Our group seems to be very well balanced as you have mentioned. The character who has disappeared was an Inquisitor. I think the role that we will mainly need is either :
* A front line fighter (As at the moment it is just the Paladin and my Ranger can.)
* A party spokesman (Our Wizard is doing a very good job at the moment, but having someone who is more skilled would always be good).
* A party buffer or enemy de-buffer.
But they are just my thoughts.
I've got a couple thoughts in mind that would fit one or two of Jaestra's suggestions but so that I have an idea of what I am working with for a submission, what are your character generation specs? (Point Buy/Die Roll, Sources Allowed, etc.) Thanks!
So I scoured the forums for the original thread and I have found this from the original DM.
You would be submitting a character at level 1, using the pathfinder core rulebook, advanced players guide, and ultimate combat.
Anything from ultimate magic, or 3.5 will be considered on a case by case basis.
The party will have been hired either individually or as a group, to survey the Stolen Lands, and reduce banditry and anything else preventing successful settlement by the nation of Brevory.
In this thread, please propose your character, what you would bring to the party (mechanically and roleplay-wise) and future plans for character development (mechanically and roleplay-wise)
25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10.
Two traits may be chosen and are encouraged.
thank you .. there you go. All I would cut from that is 3.5 .. just because my brain resists going there .. (and I don't have the PDFs) I suggest reading the player's guide .. and if you don't pick a campaign trait as one of your traits, I would like you to have some motivation to explore, tame the wilds, and prepare it for colonization. Doesn't necessarily have to be a big part of your bio .. but being part of the adventure assumes you have gone to the trouble to acquire a "charter" to do those things.
Male human bard (archeologist) 1
CN Medium humanoid
Init +1, Senses Perception +4
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2
Speed 30 ft.
Melee longsword +3 (1d8+3/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks archaeologist's luck +1 9 rounds/day
Bard Spells Known (CL 1st; concentration +4)
1st (2)-saving finale, timely inspiration (DC 14)
0 (at will)-detect magic, light, mage hand, read magic (DC 13)
Str 16, Dex 13, Con 12, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Lingering Performance, Skill Focus: Disable Device
Traits Maestro of the Society, Brigand
Skills Acrobatics +5, Bluff +7, Disable Device +3, Intimidate +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (everything else) +3, Perception +4, Spellcraft +6, Stealth +5, Use Magic Device +7; +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, and their ilk
Languages Common, Skald, Hallit
SQ bardic knowledge +1
Combat Gear acid, alchemist's fire (2); Other Gear studded leather armor, buckler, longsword, light crossbow, backpack, grappling hook, rations (6), silk rope, thieves' tools, 27gp
I still have to write his story.
Also another important note: Jaestra said in the previous thread that it was average gold.
I'll post some specifics later tonight, but the concept I plan to use is Fighter (Weapon Master)/Bard (Arcane Duelist). 1st level will be fighter followed by bard at 2nd. Subsequent levels will be 2 fighter for every 1 bard.
Like I said before, I will post later tonight with specfics and backstory. Thanks for the opportunity to submit a character.
I hadn't even realised that I was detailing a Bard when I put those points in. A bit worrying really when they are my favourite class.
It is nice to see there are a few people who would like to join this group and I wish you all luck on being selected. I am sure the other players will voice their opinions on who they would like to select soon.
I have an Inquisitor I used for a 8th level Kingmaker game, I can Drop him down to the Level you need.
I Present Augusto de la Mancha, NG Inquisitor of Erastil.
A man Rides into town, covered in Dust from many a days ride. A Long Leather jacket, Wide Brimed hat, and boots overdue for a repair mark his as a man of the Wild, un-taimed area's of the River Nations. This is not an uncommon site, as there are plenty of would be Settlers in these parts. However, the mark of a Stag Horn-Bow, and Deep Piercings Eyes warns you there is more to this man, that he could eb dangerous.....untill he starts talking to his horse...
"NO! No! I will not get you an Apple! After what you did back there? Stopping to sniff around the back side of some wild-palimno! You had No Idea where she's been! We lost a half-days ride because of you!, What... You where tired!? Such Rubbish... Come on then, I'll get you to the Stables, you can rest there, I'll even get you some warm oats... Sound good? Fine.... But you're not getting my last apple.."
Here's Geirmund's backstory. I don't want to make an alias unless he is accepted.
Soon, word of his deception and feats were spread, and after many heart-wrenching trials, he was exiled. He could have been killed, but he may have been lucky. For the taste of his knowledge, Geirmund travelled east to the land of Numeria, where he had heard of many great stories of technology that outclasses Taldor centuries far. He knew how to speak the language. How could it go wrong?
However, life at Numeria was not as great as expected. It seemed that the only way Geirmund was going to get around was to use a gun, and he was definitely not good at that. Instead, he moved further east to the land of Brevoy. He had heard of opposing nobles and decided that his diplomatic skills may be of use there to get him some pence.
Alas, Geirmund was jobless for quite some time. If you have problems with your own people, why place it in the hands of an Ulfen? They're brutes! However, it has come to time that the kingdom needed a few hands to fight off bandits and take hold of new land at the River Kingdoms. Fight off bandits? His own kind? Well, if he'd be getting some profit out of it, why not? What could possibly go wrong?
I have a completely fleshed out Half-elf Rogue. 3/4 Knife master 1/4 swashbuckler. Background: Born from the father of an elven rogue (Vistrian) and human rogue mother (Laura) I learned the life of a rogue early on. Father was a locksmith by trade and taught me the craft as a child. My mother was more like me. She was a wanderer and thief by trade. She taught me some cons and how to pick a pocket with out getting caught. My Father and I had a falling out when I was 13. I think he knew it was time for me to go on my own path. I lived in the city doing odd jobs. I worked in a brothel for a couple of years honing my skill as a ladies man. At 16 I killed my first person. He was a nasty Orc named Kalbor. He and I were best friends until he stole from me. I snuck into his lair late at night, took my things and slit his throat in his sleep. After that incident I worked for a Wizard who I stole for. He was a bastard but he did show me how to work magic items. After two years of this and his antics I left to become a locksmith. I have been saving for two years to get my own set of thieves’ tools. Last week I got into a bad situation with the daughter of a magistrate. He found out we were together and gave me a choice. Get out of town or die a slow painful death. I hopped on the next caravan out of town. I hope the next town could use a locksmith.
In light of the question asked of Augusto, and in the spirit of complete disclosure, I have been in a Kingmaker PbP before, though it did not make it very far (especially for the number of posts the thread had). If I had to make a guess, I would say we made it about 2/3 through Book 1. If that disqualifies me I understand....though I hope it doesn't ;)
Okay, we have just finished recruiting for a replacement character and now we are opening another recruitment. We have lost contact with our Cleric and have been informed that she will not be returning.
So, if there is anyone out there who would like to give Kingmaker a go and play a healing character, please sign up.
The requirements are as follows :
*25 point buy, and please no complete min-maxing of scores, nothing lower than 8 after racials, with 25 everything should be at least 10.
*CoreRule Book, Advanced Players Guide, Ultimate Magic and Ultimate Combat are all allowed.
*2 Trait to be chosen, preferably 1 to be a campaign trait.
*Maximum Hit Points for level 1
*Average Starting Gold
Oh and it will be a level 1 character to be created.
Just to let you know, I am not the DM, but can try to help as much as possible.
I would like to submit a Human Male Witch (probably with the Hedge-witch archetype) for consideration.
Something of a recluse, Alexander has long tended more towards solitary walks and quiet than his peers, as if perpetually wandering away in pursuit of the otherworldly influence that he's felt gently tugging at him for as long as he can remember. Although generally amiable and kindly, the young man occasionally shifts dispositions as unpredictably as a late summer's rain.
As of late, Alex has found himself drawn out of the quiet world to which he is accustomed by a restless unease, and the feeling that Something is coming, that the world is shifting around him.
There's the general gist of the character; if the DM is interested, I can get a few more specifics figured out in terms of his background, as well as the rule-sy part of the character :)
I'm willing to put forward a Cleric of Ragathiel. Background, personality and description as follows. Bloodgargler, if you want me to put up the crunch, let me know.
Ragathiel's portfolio of leading a chaste, lawful and good life spoke to Jubrayl in volumes but at the same time, the vengeful aspect of Ragathiel also resonated deeply with the young Cleric. He joined the party that was hunting the bandits who had killed his sister and after almost a month of chasing them through the hinterlands of Brevoy, they finally cornered them and Jubrayl was able to see justice done.
Many of the men he travelled with marvelled at his restraint when faced with his sister's killers. He offered them a chance at redemption if they were to submit to the laws of Brevoy. Two of the bandits, barely into their adult years, threw down their weapons and submitted. The rest of the band, all of them well into their third decade at least, sneered at the young Cleric.
"Cut them down," he ordered, his voice dispassionate. Loath to draw his own weapon, he was nonetheless forced to when one of the bandits managed to break the battle line.
"I'm gonna kill you," the bandit sneered, charging Jubrayl. Although not an expert swordsman, he nonetheless outclassed the bandit and with his bastard sword, ran the man through. It was then that a glinting around the man's neck caught his eye; his sister's silver necklace. Reaching down, he snatched it from around the man's neck and held it in his closed fist. His sister had been avenged. Once the fighting had stopped, Jubrayl surveyed the devastation.
"Prepare graves for them," Jubrayl commanded, "I will see that they have a proper burial." He heard some of the men grumbling about giving men like these a decent send off, but to do otherwise would change the pursuit of vengeance to vindictiveness.
When Jubrayl returned to Restov, he approached a silversmith and asked the man to melt down his sister's necklace and to re-cast it in the shape of Ragathiel's holy symbol. Once this was done, he knelt at the shrine of Ragathiel and petitioned himself to the empyreal lord. Almost instantly, Jubrayl felt a divine connection and looking down at his holy symbol which seemed to glitter in the morning light.
It was less than a week later that Jubrayl heard of the expedition into the Stolen Lands. A chance to redeem those who had fallen from the light, and to take vengeance on those who revelled in the darkness seemed a worthwhile quest for Jubrayl. Without hesitation, he put his name forward.
For the most part, Jubrayl is pragmatic and taciturn. He does not indulge in alcohol or other substances although that won't stop him celebrating during festivals or enjoying himself in general.
His physique is muscular although not to the point of obscenity, although he doesn't show it off. He attempts to keep himself well but when singularly devoted to a task, he can sometimes let his personal grooming slide although he'll make every endeavour to wash once a day.
Going for a melee Cleric, but one who will steal heal his compatriots. Not a great deal of focus on skills, with the Cleric staples getting the most attention. Ragathiel's favored weapon is the bastard sword so it'll get swapped between two-handed and sword/shield as appropriate.
Looking for a level 3.
*25 point buy, and please no abilities lower than 8 after racial adjustments.
*Core Rule Book, Advanced Players Guide, Ultimate Magic and Ultimate Combat are all allowed. Other Paizo sources run by me first please.
*2 Traits, preferably 1 chosen from campaign traits.
*Maximum Hit Points for level 1 (half hit die +1 hp for following levels)
*Standard wealth by level
*Fleshed-out character (personality and/or behavior, defining moments and unresolved issues from past, or full backstory)
We currently have a male human paladin, male human fighter/bard, and male halfling sorcerer.
Someone with some heals might be good... someone who can get along in the wild would be good...
Vazlow - looks good. Let me know when you have background and personality stuff down.
Edward Sobel - I don't mind if you are in a kingmaker game already. I'd prefer to not have ACG classes in this campaign... primarily since I would like to keep the options mostly limited to what the original PCs had.
The Norv - Survivor archetype is fine.