GM Greaek's Kingmaker Recruitment


Recruitment

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I'm recruiting fora group to run through the Kingmaker AP
-Group: 4 players
-Starting Level: 1
-Stats: 25 point buy
-Gear: take the max for your class
-Background skills: Activated
-Hero points: Activated
-Traits: One (From the players guide)
-Sources: All official Paizo, no 4pp
-Due date: Wednesday June 18th
-Questions: Ask away


Depending on how my current submission for a Kingmaker game goes, I may apply here.

Shadow Lodge

Likewise


I'd really like to take the Medium class for a spin, so I think I'll submit a melee-focused Medium for this campaign.


I’ll apply. I’m thinking a rogue or ranger, but I may come up with something else. I’ll cook something up this weekend.


I would like to apply with an aasimar Cleric Herald Caller of Erastil. Still a lot work in progress.


I'm very interested in Using Hero Points. How would you feel about a character that took all the Hero Point related feats and was after all the Hero Point related items? I know the system is very GM-dependent so I wanted to check.


Dotting.


@SkaTalon that would be A-Ok with me


If I'm not accepted into the other game, I'm considering a Shifter of some kind. Something strength-based to rock faces with.

@DM Greaek - Why just one trait? I'm not trying to convince you otherwise, I'm just curious as to why so few.


I'm sorry I typed that on mobile and I hot the wrong button, 2 not one


I had a question before dotting are you hand waving the actual kingbilding becusse I know some people hate it or are you doing the king building ?


It depends on what the group wants


Similar to the others, I'm participating in another Kingmaker recruitment at the moment, but I'll be looking into making something entirely different for this one.


Since I'm not sure if I'm going to be able to apply here, I'm a little bit hesitant to ask but I wanted to see if anyone was considering doing a duo as a submission.

I'm thinking that if I go here, I'm going with a Weretouched Shifter focused in the Bear aspect. Maybe a cursed brother who was brought to druids for training to control his power or something.

PM me if you got ideas! I'm thinking of taking the Pioneer trait to represent him leaving the last place he was and starting over fresh.


Can we take a drawback for a third trait?


Yes


I have a question. I'm thinking about a Gnomish Barbarian (Mounted Fury)

Now it allows a small adventurer to choose a Pony or Wolf as a AC but deep in my Gnomish heart of hearts...that's too common for a Gnome. (Of course if you say no, I'll happily take Wolf.) Would you allow....a Giant Toad?


I find that hilarious and not too broken, so yes

Shadow Lodge

Thycaline is available in the region
They’re Tasmanian devils


Like most of the others, I too am interested if I don't get tapped for the other Kingmaker.

Above average point buy, so why not something MAD? Maybe monk or magus, those have been on my to do list.


Crunch for Gnomish Barbarian:

Tilladee Tabernacky
Male gnome barbarian (mounted fury) 1 (Pathfinder RPG Advanced Player's Guide 79)
CN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 size)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +2; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee greataxe +4 (1d10+3/×3) or
lance +4 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Power Attack
Traits armor expert, blackthorn rancher (lambreth), pioneer
Skills Acrobatics -3 (-11 to jump), Craft (weapons) +6, Handle Animal +5, Intimidate +4, Knowledge (nature) +6, Perception +8, Ride +1, Stealth +5, Survival +7; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Dwarven, Gnome, Orc, Sylvan
SQ fast rider, gnome magic, master tinker[APG], unlearned
Other Gear chainmail, greataxe, lance, backpack, bedroll, flask, flint and steel, waterskin (2), weapon cord[APG], whetstone, 14 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Fast Rider (Ex) The speed of any ridden mount increases by 10 ft.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.

Backstory and Fluff:

Tilladee Tabernacky was a bit too rough and tumble for gnomish society. He was prone to bouts of rage at the strangest things (at least to gnomish standards.) All this trying to find common ground, all this trying to coexist and be friends, all this curiosity about others...He wanted nothing to do with it. He didn't mind typical interest, but growing up in a Gnomish community is hard when you don't want to know everything about everyone.

He quickly left and set out on his own when be became of age and for a while was a wild and crazy hermit outside his village. It was perhaps after one too many nights that ended with him nicking food, hiding in someone's barn, freaking out and lighting something on fire and mooning the person who upset him that eventually led to him being outcast proper. At forty years old, he set out in the great outdoors proper. It was rough at first but he settled in surprisingly well. He found his own version of curiosity, eating pretty much anything he found. Of course this lead to numerous nights sick and feverish out of his mind but he didn't seem to mind come the next day.

It was with this knowledge, his ability to hunt and take on prey by himself, his ability to craft weapons, and more that eventually brought him late one night to a tavern in Restov. He sat there with his Dwarven sized ale, pretending he was a Dwarf (a lie no one believed), sharpening his "Dwarven War-Axe". The chance to enter the Stolen Lands and let loose some of the fury inside, to find new and strange things he shouldn't eat to eat, and to make some money called him to apply.

Every now and then the "Dwarf" was spoken to, asked about his abilities and his weapons. "Aye, I see you've got a great eye for me craftsmenship! What's that, this ain't no Great Axe...It's a Dwarven War Axe you fool! Of course it is, can't yeh tell it is. It was crafted by me, a Dwarf...for WAR, so what else would you call it! What, that old stick? Are you daft, who ever heard of a Dwarven War Stick. Nah, it's a Lance. What you mean it I should call it a Dwarven War Lance if I'm gonna call me axe a Dwarven War Axe? Now that's just crazy talk, whoever dun heard of something as stupid as that. Listen, you get your arse away from me or you bring me a drink. Yous giving me a headache and I'm close to showing you just what a Dwarf can do!" it can be heard even if you avoid eavesdropping on his talks.

The Gnome was obviously mad, after all who'd mistake a Gnome for a Dwarf. But despite his quirks, he seems quite skilled in how to wield his weapon and how to survive out and about.

Some highlights. He's racist against Gnomes. He pretends he's a Dwarf even in the face of crushing evidence. He has no ranks in Bluff and is a terrible liar, however he has ranks in Intimidate and Rage which makes people occasionally laugh nervously and pretend to believe him. He makes his own weapons (I thought about making a weapon using the WeaponMaster's Handbook rules...but I didn't. If he lives to level 2 and no one takes profession cook, he'll take a rank in it and make a Dwarven War Pan (provided the GM lets me make essentially a Greataxe that is bludgeoning with the rules. No one should want him to become the cook, read his backstory!

But I want him to ^_^


I've finally settled on putting up a Tiefling Bard hailing from the River Kingdoms--a brigand, a con man, a street rat, and a stalwart companion in battle. You can expect me to have crunch & backstory ready by Monday, at the latest.


Here's my Human Cavalier (Daring Champion) Submission. I'll have some background to go with in the next couple days.

Statistics:
Sophia Salinista de Surtova
Female Human Cavalier (Daring Champion) 1 (Pathfinder RPG Advanced Class Guide)
NG Medium Humanoid (Human)
Init +6; Perception +0
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, + 1 Shield)
hp 12 (1d10 +1 Con +1 FCB)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +5 (1d6+4/18-20 ×2)
Space 5 ft.; Reach 5 ft.
Ranged Light Crossbow +5 (1d8/19-20 x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16
Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Features
Order of the Eastern Star (Pathfinder RPG Occult Adventures)

Edict: The cavalier must preserve the secrets of her order while acting to protect civilization against occult threats. She must thwart the schemes of otherworldly horrors and must give her order a full accounting of any potential threats.

A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to her class skills. She can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If she has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 her cavalier level (minimum +1).

Challenge 1/day: +1 to hit, +1 damage, +1 AC (dodge) +1 saves vs. attacks and abilities of Challenge (insight), -2 AC vs. attacks not from Challenge

Tactician 1/day: As a standard action, the cavalier can grant bonus tactician feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

Champion’s Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
Feats
Weapon Fucus: Rapier (Level 1)
Fencing Grace (Human Bonus Feat)
Paired Opportunist (Tactician Bonus Feat)
Psychic Sensitivity (Order of the Easter Star Bonus Feat)
Traits
Noble Born: Surtova (Campaign): +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.

Reactionary (Combat): +2 trait bonus on initiative checks.

Civilized (Social): +1 trait bonus on Knowledge (Nobility) and Knowledge (Local). Knowledge (Local) is a class skill.
Drawback
Family Ties: Surtova
Skills
Bluff +6, Diplomacy +6, Knowledge (Local) +7, Knowledge (Nobility) +4, Knowledge (Planes) +6, Perception +1, Sense Motive + 4
Languages
Aklo, Common, Sylvan
Gear
Buckler, Chain Shirt, Light Crossbow w/ 40 bolts, Rapier, Sap, Banner (House Surtova), Backpack, Bedroll, flint and steel, waterskin (2), whetstone, Mirror (Small, Steel), Rope (silk, 100 ft), Signal Whistle, Trail Rations (10 days), Torches (4), Donkey, Saddlebags, 63 gold, 2 copper

If anything looks out of place, do let me know!

-Zorblag R`Lyeh


Sorry, missed the Background Skills. Here's the update!

Statistics:
Sophia Salinista de Surtova
Female Human Cavalier (Daring Champion) 1 (Pathfinder RPG Advanced Class Guide)
NG Medium Humanoid (Human)
Init +6; Perception +0
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, + 1 Shield)
hp 12 (1d10 +1 Con +1 FCB)
Fort +2, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +5 (1d6+4/18-20 ×2)
Space 5 ft.; Reach 5 ft.
Ranged Light Crossbow +5 (1d8/19-20 x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16
Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Features
Order of the Eastern Star (Pathfinder RPG Occult Adventures)

Edict: The cavalier must preserve the secrets of her order while acting to protect civilization against occult threats. She must thwart the schemes of otherworldly horrors and must give her order a full accounting of any potential threats.

A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to her class skills. She can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If she has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 her cavalier level (minimum +1).

Challenge 1/day: +1 to hit, +1 damage, +1 AC (dodge) +1 saves vs. attacks and abilities of Challenge (insight), -2 AC vs. attacks not from Challenge

Tactician 1/day: As a standard action, the cavalier can grant bonus tactician feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

Champion’s Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
Feats
Weapon Fucus: Rapier (Level 1)
Fencing Grace (Human Bonus Feat)
Paired Opportunist (Tactician Bonus Feat)
Psychic Sensitivity (Order of the Easter Star Bonus Feat)
Traits
Noble Born: Surtova (Campaign): +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.

Reactionary (Combat): +2 trait bonus on initiative checks.

Civilized (Social): +1 trait bonus on Knowledge (Nobility) and Knowledge (Local). Knowledge (Local) is a class skill.
Drawback
Family Ties: Surtova
Skills
Bluff +6, Diplomacy +6, Handle Animal +6 (Background), Knowledge (Local) +7, Knowledge (Nobility) +4 (Background), Knowledge (Planes) +6, Perception +1, Sense Motive + 4, Stealth +5
Languages
Aklo, Common, Slyvan
Gear
Buckler, Chain Shirt, Light Crossbow w/ 40 bolts, Rapier, Sap, Banner (House Surtova), Backpack, Bedroll, flint and steel, waterskin (2), whetstone, Mirror (Small, Steel), Rope (silk, 100 ft), Signal Whistle, Trail Rations (10 days), Torches (4), Donkey, Saddlebags, 63 gold, 2 copper


-Zorblag R`Lyeh

The Exchange

If I am not tapped for the other game i’ll Be submitting Marcus Tamarin of house Medyved (his father married into the family from a minor noble house in numeria)
I am quite interested in kingdom building and interacting with political intrigue. Marcus here is looking for either ruler, spymaster or magister, with current plans going for spymaster

If I am chosen for this game and not the other, to match the higher point buy i’ll Increase intelligence and Charisma by 1

Ok so Kitsune Bard (thunderstriker) so he should be good in both the intrigue part and the wilderness part with a charisma and skill focus and a bonus equal to half my level on 3 nature related skills

Motivation:
he joins the expidition as a map maker who wants to “bring people to the wild places” and who just loves to explore and see new things, but he has ambitions beyond that. Sick of he and his siblings being forced to hide their shape and pretend to be human he sympathizes with the various monster races and intends to build a nation where they are fee and safe
kingdom plans:

Marcus plans to open a bar/inn he will name The Tall Tail Inn that he will use as his base of operations, i’ll use downtime rules to make the thing so long as I get to be the one running said bar. He will claim to be the liaison from whatever merchant guilds are on the council (being a land/business owner himself) but will mostly use his bar as a way to gather information with his real role as the Spymaster (or Possibly Magister). He’ll also use fox shape to get into places where a person would be suspicious


Submitting for a MT.

Only got a little ways into the previous game and it died.

Will take me a couple of days to stat him up to your specifications.
1st time using hero points, so will need a reminder about them.


theasl here. Going to dust off an old character that hasn't seen action before. She's a noble-blooded but quite not noble-behaving ranger with latent draconic magic. Will quickly multi into sorcerer and go dragon disciple, because why not. Should be fixed up and ready to go, let me know if you have any questions or issues.


Told ya I'd get it done by Monday. :)

Dragoncat here, with his application: Mach Star, a bard built for battle & banter!


Always wanted to play Kingmaker and the kingdom building. This is my first time here on the forums, but I have experience in PF F2F and R20 as well as Shadowrun PbP.

Applying with Shontar Hadove, a long-lived Half-elf Investigator from Restov. He may be old, but what he lost in reflexes he makes up with experience and knowlegde. All his life he was searching Brevoy for the rumoured surviving elven ruins in order to prove worthy to his ancestors. But maybe there is more to find in the Stolen Lands... Shontar was never one for wealth but the search for truth and knowledge. He always just got by with various jobs never staying too long in one place if it rendered lean on secrets.

Shontar would be a perfect Magister or Treasurer, if this roles need to be filled, but would also be willing to use his extraordinary observation skills as the kingdom's spymaster. His team role will obviously be the skill-monkey but also a support melee.

Edit: I chose old age, but as per PFS rules didn't adjust ability scores. Btw, one trait is harsh :)


I changed it above
And take the mods


I'm gonna toss my hat in the ring and try out with a Sword Binder wizard, a young Swordlord aspirant using magic and a dueling sword with dreams of developing his own style of swordplay! If only to rub his uncle's nose in it!

"The mind is like the blade: keep it sharp, and you never need to fear your enemy."

Crunch:
Adrac Rhaddyn
Male Human Wizard (Sword Binder)
NG Medium Humanoid (Human)
Deity: Nethys Homeland: Brevoy

Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 13 Touch 13 Flat-footed 10
HP 10/10
Fort +2 Ref +3 Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee MWK Aldori Dueling Sword +4 (1d8+2/19-20)
Special Hand of the Apprentice 6/day +6 (1d8+3/19-20) 30'

Spells
1st - Mage Armor, Magic Missile
0th - Ray of Frost, Detect Magic, Dancing Lights
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 16, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 1
Feats EWP (Aldori Dueling Sword), Point Blank Shot, Toughness
Traits Sword Scion, Seeker
Skills
(1) Kn. Arcana +7
(1) Kn. Local +7
(1) Kn. Nature +7
(1) Kn. Religion +7
(1) Perception +6
(1) Spellcraft +7
Background Skills
(1) Appraise +7
(1) Kn. Nobility +7
Languages Common, Undercommon, Draconic, Sylvan
Combat Gear MWK Aldori Dueling Sword
SQ Arcane Bond (Aldori Dueling Sword)
--------------------
Equipment
--------------------
Backpack
-Bedroll
-Blanket
-Rope, hempen (50 ft)
-Soap
-Trail rations (5 days)
-Waterskin

Background:
The nephew of a Brevic Swordlord, Adrac has long idolized the skills and position his uncle occupies. Ever eager to live up to his uncle's name, Adrac began training with in the arts of the Aldori fighting styles as soon as he was old... yet, he could never quite perform to his uncle's satisfaction. Always just shy of making the grade, Adrac repeatedly failed his training tests, to the point that his uncle warned him that if he failed again, it would be his last chance at ever trying to enter the ranks of the Swordlords again.

Withdrawing shamefully from his teachings, Adrac refused to give up. Ever a believer that both mind and body should work together to achieve personal perfection, Adrac turned to more academic ways of pursuing his goals, and learned of a style of training that might suit him better: the legends of the Sword Binders. In the time of Aroden, wizards were taught to embrace martial practices in addition to their academic pursuits in their search for the peak of human accomplishment. Adrac studied these arts further, learning to blend his teachings from his sword training with his love of arcane studies. His confidence renewed, Adrac returned to show his uncle his progress... only for his idolized relative to spit in his studies and declare that Adrac's methods were nothing more than a cheap and pale effort to imitate the physical perfection that the art of the Aldori Dueling Style had achieved.

This slight was the last straw on both Adrac's pride and his dreams. All of his hard work had been declared invalid and cheating! In his frustration, Adrac no longer sought to join the ranks of the Swordlords. If his uncle's assessment of his skills was any indication, he had no place among them. No... he would seek to surpass them! He would push himself beyond his limits and develop his own style of fighting! One that demanded the very best of both magic and swordplay! If Aldori could make his name renowned throughout all of Brevoy, Adrac would surpass him and develop a style that was nigh legendary throughout all the Inner Sea!

And he just might have his chance at doing so! A charter for an expedition into the Stolen Lands was being passed around, and to Adrac, these are the perfect chance to test his mettle as a swordsman in a real world environment! Signing up as soon as he could, Adrac seeks to hone his skills in the Stolen Lands, perfect his style of combat, and return to his uncle and the other Swordlords triumphant!

Shadow Lodge

a wizard who wants to be a sword lord
that's hilarious.
I love it


1 person marked this as a favorite.
Lord Foul II wrote:

a wizard who wants to be a sword lord

that's hilarious.
I love it

Believe it or not, this was my third concept. My first was a drake rider cavalier who believes he is descended from Choral the Conqueror himself. But someone sniped both the cavalier and dragon magic concepts.

Then, I was going to go with an old age Huntmaster Archer cavalier with a dog who was coming out of retirement, but someone grabbed the old guy idea too!

So I finally went with a concept so suboptimal, nobody else would think to take it. I know you don't have to avoid concept overlap, I just like to stand out from the crowd. Regardless of how optimal it may be. And it has led to some of my more fun characters, so... I figured I'd roll out something else stupid... And it didn't turn out too badly!


Presenting Jerrik Hagen for your consideration.


Adrac Rhaddyn wrote:
Lord Foul II wrote:

a wizard who wants to be a sword lord

that's hilarious.
I love it

Believe it or not, this was my third concept. My first was a drake rider cavalier who believes he is descended from Choral the Conqueror himself. But someone sniped both the cavalier and dragon magic concepts.

Then, I was going to go with an old age Huntmaster Archer cavalier with a dog who was coming out of retirement, but someone grabbed the old guy idea too!

So I finally went with a concept so suboptimal, nobody else would think to take it. I know you don't have to avoid concept overlap, I just like to stand out from the crowd. Regardless of how optimal it may be. And it has led to some of my more fun characters, so... I figured I'd roll out something else stupid... And it didn't turn out too badly!

I'll be honest, that sounds like a hilariously awesome way to play a wizard. :)


There's probably no way you can fail a wizard. At the end you do have 9th level spells.

Since I love looking at other people's concepts, I lurked through everyone's applications.
My favourite party so far would be called "The Wanna-bes" :
Tilladee, the wanna-be dwarf,
Floria, the wanna-be dragon,
Shontar, the wanna-be Indiana Jones and
Adrac, the wanna-be sword lord.


Here is my submission for the Kingmaker game. I hope it is up to snuff! If there are any questions, please let me know :)

The Crunch:
Dario Zuz
Male Human Swashbuckler (Inspired Blade)
CG Medium Humanoid (Human)
Init: +4 Perception: +4/+2 with visual perception
--------------------
Defense
--------------------
AC 19 TAC 14 FF: 15
HP 10/10 Fort +2 Ref +6 Will +2
Special Defenses:
Irrepressible - You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
--------------------
Offense
--------------------
Melee
rapier +6 (1d6+4/18+/x2)
dagger +5 (1d4/19+/x2)
Ranged
dagger +5 (1d4/19+/x2/10ft)
sling +5 (1d4/x2/50ft)
Speed 30 ft.
--------------------
Statistics
--------------------
Str10 (+0) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
Base Atk +1 CMB +1 CMD 15
Feats Weapon Finesse, WF: Rapier, Fencing Grace, Iron Will
Skills Acrobatics +5 (1), Kn: Local +6 (1), Kn: Nobility +6 (1), Perception +4 (1), Diplomacy +6, Bluff +6 (1), Intimidate +8 (1), Climb +4 (1), Swim +4 (1), Perform: Strings +6 (1)
Languages: Common, Sylvan, Draconic, Elven
SQ: Skilled, Bonus Feat
Traits Brigand, Irrepressible, Oblivious, Adopted (Intimidating, Half-Orc)
Favored Class: Swashbuckler - +1 Skill
Combat Gear: chain shirt (+4 AC, +4 Max Dex, -2 ACP), mwk buckler (+1 AC, 0 ACP), rapier, dagger, sling, 20 bullets
Mundane Gear: mwk backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, viola, 9gp, 9sp, 10cp
Magical Gear:
--------------------
Special Abilities
---------------------
Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
-Derring Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry And Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
---------------------
[spoiler=Background]The bastard child of a tavern wench who left him somewhere in the woods to die, you would've never thought that he would grow up to be the man that he was today. While his tiny voice screamed through the forest, he was discovered by a duo of half-orcs by the name of Thusk and Terai Zuz. The two brigands looked down at the innocent child. A short discussion between the two of them ended with Thusk having a black eye and Terai carrying her new son into the forest with her.

Life was unusual, being the adopted child of a pair of half-orc bandits, especially when their actual children decided to give him a proper Orcish childhood. Life was rough out in the woods and Dario quickly had to learn to survive as part of the Cold Ridge Bandits. They were tough, vicious fighters and rogue among their number and Dario struggled to find where he belonged. Among the rough, he found his niche by being the smooth talker among them. You didn't need to be strongest or fiercest to become skilled. Dario could not fight just fiercely; he needed to be clever, intelligent, to predict what his enemies would do. After watching a nobleman fight off four of their best fighters with a rapier, he found his weapon of choice and the path he would descend upon.

At first, he was mocked by the others for the simple and elegant blade. It was no falchion, no broadaxe, no greatsword. Yet with a sharp wit and a sharper blade, Dario continued to grow in skill and technique. He gained a reputation even as a romantic; charming women of their coinpurses and embarrassing their husbands. Where his brothers and sisters were strong, he was quick. Where they were forceful, he was smooth. His continued success as a brigand slowly led to a change of culture as he taught the others; to spare a life meant less of a chance of being hunted. If merchants had to choose between dangerous routes, they'd go down the one they were sure they would survive in.

This slowly caused a schism though between those who believed in Dario's vision and those who followed their original leader; a cruel half-orc by the name of Aka Koshky. The fierce barbarian had grown to hate the new upstart and secretly planned for ways to be rid of him. As Dario and his siblings planned for an ambush, the guards protecting the carriage turned the tables on them and attacked. Friends that Dario had been raised with and his own adopted brother, fell to the caravan guards to ensure his escape. Returning to their hideout, Dario had tried to rally the men and women to rescue their captured comrades. Yet Aka had no intentions of doing so in any way. Angered by his survival, Aka flew into a rage and nearly killed Dario if it was not for both his mother and father intervening. Shouting for him to go, Dario fled into the forests and left the only place he had ever known behind.

While wandering through the southern parts of Brevoy, distracted and alone, he came across a poster in one of the many villages that was looking for able-bodied adventurers to explore the Stolen Lands. Sensing a new chance at adventure and a chance to make himself out as something more than just an average brigand, Dario took off to take part of the expedition south into the Stolen Lands.


Appearance:
Dario Zuz is a lithe, young man who stands at 5'7 and weighs approximately 170lbs. While not particularly muscular, his body is fit and toned and his grace is evident in how he walks and the overall athletic build that he has. His hair is a clean and neat blonde that he usually keeps tied back in a ponytail, his eyes complimenting it as a dark blue. He dresses in a shoulder cloak made from simple cotton and lined with wolf fur, underneath is a brown tunic with a white blouse beneath. His chain shirt is usually worn between the blouse and a thin shirt, out of sight and out of his opponents mind. He keeps a buckler strapped to his wrist when he expects trouble and a fine, albeit simple, rapier on his side. His dagger is kept strapped behind his back underneath the cloak and his sling hangs from his hip along with his bullets.

At most times, he seems jovial if distracted. Prone to daydreams, Dario's eyes seem to be a million miles away when he is not being kept focused on the present. When things become serious though, he becomes quite focused and proactive, though his oblivious nature causes him to not always act on the information around him. When angered, his smile becomes as cold as a Winter Queen's heart and is vengeance is swift and merciless. Most of the time though, he tends to appear like a boy who never quite grew up despite having been a rather successful bandit.


Personality:
Dario is a daydreamer and always has been; he longs to be more than what he is now. He fancies himself the hero of many tales that he has read as a young boy, stolen from the carriages of women and men who were robbed by his parents. Kind, gentlemanly, if a bit of a wiseass and a flirt, Dario wishes nothing more than to be the celebrated hero that those stories provide.

When angered though, his rough upbringing comes to bear. Like his adopted parents, Dario knows how to give off an intimidating presence and make those who get in his way know better. Coupled with a vicious wit and dagger-like tongue, more than one foe has been embarrassed by him before their defeat.


Rulership Role:
Being particularly good at Dexterity, Dario's natural fit is either as Spymaster, Marshal, or Royal Assassin. However, his Intelligence and Charisma will always never be too far behind, letting him fit any role from Ruler to Treasurer. It all depends on what people want and need.

Party Role:
As a Swashbuckler, Dario is an excellent close range combatant and a face for the group. His skills will allow him to keep up with wilderness exploration and his skills afterwards will certainly proof useful for everyone further on.


Right, here's the submission of Sophia Salinista de Surtova, now with Background!

Statistics:
Sophia Salinista de Surtova
Female Human Cavalier (Daring Champion) 1 (Pathfinder RPG Advanced Class Guide)
NG Medium Humanoid (Human)
Init +6; Perception +0
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, + 1 Shield)
hp 12 (1d10 +1 Con +1 FCB)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20 ×2)
Melee Sap +2 (1d6+1/x2, non lethal)
Space 5 ft.; Reach 5 ft.
Ranged Light Crossbow +5 (1d8/19-20 x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16

Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features

Order of the Eastern Star (Pathfinder RPG Occult Adventures)

Edict: The cavalier must preserve the secrets of her order while acting to protect civilization against occult threats. She must thwart the schemes of otherworldly horrors and must give her order a full accounting of any potential threats.

A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to her class skills. She can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If she has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 her cavalier level (minimum +1).

Challenge 1/day: +1 damage, +1 AC (dodge) +1 saves vs. attacks and abilities of Challenge (insight), -2 AC vs. attacks not from Challenge
Tactician 1/day: As a standard action, the cavalier can grant bonus tactician feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats.

Champion’s Finesse: At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.

Feats

Weapon Focus: Rapier (Level 1)
Fencing Grace (Human Bonus Feat)
Paired Opportunist (Tactician Bonus Feat)
Psychic Sensitivity (Order of the Easter Star Bonus Feat)

Traits

Noble Born: Surtova (Campaign): +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon.

Reactionary (Combat): +2 trait bonus on initiative checks.

Civilzed (Social): +1 trait bonus on Knowledge (Nobility) and Knowledge (Local). Knowledge (Local) is a class skill.

Drawback

Family Ties: Surtova

Skills

Bluff +6, Diplomacy +6, Handle Animal* +6, Knowledge (Local) +7, Knowledge (Nobility)* +4 , Knowledge (Planes) +6, Perception +1, Sense Motive + 4, Stealth +5

Languages

Aklo, Common, Slyvan

Gear

Buckler, Chain Shirt, Light Crossbow w/ 40 bolts, Rapier, Sap, Banner (House Surtova), Backpack, Bedroll, flint and steel, waterskin (2), whetstone, Mirror (Small, Steel), Rope (silk, 100 ft), Signal Whistle, Trail Rations (10 days), Torches (4), Donkey, Saddlebags, 63 gold, 2 copper

Background:
Born to a minor branch of the Surtova family, Sophia has always felt their shadow loom large in her life. Raised in the small township of Westford as the middle child of three, she and her brothers were kept at a cold distance by their main family cousins the few times they interacted. Her parents clearly knew this, and obviously received the same treatment themselves, but instilled a fierce Surtova family loyalty in all their children nonetheless.

Life as a child was easy, compared to the commoners around her, and Sophia never wanted for food or other necessities, but she always felt herself alone. Her parents were seldom around as they were apparently useful and often sent on family errands to ensure that various Surtova schemes came to fruition. Her brothers, seeing the way their cousins treated them, treated the townsfolk in kind and grew callous and unpleasant young. Sophia kept away from them as much as she could and spent her time in their manor’s library, learning all she could about the Surtova and other nobility, or in the stables with the few horses her family kept, her closest companions.

When she was 14 a wandering herald by the name of Korlick came to call on Westford, and was offered lodging in Sophia’s family Manor as was fitting a visitor of his station. In the two weeks he stayed Sophia found a him charming, erudite, knowledgeable about the Political intrigue of Brevoy, and open to meaningful conversation about topics she had never had the chance to discuss with others. He opened her eyes to the grittier and grander side of life that her books had somehow left out. He in turn found an intelligent young woman languishing in a life that seemed to offer no outlet for her potential, so when it was time to leave, he invited her to seek him out should she ever decide to set out on her own. He provided a list of places she might enquire about him that should lead her to him were she diligent in the search.

Three years later her parents failed to return from one of their errands. Sophia’s elder brother, Trevan, referred to as “the Hooligan” when he wasn’t around inherited the manor, and the Salinista de Surtova’s standings in the Surtova family fell almost immediately. Trevan took this out on everyone around him, apparently certain that it was anyone’s fault but his own. Sophia lasted by two months in this new state of affairs before heading out in the middle night with one of her families few fit horses and the supplies she naively assumed would be required to survive on her own in search of one of the contacts Korlick had provided.

Her journey outside the Township was harsh, but she learned quickly, and her natural charm and wit were of great assistance. Eventually, her contacts did lead her to the last place that Korlick had been, but Rolloq the Stout, the Dwarven warrior who had been Korlick’s traveling companion, had dire news to share. Sadly it was too late to meet him, as he had been killed in an attempt to warn the local militia of a rampaging fey threat. His message got through, but he did not.

Fortunately, Korlick had spread the word of Sophia among his colleagues, and despite her disappointment at learning that her quest to find the closest thing to a friend she had known for the last decade, however fleetingly, had been in vain, there was a silver lining. Rolloq was able to induct Sophia into the network of spies, scouts, warriors and sages of the Order of the Furled Sail, a secret society committed to keeping the realm safe from supernatural threats where ever they might arise, that Korlick had been a member off.

Sophia trained with Rolloq and others for the next year in the martial, social, and otherwise that she would need to be an agent of the Order. She learned to use a rapier, her reflexes and her tongue to at least have a chance to overcome what obstacles might arise in field mission.

She is now being sent out to join the Explorers, using her Surtova name as a way to gain entrance. Her task, outside of that of the Explorers in general, will be to scout for any general threats, and Fey threats in particular, which might be a danger to the lands beyond what the Expedition would be able to contain on their own. If she can deal with it herself that’s all well and good, but if not she is to send a message back to Order of the Furled Sail so that they can use the advanced information to set up the appropriate containment or defensive measures.

Sophia also feels her ties to her family, both her brothers and the Surtova family in general, hanging heavily on her of late. She has chosen not to return to, or seek out news of Westford. She is not ready to confront that part of her past just yet.

Forgoing her prized horses for a simple pack donkey for the trip, Sophia sets out with grim determination to make some difference in a largely unforgiving and uncaring world.


If you have any questions, do ask! I'll also be happy to take input or make tweaks if needed.

-Zorblag R`Lyeh


Is it too late to try to join? I've wanted to play Kingmaker for a while now and have a character concept in mind that I pcan put onto a character sheet by the end of today (probably a changeling witch or sorcerer).


Not too late at all


Hm, I guess I'll try devising a character - is the due date still tomorrow? And is that for a concept or for a full on character?


Full on character due tomorrow


DM Greaek wrote:

I changed it above

And take the mods

I had to switch to Elf, which doesn't bother me at all and doesn't change the character really. But I found out that age mods are cumulative, and that wasn't feasible.

So, well, this is Shontar as introduced by Ellioti.


Gotcha. I should get to work, then.


Here is Skatalon's submission: Zelos the Cleric of Gorum

Background and stats in the profile.
Edit: character creator populated feats incorrectly. Now fixed.


Ashtu Kalgrim, a dwarf of unique propensity.

Da Crunch:
Ashtu Kalgrim
Male Dwarf UC Monk (Serpent Fire Adept) 1
Lawful Neutral Medium Humanoid (Dwarf)
Init+1; Senses Dark Vision 60 Ft, Perception +7
Unstoppable and Stoic Negotiator Alt Traits
--------------------
Defense
--------------------
AC13, touch 13, flat-footed 12 (+3 Wis, +1 Dex, -1 Vow)
hp16 (1d10+3+3)
Fort+6, Ref+4, Will +6
--------------------
Offense
--------------------
Speed20 ft.
RangedShuriken X20 (1d2+1/x2)
Dagger (1d4+1 /19-20x2)
Melee Fists (1d6+1/x2)
Nine Section Whip (1d8+1/19-20X2)

--------------------
Statistics
--------------------
Str12 (+1), Dex13 (+1), Con16 (+3), Int 14 (+2), Wis16 (+3), Cha12 (+1)
Base Atk+0; CMB+1; CMD12

Feats Chakra Initiate, Psychic Sensitivity, Improved Unarmed Strike, Iron Will, Toughness

TraitsHonored Fist of Society (+1 Ki), Grounded (+1 Ref, +2 Acrobatics to balance), Indomitable Faith (+1 Will)

Drawback: Effect: Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item).

SkillsCraft: Acrobatics +5, Appraise +6, Diplomacy +7, Heal +7, Knowledge Religion +6, Perception +7, Profession: Merchant +9, Sense Motive +7

LanguagesCommon, Dwarven, Orc, Undercommon

SQ

Occult Skill Unlocks:

Faith Healing:
You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself
Restore Vitality: You suppress ability damage. You perform a 1-hour ceremony, after which you attempt a Heal check against the DC of the effect that caused the ability damage.
If you succeed at the check, you temporarily suppress 1 point of ability damage for 1 hour, plus 1 additional point and hour for every 5 by which the check result exceeds the DC. A creature can benefit from this treatment no more than once per day.
Suspend Affliction: You treat one curse, disease, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Heal check. If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Heal check. If the result of the check is at least double the DC of the original affliction, the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.

Hypnotism:
Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Action: Hypnotism takes 1 minute of calm interaction.

Prognostication (Palm Reading, Pyromancy):
Check: Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future.

Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet.

For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune.
Determine alignment 15 + creature’s HD
Determine class 20 + creature’s HD
Determine level or HD 25 + creature’s HD
Determine fortune as augury spell 25 + creature’s HD

Read Aura:
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.

Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.

Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.

Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.

Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
Task DC
Read alignment aura 15 + creature’s HD or item’s caster level
Read emotion aura 20 + creature’s HD or item’s caster level*
Read health aura 15 + creature’s HD
Read magic aura 20 + creature’s HD or item’s caster level

Psychometry:
Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.

If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

Serpent Fire Chakra: You gain a pool that holds 3 points of serpentfire ki, which you can use only to open or maintain chakras.

Root Chakra (DC 11): The root chakra is associated with instinct, security, survival, and potential for greater development. It energizes the desires of the flesh and distributes ki throughout the blood to circulate heat to the body. Kundalini energy is sometimes depicted as a serpent coiled around the root chakra, ready to ascend on a path from the body’s lower, basic urges and instincts to the heights of a disciplined and enlightened mind.By awakening his root chakra, the initiate opens himself to an inflow of serpent-fire energy. The bloom of occult power strengthens his aura, granting him DR/— equal to the number of chakras opened for 1 round. The initiate must be at least 2nd level before he can open this chakra.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Other Gear

Monks Clothes
Monks Kit: backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Journal
Inkpen
Bottle of Ink
Merchants Scale
Umbrella
Flint and Steel
Kit, Gear Maintenance: metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

15 G, 9 S

--------------------
Vows

Vow of Chains

Restriction: Either out of penitence or to bring attention to the suffering of the enslaved, the monk wears shackles on his wrists and legs. This gives the monk a –1 penalty on attack rolls and to AC, and reduces his movement by 10 feet. If temporarily unable to wear his chains, he may carry rocks or some other heavy burden (including medium or heavy armor) to simulate this suffering.
Benefit: A monk with this vow increasing his ki pool by 1 ki point for every 3 monk levels (minimum +1).

Vow of Fasting

Restriction: The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. The monk cannot use tobacco, drugs, potions, alchemical items requiring eating or drinking, or any other thing that could be considered a food or beverage.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 6 monk levels (minimum +1).

Vow of Truth

Restriction: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.
Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).

Description:
Ashtu Kalgrim is a dwarf greatly blessed, he always says whilst twirling his fiery orange beard, both in his youth, and more so today.

A life of asceticism in pursuit of personal enlightenment has led Ashtu to present a startlingly different figure than the common conceptions of dwarf-hood. though still stout by the measure of any other race, he is thin by the standards of his kin, though no less muscular or limber for his penance. Robes of bright yellow and dusty brown drape loosely across his shoulders and chest, held up by solemn black sashes embroidered with dwarven mudras of discipline and devotion. The great beard, pride of every dwarf, is as piercingly orange as his great mane of hair; while the former is twisted in complex braids and knots held with a black iron sphere, the latter is hidden beneath a towering turban of yellow and brown shawl, held in place with a simple iron pin.
Dark skin and thick black body hair contrast against the fiery bright colors of his garb.

Around his neck is a ring of black iron monks prayer beads, though each the size of a child's fist and heavily weighted . Likewise, around each wrist and ankle is a similar and twisted set, whose weight is belayed by graceful, slow steps. Ashtu wears a nearly perpetual, gentle smile beneath white streaks of face paint as he patiently sits beneath a heavy parasol, an impartial coin exchange in the busy markets in which he begs for rice to supplement the simple grasses scavenged from the nearby woods.

Lets see if a money changing, rambling poet, merchant family, leaf eating Chakra-dwarf can lend a hand :)


DM Greaek wrote:
Not too late at all

Great. One request for a very minor 3rd party feature though: could I please take the changeling sorcerer favored class bonus in the future? It's identical to the human sorcerer FCB and nearly identical to the changeling witch FCB.


I've just been accepted into a different campaign, so I'm going to withdraw from this one to keep my campaign load manageable.

Have fun, you lot. :)


I have to say I'll be too busy too. As much as I'd like to play I really shouldn't commit to a full AP, and it seems like there are a good number of players already.

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