Helix Moltaran's Untitled Campaign

Game Master Helix Moltaran


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Silver Crusade

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Pathfinder Lost Omens, Rulebook Subscriber

The kind and benevolent GM Calvus has allowed me to use a custom race built with the Advanced Race guide rules. In order to make it fair to everyone, below is a spoiler containing the race's information.

Feytouched:
Feytouched
Fey are known for their allure. The feytouched, the living result of that allure, are no exception. In common folklore the male feytouched are known as gancanagh, and the females are known as glastig. No matter the gender, the Feytouched retain close ties to their fey predecessors, despite being native to the Material Plane. Feytouched are a passionate people, with whimsy deciding many aspects of their lives. Their agile brains and graceful bodies allow them to escape most harm, which suits them just as well, as their bodies are often weaker than their neighbor’s. Feytouched prefer to move through their lives as observers and occasional samplers, never staying in one place too long for fear of that place’s treasures becoming dull. Though they are incurable rakes and socialites, feytouched have a more detached view of their interactions with others, seeing them as sources for a specific emotional or physical gain. This is not to say that feytouched cannot love, but their love is passionate, and relatively brief.

Physical Description: At first glance their pointed ears and exceptional grace might suggest an elf, but upon closer examination their heritage is betrayed by their innately naturalistic appearance. Skin color among Feytouched often reflects the local tree bark, with everything from white and black spotted birch to deep mahogany decorating them. Eyecolor generally stays in hues of blue and green, though some claim to have encountered some with eyes of deep red.

Relations: Feytouched and elves have historically gotten along, though their relationship with gnomes is a bit strained. The Feytouched pity the gnomes as incomplete, with the Bleaching a sign of their severance of connection to the First World. The gnomes see Feytouched as pure fey, not to be trusted, but bad luck to shun. Some groups treat each other like distant family, but on the whole the two races tend to avoid one another. Feytouched despise those who would defile nature, and so humans and their massive cities put the feytouched ill at ease. Feytouched diplomats to human settlements warn the citizens of the dangers of the wild, and those who protect it.

Society: Feytouched rarely have settlements of their own. Most often they integrate themselves with elven or non-urban human settlements. They prefer places with a steady agricultural supply, and those along trade routes. Indulgence plays a large part of feytouched society, with elaborate banquets, consistently busy brothels, and dramatic fashions that flare in popularity, and disappear faster than one can blink. This has been greeted with mixed opinions from their host societies, with elves more inclined to accept it than humans, who often see the feytouched as gluttonous, envious, or capricious.
Feytouched with the skill to do so often live alone or in small enclaves in deep wild places. Out in nature and left to their own devices, all there is for them to do is follow their urges. They hunt when they’re hungry, celebrate seemingly trivial events for sport, and charm others into giving them companionship when they’re lonely. Clothing is optional for the more hermitude inclined feytouched, though they generally keep an outfit nearby for whenever they need to trade.
Feytouched crafts are often as temporary as their interest. More often they would rather purchase (or steal) elven bows or dwarven armor, realizing the superiority of the practiced tradesmen’s work.

Alignment and Religion: Feytouched are hedonists first and foremost and tend toward chaotic neutral. Among good Feytouched, the deities of choice are Cayden Cailean, Desna, and kinder aspects of Calistria (though she is generally well received by feytouched of any alignment). Evil feytouched prefer urgathoa, though they do not generally like her necromantic ethos, as it disrupts nature's cycle.

Adventurers: Feytouched take to adventuring quite easily, with tales of fabulous wealth and powerful artifacts being a prime motivator. Feytouched are not very strong, and so they tend toward supporting roles or magical ones in an adventuring party. They are cunning diplomats, brilliant wizards, and devastating rogues. Some feytouched take to the path of the Hunter, Ranger, or Druid, and those who do enjoy having an animal companion around to share the bounties of the world around them.

Male Names: Ahearn, Arlen, Dugal, Kynan, Skene

Female Names: Bevin, Orla, Malvina, Rhoswen, Treasa

Type Quality
Fey (2 RP)
A fey is a creature with supernatural abilities and
connections to nature or to some other force or place. A fey
race has the following features.
• Fey have the low-light vision racial trait.
• Fey breathe, eat, and sleep.

Size Quality
Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.

Base Speed Quality
Normal Speed (0 RP): The race has a base speed of 30 feet.

Ability Score Modifier Quality:
Advanced (4 RP): Prerequisites: Advanced or monstrous
power level; Modifiers: Pick either mental or physical
ability scores. Members of this race gain a +2 bonus to all
of those scores, a +4 bonus to one score of the other type,
and a –2 penalty to one other ability score of the other type.
+2 INT, WIS, CHA
+4 DEX
-2 STR

Language Quality
Standard (0 RP): Members of this race start with Common
and Sylvan. Furthermore, choose
up to seven languages (except for Druidic or other secret
languages). Members of this race with high Intelligence
scores can choose from any of these additional languages:
Aklo, Gnomish, Elven, Draconic, Undercommon, Halfling, Vegepygmy

Racial Trait
Lesser Fey Damage Resistance (2 RP):
For every 4HD feytouched gain DR 1/cold Iron .

Defense Trait
Bond to the Land (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +2 dodge bonus to AC when
in a specific terrain type selected from the ranger’s list
of favored terrains. This choice is made at character
creation, and cannot be changed.

Magical Traits
Seducer (2 RP): Prerequisite: The race has at least a +2 racial
bonus to Charisma; Benefit: Members of this race add +1 to
the saving throw DCs for their spells and spell-like abilities
of the enchantment school. In addition, members of this
race with a Wisdom score of 15 or higher may use charm
person once per day as a spell-like ability (caster level is equal
to the user’s character level).

Senses Racial Trait
Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit:
Members of this race can see in the dark up to 60 feet.

14 RP Total

Starting Ages

Adulthood 60
Intuitive +4d6
Self-Taught +6d6
Trained +8d6

Height and Weight

Gender Male/Female
Base Height 5ft. 4 in./5ft. 4 in.
Base Weight 100 lbs/90 lbs
Modifier 2d8/2d6
Weight Multiplier x3 lbs./x3 lbs.

Favored Class Options:

Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Hunter: Add 1 skill rank to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: The rogue gains +1/6 of a new rogue talent.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.


Still interested, just been a bit busy. Stats by Friday.


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@Alayern: Feytouched look really cool!

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

@Aneririn Rhodri: Thanks. :) I was raised by an Irish family with a grandfather who loved to tell me Ireland's folk stories, so I figured I'd go with what I know. Given that Brevoy and the Stolen Lands/River Kingdoms have a lot of similarities with western Europe, fey seemed appropriate.


So ya, the race building rules are super broken........

Anyways, Weyland is a halfling paladin(shining knight) of Erastil that rides a dog and has a halfling manservant named Pons, because that armour isn't going to don itself. (and because with 500 starting gold why not) He's got a super high CHA and diplomacy scores, likes helping people, doing the right thing and its the type of guy that travels everywhere with his own Gentleman's gentleman. And that's really all you need to know.

Motivation for exploration:

Pledged to uphold the tenants of the Erastilian faith, Weyland roams the land, carrying the light of civilization with him. Resplendent upon his nobel steed, Barky von Schnauzer, and with his faithful manservant Pons at his side, he strives to protect isolated farming villages and works to keep the less trodden tracks free of predatory banditry.

When the word was put out for brave souls to tame the Greenbelt so that it could be properly settle, he knew that it was a call that he must answer.

Crunch is mostly finished and is in the profile. Pons is there for RP more than anything else and intended to not contribute in combat. He is being paid as a skilled hireling and is paid up for then next two months.

Let me know if there are any questions.


Here is a partial sheet for my submition.

Sheet:
Sorry
Female Human, Oracle of Dark Tapestry (Dual Cursed) 1
LE Medium Humanoid
Init +6; Senses Perception -1
--------------------
Defense
--------------------
AC 16/18, touch 10, flat-footed 16/18 (+6 armor, +2 Shield, +0 dexterity)
hp 11 (1d8+3)
Fort +3, Ref +0, Will +1
--------------------
Offense
--------------------
Speed 30 ft. {20ft on Breastplate}
Melee Mace, heavy+ 3 (1d8+3 / x2)
--------------------
Statistics
--------------------
Str 16, Dex 11, Con 17, Int 15, Wis 8, Cha 20
Base Atk+0
CMB+3; CMD 13
Feats Skill focus(K:Planes), Improved Initiative
Traits Reactionary, x
Skills
Diplomacy 9 (5 + 1 + 3),
Heal 3 (-1 +1 +3),
K:Planes 9 (2 + 1 + 3 + 3 ),
K:Religion 6 (2 + 1 + 3),
Profession(Fisherman) 3 (-1 + 1 +3),
Sense Motive 3 ( - 1 +1 + 3) ,
Spellcraft 6 (2 + 1 +3)

Languages Common, Elven, Draconic
Combat Gear Mace, heavy, 2 daggers
Other Gear Breastplate, Shield [heavy wooden], Backpack, Waterskin, Belt Pouch.
--------------------
Racial
--------------------
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------------
Traits
--------------------
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
x Benefits:
--------------------
Class
--------------------
Mystery(Dark Tapestry)
lass Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).

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

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

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

I need to finish selecting some gear and spells, but other than that, It's pretty much done.


4d6 ⇒ (4, 6, 4, 1) = 15 = 14
4d6 ⇒ (1, 3, 6, 6) = 16 = 15
4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (2, 3, 4, 2) = 11 = 9
4d6 ⇒ (5, 6, 2, 6) = 19 = 17
4d6 ⇒ (6, 2, 3, 1) = 12 =11

Yeah. I can work with that. :D

I'm thinking a battlefield controller Magus. Frostbite, Lunge, Etc. Maybe a whip.


"Howl, eistedd!" "Howl, sit!"

The wolf sits with his ears perked and his eyes alert. He sniffs the air repeatedly. He doesn't seem to be at ease inside the building, but he listens with no hesitation.

"Abby, eistedd!""Abby, sit!"

The samoyed sits with a dull thud. Her tail wags and she's panting with excitement. Or maybe she's hot, or maybe there's new people around, and good new smells, and Sorcha is fun and Sorcha is master and...

The tall and beautiful, if overly pale faced, woman looks to the recruiter and says "Sorcha Lyrin, Howl, and Abby, reporting for the expedition to reclaim the Stolen Lands!" She certainly seems the type to want to go off into the middle of nowhere. Her hair is long and dark brown, but not terribly well kept, and she wears many forest colors in her garb and leather armor. She has a large walking stick, and a backpack filled and hanging with adventuring staples.


Totally agree with the OP race building rules...

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

The reason I posted the race at all was to level the playing field. Like it or don't, that's on you, but if you like, you too could make a Feytouched. As part of the initial request to be able to create the race I promised GM Calvus that I would keep the RP below that of a Tiefling, which I did. Doing so even messed with what a higher RP Feytouched would look like. Who's ever heard of a fey without an SLA? ^_^'

It really shouldn't matter how powerful one player is in comparison to the others. PvP is not okay in any of my games, and I know this is a group venture. Just because my numbers might be higher, that doesn't mean I'm going to force my agenda on anyone. My numbers are only ever going to be used against the GM's numbers unless another player and I both want to compete. I'm here to found kingdoms and chew bubblegum, and bubblegum hasn't even been invented in Golarion yet.


I personally don't mind homebrew races built from the race builder as long as thet aren't special snowflake mary sues. I don't see that in the Feytouched here, just an interesting race about as powerful as a Tiefling or Aasimar.


Sorcha Lyrin-Medvyed wrote:
...

Not trying to judge the power of the race, that's between you and the DM. I did notice that you have 1d8 for the quarterstaff, it should be 1d6. I am also curious how a character of a race that takes a -2 penalty to Strength has a 17 strength.

Looking at your post with your Stat rolls when combined with your race write up, it appears that you should actually have a 13 STR, 8 DEX, and a 12 CON.

Silver Crusade

Sorry but +4 Dex +2 int, wis, cha is busted.. plus darkvision and +1 dc for charm spells... for -2 str.. you'll be able to outshine other characters and be at an advantage in conflict.. yes it's rp there will be party conflict.


Well assimar are pretty broken too...

Anyways considering that all base races are in the 8-10 RP, with their points spent on mostly garbage, but flavourful features like stonecunning, hatred or defensive training, the power difference between a 14RP custom race and a core race is substantial. All killer, no filler as it were.

But really, it's the advanced ability scores thing for 4 RP that throws off the curve. I mean you could give a half-orc +2str, dex and con, -2 int and +4 wis and they would still only be 12RP. (and the best Monk race ever)

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber
Talomyr wrote:
Sorcha Lyrin-Medvyed wrote:
...

Not trying to judge the power of the race, that's between you and the DM. I did notice that you have 1d8 for the quarterstaff, it should be 1d6. I am also curious how a character of a race that takes a -2 penalty to Strength has a 17 strength.

Looking at your post with your Stat rolls when combined with your race write up, it appears that you should actually have a 13 strength and a 12 constitution.

Spoiler:
You are in fact quite right! My brain derped pretty dang hard when writing out those stats... I forgot to drop the lowest on some of them, forgot to add 2 to my int... yeah, okay, INT is definitely not my strongest stat at the very least. As for that quarterstaff, your guess is as good as mine. Anyway it is all fixed. If you find anything else weird, do tell. I made this sheet late at night. ^_^'
Tharasiph wrote:
Sorry but +4 Dex +2 int, wis, cha is busted.. plus darkvision and +1 dc for charm spells... for -2 str.. you'll be able to outshine other characters and be at an advantage in conflict.. yes it's rp there will be party conflict.

Spoiler:
What I tried, and kinda failed, to say earlier is that I won't outshine my potential team even if I could. If I had really wanted to, I would have made a rogue/swashbuckler/investigator/archer to really take advantage of those stats. That's not what I want the campaign to be about. I want to build a nation, and make it thrive.

Allow me to set some rules for myself as a show of good faith.

  • If my character disagrees with another's, I will not initiate any rolls unless ordered by the GM. Disagreements will be negotiated through speech, and things may even get tense if the disagreement is heated, but part of having a character with a high WIS score is knowing they know when to walk away and cool off.
  • I will not work against the group's interests. This includes subterfuge against my fellow players, attempting to assume control of the settlement (the role I want is High Priest, not Ruler), and causing difficulty if things do not go as I would like them. PbP is a slow enough format without anyone bogging it down.
  • If for whatever reason my character motives dictate I should act contrary to the group's wishes, I will explain in detailed OOC what it is I am considering before acting. An example would be if I needed to pretend to betray my allies in order to infiltrate an enemy base or gain the friendship of a powerful enemy, etc.
  • I will not dominate the gameplay thread with overly lengthy posts. These are a pain to write and a pain to read, it's cooperative story telling, not my novel.
  • If some other aspect of my behavior becomes a problem, I will modify it to ensure everyone's comfort and fun. Fun is the most important part of all of this.


Derren checking in, to let you know I'm still around/interested/monitering the thread. Also, hai Relik, it's Vera. I promise not to have an annoying accent this time!


LessPopMoreFizz wrote:

4d6 = 14

4d6 = 15
4d6 = 18
4d6 = 9
4d6 = 17
4d6 =11

So come fill up you glasses of brandy and wine

Whatever it costs, I will pay
So be easy and free when you're drinking with me
I'm a man you don't meet every day

Magh is tall, even for an elf, but for the most part, you wouldn't know it. His shoulders are perpetually slumped, as he lounges in whatever tavern will have him today. His funds are running out however, and an expedition to the stolen lands seems to promise the sort of wealth that will let him live out his days in luxury, and maybe even do a little good along the way.


Derren Orlovsky wrote:

Derren checking in, to let you know I'm still around/interested/monitering the thread. Also, hai Relik, it's Vera. I promise not to have an annoying accent this time!

What, That accent was amazing.


So what is the time frame?


The hardest part is the wait *lawls*


Choant wrote:
So what is the time frame?

What do you mean?

Sovereign Court

Timeframe is the 26th in the OP. And seeing as I got into GM Calvus other game wotr I shall bow out of this one. Good luck all


Still very interested in this game.

Sczarni

Hello everyone! I am going to make a character to see if I can rp with you guys!

4d6 ⇒ (2, 5, 5, 6) = 18 -2 (16)
4d6 ⇒ (4, 3, 4, 1) = 12-1 (11)
4d6 ⇒ (1, 5, 3, 6) = 15-1 (14)
4d6 ⇒ (4, 1, 3, 5) = 13-1 (12)
4d6 ⇒ (2, 4, 1, 6) = 13-1 (12)
4d6 ⇒ (6, 5, 4, 3) = 18 -3 (15)

Ooo!

Sczarni

Think Ill make a druid.


Oh I thought I remembered reading something that he would close it if there was enough interest, 3 more days... uhh!!!

Sczarni

Im glad I popped in then. It doesnt seem to be closed just yet!

Sczarni

stats:

Girl
Female human (varisian) druid (feral child) 1 (Pathfinder RPG Advanced Race Guide 74)
N Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+2/18-20) or
. . unarmed strike +4 (1d3+2)
Druid (Feral Child) Spells Prepared (CL 1st; concentration +3)
. . 1st—burning disarm (DC 13), entangle (DC 13)
. . 0 (at will)—create water, light, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 15, Cha 11
Base Atk +0; CMB +2; CMD 16
Feats Improved Unarmed Strike, Martial Weapon Proficiency (rapier), Weapon Finesse
Traits reactionary, savannah child, pioneer
Skills Acrobatics +7, Handle Animal +4, Knowledge (nature) +7, Linguistics +2, Perception +6, Ride +4, Survival +8
Languages Common, Literacy, Sylvan, Varisian
SQ beast family, illiteracy, nature bond (axe beak named animal companion), nature sense, wild empathy +1
Other Gear hide shirt, rapier, belt pouch, flint and steel, holly and mistletoe, spell component pouch, torch (10), trail rations (5), waterskin, 446 gp, 10 sp, 1 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Beast Family (Axe Beak) (Ex) +2 to Handle Animal and wild empathy and can speak with animals with selected animal.
Illiteracy You cannot read or write.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Animal Companion
Axe beak
N Medium animal
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (+2)
Fort +4, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +1 (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Acrobatic
Tricks Attack, Come, Down, Fighting, Guard, Seek, Stay, Work
Skills Acrobatics +2, Climb +1, Fly +2, Perception +4
SQ come, fighting, guard, seek, work
Other Gear backpack, blanket, feed (per day) (5)
--------------------
Special Abilities
--------------------
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
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.
Work [Trick] The animal pulls or pushes a medium or heavy load.

short backstory:
She grew up with the axe-breaks, close to the place the humanfolk called Brevoy. Ever since she could remember, however, the humanfolk have been something to fear, something to stay away from lest you be shot, de-feathered, and eaten. She saw it happen to one too many of her kind and did not want it to happen to her.
But now these humanfolk wish her to join something. Give her a letter written in their tongue. It says come and help us settle land.
She knows what they want. She reads their books; knows their language. She is even interested in going on this adventure. After all, if she doesn’t keep an eye on the humanfolk, who will?

Im still writing her background. This is what I have so far. :)

Sczarni

Oh and since I took the pioneer feat (the only one that made sense backstory wise) can I get the horse later instead of start with it?


GM Calvus, is there anything you want me to expand or elaborate on with Pyotr Nikol Tovanya?


I'm still interested in this as well, but I'm still finishing my character. She's an Aasimar Shaman, but I'm still finishing up her character sheet. Below is her backstory:

Selina Stargazer - Backstory:

Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born.

Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by.

Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand.

A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger.

Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
"I wondered when you would come to me, Stargazer. I have noticed what you are, even if you have not realized it yet. I don't believe you'll find peace on this village any longer. I can offer my help in guiding you in your path. I'll come back in the morning to hear your answer."

Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal.

Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it.

When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it.


Likewise, I am throwing my hat into the ring with this girl, rolling dice now for a Half-orc Rogue:

4d6 ⇒ (2, 6, 3, 1) = 12 11
4d6 ⇒ (2, 5, 4, 6) = 17 15
4d6 ⇒ (2, 6, 5, 2) = 15 13
4d6 ⇒ (5, 5, 6, 1) = 17 16
4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (2, 3, 5, 6) = 16 14

OK, I can work with that

EDIT: and done - background and character fluff below, crunch is in the profile.

Background:
Alessandra was born on one of the many barges that ply their way around the River Kingdoms (and occasionally venture out onto the Lake of Mists and Veils). Unlike many half-orcs, she was not (as far as she knows - both her parents are dead) the product of violence, and she experienced far less of the hostility that many of her race have to deal with when raised by humans [Alternate Racial Trait: City-Raised]. The chaotic and sporadically violent nature of that life has however shaped her in its own way; from an early age she learned to swim - and to keep a dagger handy at all times. Preferably two. At least two. [Trait: River Rat]

It was rapidly noticed that she was good at fighting: swift as a snake and good at sticking a knife in where it would do most damage. Her ability and enjoyment in it led her from one scrape to the next, and she probably would have remained nothing more than an urchin, destined to be found one day floating down the river - but for a chance encounter. One evening at the age of 11, strolling along the wharves of New Stetven, Alessandra saw a well-dressed youth struggling with a mob of wharf-rats like herself. She still doesn't know why, but Alessandra felt compelled to jump in and help the young man, and between them they scattered the gang. Muttering his thanks, the youth pressed some coin into her hands and said there was more if she stayed with him on his way home. Alessandra laughed at the thought of being his bodyguard - he was at least 6 years older than she - and then stared: shining at her were several platinum pieces, bearing the crest of House Lebeda. She decided then and there that her mission in life was to serve the rich.

On impulse, Alessandra turned down the rest of the reward, on one condition - two conditions, she hastily amended. First, he had to promise to come to her the next time he needed anything doing. Second, he had to teach her how to look and how to talk so that she could mix in the company of rich folks and get their trust. Amused by her presumption, the youth (Cedwyn of House Lebeda), agreed.

Alessandra learned well and quickly, soon becoming a trusted go-between for the nobility and some of the street types they occasionally had to rely on to get things done. Over the years, she has learned also that sometimes the best way to be paid is not in gold, and has accumulated a network of favours throughout Brevoy and the River Kingdoms [Trait: Influence]. If you want your blackmailer warned off, or something retrieved, or your convoy of goods to pass unharmed, talk to Alessandra. If you want someone else's convoy to be stopped, she can do that, too - but reluctantly (Alessandra dislikes such tasks and does her best to ensure no loss of life, but the pay is just too damn good). [Alignment: Neutral; Campaign Trait: Brigand]

When she heard of the mission to explore and claim the Stolen Lands, Alessandra decided that she was in. The wilderness is not her favourite place (no hot baths!) but she is not averse to a bit of pain for the prospect of a lot of gain - it must be said that Allesandra's thoughts are not of glory, or fame, but wealth and value - after all, they're not making land any more...

With her contacts, securing a charter was the work of a moment.


Description & Personality:
Alessandra's grey skin, blood-red lips and tusks mark her out immediately as a half-orc. Unlike many however, her hair is neatly brushed (or braided in the latest style) and her tusks are white as ivory; her clothes too are smart. She dresses in dusky, inconspicuous colours: deep purple, dark blue, black. The only splashes of colour are pink scarves or sashes, anything that can be quickly removed when stealth is required. The one colour she never wears is green, whatever the shade.

Alessandra is quick-thinking and prone to impetuousness, sometimes acting before she has thought through the consequences. Thus far, her wits and her blade skills have seen her through most trouble, giving her a great sense of confidence in her abilities. It can be a surprise to some when they learn that she is not yet 18; it would be folly to underestimate her, though.

Alessandra does her best to be on good terms with people - after all, you never know who your next potential clients are. She can converse with both nobles and street thugs, and where her natural charm doesn't work, a few well-placed threats and a snarl can often do the trick.


Aneirin Rhodri wrote:
GM Calvus, is there anything you want me to expand or elaborate on with Pyotr Nikol Tovanya?

He looks good.


Thank you! Just like making sure all is square on a submission.


I think this is a complete listing of all the completed submissions so far. If I missed someone or wrote something down wrong, please forgive me. (Note: Sorry doesn't have a campaign trait listed yet, and some character submissions, like for Selina Stargazer, are incomplete and not included here.)

Format: [Name] the [Alignment] [Race] [Class], [Campaign Trait], played by [Primary Alias]

  • Alessandra the N Half-Orc Rogue (Knife Master), Brigand, played by Darkness Rising aka Hecate Reeve
  • Bolys Quinn the CG Human Ranger, Pioneer, played by Phntm888 aka Kelvar Mylan
  • Carina Sinicka the NG Aasimar (Emberkin) Arcanist (Occultist), Rostlander, played by Mackenzie Kavanaugh aka GM Mackenzie
  • Casidru Meliarme the NG Elf Rogue, Brigand, played by TheNine aka 'Silence'
  • Cyrioul Fasar the LN Human Cleric of Abadar, Rostlander, played by Jason Lillis
  • Derren Orlovsky the CG Human Swashbuckler, Sword Scion, played by Christopher Huisjen aka GM Aest
  • Drawg Hammerfang the CN Half-Orc Ranger (Skirmisher), Rostlander, played by Jrcmarine aka Brannock Galdarg
  • Garrik Korianthil the NG Half-Elf Hunter, Pioneer, played by Talomyr
  • Gird Medvyed the CG Half-Elf Inquisitor (Sacred Slayer) of Milani, Noble Born (Medvyed), played by Tharasiph
  • Girl the N Human (Varisian) Druid (Feral Child), Pioneer, played by KatsuneSage aka Whispers Through The Snow
  • Ingra Fatherforge Garess the NG Dwarf Bard, Noble Born (Garess), played by TreasureFox aka Belladonna Goodbarrel and Sylvara of the MoonWillow
  • Johnny Snow the CG Human Rogue, Brigand, played by Hales8808
  • Lucius Baradain the NG Human Fighter, Sword Scion, played by Calithus Aldimay aka Caladwhen and Mirela Malvo
  • Magh Ghowain the CG Elf Magus (Bladebound, Kensai), Noble Born (Surtova), played by LessPopMoreFizz
  • Magnus Leifson the LG Human (Ulfen) Paladin of Erastil, Noble-born (Lebeda), played by Gavmania
  • Pyotr Nikol Tovanya the NG Human Fighter (Aldori Swordlord), Noble Born (Lebeda), played by Aneirin Rhodri aka GM Aneirin
  • Sorcha Lyrin-Medvyed the N Feytouched Druid, Pioneer, played by Alayern
  • Sorry the LE Human Oracle (Dual Cursed), ???, played by Aku Warashi aka DM Aku
  • Varxis Dethane the CN Half-Elf Sorcerer, Bastard, played by Choant
  • Weyland Piper the LG Halfling Paladin (Shining Knight) of Erastil, Rostlander, played by Fanguar aka GM Fanguar


I've finished the details of Selina's character:

Selina Stargazer

Stats:

Female Aasimar Shaman
NG Medium Outsider (native) Humanoid (human)
Init +5; Senses Darkvision; Perception +9 (+11 with familiar)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor,+1 dex)
HP 8 (1d8+1FC-1Con)
Fort -1, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Longspear -1 Attack, 1d8-1 Damage, x3 Crit, Piercing, brace, reach
Dagger -1 Attack, 1d4-1 Damage, 19-20/x2, Piercing or Slashing
Ranged Light Crossbow +1 attack, 1d8 Damage, 19-20/x2, Piercing
--------------------
Statistics
--------------------
Str 9 (-1), Dex 12 (+1), Con 8 (-1), Int 13 (+1), Wis 20 (+5), Cha 15 (+2)
Base Atk +0; CMB -1; CMD 10
Feats: Improved Initiative
--------------------
Traits
--------------------
Pioneer (+1 trait bonus to Perception,start with a horse);
Inspired (Once per day as a free action, roll twice and take the better result on a skill check or ability check.);
Outcast's Intuition(+1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic)
--------------------
Skills & Languages
--------------------
Skills: (4 + 1 int)
Knowledge (nature) +5 (1 rank, 3 class, 1 int)
Diplomacy +11 (1 rank, 3 class, 2 race, 3 familiar, 2 cha)
Sense Motive +10 (+12 when within arm's reach of spirit animal) (1 rank, 3 class, 1 trait, 5 wis) (+2 from familiar alertness feat)
Perception +9 (+11 when within arm's reach of spirit animal) (1 rank, 1 trait, 2 race, 5 wis) (+2 from familiar alertness feat)
Survival +9 (1 rank, 3 class, 5 wis)

Languages: Common, Sylvan
--------------------
Equipment & Wealth
--------------------
Armor: Breastpate (+6 AC, +3 Max Dex, -4 Check)
Combat Gear. longspear, dagger, light crossbow, crossbow bolts (20)
Other Gear: backpack,flint and steel, scroll case, scroll of charm person, scroll of charm animal, traveler's outfit, spell component pouch
Carried by light horse bit & bridle, riding saddle, saddlebags, soap, trail rations (5), hemp rope
Wealth 79 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Celestial resistance (race) - acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled (race) - +2 racial bonus on Diplomacy and Perception checks
Scion of Humanity (race);
Daylight (CL 1) 1/day (race)
Spirit Animal: Thrush (+3 diplomacy checks);
Stardust (Sp);
--------------------
Spells prepared
--------------------
0th level: Daze (DC 15); Create water; Guidance
1st level: Entangle (DC 15); Sleep (DC 15); open;

Muni:
--------------------
Spirit Animal: thrush
--------------------
N Diminutive animal
Init +2; Senses low-light vision; Perception +5

--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 4
Fort +0, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Speed 10 ft., fly 50 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5

Description:

Something about this frail looking woman seems to give off an aura of other-worldliness. Her bright green eyes seem to sparkle like stars, and her dark long hair seems to have just a hint of blue light in it, resembling the night sky.

Usually perched on her shoulder, or flying near her, is Minu, her spirit animal, a small thrush whose feathers always seem to reflect the stars in the night sky, even during the day.

Backstory:

Selina was born on small village bordering the Stolen Lands. She never knew her father, as he'd left her mother Elara and her brother Erisen before she was born.

Life on the frontier was hard but bearable, as everyone faced the same hardships and knew the importance of working together. Things changed however as Selina grew up and signs of her heritage started to become apparent and noticed by her superstitious neighbors. People started to distance themselves from her, and she could sometimes hear words like "unnatural child" or "cursed girl" whispered in fear as she passed by.

Only her family kept treating her the same as always.It was also around this time that her connection to the spirits started to develop, although she wouldn't realize what it was until much later. But she felt that at times there was something helping or guiding her along. She had always liked looking at star-filled sky at night, but for some reason it was now strangely soothing. She'd spend at least an hour each night just looking up at the stars, feeling as if they were trying to tell her something she couldn't quite understand.

A particularly rigorous year strained her relations with the rest of the village even further. She knew some people attributed their ill luck to the "cursed girl" in their village, and those whispers became more frequent and filled with both fear and anger.

Not knowing what to do, she sought counsel from one of the local druids as she was leaving her village, an elven woman named Aieraal.
"I wondered when you would come to me, Stargazer. I have noticed what you are, even if you have not realized it yet. I don't believe you'll find peace on this village any longer. I can offer my help in guiding you in your path. I'll come back in the morning to hear your answer."

Left with more questions than answers, she went home to ponder on what to do next. While the idea of leaving her family behind saddened her, she didn't feel she could stay in the village much longer. Her mother and brother felt the same way and were supportive of this idea to go with Aieraal, letting her know that she could always come home if she needed to. Gazing up at the stars that day, Selina felt as if the stars themselves were telling her to go. She left the next morning with Aieraal.

Aieraal explained her connection to the spirits and the energies of the world around her. She thought Selina how to use her gift, and helped her learn how to meditate and commune with them. After she managed to form a lasting bond with the spirit of the Heavens, she felt it steering her towards the south. Asking Aieraal about this feeling, she confirmed that she too felt that great change was coming to the Stolen Lands, and that perhaps Selina had a role to play in it.

When Selina learned that an expedition into the Stolen Lands was being prepared, she knew it was no mere coincidence, and as such set out to join it.


If it's not too late; I might give this girl a go - had her in another Kingmaker game but it never got past the first encounter. All the fluff is in the profile and the linked sheet there should be mostly accurate (or at least things like feat and skill choices won't change much - I'll update it all once I see how the ability score rolls go).

Stat rolls:
4d6 ⇒ (6, 6, 2, 3) = 17 = 15
4d6 ⇒ (2, 4, 1, 2) = 9 = 8
4d6 ⇒ (4, 3, 3, 3) = 13 = 10
4d6 ⇒ (6, 6, 5, 6) = 23 = 18
4d6 ⇒ (3, 3, 3, 1) = 10 = 9
4d6 ⇒ (3, 6, 2, 6) = 17 = 15

EDIT: Well, that 8 and 9 feel like a bit of a kick in the teeth, but I should be able to manage.


Lets try Foible focus for a last minute submission

stats: 1d10 + 7 ⇒ (4) + 7 = 11
stats: 1d10 + 7 ⇒ (5) + 7 = 12
stats: 1d10 + 7 ⇒ (7) + 7 = 14
stats: 1d10 + 7 ⇒ (10) + 7 = 17

Plus and 18 and an 8

This is my Slayer Zoko the bastard of Medvyed


Ok submissions closed. will have my decision in a few hours.


Well good luck to all and again thanks for running this.


Carina Sinicka
Bolys Quinn
Pyotr Nikol Tovanya
Sorry
Derren Orlovsky
Cyrioul Fasar
You have all made it, though I was tempted to run more than six, though from experience it turns out to bad to work.
Everyone, I loved every submission. There were so many facinating Ideas, and I am sorry that I can't run all of you. Thank you all for participating.


Derren is excited to conquer/subjugate/occupy/colonize the Stolen Lands. When should we expect the gameplay and discussion threads?


Bolys Quinn is mainly excited to explore the Stolen Lands and meet new people.

Best wishes to everybody else! There were a lot of really great concepts. It's a shame everyone can't get in.


Carina is quite grateful for the opportunity she has been given to showcase her considerable arcane prowess and maybe even make her father proud by bringing a bit of civilization to the wilderness!

Sczarni

Have fun guys!


Drawg is sorry he will miss out on the fun! Good luck everyone!


Thanks for choosing me. I promise to not be that evil. :P


"I look forward to bringing the glory of Abadar to these uncivilized lands!"

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