A Nation Is Born (Inactive)

Game Master Ryuko

A group of intrepid new adventurers attempt to tame The Stolen Lands.


1 to 50 of 52 << first < prev | 1 | 2 | next > last >>

Needing 2 or 3 replacement players. The campaign has only moved past one battle so far, with the characters beginning the second one. We have a human fighter and human cleric of Shelyn.

Here is the original recruitment page, which spells out character requirements, banned content and notable houserules. Check through my posts in it to know what I want for a character.

So come one, come all, let's get some new blood.


If possible I could rework this character to fit your game. Are you okay with races from the Dragon Primer?


This is a Kingmaker character I had before in a PbP but it ended after the second fight.

Plot Hooks:
1. Who sent the soldiers that day to his house? Maybe it was part of a bigger plot?
2. Maybe he didn't get all of them, still one out there searching for vengeance

Why he can't go home: No home to go to, mom dead, and cabin burned.


Ryuko - having read your house rules I am tempted to try something different.

Hobbit master of many styles monk. This fiesty little hobbit is out to fight anyone with the confidence he can always stay away from any blow with superior skill.

I also plan on having him start with war pony and ride using the pioneer feat. Using acrobatics he often leaps on and off his pony in combat like those fancy horse riders at the carnival.


I'll go ahead and toss my name in. This is a character from a Kingmaker game that never really got of the ground who actually grew up in the northern parts of the Stolen Lands until the rampant banditry forced his family further and further back until they ended up settling in Southern Rostland. He's an inquisitor of Erastil (functions similarly to a ranger) who's dedicated to taking back his home and stamping out threats to rural civilization. More included in his backstory, and I'll work on those plot hooks.


I'd like to submit Alexei, oracle of the lost Aldori swordsmen.

Background:

Alexei was born in the back of a farmer's carriage in Restov, the result of a dalliance between his mother, an accomplished duelist, and a charming travelling minstrel. Although he was born with his eyes open, they were milky white, and the midwife was quick to point out the baby was partially blind. The woman, struggling to prove herself to the swordlords and earn the Aldori name, left the baby in the care of a couple she trusted, a woodsman and a cook serving the local tavern.

As a child he was frequently abused by the other children, who knew he was adopted and called him changeling and freak. His mother, fearing that the boy would only hurt himself, scolded him whenever he tried to face the children, so he grew up shy and introverted. Only his forays with his father brought joy to the kid; although he couldn't properly hunt, the woodsman would tell stories about the boy's "father", a proud and brave swordsman, who fought to defend ladies' honor and the lives of the smallfolk. Alexei would spend days wielding sticks and fighting imaginary enemies, hoping to some day become a duelist so deft, strong and courageous as to be accepted in the ranks of the Aldori.

Nevertheless, the boy lived a fairly simple life: he served tables at the local tavern, and never got his hands on a real sword. That is, until the night of the assault.

The neighboord boys had grown into men, and they kept pushing Alexei around. They made a habit of ambushing the young man as he left the tavern, and they would rob his tips and humiliate him. When asked by one of his regular customers about the cuts and bruises, he confided to her. For some reason, late night in the tavern, he opened his heart to the woman, a mature half-elven swordswoman. All his pent-up anger, his frustration at not being able to fight back suddenly emerged, and the woman offered him a few words of wisdom and courage. That night, when the gang ambushed Alexei, he refused offering them his money. There were seven of them, and they were armed. It was as if a spirit possessed the young man, for he closed his eyes, assumed the stance of a true Aldori swordlord, and managed to beat the robbers with a wooden stick.

One of the gang had suffered a fatal blow to the head, and the others were eager to send the guards after Alexei. Having no place to hide, he heard the counsel of the voices around him and packed up his belongings and left Restov for good.

Appearance and Personality:

Alexei is a tall young man of slender build, short cropped hair and cloudy-blue eyes. Although he can't see very far, he seems to show uncanny instincts and fast reflexes.

He is joyful and outgoing, enjoying the camaderie of traded words over a campfire and offering supporting words to raise spirits. His impulsiveness and eagerness to prove himself are his weak spots.

He has a personal code of honor, which includes bits and pieces of Gorum, Cayden Cailean and Erastil's dogmas. He believes in fighting to protect one's home and family, showing bravery in the face of danger and enjoying peace fully while it lasts. By following that code and preaching its strenghts, he worships these deities, and he believes they allow him to contact the spirits of warriors in the past.

His spells generally manifest themselves with a ghostly glow, and some spells or abilities could even generate a ghostly image of a swordman above Alexei's own wiry frame.

Plot Hooks:

* His mother is an accomplished swordswoman somewhere in southern Rostland. While he still believes his "dashing duelist" parent is a man, Alexei would be extremely interested in any clue to his/her wherebouts.

*He has a couple rivals in the city of Restov, namely the gang who used to attack him. They could turn out to have become bandits or part of the Restov guard.

*His adoptive parents still reside in Restov

*He's frequently visited by the ancient ghosts of Aldori swordlords killed in the foundation of Brevoy and even earlier. They can propose tests and offer challenges for the boy to win their respect.

He would not come back to Restov willingly, there is still a matter of an accusation of assault and murder and there may even be a small bounty on his capture (although most people who have knowledge of the matter know it's a sham).

Quick Character Sheet:

Alexei Yoren
Human Oracle 1 CG
Str 10, Dex 16, Con 12, Int 10, Wis 08, Cha 18.
Feats Extra Revelation, Quick Draw (extra feat: Alertness)
Traits Sword Scion, Aldori Dueling Sword proficiency.
Battle Mistery OR Ancestral Mistery
Revelations Skill at Arms, Weapon Mastery OR Ancestral Weapon and Blood of Heroes
Oracle's Curse Clouded Eyes

He would probably keep leveling straight as Oracle. His feats would go towards Aldori Dueling Mastery and Expert Strikes.

Party Role:

Alexei could be an effective tank (with the Battle Mistery) or attacker, using spells to buff the party and himself. He can also help the party cleric in healing (knowing all healing spells and having many spells per day).


As the alias suggests, I'd like to submit an old character concept that I've never truly gotten to play.

May I present Lan A'dar, Acrobat-Thief.

Background

Spoiler:
The half-elf known as Lan was born under mysterious circumstances. Raised in an orphanage in Brevoy, not even he knewn exactly who his parents were or the sorid details of his birth. Growing up with little but the rags and clothing the orphange provided, Lan was quick to take to the streets of Brevoy. With such a lifestyle, obviously came opprotunities to pick up an unsavory skill set. By his early teens, Lan had fallen in with a roughneck band of thieves and brigands that made their home in the nearby Gronzi forest.

This is where he learned to truly live. At odds with the law, Lan made a living performing acrobatic heists against wealthy nobles and merchants. With his ill-gotten gains, Lan helped fatten the bellies of his fellow brigands, and enjoy and extravagent nightlife. Young Lan left a string of lovers in his wake, all the while prowling the rooftops of Bervoy, eluding the law at every turn. Eventually however, poor Lan became a bit more infamous than he had intended.

Using his unique skill set, Lan pulled off a harrowing nighttime robbery. Stealing an ancient tome from the library tower of an influencial noble, he believed it's theft would keep him lost in drink and women for weeks. Unfortunately, the offended noble used all of his considerable influence to bring the might of law enforcement down on Lan and his brigand band. This would be the final straw for Lan's compatriots.

Having had enough of the galavanting rogue, the brigands turned on Lan, delivering him into the hands of Bervoy's own guardsmen. It didn't take long for Lan to pick his shackles and make good his escape. Spurned by the bandits he called brothers, and wanted by the city he called home, Lan desperately looked for a place to disappear. That's when a paticular charter landed in his lap. Where else could he find that would be the perfect place to lay low. Taking up what possesions he had stashed for a rainy day, Lan left Bervoy behind, vanishing south into the Greenbelt.

Plot Hooks

Spoiler:
1. Lan's heritage is one of unknown circumstances. Knowing his possesses a healthy dose of elven blood, any manner of reasons could have attributed to his unique heritage.

2. Lan is a wanted man. A sizeable bounty has put placed on his head, and not only are would-be bounty hunters out for him. So is his old bandit gang. This is exactly why Lan can never go back.

The crunch is on the alias. Any comments or suggestions would be more than welcome. Any thoughts?


I'd be interested in trying my hand at this, with an arcanist of some stripe or another, which it looks like your party and current offers are missing.

I'd therefore propose Jargoril, an Arcanamirium Crafter and Scrollmaster in hiding after some incidents at the school. He'd made an enemy of a student that came from a wealthy and influential family (wealthier and more influential than his own, at least), and had ended up maiming the other during a dispute over the proper use of magic (Jargoril cut his rival's tongue out because he felt the other student would do horrible things with what he was learning). When the angry family began arranging things so that he would end up dead in an "accident" he faked his own death by scroll 'mishap' and ran. Going home is obviously out of the question for him; the only reason he doesn't have to worry about assassins and others hunting him down right now is because he is keeping a low profile far enough away. Also, he feels doubly betrayed because his sister ended up marrying into his rival's family (to be sure, her other option was to see their parents and herself dead -or worse- but Jargoril still thinks of it as a betrayal).

For plothooks, the simplest one would be that his rival or rival's family might start to hear rumors about him, and decide they want to do something. Since the family has some level of influence, it's entirely possible that Jargoril could interfere in their projects without realizing it as the game goes on. And of course there's always the possibility that the mentor who helped him fake his death might call on him to return the favor in some manner in the future.

I'll do up a sheet if you like the character and accept it.


Sorry about Sigurd's sparse details. Thought I'd had more in his profile than that. Here's his background and hooks...

I'll go ahead and toss my name in. This is a character from a Kingmaker game that never really got of the ground.

EDIT: Didn't have as much written in his profile as I'd thought. So here's his deal...

background:
Sigurd's father was a warrior in the service of Sven Blood Eagle in the Land of the Linnorm Kings, but when an arrow nearly ended his life only two months after his wife conceived her first child, he decided that it was not a life suitable for raising a family. He'd heard of the River Kingdoms, a land of opportunity were all men were free to make of themselves what they could with their sword and their resolve. To him, it sounded like a place where he could lead a quieter life, living off the land while still giving his sword-arm the occasional workout. Unfortunately, the rampant banditry in the northern reaches of that land was much more severe than he'd suspected, and every year or two, he had to move his family further north until one day they had settled in Southern Rostland.

Sigurd had grown in the mean time, learning to read the land, work the field, and defend himself from his father. He had to be ready to move quickly, learning to be alert and adaptable, and after settling in Rostland, the family met a priest of the god Erastil. Sigurd had found an old wooden brooch in the shape of a bow among his father's things from his fighting days, a symbol he recognized on the priest's robes, and he began learning more of old Deadeye. Already a skilled hunter and no poor hand with a bow, he already possessed many of the practical skills Erastil demanded. He had trouble embracing the gentler aspects of the faith, though. He valued family and the community deeply, but life in the River Kingdoms had taught him that a pre-emptive defense was often necessary to protect what one holds dear. He learned from the priest, but followed a slightly different path to worship, showing his devotion to his community with his long patrols, his tireless hunts, and his unwavering vigilance.

It those years near the border of what were called the Stolen Lands, Sigurd often found himself troubled by strange dreams both wonderful and disturbing of fanciful mutable realms and strange capricious creatures. He'd heard many folk stories of wild faeries, and though he knew they were dangerous, he could not stifle an a youthful interest, which he did his best to channel into learning their mannerisms and weaknesses. One day, while on a hunt, he began to catch glimpses of some equine beast he couldn't quite identify. He found himself inexplicable drawn to it, and could not resist the chase. He became separated from the rest of his hunting party, chasing the apparition through copses of trees and foggy meadows that seemed to encompass an area far wider than the area around his village should have allowed. He never did find it, but when he thought he was close, he stepped into a clearing to find himself back home, among the smoldering remains of the town.

While he had been gone, a large group of bandits had raided the village, killing many, his family included. Awash in anger, grief, and a bit of guilt for his dalliance (though he tries reminds himself he could not have made a difference), Sigurd found the few survivors looking to him. With grim resolve, he found the bow of his mentor lying on the scorched earth, and, taking it up, led his kin north once more.

Now, with the call for settlers to take back the Greenbelt from banditry, Sigurd cannot help but answer. As it was his home for more than two decade, the phrase "Stolen Lands" has a very personal meaning to him.

hooks:

The bandits who killed Sigurd family were never identified. It's not a personal errand of his, but he certainly wouldn't mind learning who it was and bringing them to justice.

Sigurd often dwells on his strange hunt, wondering what he was chasing and where he chased it too.

Sigurd is very conservative and traditional in his values, but fairly pragmatic when it comes to solving problems. He's generally pretty gruff, but does have an interest in folk-wisdom of various cultures. As far as his function within the party, he'd be built as a switch-hitter slightly skewed towards archery, and would serve as a competent tracker trapfinder.


This would have been an awesome oppourtunity to play a Honor Guard cavalier I have made, but your group and current offers look melee heavy. I'll consider a cav but for now here's Duncan, Inquisitor of Gorum.


For your consideration-

Hooks and Concept-

Sword and Board fighter. The apparent heir to a long forgotten kingdom (the one the various provinces were before they splintered into warring factions and then lost all control to monsters and bandits.

He's an idealistic pragmatist dedicated to the idea of using might for the cause of right because no one was there to protect him from the those who would use might to subjugate others.

His concept draws heavily on classic hero myths, so if you need an iconic good guy, here you go.

Plot Hooks:
He may be the heir to the throne of the Stolen Lands.
Bandits wiped out everything he loved. They may have created a monster.

Can't go home because...
He no longer has one.


Raxus was from a short-lived kingmaker game that never made it to the first plot point, but in spite of that he's had time to become fully fleshed.

He's what happens when a good person is raised by an evil society. He wants to be better and to be accepted, but at his core he's an emotionally wounded child mixed with a hate-filled animal.

His mother was a priestess of Shelyn and he has a strong compassionate streak and a reverence for beauty, but his father was a cruel ogre chieftain who abused his runty son mercilessly.

Raxus is big, sad, naive, and dangerous. He is a loner who wants to find a family. He'll be molded by the people around him, and will either become a powerful hero, or a savage monster.

Plot Hooks:
His father is still out there...
He bears the mark of Shelyn. He can't cast spells, but he acts as a divine focus for her followers. Only She knows why...

He can't go home because it's a full of angry ogres.


Bugger it. I'll also submit Aden.
Click avatar for info and fluff.

I'll add hooks for them both later.
Also, is it just the fighter and cleric? I checked the gameplay thread and a Paladin and witch just posted an hour ago...

Grand Lodge

I have never played PBP, but have been trying to get into a game for some time, and would love this opportunity. I am self employed, and sit in front of a computer most days, so should be able to post multiple times a day. I've always wanted to play kingmaker, so here is my concept. I am trying to fill a role I don't see as fulfilled yet with a character that should be useful in unusual ways to the party.

Wranglor - A Human Rogue -

Background:

Wranglor was born to a whore of a mother, and never knew his father. His mother would tell him that it was some Rogarvian lord who fancied her, and kicked her to the street when he came with child. Because of his mothers profession, they lived modestly, but he resented her for being with men of all types at all times. He hated the way those stuck up lords used her and treated her like trash. He spent most of his time on the street, perfecting his talent of mimicking other "nobles". He got good, real good, able to walk down the street and take what he wanted, letting the merchant know his father "Rogarvian" lord had it. When he had to, he could run, climb, and escape through any means necessary.

One day, after his mother was with some whale of a noble lord, the lord decided to have some fun with her, and started slapping her around, calling her all kinds of filthy names. Wranglor was fed up with it and stuck a poison dagger between the said noble's ribs(OOC: Not knowing much I'll leave this up to you.) Knowing he had doomed them both, he said a teary goodbye to his mother. Even though she was a whore, she was his mother. Problem was, he liked living, and she was a liability on the road.

So he left into the wide world, vowing to prove his noble blood and take vengeance on the city that had taken so much from him and his family.

Trait Bastard.

Appearance and Personality: Wranglor appears to be a sharp dressed man, even at his worse his appearance is movie star like. He had brownish hair with green eyes and stands six feet tall. He carries himself with dignity, even though in the eyes of man he is naught but street trash.

Plot Hooks:
Rogarvian Noble - (Bastard Trait)
Killed some noble - wanted
Left his mother to escape the obvious punishment. Unkown what happened to her.
Building towards Master Spy, might have interesting campaign effects. I think this work better on a PBP than real game, as if I seperate from the party the game is not being bogged down.

Can't Go Home:
Wanted criminal

Quick Character Sheet:
Human Rogue(spy archetype). He will work towards the master spy prestige class.
S: 11
D: 16 (+2 Human)
C: 12
I: 14
W: 12
Ch: 14
Skill Monkey Build
Feats: Skill Focus: Stealth,
Bonus Feat: Deceitful
Trait: Bastard, XXXX

Party Role:
Wranglor's role in the party would be to be the face, though he might be able to serve as a scout if interested (or properly motivated) in doing so. The -1 Cha checks with Brevoian nobility until he proves himself is an interesting twist IMO. As he is not optimized for it, he will be somewhat lacking in combat, but will work towards hellcats stealth, and he should be able to at least hold his own when he gets that. Might work towards a whip, but I'm thinking I'll keep his feats skill oriented.

I can have the character completely fleshed out with in 24 hours of acceptance, likely much sooner. Thank you for your consideration.


Dotting for interest. I'll submit a character or two as well. :)


Here's the Hound. He needs some tweaking though.


Very interesting. I really like Rune and Chainmail's concepts. While I like Dream's character I'm not a big fan of the Scrollmaster Archetype, are you married to it?


Ryuko, I assume a weapon finesse monk doesn't need to use the feat for unarmed combat. I was thinking of dumping strength, but can't wait 5 levels to pick the feat that lets him deal big damage.

STR=10; DEX=19; WIS=16; INT=7; CON=13; CHA=9

With a 18 AC this fiesty hobbit is a capable speed bump up front that will be a major force when he gets to +4 BAB.

Tiko Suave is his name and he will dress like a flamboyant bullfighter in hobbit pastels because he was a carnival acrobat. I am even thinking of having him wear one of those Mexican wrestling masks.

Plot hooks: Tiko led such a flamboyant lifestyle as a traveling carnie he met many diverse and wild people.

The carnival people are typically Varisian gypsy types. Tiko should know Varisian and possibly have a few Varisian style tatoos.

What do you think?


If the group finds itself short on arcane might, I am here.

See avatar for background.

Hooks: What do the arcane runes that appear on my Skin when I cast mean?

What does a Man do when his more capable father tries to take him back?


Dotting for interest. I am working up a charismatic dreamspun sorcerer.


Ryuko wrote:
Very interesting. I really like Rune and Chainmail's concepts. While I like Dream's character I'm not a big fan of the Scrollmaster Archetype, are you married to it?

Naw, not particularly. I personally consider the whole scrolls as swords and shields to be a bit ridiculous... Truth be told I only really want the 10th level power: any chance we could reflavor it into an Arcane discovery along the lines of staff-like wand when/if we reach that level of play?

Even that isn't a necessity for me, in all honesty. I'm just curious, since it will have a minor impact on some of the metamagic feats I might select.


More Tiko Suave crunch and background
FC+2 = Skills of Per, Stealth, Ride
Outrider alt. racial +2 ride and Handle Animal
War Pony at start from pioneer
Feats at start Crane Style and Dodge
Although well suited to use missile weapons, this cocky hobbit considers missile and thrown weapons cheesy, cheap tactics.
Maybe I can get a bonus to take a vow of this short (+1 stunning fist per level, a hobbit can dream)


I will submit a witch or sorcerer.

The idea is, she has arcane pwoers from either some unknown paragon or a mized bloodline. Either way it was unnaceptbale to the village she was born in. These powers manifested in the late teens/early twenties and have completely screwed up her plans. So she left home, and traveled alone. Throw in some mentor or a group that helped her out, until she learned they were an evil sort, perhaps theives or something. She left, though she did snag a few supplies. They would be angry and possible prone to hunting her down. Perhaps she used a spell and scarred the mentor or the leader of the group.

I will look throught he 2 classes and see what I come up with. Race has not been decided yet either. I think I would like her to use a Bow, perhaps a bit woodsy. Able to survive somewhat on her own. She can be sent by the swordlords or she can be someone who has taken up temprary residence in the area, or just wandering through. That would depend on your preference as a DM.

I see her as someone who is searching....for who she is, the purpose of her new pwoers, and perhaps searching for a cause and a home. She tries not to advertise her abilities when in villages, afraid of the same reaction.


Would you be open to the Shadow Bloodline from Wayfinder #1?


Hey Ryuko, would you like any further development on my character? I can give you a more complete sheet, but that would depend a bit on party composition. I can also detail a bit some of the most talkative Aldor ghosts.

Seeing you have a fighter and a cleric, I think Alexei should go towards the Ancestral mystery, summoning ghostly swords (Ancestral Weapon revelation) and spirit armor (Spirit Shield revelation), etc.


I statted Alexei out in two versions, one with the Ancestor Mystery, and the other with the Battle mystery. The differences are subtle, mostly on the revelations.

Alexei Yoren, Oracle of the Ancestors:

Alexei Yoren, Blade of the Aldori
Male Human Oracle 1 CG
Medium humanoid (human)
Init +3; Senses Perception +1, darkvision 30 ft.
======
DEFENSE
======
AC 13, touch 13, flat-footed 10
Spirit Shield AC 17, touch 13, flat-footed 14
hp 9 (1d8+1)
Fort +1, Ref +3, Will +1
======
OFFENSE
======
Speed 30 ft.
Melee Aldori dueling sword +4 (1d8/19-20)
+1 on combat maneuver checks made with Aldori dueling swords.
Revelations
Blood of Heroes Once per day as a move action, Alexei can call upon his ancestors to grant him extra bravery in battle. He gains a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a 4 rounds (Charisma modifier).
Spirit Shield Once per day for 1 hour, Alexei can call upon the spirits of his ancestors to form a shield around him that blocks incoming attacks and grants him a +4 armor bonus.
Oracle Spells Known (CL 1st; concentration +5)
1st (4 per day) - bless, cure light wounds, divine favor
0 (at will) - guidance, light, resistance, virtue
========
STATISTICS
========
Str 10, Dex 16, Con 12, Int 10, Wis 08, Cha 18.
Base Atk +0; CMB +0; CMD 13
Feats Extra Revelation, Quick Draw, Alertness (extra feat)
Skills Diplomacy +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Perception +1, Sense Motive +5.
Traits Sword Scion, Aldori Dueling Sword Proficiency.
Languages Common
Gear Aldori dueling sword, explorer's outfit, 105 gp.
SQ Ancestor Mistery, Oracle's Curse (Clouded Eyes), Revelations

Alexei Yoren, Oracle of Battle:

Alexei Yoren, Blade of the Aldori
Male Human Oracle 1 CG
Medium humanoid (human)
Init +3; Senses Perception +1, darkvision 30 ft.
======
DEFENSE
======
AC 17, touch 13, flat-footed 14
hp 10 (1d8+2)
Fort +1, Ref +3, Will +1
======
OFFENSE
======
Speed 30 ft.
Melee Aldori dueling sword +5 (1d8/19-20)
+1 on combat maneuver checks made with Aldori dueling swords.
Battle Cry Once per day as a standard action, Alexei can unleash an inspiring battlecry. All allies within 100 feet who hear him cry gain a +1 morale bonus on attack rolls, skill checks, and saving throws for 4 rounds (Charisma modifier).
Oracle Spells Known (CL 1st; concentration +5)
1st (4 per day) - bless, cure light wounds, divine favor
0 (at will) - guidance, light, resistance, virtue
========
STATISTICS
========
Str 10, Dex 16, Con 12, Int 10, Wis 08, Cha 18.
Base Atk +0; CMB +0; CMD 13
Feats Extra Revelation, Quick Draw, Alertness (extra feat), Weapon Focus (Aldori Dueling Sword, weapon mastery revelation bonus feat)
Skills Diplomacy +8, Intimidate +8, Knowledge (history) +4, Perception +5, Sense Motive +5.
Traits Sword Scion, Aldori Dueling Sword Proficiency.
Languages Common
Gear Aldori dueling sword, chain shirt, explorer's outfit, 5 gp.
SQ Battle Mistery, Favored Class (Oracle, +1 HP), Oracle's Curse (Clouded Eyes), Revelations (Battle Cry, Weapon Mastery)


Out of curiousity, what should we do for starting gold if we're picked? I don't see it anywhere in the original recruitment or discussion thread.


I'm fine with the Shadow Bloodline.

Gold is either average or rolled.

I like the Ancestor Alexei more, personally.

I like the little hobbit, but I think the Lucha Libre mask would be a bit much.

I'm also a big fan of Deacon, seems very cool.


Appearance/Personality:

Stats:
Dwuręczny Wążdrań CR 1/2
Male Half-Elf Hexcrafter Magus 1
TN Medium Humanoid (half-elf)
Init +1; Senses Perception +3, Low-light vision
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (+4 Chainshirt, +1 Dex)
HP 14 (1d8+2 con mod, +3 toughness feat, +1 favored class)
Fort +4, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bastard Sword +3 one-handed(1d10 +3/18-20/x2),
Bastard Sword +3 two-handed(1d10 +4/18-20/x2),
Dagger +3 (1d4 +3/19-20/x2)

Ranged Longbow +1 (1d8/20/x3),
Dagger +1 (1d4/19-20/x2)
Special Attacks
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD +14
Feats: Toughness, bonus non-combat feat: Alertness. +2 Perception and Sense Motive Checks
Traits: Magical Heritage (Shocking Grasp), Issian: Your agile mind grants you a +1 trait bonus on all
Will saves made to resist mind-affecting effects.
Skills: Climb +7, Knowledge (Dungeoneering) +7, Perception +5 (Keen senses racial trait), Spellcraft +7, Use Magic Device +3
Languages: Common, Elven, Draconic, Undercommon, Aklo

Combat Gear Bastard Sword, Arrows (20), Longbow, Chainshirt, Dagger, Weapon Cord (Bastard Sword);
Other Gear Bedroll, Blanket, Trail Rations x5, Wineskin, Arrows (20), Hemp Rope, Whetstone.

TRACKED RESOURCES
--------------------
Arrows, Wooden - 0/20
Rations, trail (per day) - 0/5

--------------------
SPECIAL ABILITIES
---------------------
Arcane Pool (Su) : At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.

Cantrips : A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex) : At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spells:
Spell DC: 14

Spells Known
1st:
*Color Spray - Illusion: Mind Affecting
*Shocking Grasp - Evocation (Electricity)
*Grease - Conjuration (creation)
*True Strike - Divination
*Shield - Abjuration (Force)
*Vanish - Illusion

Spells Per Day
0th | 1st
-------------
3 | 1+1 bonus


Plot Hooks:

Backstory:

Party Role:


2d6 ⇒ (2, 3) = 5 x10 =50...

So, yeah, I'll take the average, since it is higher, as I do some scrap workups.


Here's my dreamspun sorcerer. I tried, I really did, not to make another character who was hated as a kid and then his parents died...one out of two ain't bad. (Can't anyone have a happy childhood in this game? :D)


Ryuko wrote:

I'm fine with the Shadow Bloodline.

Gold is either average or rolled.

I'm also a big fan of Deacon, seems very cool.

Sweet. I'd keep the plot hooks i posted. Scribe Scroll would be my extra non- combat feat. Given his background it would make sense he had it.

Would you allow Deacon to have the Tattoed Sorcerer Archetype?
(That's where the Arcane tatts come from- mummy played up on his chelish 'father' hmmm?)


If you are still looking for players i would like to throw my bid in for a half elf rouge knife master archetype. Ill work on what you are asking for if you you wish me to do so, his "story" so to speak in one line would be "just because you cant see it doesn't mean it's not there." and he sees that also as a literal stance as he specs Slight of Hand so you can't see his knives as he attacks you (He will be taking "Deft Palm" the rogue talent early on). So I wait to see what you say Ryuko.


Profiled ;)


Here is the start of my character.

Thoughts, ideas, criticisms?


I'm curious when we'll find out the chosen group.


One final submission to throw out there, if Deacon doesn't make the cut.

Aden is currently level 2 but can easily be scaled back. He's sword and board twf cavalier (Honor Guard and Stratagist) who has alot of abilites centered on either locking down a singlebig target or getting/granting free move/charges to allies. He makes a great commander/bodyguard.

As an order of the shield cavalier his edicts are to protect the common people who cannot defend themselves. He would most likely be a bodyguard to another PC (maybe a Bastard noble or a wizard) and would help carve out a safe haven in this untamed land.

Why he can never go home? His edicts, order and alignment won't let him. Here is where he is needed and so here he will stay.

Plot hooks? Aden is Neutral Good. Not lawful stupid. But his heart is so true it would be easy to develop a save the kingdom or the innocent kid type of story.

A cavalier who doesn't ride? Aden was born from common stock and fought his way into the orders ranks. He has been gifted a fine mount, but is barely a horsemen (uses it more as a flank partner), a big failing for a knight.


Alright, I think with time and thought I've come down to Alexei Yoren and Deacon Nesser. Head over to Discussion where I will be posing a question.


Considering submitting a h/orc ranger/fighter.

Any problem with that base concept before i flesh out?

I have read through the Players Companion and it seems fitting.


Have a look over my profile. Need to flesh out your other requirements.

DM Waifes PC


dotting

thinking of submitting Bridgette


@Ryuko

Done i think. I wont be using Power Attack so left that out. I think there are plenty of hooks in my Background and Personality entry. Let me know if you require any fixes.


Sorry about the delay, I'm hoping to submit a Gnome character of some sort looking to escape the Bleaching by chasing rumours of a link to the First World (I'm not entirely certain what class would be most appropriate) or a human aldori duelist.

I'm a little held up with uni work, but the semester ends in a couple of days and I have oodles of free time after that.

Looking forward to jumping in, if you'll have me!


Modifying my progression, just staying Ranger with maybe a level of rogue.


Here's the character I'd like to submit. I'm just entirely unsure what to build him as. I'd hoped to pay a Gnome for this particular adventure since it was first released, thanks to its (apparently) heavy use of fey. Bastagar is a spry old Gnome that's begun to enter a state of the Bleaching. I'll likely opt for the House Medveyed associate trait, as it makes the most geographic sense for a gnome hailing from the forest there (the name escapes me).

Spoiler:
I'll have a proper backstory over the weekend, but Bastagar will be on a mad journey to escape the bleaching, and regain his connection with the First World.

I'm also toying with the idea of having made an enemy of house Medveyed (perhaps one of their daughters were involved, or perhaps an overly paranoid lord) and having entered this advanced state of bleaching in a Brevoy dungeon, which gives me adequate reason to not return home, as if the constant threat of withering away into madness weren't enough.

I've also no blinking idea what to build him as. I'm juggling between a Rogue and an Arcane Trickster. What would be more appropriate? (I'd also like to hear how you feel about the Assassin class on non-evil PCs. Would a Rogue 1/Sorc 4/Assassin 1/Trickster be too cheesy? It punishes me less for playing a sorcerer, and should save me from being irrelevant for the low levels.

I'd also wonder if the Breadth of Experience feat from the APG would qualify as an extra Non-Combat feat? (Awesome houserule, btw) Do you use the aging penalties? Would you like me to take the first ability damage hit for the bleaching? (Although I'm not sure I want to gimp myself further).

What do you think?


Bastagar Swiftthicket wrote:

Here's the character I'd like to submit. I'm just entirely unsure what to build him as. I'd hoped to pay a Gnome for this particular adventure since it was first released, thanks to its (apparently) heavy use of fey. Bastagar is a spry old Gnome that's begun to enter a state of the Bleaching. I'll likely opt for the House Medveyed associate trait, as it makes the most geographic sense for a gnome hailing from the forest there (the name escapes me).

** spoiler omitted **

I've also no blinking idea what to build him as. I'm juggling between a Rogue and an Arcane Trickster. What would be more appropriate? (I'd also like to hear how you feel about the Assassin class on non-evil PCs. Would a Rogue 1/Sorc 4/Assassin 1/Trickster be too cheesy? It punishes me less for playing a sorcerer, and should save me from being irrelevant for the low levels.

I'd also wonder if the Breadth of Experience feat from the APG would qualify as an extra Non-Combat feat? (Awesome houserule, btw) Do you use the aging penalties? Would you like me to take the first ability damage hit for the bleaching? (Although I'm not sure I want to gimp myself further).

What do you think?

Sounds like an awesome character. I think the Arcane Trickster would fit quite well, and I have no issue with Assassins being non-evil (particularly since they don't get evil spells any more) Not too cheesy for me. And Breadth of Experience is exactly the kind of Non-Combat Feat I want. I do use aging penalties but only if the age is reached outside of character creation. It's up to you on the Bleaching damage.


Just wondering if Korgun can get a response too Ryuko


he looks kick a$$


I'm curious about the name Doomspray. Seems like it would be significant, but I didn't see mention in the background info. Is it just an orcish clan name?


It's umder personality Raxus. A name gifted him due to skill with his bow.

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Early Kingmaker Game Needs 2-3 New Players All Messageboards

Want to post a reply? Sign in.