GM Aneirin's Kingmaker Campaign (Inactive)

Game Master Aneirin Rhodri

Oleg's Trade Post
Stolen Lands
Thorn River Camp


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Call me crazy, but I like running games. And I'm running a game I ran previously IRL (for a short while, all of the first book). So, without further ado, the recruitment thread is open.

NOTE - I will only accept Paizo official Pathfinder material. No 3rd party.
Recruitment Period - Until the 20 of October. Game starts 21.
Class Restrictions - All classes except Antipaladin and Gunslinger. Archetypes are approved except the following - BARBARIAN (Sea Reaver, True Primative), BARD (Masterpieces), FIGHTER (Lore Warden), MONK (Vows), RANGER (Urban Ranger), ROGUE (Carnivalist, Investigator), SORCERER (Crossblooded, False Priest), WIZARD (Siege Mage), ALCHEMIST (Internal Alchemist, Reanimator, Vivisectionist), CAVALIER (Dune Rider, Wave Rider), MAGUS (Bladebound), ORACLE (Black-Blooded Oracle, Dual-Cursed Oracle), SUMMONER (Master Summoner, Synthesist), WITCH (Gravewalker, Sea Witch), ARCANIST (White Mage), BLOODRAGER (Crossblooded Rager), BRAWLER (Wild Child), HUNTER (Packmaster), SLAYER (Stygian Slayer), SWASHBUCKLER (Mouser, Mysterious Avenger), WARPRIEST (Cult Leader, Disenchanter)
Race Restrictions - All Paizo races of 16 RP or less allowed except Gillman, Merfolk, Goblin, Hobgoblin, Drow, Duergar, Strix, Vishkanya, Gnoll, Monkey Goblin, Lizardfolk, Triaxian, Lashunta, Syrinx, and Gathlain.
Stats - 20 point buy, no stat above 16, no stat below 9 before racial modifiers.
Other starting info - Two traits, one of which must be a campaign trait. Third trait may be taken with a disadvantage. Rich Parents trait and Extra Traits feat are no allowed. HP is max at first level, average thereafter (half HD+1). No evil characters allowed. Starting wealth is Average for class +25 GP.
Background - I need a background for your character. Can be simple two paragraphs, could be several pages if printed. just so you know but more pages doesn't mean more likely. I'm looking for a solid and workable character for the campaign. Keep this in mind.

I'll keep an eye on this thread and any thoughts or questions, just ask. Oh! And don't make a profile unless chosen, okay? No need filling up your character list, yes?


here's a bloodrager I've been itchin' to play:

Crunch:

Sheoll Blackflame
Angel-blooded aasimar (angelkin) bloodrager (rageshaper) 1 (Pathfinder RPG Advanced Class Guide 15, 84; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +0; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee club +4 (1d6+3) or
greatsword +4 (2d6+4/19-20)
Ranged throwing axe +3 (1d6+3)
Special Attacks bloodrage, claws
Spell-Like Abilities (CL 1st; concentration +5)
1/day—alter self
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Angelic Blood[ARG]
Traits arcane temper, brigand
Skills Acrobatics +4, Climb +5, Heal +2, Intimidate +7, Perception +4, Spellcraft +5, Survival +4; Racial Modifiers +2 Heal, brigand
Languages Abyssal, Celestial, Common
SQ bloodline (abyssal), fast movement, hero points
Other Gear lamellar (leather) armor, club, greatsword, throwing axe (3), backpack, bedroll, belt pouch, blanket, flint and steel, silk rope (50 ft.), trail rations (5), waterskin, whetstone, 52 gp, 8 sp, 8 cp
--------------------
Tracked Resources
--------------------
Alter Self (1/day) - 0/1
Bloodrage (5 rounds/day) (Su) - 0/5
Club - 0/1
Throwing axe - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Appearance:
Sheoll is 5'10" with deep black hair of uneven lengths and golden eyes. His pale skin is covered in scars, principally around his mouth and hands, and were it not for his intimidating presence, many would consider him attractive. He has a wiry build, all taut muscle and his voice is deep and resonant, with an otherworldly quality. He moves like a hunter, an affectation from his years with a nomadic tribe, but much prefers direct confrontation to subterfuge. Anyone watching him for an extended period will notice slight ticks, and him whispering to someone who is not there...

Background:
Sheoll's life had been one marked by fits and starts. His father, Aharim, had been on a mission from his homeland in Osirion to bring the word of Desna to the "heathen" in the northern lands. His group had traveled all around Golarion, preaching the word of the Starsong and of the fortune and wanderlust that was her credo.
One fateful night, his group of priests was set upon by a small tribe of trolls, Lamashites all of them, and they tore into the faithful with a great fervor. As the Fates allowed, a rival group of Kelids, barbarians all, had been tracking the trolls as they moved. The two groups were mortal enemies, and Sheoll's mother, Ishira, was a Berserk and great fighter among them. The barbarians came upon the trolls and seeing them distracted by their hunger for the "helpless" priests, they charged in. Ishira immediately saw the fire that burned within Aharim, as she and her people also worshiped Desna, but in a more elemental form; the pure white fire of the North Star. The two stood side by side, and as their enemies fell, their passion grew. With the battle over, and the wounded tended, they fell into each other's arms. They traveled for some time together, and Aharim convinced Ishira's people to return with him to Osirion. Their love was bright like a star, but unfortunately, with the fire of battle out, the flame did not last. Not long after they reached Osiron, the two parted, though as friends. Many of Ishira's people stayed in Osirion to train in the church of Desna, but feeling wanderlust, she moved on.

It was in the wildlands that Sheoll was born and under a sun that shone black. The holy men of the tribe new this to be an omen, however their sights were blurred and they could not say whether for good or ill.

For the first ten years of his life, the boy did not speak a single word, but one night Sheoll spoke in tongues, a mishmash of languages from above and below. He was set upon by the others, and though he took many a beating, his mother only stepped in when his life was in danger, such was their way. Fires must be kindled. The boy grew in strength and confidence, not brought down by his hard life, and he could feel a darkness, a wildness deep within that he worked hard to tame.

Time went on, and Sheoll aged very slowly, gathering scars, but not the ravages of time - the wrinkles and stiff joints that came to others. On the morning of his mother's death, he left the tribe, following her spirit as it crossed into the sky. He found his own spirituality less defined, seeing chaos all around him, and hearing it as a great wild song. Travelling across Golarion for a few more years, he was eager to learn about the world around him, and even more eager to learn about himself. He had found himself in the River Kingdoms, traveling with some less than savory characters. Tired of the bickering and backstabbing, he moved on, finding himself in a place dubbed "The Stolen Lands" by the northerners in Brevoy...


Here is the crunch for Furnok of Ferd, bounty hunter drawn to new lands to ply his trade.

Crunch and munch:

Full Name : Furnok of Ferd

Race: Human(Taladin)

Classes/Levels : Ranger (Skirmisher)1 (hp favored)

Gender M

Size M

Age 18

Special Abilities :

Alignment: NG

Deity : Eristal

Location Stolen Lands

Languages Common.Elf,Orc

Occupation : Bounty Hunter

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 13
Spd: 30
Init: +6
AC: 17 ( 5 armor shield)/Touch 12 /FF15 )
BAB: +1
CMB: +4
CMD: 15
Saves: Fort +4 Ref +4 Will +0

Weapons:
Lucerne Hammer +4 1d12+4 BP Brace,Reach
Longbow +3 1d8/x3 100 ft
Falchion +4 2d4+4 18-20

Skills: (9 level)
Perception (1+2+3+1)7
Survival (1+2+3)6 +1 Tracking
Stealth (1+2+3) 6
Know-Geography (1+2+3) 6
Know-Nature (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Ride (1+2+3) 6
Handle Animal (1+3) 4

Feats:Improved Initiative, Combat Reflexes
Traits: Pioneer(+1 Perception),Axe to Grind(+1 damage against threatened foes)
Special Abilities: Favored Enemy(Humans) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Manacles
Flint&Steel
Horse
1 gp 9 sp

Description: Furnok is a rough looking young man who has a small scattering of scars on his tanned features and looks somewhat older than
his 18 years. he keeps his hair in a short mop in order to keep it out of combat and makes sure his weapons and armor are spotless.
Background:Furnok grew up near Standpoint and had a simple and hard life as a lad whose parents encouraged him to join the militia at
a young age and he took well to the scouts but loved the up-front life of a frontline battler and melded the skills of scout and soldier
together. Instead of joining the army, he decided to become a bounty hunter for a while and see what the world has to offer. Currently his
motivations are simple; get better with his skills and increase his reputation as a bounty hunter. It remains to be seen if he can
achieve these goals and move on to other things.

Sovereign Court

character:

Darian Vale
Human fighter (aldori swordlord) 1 (Pathfinder Player Companion: Inner Sea Primer)
CG Medium humanoid (human)
Init +4; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dexterity)
hp 10 (1d10)
Fort +2, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . aldori dueling sword +7 (1d8+2/19-20)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 11, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 17 (18 vs. grapple, 18 vs. trip)
Feats Exotic Weapon Proficiency (sword, aldori dueling), Weapon Finesse, Weapon Focus (sword, aldori dueling)
Traits bruising intellect, fate's favored, sword scion
Skills Acrobatics +3, Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6, Knowledge (nobility) +3, Perception +1, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
Languages Aklo, Common, Sylvan
SQ hero points, pride
Other Gear chain shirt, dagger, dagger, aldori dueling sword, wrist sheath, spring loaded, wrist sheath, spring loaded, 66 gp
--------------------
Special Abilities
--------------------
Fate's Favored Increase luck bonuses by 1.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.

background:

Darian was born and raised in Restov. As his father before him, he also was enrolled in the famous Aldori school of swordsmanship. The discipline there chafed, but he has acquired the skills his father wished. However, Darian is struck with wanderlust and the adventure promised by the Stolen Lands is too much to resist.


Dotting for potential interest. I am thinking Harold of the Horn Skald


Dotting for interest. I'm thinking either a Human Life Oracle or a Half-Elf Plains Druid. Will have something up soon.


While I don't have a good history with Kingmaker, I'm inclined to give this one a shot.

I'm planning on submitting a Sorceress for your approval--I originally had envisioned her as a Stormborn one, but now I'm considering the Fey...

Sovereign Court

Let see, should be all:

sheet:

Vladimir Lytkin
Male Human Wizard (Abjurer) 1
LN Medium Humanoid
Init +2 Senses: Perception+1

AC 12, touch 12, Flat-footed 10
Hp 9 (1d6+3)
Fort+2 Ref+2 Will+3; +1 vs mind affecting effects.

Spd 30 ft
Melee Mwk Quaterstaff+0 (1d6-1),dagger -1 (1d4-1/19-20)

Abjurer spells prepared (CL 1, Concentration +4)
1st- Burning Hands (DC 14), Mage armor, Shock Shield
0 (At will) - Light, ray of frost, resistance

Oppositions schools: Illusions, Necromancy

Stats:
STR 9 DEX 14 CON 14 INT 17 WIS 13 CHA 11

Bab 0 , CMB -1, CMD 12
Feats: Combat Casting, Improved Counterspell, Scribe Scroll

Traits: Mathematical Prodigy, Issian

Skills: Craft (alchemy) +7, Craft (carpentry) +7,
Knowledge (arcana) +8, Knowledge (engineering)
+4, Knowledge (history) +7, Knowledge (planes)
+7, Spellcraft +7

Languages: Common, Draconic, Skald, Hallit.

SQ arcane bond (staff), mathematical prodigy,
Issian, protective ward (3 rounds, +1
deflection, 6/day)

Gear masterwork quarterstaff, dagger, backpack,
bedroll, ink (1 vial), inkpen, parchment (5 sheets),
scroll case, spellbook (with all prepared spells
and cantrips except necromancy and divination,
plus alarm, protection from evil, and unseen
servant), spell component pouch, tindertwigs (3),
trail rations (5 days), traveler's outfit, waterskin,
whetstone, 77 gp, 2 sp, 8 cp

Background:

Vladimir Lytkin spent the first 11 years of his life as a carpenter's son in the Stolen Lands, learning the trade at his father feet while displaying a peculiar talent for Three-dimensional thinking and architectural design. A traveling wizards, Gregori Mulvain encountered the boy and was fascinated by him. Intrigued by his aptitude for Mathematics, he tested him for magical aptitude and Vladimir was talented. He offered to take the boy to Northern Brevoy where he would be properly trained. His father agreed seeing a better future for his son instead of being a carpenter.

His time as an apprentice was rather short, as Vladimir exceeded all his teachers expectation at the wizard academy. This created an unintentional distance between himself and his peers. He made friends, and enemies alike, as he became a target for frequent bullying. This led to many arcane duels, sometimes arranged, other time by surprise, out of sight from the teachers. Unfortunately two months before his graduation as a full credentialed mage, words arrived that bandits had overrun his homestead, killing his entire family and burning his home. Without wasting time, Vladimir left without asking for permission, packing his things and taking the first expedition to the Stolen Lands.

Silver Crusade

Very interested. Started once with Kobold Mythic Kingmaker by GM TAU, but it didn't worked out due to some issues on the other side. We reached Thorn river camp via direct route, but haven't had a fight.

Short version of backstory:

Nalys Stern is character human name. His original name was Lanliss Terjaymea and he was born as elf. He spend long and happy life in woods somewhere between Rostland and River Kingdoms, when time was young. One day, he found a big bird egg, he wanted to bring home. That should be a great animal companion he thought. But he wasn't very strong, so he could not lift and moved very slowly. Giant bird found him stealing her egg and attacked. He was able to drove it back and run away. Bird took her egg back to her nest and flew away. He went back home, empty handed. Several hours latter bird returned and attacked him again. And then again. And again. He was bleeding, running as far as he could, but wasn't able to make it in time and died.
When he was awake, it seemed like a terrible dream for him. He opened his eyes and discovered himself in a nest and big bird sitting nearby. This one was smaller, than one that attacked him. He looked at himself and could not recognise his body. He was definitely the other person. He slowly left bird's nest and went home. But he couldn't find way. He had no money, no weapons, nothing. And when he found some water, he discovered, that he even looks the other way. It was unknown human face he saw in water. Scarred he was thinking of some kind of curse, so he went through the forest, while he found a priest of Erastil.
It was hard to believe, but priest said, that sometimes appear a real nature warriors, whose destiny is to reclaim old glory of the land and ensure good living between all different types of inhabitants: fey, centaurs, animals. They live their life and have no death, since they are reborn every time their heart stops. But crushing weakness after that is a price, so they need to regain their strength, until they can be reborn once again.
Nalys didn't wanted to die. He didn't wanted to live as well, but it was not his choice, but deities. So, he decided, that he will be Erastil arrow, one of many shoot into target to become a real king of Stolen Lands and bring them to glory and prosperity.

P.S. Note if I need to expand this more.

Since you are not opposed to idea of different wild races, I decided to go with Reincarnated Druid.

Nalys Stern, Reincarnated Packlord Druid:

Nalys Stern
Human (taldan) druid 1 (Pathfinder RPG Ultimate Magic 38, 39)
NG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dexterity)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6)
Ranged shortbow +2 (1d6/×3)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—goodberry, shillelagh (DC 14)
. . 0 (at will)—light, purify food and drink (DC 13), stabilize
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Defiant Luck[ARG], Huntmaster[ARG]
Traits devotee of the green, pioneer
Skills Handle Animal +4 (+6 with selected animal type), Heal +7, Knowledge (nature) +8 (+10 with selected animal type), Perception +4, Ride +3, Spellcraft +5, Survival +9, Swim +1
Languages Common, Druidic, Elven
SQ improved empathic link, nature sense, pack bond, wild empathy +1
Other Gear hide shirt, arrows (20), club, shortbow, backpack, belt pouch, flint and steel, holly and mistletoe, journal, parchment (10), scroll case, trail rations (4), waterskin, light horse, bedroll, bit and bridle, blanket, winter, feed (per day), pot, riding saddle, hemp rope (50 ft.), saddlebags, shovel, 3 gp, 1 sp
--------------------
Special Abilities
--------------------
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Huntmaster (Birds) +2 bonus to Handle Animal/Knowledge Nature with selected animal type.
Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile.
Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

I plan to have only one companion for first couple of books, but later I may decide to bring up a brood, if you are not opposed to an idea. I think it might be fun, if Kingdom Council in later books, will be flying rocs. :)

Seara, female roc (animal companion):

Seara
Female roc
N Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 dexterity, +5 natural)
hp 11 (-2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1), 2 talons +2 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers
Tricks Attack, Come, Down, Fetch, Fighting, Guard, Seek, Stay
Skills Fly +8, Perception +5
SQ come, fetch, fighting, guard, seek
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Since he has Pioneer trait, he has a horse, that will carry around needed stuff.

Jorh, male horse:

Jorh
Male horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 dexterity, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
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), Perception +6
SQ riding
Other Gear bedroll, bit and bridle, blanket, winter, feed (per day) (10), pot, riding saddle, hemp rope (50 ft.), saddlebags, shovel
--------------------
Special Abilities
--------------------
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 low 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+ feet by sense of smell.


dot for interest


Arcane
- Vladimir Lytkin, Human Wizard (Abjurer) Issian
-
Divine
- Nalys Stern, Human Druid (Reincarnated) Pioneer
-
Melee
- Sheoll Blackflame, Angel-Blooded Aasimar Bloodrager (Abyssal bloodline, Rageshaper) Brigand
- Darian Vale, Human Fighter (Aldori Swordlord) Sword Scion
-
Ranged
- Furnok of Ferd, Human Ranger (Skirmisher) Pioneer
-
Skilled
-

So far so good! Keep them coming!


Dragoncat here. I've finished my submission for Kingmaker:

Meet Tassira Vantyev. A feyblooded sorceress with a desire to advance her family name on her own terms.

The Exchange

Dot... interested.


Dotting for innterest thinking of a human cleric just wanted to know if this was a skype based or play by post game??


I'll throw my name in the hat here, Ranger melee/ranged


GM Aneirin, may we put forward two concepts or would you rather just the one? I still want to put forward my Half-Elf Plains Druid but I also had an idea for a Cleric. Thanks. :)


How many players are you looking for, GM?


Crunch for Half-Elf Plains Druid:

Cadyn MacKenna
Female Half-Elf Druid (Plains Druid) 1
NG Medium Humanoid (Human, Elf)
Init +3; Senses Low-Light Vision, Perception +9
--------------------
Defense
--------------------
AC 13 , touch 11, flat-footed 12 (+2 Armor, +1 Dex)
hp 10 (1d8+1+1 for favoured class)
Fort +5, Ref +2, Will +5; +7 vs enchantment

--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortspear +1 (1d6+1/x2/20 ft range increment)
Melee Cold Iron Dagger +1 (1d4+1/19-20x2/10 ft range increment)
Melee Scythe +1 (2d4+1/x4/P or S and Trip)

Spells Known (CL 1, Concentration check +8)
1st (2/day)—cure light wounds, produce flame, summon nature's ally I (spontaneous casting)
0 (at will)— create water, light, stabilize

--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 17, Cha 12 (Ability Modifiers +2 WIS)
Base Atk +0; CMB +1; CMD 12

Feats Combat Casting, Skill Focus (Survival)
Traits Elven Reflexes (Race), River Lander (Campaign)
Skills Climb +5(1 rank), Handle Animal +5(1 rank), Heal +7(1 rank), Know. Nature +8(1 rank, +2 nature sense), Perception +9(1 rank, +2 keen senses), Survival +12(1 rank, +2 nature sense, +3 feat)

Languages Common, Elven, Druidic, Sylvan, Hallit

SQ Nature Bond (Animal Companion), Nature Sense, Wild Empathy, Orisions

Gear
(Starting with Explorer's Outfit worth 10gp), Leather Armor (10gp, 15 lbs, +2 AC bonus, No ACP), Shortspear (1gp, 3 lbs), Scythe (18gp, 10 lbs), Cold Iron Dagger (4gp, 1 lbs), Masterwork Backpack (50gp, 4 lbs), Bedroll (1sp, 5 lbs), Winter Blanket (5sp, 3 lbs), a belt pouch (1gp, 0.5 lbs), a flint and steel (1gp, -), Hemp Rope (50ft, 1gp, 10 lbs), Soap (5sp, 1 lbs), Waterskin (1gp, 4 lbs), Mess Kit (2sp, 1 lbs), Trail Rations (5 days, 25sp, 5 lbs), Animal (Carnivore) Feed (3 days, 15cp, 15 lbs). Total cost=88gp & 15cp out of 95gp. Total weight=77.5 lbs (considered medium encumbrance) (light load 50 lbs. or less, medium load 51–100 lbs., heavy load 101–150 lbs.)

Animal Companion:

Cooshee (Elven Dog)
This creature appears as a large green and brown spotted dog with slightly elven features. It has a long, curling tail and ears that taper to points above its head.

Cooshee CR 1 (Male, named: Syrn)
XP 400
N Small animal
Init +4; Senses low-light vision, scent; Perception +5

DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +7, Will +1; +4 vs. charm

OFFENSE
Speed 40 ft.
Melee bite +5 (1d4+1 plus trip), claws +5 (1d3+1)

STATISTICS
Str 11, Dex 19, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 16 (18 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Stealth +8 (+12 in forests), Survival +1 (+5 tracking by scent); Racial Modifiers +4 to Stealth in forests, +4 to Survival when tracking by scent
SQ Scent
Tricks Known Aid, Attack, Defend, Flank, Hunt, Sneak, Track

Backstory:

Isla MacKenna had always been a wild and rebellious girl – only child of Aedan and Rowena MacKenna. She was considered the town’s beauty and she walked around as if she knew it well enough. One late night, at the end of the Summer solstice, when she was sixteen summers old, she strolled along the western shores of the Sellen River when she came upon a tall and beautiful Elf. His long, white hair glistened beneath the full moon and when he gazed upon her, the attraction and desire were instant. The Elf bedded her on the shore under the moon. He had asked if she would meet him again the next night. Isla agreed and he once more lay with her. He left on the second night and Isla never saw him again. Such was their short-lived tryst much to her heartbreak.

Isla fell pregnant. She knew it was the Elf’s child as she had been a maid before she coupled with him. Her parents were angry at first, but they did not turn her away or out. Isla gave birth to a beautiful little girl with hair as red as her own. She had delicate, sweet features but her ears were pointed like the Elves, though more rounded at the tips. Isla named her Cadyn.

Cadyn was raised on her maternal grandparents’ horse ranch in Artume, in the River Kingdoms. When Isla was nineteen summers old, she was handfasted to a seasonal ranch hand and nine months later bore another daughter, a human child, Aylis. The child had midnight black hair like her father, who ran off soon after the baby’s birth, leaving Isla with two young children to care for. Although Aylis was pretty with her black hair and green eyes, Cadyn was strikingly beautiful with her red/copper hair and amber eyes. The sisters adored one another.

Both girls helped out on the ranch. Cadyn especially had a certain way with animals and plants. Her grandmother, Rowena, noticed it first, and would often take the girl to Sevenarches where the Oakenstewards ruled. Generally the druids did not permit outsiders from entering, especially Elves. But Rowena had been born in the settlement and was still accepted among them even after she married and made a home in Artume with her husband. They even accepted her half-elven granddaughter, for Cadyn demonstrated such an affinity for nature. They began to teach her – nurturing her talents.

Just a few days shy of her 23rd birthday, Cadyn came upon an unusual crate in the barn. Inside it appeared to be some kind of dog. She called her Grannie Rowen to look at it and who identified the green and brown spotted creature as a Cooshee, an Elven dog. He was small and was instantly affectionate with Cadyn and she named him, Syrn. Granda Aedan was not happy with the Elven dog – cannily understanding the pup had come from Cadyn’s vagabond Elven father.

Cadyn began to teach Syrn a number of tricks and the two became inseparable around the ranch – even as Cadyn traversed the surrounding hills, plains and valleys of Artume. The MacKenna’s neighbours often stared at the strange coloured dog with pointed ears and curly tail having never seen the likes of one before. Even Aylis would coddle the dog and give him special treats when she thought no one was watching.

One fateful day, Cadyn was sent to deliver a horse to one of the smaller villages (the patron was a regular and a friend of the family). Together with Syrn in tow, Cadyn set out and about half a day into the journey was set upon by a small band of brigands. She managed to save herself and Syrn, but the thieves rode off with the thoroughbred horse. Cadyn, not one for letting such things go, began to track and follow them, with Syrn by her side. After a few days of diligently following the trail of the bandits, Cadyn and Syrn found themselves in a place known to some as "The Stolen Lands".

Appearance:

Cadyn stands at 5'8" and weighs 125 lbs. She is long-legged and has just the right mix of feminine curves and toned muscle. Fair skin, straight, long red/copper hair and amber eyes. She is striking and comely.

Personality:

Somewhat feisty when pushed. Generally agreeable, approachable and caring. Opinionated and passionate. Dedicated to her ideals and causes.


Dotting........


Right, to answer a few questions quickly (on a short break...)

I will be choosing 4 characters. This will be pbp here on the forums, and I require 1 post per day, but flexible on weekends and holidays. Only 1 character per person may be submitted.

Also, still liking what I see, so please get your characters posted!


Just did a quick check to make sure I allotted the proper amount of skill points to Tassira.

2 + 2 (INT modifier) + 1 (Skilled) + 1 (Favoured Class Bonus) = 6 skill points. Exactly what I put up.


dotting for interest. I'm getting ready for work and saw this but I have an idea for a Cavalier that is just pulling itself together. Could be an Order of the Sword aiming to wield a dueling blade and be a Sword Lord or Cavalier of the Star and worship Erastil. Not entirely sure yet.

Scarab Sages

Dotting for interest. I'm thinking about doing either a bard or a swashbuckler, not sure which.

Stats and story later.


Doting.

Liberty's Edge

Here's my submission. A melee/archer spelless/petless ranger. Plan is to use level feats for more melee orientated feats, and taking archery combat style.

Stuff:

Male Human(Shoanti) Ranger(Divine Tracker; Skirmisher)/1
LN Medium Humanoid (Human)
Init +4;
Senses Normal Vision; Perception +6

====================
Defense
====================
AC 15, touch 12, flat-footed 13
HP 12/12
Fort +4, Ref +4, Will +3
CMD 16
====================
Offense
====================
Speed 30 ft.
Melee
Bastard Sword +4 1d10+4
Bastard Sword(One Handed) +4 1d10+3
Range
Shortbow +3 1d6
BAB +1
CMB +4
====================
Statistics
====================
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Skills Acrobatics +2, Climb +7, Heal +6, Know(Geo) +4, Know(Nature) +4, Perception + 6, Ride +6, Stealth +2, Survival +6(+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.)
Languages Common
Traits Bastard; Reactionary; Shoanti Steed
Drawback Pride

Feats
Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Special Abilities
Archetype: Divine Tracker; Skirmisher

Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Bonus Feat: Humans gain a bonus feat at level 1.
Favored Enemy: Gain a bonus on bluff, Knowledge, perception, sense motive, survival checks and attack and damage rolls against the following types of creatures: Human(+2);
Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity (Bastard Sword).
Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Reactionary: +2 Initiative
Shoanti Steed: You begin play with a combat trained light horse. While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).
Skilled: Humans gain 1 additional skill rank at each level.
Track: Half Ranger level (+1) on survival checks to follow tracks.

Armor Proficiency: Light, Medium, Shield (Except Tower)
Weapon Proficiency: All simple, All Martial, Bastard Sword

Combat Gear
Arrows(20) (2GP, 3WGT)
Bastard Sword (35GP, 6WGT)
Belt Pouch(2) (2GP, 1WGT)
Dagger (2) (2GP, 2WGT)
Explorer's Outfit (0GP, 8WGT)
Shortbow (30GP, 2WGT)
Studded Leather Armor (25GP, 20WGT)

Gear
Carried:
Backpack (2GP, 2WGT)
Bedroll (1SP, 5WGT)
Blanket (2SP, 1WGT)
Healer's Kit (50GP, 1WGT)
Soap (1CP, .5WGT)
Torch(5) (5CP, 5WGT)
Whetstone (2CP,1WGT)

Platinum: 0
Gold: 1
Silver: 6
Copper: 2

Encumbrance: 62.5 Light Load.

Survival Kit(Masterwork)
Basic Map Showing Major Landmarks
Flint and Steel (1GP)
Guide to Identifying Flora and Fauna
Mess Kit (2SP, 1WGT)
Utility Knife
Waterskin(2) (2GP, 8WGT)

Skills
Skills/Level: 7
Total Mod = Skill + Ranks + Misc
Acrobatics (Dex) 2 = 2 + 0 + 0
Climb (Str) 7 = 3 + 1 + 3
Escape Artist (Dex) 2 = 2 + 0 + 0
Heal (Wis) 6 = 2 + 1 + 3
Handle Animal (Cha) 4 = 0 + 1 + 3
Knowledge (Geography) (Int) 4 = 0 + 1 + 3
Knowledge (Nature) (Int) 4 = 0 + 1 + 3
Perception (Wis) 6 = 2 + 1 + 3
Ride (Dex) 6 = 2 + 1 + 3
Stealth (Dex) 3 = 3 + 0 + 0
Survival 6 = 2 + 1 + 3
Swim (Str) 3 = 3 + 0 + 0

Levels
Favored Class: Ranger
Level 1: Ranger; FCB: +1SP

===============================
Level 1 Feat: Cleave
Human Bonus Feat: Power Attack

Fluffy
Kest was born of a moonlight trsyt between Sinila Night Hunter of the Moon Clan, and a Brevoyan noble that Kest learned early not to name. During the pregnancy the noble showered Sinila with love and promises of a life together, but just a few weeks after Kest's birth the noble grew disinterested with the couple and threw them to the street. His mother was an exceptional warrior, as all shoanti, and took up security work around the city. They didn't go hungry, but were constantly harassed by the countries upper class. The young boy was often bullied but gave much better than he got thanks to the defensive training from his mother.

Growing tired of the more civilized land, Sinila took Kest and returned to her clan in the west. The pair were also unwelcome here, some past sin of his mothers, but the clan could not deny Kest's martial prowess and natural connection to the land. He proved to be a skilled tracker, scout, and survivalist. Kest didn't like these people and their stiff, conflict orientated society any more than he liked the prissy snobs of the cities.

As soon as he felt he had learned enough to survive on his own from his mothers clan he left to make his own way in the world. He spent a few years working for different groups and governments, exploring and mapping territories mostly. He made friends and connections in his work, but could never sit still long enough to form any deep relationships. His horse was his only constant companion. He always avoided work that would send him to Brevoy, even though requests for people to explore and report the stolen lands came to him often. Recently the call into the stolen lands changed. Instead of exploring and filling out a map, the king was looking for people to clear land of bandits and monsters and giving them the right to claim the land as their own.

This was his chance. He would show both sides of his family he was not someone to be ignored, someone that was merely tolerated.

Height: 6'0"
Weight:200 lbs
Hair: Med Brown
Eyes: Blue
Kest is a short human (for a Shoanti) with powerful tones muscles, short brown hair, and blue eyes. He often wears studded leather armor and carries a well crafted bastard sword. Most of his equipment is obviously worn, but well maintained. His horse, Sato, is a small blue roan quarterhorse.

Never being accepted by anyone, especially his noble father, always bothered Kest. He couldn't understand why no one wanted him. Normally a calm and content person, talk of blood and birthright always put Kest in a bad mood. Someone challenging his honor or his heritage could expect to be challenged to a duel or some other show of practical skill. He enjoys spending time alone in the wilderness and is happy to get lost in nature for days at a time.


Okay, I've been working on this almost all night. I work nights and have a pretty decent schedule that should be changing soon and will give me some extra time during the days. I present Calum Armstrong II. An order of the sword cavalier with his horse (Charger Archetype) William.


Corrected saves for Half-Elf Plains Druid:

Sorry, GM Aneirin, I seem to have posted up the incorrect values for the Fort and Reflex Saves.

The saves should be as follows: FORT +4, REF +1, WILL +5/+7.


With regards to posting rate, I'll make an effort to let you know if Life takes up enough of my time to warrant someone botting my character.

Otherwise, I can make the once a day posting rate work.


Alright, posting with intrest, though one that may not work. Primarily, a neutral necromancer who is obsessed with efficiancy.


Here is my submission.


So far, so good.

@Ariarh: Good catch! I appreciate the honesty.

Arcane
- Vladimir Lytkin, Human Wizard (Abjurer) Issian
- Tassira Vantyev, Human Sorcerer (Fey-Blooded) Noble Born (Medvyed)
- Geliglee Geerwander, Gnome Wizard (Shadow) Brigand
-
Divine
- Nalys Stern, Human Druid (Reincarnated) Pioneer
- Cadyn MacKenna, Half-Elf Druid (Plains Druid) Rostlander
-
Melee
- Sheoll Blackflame, Angel-Blooded Aasimar Bloodrager (Abyssal bloodline, Rageshaper) Brigand
- Darian Vale, Human Fighter (Aldori Swordlord) Sword Scion
-
Ranged
- Furnok of Ferd, Human Ranger (Skirmisher) Pioneer
- Brandt Oluffsun, Human Ranger Rostlander
- Kest, Human Ranger (Divine Hunter/Skirmisher) Bastard
-
Skilled
-


You missed me, I put in a human cavalier for melee. Using the Sword Scion Trait. Character has a full background. Just checked on this before I went to sleep and noticed. Link is in my previous post.


Tossing my hat into the ring with Khargol Uzgurn, a half-orc Inquisitor of Abadar with the Conversion Inquisition. He wasn't accepted into a Kingmaker game I entered in the recruitment for a week or two ago, so I'd like to try my luck here. The campaign trait that I chose would be Pioneer but I'm presently somewhat fluid on that; it may change before the recruitment period is done. If I do, I'll let you know. Either way when I get home from work I'm going to look over the HeroLab file I use and make certain that Khargol is shipshape. Thank you for your consideration!

I have to admit I'm strongly considering submitting a different kind of character instead of Khargol just so I can get out of the Divine category and have someone that can pursue Cadyn, should we both get in. Haha.


I am thinking about putting my hat in the ring using this character. It was in a previous game that ended before it began. I need to make some changes to meet with your character creation rules while keeping the essences of the character.


I apologize to those I missed, and you'll be on the upcoming list, I promise.

[spoiler@Alexander Medvyed]Yeah, quite a bit, sadly. But if you can manage the rewrite, I'll be sure to put them on the list of eligible characters.[/spoiler]


Oh, @Vagabonds: Yeah, not the biggest fan of necromancy...


I'm actually considering withdrawing Khargol in favor of a Bard (Archaeologist). I've had an idea for a character like that for a while and Kingmaker seems like a good place to roll it out. I'll try to have the character and profile up tonight for your perusal, GM Aneirin.


dotting will have a character up soon

Silver Crusade

Dot. I'll have a character up this evening.


GM Aneirin wrote:
Oh, @Vagabonds: Yeah, not the biggest fan of necromancy...

Yeah, don't really blame you, necromancy can be annoying, assuming you don't dump your HD into a singular large creature (As is my personal intention). As such, I completely understand your disapproval.


Kharzgol wrote:
I have to admit I'm strongly considering submitting a different kind of character instead of Khargol just so I can get out of the Divine category and have someone that can pursue Cadyn, should we both get in. Haha.

What, Tassira isn't good enough for ya? XD


Khargol Uzgurn wrote:
I have to admit I'm strongly considering submitting a different kind of character instead of Khargol just so I can get out of the Divine category and have someone that can pursue Cadyn, should we both get in. Haha.

Ah, one can't pass up a redhead. ;)


Not even for a smart, leggy brunette?

Seriously, Tassira is 6''1.


Why not both? Calum wouldn't because he's too naive to just blatantly hit on women. That being said, a few drinks could easily have just about anyone doing things they normally wouldn't. Plus he wears a kilt. Originally Calum was supposed to be Charles Bargan (an old character I wanted to bring back) but as pieces started falling into place I had to change the name.


Dragoncat wrote:

Not even for a smart, leggy brunette?

Seriously, Tassira is 6''1.

Sorry, Dragoncat. Being a real-life redhead myself, I gots to go with the ginger. You understand.


Background:

Name: Sylora never knew when to keep her mouth shut. As such, it tended to get her in trouble throughout her childhood. Unlike most Halflings, she never felt right standing in the sidelines. She chafed under the idea of Issa's domination of Rostland, especially when she read about house Surtova's capitulation to Choral the Conqueror. To Sylora, power should not go to those who give up their freedom so easily, something she has said at length, in public places. Eventually, this attracted the attention of the Brevic Inquisition. Not wanting to be imprisoned As some rookie busybody's practice test, she snuck her way onto a caravan on their way to the southern frontier.

Crunch:

Sylora Aleste
Rogue (Rake)1
Chaotic Neutral
Str 10
Dex 18
Con 10
Int 13
Wis 12
Cha 16
Initiative: +4
AC: 18/15/14
Fort +1, Ref +3, Will +1
BAB +0
Rapier +0 (1d6, 18-20/x2), Shortbow +4 (1d4 x3)
Sneak Attack 1d6
Bravado's Blade
Skills: Acrobatics 1(+10), Bluff 1(+7), Climb (+2), Diplomacy 1(+7), Disable Device 1(+8), Escape Artist 1(+8), Knowledge(Local) 1(+5), Perception 1(+7), Sleight of Hand 1(+8), Stealth 1(+8)
Feats:
Well-Prepared
115 Gp


I could join as my Cayden Cailean inquisitor Carious Resana. Or my aasimar cavalier Arias. Unless required for entry, I won't stat up unless I'm chosen or it's required to reply. Also never done PbP before so might need help getting used to it.


*apply not reply


Soooooo I had a crazy idea... It would require me waiting for the campaign to progress a bit before joining, but that's ok becaouse I've been through the first book of Kingmaker. I want to play as Kressel. Join the party after they beat me.

Actually, on second thought, I could play as some vanilla joe fighter That dies during that fight. I won't give anything away, I can think of ways that she would only be pc knowledge level.


Prisoners? What is this prisoner thing?

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