Kingmaker. Footsteps to the empty throne.

Game Master DBH

Strangers, friends and lovers. You have gathered together for your own reasons to explore and make safe the perilous expanse of territory to the south. Known to one and all as the Stolen lands.

Charter



My group has just begun book 2 of Kingmaker and have lost our trap spotter. So We're looking for a replacement character, someone who can handle the trap side of things.

20 point buy.
4th level, soon to be 5th.
All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me.
No 3PP.
No Evil alignments.
I am adding new parts so previous experience isn't a problem.
Maximum HP's at for your class, roll for the levels, if too low take the Average +1 for HP.
1 or 2 paragraphs telling me about your character
2 traits, you don't need to choose a campaign trait since you're starting later. No drawbacks!
Any questions or clarifications just ask.

The party currently has.

Human Fighter (Aldori sworldlord)
Human Bard
Aasimar Mesmerist
Human Cleric of Adabar
Human Witch/Druid.

The campaign thread is here. Footsteps

The Bard and the Mesmerist are married and co-rulers.

You don't need to create a dedicated Rogue, someone who can handle traps and do other things is fine, the party is dealing with politics and intrigue as well.

I'll leave this up until the 27/7/18.


Mmm... Playing another trap specialist under your DMing sounds a bit too much, doesn't it...

I'll have a thought, though. Loved what I've been playing with you so far.


How about a Ranger(Trapper)? How much starting gold?


Will adjust soon


Rolling some dice for the hit points for levels 2-4.

Hit Points: 3d10 ⇒ (2, 4, 3) = 9

And that's much less than half, so we'll be taking the half+1 of 6 for each level.

A Ranger (Trapper) is incoming.


Hp 2: 1d8 ⇒ 8
Hp 3: 1d8 ⇒ 1 (average it is then)
Hp 4: 1d8 ⇒ 5


Almost finished...need to adjust equipment, encumbrance and background a bit.


Ortossi is ready. I assumed Wealth By Level, will modify if that turns out not to be the case.

Stats:
Ortossi (OR-toss-ee) Ironskin
Male Human Ranger (Trapper) 4
N Medium humanoid (human)
Senses: Perception +10
Initiative +8
AC 17; touch 14; flat-footed 13
HP 29 (4d10+4)
Fort +5; Ref +8; Will +3
Speed 30 ft.
Melee: Lucerne Hammer +7 (1d12+3 /x3) Reach, B or P
Ranged: +1 Composite Longbow (Str +2) +9 (1d8+2 20x3) or +7/+7 (1d8+2 20x3)

Ranger (Trapper) Class Abilities
Favored Enemy Humanoid (Human): +2 on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack, and Damage rolls.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Trapfinding+1/2 ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Wild Empathy: Be better at calming down animals
Combat Style Archery: Gain feats to facilitate style.
Bonus Feat Endurance: Sleep in armor, myriad of buffs to not getting tuckered out.
Favored Terrain Forest: +2 initiative checks and Knowledge (geography), Perception, Stealth, and Survival in this terrain. Leaves no tracks there.
Hunter’s Bond Animal Companion Small Cat (Jaguar), as Druid of level -3.

Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
BAB +4; CMB +6; CMD 20
Feats: Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills: Disable Device R4 +11, Handle Animal: R4 +6, Knowledge (Dungeoneering) R4 +7, Knowledge (Nature) R4 +7 Perception: R4 +10, Sense Motive: R4 +10, Stealth R4 +11, Survival R4 +9
Armor Check Penalty: 0
Traits: Wary (+1 Perception, +1 Sense Motive, Sense Motive is class skill), Armor Expert (-1 ACP)
Languages: Common
Favored Class (Ranger) Bonus: +1 skill point x4
Gear: Explorer’s Outfit, +1 Composite Longbow (Str +2), Mastework Lucerne Hammer, Studded Leather Armor, Handy Haversack, Quiver of 40 Cold Iron Arrows (x5) 20 GP, Masterwork Thieve’s Tools, Ranger’s Kit, Breaker’s Kit, Gear Maintenance Kit, Trapper’s Kit, Mule Named Wallace, Saddlepack

Backstory:

Born in Daggermark to a wealthy ‘businessman’, Ortossi had an extremely comfortable early life. Tutors that he ignored, nannies he disobeyed, and expensive meals he pushed around expensive plates. Some elements of it were unusual, of course. The most peculiar of them all was that his father insisted that Ortossi always wear a light shirt of chainmail underneath his clothing whenever the family left the house. This quirk is how the young boy, at the tender age of twelve, survived the roadside assassination which killed the rest of his family. Fleeing pursuit, Ortossi vanished from the city and grew up in the wilderness of the River Kingdoms.

Ortossi flourished in the wilds. Every so often, a bounty hunter from back west would venture into the Emberbough to seek the price on his head; the attempts kept Ortossi sharp, and his ambush skills sharper; Ortossi considered them to be a delivery service of fresh boots and better backpacks. On the other hand, no degree of cunning would enable him to fight the many covens of Gyronna’s worshippers in the woods; he could only do his best to hide from them to survive. Hearing stories of a new city-state forming in the Stolen Lands to the northeast, Ortossi decided that perhaps living a life that wasn’t entirely a game of cat and mouse could potentially be pleasant. Maybe he’d find something better in Silverhold?


Would you object to a second Druid? I'd be looking at a more martially inclined one using the Nature Fang archetype and picking up the Trapfinding Slayer Talent.


@Zyfarion. Trapper Ranger is fine. It is Wealth by level. So you start with 4th level gold.

@Cuan, looks fine to me.


Howabout a Summoner with a "pet rogue"? Eidolons aren't great at disarming magic traps, but there's always dispel magic...

Liberty's Edge

I have an investigator that focused trap finding and switching between grapple and melee that could fill the role well.

A human with a touch of giant in his ancestry (racial trait). Due to this, he is physically imposing, but his size is tempered by a soft smile. Bao is philosophically dedicated to neutrality to ensure that all people are treated equally under the law. Balance is important to him. His other most ardent value, community, comes from being Tian and Ulfen. Creating bonds between people helps him build that community and an investigative network. He often walks a beat to show people he is part of the neighborhood. He knows not all work can be done this was so to that end he works with small bat that acts as a spy and lookout.

Baozi or Bouncer as most people call him can fluidly adapt to social situations, deadly combat or deal with people non-lethally.

This is a version of the character that fits all the build criteria except I will have to adjust gear and change the HP.


BTW, I like the Silverhold Kingdom Sheet xD
(But if there's a married couple in charge, wouldn't one of them be the consort?)

I finished half of Avan Softfall's backstory when it occurred to me that you might not have meant backstory.
Anyway here's the second and more important half of Avan's backstory:

Avan Softfall's backstory part 2/2:
After Lissi died, Avan determined that he'd get her back from the dead, but who would help outlaws like them? It's hard to say at this point whether it was lucky or not, but Avan's talents with the arcane arts and disregard for the law caught the attention of a diabolist kindly cleric who happened to work out of an abandoned old shrine about a day's walk from town. He promised to help, as long as Avan helped with a few "minor rites" in addition to the forbidden ritual that would bring Lissi back.
The ritual was actually going to help pave the way for a small squadron of imps to enter the prime material plane, but, luckily for Avan, there was also a Draconal Agathion that was intending to pick a fight with the very devil trying to send imps during that imp calling ritual. Whether it was because of the Agathion's interference or Avan's minimal mastery of the arcane, the ritual didn't do what was intended by any of those involved. As the magical energies of the ritual twisted and bent in unintended ways, quite a few things happened all at once: firstly, Lissi's soul bonded with the Agathion; secondly, the diabolist's left arm exploded; thirdly, the roof began to collapse; and, both fourthly and lastly, Avan was thrown back so hard that he didn't land until he had passed through the skylight, over the hedge around the dilapidated building, and continued about two hundred feet into the nearby field of tall grass. Avan woke up the next morning with a few small scrapes and bruises to bid him 'good morning'.
When he opened his eyes, he found that a silvery humanoid was waiting to greet him as well. She was tall and lithe, and her body was covered in white and silver reticulated scales.

"Thank you" She said.

"Huh?" replied Avan, still not fully awake.

"For helping me to thwart that devil. I was only going to set him back a few hundred years or so, but whatever you did helped me delay his plans by at least ten thousand, I think."
She bent down to lay one hand upon him. She paused while touching him, then she frowned as she stood back up.
"Hmm, more side effects."

Avan sat up to look around partly due to his confused state.
"What? Devil? Side effects? Wheres Lissi? We were bringing back Lissi... and then something felt... and that explosion...where? Ow..."
He remembered his bruises as he batted away some of the grass.

"Perhaps that hedge around the rubble over there looks familiar?" she offered.
"I'm Broulnindre, by the way... and are you... Avan?" she added, disconcerted by her own confused feelings.

Avan and "B", as he likes to call her, soon found something to eat for breakfast and had a long conversation while they tried to figure out what was going on. Possessed of some of the memories and experiences of the life Lisse and Avan had spent together, Broulnindre decided that she would help Avan, both in his immediate struggles, and in making him into a better person. Avan was mostly happy to have survived the botched ritual, and, for some reason he couldn't quite put his finger on, he didn't feel quite as lost without Lissi anymore.

They decided to head south. It was partly to avoid any friends that the diabolist might've had and partly to avoid the consequences of Avan and Lissi's burglaries, but it was also because Avan had heard rumors of hidden treasures in the stolen lands. Little did they know, that a place called Silverhold had already been founded...

Mechanically I'm still working out the details, but out of combat Broulnindre can spy and disable devices (and eventually heal a little bit) and Avan can use knowledges and people skills, whereas in combat Avan is mediocre with his crossbow and his buffs, but pretty good at summoning things that can actually contribute.

Personality wise, Avan is going to be a rather nosy and greedy fellow, and Broulnindre will eventually teach him to be altruistic. Depending on how the group feels about it, I think I'll make Broulnindre taciturn (so I don't end up RPing two characters so much) in addition to being caring and occasionally haughty.


This is a character from a game I was in that completed its arc.

It was a low magic campaign, but I could fix him up.


And this is another that was an effective rouge like character.

He is at 5th, but please look him over.

Grand Lodge

HP 2: 1d8 ⇒ 2 Average +1
HP 3: 1d8 ⇒ 1 Average +1
HP 4: 1d8 ⇒ 6


A question: Would you give Druids devoted to Erastil proficiency with the short and longbow, as per page 54 of Inner Sea Gods?

Inner Sea Gods wrote:
Erastil's favored weapon is the longbow, but his clerics and druids are proficient with the shortbow as well.


HP: 3d8 ⇒ (8, 8, 1) = 17

Here is Bouncers roll and the character sheet for this campaign.


HP: 1d8 ⇒ 6
HP: 1d8 ⇒ 5
HP: 1d8 ⇒ 8


I would like to submit Johanna

Johanna:

Johanna
Unchained Bandit Rogue 3 / Noble Fencer Inspired Blade Swashbuckler 1
CG
Trait: Ancestral Weapon, Reactionary
Init: +10; Perception +8

--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15
(+5armor,+4dex)
HP: 37 (1d10+3d8+8Con)
Fort +3, Ref +9, Will +2

--------------------
Offense
--------------------
Melee:
Rapier: +10 1d6+4 18-20x2

TWF: +8/+8 1d6+4 18-20x2

Ranged:
Crossbow +9 1d8 19-20x2

--------------------
Statistics
--------------------
Str 7, Dex 18, Con 14, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD: 15

Feats: Weapon Focus Rapier(B), Two Weapon Fighting(B), Double Slice(1st), Weapon Finesse(B), Improved Initiative(3rd)

Skills:
Perception +8 (+13 traps) (4rank,3class,1wis)
Acrobatics +10 (3rank,3class,4dex)
Bluff +9 (4rank,3class,2cha)
Disable Device +14(4rank,3class,4dex,2tool,1rogue)
Escape Artist +11 (4rank,3class,4dex)
Sense Motive +8 (4rank,3class,1wis)
Stealth +11 (4rank,3class,4dex)
Use Magic Device +9 (4rank,3class,2cha)
Linguistics +8 (3rank,3class,2int)
Perform Sing +8 (3rank,3class,2cha)
Craft Armor +10 (3rank,3class,2int,2tool)

Languages: Common, Elven, Dwarven, Sylvan, Giant, Orc

-------------------------
Special Abilities:
-------------------------
Panache: 4/4
Deeds: Social Panache, Derring Do, Opportune Parry and Riposte
Rogue Talent: Canny Observer
Evasion
Finesse Training Rapier
Danger Sense +1
Sneak Attack +2d6

-------------------------
Gear:
-------------------------
MW Cold Iron Rapier (free/trait) 2lbs
MW Cold Iron Rapier (340gp) 2lbs
Effortless Lace (2,500gp)
Mithril Kikko/Armor Coat: Self Crafted (1417gp) 12.5lbs
Muleback Cords (1,000gp) 1lb
Sleeves of Many Garments (200gp) 1lb
MW Artisan Tools (55gp) 5lb
MW Thieves Tools (100gp) 2lb
Pathfinder Kit (12gp) 22lbs
MW Light Crossbow (335gp) 4lbs
20 Cold Iron Bolts (4gp) 2lbs
Traveler’s Outfit 5lbs

Weight Carried: 58.5 lbs
Carry Complicity: Light: 0-66lbs, Medium: 67–133lbs, Heavy 134–200lbs.


Appearance and Personality:

Johanna is tall and slender with an athletic build. She has dark hair and green eyes. She is young and beautiful.

Johanna is quick witted and likes to joke, mostly to hide the pain of her loss. She is optimistic and fun loving not taking herself or other too serious.

Backstory:

Johanna’s great grandparents were of Tian decent. They were forced west many years ago. The settled in the lands of Numeria. Her grandfather was a gifted artisan at making weapons and armor. He was able to sell his trade. They settled on trade routes between Numeria and Brevoy. He passed his skill on generation after generation. Johanna learned like her father to work and craft armor. Her parents had no son so the trade was passed to her. She was away delivering a shipment when their village was raided and destroyed. She was devastated when she returned to find her family dead. She gathered what she could and headed east to the River Kingdoms.

Once there she had hear rumor of bandits to the south. Also that a group was sent to deal with such a threat in recent months. With little too loose she headed south to either meet with the group in hopes to end the bandit threat and make some coin, or to become a bandit herself.

On me as a player: I have never abandoned a game. My oldest game on here is 4 years and still going strong. I post many times a day if the story allows or is moving. Hope to spot some traps for your merry band and create a kingdom. Side note I love kingmaker and all things about it :)


OK, so I haven't fully fleshed out the first half of his backstory (short version: he grew up in one of those nomadic tribes that speak Varisian, became a criminal at some point, and fell in love with one of his partners in crime (Lissi); eventually they try to steal something they shouldn't have, and the second half of his backstory starts right after that)

But while I go think of something reasonable for the first half of his backstory, I'll roll for a few things here:
Starting Age in years: 60 + 6d6 ⇒ 60 + (2, 1, 3, 5, 3, 3) = 77
Height in inches: 62 + 2d8 ⇒ 62 + (7, 4) = 73
Weight: 2d8 ⇒ (2, 3) = 5 x 5 + 100 = 125 lbs

dang, 6'1" and 125 lbs...

Summoner HP: 1d8 ⇒ 5
Summoner HP: 1d8 ⇒ 1
Summoner HP: 1d8 ⇒ 2
Eidolon HP: 1d10 ⇒ 1
Eidolon HP: 1d10 ⇒ 3 welp, that'll be dice avg +.5 for me then...

Now that I think about it, how should I do Eidolon HP? max at first HD and roll after like PCs?

Also Avan and Broulnindre's alias pages

(also if anyone is wondering why Broulnindre's current appearance is different from how she's described in Avan's backstory, that's because she was 6' tall with white and silver scales; becoming a proper eidolon and getting the evolutions to boost stealth, perception, etc happened later...)


HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (2) + 2 = 4
HP: 1d8 + 2 ⇒ (7) + 2 = 9


taking a peek at the campaign thread and characters, I notice one of them is named Lisl. That'll be a fun meeting if Avan is chosen xD

Do any of them like nicknames? I haven't noticed any nick-naming yet...


Considering a Halfling of some sort. Investigator and maybe a dip into Swashbuckler sounds like it could be fun.


I see the following submissions right now. If I missed someone, PLEASE speak up.

Avan Softfall - Sylph Summoner - ScegfOd - Eidolon
Bouncer Baozi - Human Bloodrager/Bonded Investigator - Grandlounge
Johanna - Human Unchained Bandit Rogue/Noble Fencer Inspired Blade Swashbuckler - Ashe
Ortossi Ironskin - Human Ranger (Trapper) - MadHiro
Zilybar Gnaz - Halfling Unchained Rogue - Jovich

A few dotted who have not provided characters. Still 2 days by the GM's given date.


I will be using this version of the character adjusted for the rules of the campaign.


Neat! Thanks for making the list, hustonj.
Also, I just wanted to mention that I'm 99% sure that Avan and Broulnindre are finally done. I may or may not want to make a few small tweaks though xD


BTW, if you want to see how often I can post sometimes, you might be interested in 3 gameplay posts starting here and 3 more in discussion that all happened on the same day.
I guess everyone was posting very often near the start of that campaign xD


I guess it can wait until after ya'll pick someone, but I'm still curious about handling Eidolon HP in this campaign (or, I guess, for any companion with variable HP...)

Also, now that I think about it:
I figured the answer is no, but I should ask anyway: Can Broulnindre (the eidolon) grab Additional Traits to grab a campaign trait (from a different campaign, no less) that would allow her to take apart magic traps by herself?
It'd make the work around I have planned for the wondrous item traps unnecessary. It's also better than waiting until 13th level for her to get Signature Skill (Disable Device).


Hopefully in just under the line...


I'll bow out. It's been too ridiculously hot here to spend time behind my pc and actually build the character.

Good luck all.


Hoping to wrap up my submission for this guy just in the nick of time.

HP L2-L4: 3d8 ⇒ (8, 2, 5) = 15 Edit: So 5,5,8


Still 7/27 where I am, so hopefully I can be in consideration. I'm rather happy with the character I've built and I hope you like him too. Best of luck to everyone.

Quick Crunch (I will type this up more nicely if selected:

Orlan Kedzierski
Male halfling investigator (empiricist) 3/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
CG Small humanoid (halfling)
Init +4; Senses Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 36 (4 HD; 3d8+1d10+8)
Fort +4, Ref +9, Will +5; +2 vs. fear
Defensive Abilities trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +9 (1d4+4/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +6)
. . 1st—cure light wounds, heightened awareness[ACG], shield
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 15
Feats Combat Reflexes, Fencing Grace[UI], Weapon Focus (rapier)
Traits freed slave (andoran), tactician
Skills Acrobatics +10, Bluff +6, Climb +4, Craft (alchemy) +10 (+13 to create alchemical items), Diplomacy +6 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +13, Intimidate +1 (+3 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Perception +12 (+14 while benefit from concealment or full concealment due to darkness or dim light), Perform (sing) +5, Sense Motive +10, Sleight of Hand +7, Spellcraft +8, Stealth +14 (+16 while benefit from concealment or full concealment due to darkness or dim light), Swim +4, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling, Hallit
SQ alchemy (alchemy crafting +3), ceaseless observation, dimdweller, inspiration (4/day), inspired panache, investigator talent (mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 30 minutes), trapfinding +1
Combat Gear mutagen[APG], potion of cat's grace, potion of cure light wounds (3), potion of endure elements (2), potion of protection from evil, potion of shield of faith +2; Other Gear +1 mithral chain shirt, +1 rapier, hybridization funnel[UE], alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, halfling trail rations[UE] (5), ink, inkpen, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, torch (10), waterskin, 427 gp, 6 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2)
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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

Background:

Things have been looking up for Orlan, of late. If he were to be honest, he doesn't trust the feeling at all. He's simply waiting for the other shoe to drop. Born in Cheliax as the first (and only) son of Kaleb and Rilla Kedarion, what little of his childhood he remembers still manages to haunt Orlan to this day. His parents, slaves to cruel masters, did the best they could for their son. His father, relatively learned, served as a noble’s scribe while his mother was a kitchen maid. They passed on their knowledge, sought to protect their son as much as they could in their position, and they waited for their opportunity. When Orlan was five, they fled their masters clutches with the aid of the Bellflower network. With cunning, dash, and (most importantly) luck, they made good their escape.

While eternally grateful to the Andorans who helped to free them, the fledgling family sought a life further afield where they could forget their haunting past. In time, and with no shortage of hardship, they settled in the backwater city of Artume in the River Lands. Attracted by the Six River Freedoms, the Kedarion’s settled in to build a new life for themselves. They adapted their familial name, Kedarion, to Kediana to closer match the primarily Taldan culture in which they found themselves. That it distanced them from the trial of Cheliax was an unspoken, but still considerable, reason.

Much of Orlan’s youth was spent in the rugged frontier town of Artume in the Riverlands. His parents easily found work, and they sought to give their only child as good of a life as they could. His father saw to most of his education and those long hours with their heads together in a book remain some of Orlan’s fondest of his father. From his mother, he learned to sing and to cook. As one of the few halfling families in he felt the sting of persecution and the loneliness of the outcast. He learned what he needed to remain quietly of the outskirts of civilization, observing and learning while staying unnoticed.

The years passed and he grew and learned. His parents saw that he was educated, apprenticing him to a local alchemist. Their relatively happy time in Artume, however, was drawing to an end. The regent in control of Artume, a thug named Sir Bransen Waike, drew them into his web. He required someone to handle his books as he stripped the town of all its wealth before he left the remaining citizens to fend for themselves. For this work, he chose Kaleb Kedarion. With his wife and son as hostage, Kaleb relented and did what he was told. The cycle began again.

This state of affairs continued for long and desperate years. Orlan continued his alchemical training but was forced to begin to participate in the thug’s schemes. Small and nimble, he was taught to use a sword and was sent to ‘collect’ what was ‘owed’ to the ‘rightful government’ of Artume. Unable to refuse, Orlan served as an errand boy and thief. While he loathed the harm he inflicted, the threat to his parents kept him compliant. After years of this abuse, he was finally fed up enough to stage an escape for both himself and his parents. Saving and scavenging, he managed to escape with his and his parent’s life. From his former 'employer', he took the best equipment he could find in hope of putting it to better use.

With another disappointment behind them, he and his parents fled north to Rostland in hope of, once more, building a better life. His parent’s have settled into their old roles, slowing rebuilding all they’ve lost, but Orlan has found himself aimless and lost. He’s been burned one too many times in his hopes to find a home, and he’s considered giving in to the darker impulses seem so much easier now. But he’s heard news of a new settlement to the south, perhaps that might be the lifeline that gives him a purpose. Maybe this will finally be the land where a halfling can be a lord, rather then a slave.

Appearance:

At three feet one inch tall, Orlan is relatively tall for one of his people. He possesses the cherubic looks of his people, with wavy brown locks framing an often smiling face. His hazel eyes sparkle with mischief, even as they study a mark or a foe with intense cunning. Much of his appearance is a feigned act, masking a cynical heart from a dangerous world. For those observant enough, there are times where the jolly halfing's mask slips and the inner pain and sorrow are all too evident.

Personality:

Orlan is calculating and cynical by nature, though he does his best not to show it all the time. He's been burnt badly in his past, and he has no taste for the flame. That he set fire to the last bridges he crossed often has him looking over his shoulder lest Sir Waike seek his revenge. Despite this, there is a small and flickering beacon of hope in his heart. He has suffered, yes, but he's also escaped and survived. This hidden reservoir of strength, alongside his earnest desire to finally find a place to call his own, may well burn threw his cynicism in time.

Hopes/Aspirations:

* Find a place to call home where he won't be in thrall to others.

* Build a haven for halflings and other lost souls who have nowhere else to go.

* Finish his business with Sir Waike, who made him party to the pain and suffering of innocents.

* Repay those from whom he stole and hurt, even under duress.


Sorry for the lateness, computer problems have slowed me down the last few days.

Applications are now closed. Thanks everybody who applied, I'll be going over the entries with the party and will have the successful player chosen by 29/7.


Avan Softfall - Sylph Summoner - ScegfOd - Eidolon
Bouncer Baozi - Human Bloodrager/Bonded Investigator - Grandlounge
Johanna - Human Unchained Bandit Rogue/Noble Fencer Inspired Blade Swashbuckler - Ashe
Orlan Kedzierski - Halfling Inspired Blade Swashbuckler/Empiracist Investigator - Rikash
Ortossi Ironskin - Human Ranger (Trapper) - MadHiro
Renat Surtova - Tiefling Rogue (Unchained)/Wizard - Harakani
Zilybar Gnaz - Halfling Unchained Rogue - Jovich


Thanks for the update ^^


After discussing it with the party Ortossi Ironskin is the lucky selection. Thanks to all those who took the time to put in good candidates.


Congrats MadHiro!


Nuts. Well, have fun ^^


Neat!

Community / Forums / Online Campaigns / Recruitment / Kingmaker. Replacement character need. 4th level start. All Messageboards

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