A Coven of Queens (Inactive)

Game Master Nikolaus de'Shade

Four changelings enter the Stolen Lands...

A Coven of Queens Maps


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Mad Scientist Malignancy wrote:
80 When you get flustered heat builds up in your face until it glows with inner fire. You take a -4 penalty on Diplomacy and Perform checks when in the presence of 5 or more creatures.
Critzible Malignancy wrote:
69 The joints in your unnaturally long thumbs have fused, and you often fumble objects. When you retrieve a stored item you have a 10% chance of dropping it.

@Exiled Mimic: I'm going to say no to Parental Heritage, anything Pathfinder writen is fine (as stated in original post) but none of the 3PP racial stuff for this game. I'm not concerned about variety - 10 different hag bloodlines is more variety than a game limited to the core races and that's pretty common!


How do you feel about a non-human Changeling, a Halfling born one to be precise. She'd be a Sorrow-May so wouldn't have a Hag mother.

Instead her mother would be an escaped slave who ended up in Brevoy from Cheliax where she was owned by a particularly nasty woman. She would have made a run for it when she figured out she was pregnant, not wanting to deliver a child into slavery.

But that would mean a small sized Changeling.


Cuàn wrote:

How do you feel about a non-human Changeling, a Halfling born one to be precise. She'd be a Sorrow-May so wouldn't have a Hag mother.

Instead her mother would be an escaped slave who ended up in Brevoy from Cheliax where she was owned by a particularly nasty woman. She would have made a run for it when she figured out she was pregnant, not wanting to deliver a child into slavery.

But that would mean a small sized Changeling.

The GM addressed this earlier.

Also, I'm not sure if I'll have time this week to build a really thorough submission that has a chance to get in, but just in case: malignance: 1d100 ⇒ 72


Malignancy: 1d100 ⇒ 28

Let’s see what happens.


Malignancy: 1d100 ⇒ 52

Blood of the Coven wrote:
A massive patch of multicolored warts covers much of your face. People cannot help but stare, and they always remember you once they’ve seen you. You take a –4 penalty on Disguise checks.


Nikolaus de'Shade wrote:
Mad Scientist Malignancy wrote:
80 When you get flustered heat builds up in your face until it glows with inner fire. You take a -4 penalty on Diplomacy and Perform checks when in the presence of 5 or more creatures.
Critzible Malignancy wrote:
69 The joints in your unnaturally long thumbs have fused, and you often fumble objects. When you retrieve a stored item you have a 10% chance of dropping it.
@Exiled Mimic: I'm going to say no to Parental Heritage, anything Pathfinder writen is fine (as stated in original post) but none of the 3PP racial stuff for this game. I'm not concerned about variety - 10 different hag bloodlines is more variety than a game limited to the core races and that's pretty common!

Oh that's fine. None of those options were ZOMG MAH MIN/MAX it was just more flavor for me. So no worries. In fact I tend to avoid min/maxing in lue of flavor so to me this set up is new.

Grand Lodge

The joints in your unnaturally long thumbs have fused, and you often fumble objects. When you retrieve a stored item you have a 10% chance of dropping it.

Nice I like it not crippling but hindering just enough


Nice. Now go Oracle and take the haunted curse. :)

I looked up mine...

“The painful and stiff swelling of your joints puts you at a disadvantage in combat. You take a –2 penalty on combat maneuver checks and Escape Artist checks to free yourself when grappled or pinned.”

Not bad. Until I get grappled or pinned, that is.


Malignancy: 1d100 ⇒ 52


Atrix Sena wrote:
[dice=Malignancy]1d100

I saw your avatar and thought it was Steven Tyler from Aerosmith. I thought an epic level bard had joined the discussion.


I'd like to apply. Here's a die roll for my malignancy!

Malignancy: 1d100 ⇒ 22


Are we required to take a malignancy?
If so, Malignancy: 1d100 ⇒ 92
But if it is not required, I would just as soon not.


I'd be happy to join a game like this! Witch theme is certainly cool and not played with enough.

I'm thinking about playing an unchained rogue with either a warpriest or Tatterdemalion witch. Will think on it and come up with which would be more fun to play.


It appears I was right to join up when I did! This recruitment is all sorts of amazeballs and I fully intend to take the opportunity to create a fittingly weird and wonderful character.

My first idea for a character who is a Bard (Mute Musician)/something. Depending on the tone of the campaign, she could either be a relatively benign and mechanically be built around helping people or she could be a dark, sadistic murderess who hides her evil behind a shy, innocent demeanor and specializes in effects used to torment and control her targets.

Do you have any thoughts on where you would want this campaign to go? Are we playing more heroic witches like the Council of Witches from the Last Witch Hunter or are we more the Macbeth sort of witches, the ones that are evil to the core?


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Name: Evelynda Lucescu-Rusalka Surtova (eriktd)
Race: Annis-born Changeling
Classes: Magus (Greensting Slayer / Kapenia Dancer) // Witch (White-Haired Witch)
Alignment: TN

Stats:
Abilities
Str 14 (+2), Dex 14 (+2), Con 15-2 (+1), Int 16+2 (+4), Wis 10 (+0), Cha 8+2 (+0)

HP: 10/10 (1d8+2)

Saves: +3 Fortitude / +2 Reflex / +2 Will

AC: 14 (+2 Dex, +1 natural armor, +1 dodge)

Weapons
white hair: +2 attack (1d4+6 damage plus grab, x2), +7 grapple, +3 other maneuvers
kapenia: +3 attack (1d6+2 1h or 1d6+3 2h, x2)

Racial Traits (Changeling): Claws (1d4), Darkvision (60'), Hulking Changeling (+1 melee damage), Natural Armor (+1), Witchborn (+2 Int instead of +2 Wis)

Background Traits: Adopted (Human): Bred for War (+1 CMB, +1 Intimidate), Magical Lineage (frostbite), Noble-born (Surtova, +2 melee damage with light or one-handed weapons vs flat-footed opponent )

Arcane Malignancy: Your already pallid complexion grows unusually sensitive to the rays of the sun. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours. (22)

Magus (Greensting Slayer / Kapenia Dancer) Class Abilities: arcane pool (5 points, 1d6 sneak attack), canny defense (+1 dodge AC), diminished spellcasting, spell combat

Witch (White-Haired Witch) Class Abilities: hex (coven), patron (Strength), white hair (grapple, 5' reach), witch's familiar (king crab, mauler), +1 hp FCB

Feats: Rime Spell (1), Weapon Focus: kapenia* (M)

Skills: Intimidate 1+4, Knowledge Arcana 1+7, Knowledge Local 1+4, Knowledge Nature 1+7, Knowledge Nobility 1+4, Perception 1+0, Sleight of Hand 1+2, Spellcraft 1+7

Magus Spellcasting: 0th (DC 14): 2 slots, 1st (DC 15): 1 slot

Witch Spellcasting: 0th (DC 14): 3 slots, 1st (DC 15): 2 slots

Magus Spells in Spellbook: all level 0; 1st: expeditious retreat, hydraulic push, keep watch, line in the sand, magic missile, shield, true skill

Witch Spells in Familiar: all level 0; 1st: charm person, enlarge person, frostbite, hermean potential, ill omen, mage armor, ray of enfeeblement

Personality/Background:
Evelynda is crafty and aggressive, having been raised with the values of a family where murdering distant relatives to move up in the succession is not uncommon. She is fiercely loyal to her coven-mates, but has little love lost for her estranged noble ancestors. Exiled from her birthright, she now aims to tear a new one out of the Stolen Lands ("Ours is the right" are her House words). Like her hag mother, she is more than a little vindictive, and like her Varisian grandmother she has a healthy touch of wanderlust.

A middle child, Evelynda focused on intellectual activities growing up, and was particularly interested in the arcane magic and cultural traditions associated with her father's mother, who she more than superficially resembles. She was given a bladed headscarf as an heirloom, and she practiced wielding it with a passion throughout her childhood.

She's not sure what compelled her to seek out her true mother and learn the truth of her accursed heritage. Perhaps because it was a family secret, and she cannot leave secrets alone. Her noble father had long been unable to produce any heirs, and rumor held that he had visited a woods-witch to help with his problem. She cured him, but also cursed him to only produce daughters, and only three of them before he died, his life spent.

His barren wife had lost her mind, and now lives out her remaining years cared for by servants in a tower. The eldest daughter, Evelynda's older sister, took over the estate. Their younger sister has only just come of age, and there has been talk of arranging marriages for the two of them. Unlike Evelynda, neither of them show any outward sign of their fey nature.

Maybe that is why the fact Evelynda had joined the coven upset the new baroness so. It would not do, she had said, for her noble sister to belong to such a group. Evelynda had been given a choice: forsake their company or give up her title. Evelynda had lost her temper and refused both choices, and soon it seemed the choice was made for her when the coven was driven out of Restov. The newly awakened witch chose to flee with them to the Stolen Lands, disguising herself as a Varisian fortune-teller.


Doomed Hero here submitting Kaden, my Oracle/Mesmerist.

I wanted to get in on the Coven fun, but I didn't want to make a standard witch or shaman since I thought this recruitment would be full of them. Instead, I took Archetypes that grant hexes. Eventually he'll be headed toward the Stargazer prestige class.

Kaden is a charisma focused character who specializes in Slumber Hex and Enchantment effects. He'd be very well suited to being the party Face. He's a city boy, but out in the Stolen Lands he's going to discover a draw to nature that he'd been denying for years.

As for myself, as a player I'm a long time vet of the PbP boards. I'm a very dedicated player, I'm laid back and all about party cohesion, and I write well.

Looking forward to any feedback you have for me.

Paizo Employee Organized Play Line Developer

I will be submitting Zara Estorra, an ambitious and aggressive storm-born swashbuckler/sorcerer who enjoys being loved just as much as she loves being feared. When her temper flares she quick to lash out with blade, or lightning--channeling the magic of her mother's blood with ease.

Statistics:

Zara Estorra
Female Storm-Born Changeling Sorcerer/Swashbuckler 1
CN Medium Humanoid (changeling)
Init +3; Senses Darkvision 60 ft., Perception +1

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DEFENSE
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AC 14, touch 14, flat-footed 11 (+1 armour, +3 Dex, +0 shield)
hp 10 (1d10)
Fort +1, Ref +5, Will +3

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OFFENSE
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Speed 30 ft.
Melee rapier +5 (1d6/18-20)
…2 claws +1 (1d4)
Ranged elemental ray +4 (1d6 electricity)
…ray of frost +4 (1d3 electricity)
Spells Known (CL 1st, Concentration +5)
1st—4/day—mage armor, shocking grasp
0—At Will—detect magic, mage hand, ray of frost, read magic
Spell-like Abilities (CL 1st, Concentration +5)
7/day—elemental ray
3/day—guidance

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STATISTICS
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Str 11, Dex 16, Con 10, Int 12, Wis 12, Cha 18
Base Atk +1; CMB +1; CMD 14
Traits Brigand, Resilient
Feats Coven-Touched, eschew materials, weapon focus (rapier)
Skills Acrobatics +7, Bluff +8, Diplomacy +8, Intimidate +8, Linguistics +2, Knowledge (arcana) +5, Perform (oratory) +8, Spellcraft +5
(8 points; 4 class, 2 background, 1 INT, 0 race, 1 favoured class)
Abilities bloodline arcana, bloodline (elemental [air]), bloodline power (elemental ray), bloodline spells, cantrips, claws (1d4), deeds, hag racial trait (storm-born), natural armour (+1), panache (4), swashbuckler finesse
Languages Common, Auran

Special Abilities:

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SPECIAL ABILITIES
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Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline (electricity). This also changes the spell's type to match the type of your bloodline.

Brigand (trait): You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Coven-Touched (feat): You have a natural affinity for coven magic. You can join a changeling coven even if you are not a witch with the coven hex. Your effective witch level is equal to half your character level. A changeling coven must still include at least one changeling witch who has the coven hex. Additional, select a single 0-level spell drawn from the witch’s spell list. You gain the ability to cast that spell three times per day as a spell-like ability with a caster level equal to your character level. The save DC for this spell is 10 + your Intelligence modifier. (Guidance)

Elemental Ray (Sp): You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier (7/day, 1d6 electricity).

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): 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 (3).
Dodging Panache (Ex): 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 (4) 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): 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.

Hag Trait: Storm-Born: You count as two size categories larger for wind effects.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (4). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds, and regains panache in the following ways.
- Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
- Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Swashbuckler Finesse (Ex): A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear rapier, dagger (4), shortbow, arrows (20), cure light wounds (6)
Possessions backpack, bedroll, belt pouch, canvas (1 sq. yard), mess kit, silk rope (50 ft.), traveller’s outfit, waterskin, whetstone
Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 32.5 lbs.
Money 40 GP 5 SP 8 CP

Background:

Zara’s father was a bandit who terrorized the more lawless parts of Brevoy alongside his fellows. Despite how much of a pain raising a mewling infant was he and his men never mistreated the girl. When she ate she ate first, when she slept she slept in warmth and comfort and when she accidentally electrocuted someone they never complained. For above all things, they feared her mother.

Zara never met this mysterious mother, but she heard stories about her—that she could drive the rains and storms wherever she willed, that she could stalk children by scent, and that the mere sight of her was terrifying. And that’s what Zara wanted to be: feared and powerful. But as the years rolled by that fear faded.

Zara no longer was treated with respect. She ate last, slept in the cold, and was used as bait to trick passing targets into ambushes. She hated it. Not the banditry of course—that was enjoyable—but the respect, the fear and the power she once possessed from her fellows… That’s what she wanted, and it was gone. Her mother was a distant memory, but so what? Zara was cunning, capable with a blade, and a spell-caster more than capable of hurling lightning. They didn’t need to fear her mother, they should fear her.

It wasn’t long before Zara sprung an ambush on her father and fellow bandits, selling them out to the same Abadarans she was supposed to lead into ambush while playing herself the victim. Soon she found herself in Restov, blameless for her crimes and free. She frolicked at first, made friends, enemies, and left plenty of victims. She adored watching the Swordlords and duels, and desired the fame and adoration she saw them achieve. But the people she met always knew in time, that she wasn’t what she appeared to be. She was something different, something other.

Until she met her sisters. Her coven. Other chagelings like her, but different in so many ways. They came together in Restov, but it wasn’t meant to last. The law was coming for them—perhaps spurred on by Zara’s muggings or explosive temper—and it was time to move on. The Stolen Lands were calling…

Appearance and Personality:

Zara is an impulsive, aggressive woman who adores being loved as much as she loves being feared. She’s a bandit at heart, keen on intimidation and stealing; capable with sword and spell. She has a short temper and a fierce drive to be powerful and accepted, but she knows the value of her silver tongue and isn’t afraid to use it to make friends and forge alliances. She knows she’s special and believes she deserves the world—and more.

Thank you for your consideration, and best of luck to all the other applicants.


Interested dot! I'd love to get into an atypical game like this, and a lot of the applicants seem very strong and interesting.

I'd be interested in playing a stealth-type character - gestalt really allows you to amplify your skill-set like that, and playing a really secretive changeling seems cool. Thinking a "forced-into-a-life-of-crime-through-race-induced-hardship" type backstory, combined with the idea that their current friends saved her from that life. Maybe she tried to steal from one of them and ended up looking through their stuff, fascinated by the similarities between her and them?

How big is this "coven" of changelings? Is it just the PCs that would be selected, or is it a larger community?


Lizbeth is a Winterborn Changeling, Gingerbread Witch // Charlatan Unchained Rogue.
Crunch is pending.

Personality:
Lizbeth is a mercurial girl, just shy of twenty. Fun-loving, flighty, and often quite selfish, she makes friends easily but her friendships rarely last for long. She loves mischief-making and is prone to spells of moodiness, making her likely to get on anyone’s nerves eventually. Liz genuinely likes being around people and making new friends, and tends to latch on to shy people, trying to get them out of their shell. She prefers having a partner in crime -- but it may just be so there’s someone else to shoulder the blame.

Even though Lizbeth can be manipulative, she can be shamefully gullible herself, and is easily influenced by others.

Before the Coven:
Lizbeth was raised by the Larue family; their real daughter snatched from her crib, and Liz left in her place. They owned a small tavern famed for its breads, baked fresh every morning. Along with her brothers and sisters, Liz grew up helping the family business and was a natural in the kitchen. She was a polite child; happy, quiet, and efficient. Some time during her adolescence, however, Lizbeth developed a mischievous streak.

As if a switch inside her had flipped, her personality changed drastically. Her shyness waned, she became more outgoing, began shirking her chores and duties, and was out more often than she was home. Befriending other youths and getting into trouble became commonplace, being blamed for petty thefts and minor crimes along the way. Though she was an embarrassment to her family, to their credit they never turned their backs to her -- and Liz always had a home to return to.

Her rebellious streak came and went in phases over the years. Lizbeth would live and work quietly at home for months, only to slip away for weeks at a time. Petty crimes turned to major thefts and burglaries, with the lure of coin, risk, and adventure driving her into less savory social circles. She wasn’t always fortunate enough to get away with her misdeeds, but was rarely caught for serious crimes.

Lizbeth might have soon spiraled out of control, but falling in with her surrogate sisters set her life in a different direction.

What she might have done:
Lizbeth was often in with the wrong people, and was a known criminal suspect of more serious crimes, already. She might have filched something she shouldn’t have, or used her criminal ties to acquire illicit goods for the coven, and got caught. It’s possible her family came looking for her, or turned her in with the authorities for her own good.


This is Ouachitonian's submission. I decided not to go with the Druid idea. Lysander is a Fighter(Aldori Defender)/Bloodrager(Urban). By level three Slashing Grace will come online, and with Controlled Bloodrage augmenting DEX, he'll be pretty SAD, and have high AC without sacrificing attack and damage. Then throw in arcane power from bloodrager, and he should make a good guard for some of the squishier party members.

The background in the alias should answer your questions, but in case it wasn't clear:

What was he doing before?
After he quit wizard school, mostly training to be a Swordlord. It takes years of practice to be the best, after all.

What did he do that might have gotten the group kicked out of town?
Well, he's a rather devout Milanite, and involved with a sect that wants the Rogarvia/Surtova monarchy kicked out of Rostland. Someone in government might've gotten wind of that. Also, he might have humiliated he wrong powerful noble's kid in a duel. He has a bit of a vindictive streak, and noble brats like to make fun of the skinny kid with weird eyes, you see.

1d100 ⇒ 60
Your limbs are thin and frail. You take a –2 penalty to CMD against disarm, grapple, and trip attempts.
Hmm. Decidedly unhelpful, since being disarmed would be really bad for me. I guess I've always got claws. (unless I get literally disarmed, right? lol)


Ok, just got home from work & was able to re-read the initial post. It looks like Malignancy is not required & I don't really feel a need for a third trait, so just disregard my roll please.


My character, Akurna Kenezor, is a changeling character I came up with for another game which has since died. She is a LN cleric of Anubis and a necromancer; the character concept is built around the idea that she will be animating the dead.

This is a tough sell for some GMs and I know that alignment is an issue here. So the big question is how you as a GM see the animating of the dead and how this will fit with other players.

The original idea was that, as the guardian of the dead, Anubis disapproves of the animation of corpses but permits it when it is in service to him or for some suitable purpose. Anubis likes order and does not care for uncontrolled undead either.

-----

Assuming you are okay with the concept, have a look at the character background. Really only the last two paragraphs would need to change for this game, having her end up in Restov instead of Southern Lastwall.

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The crunch is currently as a 3rd level character with 20-point buy using the armor as DR variant. Assuming you are okay with the alignment stuff and concept I will start converting the crunch over to your specifications.

I'm not sure what gestalt class I would go with yet. Bard, Paladin, Oracle, and Warpriest all have some merits. Maybe even sorcerer (sanguine bloodline).


Alright, I've got the beginnings of a concept and some mechanical guidelines to share. Let me know what you think if you like, GM.

This character would also benefit greatly from a single domineering friend among the coven. Someone who the character looks up to and serves without question. If anyone would be at all interested, feel free to hit me up.

Serena was born in Port Ice to a wealthy Issian family who owned a shipping business. Her father was a proud man, an ex-adventurer who had (in his mind) single-handedly built his empire from the ground up with the significant profits from monster-slaying. Her mother is a green hag who is dead now, who Serena doesn't remember. This green hag was a vicious and cruel creature that was also able to fit into human society well enough to be a member of Serena's family by day and a ruthless murdering monster by night.

The secret didn't stay secret forever, and eventually Serena's mother was found. Her father was both disgusted and incensed, and immediately gathered his remaining adventuring items and tracked and slew her.

Serena grew up in a household that despised her. She had been born long before her mother was discovered, and she had several elder siblings who her father regarded as his "true" or his "pure" children. When she was still young, she ran away from home and began living on the streets, stealing to survive and sleeping in trash bins or doghouses. Eventually Port Ice got too cold to stay in as a homeless girl, and she began to move south. She eventually came to Restov, where she came into contact with the changeling coven.

Serena's first half will be either slayer or rogue. Her second half will be psychic, mesmerist, or summoner depending on my whims. If I went psychic or mesmerist, I would focus on mind-altering magic to play her off as a manipulative and stealthy character. I would probably go for Conceal Spell. If I went summoner, I would go synthesist with an ancestor eidolon and make her eidolon like... a badass hag form or something. We will see.

Either way, she'll be heavily focused in stealth.


leinathan wrote:

Alright, I've got the beginnings of a concept and some mechanical guidelines to share. Let me know what you think if you like, GM.

This character would also benefit greatly from a single domineering friend among the coven. Someone who the character looks up to and serves without question. If anyone would be at all interested, feel free to hit me up.

Atrix is pretty domineering, so that pairing could work.


Kittenmancer wrote:
leinathan wrote:

Alright, I've got the beginnings of a concept and some mechanical guidelines to share. Let me know what you think if you like, GM.

This character would also benefit greatly from a single domineering friend among the coven. Someone who the character looks up to and serves without question. If anyone would be at all interested, feel free to hit me up.

Atrix is pretty domineering, so that pairing could work.

Looking at your character, I think you might just be right :) I'm working on writing her up now, but I'm thinking that Serena becomes attached to the coven as the first group of people who really accept her, and whomever she sees as the "leader" of the coven is somebody who she would simply follow. Mostly I think because the success of the coven and its ventures are of tantamount importance to her, so she would do anything to see its members succeed.

I also changed what I wanted - I'm going rogue // brawler. With so few full martial characters, I'm going for a 3/4 martial build plus some skills. I'd also like to take witchborn for the Int bonus, as I see none of the current variant heritages grant +2 Int/Cha and -2 Con.


Double-post!

I'd say I'm about 60% done - still need a section or two of backstory to connect her to now, and I still need to choose skills, traits, and gear. She is taking shape though, and I hope you can see what I intend to do by looking at what I have now. Let me know if I need anything.

I decided not to want Witchborn - Wisdom is a good stat to have on this character.


.


GM, how do you feel about age modifiers? I have in mind a 60ish year old Nature Oracle/ Archivist Bard.

Grand Lodge

I need to do my background for my "arthridic" Calistrian seamstress


@Cuan - halfling born changeling who is therefore small is fine. Thanks Lazyclownfish!

Use the following link to have a look at your Malignancy:
It's up on the SRD now!. :D

Ivory Songbird wrote:
Do you have any thoughts on where you would want this campaign to go? Are we playing more heroic witches like the Council of Witches from the Last Witch Hunter or are we more the Macbeth sort of witches, the ones that are evil to the core?

That will be entirely down to the party. The only chosen character so far is N so there's plenty of room for maneuver.

@Lazyclownfish: No problem, I like them personally so go ahead. Just remember this is Kingmaker, if you take it slow enough you could actually die of old age! :D

@Peet: your take on necromancy seems much more N than LN to me. Anubis doesn't do the undead, plain and simple. Questions of alignment aside I have no problem with necromancers - feel free to submit.

Lots of great looking character so far - I won't need to extend the original deadline with all these awesome people already!


Serena's Wealth: 4d6 ⇒ (6, 3, 1, 3) = 13

Average wealth it is, plus 100gp for the brigand trait makes 240gp to start with.


Don't mind me, just rolling for wealth.

ShowMeTheMoney: 5d6 ⇒ (1, 3, 5, 6, 6) = 21]

And the money has been shown.


I'll finally play a Fighter/Rogue Intimidator, so here's the money:

5d6 ⇒ (2, 1, 5, 3, 1) = 12

Also, are you ok with having multiple archetypes for the same class?

RPG Superstar 2009 Top 16

1 person marked this as a favorite.

Here's an idea. We could all take the Tight Bonds trait


theasl here, should be complete.

Backgroundy stuff:
Being a changeling isn't easy, let alone being the adopted only child of a member of the ruling noble family of the land. Vesnia was always keenly aware of this, but she couldn't care less. Other changelings may have excelled at courtly intrigue, with the dangerous charms of their mothers, but Vesnia had decided to forge her own path, and to do so meant to leave her life of relative luxury forever. But even as she abandoned her family, fleeing to the edge of the wilderness, neither the Surtova way nor her hag heritage have ever fully been driven out of her.

Distrusting and cynical, Vesnia tried her best to deny the influences that were so evident in her. Living in the wilds on the edge of the Stolen Lands instead of the metropolis of New Stetven. Relying on axe and armor instead of claw and magic. Vesnia lived alone in the woods, though she didn't shy away from contact whenever a curious local approached. She even built something of a reputation as a guide in the area, though not out of any altruistic leanings - the safer the locals were, the less chance they'd think she was up to anything. But then, the call came. Vesnia did her best to suppress it, but it attracted more of her kind. As much as she tried to stay away, there was no escape. The coven beckoned, and she had no choice but to obey.

Since joining the coven, Vesnia has seen a return to the roots she tried in vain to deny. She has become at once more brutal but also more calculated; she has an instinctual feeling for just when to strike to cause the most damage, and without her inhibitions about using her natural gifts, the damage is often severe. Still, she strives to be as independent of the coven as she can, and to rely as little on magic as possible - though her wanderings often cause consternation among those who would think of her as a bloodthirsty murderer, and perhaps for good reason...


I believe myself to be completely done. Let me know if there's anything else I need and/or what you think. The backstory is a little long, but I hope not too cumbersome. Let me know if you need a TLDR, or something like a breakdown of ability scores or skill points.

Kittenmancer - any additional thoughts on our connection, reading my backstory?

About me as a player - I've been on the boards a long, long time! (6 years, I think?) I'm definitely not going anywhere, and I love, love, love Kingmaker. I've homebrewed multiple campaigns centered around building a kingdom. In fact, I DM one of them on these boards for at least one of your applicants :)


@leinathan - Atrix would probably make Serena her pet project, attempting to turn the young woman into a good, law-abiding citizen. Their encounter could have been while Atrix was guarding Abadar's temple and Serena attempted to pickpocket a priest and got caught. The commonality in their heritage and Serena's young age might make Atrix more lenient than usual, but she would still insist on Serena paying her debt to society for her criminal acts. She would also think that Serena's craving for affection (if she ever lets on about that) is a foolish weakness, and one should instead strive for power and respect.

@Mark Thomas 66 - Great idea, I was looking at that trait as well and it would be very fitting, but it only works if everyone is taking it.

Silver Crusade

Mark Thomas 66 wrote:
Here's an idea. We could all take the Tight Bonds trait

Oh nice


Mark Thomas 66 wrote:
Here's an idea. We could all take the Tight Bonds trait

For that I would consider taking the Malignancy for another Trait slot.

Silver Crusade

I'm a little confused, for the backstory submission we're already together as a coven or no?


Basic frame is up working on details now.

Gold: 5d6 ⇒ (2, 2, 6, 5, 5) = 20

200g

Yeah, if everyone is on board, I'd take a malignancy for the extra trait otherwise I'd pass.

I was wondering about that for background too.

Silver Crusade

Rysky wrote:
Rysky wrote:
Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

1d100 > 67

Malignancy wrote:
You develop an allergy to one spell per spell level from the witch spell list (determined by your GM). Casting or being the target of a spell you’re allergic to causes you to break out in a painful rash. This rash deals 1d4 points of damage per spell level,and imposes a penalty on your Charisma equal to the level of the spell. The rash fades after a number of hours equal to the level of the spell.
Ooooooo!
Hmmm, trying to decide on second class. Sylvan Trickster Rogue is lookign interesting.

Gold: 4d6 ⇒ (3, 2, 4, 4) = 13

While 140 is average for a Rogue, I really can't pass up 13 given the theme of this game lol


My understanding is that since the campaign begins already within the Stolen Lands, that we are already part of a coven and that the chosen all know one another and probably live together too is a given.

However, I think leaving specific details about those relationships until after selection is probably fine, as per the GM's initial post.

Similarly, I am going to leave deciding on Tight Bonds or not until after selection. We can wait to see who the group will be and also whether we can wait to take Extra Traits or not.

Kittenmancer wrote:
@leinathan - Atrix would probably make Serena her pet project, attempting to turn the young woman into a good, law-abiding citizen. Their encounter could have been while Atrix was guarding Abadar's temple and Serena attempted to pickpocket a priest and got caught. The commonality in their heritage and Serena's young age might make Atrix more lenient than usual, but she would still insist on Serena paying her debt to society for her criminal acts. She would also think that Serena's craving for affection (if she ever lets on about that) is a foolish weakness, and one should instead strive for power and respect.

That sounds like a pretty good relationship to me. I wouldn't think Serena would really understand the point of The Law or Order, at least at first. However, she would go along with what Atrix says to do out of a sense of loyalty and this idea that people who are better-adjusted than her probably have better judgment.


Hello, this is Jereru with Trish, a Figther/URogue. She's very WIP, but will be done by the end of the day, hopefully. You can read the background, though.

Trish would definitely pick the Tight Bonds trait, and will roll for a Malignancy:

1d100 ⇒ 12

Of course, if there's finally no agreement on everyone picking it, just forget that roll.


So many applicants, and so many good stories. This is one of those recruitments, where one can feel their chances sinking each day. What a lucky GM.


Starting gold: 4d6 ⇒ (3, 4, 4, 2) = 13


Rysky wrote:
Rysky wrote:
Rysky wrote:
Rysky wrote:

Ello!

Definitely interested in this, probably going with Hag-Riven Bloodrager and Slag-May.

1d100 > 67

Malignancy wrote:
You develop an allergy to one spell per spell level from the witch spell list (determined by your GM). Casting or being the target of a spell you’re allergic to causes you to break out in a painful rash. This rash deals 1d4 points of damage per spell level,and imposes a penalty on your Charisma equal to the level of the spell. The rash fades after a number of hours equal to the level of the spell.
Ooooooo!
Hmmm, trying to decide on second class. Sylvan Trickster Rogue is lookign interesting.

4d6 > 13

While 140 is average for a Rogue, I really can't pass up 13 given the theme of this game lol

If anyone is curious why I keep quoting myself it's so I can keep all this information together.

Looking things over I think I have the some of a backstory up for Bo (name subject to change), I'm thinking she, while probably not an outright worshiper of Ragadahn (whose favoruite pastime is Wikipedia and Chill), follows his teaching in understanding one's genesis and forebearers (he's concerned with primordial beginnings an evolution), that would interest a Changeling who knows they're a Changeling and has concerns about a Hagparent and their plans for their daughter.

Then there's the Hag Riven archetype for Bloodragers, which it says normally comes about if a Changeling escapes while being transformed into a Hag or if the Hag dies/the process is otherwise interrupted. But it also says more people are willingly undergoing the process to fight against Hags, and for Changelings to artificially start it to sever the Calling.

So basically you got a Changeling that went f%+@ it, I'ma gonna biohack myself, screw you mom!

Also since I found out Bloodrager's can trade out their first power* for a Familiar, and you can combine Figment (it's partially not real) and Sage (it knows things), I figure an imaginary Sea Krait Familiar would manifest as a representation of the potential knowledge and power getting severed due to the sabotaged Hag apotheosis, and also serve as a tie in to the Water Lord.

*assuming this option is allowed by the GM.

Edit: forgot I had this alias.


Wealth: 4d6 ⇒ (3, 4, 6, 6) = 19


Not quite finished, still need to do equipment and pick a 1st level feat. I'm definitely willing to change up traits to fit with her sisters'.

Wealth: 4d6 ⇒ (4, 1, 5, 6) = 16

Crunch:
Lizbeth Larue
NE Medium humanoid (changeling); Gingerbread Witch 1 // Charlatan Rogue 1 (gestalt)
Init +3; Senses Darkvision 60'; Perception +

DEFENSE
AC 14, touch 13, flat-footed 11 (Natural +1, Dex +3)
hp 8 (1d8)
Fort +0, Ref +5, Will +1

OFFENSE
Speed 30 ft.
Melee Claws +3 (1d4-1)
Ranged ()

STATISTICS
Str 8, Dex 16, Con 10, Int 18, Wis 8, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse (rogue bonus); Brew Potion (cauldron hex);
Traits Brigand (campaign); Light Sleeper; Unintentional Linguist
Malignancy: (d100 = 52) Face warts, -4 Disguise.
Hexes: Coven; Cauldron; Child-Scent

Witch Spells Prepared: (CL 1, Concentration +5)
1st (2/day): Charm Person (DC 15); Sleep (DC 15)
0 (at will): Dancing Lights; Detect Magic; Spark

Witch Spells Known:
1st: Charm Person; Cheetah's Sprint; Comprehend Languages; Cure Light Wounds; Frostbite; Mage Armor; Sleep
0: All

Skills:
(X) = Class Skill; 8+Int/lvl, +1 fav class, +2 background = 15

Adventuring Skills:
(X)Acrobatics +3; (Dex)
(X)Bluff +7; (Cha, 1 rank, +3)
(X)Climb -1; (Str)
(X)Diplomacy +7; (Cha, 1 rank, +3)
(X)Disable Device +7; (Dex, 1 rank, +3)
(X)Disguise -1; (Cha, -4 malignancy)
(X)Escape Artist +7; (Dex, 1 rank, +3)
(X)Fly +3; (Dex)
(X)Heal -1; (Wis)
(X)Intimidate +3; (Cha)
(X)Knowledge (arcana) +8; (Int, 1 rank, +3)
(X)Knowledge (dungeoneering)
(X)Knowledge (local) +8; (Int, 1 rank, +3)
(X)Knowledge (nature) +8; (Int, 1 rank, +3)
(X)Knowledge (planes)
Knowledge (religion)
(X)Perception +3; (Wis, 1 rank, +3)
Ride +3; (dex)
(X)Sense Motive -1; (Wis)
(X)Spellcraft +8; (Int, 1 rank, +3)
(X)Stealth +7; (Dex, 1 rank, +3)
(X)Survival -1; (Wis)
(X)Swim -1; (Str)
(X)Use Magic Device

Background Skills:
(X)Appraise +2; (Int)
(X)Artistry, Cooking +8; (Int, 1 rank, +3)
(X)Craft, Alchemy +12; (Int, 1 rank, +3, insight +4)
Handle Animal
Knowledge (engineering)
Knowledge (geography)
(X)Knowledge (history)
Knowledge (nobility)
(X)Linguistics +9; (Int, 1 rank, +3, +1 trait)
(X)Lore
(X)Perform
(X)Profession, Baker +3; (Wis; 1 rank; +3)
(X)Sleight of Hand +7; (Dex; 1 rank, +3)

Languages:
Common, Draconic, Hallit, Skald, Varisian, Sylvan, Infernal.


malignancy: 1d100 ⇒ 98 Not sure if I will yet but just in case.
I grow a tail that I cannot easily conceal and that thrashes violently at inconvenient moments, you take a -2 penalty on disguise and stealth checks.

wealth of hunter: 4d6 ⇒ (1, 6, 2, 2) = 11
Definitely going for the average of 140gp instead!

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