favored terrain (forest), each usable once per day.
0 - Level
1/day - Detect Magic, Guidance, Stabilize
1 - Level
1/day - Cure Light Wounds
These spells from Fey Magic are unuseable until Cha reaches 11 or higher!

Magical Talent - Trait
He also can cast another spell once per day as a spell-like ability in any terrain.
0 - Arcane Mark

----------


I'm interested. I'll be up-front and say that in the past I tried to do some PbP on these forums but real life issues cropped up and I couldn't stay. Things are different now, and I can post 1/day pretty easily, but since posting history matters in player selection, I figured a bit of honesty is only fair.

As it stands, I normally work thurs/fri/sat/sun, so those are my busiest days and when I'll make my shortest posts, probably. My posting frequency should pick up on the remaining days, but as said, 1/day is very doable for me.

I have always wanted to play Kingmaker but never actually have. I've got a race to request, but if you say "No" I won't be upset. I can make something else.

So, the first character concept:

1. Zaqar, the Lizardfolk Warrior

This is the race request that I figure will be denied, but here goes:

As noted on the Golarion wiki, there's a sizeable population of lizardfolk in parts of the River Kingdoms. Anyone looking to explore or colonize a part of the River Kingdoms could use help from locals that are already at odds with the bandits in the region, and the lizardfolk could fit that bill, though they'd be unconventional allies.

If allowed, I'd like to play a Lizardfolk Barbarian or Ranger (probably a two-handed weapon Ranger of some kind), focusing on the character playing the role of a guide and front line combatant. I'd be spending points in Survival, Perception, and Linguistics each level for sure (especially since I'd NEED Linguistics to start with Common as a language).

The idea is my character is hired on as disposable help, sort of like how European explorers might hire local helpers as they enter the Congo or Egypt. Zaqar's incentive to play along would be a combination of curiosity and a desire for human wealth at first (Gold coins! Strange armors! Knowledge of the world beyond his tribal lands!). However, should we reach the point where settlement-building happens, I'd love to see about having Zaqar reach out to the local lizardfolk tribes to get them in on the Kingmaking biz.

Again, I entirely expect this concept to be refused, but I figured I'd ask.

EDIT: I could make the character a bow-based ranger (no DEX penalty, bonus to STR and CON - not a bad decision). The Lore Warden Fighter could work in a weird way; more skill points to spend + feats + free combat expertise = makes a very viable start to a melee build. I would consider Bloodrager, but it feels a bit redundant with a Sorcerer in the party. Ergo, a Ranger focused around doing ranger things (like tracking) seems like the best choice.

I could also make them a Druid or Hunter should a truer spellcaster be needed. I'd rather play a martial, though, and I feel like the frontliner role suits the Lizardfolk race very well.

Other character concepts:

I've been wanting to play a halfling warpriest for some time as well ever since I tinkered with a sling-based build. I've got a character prepped and ready to go already; they'd be filling a mixed role of ranged damage dealer and buffing support. Background-wise, I'm looking at the character being an escaped slave from Chelexia, likely worshiping either Sarenrae or Milani. They'd be militantly anti-slavery and the like.

Another idea is a mounted combat focused character of some kind. I've actually REALLY wanted to make a halfling riding a velociraptor for a while. A beast rider cavalier would be rather tempting in that regard...

EDIT 2: Also, I just discovered the Mooncursed Barbarian, and playing a wolf or tiger based barbarian that eventually two-hands a big weapon while in hybrid form is very tempting. Or boar. All the forms are cool, actually.

...Or Mooncursed lizardfolk barbarian using the Crocodile form...


Pathfinder Lost Omens Subscriber

Dot for interest.


Hey Talomyr I would like to apply for this game too. I am thinking of putting forwards a Halfling Cavalier (Order of the Paw). I know it isn't a brilliant order, but I just like the feel of it. Also thinking of going with a family trait, so if anyone is wanting to play a brother/sister (or any sibling character) let me know.


Dropping out due to too many games.


I have been aiming for a Kingmaker game for quite awhile now and would love to get into one! I've got a Empiricist Investigator that I'll be submitting once I lower him down to level one and update his gear and sheet.


Never gotten very far in this campaign on Roll20 and I havent gotten into any of the games on here that I've applied to recently. But I would love to. I'm going a somewhat sub-optimal Treesinger Druid, casting and control focused in combat probably. The Kingdom Building rules are something I've always wanted to play around with but I've yet to get to. Probably looking to eventually go for either High Priest as a representative of the Green Faith or perhaps Erastil specifically. Or Marshal, it works fairly well with his backstory and him having no tolerance for banditry. Plus it would let him travel around the country and spend time in nature patrolling. Yeah I think Marshal.

Background:
Senan was raised by his human father Finn after his elven mother passed shortly after giving birth to him. He only has the vaguest, hazy silhouette memories of her. At most a featureless profile with long hair flame red hair and a soft, melodious voice singing to him. Finn never learned to speak Elven extensively, so while he and Senan remember random words and the general cadence, most of it was meaningless bittersweet memories to them. The first clear memories of Senan’s life revolve around his father showing him around the orchard that he tended. The care and respect that Finn showed to his orchard was a part of what had attracted Ellunai--Senan’s mother—in the first place. Finn’s family claimed to own land and a beautiful orchards in the Stolen Lands. It was lost in his grandfather’s time and he met Ellunai as a young man, attempting to reclaim it. Because of Ellunai’s influence in his life he eventually settled down and chose to start anew on the borders instead. So it wasn’t overly surprising that after her passing Finn began to tell Senan of their family’s ancestral holdings. The loss of his beloved wife made him focus on all his other loss as well. Senan’s memories of his childhood are filled with two very different set of memories of his father. There was the broken, depressed man who had lost his wife and never sought his family’s holdings. Then there was the man who truly loved the trees and plants that he coaxed from the earth to survive in the harsh border near Brevoy’s southern border.

Thankfully life wasn’t easy enough to allow his father to focus too much on the past. The orchard required them to work fairly hard to sustain it and when he was working around the plants his love of them was infectious. Senan grew up talking to the plants, encouraging them to grow healthy and strong. It wasn’t until he was a teenager that Finn began to notice that the trees Senan spoke to seemed to grow slightly faster, they were sick less often and produced plumper fruit. Finn encouraged Senan to explore his connections to the trees as he grew up, thinking of it as a true blessing for his son. Those few years were some of the happiest of his youth but they ended all too soon. When he was twenty bandits attacked the orchard. It might not have ended the way they did if they hadn’t disrespected the trees. Although Finn and Senan didn’t have a great deal of material wealth they would have given it up to the bandits. But as the bandits started ripping branches off the trees and threatening to burn the grove Finn retaliated. He killed one of the bandits with a hoe that had been leaning against a fence nearby before he could think of the consequences. The bandits reacted quickly; they broke the hoe, beat then stabbed Finn and finally killed Finn before Senan’s eyes.

It was at that point that Senan snapped. He drew on his powers in ways that he had never even considered before. In his shock and rage he managed something that to this day he has not been able to replicate, he animated his favorite tree—a young weeping willow—and it struck out and crushed one of the bandits. Senan took the staff life handle of the broken hoe and brained another with it. Unfortunately the last managed to get away and as he did he started lighting the grove on fire as he fled. There was nothing Senan or his treant could do about it. In one day Senan watched his whole life literally go up in flames. He wept and his companion wept with him, and that was the start of what would become an inseparable bond. The next day they settled on the name Salix for the treant and began to salvage what they could from the orchard and farm. Senan spent the next few years wandering the borderlands, occasionally fighting bandits but largely keeping to himself and learning more about his abilities and the natural world. When he heard the call to explore the Stolen Lands he realized it represented an opportunity. He couldn’t bring back his family’s orchard, but maybe he could recover the land his family lost so long ago.

Senan’s Sheet:
Senan
Male half-elf druid (treesinger) 1 (Pathfinder RPG Advanced Race Guide 25)
N Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +14
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +0 (1d6)
Druid (Treesinger) Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, entangle (DC 15)
. . 0 (at will)—create water, detect magic, guidance
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Statistics
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Str 10, Dex 14, Con 14, Int 10, Wis 19, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Perception), Spell Focus (conjuration)
Traits Elven Reflexes, Pioneer
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +4, Handle Animal +5, Knowledge (nature) +6, Perception +14, Spellcraft +4, Survival +10 (+12 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather); Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, green empathy, hero points, nature sense, plant bond (sapling treant named Salix)
Other Gear hide armor, quarterstaff, alchemy crafting kit[APG], backpack, basic maps (major landmarks only), belt pouch, blanket[APG], feed (per day) (5), flint and steel, flint and steel, holly and mistletoe, knife, utility (0.5 lb), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, light horse (combat trained), 16 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Green Empathy +2 (Ex) Improve the attitude of an plant, as if using Diplomacy.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Salix's Sheet:
Salix
Sapling treant (Pathfinder RPG Advanced Race Guide)
N Medium plant
Init +0; Senses low-light vision; Perception +5
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Defense
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AC 11, touch 10, flat-footed 11 (+1 natural)
hp 14 (2d8+5)
Fort +4, Ref +3, Will +1
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
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Offense
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Speed 30 ft., climb 30 ft.
Melee 2 slams +3 (1d6+2)
--------------------
Statistics
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Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 13
Feats Toughness
Tricks Attack, Combat Riding, Come, Defend, Detect, Down, Guard, Heel
Skills Climb +14, Perception +5
SQ combat riding, detect, double damage against objects
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Special Abilities
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Climb (30 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Detect [Trick] Indicates unusual smells, noises, etc.
Double Damage Against Objects (Ex) Deal x2 damage against object or structure with full attack.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Tossing my interest in the hat.

I know you said you might accept an oddball race if we had a good enough story... well, I've got one (an oddball, at least, don't know if the story is that good.)

Would you be opposed to a kobold who is a former bandit and trying to reform himself and become a doctor? And could act as a medic and translator for the party between them and the monster races?

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