Chronicles of the River Kingdoms.

Game Master Waterhammer

Chapter One: Into the Stolen Lands.

Stag Keep

The Greenbelt- Exploration.

A Dark Glen

Thorn River Camp

Keep on the Tuskwater

Map of Oleg's.


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Right... I have found a funny coincidence in the fact that Cernunnos is called "the Stag Lord", so I'll work on the premise that the character might go there to check why a bandit's got such a nickname, then find the group. I'll investigate a bit further in the thread to see what's known about this Stag Lord (the bandit, not the Celtic deity).

Thank you, Autumn, you've been extraordinarily helpful! As I said, I'd like to present a credible character who can easily connect with the group.


You're welcome. And now I just want a scene of "You're not my God". Because if any of the deities have a reason to be upset with this guy taking the name it would be a Cernunnos worshiper.


I withdraw from consideration.


GM Waterhammer wrote:

I would consider a bard to be a contender for the unspecified slot, not the arcane one.

Wednesday, January 22 will be the deadline for new submissions.

Open to the 22nd. Dotting.


reincarnate: 1d100 ⇒ 69

HP modified: 2d4 + 4 ⇒ (1, 3) + 4 = 8


To repeat: Starting wealth should be 1,000 gp, not standard WBL.

The existing players don’t have WBL at this time, and I don’t feel like giving the new ones an advantage over them. I do plan on a treasure drop to bring everyone up to WBL when I can work it in.


I think this is a complete profile, with the exception of stats for Aithaloessa's mount, which would just be a common-or-garden heavy warhorse, unless I opt for one of the companion archetypes. (Verdant, in particular, amuses me, if that wouldn't be too weird.)

TL;DR version of the background and overall desired feel for the character: Politely ambitious exile (through no fault of her own - convoluted Tanglebriar shenanigans) from Kyonin settles temporarily in the River Kingdoms to build up support for a triumphant return to the old country. No harm done if she spends a couple of human generations helping a new kingdom with its heart in the right place get established. Not hugely interested in rule herself - though who knows? - on the scale of this campaign, though if there's wiggle-room in play to suggest that she'd be that much closer to staging a bloodless takeover of one of the other River Kingdoms by the time the credits roll, that would be neat. In any case, will try to avoid a repeat of Choral the Conqueror's vanishing act. In the meantime, "lots of hey-nonny-nonny and blood [and primal magic] all over the place," to quote a lightly modified Terry Pratchett. Also, a fairy tale character switching between the roles of fairy/witch/wizard/knight-in-shining-armour with frenetic energy. :)

If there are any questions or concerns, I'd be happy to answer them as best I can.


Are the occult classes, in particular Psychic, Kineticist or Occultist permissible?


Just a thought out loud: I consider very weird that the Animal domain gives you Kn Nature instead of Handle Animal xD


noticed someone mentioned a another cleric to Erastil, Just thought to put my two cents in on that.

I will go down with the ship on Play the charector you want to play. Clerics arent just heal bots, certainly a lot of ways you could go as another cleric that we make work :)

Lots of great ideas so far


Hello. It was me. Considering the changes to Evangelist Cleric (less channel dice and no spontaneous cure spells), this one will certainly not be a heal bot. Closer to a buff bot :P

My only struggle right now is to have enough skill points/bonuses to justify having the Animal domain (damned Clerics with no Survival or Handle Animal and only 2 skills per level). Honestly, now that I know more, I consider sticking to Cernunnos a quite fun storyline twist :)


I'd like to throw a hat into the ring for the arcane slot. I was pointed in this game's direction by Autumn Moon's player, who I'm play alongside in a Jade Regent game.

My current plan is a halfling stormborn sorcerer, a small chap who size belies the power of the storm that he channels through his magic. I'm working on the mechanics at the moment, and I've got some ideas for background going on, but I wanted to clarify something with the GM if I could?

How do you see new PCs being introduced at this point of the AP? Are we new expedition members sent on from Brevoy or are we Stolen Lands natives that join up with the existing expedition for some reason?


The Stolen Lands don't really have natives. Well outside of Kobolds and once mites but they're all gone now. Oh and bandits. Lots and lots of bandits. However we plan are rectifying this part. Yeah the Stolen Lands unlike the rest of the RiverKingdoms just never seemed to be settled for some reason or another, it always fails. According to the wiki.


There presumably are a few isolated pockets of non-bandit civilisation though, maybe logging camps or other very rural outposts. Oleg must be selling his stuff to someone!


This is golfdeltafoxtrot checking in with my submission Larin Linwrick, halfling lighting conduit.

I think mechanically he's complete as per the character creation guidelines though I do have a mechanical question for the GM:

Is it acceptable for me to reskin silken ceremonial armour as something less Tian, perhaps as a heavy leather duster for instance? It's an item I'm willing to pay for, and it's mechanically good for spellcasters, but the flavour of the item doesn't really fit. I picture Larian with a dark brown knee-length leather coat, the folds billowing around him in an unseen wind. Is that OK?

Background and description are done, though I'm happy to make revisions or change aspects if needed to fit in with the group and the story.

I also need to roll his hit points for levels 2 and 3, so here goes:

1d4 ⇒ 4
1d4 ⇒ 1

Please feel free to leave comments, questions or criticism. I want to get this submission right, I'm a huge fan of Kingmaker and it's the top of my list of APs I've always wanted to play but never had the chance.


Introducing the Wizard of Wonder, Sugass to the mix.


Augustina Grigorova has some background you can start reading, if you want. Now I just have to review the 3 million feats this damned game has, to check if I need a special requisite (not the first time I reach certain level, try to buy certain feat and discover one of my Abilities is about 4 points under the score needed). Give me one more day and I'll finish the crunch :P She'll be an Evangelist Cleric of Cernunnos with the Animal (Feather) Domain though, so you mostly know what to expect.

PS: If you, GM, think that having a Hunter and two clerics with the Animal Domain would cause a big hassle with all those animal companions, I have to say I'm not really a big fan of animal companions, so I might not even make use of it (I think it's not mandatory).


Shaping up to be quite a lot of excellent entries. As usual going to tough for the GM to pick.

Been sick for a few days, and still busy with loading up my new personal computer with software and fixing settings. But this is posted with my nice new machine, way faster now.


HP 2nd level: 1d4 + 4 ⇒ (3) + 4 = 7
HP 3rd level: 1d4 + 4 ⇒ (2) + 4 = 6


Due to the character's background, I think Pioneer is the most fitting Campaign Trait, though I don't think any of them fits 100%. I hope I'm not the 5th or 6th pioneer in the party, if I get into the party.


Another question for the GM, which I should have asked previously:

Are you OK with Larin taking jolt as one of his cantrips? It's one of the Paizo blog ones, and the blurb from Jason Bulmahn says that it's a rare cantrip, but it fits so nicely into my character concept.

Happy to replace it if not, but I thought I should ask rather than assume.


pad300 wrote:
Are the occult classes, in particular Psychic, Kineticist or Occultist permissible?

Yes indeed.

golfdeltafoxtrot wrote:
How do you see new PCs being introduced at this point of the AP? Are we new expedition members sent on from Brevoy or are we Stolen Lands natives that join up with the existing expedition for some reason?

If possible the new characters will be reinforcements sent by the swordlords from Restov. They would have been recruited in a way similar to the original group.

Jereru wrote:

Due to the character's background, I think Pioneer is the most fitting Campaign Trait, though I don't think any of them fits 100%. I hope I'm not the 5th or 6th pioneer in the party, if I get into the party.

PS: If you, GM, think that having a Hunter and two clerics with the Animal Domain would cause a big hassle with all those animal companions, I have to say I'm not really a big fan of animal companions, so I might not even make use of it (I think it's not mandatory).

You would make the 3rd pioneer. (If selected.) I don't think the extra animals would be too much of a problem. If it comes with the build you should probably use it.

Larin Linwrick wrote:

Are you OK with Larin taking jolt as one of his cantrips? It's one of the Paizo blog ones, and the blurb from Jason Bulmahn says that it's a rare cantrip, but it fits so nicely into my character concept.

Is it acceptable for me to reskin silken ceremonial armour as something less Tian, perhaps as a heavy leather duster for instance? It's an item I'm willing to pay for, and it's mechanically good for spellcasters, but the flavour of the item doesn't really fit. I picture Larian with a dark brown knee-length leather coat, the folds billowing around him in an unseen wind. Is that OK?

Jolt is no problem. I don't have a problem with re-skinning, as a rule. In this case, I would suggest that it be described as a cloth(silk) duster. Silk and leather are not at all the same material after all. But hopefully, you would have the look you wanted, while staying true to the material.

Liberty's Edge

Question about races: Are you okay with a tiefling or changeling character? Based on the criteria you set out I feel like they're probably okay but I thought it best to know that for sure.


Tiefling, and Changeling characters would be okay.

Liberty's Edge

Great, thank you! I will put something together for you asap.


GM Waterhammer wrote:
If possible the new characters will be reinforcements sent by the swordlords from Restov. They would have been recruited in a way similar to the original group.

Ah, dammit... I made a totally different background, hoping to join the group at Oleg's outpost. Should I scratch it and make a character coming from Restov? I can totally do that if you prefer.

Also, are we allowed to buy a wand with less charges? 750gp feels too much, but maybe about half of that could work. Does the group feel in need of a CW wand?


GM Waterhammer wrote:


golfdeltafoxtrot wrote:
How do you see new PCs being introduced at this point of the AP? Are we new expedition members sent on from Brevoy or are we Stolen Lands natives that join up with the existing expedition for some reason?

If possible the new characters will be reinforcements sent by the swordlords from Restov. They would have been recruited in a way similar to the original group.

Larin Linwrick wrote:

Are you OK with Larin taking jolt as one of his cantrips? It's one of the Paizo blog ones, and the blurb from Jason Bulmahn says that it's a rare cantrip, but it fits so nicely into my character concept.

Is it acceptable for me to reskin silken ceremonial armour as something less Tian, perhaps as a heavy leather duster for instance? It's an item I'm willing to pay for, and it's mechanically good for spellcasters, but the flavour of the item doesn't really fit. I picture Larian with a dark brown knee-length leather coat, the folds billowing around him in an unseen wind. Is that OK?
Jolt is no problem. I don't have a problem with re-skinning, as a rule. In this case, I would suggest that it be described as a cloth(silk) duster. Silk and leather are not at all the same material after all....

Thanks GM. I'll adjust the description of my duster and check that my background makes sense for that origin.


Jereru wrote:
GM Waterhammer wrote:
If possible the new characters will be reinforcements sent by the swordlords from Restov. They would have been recruited in a way similar to the original group.

Ah, dammit... I made a totally different background, hoping to join the group at Oleg's outpost. Should I scratch it and make a character coming from Restov? I can totally do that if you prefer.

Also, are we allowed to buy a wand with less charges? 750gp feels too much, but maybe about half of that could work. Does the group feel in need of a CW wand?

That’s why I said “If possible “. The two chosen players will meet the rest at Oleg’s, at any rate.

I’ll get back with you on the wand. It depends on how easy it is to work in hero lab.

Liberty's Edge

Don't mind me, just rolling for HP.

2d4 + 4 ⇒ (3, 1) + 4 = 8


Alright! I would like to present Syretia Almah, a good-hearted Issian who wants nothing more than to join a band of heroes. I made up some flavor about how she winds up at Oleg's post but it's certainly not set in stone and I'm glad to change it to fit. Please let me know what you think!

Syretia Almah
Female changeling sorcerer 3
CG Medium humanoid (changeling)
Init +3; Senses Darkvision 60ft, Perception +6

Defenses
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
SR 8
Saves Fort +2, Ref +3, Will +6 (+2 racial bonus on all saving throws vs gaze attacks, +1 trait bonus against mind-affecting effects)

Offense
Speed 30 ft.
Melee dagger +2 (1d4+1)
Ranged touch attacks +3
Special Attacks arcane bolt (1d4+1) (6/day)
Innate Spell-Like Abilities: dancing lights, detect magic, disguise self (DC 12), pass without trace (1/day each)
Known Sorcerer Spells (CL 3rd, concentration +7):
1st (6/day)—identify, mage armor, snowball (DC 14), vanish
0 (at will)—daze(DC 15), detect magic, mage hand, prestidigitation, read magic

Statistics
Core Stats: Str 12, Dex 14, Con 12, Int 17, Wis 16, Cha 12
Base Atk +1; CMB 2; CMD 14
Feats Eschew Materials, Mother's Gift (Uncanny Resistance), Spell Focus (Enchantment)
Skills Knowledge (Arcana) +11 , Knowledge (Dungeoneering) +7 , Knowledge (History) +5 , Knowledge (Local) +6 , Knowledge (Planes) +10 , Perception +6, Spellcraft +11 , Use Magic Device +5
Languages Common, Skald, Draconic, Giant, Aklo
SQ arcane (sage) bloodline, bloodline arcana, cantrips, darkvision, hag magic, mute-born, spells, weapon and armor proficiency
Combat Gear
Other Gear dagger, horse (light), potion of cure light wounds (2), potion of lesser restoration, potion of shield of faith, scroll of comprehend languages, scroll of keep watch, outfit (explorer's)
Currency 393 gp

Feats
Spell Focus (Enchantment Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Mother's Gift (Uncanny Resistance (Su)) You gain spell resistance equal to 6 + your character level.

Special Abilities
Arcane (Sage) Bloodline Scholars of the arcane are always creating new means to use magic. Knowledge (Dungeoneering) is a class skill.
Arcane Bloodline ~ Bonus Spells Identify
Arcane Bolt (Sp) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Int modifier.
Arcane Temper (Trait) You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Bloodline Arcana Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Hag Magic (Racial Trait) Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Issian (Trait) You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Mute-born (Sorrow May) Unique among their kind, sorrow mays manifest spontaneously without the need for hag mothers, and likewise hold the potential to corrupt themselves, transforming into hags should their hearts grow cold.
Ancestry Mute hag
Typical Alignment CN
Ability Modifiers +2 Int, +2 Wis, -2 Con
Hag Racial Trait Mute-born changelings gain a +2 racial bonus on saving throws against gaze attacks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Scholar of the Great Beyond (Trait) Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Planes) is always a class skill for you.

Background:
Syretia always loved stories. Growing up an only child in the home of a widowed Shelynite composer in Port Ice, she spent her early winters in one of two ways: curled up by the fireplace with one of the many novels she had begged her father Lepio to buy for her, or studying the works that his patrons, House Surtova, had commissioned from him. She'd have happily continued in this fashion, absorbing countless tales of ancient heroes and studying music to her heart's content, if not for two events.

First was the Vanishing, when Syretia was only 9 years of age. While her middle-class upbringing made possible by House Surtova's patronage certainly insulated Syretia more than most, the upheaval and panic caused by the sudden disappearance of House Rogarvia found its way into everyone's lives. Many of her friends vanished, either because of some distant ancestor or simply fleeing the turmoil Brevoy found itself plunged into. With bigger and more immediate concerns than entertainment, her father's (and therefore, Syretia's own) place of favor in the eyes of Surtova came into question. Lepio could hardly spare the time or resources to ensure his daughter had new books to read if they might lose their very home.

Potentially as a result of cosmic coincidence, or perhaps brought on by these new stresses, the second event was the awakening of Syretia's innate magical abilities. As a child, Syretia didn't understand the full weight of what was happening around her. What she knew is that her father no longer doted on her as he once had, she couldn't play with her friends anymore, and everyone she did see seemed angry all the time and wouldn't tell her what was going on. So she acted out, as children do. Of course, most children act out by, say, throwing toys or refusing to do chores. Syretia chose to throw toys across the room...from across the room. She also developed a habit of redecorating the house with dizzying displays of colors. She didn't understand how she was doing these things, and, at the time, didn't particularly care.

Lepio had not a lick of magical skill or talent, so he had no understanding of how to deal with this new brand of childish rebellion. At his wits' end, he finally asked his patron for help. In no time at all, Syretia found herself being bundled up and sent to an academy in New Stetven, where she was expected to study the arcane arts so as to repay the generosity of her lords as a house wizard. But here, presented with a seemingly infinite array of knowledge and without the ever looming threat of winter, Syretia instead threw himself into studying history, culture, monsters, and, most of all, legends and fairy tales. She became quite skilled at understanding the nature of magic, to be sure, but Syretia had no interest in poring over spellbooks when that came so easily and there were so many other ways to challenge herself. And there were so many stories. Heroic tales of fearless knights striking down huge dragons and evil witches, all in the name of love and justice. She knew, someday, she'd get her chance to one of those heroes.

A decade passed. Syretia read more stories, and studied more history. Despite her best efforts, she became an ever more powerful spellcaster. Every day, she wondered when she'd get her call to adventure. Then, it happened. As if right out of her books, there was a literal call for heroes, asking them to slay a bandit lord and pacify the Stolen Lands for the good of all Brevoy. Leaping at the chance, Syretia put her name forward immediately...and was rejected. Returning to the academy, she fumed for weeks about the rejection, before coming to a realization. None of the heroes in her stories had waited for permission. They knew what needed to be done, and they just went out and did it. Over the next week, Syretia went about researching and then purchasing the equipment and supplies she would need. She knew where the adventuring party had been sent, that much had been in the announcement. She simply needed to get there and wait for them, and they would obviously welcome her into their band. And so, in the dead of night, she gathered up her belongings and set out on the road, seeking her destiny.

Appearance:
Syretia is a slight woman, standing at 5'5" and just over 120 pounds. She likes to keep her long, black hair in a single braid over one shoulder, and her eyes move constantly, trying to take in everything around her. While her hair has an unusual white streak running down it, it's those eyes that usually catch and hold the attention of those who meet her. Instead of two perfectly normal (if intense) blue eyes, her left iris is completely colorless, a nearly total white.

While up until recently she would most often wear the scholarly robes of her academy, she has traded them in for attire she hopes is more practical: leather boots, gloves, and so on, plus a lot of pouches. Her favorite article, though, is a symbol of her faith: a bright, multicolored scarf with a beautifully embroidered sigil of a songbird. Syretia may not be a priest, but she guards this above all her other possessions, not least of which because it was a gift from her father.

Personality:
Syretia is a very animated person, constantly fidgeting with something and peppering her companions (or passersby) with questions. She's quick to offer a smile and a reassuring word to those who need it, and is determined to be the sort of hero she's always read about. Despite her seemingly flighty personality, Syretia is quite capable of bringing all of that energy to bear when a problem needs solving.


Re the clw wand with less charges: No problem.


Thank you, GM. The crunch is now also ready, all in the alias, here.


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At the risk of being too officious, I thought I’d draw up a list of submissions so far. Let me know if I’ve missed you, anyone!

Player / Character / (Class)

Simeon - Mykas (Inquisitor)
Jing the Bandit - Sugass Yinnisse (Wizard)
eriktd - Zsófia Dobós (Swashbuckler)
Jereru - Augustina Grigorova (Cleric)
golfdeltafoxtrot Larin Linwrick (Sorcerer)
Losonti - Syretia (Sorcerer)
(Yours truly,) Qunnessaa - Aithaloessa Cyana (Arcanist > Eldritch Knight)

Also expressing interest, with characters still in the offing:

The Archlich
Rizzenmagnus
pad300


what's the ranged vs melee balance of the party so far?


@Qunnessaa: You forgot the character Jynn

@cuatroespada: Autumn is a range focus but can switch into melee when needed. Frostbite, her wolf, is melee.
Titian is melee
Torek is melee
Herger is melee


okay, just didn't want to throw a ranged character in the pool if you had an abundance of those. was thinking an elf arcane caster (caster heavy arcane archer eventually) or maybe a half elf bard.

Liberty's Edge

Dotting, I’ll read the full thread tomorrow morning and put someone together


Ok, the core mechanical bits of Davor Benttusk, 1/2 Orc Witch:

Mechanical Bits, Davor Benttusk:

CG,
½ Orc (Sacred Tattoos, Fey Thoughts : perception, stealth).
Witch 3 (Scarred Witch Doctor)
Init +2 = +2 (Dex)
Speed 30 ft
Dark Vision 60 ft

Defense
AC : 13 = 10+2 (dex)+1 (armor)
HP: 20 = 6+3+5+6 (con)
Fort + 4 = +1 (trait) +2 (Con) +1 (class)
Ref + 4 = +2 (Dex) +1 Trait + 1 (class)
Will + 5 = +2 (Wis) + 3 (class)
CMD : 13 = 10 +1 (BAB) +2 (dex)

Offense

Melee:
Ranged:
BAB : +1
CMB : +2 = 10+1 (BAB) +1 (str)

Spells Prepared

L0 (DC 13, unlimited): Message, Detect Magic, Resistance, Guidance

L1 (DC 14, 3/day): Sleep, Summon Minor Monster, Mage Armour

L2 (DC 15, 2/day)

Spellbook
L0 : All
L1 : Animal Purpose Training, Ill Omen, Mage Armour, Enlarge Person, Sleep, Snowball, Summon Minor Monster, Ventriloquism (Patron), +2
L2 : +2

Stats
Str 12 = 12
Dex 14 = 14
Con 14 =14
Int 17 = 15 + 2 Racial (1/2 Orc)
Wis 14 = 14
Cha 12= 12

Feats : Scribe Scroll (lvl 1), Accursed Hex (lvl 3), Eldritch Researcher (lvl 5) , Ritual Hex (lvl 7), ?Amplified Hex (lvl 9)?

Traits: Rostlander (Kingmaker Campaign Trait), ***, Deft Dodger (Combat)

Skills (2+3(int) /lvl , +3 FCB)) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft (3,+11), K(arcane) (3, +9), K Planes(3+9), Perception(3,+9), Ride (1,+3), Initimidate (1, +10), Use Magic Device (3,+8), Survival (1,+3)
headband to add K(history), 1st int increase to K(Geography) > 5 ranks, then to Survival > 3 ranks.

Languages : Common, Orc, Giant, Draconic, Hallit

Special Abilities : Hexes, Familiar, Patron (Time)

Hexes (and replacements)
Scarshield (1st)
Slumber (2nd)
Evil Eye (4th)

Equipment: (1000 gp)

Weapons (151 gp): Cold Iron Longspear (10 gp), Cestus (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 bolts (2 gp), 4 flasks Alchemist’s Fire (80 gp)

Armor (3 gp): Haramaki (3gp)

Equipment (368gp) :
Masterwork Backpack (50 gp), Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 1 day (0.5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),
On Horse : Light Warhorse (110 gp), 10 days Horse feed (1 gp), Trail Rations, 9 days (4.5 gp), bedroll (1sp), blanket (5sp), hammock (1sp), a second Waterskin (1 gp) 100 ft hemp rope (2gp), mess kit (2 sp), Large Tent (30 gp), Inkpen (1 sp), Ink (8 gp) Travelling Formula Book (10 gp, for notes), 6 Bear Traps ( 12 gp) Saddlebags (4 gp), Bit and Bridle (2 gp), Harness (2gp), Military Saddle (25 gp). Studded Leather Barding (100 gp).
+478 gp more (scrolls, partial wands?)

Ok, the mechanics needs more equipment, another trait, and filling out the spells known and chosen. Obviously he needs a background & appearance/demeanour. I put this up, so there will be something for GM Waterhammer to look at...

As another Q for GM Waterhammer. Clearly we are using the kingdom building rules, are we using the downtime rules as well?


@pad300: Monster races aren't allowed. Half orc is but no full blood orcs.


Yes, we’ll be using the down time rules. Except for xp gain.


Autumn Moon wrote:
@pad300: Monster races aren't allowed. Half orc is but no full blood orcs.

Yep, he's a 1/2 orc. They can take the scarred witch doctor archetype because of the racial trait :

"Orc Blood: Half-orcs count as both humans and orcs for any effect related to race."
It got FAQ'ed one way, and then back the other way. This is the latest FAQ entry (I think...):
https://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9r7c


I don't know why that didn't register... I'm sorry pad!


Autumn Moon wrote:
I don't know why that didn't register... I'm sorry pad!

No problem, if someone sees something in a build they don't understand, I'm happy to answer questions.


A full accounting of Davor Brenttusk

Mechanical:
Davor Benttusk

CG,
½ Orc (Sacred Tattoos, Fey Thoughts : perception, stealth).
Witch 3 (Scarred Witch Doctor)
Init +4 = +2 (Dex) +
Speed 30 ft
Dark Vision 60 ft

Defense
AC : 13 = 10+2 (dex)+1 (armor)
HP: 20 = 6+3+5+6 (con)
Fort + 6 = +1 (trait) +2 (Con) +1 (class)+2 (luck)
Ref + 6 = +2 (Dex) +1 Trait +2 (luck) +1 (class)
Will + 7 = +2 (Wis) + 3 (class) +2 (luck)
CMD : 13 = 10 +1 (BAB) +2 (dex)

Offense

Melee: Longspear + 3, 1d8+2, Cestus +3, 1d4+2
Ranged: Light Crossbow +3, 1d8
BAB : +1
CMB : +2 = 10+1 (BAB) +1 (str)

Spells Prepared

L0 (DC 13, unlimited): Message, Detect Magic, Stabilize, Guidance

L1 (DC 14, 3/day) : Sleep, Summon Minor Monster, Mage Armour

L2 (DC 15, 2/day) : GlitterdustX2

Spellbook
L0 : All
L1 : Animal Purpose Training, Ill Omen, Mage Armour, Enlarge Person, Sleep, Snowball, Summon Minor Monster, Ventriloquism (Patron), +1
L2 : Glitterdust, Blood Transcription

Stats
Str 12 = 12
Dex 14 = 14
Con 14 =14
Int 17 = 15 + 2 Racial (1/2 Orc)
Wis 14 = 14
Cha 12= 12

Feats : Scribe Scroll (lvl 1), Accursed Hex (lvl 3), Eldritch Researcher (lvl 5) , Ritual Hex (lvl 7), ?Amplified Hex (lvl 9)?

Traits: Rostlander (Kingmaker Campaign Trait), Fate’s Favored (Faith), Deft Dodger (Combat)

Skills (2+3(int) /lvl , +3 FCB)) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft (3, +9), K(arcane) (3, +9), K Planes(3, +9), Perception(3, +8), Ride (1, +3), Initimidate (1, +10), Use Magic Device (3, +8), Survival (1, +3)
headband to add K(history), 1st int increase to K(Geography) > 5 ranks, then to Survival > 3 ranks.

Languages : Common, Orc, Giant, Draconic, Hallit

Special Abilities : Hexes, Fierce Intelligence, Fetish Mask, Patron (Time)

Hexes (and replacements)
Scarshield (1st)
Slumber (2nd)
Evil Eye (4th)

Equipment: (1000 gp)

Weapons : Cold Iron Longspear (10 gp), Cestus (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 bolts (2 gp), 4 flasks Alchemist’s Fire (80 gp)

Armor (3 gp): Haramaki (3gp)

Equipment :
Masterwork Backpack (50 gp), Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 1 day (0.5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), Wand of Cure Light Wounds – 21 Charges (315 gp), 157 gp in assorted coinage.
On Horse : Light Warhorse (110 gp), 10 days Horse feed (1 gp), Trail Rations, 9 days (4.5 gp), bedroll (1sp), blanket (5sp), hammock (1sp), a second Waterskin (1 gp) 100 ft hemp rope (2gp), mess kit (2 sp), Large Tent (30 gp), Inkpen (1 sp), Ink (8 gp) Travelling Formula Book (10 gp, for notes), 6 Bear Traps ( 12 gp) Saddlebags (4 gp), Bit and Bridle (2 gp), Harness (2gp), Military Saddle (25 gp). Studded Leather Barding (100 gp), 3 Glass bottles ( 6 gp)

Background:
Born in the slums of New Stetven, Davor was raised mostly by his grandfather, Makor, his parents both working hard in the city to make ends meet. They were lost in one of the fires that a wooden city is subject to. Makor lived on the outskirts of town, working as a herder and animal handler. Makor was a shaman (Scarred Witch Doctor) of the old ways, and taught the boy much, bringing out his talents as a witch, as well as giving him his sacred tattoo’s. This upbringing left him with religious inclinations to various tribal spirits, but he feels a deep connection to Pulura, (although she was renamed in the tribal tradition), as he is fascinated by the beauty of the northern lights. Although witches are much less respected than wizards, Davor literally bullied (intimidate) his way into consideration as an arcane caster for the Brevic expeditions into the River Kingdoms. He is only 19 years old and is ambitious. He thinks witchery should be as respected as wizardry, and wants to start his own tradition based in scholarship and research. He sees the River Kingdoms as an opportunity to escape the social structure (prejudice) that holds down both witchcraft and half-orcs.

Appearance and Demeanor:
5’ 6”, 206 lbs (heavyset like an orc, but runty by orc standards), gray-green skin, with dark brown eyes under heavy brows. Clean shaven with a mop of black hair. One of his 2 small tusks is twisted in his mouth – it looks bent (got that way in a fight when he was 11). Quiet spoken, he has a very slight lisp (from his bent tusk), his perspective is always a little fey. Shockingly educated for a ½ orc, he can often be found with his nose in a book.

Character Direction:
Intent is to take a level in Stargazer of Pulura when qualified,…Which opens up shaman hexes to him through Ritual Hex.
Davor will most assuredly be using the downtime rules as they are available. He will start a business (a scriptorium ) asap at Oleg's trading post, and will want to work his way up to a full mage's tower.


Updated with a bit more information including look and personality.


2 people marked this as a favorite.

Just updating the list of characters submitted - thanks for reminding me about Jynn! I wasn't sure if Jing had changed which character he was more keen on.

Qunnessaa wrote:

At the risk of being too officious, I thought I’d draw up a list of submissions so far. Let me know if I’ve missed you, anyone!

Player / Character / (Class)

Simeon - Mykas (Inquisitor)
Jing the Bandit - Sugass Yinnisse (Wizard) or Jynn (Bloodrager)
eriktd - Zsófia Dobós (Swashbuckler)
Jereru - Augustina Grigorova (Cleric)
golfdeltafoxtrot Larin Linwrick (Sorcerer)
Losonti - Syretia (Sorcerer)
(Yours truly,) Qunnessaa - Aithaloessa Cyana (Arcanist > Eldritch Knight)
pad300 - Davor Benttusk (Witch > Stargazer of Pulura)

Also expressing interest, with characters still in the offing:

The Archlich
Rizzenmagnus
cuatroespada
joker 27

Good luck, everyone!

Liberty's Edge

To clarify we have through the end of tomorrow correct

HP level 2: 1d4 ⇒ 4
HP level 3: 1d4 ⇒ 2


joker 27 wrote:

To clarify we have through the end of tomorrow correct

Yeah, approximately 24 hours.

Liberty's Edge

Quick question for Waterhammer, could I buy items of some minor historical significance, I'm thinking of making a court relations expert with a keen eye for history.


joker 27 wrote:
Quick question for Waterhammer, could I buy items of some minor historical significance, I'm thinking of making a court relations expert with a keen eye for history.

Hmm. Like an occultist’s implements, but without the connection to any sort of power? That would be okay. And gives guidelines for pricing.

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