PF1 Kingmaker Recruitment


Recruitment

Sovereign Court

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After a long hiatus, I have decide to try this again. This will be a long campaign.

Bacground: This will be combining elements from the AP and the Owlcat Games computer version, but will also have significant changes from both so those who have played either can still expect surprises.

Expectations: Weekly posting is expected. I will try to be as responsive as possible, but there will be occasions where my availability on some Monday- Thursdays will be limited (That is the usual timeframe for trials).

Player Selection: The following will be my criteria for selection of players:
1) Character role
2) Character back story and concept
3) Order of submissions
4) New vs Experienced Plyer (if all else is equal, I will give new players a chance).

This list is not necessariy in order or comprehensive.

Character creation
25 pt. buy
Only PF1 Paizo material allowed (no 3PP)
Any playable race, though unusual races that may present problems for this type of campaign need very good reasoning in their backstory.
Any non-evil alignment allowed.
We are using the Elephant in the Room feat tax rules (World is Square for Hero Lab program).
Two traits. Do not pick a Campaign Trait, those will be determined after final selection.

Submission Standards:
A decent backstory that explains your character's motivation for being here. Note that the campaign opens at Jamandi Aldori's mansion where she is recruiting adventurers to go tame the Stolen Lands. I do not need a novel, a paragraph or two is sufficient. Also a small blurb about your projected development regarding character classes. Finally, say if you are contending for the role of Baron, or prefer to be a counselor. Don't worry, I will not limit recruitment to one contender.

After the backstory (which is enough to get you on the list as far as timing of submissions go), I want a completed character sheet. I allow revisions to the inital build all the way until 2nd level (as long as it is not a complete change of the character role you were picked for).

I will slect 6 players. I will also designate alternates that will be looked to first if replacements are needed. Recruitment will be opem until Midnight (EST) October 18th (a Staurday).

Good Luck!!!


Dot. Have wanted to play this AP for ages.


my fav AP, so im always in to play


dot.

I have yet to play or run this AP.


I'm interested. Full disclosure: I'm already in a Kingmaker game, but by your description, it seems the game will be unique enough for a separate experience and that makes me excited.

Quick question: the original game is not planned to go up till level 20, that's possible in the Owlcat video-game. What is the level cap for this game? I ask to plan for point buy abilities array.


Concept: Elven Sage Bloodline Sorcerer (Int based), born to a long line of prestigious Wizards. He spends his youth trying in vain to somehow move past sorcery and instead master wizardry, but in the end, quite obviously, the result should never have been in doubt.

Wracked with guilt and shame, as much of his own creation as that of aimed at his by his family members, he has left home to seek out his own path and (presumedly) his own place in history in the Stolen Lands...especially if the offer at Jamandi Aldori's is on the level.

As a result of his upbringing and studies, he is quite well read and learned, he sees himself as much a scholar as he is a spellcaster, followed closely by counselor and advisor. I am considering Arcane Trickster for down the road, however, that is far from a definite path for him.

Personally I have never played any of the variations of Kingmaker. I never wanted to spoil it, should I ever get the chance to play in it.

I'm far from a new player, though I have only recently come back from an extended time away from these boards, brought on by difficult and unavoidable bits in real life that should have no reason to repeat themselves.


An idea I have is based off a song

Broken Mast Bay

Half selkie human

Not sure yet class or the like. Perhaps bard.

Sovereign Court

Veniir wrote:

I'm interested. Full disclosure: I'm already in a Kingmaker game, but by your description, it seems the game will be unique enough for a separate experience and that makes me excited.

Quick question: the original game is not planned to go up till level 20, that's possible in the Owlcat video-game. What is the level cap for this game? I ask to plan for point buy abilities array.

I believe we will make level 20. The finale is based on a party of 20th level characters.

Sovereign Court

Plastic Dragon wrote:


I'm far from a new player, though I have only recently come back from an extended time away from these boards, brought on by difficult and unavoidable bits in real life that should have no reason to repeat themselves.

I fully sympathize with this. I too had to leave for an extended period.

Sovereign Court

UPDATE: The kingdom management phase of this adventure will be determined after selection to accomodate the wishes of those selected. I am tending towards a more abstracted version, but the amount of detail will be decided after the chosen group discusses what they want.


I would like to throw my hat in the ring for sure, but I don't want to represent myself as a 'new' player either. Def not new to PF1, and also not new to Kingmaker, but would love a chance to see this AP happen.

That said, and to create a cool backstory, when is this happening? Asking both in principle and also against the backdrops of history. Ordinally, WotR is 7 APs after Kingmaker, so is the war to close the Worldwound in Mendev still happening? There are any number of other backdrops too. Has Shattered Star happened?

There are some fun Mendev and Magnimar concepts I'd love to present, but would also totally stand aside for a new person. Welcome back Galahad.


I want to come up with something. I don't have any experience with Kingmaker. When you say two traits but don't pick a campaign trait, should I then make a character with just the one trait? And add the second (campaign) at a later date?


Looking at the map of Brevoy for character inspiration...

From the Gronzi Forest pathwiki, "The forest is also home to communities of gnomes. These enclaves are considered uncivilized and shamanistic by typical gnomish standards and mostly keep to themselves"

...starting basics of my character application will be a gnome shaman that wanders out of the Gronzi Forest due to wanderlust and is piqued by Jamandi Aldori's recruitment drive.

He would not have a goal to be a baron, but would not be opposed to being a counselor.

I will post again when the base character idea above is more fleshed out.


I have played Kingmaker before so there's that.

However, I started one character, she got accepted and then, the game died on the vine while they were still at the dinner table. If it okay, I'd like to try her again and see how far I get as I've never played an Archer focused Ranger before. So she would be more of a 'pew pew' back up to the real front liner you get than the main event herself, and would be a good explorer and wilderness type.

Out of the 'Official Roles' she might make a good Marshall as her Dex is high and it would suit her nature.

I need to tweak her sheet a LOT to fit the rules and such (I had her as a member of House Medvyed which may need altered as you are assigning Campaign traits), but I have her backstory right here while I work on the updates. I Hope you enjoy.

**********

There were poachers on family land again. Normally, Daxiana was gentle on Poachers. Everyone needed to eat. But some idiot had killed a doe, and a pregnant doe at that. She could stand audacity, hell, she admired audacity. But this was just ignorant and greedy, and she loathed that combination.
She hadn't been patrolling. She'd been escorting ole what's his name, the pretty boy who mother wanted her to get to know. He WAS handsome, but as a rule, Dax didn't like dating men who wore more perfume than her sisters. He had claimed to be a fine woodsman. She had decided to test that claim.

He was not a fine woodsman. He got lost in the first hour after she slipped away. She had intended to let him panic, then go get him again and inform him while she was flattered by his interest, it was not going to work out.

But this? This was more important than what's his face. You kill too many does you can ruin the hunt of the next year. House Medvyed knew the wilds, knew ther lands well, and Dax knew them better than most. Well, at least better than her sisters and brothers could anyway.
So she hunted the poacher. It was a thrill really. Hunting the hunter, a fellow human no less, was different from hunting animals. If the poacher had any skill, this could be a challenge! Still, despite some efforts to cover his tracks, she found him after a mere hour and a half. She snuck closer to his make shift camp, and coaxed the fellow's horse away while he was busy watering a shrub. Then she waited.
The man came back, and cursed, "Where's my damn horse?"
She shot an arrow at his feet, he jumped, reached for his bow and... realized she was already prepared to take another shot.
"No no no, " She warned the poacher, "My next shot will go before yours, and I won't aim at your feet. Put your hands down."
"You snuck up on me, that's cheating!" The poacher whined.
She blinked, "I'm sorry, you do know you broke the law here, stole OUR deer, my family owns this area by the by, but you think I'm supposed to announce myself from a good distance ? You're rather selective about rules. I mean, I am not one for rules myself, but at least I fess to the failing."
The man's accent wasn't that of Brevoy, just a bit off, and he groused, "Thought this land would be softer."
"You thought wrong," She declared "Where are you from?"
"River Kingdoms" he said "Only got freedoms there, and they can get you killed."
Daxiana got curious. As she tied the man over his horse and guided him yet another hour to her family estate for punishment, she asked more questions about the River Kingdoms, these 'stolen lands'. It sounded messy, but also not a place where they tried to arrange marriage for you.
Still, maybe her parents would be pleased she caught a poacher?

"WHERE..." Her mother demanded, "Is the baron?"
"The baron?" Daxiana blinked.
"Your SUITOR" Her mother hissed.
It had been, by now, at least four hours since she left her suitor lost in the wild. She looked out the window where a heavy rain was pouring down.
"Oops" Dax smiled haplessly.


Here is my character. I have played the Owlcat version of Kingmaker and attempted to get in two or three games, but haven't been able to do it.

Statistics:
Female Human Slayer 1
N Medium Humanoid (Human)
Init +6; Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
HP 13/13
Fort +4, Ref +4, Will +2 (+2 vs. Charm/Compulsion)

------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Kukri +5 (1d4+4/x2 18-20)

------------------------------
STATISTICS
------------------------------
Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 16

Traits
Anatomist: +1 to confirm critical hits
Free Agent: +2 to Will Saves vs. Charm and Compulsion Effects
Feats
Iron Will
Improved Initiative
Skills (9 points; 6 class, 1 race, 2 INT)
ACP -2
Acrobatics +4
Appraise -1
Bluff -1
Climb +6 (-2 with armor)
Diplomacy -1
Disguise -1
Escape Artist +0
Heal +1
Intimidate -1
Knowledge (dungeoneering) +6
Knowledge (geography) +6
Knowledge (local) +6
Knowledge (nature) +3
Perception +6
Sense Motive +6
Survival +6 (+7 to follow tracks)
Swim +2

LanguagesCommon
------------------------------
Special Abilities
Studied Target +1, Track +1 (Bonus to Survival checks made to follow tracks)
------------------------------

Gear/Possessions
Kukri x2
Scale Mail
Backpack
Bedroll
Belt pouch
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Tobacco
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 64 lb.

Money 25 GP 0 SP 0 CP

Background:

Cassia knew how brutal life in the River Kingdoms could be. By the time she had reached adulthood, she had lost her father, both brothers in the senseless wars the petty lords and kings waged against each other in an attempt to establish a kingdom that might become a proper nation instead of a short-lived failure that wouldn't even be a footnote in history. Her mother went soon after, not in any battle, but from drinking and just simply giving up and allowing herself to fade away after everything she had lost.

What happened to Cassia's mother taught her that if she wanted to survive in the River Kingdoms, she would need a strong will. She would need to have the resolve to do what was necessary to keep herself alive and to not lay down and die because she ran into some difficult circumstances. For Cassia, "doing what was necessary to survive" led her to take up the life of a bandit, stealing what she needed to survive, through either stealth, intimidation, or outright violence.

She even ended up joining a gang, the Steel Hands, after she determined that she would be better able to survive in a group that looked out for its members and shared their ill-gotten gains with each other than she would if she was on her own and the only strength that she could rely on was her own. And for a while, Cassia had found some stability in the chaos of the River Kingdoms.

Until she and some of the other Steel Hands were caught by the retinue of one of the many lords that tried to create a dominion for themselves. They were given a simple choice: give up the location of the Steel Hands' headquarters so that they could all be brought to justice or give up their heads. The Steel Hands chose death over betrayal. Except for Cassia. She had resolved long ago that she would do whatever was necessary to stay alive. Giving up the location of the Steel Hands was a sacrifice she was willing to make in order to keep her head on her shoulders.

In doing so, however, Cassia broke one of the six River Freedoms: Oathbreakers Die. If the Steel Hands hadn't been entirely eliminated, they'd be out for revenge on the woman who betrayed them. And none of the other gangs would be too willing to lend a hand to an oathbreaker either. So Cassia laid low, sneaking and stealing in an attempt to survive, until she heard that the nobles of Brevoy had commissioned an expedition into the Stolen Lands. She didn't care much for any nobles, but the wilderness of the Stolen Lands was as good a place as any to get lost in and maybe getting a land of her own? Too good of an opportunity to pass up.

What's she gonna do in the barony:

She'd like to be a baron, although given that Cassia's a reforming crook, I imagine that realistically she'll fall into some form of counseling role in the new barony, as she works to find herself a more permanent place in society.

Build Plan and Role:

In terms of her party role, Cassia's first purpose will be to serve as a frontline DPS, but she also has the Intelligence and Skill Points to survive as a skill monkey for the party in a few areas, particularly when it comes to tracking and knowledge checks (at least a few). In terms of her build, the ultimate goal is for her to be focused on two-weapon fighting.


Oh, I may have missed it, but what's our starting wealth?


Ooh i'm very interested. I am not new to 1e by any means, and have been away from these boards for years but have been looking for a good game to get back in. I have played the kingmaker video game but have never gotten the chance to play the adventure path proper. I'll post some character info soon.

Scarab Sages

I'm interested and working on a Human Sanctified Slayer Inquisitor of Cayden Cailean. I'm hoping to have the character I'm submitting posted this evening.


Weekly posting? This will take a looooooooooooong time.


Hi, this is my submission for a potential baron, an Erastilian paladin with 2 archetypes! Since there was no mention of how to make starting gear in the opening post, I did not buy equipment, except for weapons and armor, but I'm not even sure I can afford that! Will of course repost the character if this information is provided.

Character progression:

The plan is to go 20 levels paladin. At level 5, he will go for mount divine bond, not only since the theme fits the campaign, but also because it's required by one of the archetypes (Shining Knight). He will then invest in some mounted feats, including working up to Spirited Charge.

Character role:

Submission has been thought of for the Ruler role, with high charisma and some social skills being on brand, as well as fitting his background. As a Lawful character, he doesn't really lie and may need help with Sense Motive rolls. If Ruler is not available, the role of General or High Priest is also on brand for him.

In combat, he's a tank with decent damage. Although his AC does not shine at first (no Dex), he will eventually wear really heavy armor and he'll have a shield on the horse since he can wear a shield and use the lance one handed. But he still has great self healing too with swift action lay on hands (with bonus healing from trait and fey foundling feat).

About the player:

I am a consistent poster and have some experience in these forums, as well as with PF1. I like to play to the party's strengths and be a team player. Also, if for some reason I will not be able to post, I always let the group know in advance. Unless, of course, the circumstances are unforeseen.

Character sheet:

STR 19, DEX 10, CON 12, INT 10, WIS 10, CHA 16

Male Human
Medium Size
LG Paladin 1 (Enforcer, Shining Knight)
BaB +1
Init +0; Senses: Perception +0, Sense Motive +0
CMB +5 (1BaB +4str)
CMD 15 (1BaB +4str +0dex)
Favored Class Paladin
FC bonus: +1 skill point

Defense
AC 16, touch 10 flat-footed 16 (+6 Armor)
HP 14 (10 + 1 (1*1Con) +3 Toughness)
Fort +3 (+2 base +1 Con)
Ref +0 (+0 base +0 Dex)
Will +2 (+2 base +0 Wis)

Offense
Speed 30 ft
Melee 2H greatsword, pwr attack +4 (2d6+9/19-20x2 slashing)
Melee 2H heavy flail, pwr attack +4 (1d10+9/19-20x2 bludgeoning)
Melee 2H lance, pwr attack +4 (1d10+9/19-20x2 piercing)
Ranged Longbow +1 (1d8/20x3 piercing)
Smite Chaos 1/day
Space 5 ft, Reach 5 ft (Reach = 10 ft with Lance)

Divine magic
Needs paladin level 4

Other abilities and SQ
Aura of Good:
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Chaos (Sp):
At will, an enforcer can use detect chaos, as per the spell. The enforcer can, as a move action, concentrate on a single item or individual within 60 feet and determine whether it is chaotic, learning the strength of its aura as if she had studied it for 3 rounds. While focusing on one individual or object, the enforcer can’t use detect chaos on any other object or individual within range.

This ability replaces detect evil.

Smite Chaos (Su):
This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures.

Smite chaos is twice as effective against chaotic-aligned aberrations, outsiders with the chaotic subtype, and fey.

This ability replaces smite evil.

Traits:
Blessed touch
Trustworthy

Feats:
Lvl 1 - Toughness
Human - Fey foundling

Skills:
ACP -4
Diplomacy +8 (1 Ranks +3 Cha +3 CS + 1 trait)
Handle Animal +7 (1 Ranks +3 Cha +3 CS)
Intimidate +7 (1 Ranks +3 Cha +3 CS)
Ride +0 (1 Ranks +0 Dex +3 CS -4 ACP)

Languages: Common

Equipment:
Wealth: 0gp
Common items

Background:

Harter was found by his family in the wilds. Although they already had four sons, Harter became the fifth son of a minor branch of the (Lebeda) family. His father Nesle does own some land, although it is small. Still it is enough for his brothers to taunt Harter that he is never going to inherit any of it, being so far down the line and also adopted. Due to limited funds, Nesle hired a single instructor to teach the 5 boys the basics of etiquette, swordsmanship and retoric.

Harter's brothers were clearly inferior to him when it came to martial discipline. This made them taunt him even more, ganging up against him. Eventually, Harter convinced his father to send him to train as a priest. It wasn't hard, as this would mean one less mouth to feed, and also the local Erastil's congregation could teach him ways to make the family's crops grow better.

Harter was much happier living amongst the Erastilians. Although he led a much simpler life, he learned the thrill of hunting his own dinner, not for sport, but to avoid going hungry. He learned the value of the common folk's life and the company of strangers around a tavern's table. Still, he was having trouble learning the actual faith's lessons and he was always afraid that he'd be expelled if he did not manage to progress.

This was until the day he learned of paladins. His teachers were a set of twin brother and sister, Reno and Sharon, and they hadn't thought of this themselves, and were relieved when Harter came to them with this proposal. As an Erastilian paladin, Harter was able to play to his strengths and serve the communities in a more interesting fashion.

As he finished his training as a true paladin, he heard of the Brevoy's call to reclaim the Stolen Lands. He tells his teachers he will go bring order and community to the south, not really asking for their permission. If successful, he will become the region's new baron and make a real difference. The fact that he would be able to shove his new land to his brothers did cross his mind, but he dismissed it as pointless pride.


So I'd like to submit a previous character I had for KM.

Her name is Zartana. She was adopted into one of the noble families after she was found as an only survivor between Drow nobles

Planning to go cavern fighter. Taking the Drow nobles feat line to emulate her noble blood manifesting slowly due to her not being with her own kind. (She doesn't know she is noble blooded)

So fighter (cavern sniper) as a class and archetype

Combat role and kingdom role

Ranged (concealed) DPS, and spy master


I'd like to submit Aelbourne Callandriil for consideration, A half-elf Uchained Rogue (scout archetype) with 3-4 levels of Fighter sprinkled in.

I'm thinking the Marshal role for him, or the Royal Enforcer as a second choice.

I've been playing D&D since the late 70's (yes, I'm old) and Pathfinder since it's inception. I was in a Kingmaker PbP on these boards, which suffered an untimely demise.


You guys are fast in cranking these out. I might be too late for this one. But submitting anyways!

Background:
Order of the Sword Cavalier, Exiled Daughter of House Dawnfire

Meredith was born the second daughter of House Dawnfire, a minor noble family, sworn to the service of a greater lord in Brevoy. Her older brother and sister were groomed as prospective heirs. Her younger brothers were carefully arranged as pawns in the intricate dance of alliances. For Meredith, however, the plan was simple. Marriage for politics, nothing more. But she had fire in her heart and steel in her spirit. She secretly trained in the knightly ways, and her stubborn honor and restless spirit did not suit the silken leash of court.

When she refused a betrothal arranged to cement her house's position the tension between her ideals and her family's ambitions boiled over. To keep peace and save face, her family "encouraged" her to seek fortune elsewhere. She was not cast out in disgrace, but neither was she welcome in the halls she once called home.

Meredith heard of Jamandi Aldori's call for adventurers to tame the Stolen Lands. It struck her as both an opportunity and a challenge. Here was her chance to prove herself. Not as a bargaining chip in marrigage, but as a knight in her own right. The Stolen Lands would not care for noble pedigrees or fine words, but for strength, resolve, and honor. If she could carve out a place there, perhaps she could make the Dawnfire name stand for more than political maneuvering.

Misc:
I'm for sure a new player. I've never played Kingmaker. I plan to go full Cavalier. I have no ambitions towards the role of Baron and would like to stay as an advisor.

I'll start working on the character sheet.

Sovereign Court

Evindyl wrote:

I would like to throw my hat in the ring for sure, but I don't want to represent myself as a 'new' player either. Def not new to PF1, and also not new to Kingmaker, but would love a chance to see this AP happen.

That said, and to create a cool backstory, when is this happening? Asking both in principle and also against the backdrops of history. Ordinally, WotR is 7 APs after Kingmaker, so is the war to close the Worldwound in Mendev still happening? There are any number of other backdrops too. Has Shattered Star happened?

There are some fun Mendev and Magnimar concepts I'd love to present, but would also totally stand aside for a new person. Welcome back Galahad.

It will be happening in the timeframe of the original AP.

And thank you for the welcome back :)

Sovereign Court

Timing wrote:
I want to come up with something. I don't have any experience with Kingmaker. When you say two traits but don't pick a campaign trait, should I then make a character with just the one trait? And add the second (campaign) at a later date?

No, pick two traits, the Campaign trait will be in addition to those.

Sovereign Court

Daxiana wrote:
Oh, I may have missed it, but what's our starting wealth?

Average for 1st level and class (i.e. 5d6 would equal 175gp).

Sovereign Court

ObsessiveCompulsiveWolf wrote:
Weekly posting? This will take a looooooooooooong time.

That's the minimum. On weekends, I will post more often and I will also do combats much faster. The weekly standard is for PCs, not me. The only issue will be on the few times I have trial, which means I'll be unavailable for those 2-3 days.


Going to throw this character into the ring. A dwarven swashbuckler! GM...a question. For inspired blade would you allow swapping rapier for battleaxe? I'd like to have a more intelligence focused swashbuckler, but a battleaxe fits the character much better than a rapier.

Sven is a dwarf from Clan Langebukk. A merchant by trade, who is set on taming the Stolen Lands and restoring what his Clan has lost. Only this time, by allying and working with others to do what his ancestors failed at.

Sven Langebukk - Race, Traits, Stats:

Race: Dwarf
* Slow and Steady: 20ft movement speed, never lowered by armor or encumbrance
* Hardy: +2 saves vs spells, SLAs, poison
* Stability
* Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
* Greed
* Weapon Familiarity

Traits
* Indomintable Faith: +1 will saves
* You gain a +1 trait bonus on damage rolls with the following weapons: bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Favored Class Bonus
* Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.

Stats
* Str: 13 (3pts)
* Dex: 16 (10pts)
* Con: 14 (5pts) + 2 (race) = 16
* Int: 13 (2pts)
* Wis: 12 (2pts) + 2 (race) = 14
* Cha: 12 (0pts) -2 (race) = 10

Feats, Skills, Equipment:

Feats
* EitR (power attack, weapon finesse, etc)
* Lvl 1: Weapon Focus Battle Axe (replaces weapon finesse), Slashing Grace

Equipment
* Battle Axe
* Chain Shirt
* Buckler
* Fighter's Kit
* 51 gold

Skills
* Diplomacy: +6
* Bluff: +6
* Intimidate: +4
* Perception: +7
* Sense Motive: +7

Background Skills
* Profession Merchant: +9
* Appraise: +4

Class: Noble Mercantile Fencer (and inspired blade if allowed):

[spoiler=Noble Mercantile Fencer Swashbuckler]
The mercantile fencer is a merchant who trained in dueling from a young age.

Mercantile fencers fight with their own style, with distinct differences from those of alley bravos or gladiatorial duelists. They use their quick wits and panache in both physical and social confrontations, and they rely on their training and discipline to emerge victorious, rather than merely trusting to luck.

Panache (Ex)
* At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below) and regains panache in the following ways.
* Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
* Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds
* Vengeful Heart (Ex): Some swashbucklers are driven by vengeance above all else. At 1st level, the swashbuckler gains the samurai’s resolve class feature, treating her swashbuckler level as her samurai level. She can use this ability once per day at 1st level, plus one additional time per day for every two levels beyond 1st. Whenever the swashbuckler spends a use of resolve, she must also spend a point of panache or a use of charmed life, or the use of resolve has no effect. This deed replaces the derring-do deed and opportune parry.
- Determined: As a standard action, she can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
- Resolute: Whenever she is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
- Unstoppable: When she is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
* Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive 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 his Charisma modifier (minimum 1).

Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.
* Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
* Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
* Hilt Hammer (Ex): Precise strikes with a slender blade do little to hinder amorphous or incorporeal creatures; when encountering such threats, some swashbucklers abandon precision in favor of brutish strikes. At 3rd level, the swashbuckler can activate this deed before rolling the attack roll when making an attack that would benefit from precise strike. An attack altered this way deals only half the normal damage from precise strike, but this damage is not treated as precision damage. This deed alters (but does not replace) the precise strike deed and replaces one other 3rd-level deed.
* Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler’s next turn.
* Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe’s body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
- Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
- Head: The target is confused for 1 round. This is a mind-affecting effect.
- Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
Torso or Wings: The target is staggered for 1 round.

* Incredible Aspirations (Ex): At 7th level, a noble fencer strives for truly amazing results when he uses his derring-do and social panache deeds. As long as he has 1 panache point, the first time he rolls a natural 5 on the 1d6 for those deeds, he can roll another 1d6, subject to the other limitations of the respective deeds. He can still reroll as many rolls of 6 as normal. This deed replaces the superior feint deed.
* Bleeding Wound (Ex): At 11th level, when the swashbuckler hits a living creature with a light or one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the swashbuckler’s Dexterity modifier (minimum 1). Alternatively, the swashbuckler can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (swashbuckler’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
* Evasive (Ex): At 11th level, while a swashbuckler has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her swashbuckler level as her rogue level for improved uncanny dodge.
* Unshakable Presence (Ex): At 11th level, a noble fencer cloaks himself in the combined bravado of a swashbuckler and a noble, girding himself against anything that attempts to shake his impossible confidence. While he has at least 1 panache point, he cannot be demoralized by the Intimidate skill. This deed replaces the subtle blade deed.

Aristocratic Mercantilistic Discipline (Ex)
* At 2nd level, a mercantile fencer relies on his extremely honed training and discipline to protect his mind, rather than luck. The noble fencer gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by 1 at 6th level and every 4 swashbuckler levels thereafter. This ability replaces charmed life.

Nimble (Ex)
[s]* At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Swashbuckler Weapon Training (Ex)
* At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Background:
Sven is a dwarf of the Langebukk Clan, descended from Unthal Langebukk. Long ago, during one of the dwarves’ pushes into the lowlands, a series of keeps were built across the Stolen Lands to protect their trade routes. One of those was Bronzeshield Fortress. Like the Woradashes and Skjegges, Sven’s clan eventually packed up and left, their efforts a failure, their coffers dry. With no dwarves to hold them, the forts fell, the Shield Road collapsed, and everything they’d built was left to rot or be desecrated by whoever came after.

Sven grew up on stories of that failure. For three hundred years, his people had poured their lives into holding the Shield Road. And in the end? Nothing to show for it but shame. The lesson, repeated again and again, was that a dwarf belongs in the mountains, and that leaving them is what led to ruin.

Sven disagreed.

A follower of Angradd, he saw it another way: the dwarves failed not because they left the mountains: but because they tried to turn the Stolen Lands into another mountain hold. They’d built fortresses, yes. But what did they do to actually build trade? To connect with others? Nothing. They didn’t adapt, didn’t settle. They brought the mountain with them, instead of learning to live in a new place.

To Sven, that was the real mistake. Dwarves couldn’t build kingdoms alone. You needed people. You needed humans: young, driven, everywhere, to really settle a place. You needed roads that led somewhere. And if you wanted to protect your own people, the outside world had to be made safe too. That meant pushing back against danger, especially on the edges — places like the Stolen Lands. If you waited for trouble to come to the mountains, it was already too late.

Of course, none of that went over well back home. His ideas weren’t just ignored. They were unwelcome. The Shield Road was a wound that hadn’t healed, and Sven’s talk was salt in it. His clan had tried once, and failed. They didn’t want to be reminded.

So he left.

A young, brash, and loudmouthed dwarf with a lot to prove, Sven set out for the Stolen Lands, determined to succeed where his ancestors failed: to see the Langebukk name restored, and a real kingdom rise in a land the dwarves had abandoned. He still curses the stubbornness of his kin, but he's more stubborn still.

And that’s why he joined the expedition. Not for gold. Not for glory. But because this time, things are going to be done right.

Sovereign Court

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UPDATE: Skills are very important in this version of the AP. My projected party make-up would be 1-2 frontline fighters, 1 archer/support, 1-2 arcane, 1-2 divine, a trap oriented skill specialist. Note that few people want to play a dedicated healer, but anyone that does can look forward to a priority placement.

I also expect non-combat roleplay and skill use to be above the average for this AP (though there will be a lot of combat as well).

Sovereign Court

Grumbaki wrote:

would you allow swapping rapier for battleaxe? I'd like to have a more intelligence focused swashbuckler, but a battleaxe fits the character much better than a rapier.

You have a way to make a battleaxe into a finesse weapon?


Indeed!

swashbuckler

FCB: "Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well."

Usually dwarves make horrible swashbucklers. Light Armor? No dex bonus? Negative charisma? But with the FCB they can work pretty decently.

------------

"Note that few people want to play a dedicated healer, but anyone that does can look forward to a priority placement."

That said....with elephant in the room, I'd be more than happy to turn Sven into a healer via healer's hand conduit.

Could change the class around as well. It's the core concept of Sven's background that draws me, more than the mechanics of the class.

Would be healing like this. It starts off small, but scales well enough to eventually become more than enough healing for the entire party.


Will Background Skills be in effect?


I recently, as in a few minutes ago, came across Sanguine Angel PrC

I MAY go barbarian dreadnaught and aim to become a Sanguine Angel

But for now, still staying with my Spy Master Drow :P

But making a tank could be fun


Switching Sven to be a party healer

So no need to answer the question above about inspired blade. I'll whip up a spell breaker relic hunter inquisitor. By lvl 7 he'll have Full BaB...but until then he should be able to help hold the front line, and will be able to handle the party's healing needs.

Sovereign Court

Aelbourne Callandriil wrote:
Will Background Skills be in effect?

Ah, thank you for bringing that up. Yes, I use the alternative background fkills system.


I'd like to submit Bright Ears. The character block isn't all finished yet, but he's a soulbound summoner (unchained). He is deaf due to a curse and his response has been to manifest an eidolon in the form of a radiant lion named Leon who assists him in communication and combat.

He will be focused on party support via spells and covering fire from afar while Leon takes a front line roll. He's likely more suited to an advisor position than ruling but who knows.

Background:
Bright Ears was born to a couple of half-elven veterans, retired to a small homestead along the northern edge of the Gronzi Forest. Born deaf he spent his earliest years Isolated from other youth. As a boy he first manifested Leon in a desperate plea for salvation from the isolation his curse caused him. When the young eidolon of light proved able to touch his mind, and therefore translate to and from those around him the young Bright Ears life took a turn for the better.

more to come tomorrow


Sven is made. Might modify background somewhat. But overall he is done.

* At lvl 1…+3 Hit, 1d8+9 damage (+4 hit / +10 damage with legacy weapon)
* AC 17, HP 14
* Lvl 7 he will go from 2/3 BaB to full BaB

* 2x Cure Light Wounds prepared for 1d8+1 damage
* 2x per person per day can take 20 on heal. It heals 1d4+6 damage:
* Healing gets better at lvls 5 and 10.

Front line warrior + party healer.


I think I played in this last time you ran it. Will probably submit a version of the same Aldori Swordlord character. This is the AP for it.


Wow! So much since just last night here! I'd planned to get my character up last night, but then I remembered a couple of archetypes I'd been wanting to try out sometime. So I switched from Human Inquisitor to Half-Elf Investigator with the Cartographer and Natural Philosopher archetypes. So a woodsy Investigator.

Piret now has a finished build, although the gear is speculative since I wasn't sure about starting wealth. I'm still working on a few things but here's Piret's backstory:

Backstory:

Piret grew up on a large farm in the southern foothills of the Icerime Peaks. Her mother Miglė, a forlorn Elf, established the farm several decades ago. The farm has prospered even though it is at a higher altitude than usual for farming. The key to Miglė's success was to downplay crops in favor of sheep, with some goats as well.

Piret's father was a hired farmhand who stayed for a couple of years before moving on. She doesn't remember him and she couldn't say with complete honesty that she has ever really missed him. After all, there were plenty of hired hands on the ranch, almost exclusively human men, who were much like her father in most ways according to Miglė.

Despite the remoteness of the farm, or ranch if one prefers, Piret and Miglė had surprisingly genteel lives. Miglė had received some education at some point in her past, and believed it to be important for Piret to have an even better one. There was always at least one tutor in the house. Sometimes a dwarf from Brunderton, the nearest sttlement of note, would fill the position. Other times, a young scholar from Restov could be coaxed up with an excellent stipend offered. Mostly though Piret was outdoors. Everyone had to work, and Piret had always been given tasks and chores in accordance to her age. She learned a great deal about the natural world and later the wilds when she was old enough to take on the responsibility of moving sheep to new pastures and guarding them from predators.

At the age of 18, Miglė offered Piret the option to go to the university in Restov. Piret jumped at the chance, excited by the idea of going to a formal school as well as the opportunity to see more of the world. Her original intent was to study law. It's always good to have a lawyer in the family. But, taking a course in mechanical philosophy seduced her away to the sciences. Piret found she could wed her love of nature with her love of systematic knowledge.

Academically Piret excelled. She was very intelligent, curious, and diligent. Socially, Restov was a disaster for her. Not being human, her rustic background, and her lack of urban polish were three strikes against her. Most of the students at university were wealthy, many aristocratic. While her family had plenty of money, it had none of the things that one acquired in the city as markers of being properly elite. While she is not friendless, the constant mockery and degradations from other students during her years at university have undermined her self-confidence considerably when it comes to interacting with others except when they share her narrow set in interests.

Originally Piret had planned to return to the family farm as soon as she obtained her degree. But she has decided to go further if she can, to pursue a doctorate in the sciences. However, if she hopes to do so she needs to find some way of standing out, of drawing the attention and support of the best mentors. While Jamandi Aldori's recruitment of adventurers for an expedition into the Stolen Lands isn't for scientific purposes, that doesn't mean she Piret can't put it to such uses. Carefully mapping a little known area, or perhaps identifying a new species of plant or animal would be just the kind of original research that would show her mettle. Besides she could be useful. Somebody needs to keeps the soldiers from getting hopelessly lost, or poisoned, or two dozen other possible outcomes that could derail the expedition.

As for her plans:

Piret isn't really political or interested in political power. No Baroness or similar for her. She would do best in a more technocratic or advisory position, like a counselor. She's smart, rather naive politically, and best working in a position where she can think rationally and creatively about a problem or plan without having to constantly deal with other people as part of the process. I've avoided using the term up until now, but I'll just say it. Piret is a geek. Keep her off the political stage and back behind the curtain so she can éminence grise for the faces and glad-handers.

Character Advancement:

Aside from a possible 1 level drip into Fighter, I plan for Piret to go Investigator all the way. She will be a support character in most ways. with EitR rules I can get by spending fewer feats on combat. Using an elven branched spear I think I coud worry less about damage output (which isn't bad anyway once Studied Combat-Studied Strike-Quick Study, Combat Inspiration, etc. are in place by the middle levels). Picking up Combat Reflexes, Bodyguard, Combat Patrol, etc. would make Piret good for melee support while she looks for her opportunity to use Studied Strike.

I also plan to pick up Healing Hands, Incredible Healer, and Signature Skill (Heal) for non-magical healing. An Investigator has enough skills points to devote a point per level to Heal and K Planes. The natural Philosopher archetype lets Piret use inspiration on heal checks for free. Of course alchemy can be used for healing and condition removal as well.

The last support contribution is party encyclopedia, which comes naturally to Investigators. Monster identification and uses of knowledge skills for party support. No need to invest any feats to do this if all the feats have to go elsewhere.

As for myself, I'm not new to Pathfinder by any means. I have had a couple of runs at Kingmaker here in the past, but the games never made it through the first book. I've never played the video game so I know nothing at all about that version.

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