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AZ's Kingmaker Replacement Recruitment


Recruitment

51 to 100 of 155 << first < prev | 1 | 2 | 3 | 4 | next > last >>

DM Azure_Zero wrote:
Asok Demon Tongue wrote:
Offering Asok Demon Tongue for consideration. Social Rogue (Thug) looking to make good. Former enforcer, blackmailer and bandit.
Asok your at 25 points, you have to chop 5 points off.

Corrected. Still tinkering with his gear as well, but that's just incidental equipment and such.


Thank you GM. Good luck with your choice.


Any other applicants?

Characters so Far:
Arcane type:
MPL8665 -> Buckwell Burrowholme -> Male Gnome Sorcerer

Assault type:
James Martin -> Male Human Fighter(Free Hand)
DM Faelax -> Male Half-elf Monk(Weapon Adept)

Divine type:
doctor_wu -> Elaine Fisher -> Female Changeling druid(menhir savant)
Dark Netwerk -> Male dwarf Cleric of Gorum
Bertious ->Iseria Orlovsky -> Female Suli Cleric of Erastil
Höd Ronoakson-> Male Human (Ulfen) Oracle

Skill type:
Mr. Swagger -> Male Half-orc Bard(archaeologist)
Asok Demon Tongue -> Male Half-orc Rogue(thug)

Noted interest or posted:

STR Ranger -> ??
Valmoon ??


Hey there, count me for consideration. I was thinking of making a Samurai (or Paladin if you don't want to allow samurai)

Races: Human, Half-Elf, Aasimar


2d100 ⇒ (32, 16) = 48 human, half-elf
2d100 ⇒ (2, 82) = 84 Aasimar, Changeling

2d100 ⇒ (69, 58) = 127 Human, Changeling

Gender: 2d2 ⇒ (1, 1) = 2

A Female Human Samurai.

note that due to the forest, dungeons etc horses can't go everywhere.


I see why you added me to the divine category, but it should be considered that Hod is a front line fighter. His spells will be mostly for buffs and healing after combats.


Any other applicants?

Characters so Far:
Arcane type:
MPL8665 -> Buckwell Burrowholme -> Male Gnome Sorcerer

Assault type:
James Martin -> Male Human Fighter(Free Hand)
DM Faelax -> Male Half-elf Monk(Weapon Adept)

Assualt/Divine type:
Höd Ronoakson-> Male Human (Ulfen) Oracle

Divine type:
doctor_wu -> Elaine Fisher -> Female Changeling druid(menhir savant)
Dark Netwerk -> Male dwarf Cleric of Gorum
Bertious ->Iseria Orlovsky -> Female Suli Cleric of Erastil

Skill type:
Mr. Swagger -> Male Half-orc Bard(archaeologist)
Asok Demon Tongue -> Male Half-orc Rogue(thug)

Noted interest or posted:

Safety Hawk ->Female Human Samurai.

STR Ranger -> ??
Valmoon ??


That's fine, I know there will be jousting or something later on according to the players guide. And that's also why I wanted to have a samurai instead of a cavalier, no charge or teamwork(F Synergy!) to get in the way. Also I'm probably going to go with order of the Cockatrice or Sword.


What alignment are you going for?


Lawful Neutral


Not exactly a reboot, more of a reimagining.

The finished project:

Buckwell Burrowholme:

BUCKWELL BURROWHOLME CR 1/2
Male Gnome Sorcerer 1
CN Small Humanoid (Gnome)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 11 (1d6+4)
Fort +1, Ref +2, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Quarterstaff +1 (1d4/20/x2) and
. . Sickle +1 (1d4/20/x2) and
. . Unarmed Strike +1 (1d2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Claws (6 rounds/day)
Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day)
Sorcerer Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (4/day) Mage Armor (DC 14), Burning Hands (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Light, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 13, Int 14, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Toughness +3
Traits Excitable, Pioneer: Perception
Skills Climb +2, Fly +4, Knowledge (Arcana) +8, Perception +7, Spellcraft +6, Stealth +6, Use Magic Device +7
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ Cold weather outfit, Compass, Draconic: Red Dragon (Fire)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Quarterstaff, Sickle; Other Gear Backpack (16 @ 10.625 lbs), Blanket, winter, Case, map or scroll (empty), Chalk, 1 piece (2), Cold weather outfit, Compass, Cooking kit, Flask, Mirror, small steel, Pouch, belt (1 @ 0.52 lbs), Rations, trail (per day) (4), Sack (empty), Waterskin, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Draconic: Red Dragon (Fire) +1 damage per die for [Fire] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day.

Background:

Buckwell's childhood was a typical Gnomish childhood with his days spent exploring the woods around his home in southern Brevoy and his evenings spent staring into the family fire as Grannana Burrowholme spun tales of his family's past. As the wizened matriarch told her stories, Buckwell could envision the characters in the flames acting out the tales. His favorite childhood story was the one about Great Grandmother Burrowholme dalliance, however impractical, with a prince of the Rogarvia family.
As the young man grew to puberty he began to realize that he was different from other Gnomes his age as he could focus his will to create small fires. He could not believe the exultation he felt in his soul as if some ancient memory was fanned to life whenever he started a fire, much to his parents dismay. Unable to control his tendencies anymore they sent him to the city of Restov to help him learn how to control his burgeoning powers.
While in the city Buckwell chafed at the restraints put upon his wanderlust and would often escape his studies to travel the countryside on his trusty pony, Nyx. It was during this time in the city that Buckwell noticed a handbill calling for able bodied adventurers to explore, map, and eventually settle the Stolen Lands to the south. Buckwell found himself unable to resist the chance to make his own way in the wilderness and, maybe, some day rule a kingdom much like the prince in his great grandmother's stories.


Would you consider allowing words of power instead of regular spell casting?


Edward Sobel wrote:
Would you consider allowing words of power instead of regular spell casting?

Sorry, I have not read into words of power, so it'll be regular casting

Taldor

It needs a little tweaking for your campaign, but Would you consider the following

Show:
AXCAYACATL CR 1/2
Male Half-Elf Ranger 1
NG Medium Humanoid (Elf, Human)
Init +2; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortsword +3 (1d6+2/19-20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Longbow +3 (1d8/20/x3) and
. . Sling +3 (1d4+2/20/x2)
Ranger Spells Known (CL 0, 3 melee touch, 3 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 12, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Skill Focus: Handle Animal (Adaptability), Weapon Finesse
Skills Climb +6, Heal +5, Intimidate +4, Perception +7, Ride +6, Stealth +6, Survival +5, Swim +6
Languages Common, Dwarven, Elven
SQ Elf Blood, Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex), Track +1, Wild Empathy +1 (Ex)
Combat Gear Arrows (60), Bullets, Sling (10), Longbow, Shortsword, Sling; Other Gear Backpack (13 @ 12 lbs), Caltrops (2), Healer's kit (10 uses), Ink (1 oz. vial, black), Inkpen, Paper (sheet), Pole, 10-foot, Rations, trail (per day) (6), Rope, hempen (50 ft.), Torch (5), Waterskin, Bedroll
--------------------
SPECIAL ABILITIES
--------------------
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.
Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Goblinoid).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Axcayacatl is a taciturn, mostly silent woodsman. He is friendly but firm.

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.


Any other applicants?

Characters so Far:
Arcane type:
MPL8665 -> Buckwell Burrowholme -> Male Gnome Sorcerer

Assault type:
James Martin -> Male Human Fighter(Free Hand)
DM Faelax -> Male Half-elf Monk(Weapon Adept)
Safety Hawk ->Female Human Samurai.
Axcayacatl -> Male Half-Elf Ranger

Assualt/Divine type:
Höd Ronoakson-> Male Human (Ulfen) Oracle

Divine type:
doctor_wu -> Elaine Fisher -> Female Changeling druid(menhir savant)
Dark Netwerk -> Male dwarf Cleric of Gorum
Bertious ->Iseria Orlovsky -> Female Suli Cleric of Erastil

Skill type:
Mr. Swagger -> Male Half-orc Bard(archaeologist)
Asok Demon Tongue -> Male Half-orc Rogue(thug)

Noted interest or posted:

STR Ranger -> ??
Valmoon ??


I would like to submit this character but disregard the words od power part I will be using the usual spell casting for my class. I will edit it in the alias if accepted. the key thing is to get the back story and the general character concept.

Chief White Eagle character stats:

CHIEF WHITE EAGLE CR 1/2
Male Human Druid (Eagle Shaman, Wordcaster) 1
LN Medium Humanoid (Human)
Init +3; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Spell-Like Abilities Speak with Animals (4 rounds/day)
Druid (Eagle Shaman, Wordcaster) Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Selected Nature's Calm (DC 14), Selected Lesser Cure (DC 14), Calm Animals (DC 14)
0 (at will) Cone Sense Magic, Selected Soothing Touch (DC 13), Personal Beacon

Words:
Lesser Cure: Katu Milaz Uakas Hanisa
Nature's Calm: Uakeisuitin Saptakatalksa
Sense magic: Iyakaza Mitau
Soothing Touch: Amolza Uepezese
Personal Beacon: Innig Kaaus

*Note: these words are adapted from:
"A dictionary of the Numipu or Nez Perce language Part 1" Anthony Morvillo, St Ignatius' Mission Print, Montana, 1895.

--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 14, Int 12, Wis 17, Cha 11
Base Atk +0; CMB +1; CMD 12
Feats Druid Weapon Proficiencies, Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness +3
Traits Devotee of the Green: Knowledge (Nature), Pioneer: Handle Animal, Savannah Child: Ride
Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Handle Animal +5, Heal +7, Knowledge (Nature) +8, Perception +7, Ride +7, Stealth +0, Survival +9
Languages Common, Druidic, native Arcadian tribal tongue
SQ Druid (Eagle Shaman, Wordcaster) Domain: Animal, Druid Meta Word Limit (1/day), Heart of the Wilderness +0, Nature Sense (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Bullets, Sling (20), Shortspear, Sling, Wooden Armor; Other Gear Fetish, Tribal, Flint and steel, Holly and mistletoe, Musical instrument: flute, Pathfinder's Kit, Pouch, belt (4 @ 2 lbs), Sewing needle, Tobacco
--------------------
TRACKED RESOURCES
--------------------
Bullets, Sling - 0/20
Druid Meta Word Limit (1/day) - 0/1
Shortspear - 0/1
Speak with Animals (4 rounds/day) (Sp) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Druid (Eagle Shaman, Wordcaster) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Druid Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

HORSE, LIGHT (COMBAT TRAINED) (Sikem*) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Combat Riding [Trick]
Other Gear Backpack (4 @ 1 lbs), Bedroll, Bit and bridle, Fishhook (2), Mug/Tankard, clay, Rations, trail (per day) (3), Saddle (Riding), Saddlebags (6 @ 8 lbs), String (50'), Thread (50 ft.), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Rations, trail (per day) - 0/3
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Backstory:

Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.

The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.

I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.

The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.
Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.”

Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia. Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.

Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.

My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.

My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.

However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings were freed when guardians of freedom who bore the sign of the eagle freed our people.

Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains. There. Our people prospered living peacefully on the plains and many new Defohy were born.

Ten Bears took a wife and bore a son, White Eagle.

For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land. My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.

Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.
Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city of Restov to plead the case of our people.

The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people.

During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.

The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN


I recall seeing this build in a few recruitment threads....


I am sure you did I have applied in few others.

all turned down.


Looking at the list, Divine and Assault types have the most competition.

The remaining players are going to have some input on who gets selected.


Any other applicants?

Characters so Far:
Arcane type:
MPL8665 -> Buckwell Burrowholme -> Male Gnome Sorcerer

Assault type:
James Martin -> Male Human Fighter(Free Hand)
DM Faelax -> Male Half-elf Monk(Weapon Adept)
Safety Hawk ->Female Human Samurai.
Axcayacatl -> Male Half-Elf Ranger

Assualt/Divine type:
Höd Ronoakson-> Male Human (Ulfen) Oracle

Divine type:
doctor_wu -> Elaine Fisher -> Female Changeling druid(menhir savant)
Dark Netwerk -> Male dwarf Cleric of Gorum
Bertious ->Iseria Orlovsky -> Female Suli Cleric of Erastil
Chief White Eagle -> Male Human Druid (Eagle Shaman)

Skill type:
Mr. Swagger -> Male Half-orc Bard(archaeologist)
Asok Demon Tongue -> Male Half-orc Rogue(thug)

Noted interest or posted:

STR Ranger -> ??
Valmoon ??


mechanics:
LATHAVIAN CR 1/2
Male Half-Orc Bard (Archaeologist) 1
NN Medium Humanoid (Orc)
Init +0; Senses Darkvision; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Morningstar +2 (1d8+3/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Shortbow +0 (1d6/20/x3)
Bard (Archaeologist) Spells Known (CL 1, +2 melee touch, +0 ranged touch):
1 (2/day) Sleep (DC 14), Grease (DC 14)
0 (at will) Prestidigitation (DC 13), Ghost Sound (DC 13), Detect Magic, Unwitting Ally (DC 13)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 14, Int 12, Wis 13, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Bard Weapon Proficiencies, Skill Focus: Survival
Traits Rostlander, Vagabond Child (urban): Disable Device
Skills Acrobatics -3, Climb -1, Diplomacy +7, Disable Device +2, Escape Artist -3, Fly -3, Intimidate +5, Knowledge (Arcana) +2, Knowledge (Dungeoneering) +2, Knowledge (Engineering) +2, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +6, Knowledge (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +5, Ride -3, Sense Motive +5, Spellcraft +5, Stealth -3, Survival +5, Swim -1, Use Magic Device +7
Languages Common, Draconic, Orc
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Orc Ferocity (1/day)
Combat Gear Arrows (40), Dagger, Hide Shirt, Morningstar, Shortbow; Other Gear Backpack (empty), Flint and steel, Pouch, belt (empty), Rice Paper (sheet) (10), Rope, silk (50 ft.), String (50'), Thieves' tools, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

GP: 2
SP: 4
CP: 9

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.

background:

Lathavian(Big L) D'bran

Appearance: Lathavian is a rather docile half-orc despite his size. He is about 6'2 230 pounds. He has an intensity in his eyes, but rather than giving him an intimidating presence it makes it seem as though he is looking into your soul, and makes people tell him things even when they should not be doing so.

History:
Lathavian grew up in a middle class family. His mother stayed at home while his father worked as a professor. It was this early influence that made him want to read and learn more than most of his peers. His father always suggested that he join the military. “A man of your size and intellect will do well”, he always said. Lathavian was never to enthused about being ordered around though. He chose to go to college instead. It was there that he had his first opportunity to do fieldwork. One of his professors had finally raised the funds to unearth Zimul's Tomb, an unholy place that was rumored to be the resting place of an necromancer cleric said to have scarified an entire city to Zon Kuthon. A body with a few lesser magic items were found, but nothing to support that the body was Zimul. The importance of this trip though is that Lathavian caught the eye of an elven bard, who eventually became his mentor, teaching Lathavian how to tap into the universe so that he may know its secrets. Lathavian however had no interest in using musical instruments or weaving magic into any performance, but he did have an interest in learning how to channel the same power to make himself a better fighter, since he heard many of these expiditions were dangerous. He paid attention to the magical training over the years, and tailored it to his own end so that he might be better equipped for future, more dangerous endeavors. No more missions ever came up though so he just moped around until his father came home one day with the news that the king was looking to hire people to explore an entire region. Now this was not something he had in mind, but it did seem like a good opportunity to make a name for himself. So off he was to the Stolen Lands.........

Personality:
Lathavian is cool-headed, mostly due to his belief that he can talk himself out of any situation without resorting to bluffing or intimidating people. If for some strange reason that does not work he is not bad with a weapon, although he tries to avoid fights if he can. He does not have any particular long range plans. He is just looking for the next thrill to give him something to talk or brag about. Many people think the bragging is annoying, but it is a small price to pay to have him on your team. While Lathavian is not particularly religious, he does admire Cayden Cailen.

The character is designed to be good at diplomacy, and sense motive. He will also be a walking radar since he adds half of his class level to all perception checks. He also adds half of his class levels to disable device checks. Over time I will be able to do about as much damage as a full BAB character, but only for a limited amount of time per day, but at all times I should be putting out respectable damage once we get to higher levels. Hopefully by level 4 will coming into my own, combat wise. The increase should be steady until around level 9, and then I should start to see a pretty good improvement once again. I am only starting out with one knowledge skills, but I do plan to add more as we level up. Since I get to add half of my bard levels to knowledge checks I can get good modifiers even while spreading the skill points around. I won't ever be the best at everything, but I should always be able to contribute in some way throughout the game.

This is the bard. I am trying to avoid profile clutter, but if selected I can have a profile for him pretty quickly.


Just noticed the Assault/Divine category. Morgrym might fall into that category as well, but then I suppose most clerics could. I guess it doesn't matter in the grand scheme of things though. Let the chips fall where they may.


Dark Netwerk wrote:
Just noticed the Assault/Divine category. Morgrym might fall into that category as well, but then I suppose most clerics could. I guess it doesn't matter in the grand scheme of things though. Let the chips fall where they may.

Actually I think most of the Divine type characters in this thread are tilted to the assault type.

Which I don't mind.


Mr. Swagger wrote:
** spoiler omitted **...

There has been a change in plans. I am dropping knowledge local and UMD for bluff and intimidate.

When I get to level 4 I push my intelligence to 14, and use the extra skill points to pick up knowledge skills.

In order to make that work I am switching my wisdom to 12, and my intelligence to 13.

That should allow me to have all the social skills, and build up my knowledge skills as we level up.


I'm going to make the recruitment deadline Saturday at Noon.

at which point I'll be reviewing the applicants and making my selection.


Good luck, everyone.


I think I'll close the doors a bit early as I have not seen any new applicants.

I'll be reviewing your characters now.

Taldor RPG Superstar 2010 Top 16, 2011 Top 32

Thanks for consideration, A0!


Safety Hawk I'll give you some time to get some crunch and fluff up.


I have 2 selected right now.
selecting the other two.
maybe three if it's a hard call.


Do tell, do tell!
Sitting on the edge of my seat


Best of luck to all!


Selecting the last two is going to be a hard call...

and I'm hoping safety hawk posts his character's crunch and some fluff soon.


Take your time, DM A_Z. I'm just bored at work.


sorry, I saw new batman, just got up, crunch/fluff coming up soon.


....

Taldor RPG Superstar 2010 Top 16, 2011 Top 32

Confucius say one man's soon is another's next Thursday.


James Martin wrote:
Confucius say one man's soon is another's next Thursday.

Agreed, and it does not help some are members of the order of The Two Headed Turtle

Cheliax

Sorry about the wait. Anything I could say would just sound like a s**#ty excuse. But please don't doubt that I am excited about this character and will do everything in my power to never do "this" again.

CrunchyFluff:
Erin Rachnus
LN Medium Humanoid (Human)
Init +4; Senses Perception +0

-----
DEFENSE
-----
AC 17(19 w/ shield), touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 11
Fort +3, Ref +2, Will +0

-----
OFFENSE
-----
Speed 20 ft.
Melee Longsword +4 (1d8+3/19-20/x2), or Morning Star +4 (1d8+3/20/x2)
Ranged Shortbow +3 (1d6/20/x3)

-----
STATISTICS
-----
Str 17|Dex 14|Con 10|Int 13|Wis 10|Cha 14
BAB +1; CMB +4; CMD 16
Feats: Fast Learner
Skills: Diplomacy +8, Handle Animal +6, Intimidate +6, Ride +6, Sense Motive +6
Languages: Common, Tian
Racial Traits: Silver Tongued(+2 Diplomacy & Bluff & when shifting attitude shift up to 3 steps rather than 2); Eye for Talent(+2 Sense Motive & Mounts/Cohorts get +2 on one ability score)
Traits Rostlander(+1 Fortitude); Reactionary(+2 Initiative)
-----
GEAR
-----
Combat Equipment: Longsword, Morning Star, Scale Mail, Shortbow, 20 Arrows, Weapon Cord, Shield Sconce
Mount Gear: Military Saddle, Bit & Bridle, Saddlebags, 2 Weeks of Feed
Other Gear: Explorer's Outfit, Ho-Ate Mask, Backpack, Waterskin, Bedroll, Blanket, Whistle, Flint & Steel, 3 Torches, Bullseye Lantern, 3 Vials of Oil, 8 Days of Trail Rations, 15 Gold coins, 7 Silver coins, 7 Copper bits

-----
APPEARANCE
-----
Erin has shoulder length silver hair that she keeps loosely braided. Her pale green eyes are best suited to staring into the great beyond. A lifetime of farming and sword training in the sun has gifted Erin with caramel skin and a well sculpted figure. Erin received her mother's old ho-ate samurai mask, which is reminiscent of a vampire' mouth preparing to feed.

-----
BACKGROUND
-----
In the land of Tian being born with silvery white hair is a sure sign you are destined for greatness. Erin Rachnus was not born in Tian.

In the southern Rostlands of Brevoy, when a child is born with white hair people label it as strange and/or cursed. The belief in that imaginary curse turned turned out to be true as the children in the village took it upon themselves to protect their village from the Rachnus Curse. The 'protection' started as innocent pranks, but as the years dragged on the emboldened children would chase her through the fields and hack and tear her hair if they thought it grew too long.

Erin's mother, a former ronin of some renown in her home country of Shokuro, had decided it best that her sword arts die with her. Lest she see her only daughter go down the path of blood, death and mayhem that runs parallel with the way of the sword. She changed her mind after witnessing what was done to her daughter. It would be a full year before any villager saw Erin or her mother after that.

One year later Erin returned to the village carrying a single stick, long silver hair flowing in the wind. She invited anyone brave enough come and cut her hair. There were many challengers but there would be only one victor.

Years quiet village living later the call to reclaim the stolen lands is cried, knowing this to be her best shot for the 'greatness' her destiny promises Erin sets out on her family horse Gunnar and rides towards her future.


PS This is Danger Hawk


I'll be posting the result after work.


I wish for the best For everyone.

Azure zero note in another game:
It is now Anna's turn in the war within.


With many tough calls

the results are in.....

MPL8665 -> Buckwell Burrowholme -> Male Gnome Sorcerer
James Martin -> Mikka Restovkov -> Male Human Fighter(Free Hand)
Bertious -> Iseria Orlovsky -> Female Suli Cleric of Erastil
Asok Demon Tongue -> Male Half-orc Rogue(thug)
doctor_wu -> Elaine Fisher -> Female Changeling druid(menhir savant)

Please post in the discussion thread.

For those that did not get selected, I thank you for your time
and if any drop within a month or two,
I'll PM the backups I have in mind.


We've lost two Players due to RL
and are open for two more spots.


Azure, may I ask what character roles (if any) and levels you are looking for?

I've got a straight up fighter/ranger who joined a Kingmaker game that never really took off.


Currently have a Wizard and a Druid, and I use recruitable NPCs (one at a time) if the party needs something.


I would be interested in joining. Let me sort through my pile of concepts that I have and see what I come up with.


Is this first come first serve, or a competition? What level?

Lantern Lodge

Certainly interested in joining. Are you interested in a particular PC balance of classes?


This profile is the character I created to try to play Kingmaker.

How far along is the group (early book 2, mid book 4, late book 1)?

Are there any modifications we should plan to make from being first level characters, or will you get to that for the selected?

Off to go look at the first page and see how far off the character is from your creation standards.

Non-core/non PRD online references:
Archetype: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/aldori-swordlord-brevoy (Published in Pathfinder Campaign Setting: Paths of Prestige)

Dueling Blade: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/sword -dueling (Published in Pathfinder Campaign Setting: The Inner Sea World Guide)

Planned Prestige Class: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/aldori-swo rdlord (Published in Pathfinder Player Companion: Inner Sea Primer)

All are Paizo-generated OGL material.


I'll have the recruitment open until about Saturday March 1st, Then I pick along with the remaining players.

Second level characters and Core Books only
CRB, APG, Magic, Combat, ARG, Camp, and ACG (Bloodrager, Brawler, Priest) OK
Other Paizo books require a Green Light
The Blood of series do have green lights
The Aldori-swordlord archetype and PrC are Not green lit

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