Kingmaker Recruitment


Recruitment


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Present game is in need of players more info to follow:
Module I is done, though not all the exploration was finished.
This Kingmaker is homebrewed with a zombie/black magic feel. The enemies are a lot tougher as if they are tainted by evil and that evil has been festering in the Stolenlands.

Original Recruitment

We have:
A Dwarven Fighter Axes
An Elven Fighter Big Sword
A Drow Ranger
A Half-Orc Skald
An Aasimar Hospitaler Paladin 3, Celestial Bloodrager 1
Also an AWOL paladin whose seat is still open for him but he has been gone for a while now.

A bunch of npc dwarves that could be a basis of character if you want, but nonetheless looking at what we have they let anyone into the group.

Level 4, 5,000 gold to spend, any one item cannot be more than half your wealth, crafting is acceptable.

Also the Kingdom building will be put at a minimal, unless we get 2 or more players will to take that over.


Interested, although I ran a kingmaker game a few years ago. Got a dwarven wizard with a dash of barbarian that might fit in. Will hunt him down and adjust him.


Wow, everyone must be out playing the playtest I guess. No interest in Kingmaker.... perhaps the variant bothers them... too bad! :(

Rabscuttle let me know when you are ready or if you have any questions.


Are you looking for just the one?

Grand Lodge

Seems you need Maybe a Healer or Rogue or something else

Grand Lodge

Or a wizard of somekind


5d6 - 1 - 3 ⇒ (1, 3, 4, 3, 4) - 1 - 3 = 11
5d6 - 1 - 2 ⇒ (6, 2, 4, 5, 1) - 1 - 2 = 15
5d6 - 1 - 2 ⇒ (1, 4, 2, 4, 5) - 1 - 2 = 13
5d6 - 2 - 2 ⇒ (2, 6, 6, 2, 2) - 2 - 2 = 14
5d6 - 3 - 3 ⇒ (3, 6, 3, 5, 4) - 3 - 3 = 15
5d6 - 2 - 3 ⇒ (3, 3, 5, 2, 5) - 2 - 3 = 13
5d6 - 1 - 2 ⇒ (5, 2, 1, 5, 3) - 1 - 2 = 13

Move 3 from 13 to 15, so
18,15,14,13,13,10 to start with. I can work with that.
Should be ready later tonight.


wizardly hit dice: 3d6 ⇒ (1, 1, 4) = 6

well, that could be better.

This is Rabscuttle's character. Late here, so still need to finalise a few things and add them to the profile tomorrow: equipment, spells, various buffed calculations. Also a picture (selection process is buggy!)

Looking at the recruitment thread, I think I still need to pick an extra campaign trait, and a hated enemy. Anything else specific to this game?

Rough 30s backstory: Came from wizarding family, but didn't cope well with formal teaching - got kicked out of school for biting. Left clan and had better success studying on his own. Fell in with the npc dwarves after a while - but was separated from bonded weapon during the undead attack.

Grand Lodge

5d6 - 1 - 4 ⇒ (6, 5, 1, 4, 4) - 1 - 4 = 15
5d6 - 1 - 2 ⇒ (3, 2, 4, 6, 1) - 1 - 2 = 13
5d6 - 1 - 3 ⇒ (1, 4, 3, 6, 6) - 1 - 3 = 16
5d6 - 1 - 1 ⇒ (1, 1, 1, 6, 6) - 1 - 1 = 13
5d6 - 2 - 3 ⇒ (2, 5, 3, 6, 6) - 2 - 3 = 17
5d6 - 2 - 2 ⇒ (4, 2, 2, 6, 3) - 2 - 2 = 13
5d6 - 2 - 4 ⇒ (2, 4, 3, 4, 5) - 2 - 4 = 12

so 15,13,16,13,17,13,12

Dropping the 12, and gonna make one of the 13s a 10 to make another 16

thinking A Dwarven Cleric/Rogue or Cleric/Ranger(trap)

maybe a Halfling Rogue/Cleric


5d6 - 1 - 1 ⇒ (5, 1, 6, 1, 3) - 1 - 1 = 14
5d6 - 3 - 5 ⇒ (3, 6, 6, 6, 5) - 3 - 5 = 18
5d6 - 2 - 2 ⇒ (2, 5, 3, 2, 5) - 2 - 2 = 13
5d6 - 3 - 5 ⇒ (5, 3, 5, 6, 5) - 3 - 5 = 16
5d6 - 2 - 2 ⇒ (2, 6, 6, 2, 2) - 2 - 2 = 14
5d6 - 1 - 1 ⇒ (1, 5, 4, 1, 3) - 1 - 1 = 12
5d6 - 1 - 1 ⇒ (4, 1, 3, 1, 2) - 1 - 1 = 9

18, 16, 14, 14, 13, 12

Nice. Still not sure what I want to build, but it's a good foundation regardless.

Grand Lodge

Okay Going with Ranger(trapper)1/Cleric(Crusader)3.Going with Abadar as the god

Grand Lodge

5d6 - 2 - 3 ⇒ (3, 6, 4, 2, 4) - 2 - 3 = 14
5d6 - 1 - 2 ⇒ (5, 2, 1, 6, 3) - 1 - 2 = 14
5d6 - 1 - 5 ⇒ (6, 6, 5, 5, 1) - 1 - 5 = 17
5d6 - 1 ⇒ (1, 5, 5, 5, 1) - 1 = 16
5d6 - 2 - 4 ⇒ (4, 6, 2, 4, 4) - 2 - 4 = 14
5d6 - 2 - 3 ⇒ (2, 3, 3, 5, 5) - 2 - 3 = 13
5d6 - 1 - 1 ⇒ (3, 4, 3, 1, 1) - 1 - 1 = 10

I'm think about a spirit binder transmutation wizard. I will try to have something up soon.


I feel like I shouldn't join one more, but it's kingmaker! xD
Also did someone say they didn't have any wizards and there were some NPC dorfs? :o
/me starts making Gandalf clone...
/me remembers old diviner that never got played, starts remaking that instead...

edit: does "you must have a hated foe and good reason for it" include groups like pet dogs?
'cause allergies are a pretty good reason to had a category of animal...
but you probably meant like ranger's favored foe and/or a specific villain, right?


Just realized I forgot to roll:

5d6 - 1 - 2 ⇒ (2, 4, 5, 5, 1) - 1 - 2 = 14
5d6 - 1 - 3 ⇒ (3, 5, 6, 6, 1) - 1 - 3 = 17
5d6 - 1 - 4 ⇒ (1, 4, 5, 6, 5) - 1 - 4 = 16
5d6 - 2 - 3 ⇒ (4, 6, 3, 3, 2) - 2 - 3 = 13
lowest/ignored: 5d6 - 1 - 1 ⇒ (1, 2, 3, 1, 6) - 1 - 1 = 11
5d6 - 2 - 3 ⇒ (3, 4, 2, 5, 5) - 2 - 3 = 14
5d6 - 1 - 1 ⇒ (1, 6, 4, 3, 1) - 1 - 1 = 13

after I've gotten these numbers (17,16,14,14,13,13) from rolling, I get to move upto 3 from one stat to another, right? Does that mean I could add 3 to that 17?
'cause I kinda wanna super cheese it when I look at that 17...
If not, I'll just add one to it before racials to get (18,16,14,14,13,12)

Also, after all that, we get racial bonuses/penalties as normal, correct?


ScegfOd: after all that, we get racial bonuses/penalties as normal, yes.

Sounding good Helferick. Re roll your ones.

We have about 5 applicants. We have started the game and when you are ready let me know... you have two more days but if you need more time you could still get it ready in case someone drops or other reasons.


Reroll HD: 2d6 ⇒ (6, 2) = 8 thanks, that's a bit better!

Ok, I think crunch is done.

Grand Lodge

hp: 3d8 + 3 ⇒ (5, 4, 7) + 3 = 19

Cleric HP, Ranger will be 9

Grand Lodge

HP: 3d6 ⇒ (5, 2, 5) = 12


Hey if you don't mind I would like to throw my hat in the ring. Haven't had any experience though with Kingmaker.
5d6 ⇒ (2, 2, 4, 1, 2) = 118
5d6 ⇒ (2, 2, 4, 1, 2) = 118
5d6 ⇒ (1, 2, 4, 3, 4) = 1411
5d6 ⇒ (3, 5, 6, 3, 3) = 2014
5d6 ⇒ (5, 6, 1, 2, 1) = 1513
5d6 ⇒ (5, 6, 6, 6, 1) = 2418
5d6 ⇒ (4, 5, 1, 4, 2) = 1613
8,10,11,14,16,18
Also almost forgot any form of restrictions?


Helferick, drop on by the discussion thread when you are ready... still looking for other players to be ready!

Grand Lodge

Here is what I finally decided on.

A royal magical adviser, Halston Surtova. An enigmatic man who acts as healer and adviser to many nobles. His family has does this for decades. His family has a reputation for cunning and being slightly unscrupulous. His fey blood betrays a long standing history in the region. His ambitions and maybe a bit more attention than he wanted have brought him to Belroy, he will make the more of this opportunity .

Spoiler:
Halston Surtova

Neutral Medium Half-elf Sorcerer 4;

Init 2; Senses Perception: +9 low light vision

DEFENSE

AC 12, touch 12, flat-footed 10

HP 29

Fort 3, Ref 3, Will 5

OFFENSE

Speed 30 ft.

Sorcerer spells known (CL 4; concentration +9)

2nd (4/day)- Create Pit (DC 17);

1st (8/day)- Charm Person (DC 17); Enlarge Person (DC 16); Grease (DC 16); Mage Armor (DC 16); Aid (DC 16)

0th (at will)- Detect Magic (DC 15); Ghost Sound (DC 15); Mage Hand (DC 15); Mending (DC 15); Prestidigitation (DC 15); Read Magic (DC 15);

STATISTICS

Str 16, Dex 14, Con 14, Int 16, Wis 13, Cha 20

Base Atk + +2; CMB +5; CMD 17

Feats Boon Companion; False Focus; Spell Focus: Enchantment;

SQ Bloodline Arcana; False Piety; Lay Healer; Woodland Stride; Bloodlines: Fey (sylvan); animal companion (snow white tiger); low light vision; Kindred raised

Skills Diplomacy +10; Knowledge (arcana) +10; Perception +9; Spellcraft +10; Use Magic Device +12 (+1/2 lvl to divine spells)

Equipment: TBD


Halston Surtova/Grandlounge, you may make your way to discussion as well.

Any questions please let me know.


Any more openings, or are you full up now?


We could take one more Oniwaban... get to it and we will see where you fit in once you are done.


I'll have to become less busy IRL so I can actually finish muh wizard xD


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5d6: 5d6 - 2 - 4 ⇒ (2, 5, 6, 5, 4) - 2 - 4 = 16
5d6: 5d6 - 1 - 1 ⇒ (3, 5, 5, 1, 1) - 1 - 1 = 13
5d6: 5d6 - 3 - 2 ⇒ (4, 3, 2, 4, 6) - 3 - 2 = 14
5d6: 5d6 - 2 - 2 ⇒ (2, 2, 6, 3, 6) - 2 - 2 = 15
5d6: 5d6 - 3 - 3 ⇒ (3, 6, 3, 4, 5) - 3 - 3 = 15
5d6: 5d6 - 1 - 1 ⇒ (4, 1, 4, 1, 2) - 1 - 1 = 10
5d6: 5d6 - 3 - 1 ⇒ (1, 3, 6, 3, 5) - 3 - 1 = 14

Okay, dropping the low roll of 10... leaves me with 16, 13, 14, 15, 15, 14.

I will drop one of the 15s to a 12, and raise the other 15 to an 18.

So, final base stats are 18, 16, 14, 14, 13, 12.

I think, just maybe, I can work with this. :D

I'll have something completed shortly.


Hmmm... Why not? I'll throw my dice into the ring.

5d6 - 1 - 2 ⇒ (2, 3, 1, 4, 2) - 1 - 2 = 9
5d6 - 1 - 3 ⇒ (1, 4, 3, 3, 4) - 1 - 3 = 11
5d6 - 3 - 4 ⇒ (6, 5, 4, 5, 3) - 3 - 4 = 16
5d6 - 2 - 3 ⇒ (5, 5, 6, 2, 3) - 2 - 3 = 16
5d6 - 2 - 4 ⇒ (6, 4, 4, 2, 5) - 2 - 4 = 15
5d6 - 2 - 4 ⇒ (4, 4, 6, 5, 2) - 2 - 4 = 15
5d6 - 3 - 3 ⇒ (3, 3, 4, 6, 6) - 3 - 3 = 16

16, 16, 16, 15, 15, 11?
....Well, with rolls like that, I feel like I almost have to make something now. Hmmm... What to make with 3 16s. and a... what, 45? point-buy?

Grand Lodge

Invested Regent is an amazing Unmonk archetype but needs a very high point buy. Becuase it is so mad very few people get the opportunity to play it.


Yeah, but I don't think they really need another melee combatant. And Casters are best with one really great stat as opposed to a bunch of good ones.

Grand Lodge

Anything with a bow is naturally MAD.


Mystic Theurge, then?

And I can't resist rolling . . ..

5d6 - 3 - 4 ⇒ (6, 6, 5, 4, 3) - 3 - 4 = 17
5d6 - 1 - 2 ⇒ (2, 1, 3, 2, 3) - 1 - 2 = 8
5d6 - 2 - 3 ⇒ (4, 4, 2, 3, 3) - 2 - 3 = 11
5d6 - 1 - 3 ⇒ (1, 4, 5, 3, 5) - 1 - 3 = 14
5d6 - 2 - 3 ⇒ (5, 5, 2, 3, 5) - 2 - 3 = 15
5d6 - 2 - 2 ⇒ (6, 5, 2, 2, 5) - 2 - 2 = 16
5d6 - 2 - 3 ⇒ (2, 3, 6, 6, 5) - 2 - 3 = 17

For 17,17,16,15,14,11.

Very nearly the same rolls as Daedelus. Net 1 total point higher. 49 point buy.

Edit: Playing off both above posts, maybe a cleric of Erastil?


HP: 3d8 ⇒ (1, 7, 6) = 14

Presenting Berenice Farr, Investigator.

crunch:

Half-elf female, Investigator 4

STR 14
DEX 18
CON 14
INT 18
WIS 14
CHA 12

HP 35

Init +4

AC 19
T 15
FF 14

F 4
R 8
W 6

CMB 5
CMD 20

Skills
Acrobatics +9, Appraise +8, Climb +7, Craft (Alchemy) +11, Diplomacy +9, Disable Device +11, Escape Artist +8, Heal +6, Kn.(Dungeoneering) +9, Kn. (History) +9, Kn. (Local) +9, Kn. (Nobility) +9, Linguistics +10, Perception +14, Sense Motive +9, Sleight of Hand +8, Stealth +9, UMD +6

Languages
Common, Elven, Varisian, Taldane, Draconic, Dwarven

Feats
Weapon Finesse
Dodge

Attacks
+1 Rapier +8, 1d6+3, 18-20/x2
+2 Composite Mwk. Shortbow +8, 1d6+2, x3
Dagger +7, 1d4+2, 19-20/x2

Gear
Mithral Shirt
+1 Rapier
Composite +2 Mwk. Shortbow
25 arrows
2x Dagger
Investigator's Kit
Clothes
1 week rations
Waterskin
2x large belt pouch
Chalk
Signal Mirror
Formula Book

Racial Traits
Adaptability
Elf Blood
Elven Immunities
Keen Senses
Multitalented
Low-Light

Traits
Rostlander (Kingmaker) +1 trait bonus on Fort Saves
Clever Wordplay (Diplomacy) - Diplomacy checks use INT mod instead of CHA.
Dirty Fighter - When you hit a foe you're flanking, deal 1 additional base point of damage.

Class Features
Light Armor
Simple Weapons, plus Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Sword Cane
Alchemy - When using Craft (Alchemy) to make an alchemical item, gain a +4 competence bonus. Use Craft (Alchemy) to identify potions as if using detect magic.
Inspiration (6) - Spend one point to add 1d6 to an ability or skill check (including take 10 or 20). Must be declared first, before check is rolled. Can use Inspiration on any Knowledge, Linguistics, or Spellcraft checks without spending a point, if trained in that skill. Can also use for attack rolls or saves, at a rate of 1d6 per 2 points.
Trapfinding - +2 on Perc. checks to locate traps, and on Disable Device checks. Can disable magical traps.
Poison Lore - Cannot accidentally poison self. Can spend 1 minute studying poison to make appropriate Knowledge check to determine what it is. Once identified, can spend 1 minute and make Craft (Alchemy) check to try to neutralize it.
Poison Resistance - +2 to poison saves
Investigator Talents - Perceptive Tracking - Use Perception instead of Survival to find and follow tracks.
Keen Recollection - Can attempt all Know. skill checks untrained.
Trap Sense - +1 on Reflex saves against traps, and +1 dodge to AC to avoid them.
Studied Combat - Move action, study creature, gain +2 hit/dmg for 4 rounds or until Studied Strike is used.
Studied Strike - Free Action against studied target to add 1d6 damage on hit. Precision dmg.
Swift Alchemy - Can make alchemical items in half normal time. Can apply poison to a weapon as a move action.

Story:

Berenice's father is an Elven diplomat, who was passing through. Her mother now owns a small inn, but was at the time a serving girl of 19 who was overawed by elven grace and charm. The girl seemed to have all of the best features of both races, being bright and inquisitive, industrious and graceful. Growing up around an inn, she was exposed to a variety of people, and almost everyone took a liking to the clever, witty young girl, who would beg of them to teach her anything they could, whether it be tips on fighting, tales of religion, history, natural knowledge... the girl was a sponge for all of it. Between her lessons and books that she was able to buy or borrow, by age nine she spoke Varisian and Taldane fluently and was passable in Dwarven, and was known for a mean right hook and being passable with a battered old rapier which has been left to her by a caravan guard she'd seen many times over the years, who planned to retire. When she was 10, her mother received, via an elven courier, an undisclosed amount of coin that allowed her to buy the Inn she worked at, buy a nice (if still small) home, and save enough to send Berenice off to receive a proper education, at Twilight Academy in the town of Galduria, Varisia.

During her six years there, Berenice focused on alchemical studies, finding something wonderful in the concept of mixing two or more substances to create something entirely different, seeing in it parallels to her own elven/human heritage. She minored in a variety of schemes, spending time with the wrong people. She found people, all people, to be fascinating, and was willing to hang around anyone she felt she could learn something from. In addition to alchemy, she studied swordplay and archery with the small bardic contingent at the school. Upon graduating from the University at 17, she went back home to help her mother. When her mother passed of wasting sickness, she sold the Inn, and set out on her own, looking to put her inquisitive mind and skills to use helping people, and learning more about the world.


I'm thinking adjust one point, from the 15 to a 17 for 18, 17, 16, 14, 14, 11.

Probably being arranged 14,16, 14, 11, 17, 18, with a human bump to Wisdom to 19, and the 4th level bump for Wisdom to 20.

I think this should be fun to build, actually. Could be fun to play, too. Worse archery specialist than normal (which is not inherently a bad thing), but potentially a much better direct contribution to combat cleric than is frequently the case, without heavy magic use.

Not that I'm done with my day of office work, gotta go spend some time doing manual labor for the wife.


Pathfinder Rulebook Subscriber

Is there room for one more?

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