DM Patcher's Reclaiming the Stolen Lands (A modified kingdom building extravaganza)


Recruitment

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Ok, I have an idea for a young human who, growing up on the streets until taken in by a kindly wizard learned a lot of the wizardly arts but focused more on defending himself with the wizard's staff. All through his short apprenticeship, his mentor drilled into him the value of knowledge. From the first talk of ancient libraries and arcane schools, Zephrim was dreaming of restoring some of that lost knowledge but never thought he would have the chance. He was happy with his adoptive family, so life was good (although he still had a few daydreams about old libraries and musty tomes now and then).

That happiness ended when, as he was returning from the market,Zephrim watched in horror as the home he'd been living unexplored into a cold bluefire and vanished in minutes before anyone could stop it. Now fearful the Zephrim would cause more destruction similar to his mentor, the town made sure that he left, and pointed him towards the settlers headed for the opened lands. It took him a while, but he's realized this is an opportunity for him to begin a school and library and leave his mark on the arcane world.

I see him as a Magus with the Staff Magus archetype.

Thoughts?


@MisterLurch: I like the concept. Several plot hooks there, and potential for some interesting interactions with the party and the NPCs in the village. Doing good.

@Jestem: Am sad to see you go. I always love (and hate) the massive variety I get when selecting characters.

@Arknight: It's an okay concept. What is/was the cold bluefire?


Anything more Alexei needs?


The anticipation is killing me. I'm really getting into my character's concept. For fun, I wrote a bit more in the back story. Good luck to everyone who applied! Hope to see you in the gameplay forum for the kingdom building extravaganza! *fingers crossed*


@Alexei: Nothing for the sake of your submission. Does he worship two deities?

@Korvin: I like it. Very much. Very grim. Will unfortunately have to drag on that anticipation for a while due to real-life still. My apologies.

For those of you waiting for recruitment to end, here's stuff you can do for fun:

I am working on some of the families that will be in the village, and some key NPCs as well. If you have any questions or suggestions in this department, feel free to suggest them.


Ah, that would be one of the things changed. Originally I had him mystic theurge wizard/druid, but if choosen I will change his deity to Abadar, probably, as that seems a good choice for a cleric out to rebuild civilization.


Well, if my character is chosen you could have my character's family be part of the settlers, that would give my character an extra reason to join the group, as well as an opportunity for roleplay.


Lyle Brandt wrote:
Well, if my character is chosen you could have my character's family be part of the settlers, that would give my character an extra reason to join the group, as well as an opportunity for roleplay.

I make the assumption that most of the settlers arrive in one family or the other.


I haven't made any NPCs before. Let me know if this looks good. (I used a 13-point buy)

Korvin's Pop:

Cornelius Betterbrew (formerly bitterbrew)
XP 400
Goblin expert 3
LN Small humanoid
Init +2; Senses, Darkvision 60ft, Perception +9

Defense
AC12, touch 12, flat-footed 10
hp 16 (3d8+3)
Fort +1, Ref +2, Will +8

Offense
Speed 30 ft.
Melee dagger +1 (1d4–1/19–20)
Ranged dagger +2 (1d4–1/19–20)

Statistics
Str 8, Dex 14, Con 12, Int 12, Wis 16, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Skill Focus (Profession [brewer]), Iron Will
Skills Appraise +7, Diplomacy +7, Knowledge (local) +7, Perception +9, Profession (brewer) +12, Sense Motive +9, Knowledge (history) +7,
Languages Common, Goblin

Combat Gear none; Other Gear dagger, artisans clothing, 5gp.

Cornelius knew of the times before, when his kind had free reign to own land, earn gold, and pursue their dreams. He is a head-strong goblin that can’t swallow his pride. He believes if he stays true to the law and conforms to the mandates placed on him, he will one day be able to regain his brewery. Cornelius is very upset and has been scarred by the loss of his family’s ancient brewery. He feels he has let everyone down and he hopes to one day reclaim what has been lost.

I'll probably make a couple more when I get more time. Next NPC I'm thinking of a Sootscale doom-sayer =)


Jericho is looking for both a new place to call home, and a place to evade potentially uncomfortable questions. He would most likely attempt to set himself up as the town alchemist, or serve as an apprentice to one. He dreams of earning the respect that none save Wizard Kreeg ever showed him.


Is there an over all leader for the colony? And is this group being sponsored by someone, or is this an entirely independent colony?


Lyle Brandt wrote:
Is there an over all leader for the colony? And is this group being sponsored by someone, or is this an entirely independent colony?

Whether or not the pioneers are sponsored by somebody or independent is up to the players. There's advantages and disadvantages to both. There is also a leader, yes, alsi dependent on the players.


So we can pick our leader, and whether or not we have a sponsor? What are our choices? For that matter what other choices can we make, as a party?


Lyle Brandt wrote:
So we can pick our leader, and whether or not we have a sponsor? What are our choices? For that matter what other choices can we make, as a party?

If you choose a sponsor, you don't get to pick your leader. If you choose to be independent, you get a say in who your ruler/leader is, and it might be one of the players if I feel as though their character fits for the role.

Other choices involve where you wish to settle your village, as well as everything related to building the kingdom. I'm still working on the details.


is there a way to get the ruleset you are using? or will the game be better if we don't?


Jericho Dask wrote:
is there a way to get the ruleset you are using? or will the game be better if we don't?

The modified Kingdom building ruleset is still under construction. Here is a link to the base rules we'll be using, which are already modified rules of the original Kingdom building rules found in Kingmaker Part 2: Rivers Run Red.

I realise it sounds like I'm implementing a whole new system, or modifying it to excessive degrees. I am not, so I will give a quick summary of the changes I am implementing. The exact details of the changes are still under construction. If you have any concerns, feel free to raise them.

Summary of most modified rules:

There are building tiers.

I have divided buildings in four different tiers (this may be shortened to three tiers). My justification for this is to have a built-in way of preventing ludicrous building choices. In my current Kingmaker game, the capital city ended up consisting of a castle, a graveyard, a dump and a watchtower for the first year.

I have attempted to make the tiers as logically as possible, of course.

Leadership roles need to be unlocked through buildings.

When you start the game, you are a village. A village does not need a spymaster, a royal headsman or a general. As such, in the very beginning, the only role available is the Ruler. Vacancy penalties, of course, do not apply until the role has been unlocked.

To sell magic items, the city must have sufficient city base value.

This modification is because of balance. Selling magic items breaks economy in Kingmaker, with the system as is. It is possible to get rid of a magic item as well, though at no BP cost. Of course, you could always buy the item yourself, also for no BP.

Shadow Lodge

I would like to present Nimeon, Paladin of Erastil (and future Paladin/Ranger)

Nimeon:

NIMEON CR 1/2
Male Half-Elf Paladin 1
LG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +2, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Longsword +3 (1d8+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Longbow +3 (1d8/20/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 0, 3 melee touch, 3 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 10, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Point Blank Shot, Skill Focus: Perception (Adaptability)
Traits Arcane Dabbler: Prestidigitation (1/day) (Sp), Birthmark
Skills Acrobatics -1, Climb -1, Diplomacy +6, Escape Artist -1, Fly -1, Knowledge (Religion) +4, Perception +7, Ride -1, Stealth -1, Swim -1
Languages Common, Elven
SQ Aura of Good (Ex), Elf Blood
Combat Gear Arrows (60), Longbow, Longsword, Studded Leather; Other Gear Backpack (12 @ 14 lbs), Bag, Waterproof (empty), Bedroll, Blanket, Flint and steel, Mirror, small steel, Pouch, belt (1 @ 0.66 lbs), Rations, trail (per day) (5), Rope, silk (50 ft.), Shaving Kit, Sunrod (3)
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Birthmark +2 save vs. charm & compulsion
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
--------------------
Born the bastard son of a local priest's daughter, Nimeon's life has not been easy. Much speculation was made of his heritage until the time of his birth, when it became clear he had been sired by one of the elves who frequently wandered through the village. Although his grandfather was upset, upon seeing the birthmark in the shape of an elk head on Nimeon's chest, the old priest of Erastil took it as a sign and forgave his daughter, taking Nimeon to raise as his successor in the church.

Nimeon grew to be fast and strong, but he still maintains a deep humility. Being teased as a child for his mixed heritage quickly taught him that striking out at those who hated and feared him would get him nowhere, and so he took to forgiving those who knew no better. Although it was his grandfathers greatest desire that he take up the bow in service to Erastil, he has done so in his own way. Neither a ranger nor a cleric, Nimeon has taken the vows of a paladin of Erastil. Though rare in service, Nimeon feels it is his sworn duty to protect hearth and home, and to show others to live in harmony with nature when they can.

Standing 5'11" with green eyes and skin bronzed by the sun, Nimeon's black hair is kept short so as not to obstruct his vision. His prized bow he keeps by his side at all times, as both a tool and a weapon, a symbol of his faith and a talisman against those who would wrong him or the village he calls home.


You can make tiers, or you can just ask us not to abuse the rules. If we do make a ludicrous town, such as entirely graveyards, have logical consequences, like people finding it very weird and there being no additional benefits. A town only needs one after all.

Actually if I was building a town around a castle, I might build a dump and graveyard at the beginning as well. Castles got the basic housing, smithing, craftsmen you'd need, so a place for bodies and a place for the dead are good next steps. Besides, they don't represent single building, but rather sections of town. That's what I think at least.

Totally with you on the leadership roles. A Grand Diplomat for a village people seems kinda silly.


@Balodek: I like it. I should have mentioned (maybe I did - I just woke up, my brain is running at 10%) that Erastil was the "official" deity in Celtara, at least for years.

@Alexei: I agree that the tiers aren't actually necessary so long as the players agree to not be dumb with their choices.

I also agree that buildings don't represent single buildings, but sections. I must have not thought of what a castle entails because in retrospect it makes sense. It still feels a little bit off for me personally, though - of course, you won't be able to build a castle in quite a while, I'd say.

Glad you're okay with the leadership changes.


Patcher - have turned the kobold witch concept over and over in my head and haven't been able to land on a concept that sits well.

So with that I'll pull out of the race and leave you with the excellent submissions that you have already received. Good luck and godspeed :)


Mark Sweetman wrote:

Patcher - have turned the kobold witch concept over and over in my head and haven't been able to land on a concept that sits well.

So with that I'll pull out of the race and leave you with the excellent submissions that you have already received. Good luck and godspeed :)

Looks like there will be no kobolds then. This is sad. I am sad to see you go.


Heh - don't be sad Patcher. I'll still be watching from the sidelines and egging you on :)


I almost made Jericho a kobold. It would be pretty easy to work some minor transmutation magic on him. The main reason I did not is because the extra feat and skill point. I like the sootscales though.

Honestly, your ideas for both of those races are very interesting.


@Mark: Let us hope figuratively....

Yeah, without a convenient ruin or patron, it will be a while before we get a castle, or waterfront.


Honestly, we will need a waterfront, or to be in a very good location for a land trade route, or with some kind of natural resource nearby such as a mine or some such. Without those things success is much less likely.


As mentioned, you do get to pick where your village is founded. Certain positions (which will remain secret) will be better than others - but they might also be more dangerous.

No risk, no reward, and so on.

I might end recruitment later today since there is no influx of new submissions.


DM Patcher wrote:


I might end recruitment later today since there is no influx of new submissions.

Gah, I haven't had a chance to do my submission because of the Thanksgiving holiday.


Just got the kingdom building guide and did a quick read-through. I like your changes. Not sure about the building tiers though. It seems as if the BP cost of buildings would limit what you would be able to build anyway - that was my initial reaction, could be different in practice. The rules were a bit vague about housing as well. It seems like the rulers need to build housing (1 house per kingdom building round does not count towards the building limit), but I didn't see the requirements for housing anywhere?

I like the idea of picking the location. I think that is perhaps one of the most enjoyable aspects of 'strategery'. A waterfront would be an awesome addition, but it is the most expensive building by far. It would be great if someone could find the ruins of an old waterfront ;). That would effectively give the kingdom builders around 45 free build points.

My suggestion would be to have 0 benefactors and the most freedom. There's always more costly consequences attached to 'free money' rather than hard work.

DM Patcher, what did you think of the NPC?


J. Cayne wrote:
DM Patcher wrote:


I might end recruitment later today since there is no influx of new submissions.
Gah, I haven't had a chance to do my submission because of the Thanksgiving holiday.

I did say "might." I don't mind waiting for your submission.

@Korvin: I liked it.


Jericho Dask wrote:
Honestly, we will need a waterfront, or to be in a very good location for a land trade route, or with some kind of natural resource nearby such as a mine or some such. Without those things success is much less likely.

If we will be using the KM maps, there is a river that runs through it connecting to the River Kingdoms and thus to Lake Encarthan...I think.

Long term, building to the east and south would lead to the Casmaron Sea, especially if lopping off the top of Galt. Galt is a chaotic mess, unless of course it is in a different state after the passage of time and the war of Celtara.


Mark Sweetman wrote:
Heh - don't be sad Patcher. I'll still be watching from the sidelines and egging you on :)

Mark, what about a kobold with a BOOM-STICK? I think it would be loads of fun to make a kobold with the Spell Slinger wizard archetype. He could be seeking to restore the "Kobold Riflemen Brigade". Just a thought. Or you could be a Kobold bard, but I think that's been done already... somewhere... was it Neverwinter Nights? Can't remember.

But seriously, a Kobold would make a fantastic (dervish dance) Magus. Actually, they would make absolutely incredible magi - and you could keep a bit of the witch concept with a hex magus.


DM Patcher - Do you have any interest in seeing the kobold idea I had brewing? I can flesh out the story if you want.

Korvin - I agree with you. Much better to work harder and be beholden to none.


Jericho Dask wrote:

DM Patcher - Do you have any interest in seeing the kobold idea I had brewing? I can flesh out the story if you want.

Korvin - I agree with you. Much better to work harder and be beholden to none.

You don't have to, though it is your choice.


This is Dukeruckley, finally able to apply... I wanted to get this in before you closed the application. He was originally created for a Legacy of Fire campaign but was not selected. I've modified his character to better fit the theme of this campaign. He still needs to be dropped down to 15 point buy, though.

I hope you enjoy his story (in his profile) and will gladly elaborate if necessary. Unfortunately, with holiday break and an odd work week, this is all the time I have at the moment.

Thanks for your consideration!


Hey DM Patcher, What are the age ranges for goblins?


In the book, it says you're an adult/racial base age at 5 years.


For a Sootscale Kobold, would you allow the following three feats out of the AD&D 3.5 supplement Races of the Dragon?

Dragonwrought:
You were born a dragonwrought kobold, proof of your race’s innate connection to dragons.
Prerequisites: Kobold, 1st level only.
Benefit: You are a dragonwrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.

Dragon Wings:
Your draconic ancestry manifests as a pair of wings that aid your jumps and allow you to glide.
Prerequisites: Dragonblood subtype, 1st level only.
Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Special: Unlike most feats, this feat must be taken at 1st level, during character creation. A kobold with the Dragonwrought feat can take this feat at 3rd level.

Improved Dragon Wings:
Your draconic wings now grant you flight.
Prerequisites: Dragonblood subtype, Dragon Wings, 6 HD.
Benefit: You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you’re fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per dayfl ying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess to fly for longer periods. You can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.


@Khalil: Good concept, like the motivation. He wants a kingdom without lawlessness, but he is chaotic good?

Korvin:
I am not sure. I dislike the age tables in core, for a start - I don't believe a dwarf must be 40+ years old to be an adventurer, or that an elf must be 110+ years old, and there's the whole "gnomes are immortal if they accumulate experience" aspect, which means gnomes shouldn't be part of the aging table...

I'm rambling, my apologies. My point is, the aging tables seem to take into account societal behaviour rather than biological behaviour - what age you're considered an adult in your respective society. Or that's my interpretation. One that sorta goes out the window.

Lloyd Jackson says that "the book" - I assume Goblins of Golarion - lists them at adult at 5 years. With my interpretation, this means in a normal neutral evil society where goblins are sadistic, cruel creatures, they're considered adults at 5.

On the other hand, goblins are usually psychopathic manchildren. This iteration of the goblin race is an example of a tribe of goblins that have reformed.

I don't know anything about the goblin physiology, so I am not sure if goblins are physically an adult at 5, or only considered one.

So with all this taken into account - I'd say that goblins are adult at somewhere between 8 and 13, in account of their improved societal behaviour. I'll get back to you on middle, old, venerable and lifespan.

@Lloyd Jackson: Which book do you refer to? I'm assuming Goblins of Golarion.

Since you supplied adult at 5 years, could I ask for the age values for middle, old and venerable?

@Jericho: I am ambivalent to those feats. I'm inclined to say no, though let me think about it.


DM Patcher:
Just had an idea... have put in spoiler to see if you're interested in it or not.
Would you be open to me putting together a non-adventuring character? - say a local craftsman or the barkeep?
Completely understand if that isn't something you're into, but thought it might actually be a reasonable fit for this type of village centric campaign.
I also completely understand that my role in the campaign would be significantly lessened and things like character advancement, etc are much lower priorities.

In essence I'd just be a bit of extra flavour to the village and a means for you to distribute plot hooks or missions if you wanted to. I'd hang out on the OOC thread and maybe take up one of the kingdom building roles most of the time.

What do you think?


Mark Sweetman:

I quite like it. Any help I can get in regards of immersion and plot hooks is much appreciated.

Without going too far, I hope, I'm imagining something amongst the lines of... quests for your character too, in the sense of... I don't know, "help me get funds so I can open a tavern" or "I heard rumours of rare ore" and it develops into a famous character.

For some reason I'm thinking classes in celebrity bard at some point. That's way, way too far ahead, though.

As I said, I quite like it.


DM Patcher:
Excellent good :)

I agree with what you've put up as well and shall re-jig my witch concept for submission a bit later tonight.

Obviously, some buy-in on the concept will be needed from your prospective PCs - do you want me to pitch it openly or in spoiler to yourself?


Mark Sweetman:

Feel free to pitch it openly. Am glad to have you on-board as it were.


DM Patcher:
A quick response before I head to work: I agree with you on the age categories. However, I think they have a lot more to do with physiological effects then you would give them credit. It seems that adulthood is an average age that the race would be able to reproduce. But who knows exactly, it seems a stretch to say it takes 40 years for a Dwarf to reproduce or 110 for an Elf. Then again a lot of fantasy settings have these two races dying out simply because they cannot reproduce fast enough - so it would make sense.

I have searched around the forum boards and found some suggestions of making goblin's age categories the same as a half-orc. That would make sense to me, even with the suggested 5 to 50 age category that the goblins fit into as monsters. This would be attributed to better hygiene, maybe some evolution, and a lack of the stressful, sadistically evil, environment.


Korvin:

If adulthood is defined as "the average age when they start reproducing" the the age tables might make some sense. To me, though, they're relics of 3.5 that have little bearing in Golarion.

I personally define adulthood, in the context of this campaign, as "what age are you responsible enough to be considered an individual rather than a protégé" - if a dwarf was raised by humans, he'd likely be ready to stand on his own two feet at an age of 15-16, like other humans (my opinion, I admit I can be wrong here), even if a dwarf's adult age is 40. Either that, or all races with an adult age above 20 is horrendously incompetent for a human's lifespan.

More to the point, though. I have no problems letting goblins follow the half-orc age category table.


Having gotten the ok from DM Patcher, I've got a slightly different pitch to put forwards for the review and acceptance of DM Patcher -> as well as all of the other successful applicants to the final game.

I would like to propose a non-adventuring member of the town. This would be just like one of the numerous NPCs that Patcher would be running himself - with the difference being that it is powered by me. I would be present in the town and able to interact with your characters - but on your terms (so essentially the onus is on me to make the character useful / interesting enough that you don't mind hanging out with him).

Patcher might occasionally slip me some information to pass out, or allow me to issue quests / jobs to your party, but for the most part I would just be an extra bit of the scenery. If the group thinks that the NPC fits into the town ruling group, then I'd be happy to get involved in the kingdom building aspects as well - but that is the choice of the party and not mine.

I am fully aware that my character would not advance at the same pace, and will have no-where near as good gear or fun toys as your guys - but I'm cool with that. What I will get out of it is the enjoyment of helping your town grow as well as being able to play out what you should hopefully see as a well fleshed out and interesting NPC.

If that interests you, then here-in lies the pitch:
The character that I have in mind is a variation on the Kobold Witch that I was originally focused on, though modified to suit the more back-ground and non-adventuring role. He would initially be akin to a Varisian gypsy, living in and working out of a small cart that he pulls around himself. He will be a trapper and tanner of hides, maker of poultices and potions, and scriber of arcane scrolls.

As far as personality, he will be strange to most eyes - shuffling and sneaky with an odd way to him. His prized companion is his filigree Iobarian weasel Basil, who looks to be a normal weasel... albiet with a spot of white fur on one flank. I'll flesh out the build and personality if the concept rings true with enough people.

His aspirations will be initially to upgrade his kobold-drawn cart to a proper covered wagon drawn by giant weasels. Pie in the sky dreams might involve a proper bricks and mortar shop - or running a trade route - or even focusing on the arcane side and building a tower like a proper mage. However this will be dependent on the type of town you build and whether you include him in your plans.

Mechanically he will initially be a scroll maker, and eventually will upgrade to potions, magic items and maybe even tattoo magic from Inner Sea Magic.

Shadow Lodge

Sounds like a neat concept to me Mark, though of course without knowing if I'm accepted I've no idea if my vote counts. ;)


DM Patcher:
Thanks for catching that! The character was originally intended for a Legacy of Fire campaign, and his backstory for that campaign was much more chaotic in nature. I've adjusted him to be LN. Lawful obviously represents his desire for a world without lawlessness. I debated between good and neutral, but decided that Khalil doesn't really have anything against evil characters as long as they follow the rules. He's leaning good though, and as I play the character (assuming you give me a shot) I may have his alignment shift to LG. I tend to learn more about my characters as I play them. Their personality evolves over time until I settle down and really understand them.

Silver Crusade

If it's not too late to pitch characters, I'd like to throw Calavas Orlosky into the mix.

Backstory:
One of many children left in orphanages from the war that tore Celtara apart, his story could have been any half-elf child's; elven mother vanished, father killed fighting in the River Kingdoms. He likely would have lived as many of the other children lived, learning a trade of sorts to make their way once they reached adulthood. Signs of magical talent had him in line for apprenticeship at the local magical academe. This changed with the visit of an elven messenger, inquiring after his well-being.

Apparently, his mother had recently passed, having left to contest an uprising of Treerazer, and in her will had left him what little she could, her now battered shortbow, and a map to a village site in Celtara. Guided by faint memories of his father's wistful stories about life in his homeland, and curiosity about what would have drawn the woman he never knew to the same place perked his curiosity, and after a couple of days, he requested leave of the orphanage and from the Kyonnin messenger, an escort to this village on the map. He had to grown up sometime, right? Why not now?

Crunch:
Calavas is a half-elf sorcerer, sage bloodline. Long term plan, I'd like to go arcane archer, with the lore warden fighter(this is an archetype from the pathfinder society field guide, so is only on your approval) as a two level dip. I'll likely focus on being a knowledge hound, as I imagine Calavas spending a lot of his free time reading, especially once he discovered his magical abilities, and later dip into crafting magical items and scrolls and the like(not with the intent of selling to become fabulously wealthy. I just imagine him reading about certain objects and going for it, eventually having things like decanters of endless water and horseshoes of the zephyr just laying about, or up on display like airplane models). His stat block at level one is below, minus assorted gear.

Male Half-Elf Sorcerer (Wildblooded) 1
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Ranged Shortbow +2 (1d6/20/x3)
Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (4/day) Shield (DC 14), Gravity Bow (DC 14)
0 (at will) Acid Splash, Detect Poison, Detect Magic, Light
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STATISTICS
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Str 10, Dex 15, Con 10, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Point Blank Shot, Skill Focus: Linguistics (Adaptability)
Traits Heirloom Weapon (Proficiency): Shortbow
Skills Handle Animal +4, Knowledge (Arcana) +9, Knowledge (Geography) +4, Knowledge (History) +7, Knowledge (Nature) +4, Perception +3, Spellcraft +9
Languages Common, Draconic, Elven, Hallit, Sylvan
SQ Arcane Bolt (1d4) (6/day), Elf Blood, Sage
Combat Gear Shortbow;
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SPECIAL ABILITIES
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Arcane Bolt (1d4) (6/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.

Char Creation Question:
I was going to take the Rich Parents Trait, to stand for the leavings for the mother's will, and use the alternate racial trait for half elves to gain bow prof., but was worried that the RP trait was a bit cheesy. The main thing the extra money was for was going to be a slightly better bow, as sorc wealth doesn't give enough for a longbow. Thoughts?


DM Patcher:
So here is a brief backstory for Kezzin, Kobold Wizard. I would be interested in playing either of the characters that I am submitting. I have been looking for an opportunity to play a winged kobold for some time. Off we go:

Kezzin lived in one of the larger communities in Brevoy, close to the Stolen Lands, with his family and a small clan of Sootscale Kobolds. They lived in an abandoned warehouse on the fringes of human society and were barely tolerated only because no one wanted the warehouse. viewed as pests they had no legal status, were abused, exploited, bullied, and tormented by the humans that shared their part of the city.

Then came Kezzin's egg, showing the telltale blue spots of a dragonwrought kobold. Great things were expected of him even before he hatched and his hatching was greatly anticipated. The elders of the small clan hoped that Kezzin's birth would herald a new era for them.

As a wyrmling, Kezzin showed the prominent blue markings of his dragonwrought heritage. His hatching was cause for a small celebration amongst the sootscales. As he grew he showed a very friendly and curious demeanor and got into absolutely everything. As he grew, the confines of the warehouse became too stifling and he was frequently chased by ignorant humans. He learned to stay out of their sight. The bullying and tormenting of the humans could not touch his happy personality, and he was an example for the rest of the clan.

his favorite place in the city to visit was the back window a wizard's workroom. There he saw fantastic things and wonders that fueled his imagination night after night. The wizard, having noticed Kezzin and sent invisible observers to watch him, came to like the young kobold. The wizard took a new apprentice and made a habit of conducting lessons directly below Kezzin's hiding spot. To Kezzin's delight, magic made sense to him! As he paid rapt attention to the wizard's lessons, he imagined that he might one day be a wizard's apprentice. With some difficulty, Kezzin managed to master a few simple spells, writing them on scraps of paper that he bound with twine and thin boards; his own spellbook.

Unfortunately, Kezzin ran afoul of a small group of humans one evening as he returned to his warehouse, so lost in his daydreams of magic that he didnt notice them until one, a particularly nasty fellow named Flint, picked him up one arm. In a panic, Kezzin fought his way loose of Flint and used his magic to fight back. The City Guard was nearby and seeing humans accosted by a magic wielding kobold, they charged in, subdued, and arrested Kezzin, confiscating his crude spellbook.

In jail, Kezzin overheard plans to forcibly and violently evict the rest of the kobolds from their warehouse. Kezzin stole the keys for his cell off of a guard and made good his escape from the jail. He ran back to the warehouse where he warned he family of the coming attack. Able to convince only a few families of the danger, three sootscale families fled the city. Kezzin found, inexplicably amongst his belongings, a small, blank leatherbound spellbook of fine paper, and with it, writen in an unfamiliar flowing hand, loose sheets of paper containing every single spell he had mastered and written in his own improvised spellbook. inscribed inside the front cover of the spellbook was the following dedication:

"Best of luck young scholar, I am sorry I could not do more for you. May this serve you well.
-Stefan Blake"

Traveling at night to avoid being seen, the group made it to a small town on the very edge of the Stolen Lands where they overheard a group of people planning to make a go at settling the Stolen Lands. Kezzin approached the group and asked to join them, pledging the support of no less than 15 industrious kobolds to the endeavor. After the big people got done laughing, they saw that Kezzin was absolutely serious and an agreement was struck.
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Okay, so maybe not so brief. Sorry. That really is the short version.


Khalil:

By all means, I respect and appreciate the idea of letting the alignment and personality settle in as the character develops. Don't shoehorn him into something that doesn't fit.

EDIT: I just noticed: you're a Barbarian. Barbarians can't be lawful.

Denji:

I have no problems with the rich parents trait. I like the concept, I like the planned progression - it's unique, to say the least. Lore Warden is something I'll allow, as I have the supplement myself; it is a neat archetype.

MisterLurch:

I like Kezzin's background. It's decisive and gives me something to work with.

I think I'll close recruitment soon. I am looking over the applications at the moment.

I wonder if it would be a way to include all of you without cluttering the entire campaign - while the idea of having 15 different players is... overwhelming... unless...

Idea: what if you're divided into groups that settle into different parts of the Stolen Lands? It could lead to an interesting experience, watching you interact with one another in each others' villages, forming trade alliances... or possibly becoming rivals.

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