DM Talomyr's Kingmaker

Game Master Talomyr

Let it so known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and the culling of hostile monsters and indigenous hazards, are hereby granted the right to rule.

The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect.

In accordance for providing a stable nation to the south of central
Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial.

So witnessed under the watchful eye of the Lordship of Restov and by the authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.


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Whew, finally done! This is my (Trevor86's) submission. I'll probably edit the layout a bit more and rework on the writing at the end of his backstory a bit, but it should do as a good first impression for now. I hope the backstory and build are compelling enough to warrent consideration and that whomever reads it at least gets a laugh or two from the comedy skit on his party role.

Have a nice day, everyone!


Celebeth Quinciel wrote:
DeathMetalDragon wrote:
I didn't make the list :(
Well, what did you submit and where did you submit it? I'm only mortal.

As are we all :) (From previous post)

Here is Marc Hender, an enigmatic Chelaxian seeking anonymity and freedom in the Stolen Lands. I have a backstory in mind I just need to type it up.

I would be going for the Spymaster role.

crunch:

Marc Hender
Male human (Chelaxian) fighter 1/investigator (mastermind) 4 (Pathfinder RPG Advanced Class Guide 30, 101)
LN Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 44 (5 HD; 4d8+1d10+10)
Fort +7, Ref +8, Will +6; +2 bonus vs. poison
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +9 (1d6+5/18-20)
Special Attacks studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Mastermind) Extracts Prepared (CL 4th; concentration +7)
. . 2nd—alchemical allocation[APG], alter self
. . 1st—anticipate peril[UM] (DC 14), enlarge person (DC 14), long arm[ACG], shield
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 16, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Extra Investigator Talent[ACG], Improved Initiative, Orator[ACG], Power Attack, Skill Focus (Linguistics)
Traits bruising intellect, pragmatic activator
Skills Acrobatics +1 (-3 to jump), Appraise +7, Bluff +7, Climb +3, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +4, Disable Device -1, Disguise +6, Escape Artist +3, Heal +4, Intimidate +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +10, Perception +8, Sense Motive +8, Sleight of Hand +1, Spellcraft +7, Stealth +5, Use Magic Device +11
Languages Common, Dwarven, Elven, Orc, Sylvan
SQ a quiet word, alchemy (alchemy crafting +4), inspiration (5/day), investigator talents (mutagen[UM], quick study[ACG]), keen recollection, mastermind defense, mutagen (+4/-2, +2 natural armor, 40 minutes), poison lore
Combat Gear potion of barkskin +5; Other Gear +1 chainmail, +1 light steel quickdraw shield[APG], +1 rapier, cloak of resistance +2, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, soap, waterskin, heavy horse, alchemy crafting kit, animal harness, mess kit, pack saddle, pot, saddlebags, torch, light horse, animal harness, cold weather outfit, furs, hot weather outfit, military saddle, saddlebags, trail rations, 91 gp
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Special Abilities
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A Quiet Word (Diplomacy or Intimidate, 2/day) (Ex) With 10 minutes of prep, an ally can use your skill ranks on a Diplomacy or Intimidate check later.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mastermind Defense (Ex) 2 inspiration: penalize an attack roll against you by your inspiration die
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
--------------------

Horse, heavy CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ docile, riding
Other Gear alchemy crafting kit[APG], animal harness[APG], mess kit[UE], pack saddle, pot, saddlebags, torch (10)
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

--------------------

Horse, light CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear animal harness[APG], cold weather outfit, furs[APG], hot weather outfit[APG], military saddle, saddlebags, trail rations (5)
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Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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LOL, I love the sass. @Trevor86


Poking fun is always good. I wouldn't have thought to use that format and its great!


@Dario and Alberich: Thanks! :)


1 person marked this as a favorite.

As tempted as I am to make a front liner with high AC and saves and spymaster stats, I just see myself playing a caster in this AP, even if it lowers my chances of being picked :-(

But a bunch of summons could play the part of the "melee" combatant in a way... XD


@Raevis: I thought the overall vignette was funny, though I wasn't sure why you felt you needed to namecheck other characters as being butthurt by your choices. Are you just feeling especially competitive? I sympathize; it sucks to invest a lot of time and energy into a character build and then have it not get picked. :(

I don't see how he could take the Defender of the Society trait or Carefully Hidden, since the former requires him to be a Pathfinder and the latter says he's a Keleshite, not Brevan. Also, his ability scores seem awfully high, even with a 25-point build. Does he have the Dual Talent human ability? With that trait he's still at 29 ability points as I count it. His skill ranks are awfully high too: 29 adventure skill ranks and only 5 background skill ranks. Without Skilled he should have 19 adventure skill ranks and 10 background skills. Am I reading something incorrectly?


Offering, for your delectation and delight, Baldur Halfhand.
Along with his big brother Sigefrid they are here to provide all you blonde, muscular (occasionally shirtless) front-line needs.
I have also picked Carefully Hidden, which I felt made sense given that Baldur works/has had to work hard to hide his ice magic abilities in Irrisen - if not I can change it for something else.

Sigefrid is being played by Brainiac, who will post his character when he gets a chance.

Baldur Halfhand
Male Human Hydrokineticist 5
LG Medium Humanoid (Human)

Init +4 (+4 Dex)

Senses: Perception +9, Low light vision.

DEFENSE
AC 21, touch 15, flat-footed 17 (+4 armor, +2 shield, +4 dex, +1 deflection).

HP 63/63 [(8HD+5con+1fcb+1toughness)+ 4x(5+5+1+1)]

Fort +9 (4 base, +5 Con)
Ref +9 (4 base, +4 Dex, +1 racial)
Will +4 (1 base, +1 Wis, +1 racial, +1 trait)

OFFENSE
Cold Blast +7(+8) [vs. touch/SR], 3d6+2(+1), 30ft, x2. Elemental Overflow: +1 hit, +2 damage.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10 (+0)
Dex 18 (+4) (17 base, +1 level 4)
Con 20 (+5) (16 base, +2 racial, +2 enhancement)
Int 10 (+0)
Wis 12 (+1)
Cha 10 (+0)

Base Atk +3
CMB +3 (3 BAB, 0 Str)
CMD 17 (10, +3 BAB, +4 Dex, 0 Str)

FEATS
Point-Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Toughness [Human]: You gain +3 hit points. For every hit dice after 3 you gain an additional hit point.
Precise Shot [Level 3]: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Finesse [Level 5]:

Progression:
Combat Reflexes, Spell Penetration + Grtr, Ability Focus/Elemental Focus

TRAITS
Light Sleeper (Regional): You need to sleep only 4 hours to get a full night’s rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.
Carefully Hidden (Racial): You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

SKILLS
Acrobatics +12 (5 ranks, +4 Dex, +3 class)
Knowledge (Geography)* +5 (5 ranks, +0 Int)
Knowledge (Nature) +8 (5 ranks, +0 Int, +3 class)
Perception +9 (5 ranks, +1 Wis, +3 class)
Profession (Bodyguard)* +9 (5 ranks, +1 Wis, +3 class)
Stealth +12 (5 ranks, +4 Dex, +3 class)

Total Points: 30 [5x(4 Kineticist + 2 background)]
AC penalty is 0

LANGUAGES
Common, Skald.

EQUIPMENT
Belt of Con +2, 4000gp.
+1 studded leather, 1175gp.
Ring of Deflection +1, 2000gp.
Handy Haversack, 2000gp

1320 gold 48 silver 20 copper.

SPECIAL ABILITIES
Bonus Feat: Humans gain an additional feat at first level.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Weapon Proficiencies: Kineticists are proficient with all simple weapons and light armor, but not shields.

Burn:
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Elemental Focus (Water): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.
Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Kinetic Blast:
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Infusions:
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

Infusions Chosen:
Kinetic Blade: Level 1, Burn 1. You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
Extended Range: Level 1, Burn 1. Your kinetic blast can strike any target within 120 feet.
Entangling Infusion: Level 2, Burn 2. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0).
If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Wild Talents:
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element.
Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Talents Chosen:

Basic Hydrokinesis: Level 1, Burn 0. You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.
Slick [Level 2]: Level 1, Burn 0. As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.
Icewalker [Level 4]: Level 1, Burn -. You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

Elemental Defense: At 2nd level, a kineticist gains her element’s defensive wild talent.
She must select the expanded defense utility wild talent to gain the defensive wild talent of any element she gains via the expanded element class feature.
Shroud of Water:
You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value.
When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Elemental Overflow:
At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Backstory:
It was a point of pride for the Ragnarsson family that all three of their children became Witchguards. For a patriotic family in Irrisen there could be no greater honor than to have one of the children selected. Tall Freya, the image of a Shieldmaiden brought glory to her family at her choosing and when her twin brothers, Baldur and Sigefrid, won admission to those elite ranks their parents were proud beyond measure…

Baldur caught him brother’s blow on his shield and laughed. ”Come on brother, you can do better than that!”
”Indeed I can!” Sigefrid replied, grinning as he charged forwards and rammed his brother backwards. Exactly as he had planned Baldur slid backwards onto the ice that Natalya had conjured behind him and crashed to the floor.
Sigefrid’s ‘killing’ blow slammed into a shield of ice that materialised just above Baldur’s raised arm prompting a whoop from the felled brother, as he kicked his brother’s legs out from under him. ”Thanks Mila!”
It took a moment for Baldur to realise that his brother wasn’t pressing the attack. In fact both Sigefrid and his partner Natalya had stopped fighting entirely.
”What? Is Mila ok?”
Sigefrid just pointed to where Baldur’s white-haired partner was stretched out, unconscious on the snow. Both brothers looked back to the hoarfrost shield still gleaming on Baldur’s arm and a single thought ran through both their minds in the same instant.
S**t!

--------------------------------------
”Faster boys! Unless you want to lose those pretty heads!” Freya snarled, her long leg plunging deep into the snow as the three siblings struggled towards the trees ahead.
”We should turn here!” Sigefrid panted as they entered the dimness beneath the snow-laden boughs. ”We can take them before they adjust to the shadows.”
”Do you want our little brother dead that badly Sige?” Freya shot back. ”There’s a dozen or more fully trained Witchguards, and three witches. You’re good, I’m better and Baldur has his magic but we can’t take fifteen by ourselves. Now shut up and…”
”Over here!”
Baldur’s hissed whisper cuts the sibling argument off and both hustle through the trunks to where their youngest brother is brushing snow from a stone archway in the trees. ”It’s a fey-gate.” He explains, ”Baba’s stories say you could travel thousands of miles just by stepping through them.” The sound of baying hounds makes all three of Ragnar’s children glance over their shoulders. ”If we could just open it!”
”I could help with that.” A strange, green-blue fey with ice cold eyes emerged from the trees. ”A bargain. I open the gate, and you give me something I want in exchange.” The baying of the hounds behind took on a deeper tone, as they entered the darkness under the trees.
”We need to get away.” Sigefrid spoke quickly. ”I have to get Baldur away from here, now!”
”Done!” The fey replied with a sharp cackle. A sudden blast of warm air, heavy with sunlight, split the forest gloom as a new world appeared in the doorway.
”Come on!” Sigefrid, ever the bravest, marched through, dragging Baldur with him as the younger brother reached back for his sister. ”Freya! Quickly!” Just as Freya grasped his hand the gate snapped shut, putting thousands of miles between Freya and her brothers in the blink of an eye. The brothers were left staring at Baldur’s left hand, missing three fingertips and surrounded by a kind of lush, damp greenness they’d barely even heard of.
S**t!


And here is Sigefrid:

Sigefrid Ragnarsson
Male Human Ranger (Witchguard) 5
LG Medium Humanoid (Human)

Init +2 (+2 Dex)
Senses: Perception +9.

DEFENSE
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 Dex)

HP 59/59 [(10+3+1+1)+4x(6 + 3 con + 1 FCB + 1 toughness)]

Fort +7 (4 base, +3 Con)
Ref +6 (4 base, +2 Dex)
Will +3 (1 base, +2 Wis)

OFFENSE
Longsword +10, d8+5, 19-20x2.
Shield +9, d4+5+1, x2.
Longsword/Shield +8/+7, damage as above.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

SPELLS
1 (DC13): Protection from Evil, Protection from Evil

Base Atk +5 (+5 Ranger)
CMB 9 (5 BAB, 4 Str)
CMD 22 (10, 5 BAB, 3 Dex, 4 Str)

STATISTICS
Str 18 (+3) (16 base, +2 racial)
Dex 15 (+2) (14 base, +1 level 4)
Con 16 (+3) (+2 enhancement)
Int 10 (+0)
Wis 14 (+2)
Cha 10 (+0)

FEATS
Combat Reflexes [Level 1]: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Shield Focus [Human]: Increase the AC bonus granted by any shield you are using by 1.
Improved Shield Bash [Level 2 Ranger Feat]: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Toughness [Level 3]: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Bodyguard [Archetype bonus]: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
TWF [Level 5]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Progression:
6: Shield Master.

TRAITS
Shield Bearer (Race): When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

SKILLS
Acrobatics +11 (4 ranks, +4 Dex, +3 class)
Fly +8 (1 rank, +4 Dex, +3 class)
Handle Animal* +7 (5 ranks, -1 Cha, +3 class)
Intimidate +8 (4 ranks, -1 Cha, +3 class, +2 trait)
Knowledge Geography* +6 (3 ranks, +0 Int, +3 class)
Knowledge Nature +8 (5 ranks, +0 Int, +3 class)
Perception +10 (5 ranks, +2 Wis, +3 class)
Profession: Soldier* +7 (2 ranks, +2 Wis, +3 class)
Sense Motive +9 (5 ranks, +2 Wis, +2 race)
Spellcraft +4 (1 rank, +0 Int, +3 class)
Stealth +12 (5 ranks, +4 Dex, +3 class)
Survival +9 (5 ranks, +1 Wis, +3 class)

Total Points: 45 [5x(6 Ranger + 0 Int + 1 Human + 2 background)]
AC penalty is -3 (-1)

LANGUAGES
Common, Skald.

EQUIPMENT
+1 Agile Breastplate, 1550gp
+1 Light Steel Spiked Shield, 1169gp
+1 Longsword, 2315gp
Belt of Con +2, 4000gp.
Adventuring Kit: backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin. (50gp)
[1416gp left]

SPECIAL ABILITIES
Bonus Feat: Humans select an extra bonus feat at first level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Skills: A witchguard adds Knowledge (nobility) and Sense Motive to his list of class skills, and removes Handle Animal and Knowledge (dungeoneering) from his list of class skills.
Proficiencies: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Favored Enemies:
Humans: +4. Magical Beasts: +2

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat: At 2nd level, a ranger must select one combat style to pursue [b](Weapon and Shield). The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Bodyguard: At 3rd level, a witchguard gains Bodyguard as a bonus feat, even if he doesn’t meet the prerequisite. This ability replaces endurance.
Defend Charge: At 4th level, a witchguard forms a bond with a spellcaster he has sworn to defend. Once per day, this bond allows the witchguard to spend a move action to grant an adjacent spellcaster a +2 dodge bonus to AC and a +2 circumstance bonus on concentration checks.
At 5th level and every 5 levels thereafter, these bonuses increase by 2. The bonuses last for a number of rounds equal to the witchguard’s Wisdom modifier (minimum 1).
At 4th level and every 3 levels thereafter, the witchguard can use this ability one additional time per day. This ability replaces hunter’s bond.
Patron: A witchguard learns something of arcane magic from the witches he defends. At 4th level, when a witchguard gains the ability to cast spells, he must also select a patron (Strength), as the witch class feature. This patron is usually the same as the patron of the witch he is sworn to protect, but the witchguard may choose any patron. The witchguard adds the first four spells from his patron’s spell list to his ranger spell list. The witchguard cannot cast patron spells of a level he is unable to cast.

Silver Crusade

Magoomba wrote:

@Raevis: I thought the overall vignette was funny, though I wasn't sure why you felt you needed to namecheck other characters as being butthurt by your choices. Are you just feeling especially competitive? I sympathize, it sucks to invest a lot of time and energy into a character build and then have it not get picked. :(

I don't see how he could take the Defender of the Society trait or Carefully Hidden, since the former requires him to be a Pathfinder and the latter says he's a Keleshite, not Brevan. Also, his ability scores seem awfully high, even with a 25-point build. Does he have the Dual Talent human ability? With that trait he's still at 29 ability points as I count it. His skill ranks are awfully high too: 29 adventure skill ranks and only 5 background skill ranks. Without Skilled he should have 19 adventure skill ranks and 10 background skills. Am I reading something incorrectly?

It was (in my opinion, rather clearly?) intended as a joke, like the entire section, and a lead-up to a very frequently used catchphrase from that series: "X (insert anything here) is TIGHT!" but I suppose I can see that line as crossing some kind of line. I'll edit it out for you.

Your questions on the statblock:

Since you asked a few things regarding his stats: According to the reference document, the trait specifically no longer requires membership of the pathfinder society. In a campaign where there are traits that give a +1 trait bonus to all weapon attacks, when the asked for character type was specifically a tank and is fighter-specific, it didn't seem strange to me to take it.

You might be right on carefully hidden. I picked it specifically since it seemed fitting to me that he was so well hidden, even he doesn't know where he's been the last ten years, and it might help explaining why scrying has supposedly also never found anyone fromhouse Rogarvia. There are a number of other traits with almost exact same effect other than the scrying bonus and I wouldn't mind picking knowledge: history instead either to go more for the RP.

This is a 25-pt build starting at level 5. His starting stats are 13+2, 14, 14, 12, 14, 14. At level 4, he adds 1 point of strength. He has a belt of +2 strength for 4000 gold and one of his feats, Ability Mastery, adds +2 enhancement to one other score (charisma). By buying the belt, it's true that he doesnt have a cloak of resistance or a ring of protection so he loses a bit of 'tankiness' as a result.

On the skills: I looked at the characters in the gameplay thread and found that the background skill system was used by at least one in the campaign. So while that does mean it is part interpretation on my part, I added knowledge nobility and knowledge local as his background skills.

Of course, every element of the character can be changed whenever if anyone is deemed incorrect by the GM.


Ok Ok, settle down, adding folks to the list.

Looks like Baldur and Sigefrid are a tandem act, but the DM did say that he might pick two more, so we'll see what happens. Certainly as a soft and squishy half-elf woman I wouldn't complain about two shirtless dudes tanking in front of me.


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Celebeth Quinciel wrote:
Looks like Baldur and Sigefrid are a tandem act, but the DM did say that he might pick two more, so we'll see what happens. Certainly as a soft and squishy elf woman I wouldn't complain about two shirtless dudes tanking in front of me.

We may or may not have considered the fact that there was a pair of unattached elven half-sisters in the party already... ;)


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One half-elf, one human! We're half-sisters. :)


I guess being the butt of a joke does make me a bit butthurt. :)

Nice of you to suggest editing it. I'm sure it would be super easy, barely an inconvenience!

Raevis's statblock questions:
The official site still says you have to be a Pathfinder to take Defender of the Society, though I'd love to be wrong about that.

Thanks for clarifying his ability scores for me, they make sense now. There's some clever multiclassing tricks you've got going on there!

Knowledge (local) isn't a background skill.


@Anthorg, I totally respect that. You've got to make a character that sings to you! I love it when I get invited to play in a game before we make our characters for just that reason. :) If you don't get selected, hopefully you can keep it around and use it again in a later recruitment.


Presenting Sir Gallant, repentant bandit, fey disciple, and faceless knight!

Background:

There was a time when brave Sir Gallant was not brave, gallant, or the noble, dashing warrior he is today. His past is vague, but he maintains that the tale he tells of it is as old as it is true. Judging from his voice, however, he’s not a very old man.

Some time ago, Sir Gallant was a bandit, travelling the back roads of the River Kingdoms, stealing from anyone who deserved it and many who didn’t. He was a villainous rake, robbing and plundering by day, cavorting with lovely maidens by night.

He was lucky, evading capture by any authorities who would bring him to justice for his wicked deeds.

Sir Gallant’s luck did not last. One evening, he came across an old woman, walking alone. She was defenseless, and her dirty, ragged robes suggested she might not have much. Still, times were lean and the heavy bag on her back could have some gold or food in it.

He charged in, shoving her to the ground and knocking her out before she had a chance to fight back. Though he found some dried fruit and worn clothes in her bag, she wore an amulet around her neck, one like he’d never seen. It was wooden, made of tangled, thorny vines, twisted together, unable to tell beginning from end.

As he put it on, he felt something wash over him. It was terror, fear of the dark things that lurk just out of sight in the woods. No matter how hard he strained, he could not take off the amulet. Just as thorny vines cling to the rock, so too did the amulet cling to him.

A restless night turned into days, then weeks, then months. Nightmares of unfathomable creatures watching him from the dense forests of the River Kingdoms wracked his nights, inescapable.

Sir Gallant knew that things had to change, that he couldn’t sustain the husk of a man he was fast becoming. He wandered the back roads of the River Kingdoms, and on a few occasions saw a mysterious hooded figure tailing him. No matter how much he searched for the figure, it always disappeared just before he could track it down.

Weeks passed as the figure tailed him, and he saw it more and more each day. A fateful night brought him to his ultimate purpose.

He awoke from a nightmare, as was common. A figure loomed over him, and he thought he had awoken into another nightmare. This, however, was different. The figure pulled him to his feet, and as he looked into the hood he saw everything and nothing all at once. He saw his misdeeds and mistakes, the sins uncounted of his past. He saw the curse he’d been burdened with, one he knew he deserved.

And the figure spoke. Sir Gallant cannot remember quite what the being said, but it offered salvation from his curse. It gave him an offer. He could renounce his name, his face, his very being and become a protector of the hooded one’s chosen, a defender of the lonely wanderers who travel the roads that he once preyed on. Or, he could refuse, and let the nightmares swallow him whole.

The choice was hard, but when he awoke from the first easy slumber in almost a year he knew he had made the right one.

Since he took the cowl and swore himself to Ng the Hooded, Sir Gallant has wandered the roads of Avistan, protecting travellers from beasts and banditry. As of late, he’s found himself in the Stolen Lands, following rumors of a newly defeated bandit lord and a fledgling kingdom. After all, what is a knight without a liege?

Appearance and Personality:

The first thing one notices about Sir Gallant is the heavy hood he wears at all times. Even while he’s asleep, he pulls his hood down so that nobody has a chance to see his face. Only in direct light is any part of his face visible, and even then it’s covered by dark cloth. His oath to Ng the Hooded was to forsake his face and his name, and he takes it quite seriously.
In battle, he wields a lance, in the image of a courtly knight, and rides atop a horse that takes an unearthly bearing when being ridden. When on foot, he uses a spiked gauntlet, his interpretation of Ng’s holy weapon.
Off the battlefield, he prefers fine clothing, specially tailored to draw attention away from his face. Hidden from all others, he wears the very same amulet he stole so long ago. It’s magic has ebbed, and now it toughens his skin and protects him from harm.

Sir Gallant is an enigmatic character. He is larger than life, doing all he can to live up to the old ideals of chivalry and courteousness. Yet for all intents and purposes, he has no face, no name beyond what can be used to identify him. It is his penance to his master, and a calling he has sworn himself to completely. This does not mean, however, he is without humor. He sometimes bemoans how handsome the face he renounced was. At times, he’ll wistfully remark on the tales of a certain rakish bandit that’ll be sung about a man that no longer exists.
Some traces remain of the man under the cowl, though just as his face is hidden, so too does the grandiosity of his persona cover who he was. In particular, he fears that some day his past will catch up to him. The bandits he ran with weren’t too pleased when he left them, and several of them swore they’d track him down. He wonders, too, about the amulet he wears, who it was that first carried it, and what it’s original purpose was.

Stats are coming along tonight, but mechanically he’s a hooded knight cavalier of the order of the sword.


eriktd wrote:
@Anthorg, I totally respect that. You've got to make a character that sings to you! I love it when I get invited to play in a game before we make our characters for just that reason. :) If you don't get selected, hopefully you can keep it around and use it again in a later recruitment.

Yeah, I will. But in case I don't get selected and another recruitment comes up, I would be submitting him also.

Silver Crusade

Magoomba wrote:

I guess being the butt of a joke does make me a bit butthurt. :)

Nice of you to suggest editing it. I'm sure it would be super easy, barely an inconvenience!

** spoiler omitted **

Ah, I didn't know that. I redid the skills accordingly.

Looking back, I partly wondered why the confusion was on his ability scores but then saw I had somehow forgotten to add his entire equipment section to the statblock :') Whoops. Apologies, everyone! I'll get to fixing that...


Celebeth Quinciel wrote:
One half-elf, one human! We're half-sisters. :)

And we aren't picky. ;) But we are both trained bodyguards!

Also, since I realise its not clear. Baldur has Kinetic Blade for close combat and will take Kinetic Whip at seventh level so he can perform 5 AOO's within a 15ft radius, each round. Should hit fairly hard and be difficult to avoid at least!


Nikolaus de'Shade wrote:
Celebeth Quinciel wrote:
One half-elf, one human! We're half-sisters. :)

And we aren't picky. ;) But we are both trained bodyguards!

Also, since I realise its not clear. Baldur has Kinetic Blade for close combat and will take Kinetic Whip at seventh level so he can perform 5 AOO's within a 15ft radius, each round. Should hit fairly hard and be difficult to avoid at least!

I am curious, how are you getting a 15' reach? Kinetic whip is "You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size."


Here is my submission of an unchained summoner! (link) Thanks for looking it over!


pad300 wrote:
I am curious, how are you getting a 15' reach? Kinetic whip is "You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size."

By mistake! ;)


Nikolaus de'Shade wrote:
pad300 wrote:
I am curious, how are you getting a 15' reach? Kinetic whip is "You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size."
By mistake! ;)

It's a good trick if you can make it work...


This is Rikash. I'll be reworking this profile. I'll post again when complete. :)


Slightly later than promised, here are the stats for Sir Gallant.

Stats:

Sir Gallant
Human cavalier (hooded knight) 5 (Pathfinder Player Companion: Legacy of the First World 26, Pathfinder RPG Advanced Player's Guide 32)
NG Medium humanoid (human)
Init +2 (+4 when on the road); Senses Perception +8 (+10 when on the road)
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +1 natural, +1 shield)
hp 44 (5d10+10)
Fort +5, Ref +3, Will +3; +4 sacred bonus vs. effects that damage, drain, or penalize ability scores
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +11 (1d8+8/×3) or
. . mwk spiked gauntlet +11 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+5 damage, +2 to hit while riding mount)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 13, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +10; CMD 22
Feats Fey Obedience, Mounted Combat, Power Attack, Ride-by Attack
Traits armored rider, seeker
Skills Acrobatics -1 (-5 to jump), Bluff +11, Diplomacy +11, Handle Animal +11 (+15 to force this mount into an Unnatural Aura.), Intimidate +8, Knowledge (geography) +7 (+9 when on the road), Knowledge (planes) +3, Linguistics +1, Perception +8 (+10 when on the road), Ride +9 (+13 to force this mount into an Unnatural Aura.), Sense Motive +0 (+2 when opposing a Bluff check), Stealth -1 (+1 when on the road), Survival +6 (+8 when on the road)
Languages Common, Sylvan
SQ expert trainer +2, feytouched mount, hero of the roads (4 hrs. hustle), mount (horse named Animal Companion), order of the sword
Other Gear +1 breastplate, mwk buckler, +1 lance, mwk spiked gauntlet, amulet of natural armor +1, belt of giant strength +2, 380 gp
--------------------
Special Abilities
--------------------
+4 to save vs. effects that hinder ability scores (Su) +4 sacred bonus on saves vs. effects that hinder ability scores.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
By My Honor (NG, Will) (Ex) +2 to Will saves as long as NG alignment is maintained.
Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Fey Obedience Daily obediences to prove devotion to an Eldest and gain benefits.
Feytouched Mount Mount gains feytouched template while being ridden.
Hero of the Roads (+2, 4 hrs. hustle) (Ex) Gain bonuses to yourself and the mounts of you and your companions while on the road.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Sword's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, +2 to hit while riding your mount.


For your consideration I'm throwing Caerwyn's hat into the ring. Caerwyn's a rogue with a more martial bent. He's an Unchained Rogue (Scout archetype) and Fighter. I plan on adding at least another level of Fighter and then finishing it out with Rogue. He could fill out the Spymaster role, but that wouldn't be his forte (I think the Marshal or the Royal Enforcer might play better to his strengths).


One more day!


This is Rikash again with the completed profile for Ox Kowalski. My character sheet and background/appearance/personality details are in the profile.

I think he'd make a good fit as a spymaster and should handily fill your frontline needs. I've got a number of buffs handy (barkskin, mutagen, shield, studied combat, and possibly others) and should be able to hold my own there (AC 26+ and good attack stats with mutagen/studied combat). I should also be able to pass buffs out starting L6 when I can take infusion.

I still have a little bit of equipment to buy (potions/scrolls/more extract formulas) but I think I'd like to tailor those a bit if selected (and having had a few questions answered).


The recruitment will close 12 hours from the time of this post. After that, I will take a day or two to review all of the submission and confer with the existing players and make a final decision on who the final selection(s) is/are.


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That should be fine, I'm really good at waiti-

(emits smoke from skin, explodes)

(reforms, starts hitting F5 every 3 seconds)


Hi all, I think I'm going to withdraw my submission for Phillipe D'Astin Surtova (Swashbuckler) I just got into another game and don't want to be spread too thin. Best of luck to all, happy kingdom-building! :D


Good luck y'all!


All right, I went through Raevis again and altered, added and removed things to/from the various parts of the alias until I couldn't think of what to improve anymore. (If anyone would like to know in detail: the start and end of the comedy part were changed a bit, I changed the last part of his backstory to include less stereotypical dialogue and suit the rest of it better, expanded a bit on his personality, and added a note on how he could also become a reach fighter with a sword in the build explanation since I forgot about the swordmaster's flair earlier)

I think this is about as good as I could have made it without feedback. To everyone else: good luck on your submissions too!


I am submitting Trakas in place of Zilybar. Zily was never designed for front line fighting.


Trakas Aeramirdal wrote:
I am submitting Trakas in place of Zilybar. Zily was never designed for front line fighting.

Keep in mind that our party already has a bladebound magus in it!


I did know that and mentioned that although it is a similar build, I would continue with it. They are still two different characters.


Submitting Rigel here as a last-minute addition to the available pool to choose from. Just a straight-up tanky fighter. Thanks for your consideration!


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Recruitment closed. Thank you all for the submissions I will have a decision in a day or two.


Good luck everyone!

"May some of us, Erastil willing, start our new lives in the ruling class soon"


Qapla'!


Again thank you all for the submissions, you made it a difficult choice.

With that being said, I would like to invite Sigefrid Ragnarsson and Baldur Halfhand into the game.

Gentlemen, please post in tbe discussion thread to confirm your acceptance of our invitation.


Thank you for the opportunity. Enjoy the game folks.


Have a great game everyone!


Enjoy!


Thanks for the interest everyone! We'll let you know if anyone else falls by the wayside! :D


Thanks to everyone who applied, and congratulations to those selected. Looking forward to seeing you in the Stolen Lands soon!

Silver Crusade RPG Superstar 2014 Top 16

Qapla'!


Congrats to those selected! Have fun!


Ah well, I tried. Grats to the dual act who got selected, and have fun!


Have a great game!

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