DM JD's Kingmaker- Stolen Lands! (Inactive)

Game Master Jack Daniels


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all done, changing jade trait to pioneer trait, because life has been hard for him always being late to something. I could say he was in Brevoy for a year.


This character has been fleshed out and is ready for review. I adjusted the crunch to better reflect his background and my vision. Please don't hesitate with any feedback.


Working up a Dwarven Warpriest, will put fluff/crunch up tonight if that's alright. Couple of questions:

- Is a less common dwarven god ok? I was thinking of using Angradd (God of War) or Kols (God of Duty) from Pathfinder Chronicles: Gods and Magic.

- Is reflavoring the background traits ok? I wanted to take the Noble Born trait, but redone to be from a dwarven clan instead of adopted into a human house.

Thanks!


Xentik, I sent you a PM with the answers. FYI, for all applicants, you can reflavor a trait to make it fit your character, as long as the mechanic remains the same.


Actually, going to change direction and go with an Oracle of Nature, I think. Hopefully have something to post within the next few hours.


Here is my submission.

Male Half-Orc Cleric 1 (HP 10/10 | AC:18 | T:14 | FF:14 | CMB: 4 | CMD:18 | Fort:+4 | Ref:+1 | Will:+4 | Init:+1 | Perc: +3 | Speed 20)

Background:

Kaurak Custos was born and raised in a Half-orc farming commune on the edge of the Greenbelt. The farm was a haven from the discrimination normally experienced by half-orcs, even in a diverse land like Brevoy. Any half-orc who happened upon the commune was welcome to join but but only those few half-orcs who could tolerate the strict rules and nearly monastic order stayed for more than a few weeks. Kaurak’s parents joined the commune long before he was born so the structured life was all that he knew.
Religion had no place in the commune. Not that it was banned; it was just ignored by the members. The commune was led by a council of elders and any religious zeal tended to be channeled into dedication to the community. So when Kaurak started to be drawn to a site deep in the surrounding forest at first people thought he was just being lazy and dodging his chores (a serious offence). It turns out the commune was only a few miles from a long abandoned shrine of Erastil. Kaurak had not be spending his time napping in the shade of the forest. He had been clearing the shrine of over growth, rebuilding the roof, and praying at the alter. It wasn’t until Kaurak was able to heal one of his cousins after an accident with a plow shattered his leg that Kaurak’s time away from the fields was really tolerated. Even so it was clear that Kaurak was not destined to stay with the commune.
After several years of work on the shrine, largely done of his free days and at night it was fully restored. During an evening of prayer Kaurak received a vision from Erastil calling him to restore more of the lost shrines. At first Kaurak did not know how to go about doing that knowing that without a community interested maintaining it no shrine would last long. Then one of the merchants who traded with the commune came with news that the Sword lords were assembling expeditions to settle the Greenbelt. Kaurak knew at once that he had to be part of that expedition. When he announced the plan the elders supported his decision. Kaurak had not been particularly evangelical but they felt his work on the shire was a distraction for the community. They equipped him and gave him one of the plow horses and sent him with the merchant to sign up with the Sword lords.

Description:

Kaurak is a tall broad half-orc with grey skin and black hair. His prominent tusks seem out of place on a face that seems to be perpetually smiling. A wicked great-axe sits on his heavily muscled shoulder. A wooden disk engraved with a bow and arrow hangs at his neck. Kurack lacks the clam reserve of most formally trained clergy but he makes up for it with passion and fervor.

Character Details:

----------------
Kaurak Custos
----------------
Lg Medium Humanoid (Half-Orc) Cleric 1
Init +1 Perception +3 Dark Vision 60’
----------------
DEFENSE
----------------
AC 16 (+1 Dex, +5 Armor)
Hp 10
Fort +4, Ref +1, Will +4
Speed 20’
----------------
OFFENSE
----------------
Melee
Great Axe +4 1D12+6 (Critical 20 x3)
--Power Attack +3 1D12+9 (Critical 20 x3)
--Enlarge +4 3d6+7
Dagger +4 1D4+4 (Critical 19-20 x2)

Ranged
Light Crossbow +1 1D8 (Critical 19-20 x2)
----------------
STATS
----------------
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD +15
Feats: Power Attack
Traits: Pioneer, Know the land
Skills: Heal +6, Survival +7
----------------
Features
----------------
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.,,,,,
Favored Class: Cleric +1/2 Enlarge (Su) per level
Aura (Lawful Good)
Channel Positive Energy 1d6 (2/day)
Domains(Feather, Growth)
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Orisons
Spontaneous Casting
--------------
Spells
--------------
Level 0, 4, Detect Magic, Stabilize, Create Water, (Empty Slot)
Level 1, 2+1, Enlarge Person(d), Bless, (Empty Slot)

Character Sheet


All done, Feedback is appreciated!

Grimath Hammerswrath, Dwarven Warpriest of Angradd

Motivations at a Glance:

It's covered better in the background, but Grimath's motivation for being out in the greenbelt is two-fold: Firstly, to secure the future for his clan, which has toiled in Brunderton without any real hope of improving its station for generations. Secondly, to prove himself worthy to assume his father's mantle when the he passes on.

While he would have prefered a group of dwarves at his side in the coming adventure, he's accepted that it's unlikely to happen.

Crunch:

Grimath Hammerswrath

Male Dwarf Warpriest 1
LG Medium Humanoid (Dwarf)

Init +0; Senses Darkvision (60 ft.); Perception +2

Defense
AC 17, Touch 10, Flat-footed 17 (+5 armor, +2 shield)
HP 14/14 (8 base + 3 fort + 3 toughness)
Fort +5, Ref +0, Will +4

Offense
Speed 20 ft.

Melee Battleaxe [+5 hit (1 BAB + 3 str + 1 wp focus), 1d8+3 dam]

Spells Memorized (CL 1)
1st (2) – divine favor, shield of faith
0th (3, at will) – create water, guidance, light, mending

Statistics
Str 16, Dex 10, Con 16, Int 10, Wis 15, Cha 10
Base Atk +0 (+1 w/Battleaxe); CMB +4; CMD 15

Feats Toughness
Class Features Sacred Weapon (Battleaxe), Blessings (Fire, War)
Race Features Slow & Steady, Defensive Training, Stability, Hatred, Greed, Hardy, Weapon Familiarity
Traits Noble Born: Hammerswrath, Fate’s Favored
Skills (2 class, 1 favored) Appraise +1 (+7 valuable metals/gems), Diplomacy +4, Sense Motive +6
Languages Common, Dwarven
SQ Aura (Lawful Good)

Combat Gear Scale Mail, Heavy Steel Shield, Battleaxe
Other Gear Cleric’s Kit, Merchant’s Scale, Cask(Whiskey, 2gal), Cask(Ale, 2gal)
Treasure 74gp 4sp

(Trait) Noble Born: Clan Hammerswrath:

Your clan has toiled away in Brunderton for generations after their exile from the Five Kings Mountains. Working the mines and dealing with the merchants of the town has made your clan adept at navigating rough terrain and valuing the fruits of their labor. You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. In addition, you gain a +2 trait bonus on Appraise checks to asses the value of natural stones or metals. Your family motto is "Tend to the Faith, Clan, and Forge before all else"


Background:

Appearance
Grimath is a mountain of a dwarf, towering above even his brothers and sisters. His platinum beard and hair are common to his clan and not a sign of age. His beard is full and well-kept, ending with several braids bound by steel rings. He carries a shield with both his family's crest, a hammer splitting the ground, and the symbol of Angradd, The Forge-Fire upon it. At his side hangs his battleaxe, and on his back a great pack of supplies with two casks of alcohol hung beneath it. His gear and weapon are as well cared for as his beard, his mail gleaming and polished, and the axe blade finely honed.

Personality
Much like the clan's motto, Grimath's faith and clan come first. Duty drives him, and he takes the task ahead seriously. Having done some trading as he grew up, he is a good judge of character, and is fairly adept at dealing with others diplomatically. On the rare occasion that he's freed from his duties, he enjoys a good bit of revelry, especially when good alcohol is involved.

Though he's unsure of collaborating with other races, and hasn't interacted with non-dwarves significantly, he is pragmatic enough to know that it's necessary for the clan. He respects those who work hard and take care of their friends and family, and has little patience for those who take shortcuts to wealth and power.

Clan Hammerswrath

Clan Hammerswrath is one of several clans found in the mining town of Brunderton in Rostland. The clan was exiled many generations past due to a dispute with the then king. They had previously been a powerful and well regarded clan, and exile was a major blow to them. In the generations that have followed, the clan has made a living in the town as miners, merchants and blacksmiths. The clan worships Angradd almost exclusively, which is considered odd by other clans who pay homage to Torag before the rest of the pantheon. Before the exile, the clan was renowned for its Warrior-Priests, a force which was feared by foes of the dwarves throughout the region.

In recent years, the patron of the clan, Morul Hammerswrath has begun searching for ways to set the clan back on the path to glory and power. Sending out several members of the clan to find opportunities, news of the charters makes its way back to Brunderton.

Background
Born the eldest son of Morul Hammerswrath, patron of the clan, Grimath has always been first in line to assume leadership. Like his father, Grimath has a strong desire to see his clan rise to power, and is eager to prove himself worth of his role as heir by helping to achieve this goal.

Like all clan members, his early training involved basic religious and combat training. Unlike his brothers and sisters, Grimath proved himself adept in both combat and divine magic quite quickly. The High Priest of the clan declared him the first Warrior-Priest of Angradd in a generation. In addition to his combat training, his father often sent him to barter deals with other clans or merchants visiting town.

When news of the possibility of charters being issued reached Brunderton, Morul and Grimath sat down with several of the elders to discuss the possibility. While Grimath argued for sending a group of Dwarves to accept a charter, Morul rightly worried that the Swordlords issuing the charters would be unlikely to give a charter directly to the clan. It was finally decided that Grimath would head out to join an adventuring company to attempt to secure a charter. If and when the company was able to secure lands, Grimath would send for the clan and they would leave Brunderton to begin anew there.

Gathering his gear, and being gifted the clan's heirloom shield, Grimath set off both to fulfill his duty to the clan, and to prove himself worthy as heir to the clan and the legacy of the Warrior-Priests of Angradd.


Character stats done:

White Eagle:

Human Shaman 1
N Medium humanoid (human)
Init +3; Senses Perception +3 (+5 familiar nearby)
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d8+4)
Fort +1, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortspear +2 (1d6+2) and
. . unarmed strike +2 (1d3+2)
Ranged sling +1 (1d4+2)
Shaman Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, magic stone
(1/day) charm animal [S] (DC 14)

0 (at will)—detect magic, know direction, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness
Traits devotee of the green, pioneer
Skills
  • Diplomacy +5
  • Handle Animal +5
  • Heal +9
  • Knowledge (geography) +6
  • Knowledge (nature) +6
  • Perception +3 (+5 familiar nearby
  • Ride +8
  • Sense Motive +3 (+5 familiar nearby
  • Survival +7

Languages Common, Other Language
SQ spirits (nature)
Gear Healer's kit (10/10 uses remaining), leather armor, shortspear, sling, sling bullets (10), belt pouch, falconry gauntlet, fetish, tribal, flint and steel, sack, spell component pouch, tobacco (2), 7 GP, 4 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Healer's kit - 0/10
Shortspear - 0/1
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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

Sikem:

Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1) and
. . unarmed strike +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
SQ riding
Other Gear bedroll, bit and bridle, mess kit, riding saddle, saddlebags, tent, small,

torch (3), waterskin (2)
--------------------
TRACKED RESOURCES
--------------------
Torch - 0/3
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor

with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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

Elangomat:

Eagle (familiar)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 6 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2) and
. . unarmed strike +5 (1-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Diplomacy -1, Handle Animal -1, Heal +3, Perception +14, Ride +4, Survival +3; Racial Modifiers +8 Perception
SQ improved evasion, spirit familiar (nature)
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spirit Familiar (Nature) Move through undergrowth without harm/slowing & no Fly penalties up to windstorm strength.


Woops, forgot to add that I'm EST as well.


I'm CST, which is GMT - 6.


Submitting for consideration: Briana Dular, Human Oracle of Nature (and her companion, Tombstone Rose). Everything should be done except equipment and TS's stats, which I will add tomorrow. I reworked her campaign trait slightly to account for the Bonded Mount revelation, hopefully that will be acceptable :)

Oh, I'm CST (GMT -6).


Thank you for the reminder.

I am in EST (GMT-5)


1 person marked this as a favorite.

Update on applicants (let me know if I missed anyone!):

Andrej Catfoot - Human fighter (GMT +11)
Josef Orlovsky - Human fighter (GMT -6)
Elwitta Bad-Axe - Dwarf fighter (?)
Alexio Thraxas - Human fighter (GMT -5)
Arran Innatven - Human Ranger (GMT +1)
Dendarial the Ken Hunter - Elven Ranger (GMT - 6)
Hunter Deadeye - Undine Ranger (?)
Simeon the Wanderer - Human Fighter (GMT-5)
Faffnyr - Human sorcerer - (GMT)
Athenasius Darrow - Human wizard - (GMT-6)
Lelouch vi Orlovsky - Human cleric (GMT)
Kaurak Custos - Half-orc cleric (GMT-5)
White Eagle - Human shaman (GMT-5)
Briana Dular - Human Oracle - (GMT-6)
Grimath Hammerswrath - Dwarven warpriest (GMT-5)
Olo Dudley - Halfling bard (GMT-5)

Wow, some really great concepts to choose from. Guess I have my work cut out for me. I will close recruitment on Friday 2/28/14 at Noon EST. That should given anyone still pending plenty of time to submit a character.


Been super busy with work and classes, going to try to get a submission in by Friday. Have a lot of ideas right now and unsure which way I want to go with it and don't want to submit anything not 100% to my standard. Right now I am feeling a slayer with the Brigand campaign trait.


Est time zone.

Grand Lodge

Dot


Just a reminder, less than 24 hours to post before deadline. Man, I've been going over selections in my head. Tough selections!


Haha, well you have a lot of applicants to choose from!


That means everyone made really good characters. Good job everyone.


A late entrant here

Will be making a Gnome Druid who considers himself a man of science and wants to go to the Stolen Lands to study the wildlife and doing that without bandits roaming around is a lot easier than with.

I'll post the details sometime soon.


I can say that White Eagle is the first Shaman I ever made so I hope I did the character sheet right.


We have a very diverse and creative group of applicants. Should make for an interesting party.

Edward: White Eagle is awesome. Reminds me of this classic (Youtube).

RPG Superstar 2013 Top 4

Here's a late application: Lord Ira Bramwell, a broke noble seeking new land properties.

GMT-3 here.


Good Luck All. Looks like the DM could easily field two good parties from this group, maybe three.


Aye, looks like quite an assortment of great characters to choose from. Good luck everyone!


Seriously! You're making my job quite difficult!


Definitely interested in this game - character concept below for Damrak Lendar, a Human Inquisitor of Abadar.

I'm on GMT.

Concept:
Damrak did not come into the wilderness of the stolen lands voluntarily: it takes a lot to draw him away from his beloved cities (“the light of civilisation”). Abadar's commandments are clear however: the wilderness needs civilising and he is apparently the one to do it. He is a proud citizen of Brevoy, and the opportunity to re-unite his land from the many and varied rival factions currently tearing it apart is an enticing one. So, he will grit his teeth and bear the wilderness in order to tame it.

Sample quotes:
“I bring the light of civilisation: pure reason and - if necessary - cleansing fire.”

*on seeing a forest glade* “Look at it! Not a straight line anywhere. Have they never heard of a set square?”

“Nothing that hot and cold running water and a lot of cement can't make better.”

“The longsword, symbol of Law; the crossbow, weapon of Abadar - with them, I create Order. I. Will. Have. Order.”

”My soul for a Chelish bath right now.”

”These trees are NOT the right height.”

character generation:

Str 16 (10 pts)
Int 10 (0 pts)
Wis 14 (5pts)
Dex 13 (3 pts)
Con 12 (2 pts)
Cha 10 (0 pts)

Kingmaker Trait – Sword Scion (longsword)

Other Trait – Heirloom weapon (longsword – proficiency only)

Alignment = Lawful Neutral

Crunch:

Male Human Inquisitor 1 LN Medium Humanoid (human)
Age 22; Height 6 ft. 2 in. Weight 180 lbs.
Languages: Common
Deity Abadar
Init +1; Senses Perception +7

_________________
DEFENCE
_________________

AC 15, touch 11, flat-footed 14 (+3 Armour, +1 Dex, +1 Shield)
hp 10
Fort +3, Ref +1, Will +5

_________________
OFFENCE
_________________

Speed 30 ft.
Melee Longsword +4 (d8+3) 19-20 x2
Ranged Light Crossbow +1 (d8) 19-20 x2; OR +2 (d8+1) against targets within 30 ft.

_________________
STATISTICS
_________________

Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 10
BAB +0; CMB +3; CMD 14
SQ

Domain: Law (Inevitable) - Command 6/day DC 14

Judgement (1/day)

Monster lore - add Wisdom modifier to knowledge rolls to identify monsters

Orisons

Spells (first level 2/day)

Stern Gaze - half level (min. 1) to Sense Motive and Intimidate checks

_________________
FEATS
_________________

Point-Blank Shot - +1 to hit and damage targets within 30 ft.
Rapid Reload - reload light crossbow as a Free Action
_________________
TRAITS
_________________
Sword Scion - begin play with longsword; +1 to attack rolls and combat maneuvers with longsword

Heirloom Weapon (longsword) - proficiency with that specific weapon
_________________
SKILLS - 7 pts/lvl
_________________
Intimidate 1 (5)

Knowledge (nature) 1 (4)

Knowledge (religion) 1 (4)

Perception 1 (7)

Sense Motive 1 (8) 

Stealth 1 (5)

Survival 1 (7)

_________________
SPELLS KNOWN
_________________

Orisons - 4 known

  • Create Water
  • Daze
  • Light
  • Sift

First Level - 2 known

  • Bless
  • Protection from Chaos

_________________
GEAR
_________________
Holy symbol of Abadar

Longsword (heirloom weapon)

Explorer's outfit

Studded leather armour

Buckler

Light Crossbow

40 crossbow bolts

Backpack

Bedroll

Belt pouch

Blanket

Small tent

Steel mirror

50' Silk rope

5 Sunrods

7 days of Trail rations

2 Waterskins (contain water)

1 Waterskin (contains fine wine)

Shaving kit


Pathfinder Adventure Path, Maps Subscriber

Here is a submission for Gilder Morgenstern, gnome traveler bard. He will also dip levels in rogue (and could be rebuilt for that at 1st if there's interest).

I will make an alias if selected.

Crunch:
Gilder Morgenstern
Male Traveller Gnome Bard 1
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+3 armor, +1 shield, +2 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +4, Will +3; +2 bonus vs. [language-dependent], glyph, symbol or writing-related spells
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 15 ft.
Melee longsword +1 (1d6/19-20) and
scorpion whip +1 (1d3)
Ranged sling +3 (1d3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spell-Like Abilities
1/day—arcane mark, comprehend languages, detect poison, know direction, message, read magic, stabilize
Bard Spells Known (CL 1st; concentration +5):
1st (2/day)—chord of shards (DC 15), hideous laughter (DC 15)
0 (at will)—daze (DC 14), detect magic, light, lullaby (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Combat Expertise
Traits brigand, first memories
Skills Appraise +5, Bluff +8, Climb -1, Diplomacy +8, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +4, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (wind instruments) +8, Sense Motive +5, Spellcraft +5, Stealth +7; Racial Modifiers +2 Perception, brigand
Languages Common, Elven, Gnome, Sylvan
SQ bardic knowledge +1, magical linguist
Combat Gear caltrops; Other Gear studded leather armor, buckler, longsword, scorpion whip, sling, sling bullets (10), backpack, bedroll, belt pouch, belt pouch, candle (10), ink, black, journal, mapmaker's kit, Flute, spell component pouch, trail rations (4), 9 GP, 7 SP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, etc.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Know Direction (First Memories) (1/day) (Sp) With Wisdom 11+, cast Know Direction once per day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Stabilize (First Memories) (1/day) (Sp) With Wisdom 11+, cast Stabilize once per day.

Background etc:
Gilder was a wanderer. From the moment he set foot in Golarion, he couldn't sit still. He loved the freedom and randomness of the road, saying his thanks to Desna the Wanderer for the varied experiences. He often played for his supper on the road, using his trove of travels to collect stories and songs from far off and exotic lands and peoples.

Lately Gilder has been in Brevoy, running around with an unsavory lot. A group of bandits and revolutionaries who stir up opposition to the crown and rob from the rich,. The anarchists have recently come under heavy police scrutiny.

When the idea of an exploration into the untamed Stolen Lands came about, Gilder couldn't resist the opportunity, both due to his wandering nature, and the exquisite timing . Always one to follow his impulses, he signed up right away, never doubting it was the right thing to do.

Qualities - quick to decide/judge, impetuous, fun loving, flighty, morally ambiguous, unthinking, carefree,

Appearance - short, stocky, blue hair, thick eyebrows, and goatee, colorful clothing, smiling, mirthful eyes.


I have to admit so many great concepts. Have to say would love to see an aldori swordlord, it is "the" AP for a swordlord.


Athenasius Darrow wrote:

We have a very diverse and creative group of applicants. Should make for an interesting party.

Edward: White Eagle is awesome. Reminds me of this classic (Youtube).

Ok I was looking at your character picture and then it hit me.

If we are both in this game I can't help but think of you as Grégoire de Fronsac and I am like Mani

from this movie, which was an awesome movie


My Gnomish druid, Zoufbal Tashidar, is found here. The sheet isn't done yet but that'll be fixed in time.

Appearance:
Zoufbal is on the tall side for a Gnome standing at 3'7". His black facial hair, consisting of a moustache and a goatee, is always precisely styled using some sort of wax while the hair on his head usually is a mess. His eyes are a pale violet color and seem to always look at the world with wonder and amazement.

His dress style could be seen as a mockery of the sophisticated style worn by nobles. He wears a burgundy leather coat together with a green top hat and combines that with purple pants and brown boots.

Motivation:

Zouf hasn't so much procured his own charter as much as he has been given one by his father's employer, Gurev Medvyed lord of House Medyed, simply to be rid of him.

Zouf accepted it, not even seeing that it was a blatant attempt to get him out of the manor house and far away. He himself saw it mostly as an opportunity to see the world beyond the Gronzi forest and an opportunity to study the local wild life for he was more or less done with Gronzi by now.

As for the Greeneblt, it's as good a place as any to start his research and gives the opportunity to restock.


I'm withdrawing Simeon the Wanderer (Human Fighter) from consideration and submitting
Anibeth Ravenveil (Human Cleric) instead. (GMT-5)


Updated list of applicants with 12.5 hours to go! 20 applicants for 5 spots! I really appreciate the interest!

Andrej Catfoot - Human fighter (GMT +11)
Josef Orlovsky - Human fighter (GMT -6)
Elwitta Bad-Axe - Dwarf fighter (?)
Alexio Thraxas - Human fighter (GMT -5)
Arran Innatven - Human Ranger (GMT +1)
Dendarial the Ken Hunter - Elven Ranger (GMT - 6)
Hunter Deadeye - Undine Ranger (GMT-5)
Faffnyr - Human sorcerer (GMT)
Athenasius Darrow - Human wizard (GMT-6)
Lord Ira Bramwell - Human wizard (GMT-3)
Lelouch vi Orlovsky - Human cleric (GMT)
Zoufbal Tashidar - Gnome druid (?)
Damrak Lendar - Human inquisitor (GMT)
Anibeth Ravenveil - Human cleric (GMT-5)
Kaurak Custos - Half-orc cleric (GMT-5)
White Eagle - Human shaman (GMT-5)
Briana Dular - Human Oracle (GMT-6)
Grimath Hammerswrath - Dwarven warpriest (GMT-5)
Olo Dudley - Halfling bard (GMT-5)
Gilder Morgenstern - Gnome bard (?)


Pathfinder Adventure Path, Maps Subscriber

so sorry, about the time thing. Gilder and I are both in US central time (GMT-6).


Hi, just posting an expanded concept/background for Damrak. Sorry to post twice rather than all in one post, but I wanted to get something in to show my interest. Anyway:

Background/concept:

Damrak Lendar watched himself carefully in the shaving mirror, the blade removing all traces of stubble. He was pleased with what he saw: a youthful-looking, clean-shaven face with a tidy, clean blond haircut. Through the open window, he could hear the sounds of the greatest city in Brevoy: commerce, trade and (from the shouts of the city watch as they apprehended another pickpocket) justice. Life, he decided, was pretty good.

Behind him, his page - the only person Damrak permitted to speak to him this early in the morning - shuffled the morning's post nervously: "Sir - there's a letter here about the Swordlord's Charter - "

Damrak sighed. "I'm well aware of it, thank you, Andoro - it's not exactly new news. My decision is the same: you know my feelings about the wilderness. I did not train with the finest of swordsmen and enlist as an agent of the God of Cities in order to wade through mud and fight with trees. I doubt there's even room in those forests to swing a longsword." He carefully continued to shave.

Andoro gulped. He hated delivering bad news. He prayed that the scullery boy had at least got the milk warm enough this morning: Damrak had been known to go back to bed for hours if his first coffee of the day was the wrong temperature. "Sir, it's not from the Swordlords - it's your superiors at the church of Abadar. They ... um... they want you to take part. Sir."

Damrak carefully put his razor down before someone got cut. He slowly turned to face his luckless page, who held the letter up between them as if to shield himself. "What. Is. This. Madness."

Striding over to Andoro and taking the letter from him, Damrak scowled at its contents: "By order of the Church .... blah blah ... opportunity afforded by the Charter ... expand influence ...glory to Abadar ..." And there it was, lurking at the bottom: the Official Seal. No questions, no objections - his orders were clear.

With icy, calm precision, Damrak carefully folded the letter and put it in the pocket of his dressing gown. "I see. Please cancel my engagements for the foreseeable future. I'm going to take a long, hot bath - it may be my last for quite some time to come."

Born in the city to a middle class family, Damrak was fortunate enough to enjoy a fine education. His greatest love however was in swordsmanship: from an early age he watched his elders in their exercises and did his best to copy them. More than that, though, he listened to the stories: the great swordsmen defending the city. As he took up swordsmanship and the discipline associated with it, he began to understand the connection with order and law.

In Damrak's view, no swordsman could learn unless they have a training ground; unless they are properly fed and housed; unless - in short - there is a city to support them. His respect for Abadar, God of Cities and order, increased; and he began properly to devote himself to the church services. His sudden increase in piety was noted, and his intellect (previously unregarded) was nurtured.

In time, he sought ordination as a priest but was told that he could be of more use in a different capacity - that of agent of the church: an inquisitor. Gladly accepting the offer, he is the church's hand in the city. And now - apparently - in the countryside as well...

It remains to be seen how well he will cope. Underneath his exterior, however, lies a tough and resourceful young man who will (possibly to his surprise) find that he can adapt to almost any situation.


Edward Sobel wrote:


If we are both in this game I can't help but think of you as Grégoire de Fronsac and I am like Mani

Ah, "Le pacte des loups", epic, epic movie, and such amazing cinematography! Definitely one of the prettiest films I've ever seen :) Has some good fights for the boys too, so something for everyone!

***

JD, apologies for the 11th hour entry, it took some wrangling to get the crunch to match the fluff concept, but finally ironed it in to submission.

My entry is Natalya Artemisa, Dhampir Inquisitor of Gozreh.

Fluff:

Backstory
Natalya was damned before she ever came in to the world. Her mother was a minor noble daughter of the Surtova family, constantly scheming to better her position in the family pecking order. Her desire far outstripped her capabilities, and desperate to find some angle of advantage no-one else had, she unwisely began trying to ally herself with a powerful undead. She came to the attention of a Moroi, who was amused enough to string her along as his current plaything for a few months, before abandoning her without a second thought. He left her with worse than nothing, no powerful trinkets, no secret knowledge, nothing except the child growing in her. Distraught, she confided in her sister and they hatched a plan to be 'traveling' during the last few months of pregnancy, before she started to show she was with child. She gave birth in a roadside inn, before abandoning Natalya on the doorstep of the local church of Gozreh, leaving her wrapped in nothing but an old cloak.

The church took her in and raised her, understanding from a very early age that she was a half-breed. She took to her lessons about nature well anough though, understanding the part she played in the delicate balance of life. Partly to repay the church and partly to appease her own desires to eradicate evil, she became a hunter of undead and other evil monsters. She has dedicated her life to removing these enemies of the natural order.

Personality
She has some self-esteem issues, being abandoned by both of her parents, and maintains a healthy distrust and dislike of nobility for this reason. It is telling however that she keeps that old cloak she was left in, complete with the faded crest of Surtova embroidery, at the bottom of her pack. One day she might meet her mother again, and she wants to be successful enough to be able to tell her how she didn't need her and didn't want her either.

She channels her darker side in to destroying her enemies, taking particular pleasure in going toe to toe with undead, and proving her dominance over them.

She doesn't make friends easily, but fits well in to a group of people that have a common goal, as she understands hierarchy and mutual-support better than most, having come from a self-sustaining monastery where everyone worked for the whole. She hasn't adventured with a group before, but she will be pleasantly surprised to learn that she welcomes the warmth of good company.

Description
Natalya looks human at first glance, however further examination shows how unearthly pale she is, even in full sunlight. Her hair is black as soot, and kept permanently tied back. She smiles rarely, but when she does it is easy to see her razor sharp canines. She is thin to the point of being gaunt, and despite comely features she looks unhealthy as a result of her parentage. She is very much stronger than she looks thanks to her father, with a subtle, wiry strength. She stands confidently, but always in the shadows if she has a choice, she is not one for large crowds.

The mission
She was selected by the church to represent Gozreh by 'assisting the Swordlords of Brevoy to bring back the natural order to the Stolen Lands', with the explanation that many unnatural and evil things have made the Stolen Lands their home, and the local church representatives have pulled some strings to get her on one of the 4 teams. She understands that this 'church mission' is likely something they have created to give her some constructive purpose, and is going to do her absolute best to represent her faith and complete the mission. This means working with the other members of the group to both achieve the goals of their sponsors, and to survive in this inhospitable frontier.

Stats:
Natalya Artemisa
Female Dhampir Inquisitor of Gozreh
N medium humanoid (dhampir)
Init +4 (+6 in surprise round); Senses Perception +8, low-light vision, darkvision 60 ft.

DEFENCE
AC 18, touch 13, flat-footed 15 (+3 Dex +5 armor)
hp 8 (1d8)
Fort +2, Ref +4, Will +5; +2 vs disease and mind-affecting effects

OFFENCE
Speed 20 ft.
Melee heavy mace +2 (1d8+2)
Ranged shortbow +4 (1d6/x3)
Special Attacks Judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +3)
1st (2/day)—cure light wounds, inflict light wounds
0 (at will)—create water, detect magic, guidance, light

STATISTICS
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats point blank shot
Skills (6 class +1 Favored class) knowledge (geography) +4, knowledge (nature) +4, knowledge (religion) +4, perception +8, sense motive +7, stealth +6, survival +5
Traits bastard (+1 will, -1 to dealing with nobility), undead slayer (+1 trait bonus to attack and damage versus undead)
Languages Common
SQ Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it, Monster Lore (+Wisdom modifier to knowledge checks to identify monsters and their weaknesses), Stern Gaze (+1/2 level on intimidate and sense, motive), Dayborn (no penalty in bright light, no spell-like abilities), Domain (Feather) (1/2 level on perception rolls, +2 initiative in a surprise round), Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects, Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw


Gear:
explorer's outfit, shortbow, scale mail, heavy mace, arrows (common) * 20, arrows (cold iron) * 20, arrows (alchemical silver) * 20, Inquisitor's kit; 12gp

Risky given the race, but I figured go large or not at all ;)

GMT +12


Ah yes, time. GMT+1 here

Zouf has been updated and should be done. He still resides here


1 person marked this as a favorite.

Okay, recruitment officially closed! Need to ponder my difficult choices. Great job everyone! Selections will be posted on or before 6pm EST.


Best of luck to you all!


Good luck all!


best of luck all.

I orginally intended White Eagle to be a word cater but as many DM's are unfamiliar with the system I decided against it.

I based his character off of the Nez Perce Tribe of the Pacific North West US/Canada.

I actually have a huge tribal history written up but it is centered on the Kingdoms of Kalamar setting.


Okay folks, I found some time to post my selections. I've got a headache from all the different permutations of adventuring parties I've formed in my head and so in the end, I've just decided to go with my gut instinct before I change my mind again. It usually serves me right. I wish I could run 2 parties with all these great applications. Thank you for all for your submissions. I've also decided to take 6 players instead of 5 (RL tends to claim people on these boards anyway!) and I know there's a link to modifying Kingmaker for parties of 6. So, without further ado, my selections are:

Damrak Lendar - Human inquisitor
Dendarial the Ken Hunter - Elven Ranger
Athenasius Darrow - Human wizard
Anibeth Ravenveil - Human cleric
Grimath Hammerswrath - Dwarven warpriest
Olo Dudley - Halfling bard

Phew! Felt liberating to get that over with! The lucky few selected please report to OOC thread: Thread Link


Well I wish you all the very best. Maybe someone will drop out!


way to go guys....

Chief White Eagle will most likely be shelved as I don't foresee too many more Kingmaker games...(new AP coming out soon)

anyway have a great game guys


Congratulations those who got picked!

You'll have a great time, JD's a great GM :)


Try to have fun, guys!

And another story starts in Aldori with no Aldori Swordlords. <g>


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

@Edward, I wouldn't worry -- I suspect there will be many more Kingmaker games, its an older AP and still seems to be one of the most common ones. I doubt a new AP will make much of a difference.

Grand Lodge

Luck to the ones who got in. For you others this and rise if the rune lord games are common.


Congrats and good luck! Have fun :)

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