Campagne Extra's
Party options
Character roles
World Map
Area Map
Calendar
Intro Map Ollie
Brevoy
Charters
People/ NPCs
Law & Order
Quests
Spellcraft
Kingdom Rules
Karakters
Monsters
 
Groepen
Muisje-pack
 
Login
Loginnaam
Wachtwoord
 
 
Registratie
Wil je ook zelf nieuws-berichten, sage advice tips, forum berichten en nog veel meer kunnen achterlaten op deze site? Vraag dan hier een useraccount aan.
Registratie
HOMEPAGE | KINGMAKER | PARTY OPTIONS
Party samenstellingen en bonusjesParty samenstellingen en bonusjes

Voor Kingmaker is het samenwerken heel belangrijk. Ik heb dit idee gevonden en jullie mogen het zeker met elkaar bespreken. Hoeft niet. Het is gebaseerd op de Temple of Elemental Evil CRPG intro :)

Essentially the players work together to choose an origin for their party, and this effects their choices as far as alignments go. Also the party gains a benefit for choosing a party origin. So without further ado, the rules.

Party Origin
Characters must be within one step of the party alignment (For example: A Lawful Neutral party may include Lawful Good, Lawful Neutral, Lawful Evil or True Neutral). For some parties this may effect class/deity choices, so be open to discussion.

Format:
Suggested Party Name This is the name that will appear on the Kingmaker charter, the name of the adventuring party is completely negotiable.
Party Alignment: The alignment of the party, remember, your character must be within one step of this alignment.
History: A brief history of how your party came to work together.
Origin Trait: A mechanical benefit that the entire party gains for selecting a party origin.
Recommended Races, Ethnicities an Classes: These are recommended classes and races for your character, but the recommendations are non-restrictive. Find a way to work your particular choice into the party's history.

The Crusaders
Lawful Good
Country of Origin: Mendev
History: Mendev, home to countless crusades against demonic forces and terrible cults surrounding the Worldwound. You went to Mendev to enact some real good in the world, to make things safer, to fight back the chaos that threatens the stability of every decent hard working person. What you found was a corrupt war, that created more victims than it saved.
You found yourselves in a Temple of Iomedae, the last remaining building in a burning village alongside a group of fellow crusaders. So much has happened to convince you of the destructive waste of these crusades, too much has been torn down or destroyed. Sickened by these crusades you long to find some new purpose in life. Working together you feel that if an opportunity arose to create something, then you would be living more truly to the values you treasure.
Origin Trait: Your training and experiences in the Mendevian Crusades have given your party a talent for rooting out and destroying evil. All party members gain a +2 bonus on Sense Motive checks, and may treat Sense Motive as a class skill. In addition whenever a party member uses the Aid Another action to help an ally against an Evil opponent the bonus they provide increases by +1 for a +3 bonus in total.
Recommendations: Human (Taldan, Mendevian or Brevic), Dwarf, Half-Elf, Half-Orc or Halfling. Bard, Cleric (of Iomedae, Erastil or Torag), Fighter, Monk, Ranger, Sorcerer (Celestial or Destined bloodline). Cavalier, Inquisitor, Oracle.

The Pioneers
Neutral Good
Country of Origin: Brevoy
History:
You've grown up together in the small village of Mabeth, the second sons and daughters of farmers, craftsmen and very, very minor lords. Mabeth is a fairly unimportant town, but it has been a particularly poor harvest season. This season has been made worse by raids from bandits, multiple requests have been sent to Restov to see the bandits cleared off, but no reply has yet arrived. While waiting for extra soldiers to be sent from Restov, you and your friends have volunteered to protect the granary until help arrives. Still, knowing that you'll never inherit your family holdings, and the general unequality between peasants and nobles chafes you. You all feel you're destined for so much more than the simple life in a backwater.
Party Trait: A life time living in a small-town has gifted you with an honest work ethic that lasts from sunrise to sunset. Everyone in the party gains Endurance as a bonus feat.
Recommended Races/Classes Human (Brevoy), Dwarf, Half-Elf, Half-Orc, Halfling, Gnome. Bard, Cleric (Erastil, Sarenrae, Shelyn), Druid, Fighter, Ranger, Rogue, Wizard (Abjurer, Diviner). Alchemist, Inquisitor (Erastil, Sarenrae, Shelyn), Cavalier, Oracle, Witch.

The Exiles
Chaotic Good
Country of Origin: Cheliax
History:
You were all born and raised in the nation of Cheliax, the most powerful and corrupt Empire in the inner sea region. Run on the backs of slaves and its history constantly revised by the devilish Thrice-Damned House of Thrune Cheliax is but a shadow of the once great nation it was. All of you are indentured servants or slaves, living in Westcrown. How you came to be slaves is up to each individual, either you were born a slave working off the debt of your family name. Perhaps you came upon hard times and are working off an impossible loan. Maybe you were accused of a crime you didn't commit, and your punishment is a permanent loss of freedom. You've always dreamed of a better life, one where you could determine your own destiny, one free of Cheliax's diabolical tyranny.
You were contacted by a group of Chelish rebels known as the "Children of Westcrown" and they offered to smuggle you out of the country. You found the courage to leave...but will Cheliax let this insult stand? Just as you believe your adventure is at an end, you will find that everything is just beginning.
Party Trait: Hiding your true emotions, and living under the yoke of tyranny has affected you all in some way. Everyone in the party gains a +2 bonus to Bluff checks, and may treat Bluff as a class skill. Furthermore all members of the party gain a +1 bonus to a save of their choice.
Recommendations: Races (Any). Classes (Any)

The Soldiers
Lawful Neutral
Country of Origin: Various, but currently working in Brevoy
History:
You're all members of a mercenary company, you joined as a way of seeking adventure, fortune and glory. Instead so far all you've discovered is tedium, boredom and monotony. Your company is a finely disciplined regiment, following a chain of command in battle. Outside of a fight though you tend to work a little more democratically voting on which jobs to take, who to put in charge of what etc.
Relatively inexperienced you've mostly found work as caravan guards, travelling the meandering roads of the world. You've yet to draw your blade, or spell anywhere outside of the practice ring.
You know you're meant for more than drudgery, but it seems that this is the only work going at the moment. If only there were some way you could prove your abilities, if only there was an opportunity to gain the fortune and glory you've always sought...
Party Trait: Your discipline and training have made you a finely honed machine. Whenever one party member gets to act in the surprise round they may use their action to warn the other party members of the imminent danger, allowing the other party members the opportunity to act (albeit at -4 initiative penalty).
Recommendations: Human (Brevoy, Varisian, Chelish, Andoran, Taldoran) Elf (Kyonin, Forlorn), Half-Elf (See human), Half-Orc (see human), Dwarf (Brevoy, Janderhoff), Gnome, Halfling (Andoran); Classes Cleric (Erastil, Abadar, Irori, Asmodeus, Pharasma), Fighter, Monk, Paladin, Ranger, Rogue, Wizard, Sorcerer (Arcane, Draconic). Alchemist, Cavalier, Inquisitor (Erastil, Abadar, Irori, Asmodeus, Pharasma), Summoner.

The Bastards
True Neutral
Country of Origin: Brevoy
History:
You're all the bastard, third born children or wards of Brevic nobility. While you can probably claim a tie to the rich upper-class, the rich upper class doesn't really want to claim a tie to you. As the years have gone on, you've come to realize that your chances for inheriting your parents fortune is growing slimmer and slimmer.
Raised to rule, but with no opportunity to rule you can't help but feel somehow cheated. Your destiny was robbed from you before you were even born. So you and your fellow Bastards have whiled away the time, travelling the Brevic countryside, looking for adventure, but mostly finding wine, companionship and song.
If only there were an opportunity to prove yourself, as more than the
bratty noble-born that people assume you are.
Party Trait: You were raised with a knowledge of courtly intrigue, and with a great deal of wealth. You may treat Knowledge (Nobility and Royalty), Diplomacy or Bluff as a class skill, and gain a +2 bonus on the skill. In addition you begin with an extra 350 gp to spend on starting equipment (to represent your ownership of the finer things).
Recommendations Human (Brevoy), Half-Elf, Half-Orc, Elf, Dwarf, Halfling or Gnome. Bard, Cleric (Abadar, Nethys, Gorum, Pharasma), Fighter, Ranger, Rogue, Sorcerer (Arcane, Destined, Draconic), Wizard (Diviner, Enchanter). Alchemist, Cavalier, Summoner, Inquisitor (Abadar, Nethys, Gorum, Pharasma)

 
Gepost door Tuning op 23 februari 2022 om 15:06 uur.
© 2003 pepijn
 
Fout spreekwoord
Beter een trouwring aan de hand, dan een spijker in je band
 
Agenda
Leeuwarden waarschijnlijk
 April 2024
MaDiWoDoVrZaZo
1234567
891011121314
15161718192021
22232425262728
2930     
 
Campagne Top 10
Shackled City Adventure Path
204x gespeeld
Way of the Wicked
136x gespeeld
Savage Tide Adventure Path
109x gespeeld
Opa's campaign
63x gespeeld
Campagne Land van Amn
57x gespeeld
Storybook Hendrik
55x gespeeld
Campagne Channath
53x gespeeld
Kingmaker
52x gespeeld
The drow
43x gespeeld
Calimshan
40x gespeeld
 
Populaire lokaties
Leeuwarden
44x gespeeld
Online
2x gespeeld
Cel
2x gespeeld
Jeff
2x gespeeld
nvt
1x gespeeld
St. Anna
1x gespeeld
 
Overzicht gebruikers
Klik hier als je een overzicht van alle geregistreerde gebruikers wilt zien.