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Motteditor's Kingmaker campaign (Inactive)

Game Master motteditor


51 to 71 of 71 << first < prev | 1 | 2 | next > last >>

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

@Ghanis Inahc
you can re-roll the die that got a result of 1.

motteditor wrote:

...

you can either take average HP at each level or roll for it. If the latter, you'll be able to reroll 1s.


Better late than never. I'd like to throw my hat into the ring.
I'm thinking of a Human (Taldan) Bard (Archaeologist ) who has traveled from Taldor to the Stolen Lands to search for ancient ruins and tombs from the Taldan conquest of the area (Yes, I got the idea from reading the Gameplay thread and the haunted monument, excellent idea there Motteditor).
Think kind of like an Medieval Indiana Jones (complete with whip) well versed on Arcana, Dungeoneering, History, and Religion.
I'll post a more complete profile later.


I couldn't find that reference, thanks Azure.

1d6 ⇒ 6


My as of yet Unamed Bard:

UNNAMED HERO CR 2
Male Human (Taldan) Bard (Archaeologist) 3
LN Medium Humanoid (Human)
Init +2; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+2 Dex, +1 dodge)
hp 25(3d8+3)
Fort +2, Ref +5, Will +3
Defensive Abilities Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +2 (1d3/20/x2)
Bard (Archaeologist) Spells Known (CL 3, +2 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 14), Grease (DC 14), Vanish (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Light, Sift
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 16, Wis 10, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Dodge, Extra Performance, Skill Focus: Perception
Traits Vagabond Child (urban): Disable Device
Skills Appraise +9, Climb +4, Disable Device +12, Escape Artist +7, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (History) +10, Knowledge (Local) +9, Knowledge (Nature) +4, Knowledge (Religion) +4, Perception +10, Sleight of Hand +6, Spellcraft +9, Stealth +8, Use Magic Device +9
Languages Common
SQ Archaeologist's Luck +1 (13 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Clever Explorer +1 (Ex)
Other Gear Thieves' tools, masterwork
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Hit points:
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (7) + 1 = 8

Still needs some work to finish up, but enough to get the gist.


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

here's the whole post, with that part bolded

motteditor wrote:

OK, thanks, Jon.

There've already been enough good applications to make it hard to pick, so I'm going to cut off recruitment at the end of the day (midnight EST). Again, not as worried about crunch if you still want to get something in, more about overall character concept/background/personality.

Azure, you can either take average HP at each level or roll for it. If the latter, you'll be able to reroll 1s.


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

I compiled a list of applicants;
Sorry, If I missed you

Bridgette Etna Asta Valerius -> Aasimar Barbarian(Urban + Brutal Pugilist) 2, Monk(Martial Artist) 1
Prazil -> Kobold Cavalier
Ghanis Inahc -> Elf Wizard
Jon Surtova -> Human Paladin
Azran Ell -> Elf Monk / Summoner (Synthesist)
Kereek -> Kobold Sorcerer (draconic: red)
Nagnug -> Kobold Fighter (Mobile Fighter)
??? -> ???? Fighter
Singiz Uuluamatur -> Human (Tian-La) Fighter 2/Rogue 1
HrothgarTheOneEyed -> Half Orc Cleric
Bandon -> Human Fighter
Justine Arodel -> dual-cursed battle oracle
Nicolo Venzini -> Human Bard(Archaeologist)


I have a name!!!
Nicolo Venzini

(Okay, so it needs some work but I've always gotten a Venetian vibe from Taldor)

Cheliax

I have a bard that i would like to submit, not quite finished yet, but don't want to miss deadline.

Spoiler:
UNNAMED HERO CR 2
Male Half-Elf Bard 3
LN Medium Humanoid (Elf, Human)
Init +0; Senses Low-Light Vision; Perception +8
--------------------
DEFENSE
--------------------
AC 12, touch 10, flat-footed 12. . (+2 shield)
hp 27 (3d8+9)
Fort +3, Ref +3, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash +1 (1d4+3/20/x2) and
. . Masterwork Whip, Scorpion +7 (1d4+3/20/x2) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Special Attacks Bardic Performance (standard action) (12 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 15), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 3, +5 melee touch, +2 ranged touch):
1 (4/day) Cure Light Wounds (DC 15), Feather Step (DC 15), Invigorate (DC 15), Moment of Greatness
0 (at will) Mage Hand, Prestidigitation (DC 14), Mending, Sift, Summon Instrument, Unwitting Ally (DC 14)
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +5; CMD 15
Feats Bard Weapon Proficiencies, Skill Focus: Intimidate (Adaptability), Toughness +3, Weapon Focus: Whip
Traits Prehensile Whip
Skills Acrobatics +10, Diplomacy +10, Fly +10, Intimidate +13, Perception +8, Perform (Comedy) +10, Perform (Dance) +10, Use Magic Device +10
Languages Common, Elven
SQ Arcane Training, Bardic Knowledge +1 (Ex), Elf Blood, Ioun Torch, Versatile Dance +10 (Ex), Weapon Cord, Well Versed (Ex)
Combat Gear Darkwood Shield, Masterwork Whip, Scorpion; Other Gear Backpack (empty), Ioun Torch, Tear-Away Clothing, Wand of Cure Light Wounds, Wand of Shield, Weapon Cord, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (empty)
--------------------
SPECIAL ABILITIES
--------------------
Arcane Training +1 CL for spell trigger and spell completion items for your favored class.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (12 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Versatile Dance +10 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Weapon Cord Attached weapon can be recovered as a swift action.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


1d8 ⇒ 1
1d8 ⇒ 3
1d8 ⇒ 4Reroll

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'll need a bit more details about back story/personality, Jarred, if you want me to consider him. (Not sure if you were just getting this in before deadline and planning a second post, but figured I'd let you know ASAP.)

Just FYI all, I'm going to reread everything, make my choices and just run them by the players. Plan to announce the picks tomorrow.

Taldor

Hoping to slip this in last minute, thought I had dotted but apparently slipped my mind. Hope that Valmonte is still able to fit himself in for consideration.

Valmonte Lebeda was born out of a rather complicated but mutually beneficial trade agreement between the Lebeda family and the Elves of Kyonin. Valmonte’s father was a member of the Lebeda family and his mother was a trader from Kyonin. It was agreed that after their marriage she would retain an exclusive trade deal with the Lebeda family so long as she lived and the family continued to thrive. Valmonte grew up cared for by the extended Lebeda family of servants and lesser family members until he began to be groomed to go into business as well. It was at that point that Valmonte made the decision that a merchants life was not for him. Valmonte would much rather spend his time entertaining beautiful women with his charms and music, dicing, and drinking in the finest establishments he could avoid being thrown out of. This kind of stain on the Lebeda family name was of course not going to stand, trade agreement or not. So with much deliberation it was decided that young Valmonte would have to make his own fortunes, or perhaps conveniently be mislaid out in the big world. With the announcement of the settlement of the Stolen Lands Valmonte was packed up with much wellwishing, and relief, from his family and tearful goodbyes from every bartender and fancy lady across the shores of Lake Rykel. Of course Valmonte’s misadventures on his journey to the Stolen Lands meant that he was quite late for the original start of the expedition. Now he has finally arrived in the Stolen Lands ready for adventure and armed with rapier and song. He also has a list of exciting new adventures about himself that are even mostly true.

Stats:
Valmonte Lebeda
CN Half-Elf Bard 3
Init +3; Senses Perception +9; Low Light Vision
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP (3d8)+3
Fort +2, Ref +6, Will +4
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee +6 Masterwork Rapier (1d6)
+6 Dagger (1d4)
Ranged +6 Masterwork Shortbow (1d6)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 16
BAB +2; CMB 2; CMD 15
Feats: Weapons Finess, Arcane Strike, Skill Focus: Performance(Sing)-Bonus
Skills: Acrobatics +9, Appraise +6, Diplomacy +7, Knowledge (Arcana) +7, Knowledge(Engineering) +8, Knowledge(Geography) +8, Knowledge (History) +8, Knowledge (Local) +7, Knowledge (Nobility) +9, Perception +9, Perform(Sing) +12, Perform(Wind) +9, Sleight of Hands +9, Spellcraft +8, Use Magic Device +9
Spells/Day (0/3-DC 13+level)
0th level (6): Dancing Lights, Detect Magic, Read Magic, Message, Summon Instrument, Prestidigitation
1st level (4): Charm Person, Hideous Laughter, Grease, Vanish
Special Abilities: Bardic Knowledge, Bardic Performance(11 rounds/day), Countersong, Distraction, Fascinate, Inspire Courage +1, Versatile Performance (Sing-Bluff/Sense Motive), Well Versed, Inspire Competence +2, Elf Blood, Elf Immunity, Multitalented (Bard/Rogue)
Traits: Noble Born (Ledeba)
Language: Common, Elven, Draconic, Sylvan, Dwarvish
Possessions (3,000 gp) Mithril Chain Shirt (1,100 gp), Wand of Cure Light Wounds (50 charges)(750gp) Masterwork Flute(100gp), Masterwork Backpack(30gp), bedroll (1 S), 5 candles(5 C), scroll case(1gp), flint and steel(1gp), silk rope (50ft)(10gp), signet ring(5gp), Spell Component Pouch(5gp), Courtier’s Outfit(30gp), Traveler’s Outfit(1gp), horse(light) w/ bit and bridle (77gp), riding saddle (30gp), saddlebags(4gp), ink vial(8gp), ink pen(1 S), 5 sheets of paper(2gp), waterskin (1gp), and whetstone (1C)
------------------------------------------------------------------------
Stat Math:
Str 11 (1 point)
Dex 16 (10 points)
Con 12 (2 points)
Int 14 (5 points)
Wis 12 (2 points)
Cha 16 (5 points +2 racial)


I plan to modify this hobbit build to be a paladin shining knight.

This plucky hobbit outrider was told hobbits can't be paladins or sword lords, and he is out to prove everyone wrong. He will be impetuous (low wis) but be a charismatic leader.

Equally content with bow and sword, this versatile warrior is set on bringing Erastil's word to the wilds.

ST=13; DX=16; CH=19; WI=7; CO=12; IN=12


Okay, so I wasn't digging the last name so I resorted to my old convention of giving my characters the last name of vineyards worldwide and I came up with this.

Marieus Allesverloren

It sounds just pretentious enough to be Taldoran.


Image here

Azran Elf Monk

Azran as Summoner (Synthesist)

New Back ground

here:

(sorry for the any grimmer and spelling mistakes, rushed it)

The greenbelt they say is vast and wide, all manner of plant an animal thrive with in its shady. They came from the south, they brothers of the green, back to the lands once theirs, the came with the elf druids who would once more talk stewardship of the land and its green. Azran was one of the Novices, tasked with learning the green way and protecting the holy trees and high places. But his body was weak, the others know this but said little, there was no shame in being what one was meant to be, only that in a past life he may have been some thing bad and this was his punishment. There Monastery walls where the trees, its roof the stars at night, its training ground the open spaces and flood meadows. There Monastery was a Monastery of the mind, to be held there and moved when they loved, they had nothing but what nature supplied. Then one day a Gnome traveler come he stayed a few days with them and talked of the new towns about and of the other races and there doings. They sat around and listened, there Abbot thanked the gnome and when he was gone told the Brothers that it was time to move once more, others where geting to close and there lives of solitude and contemplation with nature most be kept safe. He would send one out to find a new place for them to move to. the next day the Abbot came to Azran "please young brother I need you to do a thing for me, I have sent others out to find a new area for us to live, but before we moved i need to restive some thing and you skills of the mind my be of use at last for the body has to power over where they are hid" Azran felt pride this was the 1st time he and he alone was of use to the brothers. "once long ago when older elfs lived here they placed with in a cave a artifact, it is of grate power to teach the ways of the green. As the world changed so they life but that cave is still here, not to far from this spot, but young Azran we can not leave it here, it must be handed to the Druids for safe keeping."
Azran nodded "then I shall go get it"
"if only life was that simple Azran, you see no mortal hand can touch the green orb and not be changed, it has a power from the 1st world, and know one knows until they hold it what that change will be, the others are strong in body Azran, but you are strong in mind, this is why I have chosen you for this task, soon we will be ready to move, you must go this day to the cave and bring back the Orb."

Azran wasted no time, heading out he was soon at the cave, with out fear he entered, but inside the cave was Empty, fear then, he had failed others had come and taken it. Just at the moment he was to head back with the bad news a voice came to him

"you have come elf child for the Orb of green, I would enter your mind and know what you know, will you grant me this"
For a moment Azran did not know what to do, was this a test a trap? then he thought of the shame of going back empty handed, the one time he was of use fear would hold him back, no he would not have that.
His voice filled the cave "I agree"
"that is good little one you have past the 1st test no let us see if you can pass the second"
It came into him then, Knowing all of him, it filled his body soul and mind.
"your Abbot is right it is time to move the orb to a safer place, will you aid me in this little one, for I can not do this alone, but know if you agree you will be fore ever Linked to me, what say you?"

A weak voice whispered "yes" in response,

The the orb came into view, its was as large as tall as he, "I can not carry that its to large" he said to the inner voice. "they get bigger" it said. There was pain and fire he was being covered some thing, his limbs where longer he could see better in the cave, when it ended he was looking down at the orb.

The trip back did not take long, his new legs moved faster, his arms around the orb he meet with his Brother all looking up at him in wonderment. The Abbot only asked that he walk with them as they headed to the new lands. Days past and each night he changed back wile in his sleep trance. Then after he called the other to him. They soon reached the there destination and he placed the orb in grove picked for it.

He tried to return to his past teachings put that new part of him whispered in the night, in the end he went to the Abbot,
"I am not as I was, I find it hard to be still Abbot, the thing in me seeks to see the world after an age locked in a cave. It comes when I do not ask, it becomes me I worry I am a danger" He found the words hard to say "it is restless"
The abbot nodded "it is how I feared, the change for you was grate and can never be undone. Azran I have a new task for you, I wish you to head out into the world and see. Find what you seek and when you have and seek to understand that other self, then when you find clam come back and we talk again"

He left that night, no good byes just walked into the darkness with nothing but his mind and soul.

In Form, Azran is a small elf, with Green Tained skin and eyes, hes hair is pale blue. She carry's little.

In Action he is quiet and well spoken, he never drinks to much or eats to much, he has a smile on his face most of the time and seems light of soul and hart.

Azran is a soul tormented, inside he has a grate power but when it comes he dos not know how he will act fully. The thing has its own needs, he has been moving from place to place trying to find harmony.


Sorry just needed to sort the PC out, but it looks like I missed it, your debating others all who have put up there Bios faster, sorry I was so slow .


You missed me in your applicant list - built on 15 pts - Can rebuild if down selected


Ghanis Inahc wrote:

Taken back by this news, she berates herself for forgetting that humans have such short lives. "My condolences on your loss. Your father and I, well, we used to play together as children."

Extending one hand, palm down, "I am Ghanis, Ghanis Inahc. Wizard extraordinaire, charmer of charmers, and conjurer of the mystic. Most recently of Absalom, though I grew up in Brevoy." a slight curtsy follows this introduction as she looks patiently upon the young man before her, "what brings you to this environ, son of Edgard?"

"What brings any man of station to such a place?" Jon answers under his breath. Then proudly he responds, "I mean to bring the protection of the realm back to these stolen lands."

"...in the name of my family's rivals." Jon finishes in his head.


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber
motteditor wrote:

I'll need a bit more details about back story/personality, Jarred, if you want me to consider him. (Not sure if you were just getting this in before deadline and planning a second post, but figured I'd let you know ASAP.)

Just FYI all, I'm going to reread everything, make my choices and just run them by the players. Plan to announce the picks tomorrow.

so about 22:00 today,

we get to see who's picked.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry for the delay, all, was just trying to make a decision on the last of the three choices. There are a lot of good characters here and it definitely wasn't an easy choice.

However, I think we'll go with Kereek the kobold, Prazil the kobold, and Jon Surtova. (I just started working, but I'll post some info for you three in the discussion thread when I get a chance.)

I've seen other GMs offer to explain why they did or didn't pick someone. If you're interested, please feel free to shoot me a PM and I'll be happy to explain, since I know it can be frustrating not to get picked from my own attempts to get into PBPs. Like I said, there were a lot of strong entries, so if I have another opening, I'll come back to this thread. (Also, FWIW, my Realm of the Fellknight Queen game is starting to wrap up, so I'll probably run another game once that's done -- I'm thinking the 17th-level Witchwar Legacy if you want to start thinking of character ideas now.)


Good luck to all who were chosen, and who knows maybe some day you'll run across an intrepid adventurer out searching the stolen lands for ancient ruins and monuments to Taldor's former glory.


Have fun and let the dice roll your way

Grand Lodge

I'll drop Andrej Catfoot from the running - good luck to everyone.

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