Kingmaker: A Brave New World


Recruitment

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Dotting. Thinking a sorcerer off the top of my head. Waiting on a reply to my PM from the DM. :)

Dark Archive

At character creation, I can't think of any of the roles fitting Ray. Of course, he's meant to a character that evolves as the game goes on, so...


@Castor: No tips. I'm very much behind the idea that people just show me their idea, and then I pick from that what I feel works and fits my sensibilities. Make people try to match something on the surface and there's no promise it won't be a superficial one.

@Vahanian: Whoops, fixed. Swashbuckler is definitely a martial class, though.

Arcane:
-Ray "Demon Caller" Remiar, Human
-Histran Thrael Anders Lebeda, Samsaran Arcanist
-Cysgood Dewin, Half-Elf Bonded Witch
-Ansha Saeralyn, Elf Wizard (Manipulator)
-Korinne Bryden, Human Arcanist (White Mage)
-Naralesh, Elf Wizard (Teleporter)
-Numalar Auritonius, Gnome Draconic (Gold) Sorceror (Ramziran Priest)

Divine:
-Castor Antares, Half-Elf Cleric of Desna
-Toran Fate-Touched, Angelkin Aasimar Oracle of Battle (Dual-Cursed)
-Avery Starr, Human Cleric of Uskyreia

Martial:
-Hadin Cassoren, Human Paladin of Erastil
-Xelani Fyodorova, Half-Elf Paladin (Divine Hunter) of Erastil
-Wetscale, Lizardfolk Flowing Monk
-Hrane Throrson, Dwarf Ranger
-Linora Avedra, Human Cavalier (Daring Champion)
-Dregan Hirscherz, Human Ranger
-Tyce Bennet, Human Brawler (Snakebite, Strangler)
-Rufus Fitzroi, Human Cavalier (Standard Bearer)
-Daen Aheritor, Half-Elf Magus (Kensai)
-Lucius Baradain, Human Fighter
-Drak, Human Swashbuckler
-Karsh Shieldborn, Dwarven Warpriest of Abadar

Skill:
-Alayini Eraya, Ifrit Bard (Dervish Dancer)
-Paddy Finn, Human Rogue

Skill characters still the least competitive role.


@Horrorshow GM,

If I may ask, what is the criteria for each of these? Is it something like intent?

I'm really curious what falls under Skill. Rogue and Bard I can understand. Ninja would probably go in there as it's a re-fluffed rogue. What else? I would expect something like Investigator but does Alchemist and/or slayer go in there?


Hybrid classes are fun because they can fill extra niches. It also helps them stand out in various ways.

I've made a change in Daen's progression, picking up Spell-Scars at level 3. It gives him some added spell completion power at an early level before he gains access to wands and it really fits his dark and somewhat necromantic theme. I'm starting to think that Enforcer might be a good fit for him as well, but we'll see about that when the time comes.

Also I added a couple of paragraphs to the backstory, adding some extra flavor and a few names so the GM won't have to make them up.

I consider the profile to be complete for now unless there's some formatting the GM wants for better access during the game.


Ugh, posted that on the wrong alias. For some reason it won't go into the right default alias for me.

@Karsh: Martial classes are classes focused on the hitting of things. Mostly full BAB, but Magus and Warpriest also go there because they don't provide full spellcasting and mostly have combat purposes. Counting Warpriest under Divine could lead to me taking one as the sole divine member of a party, and having Cleric-lite with 2/3rds spellcasting. Same with Magus; getting someone with access to six levels of blasting spells and little utility magic.

Skill is for pretty much the classes you named, except for Slayer. Slayer is full BAB, and even with a respectable amount of skill ranks is still mostly the combat stuff out of Rogue slapped onto a spell-less Ranger. Inquisitor is also a skill class, being Divine Bard and all.

Arcane and Divine are for full spellcasters, for obvious reasons.

They fit into the very classic party structure of Hit-Stuff Person, wizard, cleric, and thief, but are more open than that. It's a handy classification to use so that when I do the party selections, I'm picking at least one person from each of those roles to have a well-rounded, capable group.


alright here is my character...

A mother's hope:

Deep within her laboratory Loscivia toiled, her belly had become noticeably enlarged. She calmly mixed the chemicals and reagents she had begged, borrowed and stole from all over the Drow city of Zirnakaynin and beyond. For the past five months she had subjected her body to a alchemical regime of her own devising, she was nothing but a common born alchemist at the mercy of House Parastric.

If she ever wanted to have a life of comfort the alchemically enhanced child that strained her belly was her only hope... She prepared herself to drink another one of the horrific fleshwarping potions she had devised, as she drank the foul concoction Loscivia resisted the urge to vomit but still she could do nothing but sit down in pain for a minute...

Rubbing her belly Losvicia pondered aloud the question that dogged her these past months of pain and trepidation...

Are you truly my salvation child? Or are you my poison?

Syrendross, the Prodigal son:

Syrendross was not conceived, he was made. His mother drank the very black blood of Orr itself to conceive him, at first he disappointed his mother for he showed none of the signs of innate Drow Nobility within him. Yet she treated him far better then most Drow mothers in her position would have, it paid off in a big way.

In his sixtieth year of life Syrendross proved that his mother's alchemical experiment had not been a dismal failure but an unsuspected success. She had not bred a mere Drow Noble in her belly, Losvicia had conceived a Sorcerer!

Losvicia watched mesmerized at this child, her son. The palm sized black widow spider that should have killed him was allowing her son to pet her. A single tear rolled down from here eye and landed on the stone beneath her feet...

From that day forward Losvicia ensured that her son got access to the best books concerning the arcane that she could buy or steal. She took special pains and spent many nights with a hollow belly to ensure that he would learn what was to be known about the surface world.

From private tutors Syrendross learned common and of the almost completely unsuspecting world above. On his hundredth birthday his mother had taken all the preparations she could, Syrendross would go to the surface first a year ahead of his mother. Syrendross was to ensure that when his mother reached the surface that she would have shelter, food and so forth waiting for her...

Arrival on the surface:

He had climbed through the Underdark for at least two months when he saw the light. It was blinding and Syrendross busily cast the cantrip he had learned to form for just this eventuality: His vision seemed to dim and the "sun" no longer dazzled him. Climbing out onto the bluff Syrendross studied his surroundings, taking out his map he judged that he was near the nation of "Kyonin" the land of his distant kin.

He resolved not to visit, few surfacers even knew of his race but better to not take a unnecessary chance... Syrendross quickly made his way to the great river called the "Seldon", he traveled for days until he saw a great city nestled on the River's edge: His map told of no such city and he moved to investigate.

He sneaked in under the cloak of darkness and learned that the city was called "Mivon", in one tavern he heard of an "expedition" being launched from some place called "Brevoy". Finding one of these strange "horses" unattended Syrendross stole the beast and used it to rapidly transverse the distance between "Mivon" and Brevoy. He arrived in the city of "Restov" and walked into the office of the "Lord Mayor" creature...

Personality:

Syrendross's mother had by far the largest impact upon him, she took pains not to lash out at him in her most frustrated moments. This alone made him less brutal then most Drow, he is by no means a paragon of celestial virtue. Yet he is clearly not a mass murderer in training, he has no urge to kill and backstab every being that he sees. He only feels that urge when they get annoying or violent in which case he fights with a ferocity akin to his more abyssal fellows.

Syrendross trusts only one being: His mother. By the same token she is the only Drow he truly loves, she is the one thing that would cause him to leap into the sight of a hundred elven archers...

Stats:

Drow Sorcerer 1
CN Medium humanoid (elf)
Init +3; Senses Perception +7: Darkvision 120 feet

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Spell Resistance 7

OFFENSE

Speed 30 ft.
Melee dagger +0 (1d4)
Ranged light crossbow +3 (1d8)

Spell like abilities Dancing Lights 1/1, Darkness 1/1, Faerie Fire 1/1, Detect Magic (at will), Levitate 1/1, Featherfall 1/1
Sorcerer Spells Known (CL 1st; concentration +5)

1st (4/day)—Expeditious Excavation, Charm Person (dc 15)
0th (at will)—Penumbra, ghost sound, mage hand, message

Bloodline Vermin

STATISTICS

Str 10, Dex 16 (14+2), Con 12 (14-2), Int 14, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Drow Nobility
Traits Pioneer (1+ ride), Seeker, Slippery
Drawback Family Ties/Doubt
Skills Knowledge (Arcana) 6+, Stealth 8+, Perception 7+, Spellcraft 6+, Use Magic Device 8+
Favored Class bonus 1 extra skillpoint per level
Languages Common, Elven, Undercommon, Drow Sign Language
SQ Bloodline Arcana (You treat vermin as animals when targeting them with your spells. This can make vermin susceptible to mind-affecting spells, for example), Web Casting 7/7

Equipment crossbow, light (35 gp), horse (trait), crossbow bolts (20) (10 gp), dagger (2 gp), Rough map of the surface (gp unknown) and 23 gp.

Future and role in the Kingdom to be:

Syrendross is ultimately going to be a Sorcerer built around the Drow Nobility/Spider Summoner feats. He will go to war with poison, giant spider and clouds of webbing with vast stretches of darkness to make his foes quail... Spells like web cloud, web, stinking cloud and so forth will be his favorites.

As for role in the Kingdom Syrendross wouldn't mind being King but he would also make an excellent Magister or a creepy Spid- "er" "spymaster". Probably too creepy for diplomat and he would only serve as Councilor of Vermin (that could be funny, a bill of rights for wasps:) )

GM your thoughts/concerns? Also about the interview, I haven't written it down because I wanted to see if you would be interested in role playing it out. If you don't want to do that i'll create the Interview. Also if you like this guy but need another class to fill out the party like a divine this guy is a good candidate for Archdruid of all things with eight legs!


i'm probably not going to be playing this game due to so many players dotting...but it's worth a shot.
I'd like to present:
Ioran Gress
Half-Orc Ranger

Sovereign Court

What, no Druids? Seems to me this group needs a druid...

Just sayin'.

An oracle of the wood mystery would be neat here too.


@Pungeon Master

Ah ok. That makes sense. Yeah I knew that Warpriest would be considered a Martial class(it has WAR in it's name after all :D). I was surprised to see Inquisitor placed as Skill, but that actually makes a bit of sense now that I think about it. I thought it would be placed in Martial for the same basic reasons as Warpriest but Skill makes the same sense.

If I may ask, where do you put Hunter? I would imagine it's Martial given it seems to have fighty focuses(fight with animal either in range or melee, have some spells) but would like to hear your input if you don't mind.


Got the stats up, working on everything else. Should have more shortly. :)


I'm surprised with the scarcity of bards. Usually there's a dozen for Kingmaker.


I'm also surprised at the lack of rogue types. There's one rogue, and aside from that Tyce is the only other submission that has some sneak attack.

Liberty's Edge

Numalar Auritonius wrote:

What, no Druids? Seems to me this group needs a druid...

Just sayin'.

An oracle of the wood mystery would be neat here too.

Mine is a nature cleric so sorta close.


@Viluki: Not sure there's time for us to RP out something ahead of recruitment if it's likely to end tomorrow night, so go ahead and write it, I guess.

@Karsh: Inquisitor is 3/4s BAB and has a pretty versatile skill list, with several class features that enhance choice skills. It could fit into Martial, but it fits the possibility of "sorta skill monkey capable of bringing the hurt" that lets it be viable as a party's skill character.

I'm really surprised by the skill scarcity too.


I've heard some Kingmaker GM's say that Rogues aren't all that useful in the AP because of the lack of dungeons, traps etc... but then I always thought that there were certain archetypes that would lend themselves well to this campaign (like the Scout, Sniper or Survivalist)

As for lack of other skill class submissions, that is surprising actually... maybe I should've submitted that, the martial field is awfully crowded!


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The times I have managed to play this character long enough to level him, I have frequently wound up dipping into Bard for a couple levels specifically to cover some of the skills deficiencies, and with an eye to be able to deliver the St. Crispin's Day speech you have to have in a campaign like this later on when you start getting into great battles.
Why yes, I have watched/read Henry the Fifth, multiple times, why do you ask?


Put up some background bites and description. Will get started on the full background in a bit. Here is his gameplay general direction. ;)

Tyanos Direction:

Tyanos will be pure sorcerer. His bread and butter will be his spells which I will try to balance but will lean towards battle. In combat he will not be as soft as most arcane casters thanks to his bloodline, on top of which attacking him runs the risk of getting cursed. Concerning his skills he will be pretty focused, making extensive use of his high diplomacy and good perception often. While he is a talker, schemer, and all around deal maker he prefers words over force but is not opposed to using it as a secondary course.

As for roles in the kingdom. He would go for one that gives him optimal freedom, influence, and power without the burden or scrutiny of the spotlight. As such he would avoid the rulership position unless it was a council sort of set up. Preferring to contribute in subtle ways that do not draw notice, having no desire for great responsibility.


1 person marked this as a favorite.
Rufus Fitzroi wrote:
Why yes, I have watched/read Henry the Fifth, multiple times, why do you ask?

From this day to the ending of the world,

But we in it shall be remembered-
We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother;

Love that play; the Kenneth Branaugh film is excellent, watched it many a time.

Dark Archive

Sorry for the delay, Rysky here. Working on finishing the backstory atm.

Character Sheet

Racial:

Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Musetouched have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability (Sp): Musetouched can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Paladin (Purifier):

Most paladins dedicate their lives to the task of bringing destruction or redemption upon evil, whatever the path chosen, or the oath sworn. But some embrace the virtue of mercy and charity, their talents in arms and insight lack in comparison to their peers, but they show a natural talent in healing the mind and soul; such paladins are called purifiers, militant healers who providing warmth, comfort, and health to the innocent. While purifiers lack the sheer destructive power of their fellows against evil forces, their ability to cure ailments, their compassion, and their ability to punish violence with a righteous fury makes them shining celebrities among the population.

Weapon and Armor Proficiency
A purifier is proficient with all simple weapons, the longsword and warhammer. A purifier is proficient with all types of armor and shields.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Lay On Hands (Su)
A purifier gains the lay on hands ability at 1st level. She may also use it on another creature as a move action, but such a use does not impart any mercy the purifier possesses onto the creature, and only heals hit points. A purifier may sacrifice 5 hit points as part of a use of the lay on hands ability to add this amount as a bonus to the healing provided. A purifier may sacrifice additional hit points, but they must be in 5 point increments.
This ability modifies and replaces the lay on hands gained at 2nd level.

Rightful Retribution (Su)
As a swift action, or a free action if the paladin is using lay on hands only on herself, the purifier may affect the next creature that benefits from her lay on hands ability with an aura of heavenly fire. For a number of rounds equal to the purifier's Charisma modifier, any opponent that successfully makes a melee attack against the creature the purifier used her lay on hands ability on suffers 1d6 fire damage, plus half the purifier's Charisma modifier as divine bonus damage. This divine bonus to damage results directly from divine power, and as such, it is not subject to energy resistance or damage reduction; it is doubled against evil-aligned creatures, and negated against good-aligned creatures. The divine bonus to damage increases by +1 at level 4 and every three levels later (7, 10, 13, 16, 19), up to a total damage of 1d6 fire + (half the purifier's Charisma modifier + 6) at level 19.
This ability replaces smite evil.

Feats & Traits:

Pioneer
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Revered Guidance
You were selected by your celestial ancestor to be a guide for a chosen people, and serve as a beacon of hope in times of despair.
Prerequisites: Aasimar, must be taken at 1st level.
Benefit: Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.

EDIT: The rest of the Application :3

Backstory:

Moons ago one dreary brume filled morning the priests and priestesses of Reymenda were just starting their daily routine when they made a discovery, that for them, was all too uncommon. Left on their doorstop was basket with a newborn infant swaddled inside, the child had unfortunately succumbed to the elements. Taking him inside they gave a short prayer on his behalf as he was no doubt on his way towards a meeting with The Lady of Graves. Halfway through their solemn prayer there was an interruption, crying. Quickly checking the basket they found instead of what had been on their doorstop a healthy and very much alive, if very pale baby boy whose crying ceased when he soon saw the happy faces staring down at him. Happy faces that would go on to belong to happy family members.

Appearance:

Tall and well toned from a life of living in the border between civilization and the wilderness, this Musetouched’s pale hair and body seem to speak in contradictions at his apparent state of health, a telltale sign of the blessing he may or may not have received from Reymenda that saved him from an early end. Whether related to this or his (lack of) sleeping habits have produced noticeable Raccoon like dark spots surrounding his deep sunken eyes. As he walks he seems to not be all there at times, slowly staggering about in state akin to half-sleep or drunkenness.

Personality:

Growing up in a Temple whose sole purpose was to help others even at the cost of ones’ self has instilled in Syksy a deep sense of altruism and loyalty, making him somewhat atavistic in regards to his heritage, he has a love for freedom and life and would rather avoid violence if it can be but is trained well to defend himself and others if the need arises for it. When not checking on other’s well being or helping them with errands he usually practices with his Cello or sleeps, possibly a more favorite past time than using his instrument.

Equipment:

Horse
Kit, Paladin's
Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Heavy Wooden Shield 7g
Reinforced Leather Armor 25g
Longsword 15g
Cold Weather Outfit
Cello *

*They don't really have pricing for Cellos, simply saying they cost more than a normal instrument so idk


After some thought, I'm pulling out Lucius Baradain and going with something closer to what I had originally planned, but in the skilled category.

Calinthas is an Half-Elf Arcane Duelist Bard.

This character was one I built for Kingmaker a long time ago and shelved, but it occurred to me that this be a good opportunity for it.

Last change... promise!


Looking forward to seeing the results.

Dark Archive

Oops, missed something. Added the Seeker trait and the Overprotective drawback, everything should be good now :3


It's a bit rough but background is done. Unless I am missing something I think Tyanos is finished. :D


Alright! Arawn is complete!


Revised this character as a Shadow Sorcerer, but if you will allow this class (http://mcarchetype.wikispaces.com/Shadow+Magus) my character can easily fulfill the skilled role while still maintaining his flavor.

Stats, Revised:

Drow Sorcerer 1
CN Medium humanoid (elf)
Init +3; Senses Perception +7: Darkvision 120 feet
DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Spell Resistance 7

OFFENSE

Speed 30 ft.
Melee dagger +0 (1d4)
Ranged light crossbow +3 (1d8)

Spell like abilities Dancing Lights 1/1, Darkness 1/1, Faerie Fire 1/1
Sorcerer Spells Known (CL 1st; concentration +5)

1st (4/day)—Silent Image (dc 16), Color Spray (dc 16)
0th (at will)—Penumbra, ghost sound (dc 15), mage hand, message

Bloodline Shadow (Umbral)

STATISTICS

Str 10, Dex 16 (14+2), Con 12 (14-2), Int 14, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Spell Focus (Illusion)
Traits Pioneer (1+ ride), Seeker, Strength Foretold
Drawback Family Ties/Doubt
Skills Knowledge (Arcana) 6+, Stealth 7+, Perception 7+, Spellcraft 6+, Use Magic Device 8+
Favored Class bonus 1 extra skillpoint per level
Languages Common, Elven, Undercommon, Drow Sign Language
SQ Bloodline Arcana (Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1), Cloak of Shadows 7/7

Equipment crossbow, light (35 gp), horse (trait), crossbow bolts (20) (10 gp), dagger (2 gp), Rough map of the surface (gp unknown) and 23 gp.

Interview:

Syrendross calmly lurked in the Shadows of the room, it had been remarkably simple to get pas the mayor's "guards". Like a Wraith Syrendross appeared before the astonished mayor. Quick to capitalize on the man's flummoxed countenance, Syrendross speaks.

As Syrendross appears out of the shadows he calls forth an image of four Drow warriors to appear just behind him to. They are as silent as the shadows he had called them from.

Greetings Lord Major, I understand that an expedition is heading out towards these "Stolen Lands". I desire to join.

The Lord Major previously absorbed in his reading of legal documents looked up, as he saw the dark figure gliding down his eyes widened briefly. His eyes took in Syrendross and then his "honor guard", the man gulped deeply before speaking.

Wh-what are you?

Syrendross answers quickly, this man was key he must be convinced one way or another...

Syrendross, I am a great Sorcerer of my people and I have come to join the expedition to the Stolen Lands. The four warriors who stand behind me are my honor guard.

The mayor blinks and then seems to regain his composure, his voice is seemingly calm but underlaid with a trace of fear.

Of course, tell me though why are you and your honor guard interested in the Stolen Lands?

Syrendross replies calmly and smoothly, we are interested in the Stolen Lands as a place of trade. My people, the Drow desire to establish a great network of trade routes to link the underground with the surface world. Those who assist in this effort will be the beneficiaries of this trade.

Syrendross saw that he had captured this "Lord Mayor" creature's attention, apparently the man liked gold. The Mayor's voice was now clearly interested.

I see, tell me how can I assist you in this effort?

As I have said previously by allowing me to join the expedition, it is my belief that the Stolen Lands contain a great number of caverns and tunnels which are ideally situated for trade routes. If you put me on the list I will see to it that in the years to come that your city will be one of these trade routes.

The Major's greed blinding him to Syrendross's lies quickly takes out the parchment and writes the name "Syrendross" upon it.

Thank you my Lord Mayor.

With that Syrendross vanishes into the darkness alongside his "honor guard"...


@ Rufus & Lucius: loved that play and the movie by Brannagh so much that I specifically asked to be born on St Crispin day, a few years ago.^^


@ Hadin & Lucius: Still completely off topic, but sometime in the last decade, I think it was the BBC, did a mini-series of almost all Shakespeare's Histories, at least the ones that were linked, called the Hollow Crown; it finished with Henry the fifth, with Tom Hiddleston playing Henry. Definitely worth watching.


Alright, looks like tonight will be decision time. It's currently noon over here, so I'll give until this evening for everyone to finish any submissions they have. Let's say roughly 6-7 PM EDT will be the deadline, and then I'll make my selections shortly afterward.

@Ioran: I'm not seeing a link in the profile anywhere to a background or character sheet.

Arcane:
-Ray "Demon Caller" Remiar, Human
-Histran Thrael Anders Lebeda, Samsaran Arcanist
-Cysgood Dewin, Half-Elf Bonded Witch
-Ansha Saeralyn, Elf Wizard (Manipulator)
-Korinne Bryden, Human Arcanist (White Mage)
-Naralesh, Elf Wizard (Teleporter)
-Numalar Auritonius, Gnome Draconic (Gold) Sorceror (Ramziran Priest)
-Tyanos Strostia, Aasimar Sorceror
-Arawn Vasska, Human Sorceror
-Syrendross, Drow Sorceror

Divine:
-Castor Antares, Half-Elf Cleric of Desna
-Toran Fate-Touched, Angelkin Aasimar Oracle of Battle (Dual-Cursed)
-Avery Starr, Human Cleric of Uskyreia

Martial:
-Hadin Cassoren, Human Paladin of Erastil
-Xelani Fyodorova, Half-Elf Paladin (Divine Hunter) of Erastil
-Wetscale, Lizardfolk Flowing Monk
-Hrane Throrson, Dwarf Ranger
-Linora Avedra, Human Cavalier (Daring Champion)
-Dregan Hirscherz, Human Ranger
-Tyce Bennet, Human Brawler (Snakebite, Strangler)
-Rufus Fitzroi, Human Cavalier (Standard Bearer)
-Daen Aheritor, Half-Elf Magus (Kensai)
-Drak, Human Swashbuckler
-Karsh Shieldborn, Dwarven Warpriest of Abadar
-Syksy, Musetouched Paladin of Reymenda

Skill:
-Alayini Eraya, Ifrit Bard (Dervish Dancer)
-Paddy Finn, Human Rogue
-Calinthas Aldimay, Half-Elf Bard (Arcane Duelist)


With the hour of decision looming, I wish bid all of my fellow applicants good luck, which goes double for my direct competitors in the Divine Caster category, and triple to my fellow returned of Captain Trips' Kingmaker.

Dark Archive

Same, good luck everyone!


Glad to see I am on the list now. Geez two big blocks. xP

Good luck to all and regardless of who gets in, enjoy the game. ;)

Silver Crusade

Tyanos Strostia wrote:

Glad to see I am on the list now. Geez two big blocks. xP

Good luck to all and regardless of who gets in, enjoy the game. ;)

Lol yeah, if it was set up as Tank/Damage/Buffer/Healer it would probably look a lot differant.


sigh...not on the list. oh well...better luck next time I guess!
:)

Silver Crusade

Ioran Gress wrote:

sigh...not on the list. oh well...better luck next time I guess!

:)

Um I believe this is a list of the applicants, not the finalists, you might want to PM PM and make sure.


Like I told said in the post, I can't see on your profile where either your background or character sheet are, and they weren't in your post. The list is of finished applications, and yours is not finished.


Lots of great characters; good luck everyone! :)


Show of hands; how many of us took 'Overprotective' as our Drawback?

::Raises Hand::

Dark Archive

Rufus Fitzroi wrote:

Show of hands; how many of us took 'Overprotective' as our Drawback?

::Raises Hand::

Cause I'm Good dammit!

Silver Crusade

Pungeon Master wrote:
Like I told said in the post, I can't see on your profile where either your background or character sheet are, and they weren't in your post. The list is of finished applications, and yours is not finished.

I stand corrected :3


::Starts rais... D'oh::

Completely overlooked that one. It would have even made better sense in relation to my background than the Sentimental one I actually picked.

Once again, good luck to everyone applying to this statistically-odd recruitment. Though in the end one might say it's the depth and the role-playing synergies of the characters - rather than pure mechanical balance - that keep a pbp campaign rolling. Should this be true, I reckon the GM won't have too many problems putting together a strong party, given the overall quality of the submissions.


Well said, Xelani.

Lots of great-looking profiles out there, and a few people I'd love to play with.

I'm beside myself with anticipation for the great reveal, haha.


Tyanos is not goodly enough, as odd as that is for a aasimar, to have overprotective. But he is paranoid, with good reason. Again strangely enough he lacks sense motive so he can't pin anyone down. Ah trust tis a slippery road when one has been pushed off it to many times. xP

I think all the good submissions makes it harder. I do not envy the DM at all, good luck to the DM on choosing. ;)


I'm always torn on where to go with constructing a party for roleplaying synergies. Almost all the meatspace games I've DMed have had couples who make complementary characters (not necessarily lovers, but usually friends or family or just something that lets them click well together), but it's always the unlikely interactions between the other characters that I find more interesting. It puts characters into positions they weren't built or expected to be in. That's where I think roleplay really opens up to be interesting; a group that mechanically fits together well, but have to make it work in a narrative and personal sense.


Some of the best roleplays I've seen have come from characters who have similar goals, giving them reason to stick together and cooperate, but very very clashing personalities, making for great interaction when the party is by itself.


That is one HUGE benefit that meatspace games have over PbP. When the payers are set, they can make characters together, work on synergy before the game starts. When you have to choose from submissions, you really don't have that. It sucks, but it's part of the territory. Only way around is to choose players before making characters...

Sovereign Court

Ioran Gress wrote:

sigh...not on the list. oh well...better luck next time I guess!

:)

Ioran - if you looked on the list above you will note:

Pungeon Master wrote:
@Ioran: I'm not seeing a link in the profile anywhere to a background or character sheet.

So you need to write up a back story to be considered for this campaign.

If you didn't write one, you have about 3 hours!!!

Anyway, good luck everyone!


Of course, unlike their mechanical counterparts, the tricky part about role-playing synergies is that they tend not to be evident before the Campaign actually starts (especially in situations such as PBPs where the Players and the GM have no previous knowledge of each other). One can only make an educated guess based on what little transpires from backgrounds, the way characters are built etc.

But all in all, the best guarantee for such synergies to spontaneously emerge is just having a bunch of good players metaphorically sitting at your table. This is why, based on what little perusing I managed to do through the submissions, I stated that whatever the composition of the group you'll end up picking, things are very likely to work out just fine :)


So, I've started looking over everyone's applications in more depth and really starting to think on things so that as I make supper I can start putting the pieces together. And I realized that it'd be kind of hell on earth, so I have good news and sorta bad news.

Good news is, I'll be taking two different parties. Unlike the "two groups working in tandem" campaign Rufus talked about earlier in the thread, these groups will be run under completely different tables.

Bad news is there's still a few applications I like that two six player parties won't leave enough room for.


That's really good news. This way if a few of the players start dropping out, you can start merging the party and still keep playing.

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