Should be interesting. glad no paladins this time, they are always try to bless my dhampir. LOL
__________________
Leaning against the wall, watching the others rush by him, he grins. "Go ahead, go get that treasure that's laying there. Be more for me after you die."
Just checking for the sake of communications, did you mean a table like this?
Also, I was wondering, what would the warden role include specifically? Is it captain of the guards or is there more involved?
Yes and now I’m stealing it. In any case Warden is in charge of the town guards all around the empire. Basically a bit like head of the FBI or police chief with the minor addition that sometimes your guards deal with attacking goblins, spiders, etc... The Warden and the General would work closely since the army is under the General and they deal with large national scale threats but also have the forces to clear out a tribe of goblins.
Always loved the Kingmaker theme for games but never had much luck in a long term game using the ideals. The Video Game was good but you couldn't really get some of the more imaginative ideas worked into it.
I have a few ideas for characters but wanted to check with you Ysolde about which one you would like to see.
A Cleric dedicated to a God of Commerce and Civilization:
-Not the most interesting idea but would allow me to break out theories on economics and accounting. Role - High Priest or Treasurer.
A Goblin Gingerbread Witch named Cookie who wants to become the Worlds Greatest Cook and Taste Everything:
A very amusing character who's a lot of fun. Role - ROYAL COOK!!! (With a possible side line as Treasurer or Magister if such tasks were needed).
A Charming Criminal Mastermind trying to build up his own criminal empire while assisting the kingdom:
- A rather deep character with an interesting background drenched in political intrigue. Role - Treasurer, Council, or Grand Diplomat.
A shy Strix Witch with a connection to the dead who was once the pet of the Badit King before being rescued by Merina Istara:
-Despite her introverted nature she is a sweet girl just wanting to help those who rescued her. Role - Magister but could act as a Spy Master in a pinch.
So which do you think you'd like to see Ysolde? I'll ask the other players too if anyone would like to make a suggestion.
I love the idea of putting the royal cook on the council table, and the strix witch concept seems like it's got great backstory potential. ...and they don't give me more competition, which is super
Do languages matter much? I've never really played kingmaker, but I was wondering if we should pay much attention on languages. It's something I usually miss in making my character sheet and don't pay much attention to. Usually I ignore it honestly, since everyone is mostly from the same country. In this game I see international politics as an important aspect, so it bears thinking about. Would I need to mark Chellish, Taldoran, Ustalav-ish,... as different languages or are they all 'common'?
I try not to involve myself too much in what people might create.
@Sirviantis - Goblin, Orc, lizard folk, and other tribes of humans and humanoids abound in the area. There’s always some possibility that not being able to speak with them could be a problem.
Racial
-Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.Size: Small
-Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.Eat Anything
-Darkvision: 60 feet
Alchemist 1st (3)
-Crafter's Fortune *
-Identify
-Ant Haul *
-Tears to Wine
-Obscure Poison
-Monkey Fish *
Items (Carry Capacity: 0-16/17–33/34–50 lbs.)
-MW, Dagger (Meat Cleaver) 304 g
-Spear 2 g
- Alchemist’s Lab 200 g
- The Pantry
Type
Amount
Weight
Price per.
Total
Allspice
x20
1 lb.
1 gp
20 g
Basil
x20
1 lb.
1 gp
20 g
Cardamom
x10
1 lb.
2 gp
20 g
Cheese
x50
1 lb.
2 cp
1 g
Chilies
x10
1 lb.
2 gp
20 g
Chocolate
x2
1 lb.
10 gp
20 g
Cinnamon
x20
1 lb.
1 gp
20 g
Cloves
x20
1 lb.
1 gp
20 g
Coffee beans
x90
1 lb.
5 cp
4.5 g
Cumin
x10
1 lb.
2 gp
20 g
Dill
x10
1 lb.
1 gp
10 g
Fennel
x10
1 lb.
2 gp
20 g
Flour
x175
1 lb.
2 cp
3.5 g
Garlic
x40
1 lb.
5 sp
2 g
Ginger
X10
1 lb.
2 gp
20 g
Honey
x20
1 lb.
1 gp
20 g
Maple syrup
x20
1 lb.
1 gp
20 g
Mint
x20
1 lb.
5 sp
10 g
Mustard
x20
1 lb.
5 sp
10 g
Nutmeg
x20
1 lb.
1 gp
20 g
Nuts
x100
1 lb.
3 cp
3 g
Oregano
x20
1 lb.
5 sp
10 g
Pepper
x10
1 lb.
2 gp
20 g
Rosemary
x20
1 lb.
1 gp
20 g
Saffron
x2
1 lb.
15 gp
30 g
Salt
x7
1 lb.
5 gp
35 g
Sugar
x120
1 lb.
5 cp
6 g
Vanilla
x10
1 lb.
2 gp
20 g
Sealord Wine
x1
2 lbs.
15 gp
15 g
-Artisan's Clothing 1 g
-Coutier's Clothing 8 g
- Bandoleer x2 1 g (16 pouches)
---Cookie's Comforting Curative Cookies (Cure Light Wounds Potions) x2 100 g
- Handy Haversack 2000 g (80 lbs + 2x20 lbs)
--- Kit, Alchemy Crafting 25 g
--- Book Journal (Cookie's Cook Book)10 g
--- Kit, Cooking 3 g
--- -----This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.Kit, Witch’s 21 gp
---Grooming Kit 1 g
---Gear Maintenance Kit 5 g
--- Cookie's Amazing Changing Cooking and Survival (Traveler's) Any-Tool 250g
A gingerbread witch concocts her familiar out of gingerbread, sugar, and other confections.
It has the shape of the original animal or vermin, but its type changes to construct. As a construct, it gains 60-foot darkvision and construct immunities, it loses any special abilities the animal or vermin has other than movement speed, and it doesn’t provide the usual familiar benefit (for instance, a gingerbread toad doesn’t provide 3 bonus hit points). With a supply of flour and sugar at hand, the gingerbread witch can spend 8 hours and use her cauldron to restore her familiar to full health at no cost, unless the familiar is destroyed, in which case she must follow the usual rules for replacing her familiar.
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 Natural)
HD: 4; HP: XX
Fort +1, Ref +5, Will +5
Speed 5 ft., fly 40 ft. (good)
Melee bite +8 (1d3–4)*
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +2; CMB –2; CMD 3
Feats Weapon Finesse
Skills
Name
Ability
Total
Rank
Train
Ability Bonus
Feat
Trait
Tools
Racial
Appraise
Int
-1
1
0
-2
0
0
0
0
Craft (Alchemy)
Int
9
4
3
-2
2
0
2
0
Fly
Dex
16
5?
3
2
0
0
0
+6
Handle Animal
Cha
-1
2
0
-3
0
0
0
0
Knowledge (Acana)
Int
-1
1
0
-2
0
0
0
0
Knowledge (nature)
Int
-1
1
0
-2
0
0
0
0
Profession (Cook)
Wis
11
4
3
2
0
0
2
0
Spellcraft
Int
3
4
0
-1
0
0
0
0
Stealth
Dex
21
3
3
3
0
0
0
12
Survival
Wis
6
4
0
2
0
0
0
0
Perception
Wis
11
2
3
2
0
0
0
4
Abilities
Construct
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
Constructs do not breathe, eat, or sleep.
Able Assistant (Ex)
A valet’s master treats the valet as if it had the Cooperative Crafting feat and shares Craft skills and item creation feats with the valet.
This replaces alertness.
Magical Manipulation (Sp)
A valet can cast open/close and prestidigitation at will.
This replaces share spells.
Teammate (Ex)
A valet is considered to have all the teamwork feats its master has.
This replaces improved evasion.
Deliver Touch Spells (Su)
At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
This alters deliver touch spells.
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Possessions
- MW, Cooking Tools x1 50 g
Medium Chaotic Good Homunculus
Str:
15
+2
Dex:
14
+2
Con:
--
--
Wis:
12
+1
Int:
10
+0
Cha:
7
-2
Saves
Total
Base
Stat
-
HP
3d10+20
Fort
--
--
--
AC
14
Reflex
3
+1
+2
Touch
12
Will
2
+1
+1
Flat
12
(Natural Armor: +2)
Movement: Speed 30 ft., fly 40 ft. (average) Senses: Darkvision (60'), Low-light vision, Telepathic Link (Cookie) Languages: Goblin (can’t speak) Attacks: Attack bite (1d6 plus poison), 2 claws (1d6) Special Attacks: Poison (bite—injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, Con-based DC with a +2 racial bonus).
Skills (8)(Bonus Class Skills: Profession & Survival)
Name
Ability
Total
Rank
Train
Ability Bonus
Feat
Trait
Tools
Racial
Hex
Class
Familiar
Perception
Wis
5
1
3
1
0
0
0
0
0
0
0
Profession (Cook)
Wis
12
3
3
1
3
0
2
0
0
0
0
Sense Motive
Wis
5
1
3
1
0
0
0
0
0
0
0
Stealth
Int
7
1
3
3
0
0
0
0
0
0
0
Feats
-Skill Focus (Profession: Cook)
-
Possessions (Carry Capacity: 0-66/67–133/134–200 lbs.)
- Quarter Staff
- Spell Like Ability (Pâtes) (Mage Armor) 500 g
- MW, Cooking Tools x1 50 g
- Artisan's Clothing 1 g
- Coutier's Clothing 8 g
AC 16, touch 14, flat-footed 16 (+4 size, +2 Natural)
HD: 4, HP: XX
Fort +5, Ref +3, Will +3
Speed 20 ft., burrow 5 ft.
Melee 2 claws +2 (1–4)
Space 1 ft.; Reach 0 ft.
Str 2, Dex 11, Con 14, Int 7, Wis 10, Cha 7
Base Atk +2; CMB –4; CMD 2 (6 vs. trip)
Feats Skill Focus (Stealth)
SQ Hold Breath, Fast Healing 5 (Inside Cookie)
Skills
Name
Ability
Total
Rank
Train
Ability Bonus
Feat
Trait
Tools
Racial
Appraise
Int
-1
1
0
-2
0
0
0
0
Craft (Alchemy)
Int
4
4
0
-2
0
0
2
0
Handle Animal
Cha
-1
2
0
-3
0
0
0
0
Knowledge (Acana)
Int
-1
1
0
-2
0
0
0
0
Knowledge (nature)
Int
-1
1
0
-2
0
0
0
0
Profession (Cook)
Wis
4
4
0
0
0
0
0
0
Spellcraft
Int
3
4
0
-1
0
0
0
0
Stealth
Dex
21
3
3
0
3
0
0
12
Survival
Wis
4
4
0
0
0
0
0
0
Perception
Wis
5
2
3
0
0
0
0
0
Abilities
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Infest (Su)
As a full-round action, a parasite can infest a willing or helpless target at least two size categories larger than the parasite. This deals 1d6 points of Constitution damage as the parasite burrows through viscera before attaching itself to the target’s brain or spinal cord (or equivalent). There, the parasite curls up, with no ability to see or hear anything itself, but with access to its host’s senses.
Despite the gaping wound, this process is curiously painless. Assuming that the location of the wound and the resultant blood is not obvious (most parasites infest from the back for this reason), the victim must succeed at a Heal or Sense Motive check opposed by the familiar’s Bluff check to notice that something is amiss.
Removing a parasite requires a successful Heal check opposed by the familiar’s Stealth check, or a successful casting of break enchantment against a DC of 11 + the parasite’s level. If successful, the parasite is destroyed. The parasite can leave the host willingly as a full-round action.
If the host is killed, the parasite must succeed at a DC 20 Fortitude save or be killed as well.
This replaces improved evasion and share spells.
Puppeteer (Sp)
Beginning at 3rd level, the parasite can attempt to control its host once per day. This functions as suggestion. At 7th level, the parasite can use this ability to replicate dominate person instead. At 15th level, the parasite can replicate dominate monster. The DC for this ability is calculated as if the parasite’s master had cast the spell (defaulting to Charisma if the owner has no spellcasting ability).
This replaces deliver touch spells, speak with animals of its kind, spell resistance, and scry on familiar.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Last edited by taleteller50; Jan 25th, 2021 at 01:56 AM.
Also, I've been thinking, @Ysolde, could you add "Chief builder, head of infrastructure" to Golarion's list of aspirations? I planned on taking up that job as treasurer (promoting trade and such by building roads), but seeing as I've got some competition...
He'd also be inclined to take up the position of court mage (advisor in magical matters, overseeing prophecies, collecting writings and examining magical mishaps) though I'd say Merina would have that under control. So perhaps he's an apprentice court mage.
Question concerning Cookie for Ysolde. How do you want to handle Cooking? Is it a Profession or a Craft Skill? Craft Skills typically 'create' things which food would fall into but there is the Cook Profession as well. Cookie has no problem taking both but if so I would like to clarify how each skill will be handled. If you want the simplest way I would say Profession (Cook) is the only skill needed but, as I mentioned before, Cookie can have both if nessecary.