Character Creation.   Posted by DM.Group: 0
 GM, 1 post
Tue 1 Mar 2016
at 21:19
Character Creation
Game background

This game is based on the Kingmaker Adventure Path, although I will miss out some elements of the adventure path, add encounters from other sources and refocus the campaign on Stronghold building. I intend to combine simplified versions of the Kingdom, Downtime, Mass Combat and Fame rules.

Rather than one big kingdom there will be opportunities for characters to build their own city states, although there will be a central 'city' where those of you who don’t wish to get involved in that side of the game can hang out.   I have added a few more seed sites and there are opportunities for rangers, druids, dwarves etc to have small less conventional strongholds.

I play a fairly traditional fantasy game so no evil characters, restrictions on race (core) and class (core and most base).   This means no Unchained Characters and no Alternate rule sets :)

Character creation and Advancement rules.

See this page on the game  website.

This message was last edited by the GM at 06:40, Mon 06 Apr.

 GM, 2 posts
Tue 1 Mar 2016
at 22:26
Campaign Traits
Campaign Traits that may make you loyal (or disloyal) to one or more of the local factions

Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families and associated benefits.
  • Garess: Your family’s long association with the dwarves of the Golushkin Mountains has left its mark. You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”
  • Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
  • Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you. Your family motto is “The Waters, Our Fields.”
  • Medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
  • Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
  • Surtova: Your family is well known for their political agility and scheming natures. You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”

Rogarvian Survivor:  Very little of House Rogavaria survived -  just wives, husbands, children or cousins who married. or were adopted, into the house.  Rogarvian ‘of the blood’ children all disappeared along with the rest of their blood relatives.  You are one of these survivors - you have the name but not the blood - and life hasn't been easy, you (or your parent) may have married again  or it might have been a struggle to maintain your social position.  You have constantly needed to reaffirm your noble background and rights, possibly even within your own family.  Now, for some reason,  you need to strike out on your own.  Factional Trait:  Special - You gain a +1 trait bonus on Knowledge: Nobility checks, and Knowledge: Nobility  is always treated as a class skill for you.

Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Bastard (limited to human and demi-human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Factional Traits that make you loyal to Brevoy as a whole.

Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori. swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Issian: You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Campaign traits with no real factional links

Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. 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.

Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Other Traits

There are many other traits that help define a suitable background, anndt could fit in well here.  I’ll take one of each listed below, if it is included in  the character’s background -  but first come first served.  Anything else needs DM approval and a developed background.

Devotee of the Green
River Rat
Forlorn (Elf)
Outcast (Half-Orc)
Freed Slave (Halfling)
Gladiatorial Alumnus

This message was last edited by the GM at 16:46, Thu 31 May 2018.

 GM, 1364 posts
Tue 11 Jul 2017
at 12:15
The rules aren't very clear about how the Aldori work - even though they potentially play a large part in the campaign.  This is my interpretation I use in this game.

Historically - the Aldori were a close knit group who only taught anything to people who took the 'name'.  However, after their defeat by Choral the Conqueror, they separated into THREE different groups.

The Rostland Aldori stayed behind to make the most of what was left.
The Mivon Aldori moved away to build a new life for themselves to the south.
House Khavortorov who split off from the Rostand Aldori many years ago to make their fortune serving House Rogarvia.

There is some level of 'needle' between the three groups - although there are always channels of communication between the leaders.

The Rostand Aldori are, perhaps, closest to the old model.  However, they will teach basic Aldori Duelling techniques to anyone.  The old sword pact still holds in that they will only teach advanced skills to those who take the Aldori name and profess a loyalty to the art.  This means if you want to learn any Aldori Specific Feats or Prestige Class you MUST agree the Aldori sword pact.  If you find a Rostlander with Aldori in their name - you know they are good.  For Rostlanders, a sword / Finishing School is a business that needs to make money for its owners, but Aldori Duelling is an art and a tradition and not (necessarily) something to make a living from.  They have a strong group of (fairly) loyal followers -  but each follower has different personal goals.

The Mivon Aldori take a different approach to the Sword Pact in that their Houses all retain the Aldori name in them  somewhere and they only teach members of their own house -  but all of the House fighters are Aldori trained - to some extent or another.  To the Mivon Aldori, who make a good part of their living from their mercenary companies,  the Duelling/Fighting skill is the much more of a Trade Secret and house specialisation they wish to maintain.  The Mivon Aldori, have loyal house members - but it is restricted to house members - although there are quite a few different Aldori houses in Mivon.

House Khavortorov teach Aldori Duelling skills to and of their house members that are suited to the style, others are trained as  Skirmishers, rangers, cavalry and other types of fighter - according to the most suitable style.  For the Khavortorov, Aldori Duelling is one of a number of styles they teach their house members (and only their house members).  This flexibility makes them some of the most feared knights and mercenaries in the region.

All that means -  if you want to take an Aldori Duelling sword without too much commitment -  you need to start out in, or somewhere near, Restov :)

This message was last edited by the GM at 07:02, Wed 13 June 2018.