Black Tom's Kingmaker

Game Master Black Tom


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Since my RL group finally went belly-up, I decided to try another PBP campaign. This time I’m going for Kingmaker, and I’m looking for a little intimate group with only three players to start with. If needed, we can always pick up more later.

I’m basically an oldschool hack’n’slash DM, but I like the interaction that always happens in PBPs. What I’m looking for are three likeable characters (not necessarily good-aligned, but that helps), and above all committed players. If you’ve gamed with me before and liked it, you’ll know that I’m pretty persistent (one of my games is on its second year and one lasted longer than that). If not, you can check the threads for my DMing style.

This time I’m going to keep recruitment open for a week, and then take my pick. I have had some excellent players in my games before, so if you are one of them, that’s going to be a big advantage, but no promises. Since the party will be small, it needs to be well balanced. I don’t really need a build at this time, just the basics and a paragraph or two of background. I’m not a great writer so you don’t need to be either. Also I prefer an oldschool feel so I prefer core races and classes (archetypes are fine though), but anything Paizo is legit. 20 point buy, two traits (one campaign).

I expect a post every 24 hours on weekdays, and that’s what I commit to, too. More is appreciated and less is frowned upon, unless you have announced your absence.

It would be a pleasure to game with you. I will announce the players next Tuesday (since I’m out of town this weekend).

Grand Lodge

Hello,

i would like to play either a paladin or a magus.

i post multiple times a day and i am involved in no less then 8 pbp here...

ps to the other players submitting i will either chose the paladin or magus based on the other submission.


I would like to submit Nerandeth Ildelaren. A Half-Elf Noble of House Medvyed. I will tweak crunch to conform to you specifications when I get home later today.

GM:
Jarvis, Marcus, the carriage and the two horses were just added for flavor, and not intended to be used by me in combat or non-combat situations. If you have issues with this, then I will drop the Rich Parents trait, remove what's needed, and adjust accordingly.

Sovereign Court

Good morning! Perhaps afternoon I should say if the Stockholm on your profile is current. How big of a deal was that wedding recently? Not like anything that happened with the Freys, I hope. :)

I would much like to get in on this setting yet have been unable to do so as there are always more applicants for Kingmaker campaigns than bacteria on a keyboard. Like you, I have no trouble posting daily (sometimes more frequently) and recently have put a RL campaign on hiatus.

How much of an imperative is the core race preference? I have a rather extensive story for a scaly friend ready to go for this setting, and as he's not overtuned (the opposite, in fact, at the Lizardfolk 8 RP), the objection would be flavor-based. I completely understand if that's the case though, and I would work to create something more suitable to your preferences.


Starting to get an idea of a Dwarven Cleric of Torag. Might or might not cross class a bit with fighter to go Stalwart Defender.

Mugnum and his-story so far:

Having grown up outside of dwarven lands by no means meant that the ways of the elder race were lost on Mugnum. Since he could walk he carried a hammer and once he showed the maturity he was shown the forge and taught in its ways, history and significance. There were no temples to the dwarven gods in Brevoy but the young dwarf knew of them all but revered Torag and his non-involved view above the others.

He worked tirelessly at one of his father's forges and whispered prayers to the Father of Creation as he did so. But as he grew older he became somewhat restless to hammer his own through the world. So when the call came up for volunteers to head and start something new; Mugnum knew it was a sign from the Forge even if there were no sparks and heat.


I'm new to the whole PbP thing, but if you're still in need of someone let me know, I'd love to get in on something with a smaller group. I'm willing to rp any type of character really.


Greetings,

I am interested in joining this adventure. I am new to Pathfinder, but not new to RP or PbP, though sadly, all my other adventures have fallen through due to GM burn out. I can easily post multiple times per day if needed, though I would need a minor brush up on how to post various tags and dice rolls on this forum.

I would be interested in playing either a Human Barbarian or a Human Inquisitor of Cayden Cailean.


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@ Mezegis - at the bottom of the 'New post' window is a tag that reads 'How to format your text' click this and you will see various tags and dice rolls are done.


I'd like to submit, Sigaldren Roth, a gnome witch and personal servant to a scion of house Orlovsky.

He grew up along side this particular noblewoman (Audrey Swan) and is treated as near to nobility as a servant can be. He and Lady Swan had a disagreement about how house Orlovsky should (or shouldn't) act in the Stolen Lands. She thought that Orlovsky should remain detached (and High Above) while Sigal felt that Orlovsky should use its position of High Above to take a more active role and serve as a guiding force.

He has set out to prove his point.

He will whenever the party makes camp write something about his exploits in a journal. He intends to send Lady Swan his journals as he fills them. I'd post each entry in spoiler tags:

Journal Entry 1:
Milady Swan, I shall herein record the events of my expedition to the Stolen Lands. It is my hope that the contents of this volume will demonstrate the necessity of direct action informed from the vantage of "High Above".
I am aware that my leaving was sudden and this expedition unsanctioned. Know, however, that as you must serve House Orlovsky so must I.


I'd like to play a dwarf, thinking inquisitor of Tsukiyo or cleric, if that's allowed. Tsukiyo is from the Dragon Empire books, sort of the god of spirits, ancestors, and the moon. I'll come up with a good sheet before the day is out, but do either of those sound worth considering? I believe his family was a merchant one that was trying to establish a quicker trade route with one of the cities (cant remember which is at the break in the mountain chain), and found the Darklands were much more foul than initially anticipated. So he set out to do the work of the deity (in whatever form that might be).


I would like to submit Valymer Alariss, elf warrior, and master of the elven curve blade.

Backround:

Valymer grew up in Restov, the son of a weaponsmith. At an early age he entered in an apprenticeship with his father, in order to help with the family business. Though it was honest work, and he was good at it, he dreamt of something more. His fathers shop was often patronized by all sorts of travelers, who would bring tales of adventure and faraway places. Valymer decided that smithing was not the life for him. He forged himself a blade, which he drilled with through most of his spare time. Instead of making a sword in the fashion of the Swordlords, he made it in the elvish style: the elven curve blade. He named his sword "Amras," after an elvish warrior prince of lengend who slew and ancient red dragon single handedly.

A while later, Leonis Marko, a patron of the business, noticed Valymer practicing his sword play. Noticed that the young man possessed a certain grace not seen in many warriors. He talked to Valymer and offered him a position to squire for him while he was working in the Stolen Lands. Valymer accepted this offer gladly, and rode out with him within the week. Over their journey Leonis taught him as much as he was able in the few weeks they had on the road. As soon as they entered the stolen lands they were ambushed by bandits. Valymer rode for his life right after seeing Leonis shot down in the saddle. He escaped the bandits, and has been on the road for a week looking for work.


Dotting. I can post every day. I will post again later today when I pull up one of my concepts.


Given that it is a small party I am working up a gnome summoner character. He can be the buffing/control/arcane character, as well as also be the face and his eidolon will be a secondary tank/ situational skill monkey. He would go really well with some sort of divine character( paladin/cleric/oracle/inquisitor) and some sort of ranged character.

Background would be that he was an up and coming arcane student who was thrown out of his program for making a pact with an unknown outsider for power (hence the summoner). If summoner is frowned upon then I would be happy to put together a classic Ranger character, focusing on skills for survival and exploration. I will start work on the gnome today.


I would like to submit Worryn, a CG human rouge (scout archetype) originally from Touvette (another River Kingdom). Below is a short summary of his background.

-----

Worryn served as a scout in the Touvette army until he witnessed the truth of General Voran’s tyranny firsthand as a village he discovered was razed to the ground and every inhabitant put to the sword. This deeply affected him, and Worryn finally stopped believing the lies and platitudes he had heard his entire life – the military was not interested in protecting the people of Touvette, they were only interested in holding on and consolidating their power, even if it meant murdering innocent civilians. Even worse, as a soldier, Worryn was part of the very structure that inflicted so much pain and terror upon the populace. On what would be his final mission, Worryn risked his life and killed two soldiers who were preparing to murder a young girl. He hid their bodies, took the girl, then fled north with his mother and sister into the River Kingdoms.

Finally settling in Restov, Worryn has had many sleepless nights about the hurt that he caused so many people, but he is slowly coming to terms with the fact that he will never truly forgive himself. But Worryn also knows that his life is not over, and his skills still have value. He is not interested in revenge, or making a name for himself, but for fighting in support of those who find themselves the innocent victims of violence and oppression.


Hello all, and thanks for your interest. I'm a bit torn here: for me to be able to make an informed decision I'd like to see a character, with race, class, archetype (if any), alignment and other pertinent choices as bloodline or domains.

Some of you have hit that mark, some need to be a bit more specific. I know that I will have to turn most of you down so I feel a little bad to make you spend effort on this, but that's the name of the game, and I strongly suspect that there will be room for alternates further on. If you'd like to submit more than one proposal, I suggest you use different posts. An avatar for your character will help, too, I must admit.

Lizardfolk is an interesting choice and very oldschool so go for it. I'm not so keen on exotic deities or summoners, but I won't rule them out. Magi are also a bit difficult, since it is so easy to go nova in this AP.

Anyway, thanks for your work so far, and I look forward to being able to game with some of you.


With the small party size, id like to submit a character ive been looking at playing for a while. The basic idea is to play a Synthesist summoner with the eidolon having a shadowy theme, looking mostly like a inky black body suit, but trailing shadows in combat / fast movement. Would multiclass a level or 3 Ranger, picking up essential skills like disable device and stealth (trapper archetype)

Its based loosely around the character Zed from League of Legends (very loosely, its pretty much just the "shadow technique ninja" theme)

Basically skill monkey with a few buffs and lotsa claw attacks. Will be taking alot of the Skilled evolution to make him really good at what he does. I will not be dumping physical stats.

Lemme know if this sounds like something you would ever consider taking for your game and ill work up a story.

Grand Lodge

ok if magus is too strong for you then i'll go with Paladin

Cedric of House Lebeda
Asimar Scion of Humanity (Angel-kin)
Male Paladin 1 (Divine Defender, Hospitalier)
Init +1; Senses Perception -1, Darkvision 60 ft
==DEFENSE==
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex)
hp 12 (1d10+1)
SR 0 ; ER Acid 5, Cold 5, Electricity 5
Fort +3, Ref +1, Will +1
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Aasimar Resistances (PFBty 7)
==OFFENSE==
Spd 20 ft/x4
Melee Longsword +5 (1d8+4) 19-20/x2
==STATISTICS==
Str 18, Dex 12, Con 12, Int 10, Wis 9, Cha 17
BAB +1, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Fey Foundling (PFCaS: ISWG 286), Shield Proficiency (PFCR 133)
Skills Diplomacy +7, Knowledge (religion) +4
SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60)
SU Smite Evil [1] (PFAPG 116)
MC Code of Conduct (PFCR 63-64)
Traits Magical Knack (Magic) (PFAPG 329), Noble Born (Lebeda) (Campaign: Kingmaker) (PFAP: KgMr PG 11)
Languages Common, Sylvan

-----

Fluff : Well Cedric is a paladin to the core. he was found on the door of the Lebeda's mansion as a baby. It was a miracle or a wish come true for the mistress of the house couldn't bear any surviving heir.

Cedric was always the perfect representation of his house moto, but his family's financial success and its drive to compete, has giving him the urge to achieve success through out the use of all of his abilities. He doesn't see as cheating if one uses all the tools given to him in order to win a straight fight.

And now he is sent by his parents on his greatest quest. To become someone in the stolen lands. To gather more territory for his house to rule.


Gerad Jortem - Barbarian:

A wisp of thick air hung in the air as his breath left his mouth. The northern face of the mountain was deadly at all time of the year so he had to make sure to take caution. The tundra itself can be an unforgiving enemy if left to it's own devices, not to mention the wandering Orc tribes or the demonic horrors boiling from the Worldwound. It's all these factors and the constant threat from all sides that the Kellid people have such a strong distrust of outsiders. I know this but now I find myself an outsider in a land where one would be hard pressed to survive alone. It wasn't always this way, I had always shared on hunts and expeditions with my brother Jokon. We were inseparable at times even though we constantly argued, that was our way as brothers. He was the brains and I was the brawn, it always brings a smile to my face when I think about it.

My eye's were fighting back the bright light piercing from eastern sky, not only from the sky but from vast landscape surrounding me.

Experiencing this brought to mind an old saying that the village elders had taught us as children “Always fight with the sun at your side. If the sun is at your back, its reflection on the snow and ice can be as blinding as the sun itself.” The truth of this saying holds it's own when you have experienced battles upon the tundra of the north.

The ice and snow crunched lightly under my boots as I knelt to look at fresh tracks of a wandering meal for me and my tribesman. I had been out for the afternoon just biding me time until Jokon would be sworn in as a Huntsmaster. The honorable title of one of few elite hunters within the tribe. I was still too young to become one. Huntsmaster's are predators, versed in the lore of the great beasts and attuned to the spirits of the hunt. When tribes clash over hunting grounds, huntmasters lead their people to war. A huntmaster honors the prey animals that sustain their tribe, protecting the herds from foolish hunters eager to kill more than they need. She is always ready to travel far from their tribe to seek out new hunting ground, observe the health of the great heard, and learn wisdom in the dance between predator and prey.

We were always hunters from the time we were young, but that was always the task of them men in our tribe. Hunting was forever in our heritage and bloodline. Not only for sustenance but for pride and tribe protection. Using our tracking skills to keep our ever dangerous hunting grounds free from fey, orc, witches and any other of the like.

Today was a clear day, the sole sound surrounding you being the whispering yet hard northern wind. It brings you comfort and reminds you of the warmth to behold you when returning home, to be among friends and family. Closing my eyes I draw in a chilling breath and exhale with icy vigor. Flushing any stagnant air within my chest. Not long until I will be among laughter and celebration of this wonderful day for my brother. A moment after reveling in the night to come, I heard a distant thundering boom, not those of treading mammoth or ice giants in the distance feigning thunder. This was different, almost sinister. I couldn't determine what it was at first, quickening my pace to the crest of the hill to catch a glimpse. Reaching the crest of the final hill of my journey the realization at what the sound was horrifyingly apparent. I reached for my hammer and started to sprint. Witches.

Fire reached out to the sky pouring black smoke to the heavens as if in tribute to the lives lost within the licking infernos. My eye's darted the encampment searching in a mixture of disbelief and terror. The blood under my skin boiled while my heart furiously caressed every inch of my body with this lust driven rage. I had no time to dull my senses at this time, controlling myself until I could make sure that he was alright. Joken, my savior, my solace. I ran straight through the carnage and mayhem that exploded around me in every which direction. My leg sizzled with emerald acid, my focus did not waiver. I rounded the Bloodspeakers tent to the ceremonial grounds where Joken was to spend the day in preparation for his celebration. I felt the wince of pain, and the grip on my hammer loosen ever so slightly. I stood in disbelief, trying to remind myself that this may well be just a dream. My brother and father stared blankly back at me, suspended within a block of ice. A sudden blast scorched my back and I felt wet blood carry the chill from my wet tunic to my back. I did not feel pain, all I felt was the licking arctic air at my back. Moment's past as my heart pumped even faster, not fueled by hope or panic, but by rage. My grip tightened and I howled into the sky rivaling a winter storm. “Blood shall be spilt, and mine will not be of it !”

I pivoted on my right leg, locking gazed with a twisted frozen maiden of Irissen. My legs carried me stride after stride never faltering. The witch's eyes widened as my shambling ferocity bounded towards her with frightening speed. She tried to fly away but to no avail, even ten feet into the air she was not safe. A quick leap onto a weapons rack and my hammer was caressing her cold complexion, turning a once cold stare into a fine red mist. Red and black remained in my mind while I slipped into a battle fury. I battled to the end, whether it was my own or their it did not matter. Death will come someday, but for certain mine will not come cheap.

Darkness surrounded me.

“Gerad you cannot forget the way of life that we had, you have a strength that must be tested and wrought. You cannot stop until you have found a challenge worthy of your might brother. You know it cannot be found here, the north only holds an icy grave for you. Head south You shall find a piece of your homeland and cause worthy of your strength brother. You will find answers you seek along that journey.” I reached out to touch him and sooner than I could realize the image diffused into blackness.

What did this mean? I asked my self. Head south? What does the south have for me here? Why would my homeland, the place where I was born hold an icy grave for me? So many questions yet no answers. I chose not to question the spirit of my dead brother. The next day I bid farewell to my companions and headed to the south. A quick farewell and wishes of good luck were the last that I saw of Birgun and his Blackravens.

Day after day past as I wandered south. The days became warmer and the vegetation greener. I kept to myself, living off the land and sharing my camp with traveling vagabonds and merchants. I was just crossing into the region of the River Kingdoms when I saw something that would not waiver my attention. A mastodon trophy on display in a bazaar outside a town that did not peak my interest. I started at the head and looked quietly as I whispered to myself.

“...a piece of your homeland...”

The next thing I saw was a piece of paper with writing on it and a seal. I asked the man at the stall for help deciphering the words on paper. He told me to head into Restov.

“I will not waver Jokon, With all my might I shall prevail.”

I took stride, hoping that I would know where to go next, either by fate or with the help of the spirits.

A bit of a splurb, but thought id throw it in there, ill get some crunch in tomorrow. I'm thinking something along the lines of a witch/magic hunter. Or maybe a scoffing barbarian looking for a challenge worthy of Gorum.


This is Stratos, posting on submission Wetscale! The crunch can be found in his profile, but his story can be found below. Let me know what you think!

Background:
Unbeknownst to him, Wetscale's history began in the Sodden Lands, far from his current location.

A few decades ago, a group of traveling delvers out of The Shackles happened across a marsh inhabited by many creatures, the lizardfolk most of all. They resided along the Terwa River, pushed out of their homeland adjacent to Lake Ocota, the polyglot pioneering pygmies pushing them out of their original location. Constantly driven back by this expansion, the primitive beast-men of this lizardfolk tribe developed a seething hatred for them and like-seeming humanoids, attacking on sight. Unfortunately for the tribe, one of the vendors was an arcanist; he burnt them to a crisp. The same heat from his spells which cooked the grown defenders served to complete the incubation of a batch of their eggs, hatching as the group scoured the area for material gain. One of the more innovative tradeswomen took the hatchlings, hoping to sell them as exotic creatures for a noble's menagerie. That she did, and one of the offspring ended-up in the River Kingdoms - Mivon, to be precise.

In his early years, Wetscale didn't remember everything, but a few details stood out to him. He got his name from the numerous fishing errands the servants sent him on - after all, he was but an animal to them, a spectacle at best. They taught him how to speak - but not read - the common tongue to communicate, and even with none of his native tongue or culture known to him, he was content. Wetscale knew no other life, after all, and it wasn't as if the servants had it that much better; at least as the exotic pet, he needed to be kept well for show purposes to the haughty guests of import which reared their heads from time to time.

The tradition of the swordlords being strong in the region, one of the young scions in his family - Fondel - got into a squabble with another and decided to settle it with a blade. Not a stated duel, Wetscale took the clashing of steel as a mortal threat - and it would've been. The challenger gouged the Lizardfolk's young master between the ribs, and he defended the wounded teen as he was taught to; his claws ripped through the aggressor's throat, and the cold-blooded creature was covered in warmth for once. Fondel, seeing the lack of a living future for Wetscale once the opposing family discovered what happened, bid the creature away, telling him to swim as far as he could. Wetscale wasn't dumb, just uneducated; he swam.

*******

After a few weeks living on the wild, he reached a new large civilization. Fortunately for Wetscale, his tribe's generations in the Sodden Lands had favored lineage with thicker blood to retain warmth, so he did not perish outright in cold Brevoy's wilds, but his sluggishness meant he was barely getting enough food to survive. His muscles had dwindled, and his frame was laughably overkill for the meat on it. He came ashore on the docks of New Stetven, shivering, hungry, and utterly weak. At first meeting him at swordpoint, the guards were astounded to learn the beast could speak. Sentience upgraded him to a jail cell, apparently, but he at least got old bread to eat while his fate was decided, and it was no colder than the waters of the river.

To his great fortune, there was a trademeet in the city, and history repeated itself once again: A certain minor member of House Orlovsky decided the family at the roof of the world would show its affluence best with a beast from so far away when news came to him about Wetscale. A few coins and a week later, the malnourished Lizardfolk found himself at Skywatch. This time, however, he found under the watchful gaze of more than simple mirth-seekers. Speaking a human tongue earned the reptile a certain amount of unspoken respect among the more learned of the house, and some took more than a dabbling interest in him. Each had their own motives - train the beast to be better at sums than the lady's son to snub her, teach him how to outcook the servants to threaten the servants' job security and make them work harder - the list went on. Wetscale saw he was being used for their gain, but his past experience in Mivon told him not to get invested - it would only cause trouble.

One day, a visiting arcanist who'd seen the lizard once or thrice before returned with a proposition: He would teach the orphan about his true culture in return for besting a swordsman in a duel, and he must agree to keep the arrangement a secret. The vast political web of the unstable nation wasn't fully known to Wetscale, a young adult at this point, but he knew keeping his mouth shut was often a good idea. Not rocking the boat with the Orlovsky family, he'd been well-fed, well-warmed, and even taught to read. He towered above all men in stature now. However, his heart yearned for nourishment. He had no friends, was treated like a thing more than a person, and had no sense of self. His emotions won over his logic, and he accepted the man's proposal, the memory of his past experience with a duelist returning to him. The bearded man smiled and handed him a book. "I'll be back to see how you're doing planning for that duel." He left with a hint of haste. Not bothering to ask him the details, Wetscale opened the book. It was ... a lingual text. A note scribbled on the side read: "Start with your real tongue, and we can discuss more in it when you've learned."

Each night after his duties were complete, he tried his hardest to learn the alphabet, the phonics, the grammar. The structure was so much more complex than the human language, but it felt so ... right with his own tongue, as if he were born to speak it. Excitement took over him, almost as if he made his first friend with the parchment. In a way, he had; the learning in (relative) secret gave him a sense of self, and it gave Wetscale confidence in his abilities to do something besides fetch and kill.

*******

The better part of a season later, the man returned, looking somewhat older than last time. Using German for Draconic for flavor. Wetscale's eyes shone with happiness when he saw the man, who bid off the servants which were usually around the reptile. "Wie finden Sie das Buch?" Did you like the book?

"Esss war Ssspitzzze!" replied the Lizardfolk, his long tongue and lengthy respiration drawing out the consonants. "Ich habe sofort angefangen, weil es mich freute, über meine Leute zu lernen." It was fantastic! I began it immediately as it filled me with joy to learn about my people. The man nodded, and looked about. "Sind Sie für den Zweikampf fertig?." Are you ready for the duel? Not having completely forgotten his end of the pact, Wetscale was a bit taken aback by his contact's abruptness. "J ... Natürlich," replied the reptile in affirmation, showing his vocabulary. "Wenn?"

"Morgen." Tomorrow. The man's smile disappeared, his face deadly serious. "Good luck." His last words in common, he spun on his heel and walked out. He was left to dark confusion as sleep took him hours later. How would it happen? Where? With whom?

Roused from his sleep by a couple of the house guards, he was marched out of the residence to the town square. Dawn had come not long before, but a crowd was gathered. The headsman was present ... his axe sharp and waiting. On a platform sat the lord, lady, and a few of the family - including his purchaser and the arcanist, their eyes deadly serious. "Wetscale, you stand accused of murdering Lady Medvyed's youngest daughter. What say you?" The visiting lady happened to be on the platform as well.

Stunned with the suggestion, he didn't know how to respond initially. "...No," came from his mouth slowly.

"YOU BUTCHERED HER!" screamed the woman. "Her throat cut overnight to shreds by those claws, her bosom with teeth marks all the way to her ribs. THAT BEAST KILLED MY BABY!" Their family had been visiting that week, Wetscale recalled. She pointed a condemning finger at him with the last yell, appealing to the crown with a wild cry, tears, and a sweep of her head.

Lord Orlovsky shut his eyes, sitting straight in his chair. Clearly, he did not enjoy this. "It seems there could be no other killed in my own keep. You are sentenced to death by steel in, combatant or coward alike." The traditional pronouncement cut through his surprise-paralysis. It had only happened twice that Wetscale had seen, but the convicted were allowed to duel for their lives with a champion of the lord's choice; most chose the silent death instead without putting up a fight. As the guards restraining him attempting to force his head to the block, the lizard spoke up. "I choose combat! Gasps of surprise took over the crowd.

The lord stood up after a moment's pause. "Silence! Trial by combat it is. Let victory be the judge," He glanced around, his eye falling on someone. "My new swordsman from the South, exact my justice this morning in my name." The crowd gave way between them.

It was Fondel.

Either the now-adult dandy didn't recognize him, or his new loyalty was more important, for he drew his blade - the same one he'd had as a youth, judging by the markings - saluted his lord, and approached. A sword was handed to Wetscale by a servant, and he palmed it absentmindedly. He'd seen enough of the fights to know how they went, but he wasn't skilled in them at all - or with any weapon for that matter.

"Master Fondel, don't -"

"HEATHEN!" yelled the scion as he took a thrust at his old companion, Wetscale dodging the jab just in time. "How dare you soil my name with that filthy tongue of yours!" Another two swings came, both wide, arcing - perhaps for the public, which now was cheering the young man.

Whatever empathy Wetscale had for Fondel evaporated in the moment though, and he began to defend himself in earnest, treating him as one of the wild beasts he'd felled on the hunts. Luring him into range seemingly, then darting away, looking for an opportunity to pounce. Such an opportunity occurred. The Lizardfolk tossed his useless sword at Fondel, his overconfidence getting the best of him; it tore through his ornate clothing and gave him a gash on the swordarm. This shocked the crowd back into silence.

First blood must have activated the man's adrenaline, for he flew into a flurry like Wetscale had never seen. His face was red with fury, his arms moving with superhuman strength, the bloody arm seemingly forgotten. Like a bear, an unstoppable force. Wetscale could not hope to stand against him with that fatally-sharp blade butchering the air; he wove left and right, hopping over a cut to his waist. Then his opening occurred; Fondel righted himself with a garish upswing, throwing his balance off in the other direction. Wetscale seized the opportunity, charging his opponent, a claw wedging itself in between the ribs as another's sword had done years ago, his other grabbing the man behind the shoulders, culling his swordhand's mobility.

"Fondel, stop this!"

"What did I tell you, beast?!" The man was seemingly impervious to pain and memory, giving one last futile stroke with his hindered arm; the slash scraped along Wetscale's armored skin without harm.

"Finish it," a familiar, but just-out-of-recognition voice whispered in his mind. It wasn't Fondel's. Heeding his id and its bidding, history repeated itself as the Lizardfolk sunk his teeth into the exposed throat of his former master. As the duelist dropped to the ground, the rage faded from his eyes, and his mouth opened slightly as if to say Wetscale's name. A chill ran up his spine as silence deafened the area.

What seemed like hours passed before Lord Orlovsky broke the spell. "Gorum's grace has declared you innocent." The god held much sway in these lands. Wetscale turned to see a sobbing Lady Medvyed run from the scene. "Approach." Queerly, Wetscale did not see the arcanist - or his seat - upon the platform anymore.

His voice merely a whisper between them, Orlovsky quickly relayed to the exonerated reptile. "I will not have a war because of this. You'll die anyway if you stay around the Medvyed's lands. Understand that." He took a step back and raised his stentorian voice, a thing not often down by the ambivalent lord. "You are hereby exiled, Wetscale. You will have a weapon and a flask of mead. Out of my land with you!"

And so it was Wetscale wandered South along the river, through the lakes, skirting the forests the slain daughter had called home. Why wouldn't he stop? Did he not recognize me? The day haunted him endlessly. The Stellen River met him at its Eastern end, and he swum along its path until he reached the place where he was sold. Stronger now than in his youth, he weathered the trip better, but still was cold and hungry.

A forceful hand on the back took him by surprise. "If it isn't the the Dripping Dragon!" Wetscale turned to see a ... jolly follower of Gorum's, judging by the symbols on his belt, surely a couple of pints in him. His puzzled look must have transcended even the stark racial difference between them. "Tales of you besting a swordlord in single combat - unarmed - are known to us even here. Come! Let us drink spar, and talk."

*******

And so it was the temple took him in, attempting to train him in the ways of steel, scolding him for letting his gifted sword rust. An odd man - nearly an outcast by the standards of the temple - got along much better with him though. He came from the South, looking for famed warriors that matched "his expertise," as he put it. Using no armor or sword, he invoked the ire of the temple, but they revered his prowess in battle, moving as fast as the wind, staying out of harm's way. Though he didn't much harm his sparring partners, he tired them out. If only I could've done that to Fondel instead of .... The two shared tales and trained together, two outcasts making a friendship far from their homes.

One day, an opportunity arose. Land in the South, a way to leave the ever-present threat of a Medvyed assassination in retribution. Wetscale sought out the chance, seeing were fate would take him...


Dotting. Back shortly with a character. Probably a ranger?

EDIT: Okies, stat block complete and included under profile. Ranger (skirmisher) with the Sword Scion campaign trait. Background will be included shortly.


Radomir Soklov's family were swordlords before the time of the Conqueror. When House Surtova surrendered, the head of the Soklov family knew war was coming and fled in shame to Mivon. A few years passed before Radomir's great grandfather challenged the head of the family to a duel and won, usurping the main line of power in the family. He quickly directed the family back to Restov to help defend against the Conqueror and arrived just in time to die to Choral's dragons.

Unfortunately a single act of honor was not enough to save the family's name. The other Swordlords of Restov have always looked down on the Soklov family. Born into this tragedy, Radomir seeks desperately to restore honor to his family name, and prove himself worth of the Swordlord title once again.

I didn't know starting wealth or anything so I built him using 20 point buy and traits as requested, I'll purchase gear if selected. I am very active on the forums able to post multiple times per day including weekends. I typically post once before work and check on campaigns every half hour after work until bed.

Stat Block:
Raddomir Solklov
Male Human (Ulfen) Fighter (Aldori Swordlord) 1
LN Medium Humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dueling sword +7 (1d8/19-20/x2)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 12, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 15
Feats Exotic Weapon Proficiency (Sword, Aldori dueling), Weapon Finesse, Weapon Focus (Sword, Aldori dueling)
Traits Sword Scion, Threatening Defender
Skills Intimidate +5, Linguistics +2, Profession (soldier) +4, Ride +8, Survival +4
Languages Common, Elven, Skald, Sylvan
Other Gear Dueling sword, 130 GP
--------------------
Special Abilities
--------------------
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.


I offer up Xerell Ma'jir, he's a inquisitor of calistra and has an interesting background. He can fill multiple rolls, such as face, secondary healer and frontliner and is able to disarm traps. All the info is in his alias, let me know if you have any questions.


I'm Nimzar's Witch. I can be reworked as an Arcane Sorcerer focusing on enchantments if need be (though I'd prefer to remain a witch).

I draw on the powers of a patron of wisdom and my starting hexes are Slumber and Ward.


Submitting Isiac Surtova:

Born a low ranking member of the Surtova family with no birthright, Isiac was given up to the Temple of Iomadae. He rarely gives his full name out as he does not like the backstabbing and political weight that come with it. He very much so believes in law and order and jumped at the chance to enter the bandit territory of the "Stolen Lands." He hopes to bring law and justice to the bandits and those living in the region.

Growing up in the family he did, Isiac is wary of people and it takes much to earn his trust, but his time in the temple taught him to self sacrifice. He is a defender of those who cannot defend themselves, both in the battlefield and the political society.

Isiac Surtova
Human Paladin (Divine Defender, Sword of Valor) 1
LG Medium Humanoid (human)
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Divine Defender, Sword of Valor) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 14
Feats Power Attack -1/+2, Shield Focus
Traits Issian Noble (Brevoy), Sword Scion
Skills Diplomacy +7, Knowledge (nobility) +5, Knowledge (religion) +4, Sense Motive +5
Languages Common
SQ aura of good
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Issian Noble (Brevoy) +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.


Profile updated


Mugnum Kragmok
Dwarf
NG Cleric of Torag
Domains - Earth & Protection

Mugnum and his-story so far:

Having grown up outside of dwarven lands by no means meant that the ways of the elder race were lost on Mugnum. Since he could walk he carried a hammer and once he showed the maturity he was shown the forge and taught in its ways, history and significance. There were no temples to the dwarven gods in Brevoy but the young dwarf knew of them all but revered Torag and his non-involved view above the others.

He worked tirelessly at one of his father's forges and whispered prayers to the Father of Creation as he did so. But as he grew older he became somewhat restless to hammer his own through the world. So when the call came up for volunteers to head and start something new; Mugnum knew it was a sign from the Forge even if there were no sparks and heat.


Stats are up :)


Cappi Brightonspinner
Halfling (Varisian)
Rogue (Filcher/Knife Master)
Chaotic Good
Working on crunch in the profile, though any of it can be modified.

Lying has a kind of respect and reverence with it. We pay a person the compliment of acknowledging his superiority whenever we lie to him. ~ Samuel Butler

Background/Personality:
Raucous, proud, and charmingly deceptive are the Brightonspinners. The dark skinned, wildly green-eyed halflings make up a large family of bohemian misfits dispersed throughout the lands of Varisia and beyond. While very few outside of halfling communities may ever recognize the name, anyone who meets such a halfling will hardly forget the experience.

Cappi is a Brightonspinner through his mother's side, and along with the unique practice of taking her surname he also inherited her family's personality in spades. His dark olive skin and black hair contrasts wildly with his white cheeky smile and unsettlingly green eyes. His clothes are a loose and kitschy collection of bright patterns, bold colors, and pockets; with his hair often buried beneath a kerchief or sash.

Cappi and his twin sister Calli were both members of Tasslewhack's Tremendous Troupe - a Varisian caravan that majored in entertainment, while minoring in chicanery. Every Brightonspinner, however, goes through a bout of wanderlust; and it wasn't long before the emerald-eyed sojourners succumbed to the itch. Driven by a desire to see the world, and acquire tales of impossibility, they make a name for themselves and propogate the fame of their family.

Cappi and Calli both took leave of the troupe a year ago, encouraged to return some day with fortune and prestige. Calli heading south to the Shackles, and Cappi heading east to Brevoy. It was in Brevoy that Cappi was taken in by, and ultimately hunted by the Six Dogs - especially their leader, Diego "Rottweiler" Harkins.

The highpoints, you ask? As this is not a tale, but merely a setup... are that: while Cappi's silver tongue and indelibly deft hands were initially a point of pride for the group, they also proved a source of enmity when the vagabond made off with a pouch of gems (which he quickly fenced for 100g), Diego's oldest bottle of Brandy, and the left side of his mustache. (Diego's distinctly curled mustache was quite the source of pride). Cappi lost the Brandy in a trade that assured his escape to the Riverlands, but still has the mustache in a small vial, where the wax still maintains the meticulous curl at the tip.

This voyage into the Stolen Lands is doubly opportunistic as he might escape his hunter, while continuing to pursue his prestige.

There is a passion burning within this halfling, as is in any trueblooded Brightonspinner. He likes to dance with abandon, laugh with a fullness that leaves one short of breath, skirt close enough to death to have a story worth telling (but save the britches), and prove people wrong.

No Brightonspinner stays at home for long, how could they?

"The world is a book, and those who do not travel read only a page." ~ Saint Augustine


Gerad Jortem:

Gerad Jortem
Male Human (Kellid) Barbarian (Invulnerable Rager) 1
CN Medium Humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +0
Resist issian
--------------------
Offense
--------------------
Speed 40 ft.
Melee Earth breaker +5 (2d6+6/x3)
Ranged Shortbow +3 (1d6/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 9, Wis 10, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Raging Vitality
Traits Issian, Veteran of Battle
Skills Acrobatics +5 (+9 jump), Climb +3, Escape Artist +1, Fly +1, Intimidate +3, Perception +4, Ride +1, Stealth +1, Survival +4, Swim +3
Languages Common, Hallit
SQ fast movement +10
Other Gear Studded leather armor, Arrows (40), Earth breaker, Shortbow, Backpack (14 @ 27.5 lbs), Belt pouch (1 @ 0.18 lbs), Blanket, Flint and steel, Pot, Rope, Soap, Torch (3), Trail rations (5), Waterskin, 1 SP, 8 CP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Issian +1 Will save vs. Mind-affecting.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.


I'd like to submit Nikoleta Lebeda, originally she is a 15 point Sylph for another kingmaker PBP that went defunct. If acceptable as a Sylph, I'll adjust her to a 20 point Sylph, or I can adjust her to a 20 point Human, and adjust her history accordingly (as she wouldn't be 90+ years old, something I didn't want her to be even as a Sylph anyway, I wanted her to age like her human parents.)

Anyway, the character is a Myrmidarch Magus, and a ranged specialist that was intended to go arcane archer at a later point.

Liberty's Edge

I would like to submit Eran Leafblade.

Age 80
Height 5’11
Weight 150
Spells Per Day: Lvl 0: 3 Lvl 1: 2
Deity: Erastil

BACKGROUND:

Eran Leafblade has lived his whole life in the south of Brevoy, with his father who was a village druid. His father raised him to be an explorer and pioneer, and how to take care of the land. Eran and his father did not travel much, but on one occasion that they did, Eran found himself a best friend: a tiger named Shadowclaw.

It wasn't until later in life that Eran learned that his mother was actually a celestial being sent by Erastil to give his father a son. Eran's father had served Erastil and the woodlands so well, the god wanted to have his son continue the the tradition.

Now it is time for Eran to go out on his own and explore the Stolen Lands to learn more about his duites as a druid.

ABILITY SCORES/STATS:

STR 12 +1
DEX 14 +2
CON 13 +1
INT 10 +0
WIS 18 +4
CHA 12 +1

HP 9 INI +2 SPEED 30
AC TOUCH FLAT
BAB +0 CMB +1 CMD 13
SAVES
FORT +4
REF +2
WILL +6
+2 vs. effects with evil descriptor. +2 to stabilize.

SKILLS:

Acrobatics +2
Appraise +0
Bluff +1
Climb +1
Diplomacy +3 (+2 from Aasimar)
Disguise +1
Escape Artist +2
Fly +2
Handle Animal +6 (+1 from trait)
Heal +4
Intimidate +1
Knowledge Nature +6 (+2 from Druid)
Perception +10 (+2 from Aasimar)
Ride +2
Sense Motive +4
Spellcraft +4
Stealth +2
Survival +10 (+2 from Druid)
Swim +1

Languages: Common, Celestial, Druidic

FEATS/TRAITS/SPECIAL ABILITIES:

PROFICIENCIES
Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, natural attacks.
Light and Medium Armour (non-metal), Shields (non-metal)

FEATS
Angelic Blood (Aasimar): You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

SPECIAL ABILITIES/OTHER
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast anysummon nature's ally spell of the same level or lower.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Darkvision 60’
[bDaylight once/day[/b]

TRAITS
Pioneer: You begin play with a horse. +1 to Handle Animal
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

GEAR:

WEAPONS

SCYTHE 10lbs
Attack Bonus +1 Crit x4 TypeP or S Damage 2d4 +1

COMP. LONGBOW +0 3lbs
Attack Bonus +2 Crit x3 Type P Damage 1d6 Ammo Arrows (20)

ARMOUR

WOODEN ARMOUR 25lbs
Armour Bonus +3 Type Light Armour Check -1

Other Gear

Light Load 43
Medium Load 86
Heavy Load 130
Lift Over Head 130
Lift Off Ground 260
Drag/Push 650

Current Carry Weight: 38 (Light)

OTHER INFO:

Money: 11gp
Experience: 0

ANIMAL COMPANION:

TIGER

BAB +1
HP 17
AC 15 TOUCH 14 FLAT 11
FORT +4
REF +6
WILL +2

Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) .

SPECIAL
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

TRICKS
Attack

SKILLS
Acrobatics +3
Climb +1
Escape Artist +3
Fly +3
Intimidate +0
Perception +2
Stealth +7
Survival +2
Swim +5

FEATS
Dodge

Liberty's Edge

I guess it's safe to assume level 1 characters, though not explicitly expressed by the GM.


Wow, I never had to answer that question before. But yeah, first level characters. Also you may roll for starting gold or take the average, whichever you prefer. But there isn't really any need for that level of detail just yet.

I've found a few favorites among the submissions, but I'll stay true to my word and keep recruitment open over the weekend. Anyone who loses interest that fast isn't going to last anyway. I'm going to Scotland tomorrow so I won't be able to post much if at all until Tuesday when I get home.

I'll announce the characters then and open the discussion thread.


Valeska... for your review.

Sczarni

Perhaps this will be a suitable character. I created her as a PFS character by mistake, as I was new to the boards at the time and didn't quite catch the difference between a PFS character and an alias. She's not in use for anything, and I don't care much about PFS, so I'll throw my hat in the ring, for your browsing approval.


Now that I figured out how to make a non-PFS alias, here is my real submission. I updated his background slightly, and put a URL to his character sheet in his profile. Thanks!


Saw this and I couldn't help but apply. The idea is basically a sorcerer that focuses almost exclusively on enchantments and fire-based spells. Important fluff is finished in the alias and I'll put together all the crunchy bits before too long.


Here is my submission for Mim Oakenlegs, the dwarven druid from the small town of Rundin in South Brevoy. Read a bit of his history to see how a dwarf from a small mining family in Brunderton ended up in the small human village in south Brevoy. Still working out a bit of the character details like equipment and such, but otherwise he should be ready.


Hey, I'd really love to get in on this one. I've been hearing the kingmaker aventure pah discussed in generally positive terms around the internet, and applied for a few games as they pop up at various sites, but I've yet to get lucky (the competition is usually rather fierce)
I really hope I stand a chance of getting in on this one.

As for the character concept, I'm thinking of a human hunter at this point. S/he's born and raised in Brevoy, and has always been fascinated with the swordlords. Then one day s/he has delivered his catch of the week to a local inn, when a buffoon enters, going on about how he is a scion of the swordlords, off to make his fortune in the south. My ranger and this "scion" trades insults, and it turns into a fistfight, which they promtly get told to take outside. It ends with my ranger standing over the corpse, sobering considerably as s/he realises that the man was in fact a young minor noble, and that he did indeed carry a charter with the seal of a swordlord. Thinking quick, s/he decides that this charter will provide her with a nice way to get out of the immediate area without questions of her travels being asked.

Mechanics wise, s/he will serve as a multipurpose meatshield, archer and skill expert (perception, survival and stealth being his big sticks).
In essence, the build will be a switch hitter, standing in front of the casters (if we have any) with a bow, and switching to melee when the opposition closes in.
Edit: I just realised how aliases work. Hang on as I create one.


The Dragon here, app posted.
I present to you: Keldrianne Litna.


Just posting with alias. Character sheet and background moved into alias for review.


Pathfinder Roleplaying Game Superscriber

I'm very interested in playing. I'm going to post three characters in hopes you will like one well enough to choose him. Please be aware that I am the player of all three, so you wouldn't want to choose more than one of the three.

Sir Caradoc - Human Cavalier

Amarthangol - Elf Wizard (Diviner/Foresight)

Nicolai - Human Cleric

_____________________________________________________________

Speaking of old school, I started in 1977 with the original three-booklet box set and have been GMing ever since. I run two Pathfinder games (one online, one face-to-face) have a half-dozen PFS characters.

If I'm only posting once per day, I'm probably very ill. Maybe dead. :-)


I know you have your favorites, but I will throw my hat in the ring all the same.

Looking to run a human monk, most likely martial artist. First level will be cleric of abadar travel and protection domains. Second and past martial artist. Looking to bring the light of civilization to the wild. I will do a full write up when I get home from work. Looking to use crossbow for range and unarmed if they get too close.

I am hoping my story will convince you either to let me fill a slot or, barring that, maybe convince you a fourth would not be so bad an idea.


Here is Sir Caradoc (Tarondor's alias), an intelligence-based cavalier.


Here is Amarthangol (Tarondor's alias), an elven diviner (foresight) wizard.


Here is Nicolai (Tarondor's alias), a healer-based cleric.


I am very intrested but alas I have to sleep, I do that from time to time :)
Will get something up for you tomorrow.


Alt for havocprince, figured If I am going to risk rejection I might as well go all the way. Will update rest of character as well as place backstory after I get a few hours sleep.


Ok character is fleshed out fully.

Story:
Salidraxis was born mere days before a raid by kobolds would wipe out her family's home. Normally this would be the end of the story and not the beginning if it were not for a young kobold finding Salidraxis. For unknown reasons, maybe out of some strange pity or maybe for pure sport, the Kobold decided to bring the baby back and raise it as a member of the tribe.

Sal grew up knowing she was different but tried hard to be a good Kobold. She was never trained to be a soldier but learned to fight by getting into scraps with her clutch mates, as she was always being ambushed for sport. Years went by, and even though she was not treated as a full member of the tribe Sal managed to earn at least a grudging respect. Life may have gone on this way for Sal until she was old and grey, but for her tragedy would allways find it's way in. Sal became enamoured of a young hunter. When she finally professed her love for him, he laughed at her for such stupidity. In a rage she beat the object of her misplaced affection to death.

Fearing what would happen to her, Sal fled the tribe. Her flight was long and difficult, never having been allowed to stray from tending to the muck cleaning and water hauling she had done all her life. It seemed for her that her ill luck would finnaly bring her down. Sal finnaly gave in as she stumbled into the ruins of a long destroyed temple, her will to live having given out some time before and only the mechanical continuation of walking having kept her going. As she lay there a soft white light flowed over her, healing her scrapes and bruises and revitalizing her will. A ghostly figure of a man floated before her. The ghost introduced himself as Johnathon Braxis a long dead priest of Abadar and one of the clergy that had resided in this temple so long before. Over the course of many years, Johnathon and Sal became teacher and student as Sal gained a new purpose in life. She took Abadar as her personal lord and heeded his teachings. When she felt she was ready, Sal marched forth into the upper world with what meager belongings she could piece together and set forth to bring the light of civilization to the savage corners of the world.

Character is based off my character from the what character did ultimate campaign give you, with minor adjustments to make her a fully realized character. More than willing to change race to a dwarf if Svirf is too out there(or make changes to her racials to bring her in line with core races).


Would like to submit Niraj, Tiefling Paladin of Ragathiel for consideration. All the details in profile.

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