Divinitus's Lord of the Wilds: Kingmaker Campaign

Game Master Divinitus


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There are roles in the Kingmaker player guide, along with stats that the roles use.

Iavas is not interested in being queen, she'd be councilor, high priestess or spymaster, probably.


Castor doesn't truly desire power, but would likely end up being called the High Priest.

Dark Archive

Selmy would similarly have interest in being a military or spiritual advisor someday. Though a Mwangi king in Brevoy does sound like fun haha.


@GM. How long is recruitment? Just wondering when this may start. Hope you like Tristan.


I think I will be throwing in my zen archer/inquisitor to be the end all be all of archery in the kingdom. I don't know the roles too well but, someone who hunts the kings enemies would be more my characters style.

Grand Lodge

Turt would want no position at all, unless there is litteraly no one better than him, he would not like a position of power
"Thinking about numbers and important decisions that effect many people are not my forte" he would say

Dark Archive

TurtSnacko wrote:

Turt would want no position at all, unless there is litteraly no one better than him, he would not like a position of power

"Thinking about numbers and important decisions that effect many people are not my forte" he would say

Being in a position of power to help build the kingdom is, from what I can gather, a key element of this adventure path.


Yeah... its kind of weird to want to join a game called 'Kingmaker' and can easily be called 'Kingdom Maker' and not actually be part of either.


You don't HAVE to be in a position of power. That said, most PCs opt to do so because they are the best people for the jobs in question, for the most part.


This is sounding like the party is going to have a fight who has to take the awful burden of being the king. Would be a funny civil war when the loser has to take the throne.


... XD. I think people wouldn't go as far as actually fight a civil war about avoiding the throne.


Oh, my character (Gareth Gulfurion) would happily fit the shoes, as every hobgoblin would... In fact, he'll probably try to go for it actively (if I'd be chosen, of course). Much more one trying to become an Aldori Swordlord :) with that said, roles like the Master Spy and General probably would fit him comfortably as well. I think this will be quite the fun party!


Some of the best kings are those who don't really want the position at first. Read up a little bit on the classic depiction of King Arthur of Camelot.

Dark Archive

Iavas Gwilwileth wrote:
This is sounding like the party is going to have a fight who has to take the awful burden of being the king. Would be a funny civil war when the loser has to take the throne.

Blood runs in rivers through the Stolen lands, as the nations leaders, once friends, now bitter enemies, fight over an empty throne. In all the chaos, who will rise triumphant, free to live out their days as advisor to the monarch, and who will lose, forced to bear the burden of a heavy crown?

------------Kingmaker------------
October 2015, Only on Paizo


Iavas Gwilwileth wrote:
This is sounding like the party is going to have a fight who has to take the awful burden of being the king. Would be a funny civil war when the loser has to take the throne.

My character would very much like to be the ruler. Just gotta finish it first. I would love it if there was another character of the opposite gender who also wanted to fill the position (and would be willing to RP a relationship with mine), though I don't really feel like playing a relationship with a hobgoblin. There are dozens of people applying though. I'm sure that more than me wouldn't mind to be ruler.


Tristan, around another week or so.

Dark Archive

oyzar wrote:


My character would very much like to be the ruler. Just gotta finish it first. I would love it if there was another character of the opposite gender who also wanted to fill the position (and would be willing to RP a relationship with mine), though I don't really feel like playing a relationship with a hobgoblin. There are dozens of people applying though. I'm sure that more than me wouldn't mind to be ruler.

I'm assuming the AP doesn't drop you immediately into a position to rule, so I imagine once the party has an actual investment in the land the prospect of ruling becomes less unlikely. So it's easy to say now that we don't want to rule but perhaps events will unfold to change the opinions of whoever is chosen.


Xynen wrote:
oyzar wrote:


My character would very much like to be the ruler. Just gotta finish it first. I would love it if there was another character of the opposite gender who also wanted to fill the position (and would be willing to RP a relationship with mine), though I don't really feel like playing a relationship with a hobgoblin. There are dozens of people applying though. I'm sure that more than me wouldn't mind to be ruler.
I'm assuming the AP doesn't drop you immediately into a position to rule, so I imagine once the party has an actual investment in the land the prospect of ruling becomes less unlikely. So it's easy to say now that we don't want to rule but perhaps events will unfold to change the opinions of whoever is chosen.

Sure, but sadly if you haven't maxed charisma the character will mechnically be a much worse ruler than those who have. So yes we won't know in advance, but how you distribute your ability scores will determine how suited you are for different positions. Of course that is true for all positions, not just ruler. Of course those with high Cha are much more likely to have personalities that work well as ruler as well.


Dotting with the intent to build a half-orc fighter/cleric of Gorum.

Dark Archive

Finally finished him up. Lord of the Wilds if you don't mind looking through it all and making sure it's all good. I have my backstory in the sheet as well. I will most likely be shooting for the ruler or magister but can fall into anything that the group leads. A question to how are we going to be doing favored class stuff?
http://www.myth-weavers.com/sheet.html#id=588531

Grand Lodge

Can't NPC take leadership roles?

Dark Archive

Yeah they can but it's a bit more fun the more pc's you have in those roles. You get more rp opportunities.

Liberty's Edge

@GM Lord of the Wilds
Couple quick questions:
-Would you allow VMC?
-Would you allow the Martial Training feat line from Path of War?

My main concept will be a Dwarven Unchained Monk gestalted with a Goliath Druid.
If VMC is allowed then going to VMC with Barbarian and take the Rage domain. If not then probably will go Animal Domain.

Path of War wise I wanted to take the Martial Training to go grab some of The Broken Blade discipline. He's going to be an Unarmed specialist (except he will eventually be a giant unarmed specialist).


GM Lord of the Wilds wrote:

Shi'Vatha, I can help you come up with a balanced class. Class design is not too hard if you know how to properly balance things. As for your background, follow the advice that I gave upthread: come up with a suitable background concept that links you to the campaign, give it a flavorful trait name and bonus, and submit it on this thread.

What we did last time was use the Eidelon advancement table as the 'Eidelon Class'. However, the GM allowed me to substitute in levels from another class at level 4, 8, 12, 16, and 20 (the levels where there are no hit die progression) to turn it into a full class. Basically it ended up being an eidelon specific class progression. We could do something similar, I don't think that would be overpowered (He did still get his evolution pool bump at those levels).

We could even do a 5 level prestige class for the missing levels. I had looked at a couple that might work well.

Brightness Seeker works well, given it's flavor, although it's an Elf only thing.

Some with the right flavor, but are not 5 levels...

Celestial Knight
Chevelier (Good fit, but only 3 levels)
Divine Assessor (Absolutely perfect fit with back story, but 6 levels)
Inheritor's Crusader (Good fit, but only 3 levels)
Planes Walker


For the trait...

Family Spirit:

Your original summoner, who either died or betrayed you, was a member of a noble family (Choose one, Garess, Lebeda, Lodovka, Medvyed, Orlovsky, or Surtova). You have strong ties with this family, and are considered something of a Family Spirit and a good luck charm.
If your summoner died, you are cherished as a last remaining bit of their spirit. If your summoner betrayed you, the family considers you a charm that proves their wayward offspring was once a shining example, and as hope they may return to the correct path.
Your favored class is Eidelon, and whenever you take a level in this class, you gain an extra HP or Skill Point, above the normal benefit for choosing your favored class, as the faith provided by your adopted family floods your spiritual body and gives it extra strength of purpose.

Refluffed campaign trait from 'Finding Haleen' from Legacy of Fire


Glad to hear it! I just wanted to make sure you caught that I'm running this campaign myself, so my OOC knowledge is a little more rounded. I'll still keep it separate, but I wanted to make sure you know. I'll get Jonathan built as per your rules.


Shi'Vatha, that campaign trait looks good to me.

Jonathan Haykes, I am aware. There are enough changes where I do not think that those running or taking part in another Kingmaker campaign will find it an identical experience. As I stated, the BBEG of the first book is a CR6/mythic1 gestalt, so there have been some pretty big revisions to the core material. Since you read the entire AP, presumably, you understand that some of the villains needed big buffs and some of the story needed exploring.


Ah, I'm also running it via PBP, so being honest. Doesn't seem to be an issue. I think every GM mods this thing heavily (I know I am).


Shi's Updated Character Sheet

I'm fairly certain that Shi can't use the age benefits, given he doesn't age. :) And given he's thousands of years old... :)

Background:

Shi'Vatha, which in the Celestial tongue means 'Seeker of Evil', Warden Archon of the 7th Tome Zaphkiel was never a very good Warden Archon. Or rather, he was a very good Warden, and little escaped his notice.
But he was not stoic and stone faced like the other Warden Archons. He enjoyed listening to stories, he smiled at things the others found no more important than a stray breeze.
So when Muir came seeking an entity willing to form a bond with one of her chosen Paladins, not as a spirit companion, nor even an animal companion, but as a lowly summoned creature of little power, Shi'Vatha thought for only a few minutes before grinning at the god and stepping forward.

Muir was not sure of this choice, but it would be dishonorable to turn down one who had volunteered to give up so much. And so Shi'Vatha gave up the power he had and bonded to Casarina Medvyed, a valiant Aasimar Summoner Paladin of Iomedae.

Shi'Vatha was not as strong as most eidelon's, due to his summoner's primary path being that of a Paladin, however, he was an excellent scout, his small feline form allowing him to sneak through places Casarina could not and ferret out information for her.

The two were quite the well known pair in the Church of Iomedae, and got many of the most dangerous assignments. They were especially well known for tracking down dangerous artifacts and destroying them, wherever they might be hiding (or hiden!). However, they were also very good at investigating mysteries as well.

It was on one such assignment that the team met a horrible ending of their pact. Casarina had been tasked with investigating the sudden betrayal by a priest of his flock, and subsequent sacrificing of many of them to some unknown entity.

The pair did as they normally did, Shi'Vatha scouting ahead (although close enough not to lose his life force from being too far separated from his partner), and Casarina dispatching foes with the occasional assistance from Shi'Vatha. Unfortunately, they fell into a trap devised by those who had turned the priest. The two were captured, and taken to an evil cave where blood was spilled in a horrifying magical rite. Casarina's mind was broken with fell magic, and her former good and right nature turned to chaos and evil. Casarina awakened and began to walk the path of an anti-paladin summoner.

The ritual did not go as expected though, for it had not been performed on someone who was both a Paladin and Summoner before. Casarina's tie to Shi'Vatha was rent assunder, both gaining a burning rune on their forehead as the bond was rent. Casarina could not summon a new eidelon, and Shi'Vatha could not return to his home.

Casarina was afraid to kill her former ally, for fear her ability to summon, or use summoner magic, would also be destroyed permanently. So she locked the catlike eidelon in a steel cage and tortured it when bored.

After several months of such treatment, amazingly, Shi'Vatha's shattered mind began to reform, the madness induced by the destruction of his bond receding, and his original good and upright nature returning. Finding himself suddenly able to control his own evolution, he waited for Casarina to depart on a murder spree, and evolved an upper torso, turning himself into a taur. Using his newfound hands and skills, he used a bent nail from the wooden floor of his cell to pick the lock and flee back to the church and Casarina's family to tell them what had happened.

The church of Iomedae is nothing if not loyal, and Shi had shown such loyalty as few have for the church. However, his manners and mannerisms were not... exactly what they expected of either a paladin or a paladin's creature. And his newfound (and understandable) attitude of Antipathy toward Paladins was also something of an embarrassment.

So while the church is still very friendly toward Shi, and accords him a priest of Muir, he is not sought after often to go on missions anymore.

The Medvyed's, however, were distraught when they found out what had been done to Casarina, and they were horrified at what she had in turn done to Shi'Vatha. The Eidelon had been in the family for decades, and many of the current generation of the clan had grown up playing with Shi as children. Unable to bear losing both Casarina and Shi, they took in Shi, and hope one day to recover their lost daughter as well.


Just made the alias for this character and did a little update to the character sheet. I was also wondering if the evangelist prestige class would be open for this? Also would I be able to take masterwork dancing shoes?
Here he is

Grand Lodge

Xynen wrote:
Being in a position of power to help build the kingdom is, from what I can gather, a key element of this adventure path.

I say that but, no one will really be as good as the PCs at ruling, I say he won't choose one because I might be trying too hard to make Turt seem humble I guess.

Though if I had to choose one, it would be general or warden maybe...


By the way how many people are going to be accepted into the group? The average four per adventure path?


*waves at Castor and Arawn*

I'm having to try really hard to not fail my Will save and rework Korinne to submit as I'm very nearly at my limit for games right now. But man...gestalt Kingmaker? Soooo tempting! Must think on it...


By the way, Shi would probably make the best Spymaster (which is odd, because he's the opposite of the last character I ran in this AP which was also spymaster, but was CN and a paranoiac). :) Given his dex, he'd also work as a Marshal or Royal Enforcer.

To a lesser degree, he could handle the INT based roles as well, but only with a +3.


Korinne Bryden wrote:

*waves at Castor and Arawn*

I'm having to try really hard to not fail my Will save and rework Korinne to submit as I'm very nearly at my limit for games right now. But man...gestalt Kingmaker? Soooo tempting! Must think on it...

Hey Korinne! Come join the madness fun!

Starting to get most of the old gang back together. Wonder if Xelani will show up...


I'm thinking about writing up an elf wizard (conjuration/teleportation)/magus (kensai/eldritch archer) for a nice Arcane Archer feel. I was thinking about making him (her? maybe) have ties to Kyonin; Lord of the Wilds, do you have your Swordlords of Restov all made up already or can I throw in a council member with a Kyonin connection?


Gestalt, focus and foible, AND Kingmaker. This sounds intriguing.

I've got a concept, but I'm not sure how much it would be accepted: it's a kobold knife master rogue/kobold bloodline sorcerer. Basically the spy master, very good at running around unseen, setting up traps, getting into places he shouldn't be. He's joining up because 1) chance of profit, and profit is good, and 2) the hope that if he helps, he can not only get himself a nice cozy position of power, but use it to make a haven for his race in the new kingdom.

And hey, someone has to set up the defenses for this new kingdom. Have you seen what's out there? Nature is out there... and it's scary!


Made a tiny error when making character. Cha needs to be set at 10 instead of 14 and the corresponding skills drop by two points. Mildly screwed up and thought it was 20 point instead of 16 But tis fine, I only opted that up originally to give a bit more to Handle animal and Diplo...but a person striving hard to be nice and coming off ruff sometimes is completely ok and in the character.


Hey Korinne! Nice to see you again!

I want to say "Join us, you know you want in!", but I've been in your position myself. It's up to you what you want to do.


So, for some reason I'm having a really hard time settling on a bloodline for my character. Arcane, Dreamspun, Serpentine, even Nanite have all crossed my mind, but no one have fit quite what I've wanted, either flavorwise, mechanically or both :S. How do you feel about 3PP bloodlines? Would you prefer if I take a normal one? I've been looking at Faerie Dragon Bloodline and Realms Beyond, though I think I prefer the first one for flavor reasons. Would you allow either of them? For the Farie Dragon bloodline, could I use the Prankster’s Befuddling Touch (or really any melee touch attack) with a spiked gauntlet to benefit from swashbuckler finesse or would I have to pick up regular weapon finesse in order to get to use dex to hit with touch attacks?

Maybe I should just go with Celestial?


Introducing Kinimpizle Fordlinsining

Kinimpizle is a Gnomish Paladin / Sorcerer (Fey, Sylvan) designed as a community guardian type. Because he is a Paladin I feel the need to state that he is not lawful stupid. He is generous, kind, and a fan of peace but as a paladin of Erastil his community and duty to his people and companions are more important than his own personal code of honor.

Out of combat he combines excellent charisma and social skills with illusion and enchantment magic to make an effective negotiator and party face

In combat he is primarily a front line combatant who prepares with buffs, launches a blast at the enemy, and charges head first into the fray.

In terms of leadership role he his stats and mechanics would work as Ruler, Councilor, General, or Grand Diplomat, or Magister. Which one would really be the best fit I think is hard to say until we are in play and see how each person resonates with the NPCs and adventure.

Crunch will be added to the profile as I finalize it. Wanted to get the general concept done first!

Background:

Kinimpizle was born in Brastlewark some 70 years ago. His mother passed on (not died, just got bored and wandered off one day) when he was about 4 (He isnt certain of the exact age, several times he got distracted and forgot to note his birthday) and he was primarly raised by his father Tillingtin Fordlinsining. His father was something of an anomaly among gnomes. He had been born and raised in Brastlewark and never once travelled much more than 100 miles from the city. His father was a wizard of great ambition but rather little talent. While his lack of natural aptitude prevented him from ever gaining any great power or notoriety it did lead to any number of small but fantastically dramatic arcane mishaps that kept his father vibrant and stemmed off the bleaching.

Kinimpizle had no interest in following his father’s craft. Almost from the time he could walk he spent the majority of his time roaming the country side around the city with a band of young gnomish compatriots. They played in the forests, attempted to trap wild animals, dared one another to jump off the most forbidding rocks they could find and generally explored and experienced everything they could. During this time Kinimpizle discovered he had two knacks

First he discovered that when he was in the forests surrounding his homeland he could almost feel the fey energy that coursed through the land and trees. With some focus and a bit of practice he discovered he could shape that energy in some small ways.
Second he discovered that he had a real gift for conceiving of grand new adventures, most of which crossed the line into foolhardy even by gnomish standards.

When Kinimpizle was in his early 20s these two knacks combined in a disastrously unfortunate fashion. One afternoon during a great experiment Kinimpizle and his companions were admiring Kinimpizles knack for lighting fuses from a distance using small magical fires catapulted from his palm. One thing led to another and a large warehouse burned down. Fortunately the warehouse was empty at the time; unfortunately the warehouse belonged to House Jeggare and held a fortune in rare tradegoods.

Kinimpizle and his companions were rounded up on the spot and half of them were made to watch while the other half were unceremoniously executed by agents of Jeggare

A much chastened Kinimpizle left Brastlewark that week and has never returned.

Kinimpizle wandered the inner sea for some time just travelling, meeting new people, and exploring. After several years of vagabondism he fell afoul of an irate Owl Bear and its two new cubs. He was left bloodied and near incapacitated in the woods off of a minor trading path in the southern river lands. After a day he was found by a passing ranger and brought to a nearby farming hamlet. There a priestess of Erastil tended to his injuries and over the course of several weeks restored him to health.

Over those weeks Kinimpizle got to know the village and surrounding farms and formed a rather close bond with the priestess. He played with the village children during the day, told stories to farmers in the evening, and learned about community and Erastil from the Priestess each night.

For the first time Kinimpizle felt a true attachment to people and a place. For two years he lived among the villagers in a small house on the edge of town. He worked as an under acolyte in the temple, fixed broken farm tools, occasionally went hunting with some of the youth and performed other odd tasks to earn his keep. For some time domesticity in itself was novel enough to keep him fascinated, nonetheless in time the song of adventure began to call to him again.

He was able to find some small additional excitement in the village by joining the local militia and occasionally making forays with a local ranger into the nearby wilds. He learned a bit about wilderness and his time with the militia taught him quite a bit about fighting off bandits.

These all too infrequent bursts of excitement couldn’t sustain him for long though. Torn between his attachment to his community and his need for constant stimuli and adventure Kinimpizle was left without any clear path. It was at this time that Erastil, through his priestess, revealed an unexpected path to Kinimipizle. Through a series of visions, conversations, and lessons the priestess helped teach Kinimpizle how to server both Erastil and his own needs as a guardian of his hamlet and the many like it.

From that period on Kinimpizle has wandered the villages, hamlets, and farm steads of southern Rostland confronting threats and defending his chosen community.

Personality:

Kinimpizle is the grinning face in the crowd, his mischievously sparkling eyes darting for the next opportunity for fun or danger. Always an optimist Kinimpizle fundamentally believes that all things can be made right and that at their core people are true and good. He is courageous (even fool hardy) and impulsive but not stupid. While he seeks adventure for the sake of adventure and knows little personal fear his experience as a youth has taught him a thread or two of caution and he has learned that order is both necessary and valuable for keeping a community safe in a hostile land.
Kinimpizle is engaging and sociable but perhaps a bit odd.

Years of facing threats alone and seeing the occasional calamity befall villages under his protection have not managed to dampen his optimism but have perhaps strained his psyche just a bit. Combined with years of channeling Fey energy on the border of a strongly Fey land this has left him a bit erratic in the eyes of most people. He sometimes struggles to remember basic facts and can frequently be found talking to himself and his Elk companion. He has taken to wearing an odd mishmash of personal curios and small remembrances from villages he supports and from those that have died. This array of objects, scarves, hats and tokens give him a rather garish and confused appearance.

Appearance:

Kinimpizle is a towering 3’7’’ tall with his spike of dark purple hair adding perhaps another 6 inches on top of that. He is of a robust and muscular (for a gnome) build and his usually light green skin has a faint darkening from an abundance of time spent in the wild. His smiling green eyes look out from beneath extraordinarily bushy purple eyebrows and his slightly weather worn face holds a near constant smile.

Kinimpizles clothing is replete with color. He has small scarves and tokens tied about his belt and on the hem of his armor. These are mostly handmade knick knacks given to him by residents or children of hamlets he has provided service to. About his neck are no less than a half dozen assorted pendants and necklaces the largest of which is his holy symbol of Erastil. He frequently wears scraps of colorful cloth tied around his wrists and his two arming gloves are a mismatched pair he chose for their respective comfort and died a light green that matches his skin tone.

Despite this chaotic and flamboyant appearance his armor is always immaculately polished, his weapons gleam in the sun and his leather shines with fresh oil. He may appear a bit odd but no one who sees him has any doubt about his martial intentions.


Here is Johnnycat with my submission.

Harbinger/Barbarian with the Masquerade Reveler archetype.

Figure I'd make a pretty good Spy Master when things come down to it.

I'll start working on the Background as it comes to me. 'Till then feedback/criticism/suggestions are more than welcome.


Raenadiel "Rain" Alaenree
Female Elf Magus/Wizard

Background:
Raen was born nearly 150 years ago in Latanthabair, a village set in the hilly, rocky forests east of Iadara. Latanthabair translates directly to "Home of the Latantha," the name of the archery school famous throughout Kyonin, a school founded by Raen's great-great-grandmother over a thousand years ago. The village formed up around the school in the millenia since its founding and most of Raen's family lives there, many as students and instructors.

While Raen's mother dedicated herself solely to mastering the bow, spending over two centuries learning her craft, Raen's father served as an armathor, a knight errant blending spell and steel while dispensing justice in the farthest reaches of the Fierani Forest. It was while Raen's father was rehabilitating in the village- he lost his right arm to diabolical poisons fighting a cult of Treerazer worshipers trying to corrupt the Latantha from within- that Raen's mother and father met. After what Raen has always been jokingly told was a pronounced period of groveling on her father's part, her mother and father pledged themselves to each other and began a family.

Raen is the fourth child of four, 40 years her closest sibling's junior and a infant when her eldest brother was entering service to Queen Telandia. With such exceptional parents, Raen and her siblings couldn't hope to be anything other than exceptional themselves. Raen's eldest sister, fascinated by the shorter lived races and their magic, moved to Greengold to work directly with humans. And Raen's youngest brother, closest in age to her, is one of the best young students in the Latantha.

Elves have few children, and Raen's cohort in the village consisted of only six other children her age, all of whom learned their first formal lessons at Raen's mother's knee. But while the Latantha is the focus of the village and archery her mother's first love, Raen is the child of both an archer and a wizard.

While after his injury her father could no longer wield a sword, he could still do magic. He embraced his maiming as an opportunity for enlightenment- "All change is growth," he says, and his unflappable calm and unbreakable cheer are clear indicators that he has found the Brightness so elusive to other seekers. So Raen's father put up his weapons and focused on his children and his studies, in that order. He was an excellent father to his children, and still is during the rarer and rarer moments they come to him to seek his wisdom.

At home she learned of the planes, the stars and planets and the esoteric arts of the arcanist. At school she learned the bow, the calm of the archer and the wisdom of the Lethani- the philosophy passed down through the school. From her friends she learned joy and the freedom of spirit that only small children and elves can know. With her father's curious mind and her mother's clever fingers and she somehow managed to distill all these things into a unique discipline that is similar to but different from the path of the arcane archer.

It was a combination of things that came into alignment to get Raen sent to Restov. Her sister's contacts among the humans in Greengold and her eldest brother's place in Iadara as a trusted but junior servant in the Viridian Court, along with her obvious lack of affiliation with the Queen or her senior advisors and her only very recent coming of age, were what induced the powers that be to arrange for her to be included in the Swordlords' charter to explore, pacify, and eventually settle the Greenbelt.

Their plans for her are twofold. In the short term, she is to discover and protect any aiudara in the unsettled lands or lost in the Narlmarches or any of the rest of the Stolen Lands. In the long term- and this was never expressed to her directly, only an unspoken expectation among the people who sent her- she is to shape any budding kingdoms into a place friendly to Kyonin and elves in general and is expected to outlive any of the short lived races who come to rule the land so that one day, even if she is not the land's first ruler, she will eventually have dominion over any new kingdom that might grow.

Appearance:
Raen has the typical large, pointed ears that define her race for so many, along with snow white hair that falls all the way to her waist and striking black eyes. Like most elves she is tall- taller than most human women and taller than average for human men. She has willowy build that belies her strong shoulders and muscular upper back. While she has that otherworldly beauty many elves possess, Raen is more striking than beautiful.

With a pragmatism drilled into her over decades of studying the Lethani, she dresses to fit in, whether that is elven silks or forest greens and muddy brown leathers or the black cloak and wolf fur stole that is so popular in Brevoy today. She tries not to attract attention to herself, though that is not always possible for a white haired elven woman as tall as most men.

Personality:
While she is over a century and a half old, this is her first trip outside Kyonin's well protected borders. She is only just starting to get used to seeing so many humans and other short lived races and has still not gotten used to the speed with which most outsiders come to decisions and take action. While she is enjoying the energy of the human world somewhat, it all seems a little hasty to her. The Lethani is deep in her bones, and it teaches her to be thoughtful and deliberate, which is often at odds with the way things are done outside Kyonin.

She loves the way humans, halflings, gnomes, and others interact, though, especially at taverns, where there is often music and dancing and food like she has never heard or done or smelled before. She doesn't love so much the many unspoken social norms humans hem themselves in with, such as the unspoken taboos around sex and relationships or around worrying about the afterlife. And she especially dislikes the way humans don't seem to care about stewarding the natural world, thinking only in the short term when it comes to development, expansion, and exploiting the world around them.

Raen is her father's daughter, though, and is enjoying her trip outside her homeland. She loves learning, whether from books or from experiences, and has seen many things to be curious about, from the Aldori sword style to city architecture to the techniques the short lived races use to breed horses. She is friendly and outgoing and genuinely likes to hear about others' histories and the histories of the places they are from.

In spite of this friendly demeanor, though, she is always aware that she has been given a vital, secret mission, and she is dedicated to finding and insuring no outsiders use any lost aiudara.

I'm not 100% clear on how Focus and Foible works with the modified point buy system laid out. Can those 16 be used to buy off the 8 in the Foible stat or does it have to stay at 8?

First pass at stats:

Str 10
Dex 16 +2 elf = 18
Con 14 -2 elf = 12
Int 18 +2 elf = 20
Wis 14
Cha 8

-that's 14 of the available 16; I'd use the extra 2 to buy off the Cha penalty if that's allowed or bump Con if it's not.

Background skills
Craft (carpentry or bonsai?) or Profession (wood carver or botanist)- I'm imagining her being like a bonsai artist but with full sized trees.
Craft (bowyer/fletcher)- I can't imagine an archer wouldn't learn how to make a bow and arrows. If this is too Adventure-y, then I'd go with Perform (Oratory)- she loves to talk about philosophy but she's likely to bore people to death with it.

Illuminator to get Diplomacy as class skill
Know the Land to get Survival as class skill
River Lander campaign trait fits alright
Student of Philosophy trait to get Int to Diplomacy

Family Ties drawback works, since she's doing her family's bidding by being out here, or
Meticulous could work for a brainy wizard who's never been away from home before, or
Naive could work for somebody who's never been in a real, life and death, up close and personal fight before

Point-Blank Shot
Precise Shot
Rapid Shot

With Illuminator and Student of Philosophy she's at +11 for Diplomacy checks to start, making her an interesting non-Cha based face. And she'll be the usual Wizard know-bot due to her Int. Then she's got a lot of stuff to do in combat with spellstrike/spell combat- from range due to Eldritch Archer- and regular Wizard spells. She doesn't have as broad a range as a lot of gestalt characters but I think I'm happy with the way she's shaping up.

I'll be happy for any input and I'm obviously still working on stats.

Dark Archive

karlprosek wrote:
I'm not 100% clear on how Focus and Foible works with the modified point buy system laid out. Can those 16 be used to buy off the 8 in the Foible stat or does it have to stay at 8?..

You can improve the foibles stat.


There will be 5 people accepted into the party, bringing the party size to 6, which is fairly standard on the messageboards due to PC attrition concerns. There is a slotted character playing, one who is new to the game. I am not sure if she is going to create her own profile or whether she will ask to use my profile to post, but either way, be nice to the newbie!

You may raise the foible score with your points, if you so wish.

As for all the rules questions that I have seen proposed by you all so far, I believe the answer to all of them is yes.

Shi'Vatha, I would allow that class progression concept, as it seems balanced and would give you some actual class features, rather than just numeric increases and more evolutions. You gain the class features of the chosen class at those chosen levels, including spells. You will only gain the spells of the highest level available for casting at that time, however, but will progress with those spells as a caster of your HD and those spells are SLA's, usable from a pool a number of times per day equal to the number normally allowed for the base spellcaster per day. If you need me to explain this further, I will do so. It still leaves you with slightly less power than the base Summoner, but it does give you an option to be more 'Outsider-y' with your options, since they often have pretty large SLA lists.

Karlprosek, I deliberately have not fleshed out all of the Swordlords. You may create one to tie in with your character, subject to my approval of course.

CaptainFord, so long as you have proven yourself to the party's patron, I'm sure they would not mind a Kobold. Perhaps you and one of their groups were hunting a certain individual and they found you with their quarry, whom you had incapacitated with traps or something like that?

Heyden Crowshen, I do like your basic concept and the crunch looks good, since you asked for feedback.


How strictly do you GM the Paladin's code and alignment? I feel like Paladin is fitting for the character I want to make, but he is someone who doesn't give a rat's arse about personal honour and will always make the right (or even hard) decision to save the innocent and the good and his allies. Also are Path of War classes available?


The Pale King, as I just got back from arguing, fruitlessly I might add, with people riding a moral high horse on paladin codes, I will state that I am much more flexible on the paladin code, so long as you work for the greater good. I once played a Paladin/Rogue, so I know how to handle that sort of thing. Lawful Good does not mean Lawful Stupid. Path of War classes are allowed.

Dark Archive

Figured I'd provide a quick look at what has been proposed so far so everyone can see what has been built, what may still be needed, and maybe get some inspiration for their own builds. I've seen other people do this for other recruitment threads and I always found it useful.

In order of appearance:

Arawn Vasska Sorcerer (Fey) | Swashbuckler (Inspired Blade)
Castor Anteres Cleric/Ranger (Guide)
Arislaria Tathmir Arcanist/Alchemist (mindchemist) 1
Miverva Parsall Monk (Zen Archer)/Inquisitor
Shi'Vatha Unfettered Eidelon
Iavas Gwilwileth Rogue (Knife Master)/ Cleric of Desna (Varisian Pilgrim)
Selmy Fighter (Polearm Master)/Shaman (Battle Spirit )
Tristan d'Arden Sanctified Slayer Inquisitor / Beastmaster Ranger
Turt Snacko Fighter (TWF)/Barbarian
Jonathan Haykes Swashbuckler (Inspired Blade)/Slayer (Cleaner)
Reejan Orlovsky Alchemist (Preservationist)/Ranger (Beast Master) Separate post containing Fluff for Reejan
Gareth Gulfurion Fighter (Eldritch Guardian/Mutation Warrior) / Unchained Rogue (Scout)
Haron Kalason Godling (clever)/Paladin (holy guide)
Dayreth Ludvig Stein Magus(Spell Dancer)(Eldritch Scion)1/ Swashbuckler1
Kinimpizle Fordlins Paladin / Sorcerer (Fey, Sylvan)
Hayden Crowshen masquerade reveler /harbinger
Raenadiel "Rain" Alaenree Magus/Wizard


Oh! So you can improve your foible?

... time to do a quick edit, woopwoopwoop.

Also that is quite a few applicants. Are you sure you want to go a full two weeks of recruitment, GM? Seems like you'd end up with a lot of characters to look through, and a lot of disappointed players.


Here is my submission:

Race: Human
Class: Oracle/Sorcerer
Role: Battle controller, secondary healer.

Backstory:

'Prod and pull,' the old woman was saying, 'It’s the way of the King, as like the gods themselves.' She leaned to one side and spat, then brought a soiled cloth to her wrinkled lips. 'Three husbands and two sons I saw off to war.'

The fishergirl's eyes shone as she watched the column of mounted soldiers thunder past, and she only half listened to the hag standing beside her. The girl's breath had risen to the pace of the magnificent horses. She felt her face burning, a flush that had nothing to do with the heat. The day was dying, the sun's red smear over the trees on her right, and the sea's sighing against her face had grown cool.

'That was in the days of the Choral,' the hag continued. 'Pharasma roast the bastard's soul on a spit. But look on, lass. The King scatters bones with the best of them. Heh, They started with his house, didn't they, now?'

The fishergirl nodded faintly. As befitted the lowborn, they waited by the roadside, the old woman burdened beneath a rough sack filled with turnips, the girl with a heavy basket balanced on her head. Every minute or so the old woman shifted the sack from one bony shoulder to the other.

With the riders crowding them on the road and the ditch behind them a steep drop to broken rocks, she had no place to put down the sack.

'Scatters bones, I said. Bones of husbands, bones of sons, bones of wives and bones of daughters. All the same to them. All the same to the House Surtova.' The old woman spat a second time. 'Three husbands and two sons, ten coin apiece a year. Five of ten's fifty. Fifty coin a year's cold company, lass. Cold in winter, cold in bed.'

The fishergirl wiped dust from her forehead. Her bright eyes darted among the soldiers passing before her. The young men atop their highbacked saddles held expressions stern and fixed straight ahead. The few women who rode among them sat tall and somehow fiercer than the men. The sunset cast red glints from their helms, flashing so that the girl's eyes stung and her vision blurred.

'You're the fisherman's daughter,' the old woman said. 'I seen you afore on the road, and down on the strand. Seen you and your dad at market. Missing an arm, ain't he? More bones for their collection is likely, eh?' She made a chopping motion with one hand, then nodded. 'Mine's the first house on the track. I use the coin to buy candles. Five candles I burn every night, five candles to keep old Rigga company. It's a tired house, full of tired things and me one of them, lass. What you got in the basket there?'

Slowly the fishergirl realized that a question had been asked of her. She pulled her attention from the soldiers and smiled down at the old woman. 'I'm sorry,' she said, 'the horses are so loud.'

Rigga raised her voice. 'I asked what you got in your basket, lass?'

'Twine. Enough for three nets. We need to get one ready for tomorrow. Dadda lost his last one—something in the deep waters took it and a whole catch, too. Ilgrand Lender wants the money he loaned us and we need a catch tomorrow. A good one.' She smiled again and swept her gaze back to the soldiers. 'Isn't it wonderful?' she breathed.

Rigga's hand shot out and snagged the girl's thick black hair, yanked it hard.

The girl cried out. The basket on her head lurched, then slid down on to one shoulder. She grabbed frantically for it but it was too heavy. The basket struck the ground and split apart. 'Aaai!' the girl gasped, attempting to kneel. But Rigga pulled and snapped her head around.

'You listen to me, lass!' The old woman's sour breath hissed against the girl's face. ' Choral the usurper king has been grinding this land down for a hundred years, and now King Noleski does the same. You was born in it. I wasn't. When I was your age this was a country. We flew a banner and it was ours. We were free, lass.'

The girl was sickened by Rigga's breath. She squeezed shut her eyes.

'Mark this truth, child, else the Cloak of Lies blinds you for ever.'

Rigga's voice took on a droning cadence, and all at once the girl stiffened. Rigga, Riggalai the Seer, the wax-witch who trapped souls in candles and burned them. Souls devoured in flame—Rigga's words carried the chilling tone of prophecy. 'Mark this truth. I am the last to speak to you. You are the last to hear me. Thus are we linked, you and I, beyond all else.'

Rigga's fingers snagged tighter in the girl's hair. 'Across the stolen lands the Lord’s will drive their knife into virgin soil. The blood now will comes in a tide and it'll sweep you under, child, if you're not careful. They'll put a sword in your hand, they'll give you a fine horse, and they'll send you across those lands. But a shadow will embrace your soul. Now, listen! Bury this deep! Rigga will preserve you because we are linked, you and I. But it is all I can do, understand? Look to the Lord spawned in Darkness; his is the hand that shall free you, though he'll know it not—'

'What's this?' a voice bellowed.

Rigga swung to face the road. An outrider had slowed his mount. The Seer released the girl's hair.

The girl staggered back a step. A rock on the road's edge turned underfoot and she fell. When she looked up the outrider had trotted past.

Another thundered up in his wake.

'Leave the pretty one alone, hag,' this one growled, and as he rode by he leaned in his saddle and swung an open, gauntleted hand. The ironscaled glove cracked against Rigga's head, spinning her around. She toppled.

The fishergirl screamed as Rigga landed heavily across her thighs. A bead of crimson spit spattered her face. Whimpering the girl pushed herself back across the gravel, then used her feet to shove away Rigga's body. She climbed to her knees.

Something within Rigga's prophecy seemed lodged in the girl's head, heavy as a stone and hidden from light. She found she could not retrieve a single word the Seer had said. She reached out and grasped Rigga's woollen shawl. Carefully, she rolled the old woman over. Blood covered one side of Rigga's head, running down behind the ear. More blood smeared her lined chin and stained her mouth. The eyes stared sightlessly.

The fishergirl pulled back, unable to catch her breath. Desperate, she looked about. The column of soldiers had passed, leaving nothing but dust and the distant tremble of hoofs. Rigga's bag of turnips had spilled on to the road. Among the trampled vegetables lay five tallow candles.

The girl managed a ragged lungful of dusty air. Wiping her nose, she looked to her own basket.

'Never mind the candles,' she mumbled, in a thick, odd voice. 'They're gone, aren't they, now? just a scattering of bones. Never mind.' She crawled towards the bundles of twine that had fallen from the breached basket, and when she spoke again her voice was young, normal. 'We need the twine. We'll work all night and get one ready. Dadda's waiting. He's right at the door, he's looking up the track, he's waiting to see me.’

She stopped, a shiver running through her. The sun's light was almost gone. An unseasonal chill bled from the shadows, which now flowed like water across the road.

'Here it comes, then,' the girl grated softly, in a voice that wasn't her own.

A soft-gloved hand fell on her shoulder. She ducked down, cowering. 'Easy, girl,' said a man's voice. 'It's over. Nothing to be done for her now.'

The fishergirl looked up. A man swathed in black leaned over her, his face obscured beneath a hood's shadow. 'But he hit her,' the girl said, in child's voice. 'And we have nets to tie, me and Dadda—'

'Let's get you on your feet,' the man said, moving his long-fingered hands down under her arms. He straightened, lifting her effortlessly. Her sandalled feet dangled in the air before he set her down.

Now she saw a second man, shorter, also clothed in black. This one stood on the road and was turned away, his gaze in the direction the soldiers had gone. He spoke, his voice reed-thin. 'Wasn't much of a life,' he said, not turning to face her. 'A minor talent, long since dried up the Gift. Oh, she might have managed one more, but we'll never know will we?'

The fishergirl stumbled over to Rigga's bag and picked up a candle. She straightened, her eyes suddenly hard, then deliberately spat on to the road.

The shorter man's head snapped towards her. Within the hood seemed the shadows played alone.

The girl shrank back a step. 'It was a good life,' she whispered. 'She had these candles, you see. Five of them. Five for—'

'Necromancy,' the short man cut in.

The taller man, still at her side, said softly, 'I see them, child. I understand what they mean.'

The other man snorted. 'The witch harboured five frail, weak souls. Nothing grand.' He cocked his head. 'I can hear them now. Calling for her.'

Tears filled the girl's eyes. A wordless anguish seemed to well up from that black stone in her mind. She wiped her cheeks. 'Where did you come from?' she asked abruptly. 'We didn't see you on the road.'

The man beside her half turned to the gravel track. 'On the other side,' he said, a smile in his tone. 'Waiting, just like you.'

The other giggled. 'On the other side indeed.' He faced down the road again and raised his arms.

The girl drew in a sharp breath as darkness descended. A loud, tearing sound filled the air for a second, then the darkness dissipated and the girl's eyes widened.

Seven massive Hounds now sat around the man in the road. The eyes of these beasts glowed yellow, and all were turned in the same direction as the man himself.

She heard him hiss, 'Eager, are we? Then go.' Silently, the Hounds bolted down the road.

Their master turned and said to the man beside her, 'Something to gnaw on the King’s mind.' He giggled again.

'Must you complicate things?' the other answered wearily.

The short man stiffened. 'They are within sight of the column.'

He cocked his head. From up the road came the scream of horses.

He sighed. 'You've reached a decision, Cotillion?'

The other grunted amusedly. 'Using my name, Ammanas, means you've just decided for me. We can hardly leave her here now, can we?'

'Of course we can, old friend. just not breathing.'

Cotillion looked down on the girl. 'No,' he said quietly, she’ll do.'

The fishergirl bit her lip. Still clutching Rigga's candle, she took another step back, her wide eyes darting from one man to the other.

'Pity,' Ammanas said.

Cotillion seemed to nod, then he cleared his throat and said, 'It'll take time.'

An amused note entered Ammanas's reply. 'And have we time? True vengeance needs the slow, careful stalking of the victim. Have you forgotten the pain they once delivered us? The Brevoy’s back will be against the wall. They might not fall without our intervention. Where would be the satisfaction in that?'

Cotillion's response was cool and dry. 'You've always underestimated them. Hence our present circumstances… No.' He gestured at the fishergirl. 'We'll need this one. The Swordlord’s raised the ire of Moon's Spawn, and that's a hornet's nest if ever there was one. The timing is perfect.'

Faintly, above the screaming horses, came the shrieks of men and women, a sound that pierced the girl's heart. Her eyes darted to Rigga's motionless form on the roadside, then back to Ammanas, who now approached her. She thought to run but her legs had weakened to a helpless trembling. He came close and seemed to study her, even though the shadows within his hood remained impenetrable.

'A fishergirl?' he asked, in a kindly tone.

She nodded.

'Have you a name?'

'Enough!' Cotillion growled. 'She's not some mouse under your paw, Ammanas. Besides, I've chosen her and I will choose her name as well.'

Ammanas stepped back. 'Pity,' he said again.

The girl raised imploring hands. 'Please,' she begged Cotillion, 'I've done nothing! My father's a poor man, but he'll pay you all he can. He needs me, and the twine—he's waiting right now!' She felt herself go wet between her legs and quickly sat down on the ground. 'I've done nothing!' Shame rose through her and she put her hands in her lap.

'Please.'

'I've no choice any more, child,' Cotillion said. 'After all, you know our names.'

'I've never heard them before!' the girl cried.

The man sighed. "With what's happening up the road right now, well, you'd be questioned. Unpleasantly. There are those who know our names.'

'You see, lass,' Ammanas added, suppressing a giggle, 'we're not supposed to be here. There are names, and then there are names.' He swung to Cotillion and said, in a chilling voice, 'Her father must be dealt with. My Hounds?'

'No,' Cotillion said. 'He lives.'

'Then how?'

'I suspect,' Cotillion said, 'greed will suffice, once the slate is wiped clean.' Sarcasm filled his next words. 'I'm sure you can manage the sorcery in that, can't you?'

Ammanas giggled. 'Beware of shadows bearing gifts.'

Cotillion faced the girl again. He lifted his arms out to the sides. The shadows that held his features in darkness now flowed out around his body.

Ammanas spoke, and to the girl his words seemed to come from a great distance. 'She's ideal. They could never track her down, could never even so much as guess.' He raised his voice. 'It's not so bad a thing, lass, to be the pawn of a god.'

'Prod and pull,' the fishergirl said quickly.

Cotillion hesitated at her strange comment, then he shrugged. The shadows whirled out to engulf the girl. With their cold touch her mind fell away, down into darkness. Her last fleeting sensation was of the soft wax of the candle in her right hand, and how it seemed to well up between the fingers of her clenched fist

Character Introduction:

It was the eighth day of recruiting and Staff Sergeant Aragan sat blearyeyed behind his desk as yet another whelp was prodded forward by the corporal. They'd had some luck here in West Pool. Fishing's best in the backwaters, West Pool 's Captain had said. All they get around here is stories. Stories don't make you bleed. Stories don't make you go hungry, don't give you sore feet. When you're young and smelling of pigshit and convinced there ain't a weapon in all the damn world that's going to hurt you, all stories do is make you want to be part of them.

The old woman was right. As usual. These people had been under the boot so long they actually liked it. Well, Aragan thought, the education begins here.

It had been a bad day, with the local captain roaring off with three companies and leaving not one solid rumour in their wake about what was going on. And if that wasn't bad enough, the Lord's Inquisitor arrived from Restov not ten minutes later, using one of those eerie magical Gates to get here. Though he'd never seen her, just her name on the hot, dry wind was enough to give him the shakes. Mage killer, the scorpion in the Lord’s pocket.

Aragan scowled down at the writing tablet and waited until the corporal cleared his throat. Then he looked up.

The recruit standing before him took the staff sergeant aback. He opened his mouth, on his tongue a lashing tirade designed to send the young ones scampering. A second later he shut it again, the words unspoken. West Pool 's Captain had made her instructions abundantly clear: if they had two arms, two legs and a head, take them. The campaign was a mess. Fresh bodies were needed.
He grinned at the girl. She matched the Captain's description perfectly.

Still. 'All right, lass, you understand you're in line to join the Restov Marines, right?'

The girl nodded, her gaze steady and cool and fixed on Aragan.

The recruiter's expression tightened. Damn, she can't be more than twelve or thirteen. If this was my daughter…

What's got her eyes looking so bloody old? The last time he'd seen anything like them had been outside Gronzi Forest, on Sagava—he'd been marching through farmland hit by five years' drought and a war twice as long. Those old eyes were brought by hunger, or death. He scowled. 'What's your name, girl?'

'Am I in, then?' she asked quietly.

Aragan nodded, a sudden headache pounding against the inside of his skull. 'You'll get your assignment in a week's time, unless you got a preference.'

'Stolen lands campaign,' the girl answered immediately. 'Under the command of General Dujek Onearm. Onearm's Host.'

Aragan blinked. 'I'll make a note,' he said softly. 'Your name, soldier?'

'Sorry. My name is Sorry.'

Aragan jotted the name down on his tablet. 'Dismissed, soldier. The corporal will tell you where to go.' He looked up as she was near the door. 'And wash all that mud off your feet.' Aragan continued writing for a moment, then stopped. It hadn't rained in weeks. And the mud around here was half-way between green and grey, not dark red. He tossed down the stylus and massaged his temples. Well, at least the headache's fading.

==//==

High General Dujek marched back to Jack's side, his hard expression softened slightly with relief. From the trapdoor, voices rose in argument. 'They've arrived,' Dujek said. 'Giving your new recruit an earful about something—and don't tell me what because I don't want to know.'

Jack's momentary relief was shattered by what he only now realized was the secret hope that Sorry had deserted. So his men had found her after all, or she had found them. Either way, his veterans did not sound happy to see her. He couldn't blame them. Had she tried to kill Hubert? That seemed to be the suspicion of Ben and Alam.

Alam was doing most of the bellowing, putting more into his role as corporal than was warranted, and Dujek's searching glance at Jack was enough to push him towards the trap-door. He came to the edge and glared down into the room below. Everyone was there, standing in a menacing circle around Sorry, who leaned against the ladder as if bored by the whole proceedings.

'Quiet!' Jack roared down. 'Check your supplies and get up here, now!' He watched them scamper, then gave a satisfied nod and returned to where the High General waited.

Dujek was rubbing the stump of his left arm, frowning distractedly.

'Damn this weather,' he muttered.

'A healer could ease that,' Jack said.

'Not necessary,' Dujek replied. 'I'm just getting old.' He scratched his jaw. 'All of your heavy supplies have been delivered to the drop point. Ready to move, Sergeant?'

Jack eyed the ridged saddles on the horses, then nodded sharply.

They watched as the squad members emerged from the square doorway, each wearing a raincape and burdened with a heavy pack. Some were engaged in a whispering argument, casting a glare back at the barbarian who'd trodden on their heels. The barbarian had attached his entire collection of charms, trinkets and trophies to various parts of his burly body, looking like a bedecked leadwood tree during the Kanese of the Scorpions. The recruit, Sorry waiting at the horses. Her satchel was no bigger than a bedroll, and the raincape she wore was more like a cloak—not standard issue—reaching down to her ankles. She'd raised the hood. Despite the dawn's burgeoning light her face remained in shadow. This is all I have left. Jack sighed.

Dujek asked quietly, 'How is she doing, Sergeant?'

'Still breathing,' Jack replied stonily.

The High General slowly shook his head. 'So damn young these days . . .'

A memory returned to Jack as he considered Dujek's words.

On a brief attachment to the 5th, away from the siege at Pale, in the midst of the Sageva Campaign, Sorry had joined them from the new troops arriving at Nathilog. He'd watched her put a knife to three local mercenaries they'd taken prisoner in Greydog—ostensibly to glean information but, he recalled with a shudder, it had been nothing like that. Not an act of expedience. He had stared aghast, horrified, as Sorry set to work on their loins. He remembered meeting Alam's gaze, and the desperate gesture that sent the black man surging forward, knives bared. Alam had pushed past Sorry and with three quick motions had laid open the men's throats. And then came the moment that still twisted Jack's heart. In their last, frothing words, the mercenaries had blessed Alam.

Sorry had merely sheathed her weapon, then walked away.

Though the woman had been with the squad for two years, still his men called her a recruit, and they would probably do so until the day they died. There was a meaning there, and Jack understood it well. Recruits were not brothers. The stripping away of that label was an earned thing, a recognition brought by deeds. Sorry was a recruit because the thought of having her inextricably enfolded within the army burned like a hot knife in the throat of everyone in his squad. And that was something to which the sergeant himself was not immune.

As all of this flashed through Jack's thoughts, his usually impassive expression failed him. In his head, he replied: Young? No, you can forgive the young, you can answer their simple needs, and you can look in their eyes and find enough there that is recognizable. But her?

No. Best to avoid those eyes, in which there was nothing that was young—nothing at all.

'Let's get you moving, to Restov.' Dujek growled. 'Mount everyone up.' Without turning to Jack, the general said ”She may be ideal for the stolen lands. The Sword Lords are funding adventurers.”

The High General turned to say a few last words to the sergeant, but what he saw in Jack's face killed those words in his throat.

Recommendation Letter:

Memorandum for the Swordlords

Subject: Stolen Lands

1. I am privileged to write in support of one of our members, Corporal Sorry. Corporal Sorry was assigned to our campaign and has worked here for almost two years. During that time I have witnessed her tremendous growth and development. This development came not only in the area of combat arms, but in maturity and character as well.

2. Corporal Sorry arrived here as a trainee, eager to make her mark and expecting to make quick progress through the ranks. At first, she had difficulty accepting her place as a young, less experienced Soldier and resented the efforts of her superiors to further her training. But eventually, she learned the valuable trait of humility and enjoyed the opportunity to learn from her older peers and supervisors.

3. She quickly learned to manage her time, work in group situations under strict deadlines, and to recognize the importance of a strong work ethic, persistence, and integrity. She has become the most valuable and dependable member of our section and is a role model for newly assigned Soldiers.

4. I recommend Corporal Sorry to explore the Stolen Lands program with absolute confidence. She has made me proud, as her friend and supervisor, and I am sure will continue to do so as she grows in your care and beyond.

High General Dujek Onearm

Stats:
Sorry
Female Human, Oracle of Dark Tapestry (Dual Cursed) 1 / Shadow Sorcerer (Tattooed Sorcerer) 1
LN Medium Humanoid
Init +12; Senses Perception -1

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Defense
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AC 12, touch 12, flat-footed 10 (+4 Mage armor, +2 dexterity)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2

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Offense
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Speed 30ft
Melee Morning Star+ 3 (1d8+3 / x2)
Melee Dagger+ 3 (1d4+3 / x2)

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Special Abilities
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Spell like: Daze 3/3
Misfortune(Ex)

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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Base Atk+0
CMB+3; CMD 15
Feats Silent spell, Improved Initiative, Eschew Materials, Mage's Tattoo (Enchantment)
Traits Reactionary, Shadowdweller (Refflufed: Description below ), Unerving Stare. (Refflufed: Description below )

Skills 8 (4 Oracle, 2 Int, 1 Fav Class, 1 Human)

Acrobatics 2 (+2 dex)
Bluff 9 (+1 rank, +3 Class, +5 Cha)
Climb 3 (+3 Str)
Diplomacy 9 (+1 rank, +3 Class, +5 Cha)
Disguise 5 (+5 Cha)
Escape Artist 2 (+2 Dex)
Fly 2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate 9 (+1 rank, +3 Class, +5 Cha)
Sleight of Hand 7 (+1 rank, +3 class, +2 Des, +1 Trait)
Sense Motive 3 (+1 rank, +3 class, -1 wis)
Spellcraft 6 (+1 rank, +3 Class, +2 Int)
Stealth 6 (1 rank, +3 class, +2 dex)
Survival -1 (-1 wis)
Swim +3 (+3 Str)
Use Magic Device 9 (+1 rank, +3 Class, +5 Cha)

Background skills

Appraise 2 (+2 int)
Prof (Soldier) 6 (+1 rank, +3 Class, +2 Int)
Linguistics 3 (+1 rank, +2 Int)

Languages Common, Aklo, Infernal, Abyssal
Combat Gear Morning Star, 2 daggers
Other Gear Beginners kit, Backpack, Waterskin, Belt Pouch

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Racial
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Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Traits
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Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Shadowdweller: You have a natural connection to the darkness, which makes you slip easily unseen. In your childhood, you used this to steal minor stuff, when there was nothing to eat, or to help your poor father.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. When in dim light or total darkness, this bonus raises to +2.
Refluffed from: Highlander
Unerving Stare: Few are able to keep eye contact with you, but those related to arcane/divine arts treat you with nothing but dread.
Benefits:You take a –1 penalty on all Charisma-based skill checks made when dealing with members of spellcaster classes but gain a +1 trait bonus on Will saves as a result of your ties with darkness.
Refluffed from:Bastard

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Drawback
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Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

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Spells
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Oracle spells know:
0th: 4 | Create Water, Detect Magic, Mending, Guidance, Mage Hand(Bonus Archetype), Ghost Sound (Bonus Archetype)
1st: 2 | Cure Light Wounds (Bonus Oracle), Murderous Command, Burning Disarm

Spells per day:
1st : 5/5

Sorcerer spells know:
0th: 4 | Prestidigitation, Message, Open/Close, Arcane Mark
1st: 2 | Mage Armor, Color Spray

Spells per day:
1st : 5/5

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Gear
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  • Newbie Kit (41gp) (33,5 Weight)
    [1 Soldier's Outfit (Free) (8)
    Backpack, common (2) (2)
    Bedroll (0,1) (5)
    Belt pouch (1) (0,5)
    3 Chalk (0,01) (0)
    Mess Kit (0,2) (1)
    Mirror (10) (0,5)
    50ft silk rope (10) (5)
    Lantern, Hooded (7) (2)
    Soap(0,01) (0,5)
    5 Trail Rations(2,5) (1)
    Waterskin(1) (4)
    Grappling Hook (1) (4)]

  • 2 Daggers (2) (2)
  • 1 Morning Star (8) (6)

    Gold: 149 Gp.

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    Class Oracle
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    Mystery(Dark Tapestry)
    lass Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
    Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).

    oracle’s curse
    Haunted
    Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
    Effect
    Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
    At 5th level, add levitate and minor image to your list of spells known.
    At 10th level, add telekinesis to your list of spells known.
    At 15th level, add reverse gravity to your list of spells known.

    Legalistic
    The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
    Effect
    Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
    Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
    Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
    Revelation (Misfortune (Ex))

    Archetype (Dual Cursed)
    All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.
    Oracle’s Curse
    A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gainsdarkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
    Class Skills
    A dual-cursed oracle gains no additional class skills from her mystery.
    Bonus Spells
    These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
    Revelations
    A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
    Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
    Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

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    Class Sorcerer
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    Familiar, Scorpion, greensting.

    Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Bloodline Arcana(Shadow): Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

    Familiar Tattoo (Su) :A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

    Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

    This ability replaces her 1st-level bloodline power.

    Mage's Tattoo (Ex): At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.

    This ability replaces her Eschew Materials bonus feat.

    Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

  • With that, there are still a few things that need to be done, such as deciding another feat, and purchasing gear, which I’ll do later today or tomorrow.

    Any questions, please drop me a line.

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