DM Carbide's Kingmaker (Inactive)

Game Master John Woodford

Kingmaker AP Part 1: Stolen Land (completed)
Kingmaker AP Part 2: Rivers Run Red

COMBAT MAP

KINGDOM SHEET

KINGDOM MAP


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Completed crunch and some other tweaks.

Appearance:
Sabrina is a 17 year old human girl with long wild black hair, brown eyes, sun tanned skin and a facial structure that makes it obvious her family was from Southern Brevoy. She is dressed in elk hide with a Silver Necklace with Small Ruby Pendant hanging from her neck and carrying a longbow and short spear.

Personality:
Sabrina loves life and tends to find beauty in all places. She can hunt and gather to feed herself but she never takes more than she needs or kills needlessly. When in danger and not actively hunting an animal she perfers to call on Erastil to 'Calm Animals' rather than to kill them. Other than hunting game, Sabrina is very passive and wouldn't want to hurt anyone.

Background:
Sabrina has lived within the Stolen Lands all of her life or at least as far back as she can remember. Where she came from and how she came to be here is past her memory but those with an eye for such things can see that she closely resembles the people of Southern Brevoy.

Since she's been in the Stolen Land, Erastil himself has been her guide. Working through the animals and fey in the region, Erastil has taught Sabrina how to survive and thrive in the wild, but asking her about Erastil would result in confusion as Sabrina knows him through a more primitive connection. Thus, she thinks of Erastil simply as “Father”. Of course, she does conceptualizes him as, and associate him with, stags. So anyone with a basic familiarity with Erastil would eventually come around to see that Sabrina's "father" and Erastil are in fact one in the same.

Despite the fulfilling life Sabrina has experienced growing up in the wild, she has recently developed a longing for something more. And as she has grown up she has begun to overcome the childhood fears that kept her away from civilization. And is now developing a curiosity about it along with a growing desire to meet and live in a community with others like her.

Crunch Overview:
Sabrina is a Lawful Good cleric of Erastil who focuses on the animal and community domains and the knowledge nature and survival skills. While she has knowledge of the common tongue stuck in the back of her head, from a time she has long forgotten, she speaks in Sylvan to herself, animals and the fey creatures who have made up the most of her companions so far.

Detailed Crunch:

SABRINA CR 1
Female Human Cleric 2
LG Medium Humanoid (Human)
Init +2; Senses Perception +3
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 16 (2d8+2)
Fort +5, Ref +2, Will +6
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OFFENSE
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Spd 20 ft.
Melee Shortspear +0 (1d6-1/20/x2) and
. . Unarmed Strike +0 (1d3-1/20/x2)
Ranged Masterwork Longbow +4 (1d8-1/20/x3)
Spell-Like Abilities Calming Touch (6/day), Speak with Animals (5 rounds/day)
Cleric Spells Known (CL 2, 0 melee touch, 3 ranged touch):
1 (3/day) Murderous Command (DC 15), Bless, Calm Animals (DC 15), Deadeye's Lore (DC 14)
0 (at will) Stabilize, Purify Food and Drink (DC 13), Detect Magic, Spark (DC 13)
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STATISTICS
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Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Extra Channel, Spell Focus: Enchantment
Traits Poverty-Stricken, Rostlander
Skills Acrobatics -1, Climb -4, Escape Artist -1, Fly -1, Heal +5, Knowledge (Nature) +5, Linguistics +4, Ride -1, Sense Motive +7, Stealth -1, Survival +9, Swim -4
Languages Common, Sylvan
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su), Cleric Domain: Animal, Cleric Domain: Community, Spontaneous Casting
Combat Gear Hide, Masterwork Longbow, Shortspear; Other Gear Healer's kit (10 uses), Silver Necklace with Small Ruby (Worth 50 gp)
Gold Sabrina has 9 gp worth of coins but as of yet does not understand their purpose. She just keeps them because they are shiny.
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain: Community Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

King Maker Role:

Her leadership role would take one of two paths. Either as a Councilor or High Priestess depending on how she grows with the campaign. Civilizing the land isn't much of a priority or interest to her, however, she will be developing an interest to be part of a community. So being a part of creating one that is in familiar territory would be extremely fulfilling for her. Same end, different motive.

Liberty's Edge

Nice submissions - we'll probably give this a couple more days to give people a chance who might not have been on during the weekend.


It's been quiet for the past few days, so I'm going to cut this off now. Sabrina, please report to the Gameplay thread, and we'll get you added. Everyone else, thank you for your interest.

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