A messenger to the people of Brevoy.


Recruitment

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A rough looking man walks forward to a crowd gathered.

"Right then. I see many here, that is good! The charter that was sent into the Stolen Lands needs a couple more good men and women!" He pulls out a large scroll and reads it. "We need a person knowledgeable of healing, and another that is simply knowledgeable! All may apply, but only a few can join! I will stick this on the tree and you can see what is required! Right, with that is done, I'll be waiting in the nearby Inn for ya. Also, whom will apply, will need to be self-motivated!" He takes the unfurled scroll and pulls out a dagger and stabs the scroll onto the tree.

Here what the scroll describes.

  • 20PB
  • Two Traits, one being a Kingmaker trait - Can take a drawback for an extra trait
  • Unchained Background Skills okay
  • Only Pathfinder material
  • Start at Second level
  • Start with Second level gold

Post your character build here and backstory. If you are chosen, you will be directed to our discussion thread.


Dot. Plan on submitting a hex channeler witch.


dot as well

have a Shaman that may do well here


Sounds interesting.

I have an idea for a half-orc sorcerer.

I'll try submitting that tomorrow sometime.


Just to be certain, are you looking for an arcane caster specifically or someone with knowledge skills? If the latter I might submit a Lore Warden Fighter.


Well, I think a more arcane bent would be perferred, but that would be up for our GM and the rest of the group. We already have a Magus, a Swashbuckling Rogue, and a Cavalier(me). So... We're good one the front lines.

But if you feel it is a good fit, post it. And also see about an interesting backstory for it to boot! :)


I have a Mesmerist i've been writing up, she has several knowledges, the only thing i don't have is Nature. I'll be able to post more mechanical things later on but here is a backstory for now.

Backstory:

Experiment number 1, complete success. Although it is not strong enough to offer The strange journal had odd notes and magical equations written for pages before this comment.

A small girl with skin like ivory stood reading her father's alchemical journal. Dressed in dark purple and white, black feathered stubs grew from her back. She left her child hood home that day, her father no where to be seen, the house dead as if no one had ever lived their.

I will become strong for him...She decided that was her mission, to become perfect.

Btw Aasimar, Peri-Blooded

general appearance and personality:

Sola Nym, roughly 2'9, Almost looks like a doll. She may appear small and weak, but that is not the case.

General Appearance

Although Vengeful and willing to win by any means, she keeps her word to those she feels are trustworthy. She becomes highly protective of those she trusts, though this does not stop her from taking joy in provoking, reactions whether good or bad from them. Cold and elegant are signifigant personality quirks of her's.

Liberty's Edge

Dotting for tonight. Thinking about someone similar to Bimpnottin, but not PFS-restricted.


I'd like to throw in my hat for this charming little pip, who was selected for a Kingmaker campaign that folded early into level one. I'm quite fond of his uplifting personality and tragic background. If the party is interested, I can level him up and adjust his stats appropriately. Although he has a roguish flair, being a bard he can cover any knowledge skills necessary.

Silver Crusade

I'll create an alias if I'm picked if that is ok.

I'd like to introduce Nimbrifil, a gnome Life Oracle.

Background:

Nimbrifil was born into a gnome family living just outside of Restov, a family that barely survived by whatever work they could get supplemented with the income from a series of minor con games and a bit of minor banditry.

Nim gained a few coins as a street performer and a few others by acting for various gangs as a very, very minor member doing the kinds of things a child could do that an adult would find harder.

From a very early age he had always been fascinated with the stories his parents told him of the first world and he took every chance to learn a bit more about it, talking to travellers and scholars alike

When his family was caught for their crimes and imprisoned he had to make his own way in life, alone except for his pet badger Grillvo. Grillvo became his only true friend and the bond between the two is very, very strong at this point.

As a gnome, and a small and weak one at that, his role in the bandit groups was far more as a spy than as an actual thug. He made friends with potential marks, he acted as a go between in town, etc.

He always tried hard to not REALLY hurt anybody, to choose targets who could afford it, to not kill people, to not work with murderers.

Until two years ago it looked like he was destined to follow a life of minor crime. Then he made a rather fateful mistake.

He was part of a party that raided a caravan. His part had been to join the party as a fellow traveller and drug the guards drink one evening, a job that he did to perfection. One of the occupants of the caravan was a person greatly favoured by Saranrae.

However, unknown to him this particular band had no interest in just robbing the travellers, they wanted to kill them all as an offering to a foul God that they served.

When the first guard who took the "drug" instead died, he realized his mistake and quickly warned the caravan and, as a result, saved it. Despite this, he was arrested as an accomplice to the murderers.

The Priest of Saranrae had seen clear proof in his actions that he could be redeemed and made Nimbrifil an offer. If he would sincerely attempt to redeem himself then he would arrange his release from the authorities.

Nim agreed to this offer. In exchange, Saranrae both Cursed and Blessed him. His skin became blackened as a sign of his previous sins, but he gained the powers to help others.

He quickly realized that the blessings far outweighed the Curse and he has embraced the faith.

He has spent the time since trying to basically redeem himself for his past crimes and to become a better man than he is.

Appearance:

A small, frail Gnome with blue hair and an apparently fire blackened skin

Personality:

Cheerful, fun loving with a good sense of humour and an almost endless repertoire of jokes, many quite bad and tasteless.

He is definitely a prankster at heart.

He is consciously trying to become a better person than he currently is. He has never been malicious but he is finding it hard to help others without reward. But he IS progressing in that way.

He is fiercely dedicated to Saranrae, convinced that she has taken a personal interest in him

He is very fiercely attached to his badger Grillvo and the latter is attached to him

Stats:

Nimbrfil the Blue Haired
Male gnome oracle 2 (Pathfinder RPG Advanced Player's Guide 42)
N Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 16 (+3 armor, +2 shield, +1 size)
hp 23 (2d8+10)
Fort +4, Ref +0, Will +4; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee dagger -5 (1d3-3/19-20)
Ranged light crossbow -2 (1d6/19-20)
Special Attacks channel positive energy 5/day (DC 15, 1d6)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—burning hands (DC 15), cause fear (DC 15), command (DC 15), cure light wounds, detect undead
. . 0 (at will)—create water, detect magic, guidance, mending, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 5, Dex 10, Con 18, Int 12, Wis 12, Cha 18
Base Atk +1; CMB -3; CMD 7
Feats Extra Revelation[APG]
Traits attached, brigand, extremely fashionable, fast-talker
Skills Acrobatics -3 (-11 to jump), Bluff +10, Diplomacy +9, Handle Animal +8, Heal +7, Intimidate +8, Knowledge (nature) +5, Knowledge (planes) +5, Linguistics +2, Perception +3, Perform (comedy) +8, Perform (sing) +8, Sense Motive +5, Spellcraft +5, Survival +5, Use Magic Device +8; Racial Modifiers +2 Perception, brigand
Languages Common, Giant, Gnome, Orc, Sylvan, Undercommon
SQ gnome magic, oracle's curse (blackened), revelations (life link, channel)
Combat Gear cold iron crossbow bolts (10), scroll of obscuring mist, obscuring mist, wand of cure light wounds (50 charges), healer's kit, smelling salts[APG]; Other Gear hide shirt, heavy wooden shield, dagger (2), light crossbow, spell component pouch, wooden holy symbol of Saranrae, badger, 36 gp
--------------------
Special Abilities
--------------------
Attached - Grillvo You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession,
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Fey Magic The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities
Fey Thoughts ] The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Life Link (2 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle/Oracle/Oracle Channel Positive Energy 1d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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

Grillvo the Badger
Badger (Pathfinder RPG Bestiary 2 40)
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d3), 2 claws +1 (1d2)
Special Attacks blood rage
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist
--------------------
Special Abilities
--------------------
Blood Rage (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, and -2 AC.
Burrowing (10 feet) You have a Burrow speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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alright here is my submission (so far)

character:

White Eagle (Paco)
image
Male human (Shoanti) shaman (witch doctor) 2 (Pathfinder RPG Advanced Class Guide 35, 113)
N Medium humanoid (human)
Init +3; Senses Perception +12

--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 22 (2d8+9)
Fort +1, Ref +1, Will +7

--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk spear +3 (1d8+1/×3)
Special Attacks hex (speak with animals)
Shaman (Witch Doctor) Spells Prepared (CL 2nd; concentration +6)
. . 1st—cure light wounds, entangle (DC 15), magic stone; charm animal[S] (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, guidance, stabilize
. . S spirit magic spell; Spirit Nature Wandering Spirit

--------------------
Statistics
--------------------
Str 12, Dex 12, Con 13, Int 12, Wis 18, Cha 11
Base Atk +1; CMB +2; CMD 13
Feats Totem Spirit - Shriikirri-quah (hawk Clan)[ISWG], Tribal Scars (Night Hunt)
Traits devotee of the green, pioneer, seeker
Skills
Acrobatics +2
Craft (jewelry) +7
Diplomacy +0
Handle Animal +5
Heal +9
Knowledge (nature) +7
Knowledge (religion) +5
Linguistics +2
Perception +12 (+14 with bird on head, +17 with bird on head and sight based and bright light)
Ride +8
Stealth +1
Survival +12 (+14 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Racial Modifiers +1 Survival
Languages Common, Elven, Shoanti, Sylvan
SQ heart of the wilderness, overprotective, speak with animals, spirit animal (Eagle named Elangomat), storm burst
Gear
potion of cure light wounds (2)
Vermin repellent [UE]
mwk hide shirt
mwk spear
wayfinder[ISWG]
Ball (2 in.)[UE]
Basic maps (major landmarks only)
Belt pouch
everburning torch
Flint and steel
Hip flask [UE]
Knife, utility (0.5 lb)
Marbles [APG]
Masterwork artisan's tools
Light horse
Bedroll
Bit and bridle
Blanket
Feed (per day)
Healer’s kit
Mapmaker’s kit
Mess kit
Riding saddle
Saddlebags
waterskin
29 gp, 7 sp, 2 cp

--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) you have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light you gain the Alertness feat while your familiar is within arm's reach.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Share Spells with Familiar can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (bird) Non-magically speak with the specified type of animal at will.
Storm Burst (3/day) (Su) as a standard action, foe in 30 ft treats all others as concealed for 1 rd.
Wayfinder (empty) a small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Familiar/animal companion:

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

Elangomat
Male Eagle (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +15

--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 11 (1d8)
Fort +2, Ref +5, Will +5

--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4-2)
Space 2 ft.; Reach 0 ft.

--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse
[b]Skills
Acrobatics +7 (-1 to jump), Fly +7, Handle Animal +0, Heal +4, Linguistics -1, Perception +15, Ride +4, Survival +4; Racial Modifiers +8 Perception
SQ improved evasion, spirit animal (nature)

--------------------
Special Abilities
--------------------
Attack Any Target [Trick] the animal will attack any creature on command.
Deliver [Trick] delivers item to indicated point or person.
Fetch [Trick] the animal will get a specific object.
Flight (60 feet, Average) you can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision see twice as far as a human in low light, distinguishing color and detail.
Spirit Animal (Nature) Move through undergrowth without harm/slowing & no Fly penalties up to windstorm strength.
Watch [Trick] Stands watch over designated area.

horse:

--------------------
Sikem
Horse (Pathfinder RPG Bestiary 177)
N 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
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
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
[b]Tricks
Attack, Attack Any Target, Come, Get Help, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6, Survival +1 (+3 to avoid becoming lost when using a Mapmaker's Kit as you travel)
SQ attack any target, get help, riding
Combat Gear healer’s kit; Other Gear bedroll, bit and bridle, blanket [APG], feed (per day) (2), mapmaker's kit [APG], mess kit [UE], riding saddle, saddlebags, waterskin (2)

--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Get Help [Trick] Attempts to bring back people it considers "help"
Low-Light Vision see twice as far as a human in low light, distinguishing color and detail.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Riding [Trick] the animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

His story:

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

Native Arcadian for spells:

Native Arcadian words:
Cure Light Wounds: Katu Milaz Uakas Hanisa
Calm Animals: Uakeisuitin Saptakatalksa
Detect magic: Iyakaza Mitau
Stabilize: Amolza Uepezese
Light: Innig Kaaus
Entangle: Ueletpese
Magic Stone: Pisue Mitau
Charm Animal: Sepeluise Uakeisuitin
Know Direction: Pelktkeg
Inflict Light wounds: Tesiiuiikse Milaz Uakas Hanisa
Speak with Animals: Tekeziekze Saptakatalksa
Bless: Talapozanaisa
Earth: Titokan

Good Morning: Ta'c meeywi, manaa wees?
bear: hiy'u m
bear, grizzly: x'axa c
buffalo: qoq'a lx
eagle, bald: sa'qant' yx s'a qan
eagle, common brown: te'qt
father: t'o t
feather (e.g., of eagles), tail: tu u'ynu
horse: s'ik'em
horse, appaloosa: m'a min
mother: i s

*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.

found here


Here's a link to my Character Sheet

It's where the actual numbers are anyway, I copy the feat selections, class abilities, and traits to the profile in full.

Picked the Noble Born trait for kingmaker, Basically the idea is she made friends with one of the younger Orlovsky children, Sola is offering to go for the family.

Additions to Backstory:

The girl remembered little of the man she called her father, but she loved him none the less. She had very little with her except an old rapier given by her father, she cherished it as a gift from him.

She traveled, using her child like appearance and skill with words to get by, using her magical talents only when needed. Wondering what to do with herself...She had very little clue of what path to walk to achieve her goals.

She carried several of her fathers old journals, dictating the many magical process, little things here and there about random places around the world, even small things about the gods and divine magic.


Here is my "crunch" submission, Arvanya the hex channeling witch. I'll work on her backstory this weekend.

A varisian outlaw, she will take the Brigand campaign trait.


@ Markov Wolfpelt

Hello there!

Here's my submission for a Half-Orc sorcerer type named Sajuk. I picked what I thought would be a good mix of bloodlines for a Crossblooded sorcerer archetype. Hope he can fit the bill for an arcane type in your group.

If he's accepted, I can quickly make an alias for him.

Let me know what you think of him one way or the other, if it's not too much bother. Constructive criticism and all that.

Thanks in advance!

Sajuk's Backstory:

The Early Life of Sajuk, the Half-Orc Sorcerer

Sajuk is a half-orc with mixed arcane talents of both the green draconic and earth elemental sorts. Born in the Stolen Lands, he grew up in the Brevoy capital of New Stetven. His mother and father, Agranaz and Búromisk, still live in New Stetven with his younger twin sisters, Rugoi and Yotoi.

While young, both Agranaz and Búromisk were captured as bandits and sold as slaves to Jararto, a wealthy and decidedly unhinged wizard. Jararto subjected both Agranaz and Búromisk to profoundly atrocious experiments. Which could explain how Sajuk came by his arcane talents.

Both Agranaz and Búromisk had made good their escape by time the head and hands of Jararto were found nailed to his laboratory doors. They escaped Taldan justice by making a living as trappers for several years in the Stolen Lands. After Rugoi and Yotoi had been born, the family moved to New Stetven. They now run a small smithy and keep themselves to themselves for the most part. Although they are not above accepting lucrative work as bodyguards for visitors to New Stetven.

Over several months Sajuk started having peculiar and vivid dreams about both dragons and animated humanoid stones. Both of which always spoke to him and glowed green. Although when he woke up, he could never remember what they said to him. He discovered his own arcane talents soon enough, though. While out buying supplies for his parents' smithy one day, he was set upon by some drunken youths. In the ensuing tussle, an acidic spray erupted from Sajuk's hands, giving one of his assailants nasty caustic burns and prompting them all to flee for their lives.

Sajuk then sought out a local sorceress, Siblenor, to help him control his newfound talents. She discovered Sajuk to be a bit slow on the uptake with learning new spells. At the same time, his potential with spells doing caustic damage is quite impressive and could be devastating, with enough experience.

Although Sajuk cannot truly understand his arcane abilities, he has discovered the thrill of adventuring. He has gone on some modest adventures already with Rugoi and Yotoi, who are both much more adept with weapons than magic.

While adventuring with his sisters, Sajuk discovered that he can see further in the dark than most half-orcs. Which is some compensation for being less robust than most half-orcs.

Now that he is of age, though, Sajuk wants to try making a go of things outside of his family and his few close friends. His family and Siblenor are ambivalent about it. They know all to well how dangerous adventuring is. But they also know how alluring, thrilling, and downright addictive dangerous thrill-seeking can be.

Sajuk's parents, and his friend Siblenor, have instilled in him good measures of self-reliance, caution, and fierce personal loyalty. But he is still young and can be naïve and brash at times. Having gathered a modest cache of supplies, Sajuk is now ready to set off to seek adventures on his own terms.

Sajuk's Personality:

Being a half-orc having lived his life surrounded by humans, Sajuk is normally quite amiable by nature. But he also has his moments of excessive pride that causes him to make a few social blunders.

He is loyal and supportive of his friends. But also prone to throwing the good adivice of others to the four winds.

Appearance:

Sajuk is short and stocky by human standards. He is solidly built, but not nearly so robust and impressive as most half-orcs. Including his own parents and sisters.

Like many half-orcs, his skin is olive green in colour. His eyes, though, are quite noticeable for being a light shade of green. Unusual for either humans or half-orcs. His unusual eye colour seems to accent his above average intelligence and strong force of personality.

Age: 18 years old
Height: 5'1" (155 cm)
Weight: 165 lbs (75 kg)
Hair: jet black
Eyes: light green
Skin: olive green

Sajuk's Crunch:

Statistics for Sajuk

Male half-orc sorcerer (crossblooded, wildblooded) 2 (Pathfinder RPG Ultimate Magic 69, 70)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort +1, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light mace +2 (1d6+1) or
dagger +2 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Sorcerer Spell-Like Abilities (CL 2nd; concentration +7)
6/day—elemental ray (1d6+1 acid)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 2nd; concentration +7)
1st (5/day)—color spray (DC 14)
0 (at will)—acid splash, detect magic, disrupt undead, jolt[UM], ray of frost, read magic
Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +2; CMD 13
Feats Eschew Materials, Reach Spell[APG]
Traits pioneer, reactionary, unbreakable hate
Skills Acrobatics -2 (-6 to jump), Bluff +7, Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +9, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +6, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7, Survival +2, Use Magic Device +8; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), orc blood, pride
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, scroll of comprehend languages (x2), scroll of grease (x2), scroll of infernal healing (x4), scroll of mage armor (x4), scroll of shield (x4); Other Gear crossbow bolts (10), dagger, light crossbow with 10 bolts, light mace, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen (3), journal[UE], mess kit[UE], paper (10), pot, scroll case, soap, spell component pouch, spider's silk rope (50 ft.)[APG], torch (5), trail rations (5), waterskin, 19 gp, 7 sp, 5 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Crossbow bolts - 0/10
Dagger - 0/1
Elemental Ray (1d6+1 acid, 6/day) (Sp) - 0/6
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Elemental Ray (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Primal (Earth) +1 damage per die for [Acid] spells.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.

Racial Traits (Half-Orc):
Which weren't in the Hero Lab output
• Acute Darkvision (90 ft)
• Skilled (+1 skill point/level)
• +2 to Charisma
• Intimidating
• Orc Blood
• Orcish Weapon Familiarity
• +1 spell, level 0, for FCB level 1 and 2

Extra Bits (that I hope I have right)
As I understand it, between his two bloodlines, he should get +2 damage per dice rolled on spells doing acid damage. Which would include the earth elemental bloodline bonus spells at levels 3 and 5. But he can't change a spell energy type either, unlike the regular elemental bloodlines.

That should mean that the lowly Acid Splash cantrip, for him, should do 1d3+2 damage. Which is probably the most damaging-dealing spell he can cast before reaching third level.


Knowledge/Skill character here from a dead game. Needs some retrofitting into Kingmaker, and a level up... but totally interested.


Interest!


Kevos Iola wrote:
Knowledge/Skill character here from a dead game. Needs some retrofitting into Kingmaker, and a level up... but totally interested.

Sorry, massive level down... but still...


I am Thessk and I am ready to journey through the Sstolen Landss.. For the Rillssong!!!


Dot! I'd love to play a Razmiran monk or a druid of some kind.


Background story is in


Changeling Druid 1 with the Fire domain, be happy to update her if chosen.

I've been looking for a Kingmaker game for a long time!


Updated gear purchases aaaaaaand should be ready for review :).


Alright! Looks like the earliest will be after Christmas day, possibly the following Monday at the earliest. Will keep you guys updated on who we will choose, and any other additions we will want into the group.

I'm just going to re-post the guidelines here with the amendment that was posted later.

  • 20PB
  • Two Traits, one being a Kingmaker trait - Can take a drawback for an extra trait
  • Unchained Background Skills okay
  • Only Pathfinder material
  • Start at Second level
  • Start with Second level gold
  • Knowledge and/or healing preferred.

Already have in group are:

  • A human magus
  • A half-elf rogue-swashbuckler
  • A skinwalker cavalier(me)


Jusst sso you know Thessks racial abilitiess come from the Paizo PRD

Paizo PRD Lizardman Stats


Updated her backstory to better include her traits and drawbacks. I've left her at level 1 in the profile.

Stats don't go up too much (Druid 2), happy to share if needed. Also, did not mention her horse, Char in my previous post(Pioneer campaign trait.)

Happy Holidays to you all, be merry and bright!

Liberty's Edge

Starfinder Superscriber

Who's the GM, if you're playing a cavalier?


The GM is Kenderkin after he took over from another GM that seemed to have disappeared.


So the characters that have applied so far are as follows.

  • Archae: Sola Nym, Aasimar Mesmerist
  • Brooklyn85: Olo Dudley, Halfling Bard
  • pauljathome: Nimbrifil, Gnome Life Oracle
  • Edward Sobel: White Eagle, Human Shaman
  • Something Wicked: Arvanya Pertovi, Human Witch
  • Xunal: Sajuk, Half-Orc Sorcerer
  • Dave Herman: Kevos Iola, Human Investigator
  • Tharasiph: Thessk, Lizardman Cleric
  • B.A. Ironskull: Mahdrig, Changeling Druid

So far it looks like we have...

  • Six possible healers.
  • Three people with possibly multiple knowledge fields.

Also, you don't need to make an alias to apply. Just make sure you post your character's stats and backstory when you apply. I know I would like to see a few more apply before we make our choice.


Certainly looks like a good spread of arcane talents!

Liberty's Edge

Starfinder Superscriber

I submit Orrik Greystone, Dwarven Diviner and Knowledge Seeker

Full character sheet here

Stat Block:

[pre]

======================================================================
Orrik Greystone, Dwarf Diviner 2
======================================================================
NG Male Humanoid (dwarf)
Init: +1 ; Senses: darkvision 60ft; Perception +1

----------------------------------------
Defense
----------------------------------------
AC: 15, touch: 11, flat: 14 (+4 Armor, +1 Dex)
HP: 12 (2d6+2)
Fort: +1, Ref: +1, Will: +4 (+2 vs. poisons, spells, SLAs)
Defensive Abilities: Defensive Training (+4 Dodge vs. giant subtype)

-------------------------------------------------
Offense
----------------------------------------
Speed: 20ft
Space: 5ft; Reach: 5ft
Melee: Warhammer +1 (1d8, x3), or
Dagger +1 (1d4, 19-20/x2)
Ranged: Light Crossbow +2 (1d8, 19-20/x2)
Special Attacks: Hatred (+2 attack vs. orc & goblinoid); Diviner's
Fortune (7/day)
Wizard Spells Prepared (CL 2, Concentration +8)
1st level -- Comprehend Languages, Mage Armor, Magic Missile, Air Bubble
0 level -- Read Magic, Detect Magic, Acid Splash, Prestidigitation
Arcane School: Diviniation (Opposition: Necromancy, Illusion)

----------------------------------------
Statistics
----------------------------------------
St 10(+ 0), Dx 12(+ 1), Cn 13(+ 1), In 18(+ 4), Wi 12(+ 1), Ch 8(-1 )
BAB: +1 ; CMB: +1 ; CMD: 11

Feats: Scribe Scroll, Eschew Materials

Skills: Knowledge (Arcana +9, History +9, all others +8),
Linguistics +8, Ride +2, Spellcraft +9, Survival +4

Languages: Common, Dwarf, Elf, Draconic, Hallit, Sylvan, Gnome

SQ: Stability, Stonecunning, Forewarned, Trait: Pioneer, Trait:
Focused Mind

Gear: (see full character sheet)
[/pre]

Background:

Orrik was born in Highhelm. His entire family had long been soldiers, working on the gates between the keeps in the Five Kings mountains and the entrances to the darklands. Like all dwarves, Orrik trained with axe and hammer, but his parents were disappointed when at a young age Orrik not only showed that he wasn't really strong enough to weild his weapons terribly effectively, but also that he was far more interested in the society and culture of the darklands creatures, and of the ancient secrets and stories of the vaults of Orv, than he was in actually fighting. Trying to make the best of it, they apprenticed him to Varn Delenscribner, a dwarven loremaster in Highhelm. There, Orrik was able to learn more about the lore of the whole world, eargly eating up the knowledge that was available to him. He also learned that he had some aptitude for magic, and trained as a wizard, focusing in divination.

During his studies, Orrik developed a fascination with the land of ancient Thassilon. The Runelords, the magic of Xin, and the magestic ruins that now dot Avistan all held a pull for him. But, also, he couldn't help but wonder just what it was that fell from the sky in the Rain of Stars, and what the strange stories coming out of Numeria were about. What's more, Earthfall destroyed more than just Thassilon, for it was just before Earthfall that the Elves all departed Golarion. Where did they go? What brought them back? And the Gnomes -- why did they flee here from the First World?

So many questions! Orrik wanted to know it all. After studying many years in Highhelm with Varn Dlenscribner, his master finally declared that Orrik was a journeyman wizard, and that the time had come for him to see the world. "There is only so much you can learn from poring through old tomes, and the tomes that adventurers bring you. Go out! See the world! Make contacts with peolple! Eastablish a place for yourself in the world. Become an adventurer, and then you can yourself uncover the ancient secrets of the world."

Varn recommended that Orrik head to the River Kingdoms, for it is said that there were elvish ruins there left over from before Earthfall, that had not been claimed by the elves since their return. He also suggested that Orrik visit Brevoy, for there is a very recent grand mystery there: what happened to the ruling house of the country?

And so, Orrik was given a horse to travel with, and found himself in Brevoy, and a little bit out of sorts. He spent some time trying to study ruins and find ancient sites on his own in the Stolen Lands, but found himself hiding from bandits more often than actually doing work. He'd always been in the library, he'd always had his studies, and he'd never had to actually find a place for himself in this life. Adrift a bit, and trying to find a place to fit in, when the call came to the people of Brevoy looking for somebody knowledgable to help those exploring the Stolen Lands, he jumped at the opportunity. Perhaps he might find some of the ancient elvish ruins of old! And... perhaps he might be appreciated for what he can bring.

Description:

Character Portrait

Orrik Greystone is thin for a dwarf, but not excessively so, and has the stocky appearance of his people. He dresses in robes, and often has a scroll tube and a book pouch hanging off of his belt. His brow is heavy as if he were always in concentration. His beard is combed straight and not braided, and comes to a point. His hair is black; he has two prominent widows peaks on his head, and the hair hangs down close to his shoulders in shaggy waves on either side of his head.

Personality:

Orrik can be gruff, like all dwarves, but engage his curiosity and he can quickly show childlike wonder. As a result, he tends to be a little bit clueless, often not showing the tact and discretion necessary for good interpersonal relationships. He finds it hard to understand that others are not necessarily as fascinated as he is by all forms of scholarship and knowledge, and sometimes forgets that some others do not think quite as fast as he does.

Orrik is not very religious. He reveres the entire dwarven pantheon, as a result of his upbringing. More recently, however, he has found himself attracted to the teachings of Nethys.

Character Goals:

Orrik wants to learn all the ancient secrets of the world, of course. For more temporal ambitions, he would love to have a mages' tower filled with tome and artifacs of his own, together with a phalanx of apprentices and underscholars to help him in his research. He also dreams of running a magic academy, and inducting others into the ways of magic and the study of lore, as he himself was inducted by his revered master Varn Delenscribner.

Disclaimer: I have GMed the first three books of Kingmaker before, and read the others. As such, I have spoiler knowledge. I will not spoil the game for other characters, and will keep character and player knowledge separate. I will strive to position Orrik in a "knowledge and magic support" role, rather than a primary decision maker role. (If we get to making our own kingdom, he will want to be the magister, not the king!)


Cool. I'll update it at a later date. Though I noticed that a lot of people are choosing Brigand and Pioneer. Guess a lot of former bandits and explorers want to set up shop in the Stolen Lands! :P Anyway, looks like there are some interesting backstories to those characters too! Can't wait to see others post and I am excited about when we get to choose!

So many to choose from! :)


I hope everyone had a safe and happy Merry Christmas yesterday! Wishing everyone well and may everyone have fun! :)

Remember, this coming Monday we might begin our choosing the characters that will get to join. So at least have your characters stats and backstory finished by then. Hope everyone has fun!


Season's greetings! Mahdrig is updated in her profile to level 2 and wealth.

The Unchained skills in her block are there for versatility (for recruitment purposes only), I've assigned all her skills otherwise.

Also included is Char, her horse, Char's alchemical weapons are actually in the packs, as the horse has no thumbs ;)

Mahdrig has a cache of 300 gp she will spend on potions or a wand that will suit the party, or convert to gems or gemdust for spells if chosen. She has upgraded to a cold iron scimitar but she won't engage unless necessary, so she's equally happy to lend it out.

Added Entangle to her spell list; her spell selection mirrors what she is most likely to memorize without any specific situation at hand.

Thanks in advance for the consideration!


I assure all applicants and players that I have long term games...

With staying power!!

My shackled city play by post AP...
Began Sept 2010
Posts in game 6,600+
PCs currently 8th level in The Demonscar Legacy

For an idea of my house rules and play style click on my alias....


This bodes well, I prefer games that progress and as a player do my best to aid in this pursuit.


Thessk likess a gm with sstaying power it givess him time to esstablish hiss character

Grand Lodge

Rasheed walked forward to the scroll, trying to decipher the fine writing. Attuned to the much more rudimentary works of workers and farmers, reading the request proved to be a challenge itself

"Praise be the Dawnflower, for She always lightens the path to glory. No more than 5 minutes ago I was without hope of finding new opportunities to shine Her blessings upon others... but now... I think this may be the trail to an adventure, could it be?"

Rolling to Sense Plot Hook: 1d20 + 4 ⇒ (8) + 4 = 12

Reporting in to be the resident healer of sorts. A man of both mercies. Slashing and Laying Hands aaaall night long


sounds good!


Looks like we are going to have applications open til after New Years due to Holidays and such. So check in regularly and we'll keep our eyes open. :)

Grand Lodge

Aaand Rasheed's backstory has been more or less changed, but definitely expanded. ^^

Healing Hands Backstory:

Son of a humble nurse from a far town and a travelling noble who only wanted to not sleep alone, Rasheed childhood was far from perfect. To those who say children are kind and pure hadn't met the bullies as Rasheed did. A 10 years old child doesn't know what "bastard" means, but he understand the offense behind the words.
His days passed as such, insulted by the rest of childs just to arrive home and find that his mother was still sitting near the kitchen, thinking about better days. Dying day by day.
The day Rasheed joined a gang was the day his mother didn't wake. She just lost the will to keep living and left him alone. His family became the street urchins and thugs, and he felt happy for the first time in years. His peers valued the knowledge of healing that Rasheed had picked from his mother and the child was also charming so they had good use for him. For his part, Rasheed thanked the fear that his allegiance inspired in his former bullies, and so the bullied became the bully.
But one day he and his friends tried to eat more than they could chew. They tried to steal the golden candlelights and idols from the local temple, thinking that the priests wouldn't be able to catch them. They didn't expect the paladins to be there.
Most of the urchins managed to escape but Rasheed and two others got caught. First came the verbal rebuke, then came the threat of punishment from the guards. In the end what made Rasheed change his life was the fact that the paladin wasn't angry, he was sad because of their choice of life. He wanted them to be happier, to have better lives.
He decide to repent and stay in the temple. He decided to help others to the best of his abilities.

Eight years of lessons and training later Rasheed was a fully fledged Paladin of Sarenrae. A force of good and redemption eager to help and heal, eager to redeem... and to cut down the unredeemable.
He left the town, travelling with caravans and acting as both a doctor and a guard. The life in the road wasn't easy, but the feeling of fullfilment made the choice worth it.

Rasheed has since been on the road. Since then he's been dispenssing mercy to every and all who need it: Either the long and caring mercy of healing for the wounded or the swift and abrupt mercy of blade to the unredeemeble.

How he arrived to Brevoy? That's a campfire story, a story he may tell you some day


Sounds good, wishing everyone a joyful New Year!

Contributor

Dotting, as I'll be applying within the next 24 hours with Milicent duFore, an Archivist Bard related to Brevoy's noble Orlovsky family much taken with scholarship, excitement, and adventure.

Contributor

Okay, then, here's my application with Millicent "Millie" duFore.

Stat Block:
Millicent duFore
Female human (Taldan) bard (archivist) 2 (Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 16 (2d8+4)
Fort +2, Ref +5, Will +2; +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron morningstar +2 (1d8+1) or
. . longsword +2 (1d8+1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], naturalist)
Bard (Archivist) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—charm person (DC 14), grease, silent image (DC 14)
. . 0 (at will)—detect magic, ghost sound (DC 13), prestidigitation, read magic, resistance
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 16, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Extra Performance
Traits noble born - orlovsky, seeker
Skills Appraise +7, Bluff +7, Diplomacy +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +9, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +9, Perception +5, Perform (sing) +8, Perform (wind instruments) +7, Sense Motive +3, Use Magic Device +8
Languages Celestial, Common, Giant, Goblin
SQ bardic knowledge +1, lore master 1/day, magic lore
Other Gear darkleaf cloth lamellar (leather) armor[UC], light wooden quickdraw shield[APG], blunted bolts (10), cold iron morningstar, crossbow bolts (10), light crossbow, longsword, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], parchment (6), soap, spell component pouch, torch (3), 2 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Magic Lore +1 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.

Background:
Millicent duFore is the third-born child of a comfortably off family, and technically a member of Brevoy’s nobility as her father’s people make up a cadet branch of the Orlovsky noble line. With two older brothers and two younger brothers, Millicent’s place as both the sole daughter and the middle child in a fairly traditional family would seem to have doomed her to a marriage of convenience and a life of estate management somewhere in the cold northeastern reaches of the nation.

Such was not to be the case, however, as from an early age Millie evidenced a flair for the dramatic, a strong and startling alto singing voice, and a keen mind for any area of study her voracious curiosity led her to. Her indulgent father soon found himself spending her dowry money on books, maps, musical instruments, and tutors of every subject from magic to swordplay, from history to religion. Millie’s four brothers were fiercely protective of her as she grew into a young woman who somehow found time to find trouble even with all her studies.

But it was her mother, the real leader of the family and a woman with more than a little “trouble” in her own past from the few youthful years she spent as an adventuring swordmistress, who finally set Millie on the path she follows now. Millie is an itinerant scholar, sometimes not wise enough to recognize her own limitations but undeniably intelligent and unquestionably brave. Her goals in answering the call to the Stolen Lands are to learn more about the geography and history of the area, to accumulate a little coin and a little experience, and, most of all, to test what her family has always assured her is her own limitless potential.


Olo Dudley, checking in! Stats are fully updated to level 2. Backstory included in profile.

Willing to shift around the Knowledge Skills in particular, to suit the party's needs and wants.

Happy New Year - wishing a halfling's luck upon you all ;)


Have a Happy New Year everyone!


Happy New Year!


So we got...

  • Archae: Sola Nym, Aasimar Mesmerist
  • Brooklyn85: Olo Dudley, Halfling Bard
  • pauljathome: Nimbrifil, Gnome Life Oracle
  • Edward Sobel: White Eagle, Human Shaman
  • Something Wicked: Arvanya Pertovi, Human Witch
  • Xunal: Sajuk, Half-Orc Sorcerer
  • Dave Herman: Kevos Iola, Human Investigator
  • Tharasiph: Thessk, Lizardman Cleric
  • B.A. Ironskull: Mahdrig, Changeling Druid
  • rknop: Orrik Greystone, Diviner Wizard
  • EmissaryOfTheNorth: Rasheed the Bright, Human Paladin
  • Christopher Rowe: Millicent "Millie" duFore, Human Bard

We will choose and hopefully we'll have an idea on who we want to join. :)


Sorry to say I'm going to have to withdraw. All the best, folks.


Hi again!

I just realized I had the wrong amount of cash for Sajuk for starting at level 2; I should have had another grand. Oh well. I just added a couple of extra goodies.

I also changed a couple of racial traits to make him a bit more useful.

Sorry for being a bit late on noticing that!

Sajuk Crunch (tweaked):
Sajuk
Male half-orc sorcerer (crossblooded, wildblooded) 2 (Pathfinder RPG Ultimate Magic 69, 70)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (2d6+2)
Fort +1, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20) or
light mace +2 (1d6+1)
Ranged mwk light crossbow +3 (1d8/19-20)
Sorcerer Spell-Like Abilities (CL 2nd; concentration +7)
6/day—elemental ray (1d6+1 acid)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 2nd; concentration +7)
1st (5/day)—color spray (DC 14)
0 (at will)—acid splash, detect magic, disrupt undead, jolt[UM], ray of frost, read magic
Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 17
Base Atk +1; CMB +2; CMD 13
Feats Eschew Materials, Reach Spell[APG]
Traits pioneer, reactionary, unbreakable hate
Skills Acrobatics -2 (-6 to jump), Appraise +6, Bluff +7, Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +9, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +6, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +6, Survival +3, Use Magic Device +7; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), orc blood, pride
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, scroll of comprehend languages, comprehend languages, scroll of grease, grease, scroll of infernal healing, infernal healing, infernal healing, infernal healing, scroll of mage armor, mage armor, mage armor, mage armor, scroll of shield, shield, shield, shield, wand of cure light wounds (50 charges), wand of infernal healing (50 charges); Other Gear dagger, light mace, mwk light crossbow with 10 bolts, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen (2), journal[UE], mess kit[UE], pot, scroll case, soap, torch (5), trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 327 gp, 8 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Dagger - 0/1
Elemental Ray (1d6+1 acid, 6/day) (Sp) - 0/6
Potion of cure light wounds - 0/1
Potion of cure light wounds - 0/1
Potion of cure moderate wounds - 0/1
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Elemental Ray (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Primal (Earth) +1 damage per die for [Acid] spells.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
--------------------

backstory (unchanged):
Sajuk is a half-orc with mixed arcane talents of both the green draconic and earth elemental sorts. Born in the Stolen Lands, he grew up in the Brevoy capital of New Stetven. His mother and father, Agranaz and Búromisk, still live in New Stetven with his younger twin sisters, Rugoi and Yotoi.

While young, both Agranaz and Búromisk were captured as bandits and sold as slaves to Jararto, a wealthy and decidedly unhinged wizard. Jararto subjected both Agranaz and Búromisk to profoundly atrocious experiments. Which could explain how Sajuk came by his arcane talents.

Both Agranaz and Búromisk had made good their escape by time the head and hands of Jararto were found nailed to his laboratory doors. They escaped Taldan justice by making a living as trappers for several years in the Stolen Lands. After Rugoi and Yotoi had been born, the family moved to New Stetven. They now run a small smithy and keep themselves to themselves for the most part. Although they are not above accepting lucrative work as bodyguards for visitors to New Stetven.

Over several months Sajuk started having peculiar and vivid dreams about both dragons and animated humanoid stones. Both of which always spoke to him and glowed green. Although when he woke up, he could never remember what they said to him. He discovered his own arcane talents soon enough, though. While out buying supplies for his parents' smithy one day, he was set upon by some drunken youths. In the ensuing tussle, an acidic spray erupted from Sajuk's hands, giving one of his assailants nasty caustic burns and prompting them all to flee for their lives.

Sajuk then sought out a local sorceress, Siblenor, to help him control his newfound talents. She discovered Sajuk to be a bit slow on the uptake with learning new spells. At the same time, his potential with spells doing caustic damage is quite impressive and could be devastating, with enough experience.

Although Sajuk cannot truly understand his arcane abilities, he has discovered the thrill of adventuring. He has gone on some modest adventures already with Rugoi and Yotoi, who are both much more adept with weapons than magic.

While adventuring with his sisters, Sajuk discovered that he can see further in the dark than most half-orcs. Which is some compensation for being less robust than most half-orcs.

Now that he is of age, though, Sajuk wants to try making a go of things outside of his family and his few close friends. His family and Siblenor are ambivalent about it. They know all to well how dangerous adventuring is. But they also know how alluring, thrilling, and downright addictive dangerous thrill-seeking can be.

Sajuk's parents, and his friend Siblenor, have instilled in him good measures of self-reliance, caution, and fierce personal loyalty. But he is still young and can be naïve and brash at times. Having gathered a modest cache of supplies, Sajuk is now ready to set off to seek adventures on his own terms.

appearance (unchanged):
Sajuk is short and stocky by human standards. He is solidly built, but not nearly so robust and impressive as most half-orcs. Including his own parents and sisters.
Like many half-orcs, his skin is olive green in colour. His eyes, though, are quite noticeable for being a light shade of green. Unusual for either humans or half-orcs. His unusual eye colour seems to accent his above average intelligence and strong force of personality.

Age: 18 years old
Height: 5'1" (155 cm)
Weight: 165 lbs (75 kg)
Hair: jet black
Eyes: light green
Skin: olive green

Liberty's Edge

Starfinder Superscriber

Looking forward to hearing the results....

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