Rerecruitment for Kingmaker


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May have just realized I forgot to adjust items. I will get that in the morning.

Grand Lodge

DM Rostam: I did have one question. What's your approach to dealing with a 6-person party in terms of encounters, loot and leveling since it designed for 4?

Hi, just passing by to say that I'm still here and interested!

Bristor wrote:
DM Rostam: I did have one question. What's your approach to dealing with a 6-person party in terms of encounters, loot and leveling since it designed for 4?

Regading encoutner balance, it depends on the encounter. I generally try to not simply add more of the same creatures. If I do add more creatures it will usually be a pet or two, or a creature that uses a different tactic than the others. If the encounter is meant to against a single monstrous foe I will either beef them up or add a few minions that make sense.

One of my favorite ways to make boss encounters more exciting is to actually add a second monster inside the first monster. They each get their own initiative and hp, but its one body (an there's no "this isn't even my final form" moment). The last one of the creatures to act is the one currently getting attacked with its hp being removed. I haven't actually done it online because the logistics is a bit tougher, but IRL its pretty awesome.

For loot I will adjust the level of it so that its where the AP wants it to be.

For leveling, I was planning on asking the players if they wanted to do XP or level at certain points in the AP. The main problem with leveling at AP plot points is that you can stumble into places that you can't handle, and my preference for Kingmaker is using XP. Using XP works out because if I increase the difficulty of combats enough you'll earn more anyway.

@Kazmuk - Your enthusiasm is duly noted!

A little last minute, but here is my submission. Pardus Margay, the Skinwalker Gunslinger (Maverick/Pistolero)

Character Sheet:
Pardus Margay
Male Skinwalker Gunslinger 3 (Maverick/Pistolero)
N Medium Humanoid (Skinwalker) (Shapechanger)
Init +2; Senses Perception +7
AC 16, Touch AC 13, Flat-Footed 13 (+3 Armor, +2 Dex, +1 Dodge)
HP 25 (1d10+7)
Fort +5, Ref +5, Will +4
Speed 30 ft.
Machete +4 (1d6+1/19-20/x2)
Pistol +6 (1d8/x4)
Abilities Str 12, Dex 15, Con 14, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 17
Gunsmithing, Rapid Reload, Quick Draw
Brigand (Campaign): You begin the campaign 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.
Never Stop Shooting (Combat): If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm.
Criminal (Social): Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Bluff +7, Climb +5, Craft (Alchemy) +2, Handle Animal +8, Heal +7, Intimidate +7, Perception +7, Profession (Gambler) +8, Ride +5, Sleight of Hand +5, Survival +9, Swim +4
Pistol, Machete, Studded Leather Armour, Endless Bandolier, 60 Bullets, 60 Black Powder Doses, 5 Alchemical Cartridge (Paper), 5 Alchemical Cartridge (Flare), 2 Bear Traps, Oil of Silence
Special Abilities
Low-Light Vision (Ex): In dim light, skinwalkers can see twice as far as humans.
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain one of the following features:

2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet
+1 racial bonus to natural armor

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as he wants.

A skinwalker can return to his humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to his humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 his character level.

Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.

Maverick Archetype

Deeds: A maverick gains the following three deeds.

Stacked Deck (Ex) At 1st level, the maverick can spend 1 grit point when he attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to her Wisdom modifier (minimum 1).

This deed replaces the gunslinger’s dodge deed.

Fist Fighter (Ex) At 3rd level, as long as the maverick has at least 1 grit point, he gains the benefit of the Improved Unarmed Strike feat.

This deed replaces the pistol whip deed.

Gun Twirl (Ex) At 3rd level, as long as the maverick has at least 1 grit point, he can use flashy gunplay to intimidate his opponents. He gains the Dazzling Display feat and can use it with any firearm, even if he doesn’t have Weapon Focus in that firearm.

This deed replaces the gunslinger initiative deed.

Pistolero Archetype

Weapon Proficiency: Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. He must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.

Gunsmith: A pistolero must take a pistol when he chooses a battered firearm at 1st level.

Deeds: A pistolero swaps a trio of deeds for the following.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, he can spend 1 grit point to deal 1d6 points of extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.

Deadeye (Ex): At 7th level, the pistolero gains the deadeye deed, which is normally a 1st-level gunslinger deed. This deed replaces the startling shot deed.

Twin Shot Knockdown (Ex): At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during his turn, he can spend 1 grit point to knock the target prone. He can choose to spend the grit point after the attacks are made. This deed replaces the bleeding wound deed.

Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. He gains a bonus on damage rolls equal to his Dexterity modifier, and when he misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This ability replaces gun training 1 to 4.


Pardus Margay was born in the Mana Wastes, in a settlement located near Lake Ustradi. He has very few memories of his parents, who died when he was young, killed by one of the many mutated monsters that roamed those blasted lands. Left with just a battered pistol and his own bestial heritage, Pardus was just one more child left in the care of the local orphanage.

Like everyone else in the Mana Wastes, Pardus spent the majority of his childhood and adolescence fearing for his life, enduring magically charged storms and desperately fighting back against the beasts that raided his town. When he finally reached adulthood, the skinwalker risked life and limb to flee across the Spellscar Desert, hoping to find himself a more peaceful existence.

For a while he succeeded. Settling down in a remote village to the north, for a year Pardus lived the simple life, far from the dangers of the Mana Wastes. But it wasn't long before the man found himself becoming restless and anxious. It took him 12 months to realise why.

Something in him yearned for blood. Something inside of him craved violence.

It was difficult to pinpoint where exactly these compulsions came from. Were they instincts gained through Pardus's lycanthrope bloodline? Or was it a coping mechanism, formed inside Pardus's impressionable mind during his early years? In the end it didn't really matter. Choosing to embrace this new side of himself, it was here that the skinwalker began his lifelong career as a gun for hire.

Pardus Margay spent the next 25 years of his life travelling the world. He hunted bandits in the deserts of Osirion, assassinated a nobleman in the capital of Taldor, and led a series of strikes upon a smuggling ring operating out of Cheliax. Working for dozens of different governments and factions, Pardus's motto has always been the same. He will work for anyone and everyone, as long as they pay him in gold and point him at something worth killing. That being said, Pardus does seem to have a habit of setting his sights on people who deserve a quick and violent end. Particularly criminals, corrupt officials, and other killers.

But recently things haven't been going so well for the aging gunslinger. After nearly losing his right arm to the blade of an assassin, Pardus has spent the last few months recovering in the nation of Brevoy. During that time, he came to a conclusion. Working for others is good enough, but working for yourself is even better.

Seeing the Stolen Lands as a wild frontier, with plenty of chaos to occupy a mercenary such as himself, Pardus Margay has begun searching for work in this troubled region.

Scarab Sages

Unfortunately the week was too busy for me to get a character together in time.

Good luck to the applicants and have fun with the campaign!

Well it's that time of recruitment threat again.

Thank you to everyone for submitting a character, it gave me a lot to think about while reviewing everything.

Here are my selections:

Kazmuk Doortsgarf
Zade Lebeda

As usual I don't know when to stop myself, so I am going to pick 3 people to join our current party.

Please stop into the discussion thread here.

Silver Crusade

Thank you for the consideration.

Hope you all have a fun game! ;)

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