
Korinne Bryden |
Okay, I think I've got everything adjusted and her background ready to go, so I'll now formally submit Korinne here for consideration. All relevant information should be on her profile, including the answers to those questions if you're curious, but please let me know if you have any questions, suggestions, or if I've made an error somewhere!
Long story short, Korinne is an optimist, dreamer, and a bit of an idealist. If selected, it would probably be best for someone with a little more wisdom to help keep her grounded and on task... :)

DM Jesse Heinig |

Hello Dm Jesse! I'm currently studying in order to become a diplomat and i loved the idea of making a Centaur kind of diplomat between the kingdom and the centaur tribes. How could we work this out? On my part I love writing and have been driven into the Pathfinder world one year ago or so. Hence my knowledge isn't the one of a veteran but I hope this doesn't creates problems.
Thank you!
The centaur for Pathfinder can be found here: Centaur OGC
Basically you'd want your character to be a capable diplomat, someone who has ranks in Diplomacy and a good charisma score, in addition to whatever class features you pick. Good choices might include the cavalier (charger archetype) or perhaps a ranger (with a trait that gives you Diplomacy as a class skill) or even a simple fighter (same on the Diplomacy angle). Centaur ability scores tend to make them good fighters. Rogue-type classes tend to be a weak spot because it's much harder to do things like climbing and sneaking. Clerics or other divine types would be an odd fit because you'd be a devotee of a centaur god (or version of a god) and thus you might not fit well with human religions. Arcane casters tend to be ok, though you have no stat bonuses that would really excel there.
Your backstory should include how you became an emissary to Brevoy and decided upon going into the wild to help tame the lands on behalf of the humans.

Alvissa Farateldi |

Alvissa is ready to go. I only need to adjust her skills to the background skills mechanic, which I understand. I'm using Hero Lab, so that option is not available to me at the moment.
Alvissa stables Sky Pilot, a gift horse from her adopted parents.
The irony is not lost on the Varisian; yet she is true to her obligations to House Medvyev.

Coeran Medvyed |

This is markofbane and I am submitting Coeran Medvyed, an aasimar cleric of Abadar, for your consideration. His crunch and background are in this profile.
Growing up, Coeran had a variety of role models, from pious crusaders to black market merchants, and recognizes the importance of both sides to Abadar’s mission. As such, he could blend just as easily with a party that falls south of neutral as he could with one that leans the other way.
Coeran’s motivations are two-fold. First, he wants time away from his family and their influences to be his own man and escape the boring but stressful machinations of the merchant house. But he is also a true believer in Abadar’s mission and is sincerely devout. As one man, he cannot think of a greater role he can play in advancing Abadar’s faith than claiming the wild territory and bringing it to civilization.

DM Jesse Heinig |

DM Jesse Heinig since we have a few cavaliers in the mix I had better ask this question. What is your take on Rage and using teamwork feats? I have had a DM in the past call that the level of concentration to use a teamwork feat was beyond someone raging.
Teamwork feats are already a significant investment that doesn't pay off unless everyone is involved. I'm not going to nerf them.

·Sorry· |

Hello again DM!
I had already posted the background earlier.
I'm adding a character sheet now.
Female Human, Oracle of Dark Tapestry (Dual Cursed) 1
LN Medium Humanoid
Init +8; Senses Perception -1
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Defense
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AC 18, touch 12, flat-footed 14 (+4 armor, +2 shield, +2 dexterity)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +1
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Offense
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Speed 30ft
Melee Morning Star+ 1 (1d8+1 / x2)
Melee Dagger+ 1 (1d4+1 / x2)
Ranged Crossbow +2 (1d8 / x2)
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Special Abilities
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Statistics
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Str 12, Dex 14, Con 13, Int 12, Wis 8, Cha 18
Base Atk+0
CMB+1; CMD 13
Feats Silent spell, Improved Initiative
Traits Reactionary, Shadowdweller (Refflufed: Description bellow )
Skills 7 (4 Oracle, 1 Int, 1 Fav Class, 1 Human)
Acrobatics 2 (+2 dex)
Bluff 8 (+1 rank, +3 Class, +4 Cha)
Climb 1 (+1 Str)
Diplomacy 8 (+1 rank, +3 Class, +4 Cha)
Disguise 5 (+4 Cha)
Escape Artist 2 (+2 Dex)
Fly 2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate 8 (+1 rank, +3 Class, +4 Cha)
Sleight of Hand 7 (+1 rank, +3 class, +2 Des, +1 Trait)
Sense Motive 3 (+1 rank, +3 class, -1 wis)
Spellcraft 6 (+1 rank, +3 Class, +2 Int)
Stealth 2 (+2 dex)
Survival -1 (-1 wis)
Swim +1 (+1 Str)
Use Magic Device 5 (+1 rank, +4 Cha)
Background skills
Appraise 2 (+2 int)
Prof (Soldier) 6 (+1 rank, +3 Class, +2 Int)
Linguistics 3 (+1 rank, +2 Int)
Languages Common, Infernal, Abyssal
Combat Gear Morning Star, 2 daggers, Crossbow
Other Gear Beginners kit, Backpack, Waterskin, Belt Pouch
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Racial
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Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Traits
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Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Shadowdweller: You have a natural connection to the darkness, which makes you slip easily unseen. In your childhood, you used this to steal minor stuff, when there was nothing to eat, or to help your poor father.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. When in dim light or total darkness, this bonus raises to +2.
Refluffed from: Highlander
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Spells
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Oracle spells know:
0th: 4 | Create Water, Detect Magic, Mending, Guidance, Mage Hand(Bonus Archetype), Ghost Sound (Bonus Archetype)
1st: 2 | Cure Light Wounds (Bonus Oracle), Murderous Command, Burning Disarm
Spells per day:
1st : 4/4
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Gear
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- Newbie Kit (41gp) (33,5 Weight)
[1 Soldier's Outfit (Free) (8)
Backpack, common (2) (2)
Bedroll (0,1) (5)
Belt pouch (1) (0,5)
3 Chalk (0,01) (0)
Mess Kit (0,2) (1)
Mirror (10) (0,5)
50ft silk rope (10) (5)
Lantern, Hooded (7) (2)
Soap(0,01) (0,5)
5 Trail Rations(2,5) (1)
Waterskin(1) (4)
Grappling Hook (1) (4)] - 2 Daggers (2) (2)
- 1 Morning Star (8) (6)
Gold: -- Gp.
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Class Oracle
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Mystery(Dark Tapestry)
lass Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).
oracle’s curse
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Legalistic
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Effect
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Revelation (Misfortune (Ex))
Archetype (Dual Cursed)
All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.
Oracle’s Curse
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gainsdarkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Class Skills
A dual-cursed oracle gains no additional class skills from her mystery.
Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
Revelations
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
For convenience, I’ll be using an old Alias (this one). I’ve added the information in the profile as well.
There are few minor things that need to be done (purchasing gear), which I’ll do if selected.
If there any point in the background or sheet that needs explaining, just ask and I’ll be glad to answer.

Vasilyan Medvyed |

Hello and Giuseppe Capriati here. This is my submission for your consideration. Some quick notes regarding my submission.
- I’m not a native speaker. Even though I’m an official Pathfinder RPG translator for my country (Italy) and I consider my English level high enough, English in not my mother tongue. I apologize in advance for any linguistic error my submission could contain. I’m also sorry if in my writing I can’t reach the same linguistic virtuosity I have in my native language, but I tried my best to write as good as possible.
- About Vasilyan’s equipment: I wasn’t able to purchase all the items I needed with “only” 150 gp, but I plan to purchase objects in-game if I get selected. For instance, Vasilyan needs a horse to carry things such as his bedroll, his rope, and so on.
- About Vasilyan’s movement rate: Vasilyan will purchase a leather armor and wear it during exploration as soon as he earns enough money. As a result, his actual movement rate would be 30 ft./round during exploration times.
- About Vasilyan’s “Child of Nature” trait: I’m well aware that trait was originally presented in Inner Sea Gods for characters worshipping Gozreh. Still, as Vasilyan’s story makes clear, I needed a trait that could give him Survival as a class skill. I thought that due to Erastil also being a god of nature and hunters, the trait could easily adapt itself for my needs. In the case there’s something wrong with it, I can easily change that trait with something else.
- About Vasilyan’s Background Skills: Unfortunately, I would have needed at least one more background skill to give Vasilyan all the skills I think he should have. My choice fell upon Knowledge (nobility) and Handle Animal to best reflect Vasilyan’s background: if he didn’t had those skills from the beginning, it would have been difficult to justify how he acquires them. But if I get selected, as soon as he reaches the 2nd level, Vasilyan would take at least 1 rank in Craft (bows), to reflect his ability to shape wood, create bows and arrows. For an Erastilian character, practicing a manual labor is crucial, and I plan to reflect this aspect as soon as Vasilyan begins to level up.
- About Jod Kavken’s inclusion in Vasilyan’s Background: I decided to let a young Jod Kavken appear in my background. This shouldn’t impact anything as far as I know, but if it does just let me know and I’ll substitute him with a generic Erastil’s priest. I think that having Father Jod in Vasilyan’s background could generate some great RP scenes, and this was the reason why I chose to include him.
- About Vasilyan’s Background: I know some could deem Vasilyan’s story “too long”. For this reason, I’m ready to include a “short version” of Vasilyan’s background in his profile, if the GM asks me to. I’m sorry if my work is too long or detailed, but I loved so much creating this character, and wanted so bad to join this game, that I tried as hard as I could to get the best out of me and my character.
- About me: I’m relatively new to the PbP world, but I’m having a really good time so far. I run a Serpent’s Skull campaign here on the boards and play in a Second Darkness game, always here. I can easily commit to 1 post/day, and probably a lot more, as my posting rate demonstrates.
I believe Vasilyan is perfectly suited for this AP, but to make sure of it I tried to answer all the questions suggested from the DM.
"Why should the swordlords trust you with this important job?"
Because Vasilyan has a noble lineage accounting for him, and in case of failure or insubordination his family would gain the enmity of Restov, something it couldn’t really afford, especially due to the constant demand for fruits and vegetables coming from South. Furthermore, because Vasilyan is a skilled archer and he’s guided by a strong faith in Erastil which guarantees for his virtuous and impeccable conduct. Moreover, because Vasilyan knows how to survive in the wildlands and is particularly familiar with fey creatures, who are rumored to inhabit the Green Belt. Finally, because Vasilyan already has had experiences both with bandits and with guiding a community, as his experiences in the Narlmarches and Velinstadts demonstrate.
"How do you plan to set up a new nation and establish the trust and loyalty of the people?"
Vasilyan plans to establish a new nation starting from a fundamental and easy-to-share concept drawn for his faith: a nascent community must be in harmony with the landscape surrounding it, using it without depleting it. Therefore, first of all Vasilyan plans to eradicate all the potential threats preventing the birth of a new nation in the Stolen Lands: principally bandits, but also the most dangerous monsters inhabiting the wilds. After assuring that a community can be established without its inhabitants constantly facing dangers and fearing for their own lives, Vasilyan plans to use the Stolen Lands exploration to manage in the best way possible the resources offered by the lands, trying at the same time to maintain an essential harmony with the environment, without overexploiting its natural resources: this implies building infrastructures such as bridges and roads, but also using mineral deposits, waterways, lumber sources and every other resource the land offers.
Once these steps are made, it’s important to take care in every detail of the relationships with surrounding beings, starting from the creatures inhabiting the Stolen Lands (including fey creatues, with whom would be best to maintain collaborative relationships) and coming to interweave a solid network of alliances with surrounding kingdoms and communities so as to ensure that the new nation can count on a stronger protection than those offered by his armies only.
To earn people’s trust and loyalty, Vasilyan plans to show himself as a model to emulate, in order to drive the people to respect him for what he embodies. Of course, Vasilyan is also an expert politician and therefore he doesn’t undervalue the usefulness of a targeted propaganda in order to obtain trust and loyalty from the people. To all of this must contribute an easy-to-share legislative system: the new nation’s people should share the laws apart from respect it. Vasilyan plans to earn the trust of the most prominent groups and personalities of the nation to ensure more quickly the trust and loyalty of all the people, and aims to realize this goal not only letting people admire him for his deeds and virtues, but also trying to find diplomatic compromises, even with the promise of lands or titles, with the most influent people of the new nation.
Vasilyan believes that using strong elements of cohesion and national identity as flags, uniforms and new national holidays could promote the birth of a strong sense of nation identity within the nation itself and as a result facilitate its growth and loyalty.
"What sorts of religious and legal strictures do you think should be part of a new nation?"
Vasilyan believes that a community should start from easy-to-share fundaments, and as a consequence he plans to conceive and promulgate simple and plain laws for the new nations. The most fundamental aspect to consider is that these laws should be conceived in view of a common goal, which is the survival and welfare of the nation itself. Obvious crimes such as murder should of course be condemned, while from a religious point of view Vasilyan thinks that granting the citizens the freedom to worship whichever non-evil deity they prefer could help the people to not feel oppressed by the government. Of course, the nations should promote those faiths encouraging to obedience, virtue and respect of law, such as those of Abadar, Erastil, Iomedae and Torag, at least in order to discourage the birth of sentiments of rebelliousness and protest.
From a legal point of view, the first laws to be promulgated should concern holiday, everyday life, crimes, titles and associated privileges, workers’ rights and environment management. Furthermore, the current situation would probably make necessary the promulgation of a specific law against banditism.
"Do you have particular plans and goals? Why should the swordlords support those goals?"
Vasilyan’s goal don’t differ in anything from those of the swordlords, and is precisely for this reason that he believes they should support them. Vasilyan’s primary goal is to explore the Stolen Lands, clear them from any danger that could hinder the birth of a new community in their borders and lastly to establishment of a new nation in the Stolen Lands. Establishing a new community is both personal and religious Vasilyan’s goal and the swordlords’ one. Furthermore, Vasilyan firmly believes that the birth of a stable nation in the Stolen Lands could come in handy to the Restovian government, both as a buffer state between Brevoy and the most belligerent River Kingdoms and as a precious allied in the case of a civil war in Brevoy. The personal goal that probably less coincide with swordlords’ interests consist in ensuring that the new nation maintains an harmonic relationship with its environment, using the natural resources rationally and with common sense, while maintaining cordial and pacific relationships with Green Belt’s creatures.
"Do you have a criminal background? Is there anything we should know now that might cause problems later in your political future if it were to get out to the public?"
Yes, Vasilyan has a criminal background. He lived as a bandit for 8 eight years, but never killed anyone. He has renegade that past long ago, and he believes that being a bandit will be more a benefit than a detriment in fighting bandits, because Vasilyan possess a far deeper knowledge regarding bandits, their psychology, motives, tactics and common goals than the majority of other people. Furthermore, he know for personal experience how to deal with a bandit and above all how to transform a bandit in a precious resource for the new nation and a loyal subject instead of turning him into another head on a pike. Vasilyan assures the swordlords to gave regretted mistakes made in the past and ensures them that there’s no chance that he could give in to temptation, also because should he ever do it, he would immediately lose all of his power and therefore won’t be a great threat to deal with. He has understood that the life as a bandit is unhappy and does not reserve anything good at all. If he’s asked for an evidence, he gives a demonstration that there’s no trace of criminality in him, otherwise Erastil would never grant him his favor. Furthermore, Vasilyan stresses that admitting his past crimes is the most evident proof of his complete redemption: he could have lied if he wanted to, but he has chosen to tell the truth. Of course, Vasilyan believes that his criminal past can also be passed over in silence if necessary, although he does not underestimate the possible advantages that having a leader who has renegade banditism could bring: the Stolen Lands’ bandits could be driven to follow his example and abandon their life as bandits and start a new life as honest citizens, emulating Vasilyan’s example showing that everything is possible.
I wish good luck to all the applicants and really hope to be selected for this campaign!

Vincent Fleming |

Welp, forgive me I am a bit of a late running. been trying to land myself a Kingmaker group now that will survive for some time. I waited till after the Gestalt one was finished before tossing my hat in here so that I didn't have to withdraw if I was chosen. And so I present a Ranger for consideration.
Reejan Orlovsky
5'9" 195lbs Age 93
Male Ranger (Beast Master) 1
NG Medium Outsider (Native) [Sylph]
Init +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d10+2+1)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft.
Ranged Shortbow (+5/+6 1d6-1)
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Statistics
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Str 8, Dex 18, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 15/11Fl
Feats Point-Blank Shot
Traits Affable, Noble Born Orlovsky
Skills Acrobatics +7, Climb +2, Diplomacy +4, Handle Animal +4, Know (Nature) +6, Perception +6, Profession (cook) +6, Profession (Tanner) +6, Stealth +12, Survival +6
Languages Auran, Common, Dwarven, Elven
Combat Gear Studded Leather, Shortbow
Other Gear Explorer's outfit, Bedroll, Fishing net, Flint and steel, Journal, Mapmaker's kit, Measuring cord 20ft, Scroll case, Sealing wax, Signet ring, Snuffbox (wood), Tent (large), Waterskin X2
Mounts: Mule(Pack animal) pack saddle
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Special Abilities
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Affable
Breeze-Kissed
Darkvision
Energy Resistance, Electricity 5
Favored Enemy Humans +2
Point-Blank Shot
Track +1
Wild Empathy +1
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Spells
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None Learned Yet
Background: Reejan was like most any kid, a bit of a scamp and a skirter of rules. His curiosity about everything got him in plenty of trouble. He grew up in a privileged life as a child but it only lasted as long as his parents were alive. His parents had make a deal with the Plane of Air to grant them their wish. Their lives were cut short if they were provided with a child, however as many Jinn do they tend to give their petitioners what the want but with a twist. Reejan was not a normal human and his father...was not his true father. It caused a bit of resentment but all the same the couple got what they wanted and tried to enjoy a happy life with what little time they had left.
At the age of twenty Reejan was taught enough to take care of himself, an amateur bowman at best and a semi decent cook. With no family willing to take him in even with his last name of Orlovsky he was put out in the streets as the town reclaimed his home. What he was taught saved his life, he could catch and kill what he needed to eat and forage the rest when he couldn't. He spent the next twenty some odd years that way, occasionally nicking from the village that cast him out for books to read and the occasional bread here and there.
He had finally at least grown enough to be considered an adult, but perhaps it was the air about him that caused people to feel that more so then his own stature. He had spent so long caring for himself that he grew out of his antics and began to appreciate the laws that nature itself provided. He realized that the town he had lived in was no longer his home and that he would always hold a grudge so it was that moved on from the woods surrounding that town and instead moved to the borders of the Stolen Lands where he began to try and carve himself out a new life.
Reejan knew one thing he had was time, time was his ally thanks to his heritage and he knew how to keep a low profile from his family. He mostly lived out of a tent and had made acquaintances with the locals making himself known a bit in Restov. He met a gentleman who worked at the apothecary and worked out a deal with him. He would help provide the herbs and various materials needed for the craft and in exchange Reejan was given a place to live and a way to begin again. It was good to be on good terms with a town then to be considered some poor soul living on the outskirts as an outcast.
But soon much like all else was concerned, time eventually forced him to have to move on. After having spent so many years helping the Alchemist with his craft and learning how to be a part of society again, the poor old man passed away softly into the night in his sleep. Reejan collected his things from the store and gave his blessings and shared in the sorrow with the old man's family. He was taken in by the church for a time, they appreciated his fondness of the natural world and taught him the ways of Erastil. He found a kindred spirit in a manner in the god and his ways, when the offer the swordlord's presented came up he eagerly took it. He would be proud to be a part of the foundation of a society, bringing validation to his linage and also to show the world that you can co-exist with nature without destroying entirely in the process.
Personality: Reejan would be best described as a free spirit but one filled with kindness and a hatred to see someone suffering. He was careful person, always doing his best not to take more from nature and those he helped then they could afford, though he was by no means a pushover. He stayed out of most of the political business, not one to speak his mind but one who preferred to carefully watch and offer others all the facts as bare as can be. Better to let others decide and offer his advice as best he could with as much information on the subject as possible.
Appearance: Reejan is a spirtely young man, lithe and defined. His work keeping his lean, though his own heritage helped a bit with that. Typically he wore longer attire, covering most of his skin, choosing to hide his heritage as much as possible. The swirling blue marks on his face, he laughed off and did his best to explain they were a gift from a wandering Varisian that he had helped out as thanks for his services. His hair was a stark comparison to his almost opaque white skin, looking like oil that had been simply dumped on his head and grew down to a little below the bottom of his shoulder blades.
Drive: Reejan is a simple man, wanting to carve out a place for himself and live up to the family name that he was burdened with. Once that is done, make a family for himself and continue the work by protecting the realm he helped create and if necessary protecting the world around the realm from his realm itself.
Long term character idea: Is going to be like most Rangers, a bowman first and foremost. Eventually he will help support the group through the use of an Animal Companion for flanking help and to provide a bit of extra damage.
Why should the swordlords trust you with this important job?
Being able to trace his name back to a noble lineage is of course a blessing in this sense. Perhaps though another blessing is how long he has lived. Spending his life in a variety of lifestyles and locations has also given him a fair bit of insight. He can relate therefore with most all people he could meet. (Except of course the privileged and the elite)
How do you plan to set up a new nation and establish the trust and loyalty of the people?
Perhaps the best way to do it would be to offer security and safety. Offer up an area free from bandits, free from evil creatures terrorizing the area, and free from war. Do you best to provide this and people will come.
What sorts of religious and legal stricutres do you think should be part of a new nation?
I wouldn't ask much in the way of laws, simple and the to point. The laws of most civilized people. Religion is to each and their own but it should be said that keeping the resources that the kingdom can harvest and use to grow, should be carefully harvested so to see that for the life of the kingdom that resources stays and is can be relied on. (Metals, ores, and gems of course is something you can't really help on but it shouldn't be mined to exhaustion in a single lifetime.)
Do you have particular plans and goals? Why should the swordlords support these goals? Build a kingdom, keep it safe, keep the wilderness around the kingdom safe and thriving. By doing this, it will allow the city to prosper and survive and become a strong and dependable ally.
Do you have a criminal background? Is there anything we should know now that might cause later in your political future if it were to get out to the public? No, no criminal background. Though it may be said that if there are Xenophobes out there that find out his heritage then perhaps there might be trouble in that manner. Or even his own village may come back to haunt him for his childish behavior when he was indeed a child.
Long story short: Scout/Wilderness Guide and your hand dandy Arrow for hire.

Alvissa Farateldi |

DM Jesse Heinig since we have a few cavaliers in the mix I had better ask this question. What is your take on Rage and using teamwork feats? I have had a DM in the past call that the level of concentration to use a teamwork feat was beyond someone raging.
DM already addressed it, but here is the Cavalier class ability text regarding Teamwork feats -
"Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
from Paizo PRD/APG, emphasis mine to address your specific query.
As it is a granted ability with parameters, Rage on, my barbarian friend. Rage on. (so long as the DM approves, of course.)

Talomyr |

@DM Jesse Heinig: I opted to change my submission from what I stated earlier in the thread. Instead of the Cleric of Desna, I have gone with a Hunter.
Please see the linked profile for my submission Garrik Korianthil
Thanks for taking the time to run this game and considering my submission. Good luck to all those who have submitted a character.

DM Jesse Heinig |

** spoiler omitted **

DM Jesse Heinig |

Some fun demographics! (Assuming I'm not missing anyone in the recruitment sheet)
* Nobody has submitted a fighter, a rogue, or a monk!
* In spite of the notes in the creation doc, nobody chose to submit a drow!
* Nobody made a gnome!
* Only one person made a cleric!
* The most-commonly submitted race is human (50% of the submissions!).
* The most-commonly submitted class is cavalier (4).

Illya-Nym |

it's kind of funny i have a few human characters, i try not to build around that extra feat.
One is a 17 year old emotionless, reckless sociopathic girl with more weapons than a dwarven armory.
point being humans can be interesting if you work with certain aspects of them. but yea most of this stems from the fact i make backstory and fit a race to it unless i come up with a good idea first then the process gets switched up.
But still i wonder why so many humans? my guess is they are easy to make and unlike the uncommon races don't really have to be justified or explained here

Coeran Medvyed |

Hi DM Jesse. I checked the spreadsheet and my original interest information is on there but the information for the complete submission from yesterday isn't. I just wanted to make sure you saw it. Thanks!
This is markofbane and I am submitting Coeran Medvyed, an aasimar cleric of Abadar, for your consideration. His crunch and background are in this profile.
A little about Coeran:
Coeran would fill the healer/divine role for the group. He’ll get Leadership feat as a domain ability at 8th level, and I would plan on using that more to fill in gaps in kingdom positions rather than have an extensive entourage while adventuring. When it comes to the kingdom building, he would be a good fit for high priest, but could be a head of state as well if no other PC wants the role or fits it.Growing up, Coeran had a variety of role models, from pious crusaders to black market merchants, and recognizes the importance of both sides to Abadar’s mission. As such, he could blend just as easily with a party that falls south of neutral as he could with one that leans the other way.
Coeran’s motivations are two-fold. First, he wants time away from his family and their influences to be his own man and escape the boring but stressful machinations of the merchant house. But he is also a true believer in Abadar’s mission and is sincerely devout. As one man, he cannot think of a greater role he can play in advancing Abadar’s faith than claiming the wild territory and bringing it to civilization.

Korinne Bryden |
I think (for me) it largely depends on the concept and potential story that I'd like to tell as well the nature of the campaign in question. Some campaigns lend themselves more toward humans and most of the core races than they do some of the more exotic races.
*edit* What the DM said. There's a reason why a lot of games that recruit usually note that the more exotic the race, the better the backstory needs to be.

GM of the Apes |

“Listen to the trees. Hear how they sway and dance, making music on the wind? Already they know I’ll hearken to their song. For they’re calling me back to the Stolen Lands—to the groves of my people—and beyond to the First World, to the very heart of creation itself. I’ll heed that call as surely as I draw breath. It’s how I’ll find my shining moment—and a defining purpose in this season of my life.”
Presenting Faunlara Daedrys, elven treesinger druid and her young ent companion, Ornmeil'lon.
NG Medium humanoid (elf)
Init +2; Senses low-light vision.; Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 shield)
hp 12 (1d8+4)
Fort +2, Ref +2, Will +4; 2 vs. enchantments
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee club +2 (1d6+2), dagger +2 (1d4+2/19–20)
Ranged longbow +2 (1d8/x3), dagger +2 (1d4+2/19–20)
Druid Spells Prepared (CL 1st; concentration +3)
1st—entangle, goodberry
0 (at will)—guidance, light, stabilize
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STATISTICS
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Str 14, Dex 15, Con 10, Int 12, Wis 15, Cha 13
Base Atk +0; CMB +2; CMD 14
Traits Ease of Faith, Pioneer
Feats Toughness
Skills Diplomacy +5, Heal +6, Knowledge (geography) +5, Knowledge (nature) +5, Perception +4, Profession (botanist) +6, Ride +1, Spellcraft +5 (+7 to identify magic item properties), Survival +6; Racial Modifier +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ elven magic, forlorn, green empathy +2, nature bond (plant companion), pioneer, weapon familiarity
Gear leather armor, heavy wooden shield, club, dagger, longbow w/ 20 arrows, backpack, bedroll, belt pouch, fishhook, flask (empty), trail rations (5 days), traveler's outfit, waterskin, whetstone, winter blanket, 24 gp, 13 sp, 16 cp
Init +0; Senses low-light vision; Perception +5
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DEFENSE
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AC 12, touch 11, flat-footed 11 (+1 dodge, +1 natural)
hp 11 (2 HD; 2d8+2)
Fort +4, Ref +3, Will +1
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OFFENSE
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Speed 30 ft., climb 30 ft.
Melee 2 slams +3 (1d6+2)
STATISTICS
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Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 13
Traits Ease of Faith, Pioneer
Feats Dodge
Skills Perception +5, Stealth +4
SQ double damage against objects
I took the liberty of creating a "10 Minute Background" for Faun because I think it's less tedious to read for GMs. If you prefer that I change it to a more typical format, please let me know.
1) Faun is a druid originally from the Brevoy city of Restov. Although raised among a relatively large elven community, Faun has little experience dealing with "traditional" elves or large cities. She was encouraged to leave at a young age and seek her own destiny.
2) Faun is a member of the Green Faith and a treesinger. On her own, Faun would surely have perished in the wilderness south of Restov. She was saved by a human druid that brought her into a circle. He recognized Faun's hidden nature and nurtured it, encouraging her growth as a druid.
3) Faun is charged with the protection and cultivation of Ornmeil'lon, a sapling treant. They were introduced by her mentor and a bond was immediately formed. Although Faun does not know why, she feels inseparably tied to the young ent and feels they must mature and grow together to reach their full potential.
4) Faun's earliest task as a druid was to travel along the border towns of Rostland and Brevoyan colonies in the Stolen Lands to foster proper agriculture and aid the survival of the settlers. She believes that conquest is inevitable, but strives to ensure that a balance is struck between the natural world and the world of modernity.
5) Faun recently learned about some ancient elven holdings within the Stolen Lands that were once the ancestral home of her family. Seeing this as a new chance for adventure and desiring to learn more about her past, she and Ornmeil'lon signed on to a Brevoyan expedition as a medic.
Step 2: Three Goals for Faun to Achieve
1) As the campaign progresses, Faun’s dryad bloodline should assert itself, drawing her closer to the First World and the fey realms. Her bond with Ornmeil’lon should strengthen in a similar manner until the apex of Faun’s adventuring career. At that time, Ornmeil’lon may either awaken as a full-grown treant and retreat beyond the veil. Or, he may transform into a living tree which takes root in the midst of her new kingdom.
2) Though Faun’s peopled abandoned their grove in the Stolen Lands hundreds of years ago, she seeks to re-establish their holdings, searching for signs of the oldest trees in the forest and communing with her natural surroundings at every opportunity.
3) Faun enjoys both the wilder aspects of the forest, as well as the organized farming techniques she learned as a druid in the Rostland. Once she puts down roots in the Stolen Lands, she will actively work to establish a sustainable industry of agriculture for the kingdom, always assuring crops are grown in harmony with the natural environment.
Step 3: Two Secrets for Faun, One She Knows and One She Doesn't
1) Faun is terrified of elves. Not other Forlorn, but honest-to-goodness Kyonin elves. As a child, she dreamed of travelling back to her people's home in Avistan and being accepted. If a Kyonin elf were to reject her, it would crush her.
2) In ancient times, members of Faun’s family often communed and consummated with powers from the First World, developing relationships with many magical creatures there, including dryads, nymphs, and the eldest of the fecund fey. As a result, Faun is part dryad, feeling an immediate connection and affinity for the groves and forests of her people, even though she’s never seen them. It is the root of her powers and of her bond with Ornmeil'lon. It also marks her in the eyes of some of the capricious fey and makes her more sensitive to the presence of the First World.
Step 4: Three People Faun has Relationships With
1) Darren, Druid of the Northern Narlmarches - Darren, once a member of the noble House Orlovsky, gave up his life to become a druid in a circle charged with protecting the wilds of Brevoy. He took in Faun when she first wandered into the forests of southern Rostland and taught her much of the secrets of his order, including inducting her as a junior member of the Circle. Despite their difference in age (Faun is nearly 100 years his elder), Faun treats him as a student would a favorite teacher, with respect, love, and a little bit of caution.
2) Ornmeil'lon - When Ornmeil'lon first encountered Faunlara, he was nothing more than an acorn the size of her head. Faunlara was tasked with his growth and protection and gave him the name Ornmeil'lon, which means "high branches" in the elven tongue. The two formed an inseparable bond immediately, becoming virtually siblings. Theirs is a combined destiny, one which Faunlara intends to reach fruition.
3) Elrohir - Elrohir is an enemy that Faunlara doesn't yet know. Once a proud protector of the forests of Kyonin, Elrohir was corrupted by the foul magic of the demon lord, Treerazer. Now a twisted shadow of the man he once was, he seeks to warp the pristine wilderness of the Stolen Lands into a toxic mirror of the forests he once swore to protect.
Step 5: Three Memories, Mannerisms, or Quirks Unique to Faun
1) Faunlara is excellent at many things, but drawing is not one of them. Despite this, she keeps a sketchbook among her personal things and tries to document new flora that she encounters. Her poor illustrations are a constant frustration to her, but she has had little luck finding a tutor in the wilds.
2) Words fall from Faun's lips in a mesmerizing fashion, with her tone and timbre both soothing and enchanting at the same time. Yet, she actually speaks very little, preferring to remain quiet and still as she listens to the sound of her friends and the natural world around her.
3) Faun has an unparalleled love for plants, especially trees of all kinds, sensing a kindred spirit within them which only she seems to understand.
If I'm missing anything, please let me know! I'll have my other submission up some time tomorrow. I'm having difficulty deciding between a gnome sorcerer or a sylph rogue.

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Korak here. Sahi's done and ready for perusal. I've not done gear, I can't quite work up the will to figure out a gear list for someone with little chance of getting chosen, but the rest is correct and finished to the best of my knowledge.
Highlights of Background that are in her profile. Sahi was born into a slave caste. She grew up. Adventurers came, took offense to the slavery and helped them rebel. Despite her caste she had learned much about nature and healing, and after a time apprenticing under a healer/apothecary her love of the natural world took her even further granting her powers with the bounty of the land. She saved the son of a lord, when she was asked to heal him not by healing him, but by luck when she walked into the room as the boy's would be assassin was poisoning his drink while he was resting.

Jester of the River Kingdoms |

"You see, it all started with my parents. Decent sorts from what I remember of them, other than that they decided it was wise to bring me with them down the Sellen on one of their jobs. I'll never know if my Dad didn't pay his protection money or if we just got caught by some overly ambitious river-rats. I do know that Dad never did teach me to haggle like he promised after he got two arrows stuck in his chest."
"I was both born and orphaned on that same day, you see."
"'Stop that cryin' you sot!'" one of the bandits bellowed as they dragged me screaming from my mother's corpse. "'Make him smile!'" another jeered as they pawed through their plunder, already drunk off stolen wine. They made me smile, alright..." Jester pauses his tale to trail a finger along the long scar that runs from his lip to his right cheek, leaving him with a permanent grin. "Apparently they thought it all hysterical, which earned me my name. Can't even remember the name I was born to, Erastil have mercy."
He shrugs and continues. "Slavery may be an Abomination, but that didn't stop them from selling me to another bandit crew, that sold me to another, and so on, until I was strong enough to take my freedom back from the merry band that held me. And that's how I lost my parents, my name, my childhood to the River Kingdoms. So that brings me to my point."
"Greedy men will tell you 'You have what you hold', to justify what they drag from your very fingers. I give it as a warning. Don't venture into the River Kingdoms with anything you're afraid to lose. Especially your life." His ever present grin seems an ill-match to the seriousness in his eyes.
Jester is an insufferable comedian that laughs at the pain in his life, though he's also one of the best guides and experts in the River Kingdoms that one can find at 1st level. For a time he's satisfied with the coin a job like this Charter will earn him as well as the chance for vengeance on the bandits that will inevitably be encountered. But he can barely admit to himself how much it means to him to have a chance to carve a home out of the lawless land that devoured his past and prevent the same fate from happening to someone just like himself.

Kerri Corynian |

I am going to take Friend in Every Town. It grants a +1 Trait bonus to Diplomacy, where as Ease of Faith grants a +1 bonus to Diplomacy. I have read it carefully and Ease of Faith makes sure not to mention it being a Trait bonus. Could you clarify this for me please?
I tend to stay away from Human, I findthem just a bit too boring and common. I have played as a Human once and surprisingly it was the only character to complete a campaign from the start.