DM Talomyr - Kingmaker |
@Revolving Door Alternate - The group has not made contact with lizardfolk as of yet, but they are certainly in the area. On the other hand they have made peaceful contact with the Sootscale kobolds and a group of deep gnomes.
Because the lizardfolk are in the region, you are welcome to apply with one, but do be aware of my stated strong preference for core races. It will have to be a particularly well reasoned and strong submission to be chosen.
Revolving Door Alternate |
@Revolving Door Alternate - The group has not made contact with lizardfolk as of yet, but they are certainly in the area. On the other hand they have made peaceful contact with the Sootscale kobolds and a group of deep gnomes.
Because the lizardfolk are in the region, you are welcome to apply with one, but do be aware of my stated strong preference for core races. It will have to be a particularly well reasoned and strong submission to be chosen.
I don't think I could easily get into playing a deep gnome. But if they have been peaceful with the Sootscale kobolds, that might be more appropriate.
I'm thinking a bloodrager going for dragon disciple. Frontline combatant and Councilor to help deal with the nonhumans to be encountered.
I understand what you mean by well reasoned submission and I agree.
Sarah 'queen' B. |
1 person marked this as a favorite. |
I have a character concept: Aisling Weylund (usually just called "Ash"). The character sheet is not yet completed but a backstory and description are listed below.
In terms of mechanics, Aisling is going to be a Paladin with the Tortured Crusader archetype. Her high Wis means she will be a decent Councilor if that slot is still open.
Unless DM Talomyr objects, I’m planning to give her Exotic Weapon Proficiency and have her use sawtooth sabres: a 25-point buy means I can do things like give her Dex 15 and take the Two-Weapon Fighting feat. It’s not exactly a power-gamer's optimal build (although she'll certainly fill the Tank role), but a paladin dual-wielding the weapons of the Red Mantis just strikes me as a fun build to play. It also fits with her being one of the good guys who might occasionaly be mistaken for a bad guy.
Her traits will probably be Indomitable Faith, Influence (to reflect her growing reputation within the River Kingdoms and Stolen Lands) and I’ll take the Bitter drawback to get one more trait, TBC.
In truth, it was meant as a kindness but she saw it as a rejection. Stumbling away from the Mendevian Crusade, Aisling cast her bright-bladed scimitar and emblazoned shield into the nearest river. Watching them sink didn’t give her nearly the satisfaction she’d thought it would. In need of coin, she signed on as a caravan guard and it was here that she found that Sarenrae still had a hold on her life. Following a skirmish in Varisia, several members of the caravan were taken prisoner by goblins. The caravan-master wasn’t interested in pursuing them, but Aisling found she could not in good conscience leave them to the mercy of the greenskins. Leaving the caravan (and her job) behind, she tracked the goblins back to their camp and rescued the prisoners.
One of the survivors from the goblin raid offered to pay her to escort him and his family back to the River Kingdoms. The pay was laughable, but the job was a worthy one and Aisling agreed. Word of her good deed spread, and Aisling has spent much of the last 5+ years criss-crossing the River Kingdoms and the Stolen Lands, doing what she can to help those who need her particular skills. Those she helps usually have little by which to pay her, often no more than a roof and a meal, but she isn’t in it for the money. More than one lord who has tried to recruit her has discovered that she is not a blade for hire. Somewhere along the way, she has acquired a pair of sawtooth sabres, although she doesn’t say much about how. She has also gained a reputation, at least locally, for being someone who is willing to fight for those in need, and to punish those who do evil. Her faith in Sarenrae means that mercy is theoretically an option, but these days she only tends to give one warning. Anyone who disregards it cannot expect another.
In the last month or so, dire rumours have reached her of a bandit who has taken refuge within the Stolen Lands, a bandit more vile than those who simply steal and rob. She is currently on her way to investigate this Dovan of Nisroch and – if what she has heard is true – to end his predations, even at the cost of her own life.
Having survived to her late twenties, Aisling is hard-bitten (and won’t hesitate to bite, if it comes to that), the sort of paladin who keeps a set of brass knuckles in some easy to reach pocket of her clothing. Chivalry and fair play don’t get you as far as they used to. She has gotten pretty cynical about most things, given that the horrors of the Worldwound have been followed by almost a decade of wandering the River Kingdoms and the Stolen Lands by herself and seeing people at their worst. But it would be a mistake to regard her as no more than a sell-sword, or as a ‘fallen paladin’ – her faith still shines brightly, in its own way. She has absolute faith in Sarenrae, and in the ultimate power of goodness to vanquish evil, although she has no illusions about the costs involved in the struggle.
If she has lost faith, it is in herself, and there are days when she no longer truly believes that she has the Dawnflower’s light within her. Which is nonsense, of course: Sarenrae is almost endlessly forgiving, but you have to be willing to accept that forgiveness. And to be willing to forgive yourself. Aisling isn’t quite there yet. The flippancy and sardonic humour she has adopted serve as a protective mechanism.
Aisling is fond of drinking, especially liquor, and has made good progress in learning the art of distillation for herself. The Dwarven whiskies, Andoren brandies, Galtan cognac, and Brevan vodkas are all appreciated and at any time her hip flask will have some sort of spiritual content within it. She is rarely drunk, because she needs to keep her wits about her, but a couple of sips to help her sleep, a couple when she wakes up, maybe a little wetting of the lips at other times. A girl needs something to keep the darkness at bay, after all. Aisling has faced the horrors of demons and the Abyss, and fears almost nothing living or dead or in-between, but that doesn’t stop her from having nightmares.
In terms of tying in to existing characters, Aisling has been in the region for more than 5 years. It seems likely she might well know Kalaman (the fact he’s a tiefling wouldn’t faze her at all – she has faced actual demons, so she knows the difference). If Celebeth has travelled in the region, she might have encountered or heard of Aisling (I am taking the Influence trait to reflect the reputation she is building). I don’t think she would have encountered Tove or Garethane.
I am working on the full character sheet and will get it posted when I can.
Dario Zuz |
Since I would really really like to get back into a Kingmaker game, I would definitely suggest taking a look at my previous posts for Dario's personality and see if it'll fit in with the group at all. Some of the background has changed, of course, to fit with this game's setup but he is mostly the same as he was before.
Trevor86 |
So just to reiterate, the last spot would be for a melee character with one of high dex, int, wis or cha. Does the arrowsong archer have any preference to which position she would likd to fill?
I'm very hyped for a potential kingmaker game with alterations and would certainly be interested in filling the void!
Magoomba |
Hello all! Have I got a character for you! :)
Magoomba is a half-orc with the Racial Heritage feat, making her more or less a half-goblin. She's medium-sized and very wild, having been raised in captivity by abusive goblins in service to Lamashtu and forced to fight beasts and other prisoners for their amusement. Having heard whispers of the recent events at Fort Redemption, she was filled with hope that there was finally someplace in the world where she could fit in. For the first time in her life she fought back against her keepers, broke out of her cage, and sought out the heroes of the Stolen Lands to beg them for the privilege to serve them in their new kingdom.
She's designed to fit the front-liner role, but she has a good Wisdom score and would be able to fill the Councilor position, assuming Azen becomes the Grand Diplomat and Ivo remains the Spymaster.
DM Talomyr - Kingmaker |
So just to reiterate, the last spot would be for a melee character with one of high dex, int, wis or cha. Does the arrowsong archer have any preference to which position she would likd to fill?
I'm very hyped for a potential kingmaker game with alterations and would certainly be interested in filling the void!
Correct, the last guaranteed spot is a front-line/melee type. If I find a concept compelling enough, I may take on one more beyond that.
Ellioti |
Here's my submission. A melee/support shaman and his master.
I'm aiming for that front-line spot despite being a d8/mediumBAB class. CON14+Toughness and HeavyArmor+Barkskin should make for a tough young shaman.
Azen |
So just to reiterate, the last spot would be for a melee character with one of high dex, int, wis or cha. Does the arrowsong archer have any preference to which position she would likd to fill?
I am on the list right now as the Councilor, but I assume that there will be adjustments as the DM chooses people, so don't take that as set in stone. :)
Cuàn |
This sounds good and I love me some Kingmaker.
I'm looking at a High Dex, High Int Elven Fighter, pure melee. He'd focus on the various Elven weapons, like the Curve Blade and Branch Spear or perhaps a Thornblade and shield if required.
As for Kingdom roles, Spymaster works great as would any other roll that requires Int or Dex. Maybe replace an NPC on such a role.
As far as archetypes go, I'm not sure yet, possibly Eldritch Fighter. In that case I'd be looking at a spider familiar but reflavored as a peacock spider (those little, bright colored ones with the wavy behinds), if allowed with a different bonus(Bluff or maybe Diplomacy, I'll leave that open for now).
Another option is no archetype and then going for an animal companion via Animal Ally and then Curious Companion to make it a Web Tyrant Spider.
Concept wise I'm looking at an Ekujae Elf from the Mwangi Expanse who trained with the Magaambya. He initially travelled to Kyonin to help with the whole Tanglebriar and Treerazer thing. Sadly the Elves from Kyonin weren't really open to aid from the outside, even from a fellow elf (as per the situation of the Second Darkness AP).
When he headed out into the Tanglebriar on his own he did not last very long and was struck down and the only reason he lives was that he was saved by a patrol that beat back the demons that attacked him. But while they did help him and patch him back up (I could see Celebeth's mother as part of this, either part of the patrol that rescued him or the nurse that helped heal him) he was also admonished and put under house arrest, though it extended to the entire city. The only way he was allowed to leave was if he left Kyonin entirely, in which case he'd be escorted out.
He wasn't willing to return to the Mwangi but also didn't want to stay and just hang around.
A further link with Celebeth her could be her mother pointing my character towards the west and the budding kingdom. Another option would be a family member of Garethane's parents pointing him towards the Gronzi Forest. Depending on the timing he might either have met Garethane there or be pointed towards the budding kingdom from there.
Might even be a combination of both with a more distant relative of Garethane, like a grandmother/father, working with Celebeth's mother at whichever job helped them meet my character.
And to get back to his thing for spiders: The idea is he's a follower of Grandmother Spider. This would also work quite well with a theocracy to Erastil. Both value community and family very highly, just one likes to have more fun while doing so and is less strict on the rules. Simply put, he'll shake things up a bit.
As an aside, should you like this concept but also really like another melee character I could easily re-imagine the character as a Magaambyan Initiate Arcanist, heading into the Magaambyan Arcanist PrC.
Alberich Orstana |
Here is Joker27's submission.
Alberich is a twist on a classical religious monk. He's an Ulfen man who was sent to the Monastery of Untwisting Iron by his father an Erastilian priest to study the physical side of the monastic tradition bringing only materials sent by his father to learn the religious side. on returning home he ventured off to the east to spread the religion. A much more detailed backstory is in the profile.
Mechanically he is a hypermobile monk with a side emphasis on bull rushing. He is a frontliner with a balance between defense and offense and a fair bit of utility.
He can serve in the spymaster role reasonably well though would likely at some point shift into the high priest role if possible.
Trevor86 |
Trevor86 wrote:I am on the list right now as the Councilor, but I assume that there will be adjustments as the DM chooses people, so don't take that as set in stone. :)So just to reiterate, the last spot would be for a melee character with one of high dex, int, wis or cha. Does the arrowsong archer have any preference to which position she would likd to fill?
Thanks, that's good to know :)
I'll work on my submission tonight and hope to have the backstory and build concept done by thr end of it. Currently i am leaning towards a Swordlord type of character (fighter/swashbuckler) who claims to be from the lost house of Rogarvia. His high charisma and possible connections to former Rogarvian vassals could allow him to function as a councillor. If you'd be okay with going spymaster then, of course.
Redblade8 |
Hello,
Below is the info for the character I'm working on. I'm still experimenting, and would like to see if I can make him work as a Ranger while still doing the things I'd want him to do.
EDIT: I've got a Ranger version made, and while in some ways it fits the concept better, he seems squishier. I'm likely to stick with the Fighter version.
A tall, serious-looking elf, Veqarien stands about 6ft tall, and weights about 150 lbs. I know that's heavier than elves are presented, but I can't make myself go skinnier, the mind's eye won't let me. He wears his blond hair tied back in a ponytail, and tends to dress a bit on the plain side, tending towards the greens and browns that will blend in a forest environment.
Veqarien was raised as part of a semi-nomadic elven family in the southeastern Fierani Forest of Kyonin. He was raised as a warrior, and his clan's self-appointed duty is the protection of the borders of Kyonin, both against humans from Galt who would try to use the elves' forest for refuge, and from the horrors that occasionally try to escape the Tanglebriar.
Veqarien acquited himself well in these tasks, becoming well known for his skill with a spear. Before long, his uncle, a druid in service to the empyreal lord Cernunnos, came to him with a task.
"To the north, humans have begun settling close by regions where our people once roamed. There is a site dedicated to the old ways, a small series of standing stones," he said, pointing to a spot on a map. "I need you to go there, and simply check on the stones. Make sure nothing has been disturbed, and make sure it stays that way."
Veqarien
Male elf fighter 5
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +5
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Defense
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AC 24, touch 14, flat-footed 20 (+7 armor, +4 Dex, +3 shield)
hp 49 (5d10+15)
Fort +7, Ref +6, Will +2 (+1 vs. mind-affecting effects); +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 elven branched spear +9 (1d8+11/×3) or
. . mithral elven leafblade +8 (1d4+6/18-20)
Ranged mwk composite longbow +10 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 elven branched spear)
Special Attacks weapon training (spears +1)
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Statistics
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Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 13
Base Atk +5; CMB +5 (+7 bull rush); CMD 21 (23 vs. bull rush)
Feats Improved Bravery[UI], Improved Bull Rush, Power Attack, Shield Brace, Weapon Finesse, Weapon Trick (polearms)
Traits sovyrian pantheist, warrior of old
Skills Climb +4, Craft (woodworking) +7, Diplomacy +2, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (geography) +2, Knowledge (history) +4 (+5 to recognize or evaluate art), Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (religion) +2, Perception +5, Sense Motive +1, Stealth +3, Survival +5 (+6 to hunt game), Swim +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Sylvan
SQ armor training 1, elven magic
Other Gear +1 breastplate, +1 darkwood heavy wooden shield, +1 elven branched spear, arrows (40), mithral elven leafblade, mwk composite longbow (+2 Str), cloak of resistance +1, 3,669 gp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Improved Bravery +1 Bravery applies against all mind-affecting effects
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
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Azen |
1 person marked this as a favorite. |
If you'd be okay with going spymaster then, of course.
I am 100% okay with whoever the DM decides to accept, and would be happy to switch to whatever position works best for the party at that point. Spymaster might require another backstory rewrite, and some trait tweaking perhaps, but since I haven't played the character yet, there is still a lot of room for adaptability.
Trevor86 |
1 person marked this as a favorite. |
"It is the essence of diplomacy."
Ok folks sorry to choke up the recruitment thread. Seeing many good characters coming up! :)
Imo, it's always good to see friendly interactions; a good indication of high table morale and things to come!
I think I have most of the cunrch for my submission done, hope I'll finish the story tomorrow so i can post it here.
Celebeth Quinciel |
1 person marked this as a favorite. |
Existing party:
Tove Hellstrom, female human (ulfen) cleric of Erastil 5 - ruler
Garethane Seregon, male elf hunter (feral hunter) 5
Kalaman Mar, male tiefling magus (bladebound, kensai) 5
Celebeth Quinciel, female half-elf rogue (eldritch scoundrel) 5
Azen, female human bard (arrowsong minstrel) 5
Submissions so far:
KingHotTrash - Dario Zuz - Male human swashbuckler (inspired blade) 5
Redblade8 - Vequarien - Male elf fighter 5
Zahir ibn Mahmoud ibn Jothan - Norde - Male human (ulfen) unchained barbarian 5
Anthorg - Josemar Muchop - Male half-elf wizard (conjurer) 3/druid 2
joker 27 - Alberic Orstana - Male human unchained monk (windstep master) 5
Galahad0430 - Tristian Lebeda - Male human fighter (aldori defender) 4/unchained monk 1
Ellioti - Billy - Male human shaman 5
Jovich - Zilybar Gnaz - Male halfling unchained rogue (eldritch scoundrel) 5
Sarah 'queen' B. - Aisling "Ash" Weylund - Female human (Chelaxian) paladin (tortured crusader) 5
eriktd - Magoomba - Female half-orc barbarian 5
Interest posted:
Revolving Door Alternate - bloodrager
TorilGrey
Trakas Aeramirdal
The Archlich
ElbowtotheFace - mounted combat
Cuàn - Unnamed male elf (ekujae) fighter 5
Celebeth Quinciel |
All y'all front-liners looking at the list, you'll be up front fighting next to a hunter with no animal companion, and a bladebound magus. Right now I don't think anyone is really rocking a great Armor Class (the magus is only 20), which means we don't have someone who can hold the line and protect our squishies if a hard-hitting monster shows up.
Sooo if you're tanking with an AC of 15, that might not work so well. :)
But be creative! Maybe you have the Antagonize feat and a ton of hit points. Or something that gives you concealment. Or something that lets you roll to block an enemy's attack. I dunno, just make sure you can keep us (me!) from getting squashed in a fight. :)
Sarah 'queen' B. |
2 people marked this as a favorite. |
My character is now complete, and I have posted Aisling’s character sheet below along with a more some more details to her description and background, such as why she refuses to cook eggs and the nature of her tattoo.
In terms of combat, Aisling’s role is about as subtle as she is: get up in people’s faces and use dual-wielding to cut them down, relying on her smite’s deflection bonus to AC and lay on hands to keep her in the fight.
Paladins have acquired something of a bad reputation, partly due to older rule systems and partly due to a history of gamers playing them as Lawful Stupid, so it’s probably worth saying that I’ve zero intention of playing Aisling that way. The G is more important than the L: being Lawful means that she tells the truth, keeps her word, and is able to put the collective good ahead of her own individual wants (OK, most of the time). She has no intention of forcing her views or beliefs on anyone else.
Aisling Weylund
Paladin (Tortured Crusader) 5
LG Medium humanoid (human)
Init +2; Perception +11
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Defence
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AC 19, touch 12, flat-footed 17 (+6 armor, +1 Enhancement, +2 Dex)
HP 44 (d10, +1 Con, +5 favored class)
Fort +6, Ref +4, Will +9
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Offence
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Speed 20 ft.
Melee +1 Sawtooth sabre +9 (d6+4) OR +7/+7 (d6+4/d6+2)
Ranged Composite Shortbow +7 (d6+3)
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Statistics
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Str 17, Dex 15, Con 12, Int 10, Wis 16, Cha 10
BAB +5; CMB +8; CMD 20
Languages: Common (Taldane); Abyssal; Celestial; Draconic; Elven; Goblin
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Feats
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Human
Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Level 1
Intimidating Prowess: Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Level 3
Exotic Weapon Proficiency: Choose one type of exotic weapon, such as the spiked chain or whip (Sawtooth Sabre). You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Benefit: You make attack rolls with the weapon normally.
Level 5
Dual Enhancement: You can enhance two weapons, or both ends of a double weapon, with a single act.
Benefit: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon. All weapons affected must be in hand or otherwise wielded. Any enhancement bonus you add to one of your weapons gets added to both automatically, but weapon special abilities must be accounted for separately. For example, if you can enhance up to the equivalent of a +2 bonus, you could give both your weapons an additional +1 bonus and apply the keen special weapon ability to one of those weapons.
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Traits
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Influence (social): Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Indomitable Faith (faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Hard to Kill (combat): Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Bitter (drawback): You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.
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Adventuring Skills
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Total skill ranks: 5/level (4 Paladin, 1 Human) plus 2 BG/level
Heal +9 (3 ranks, +3 Wis, +3 class skill)
Intimidate +11 (4 ranks, +3 Str, +1 trait, +3 class skill)
Perception +11 (5 ranks, +3 Wis, +3 class skill)
Ride +6 (1 rank, +2 Dex, +3 class skill)
Sense Motive +11 (5 ranks, +3 Wis, +3 class skill)
Stealth +6 (1 rank, +2 Dex, +3 class skill)
Survival +7 (1 rank, +3 Wis, +3 class skill)
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Background Skills
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Linguistics +5 (5 ranks)
Profession: cook +10 (4 ranks, +3 Wis, +3 class skill)
Profession: distiller +7 (1 rank, +3 Wis, +3 class skill)
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Gear
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(Total starting wealth: 10,500 gp)
Traveller’s outfit (free starting outfit)
Light Horse, Sunlight (75 gp)
Swarmbane Clasp (3,000 gp)
Cloak of Resistance +1 (1,000 gp)
Ioun Torch (75 gp)
+1 Sawtooth Sabre (2,035 gp, 2 lb)
+1 Sawtooth Sabre (2,035 gp, 2 lb)
Composite (+3 Str) Shortbow (300 gp, 2 lb)
40 arrows (2 gp, 6 lb)
Brass knuckles (1 gp, 1 lb)
4 Daggers (8 gp, 4 lbs)
+1 Breastplate (1,200 gp, 30 lbs)
Tent (10 gp, 20 lb)
Backpack (2 gp, 2 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Rope, silk, 50' (10 gp, 5 lb)
• Trail rations, 4 (2 gp, 4 lb)
Healer’s kit (50 gp, 1 lb)
Oldlaw whisky (20 gp, 1 lb)
Holy symbol, silver (25 gp, 1 lb)
Holy symbol, tattoo (100 gp)
[on back of left hand]
609 gp, 5 sp
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Special Abilities
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Torment: A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands. This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. IIf the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
All is Darkness: Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite. This ability replaces detect evil and divine grace and alters smite evil.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Alone in the Dark: Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount. This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Second Chance (Su): At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level. When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands. This ability alters lay on hands and mercy.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
*Sickened
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list . A paladin must choose and prepare her spells in advance. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
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Spellcasting
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CL 2, Concentration +5
FIRST LEVEL (2/day)
Cure Light Wounds
Divine Favour
There are many horror stories to be told of orphanages, but Aisling was spared these. Instead, she was raised by Sarenites and her childhood was largely one of being cared for. Her own horrors didn’t start until she was called to the Dawnflower’s faith as a paladin. What should have been a routine patrol within the edges of the Worldwound turned into a pitched battle, and then a massacre. She doesn’t know to this day how she survived when warriors with more experience than her perished, or worse. But even though she survived fighting demons, she still picked up up scars of her own, visible and invisible (she can still remember the stench of the Dretch demons, and even now the smell of cooked eggs – however fresh – makes her recoil). Six months after that incident Aisling was deemed no longer combat-ready.
In truth, it was meant as a kindness but she saw it as a rejection. Stumbling away from the Mendevian Crusade, Aisling cast her bright-bladed scimitar and emblazoned shield into the nearest river. Watching them sink didn’t give her nearly the satisfaction she’d thought it would. In need of coin, she signed on as a caravan guard and it was here that she found that Sarenrae still had a hold on her life. Following a skirmish in Varisia, several members of the caravan were taken prisoner by goblins. The caravan-master wasn’t interested in pursuing them, but Aisling found she could not in good conscience leave them to the mercy of the greenskins. Leaving the caravan (and her job) behind, she tracked the goblins back to their camp and rescued the prisoners.
One of the survivors from the goblin raid offered to pay her to escort him and his family back to the River Kingdoms. The amount he offered was laughable, but the job was a worthy one and Aisling agreed. Word of her good deed spread, and Aisling has spent much of the last 5+ years criss-crossing the River Kingdoms and the Stolen Lands, doing what she can to help those who need her particular skills. Those she helps usually have little by which to pay her, often no more than a roof and a meal, but she isn’t in it for the money. More than one lord who has tried to recruit her has discovered that she is not a blade for hire. Somewhere along the way, she has acquired a few items of value, including a pair of sawtooth sabres, although she doesn’t say much about how. She has also gained a reputation, at least within the region, for being someone who is willing to fight for those in need, and to punish those who do evil. Her faith in Sarenrae means that mercy is theoretically an option, but these days she only tends to give one warning. Anyone who disregards it cannot expect another.
In the last month or so, dire rumours have reached her of a bandit who has taken refuge within the Stolen Lands, a bandit more vile than those who simply steal and rob. She is currently on her way to investigate this Dovan of Nisroch and – if what she has heard is true – to end his predations, even at the cost of her own life.
Having survived to her late twenties, Aisling is hard-bitten (and won’t hesitate to bite, if it comes to that), the sort of paladin who keeps a set of brass knuckles in some easy to reach pocket of her clothing. Chivalry and fair play don’t get you as far as they used to. She has gotten pretty cynical about most things, given that the horrors of the Worldwound have been followed by almost a decade of wandering the River Kingdoms and the Stolen Lands by herself and seeing people at their worst. But it would be a mistake to regard her as no more than a sell-sword, or as a ‘fallen paladin’ – her faith still shines brightly, in its own way. She has absolute faith in Sarenrae, and in the ultimate power of goodness to vanquish evil, although she has no illusions about the costs involved in the struggle.
If she has lost faith, it is in herself, and there are days when she no longer truly believes that she has the Dawnflower’s light within her. Which is nonsense, of course: Sarenrae is almost endlessly forgiving, but you have to be willing to accept that forgiveness. And to be willing to forgive yourself. Aisling isn’t quite there yet. The flippancy and sardonic humour she has adopted serve as a protective mechanism, keeping people at a safe distance.
Aisling enjoys good food when she can get it and is a keen cook when she has the time (just don’t ask her to prepare eggs). She is equally fond of drinking, especially liquor, and has made good progress in learning the art of distillation for herself. Dwarven whiskies, Andoren brandies, Galtan cognac, and Brevan vodkas are all appreciated and at any time her hip flask will have some sort of spiritual content within it. She is rarely drunk, because she needs to keep her wits about her, but a couple of sips to help her sleep, a couple when she wakes up, maybe a little wetting of the lips at other times. A girl needs something to keep the darkness at bay, after all. Aisling has faced the horrors of demons and the Abyss, and fears almost nothing living or dead or in-between, but that doesn’t stop her from having nightmares.
Trevor86 |
I'd like to ask two quick questions: I've mostly finished the backstory as well, but I'm running into two issues: I can't find how long the Stag Lord was in power prior to the adventure, and I'm wondering how long it has been since he was defeated/what state the barony is in now. Is it possible for someone near the edge of the Territory to not know of his defeat yet?
Can anyone answer either of those? Kind regards!
DM Talomyr - Kingmaker |
By the time the new players will be joining the Stag Lord has been dead two and half months. With only one month of kingdom building completed.
I would say it isn't stretch at all for those in the general area to know of the demise of the Stag Lord, especially since the news has reached Brevoy, leading to party becoming rulers of their own little kingdom.
Trevor86 |
By the time the new players will be joining the Stag Lord has been dead two and half months. With only one month of kingdom building completed.
I would say it isn't stretch at all for those in the general area to know of the demise of the Stag Lord, especially since the news has reached Brevoy, leading to party becoming rulers of their own little kingdom.
All right, thanks! I forgot to ask one thing: are the capital city (and Oleg's trading post) currently the only settlements in the pc's area? Or are there villages that also fall under their rule?
Galahad0430 |
All y'all front-liners looking at the list, you'll be up front fighting next to a hunter with no animal companion, and a bladebound magus. Right now I don't think anyone is really rocking a great Armor Class (the magus is only 20), which means we don't have someone who can hold the line and protect our squishies if a hard-hitting monster shows up.
Sooo if you're tanking with an AC of 15, that might not work so well. :)
But be creative! Maybe you have the Antagonize feat and a ton of hit points. Or something that gives you concealment. Or something that lets you roll to block an enemy's attack. I dunno, just make sure you can keep us (me!) from getting squashed in a fight. :)
My base AC of 18 is currently with no armor at all, I fight defensively (only a -2 for me atm) and with that my AC goes to 25. With just a little more gold, my AC will also increase. My base to hit is already +13, so the -2 for fighting defensively is not that onerous. Also, I usually open with Dazzling Display and my Intimidate is well above average so at least a couple of rounds of shaken for all enemies within 30' of me.
Cuàn |
I blame the portrait I found in Paizo's gallery for it, but I switched up my character quite a bit.
I present Hogard Burmak, Halfling Fighter.
He focuses on close weapons and Outslug Style, later combined with Skyseeker Style. At the moment he would mainly be a persistent annoyance to opponents as his damage isn't spectacular. This should increase significantly in the coming levels (well, not 6 yet because then it's a feat to get the Fighter's Finesse Advanced Weapon Training).
For those worrying about AC, I'm looking at 26 with Combat Expertise against a -1 penalty to hit. Goes up to 27 whenever I make a 5-foot step.
His ties to the party wouldn't be direct, but would be to the things they have done. Hogard has lived in the Stolen Lands and the area around for a few years now and during that time the Stag Lord and his bandits have consistently been a thorn in his side, so he's more than happy to have them gone. Same would go for Tuskgutter, if the group killed him (and Hogard will proudly show the massive scar he has because of the boar).
In addition he'd be happy with the removal of the Sootscale's old shaman as he stopped all the trading Hogard did with the tribe.
He would have heard of you guys from Bokken or the Sootscale Kobolds, as he trades with both of them, or from some of the forest's lesser fey with whom he is (fairly) friendly.
As far as roles go, Spymaster would fit but so would anything else that favors dexterity. He could also fit in something that requires Con or Cha, just not as well. He's fairly flexible.
His clothing tends to be simple looking and utilitarian and strongly favors leather and hide. He'll proudly proclaim he had it all himself.
The most spectacular pieces of his outfit are the liazard skull klar he bought in Varisia and his hooded cloak made of owlbear pelt, latter once again his own handiwork.
He is very independent and likes choosing his own path in life yet at the same time cherishes the company of others. His past has left him with some trust issues but he's still willing to try.
He hopes to eventually settle down and start a family of his own, just not quite yet. Maybe in a few years.
He was born into slavery just outside Egorian, the Chelaxian capitol, just like six generations of Burmak halflings before him. Being house slaves they had a relatively good life but still his father chafed at it all. Every night before bed he'd tell Hogard stories about the brave men and women of the Bellflower Network who saved people like them at risk of their own lives. And every night his mother would tell him not to let his father's wild stories get in his head, they were never leaving. Still, his father's lust for life and longing for freedom was contagious and the young Hogard could not wait to meet these supposed heroes and escape the manor.
It wasn't meant to last though. After several years and many attempts his mother was finally expecting a second child. And while initially all were elated by the good news everything turn dark when both mother and child died in childbirth. Hogard's father was broken, just the empty shell of the man he once was. Hogard simply could not deal with this in addition to the grief for his mother and baby sister. Only seven years old he still tried to push his father to escape with him and start a new, free life elsewhere in honor of those they lost. But instead of supporting his son or even just talking him down, his father reported the little boy to their master, resulting in severe punishment, despite his tender age.
During the next few years Hogard started making a plan to escape and building a stash of various odds and ends he figured would help him survive. But on the night he decided to make his move, he was only twelve, he found his father blocking his way. What followed was a whispered conversation in which his father pleaded for Hogard to give up his foolish ideas and in which Hogard accused his father of betraying the the memory of his mother. When his father, tears running down his face, tried to call for help, Hogard punched him squarely in the face. Then he fled the house through the backdoor and the grounds, tears streaming down his cheeks.
The first few weeks were tricky as Hogard had never been outside the manor and it's grounds. First he made his way into Egorian proper. There he made his way into the trade district and stowed away on the first wagon out of the city.
They were a few days out of the city when one of the guards spotted him among the barrels. When the guard approached him, Hogard lashed out but there was only so much the untrained fist of a twelve year old halfling can do against the armored gauntlet of an adult, trained human. To Hogard's luck though, his attitude amused this guard as well as all the others and from that moment he sat with them when they made camp for the night. They promised him to deliver him to the orphanage in the next big city they'd encounter, only to quickly correct that to the second big city when they realised the first would be Nisroch in Nidal.
So it was in Korvosa that he was dumped at a local orphanage and for a while life was good there. Yet it was only two years before things turned bad once more when he discovered things weren't what the seemed. That night he discovered that the matron of the orphanage had made a deal with some shady crime lord, giving him young children to use for whatever nefarious purposes he used them for. Hogard left the city through the north exit the next morning.
From Korvosa he made his way to Kaer Maga. There the fourteen year old found like minded individuals at the Price of Freedom fighting school. There he impressed many with his ferocity and raw talent though his young age and small size held him back. He often ended up sparring with a Shoanti girl who, despite being several years younger, towered over young Hogard. She fought with a klar, the weapon of a dead father, and Hogard instantly fell in love with the odd skull-mounted blade. Enough even to pester several blacksmiths for months until he found one willing to make on fit for his size.
Yet this also wasn't to last for Hogard craved purpose, the endless training without a particular goal no longer enough to satisfy him. So he thought of those men that were so kind to let the little boy sit at their side at the fire only a few years ago and he decided to try his luck as a caravan guard.
Finding employment was surprisingly hard for a 17 year old halfling who wants to get into guarding. For many his fiery personality and small posture far outweighed any skill he might have had, so they did not hire him. It took him several weeks to finally find someone who would take him on, but even then only because they were to traverse the Bloodsworn Vale and others weren't very eager to go there.
But to everyone's surprise the travel though the vale itself turned out to be entirely uneventful and Hogard left the caravan again in Longshadow in Nirtmathas.
From there on out he joined the fight against the tyrants of Molthune. Yet he quickly grew bored of what seemed like a senseless war endlessly going back and forth and he eventually crossed the border into Molthune on his travels further across the continent.
For a while he contemplated joining the Black Jackets in Druma, before coming to the conclusion that selling yourself for a lot of gold wasn't any better than selling yourself for little gold. All it did was determine the color of your cage, gold or steel.
He stayed in the country for several more years though, working as a logger out of Macridi to save up enough coin to continue his journey. The rural life was surprisingly pleasant to someone who until then had known only cities and army encampments. It still wasn't quite what he was looking for though and after several more years, at the age of twenty five, he left again.
He once more headed east, making his way to Highhelm, capitol of the Five King Mountains. A city where dwarfishness seeped down from the roofs of it's giant halls. It was fun for a while and Hogard learned much, like the Dwarven language and that his name apparently was Dwarven in origin.
From there Hogard tried to make his way to Kyonin but, as a non-Elf, was stopped at the border. So instead he went east once more.
He left Galt as soon as he could as even far from it's capitol city the place was unhealthy and unfriendly.
This landed him in the River Kingdoms and life was looking up. Here he travelled from town to town, leaving some in a bit more of a hurry than others, and made money but doing odd jobs. From removing some local bandits to helping herd cattle. This way he very slowly made his way north, taking more time to travel from his entry into the River Kingdoms to the Stolen Lands than he had from Varisia to the River Kingdoms.
What he found though was peace and quiet, relatively speaking. So instead of moving on once more he decided to settle down, at least for a while.
Since then he has lived of the land, trading meat and skins with the local kobold tribe for mushrooms and some coin. Those mushrooms, as well as several wild plants, he then traded with local hermits. All other things he got from merchants that passed through the area.
This all declined quite substantially when some new bandit lord branding himself "the Stag Lord" started terrorising the area, pushing Hogard to move south a bit.
But now he has heard word that the bandits have been routed so it's time to head back to his old haunts and figure out what happened.
Torilgrey |
Hi, sorry took me a few days to come up with something I was digging, but I'd like to submit Phillipe D'astin Surtova, swashbuckler. I've got some money left to play with, but wanted to get the idea out on paper for him.
Male human (Taldan) swashbuckler (inspired blade) 5 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 23, touch 16, flat-footed 17 (+5 armor, +4 Dex, +2 dodge, +2 shield)
hp 49 (5d10+15)
Fort +3, Ref +8, Will +1
Defensive Abilities charmed life 3/day, nimble +1
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Offense
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Speed 30 ft.
Melee +1 rapier +12 (1d6+7/15-20+5 Precision) or
. . chakram +5 (1d8+1) or
. . chakram +5 (1d8+1) or
. . chakram +5 (1d8+1) or
. . chakram +5 (1d8+1) or
. . dagger +6 (1d4+1/19-20+5 Precision) or
. . dagger +6 (1d4+1/19-20+5 Precision)
Ranged composite longbow +9 (1d8+1/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (3)
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Statistics
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Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 15
Base Atk +5; CMB +6; CMD 22
Feats Antagonize[UM], Combat Reflexes, Dodge, Fencing Grace[UI], Mobility, Weapon Focus (rapier)
Traits fencer, noble born - surtova
Skills Acrobatics +12, Bluff +9, Climb +5, Craft (gemcutting) +3, Craft (weapons) +6, Diplomacy +7, Intimidate +10, Knowledge (local) +6, Knowledge (nobility) +6, Linguistics +2, Perception +8, Profession (teacher) +5, Ride +8, Sense Motive +7, Swim +5
Languages Common, Hallit, Skald
SQ inspired panache
Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 rapier, arrows (20), chakram[APG], chakram[APG], chakram[APG], chakram[APG], composite longbow (+1 Str), dagger, dagger, daredevil boots[ARG], ioun torch ioun stone[APG], plume of panache[ACG], bedroll, belt pouch, flint and steel, hat[UE], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], soap, torch, trail rations (5), light horse (combat trained), 1,221 gp, 2 sp, 3 cp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
He spent his teenage years working with the fighters who guarded the caravans for the Surtova family, and picked up a lot of tricks, but was flashier than they were in terms of his combat style. He trained for a time in the capital with a fencing school, and has worked, primarily as a blacksmith, turning out blades for those who seek the lifestyle of a swordlord, but don't have the family name, or the coin to pursue that life fully.
As an adult, he's trying to shed the shackles of the disliked Surtova family, and not get caught up in the intrigue that they are so well known-for. When word came of the destruction of the Stag Lord, and the founding of a new outpost, Phillipe saw his chance to work for his own benefit and struck out to the south... (more to come and flesh out if chosen)
trawets71 |
I am throwing my hat into the ring with St. John Smythe. He is a Rondelero duelist from Taldor, looking to bring civilization to the River Kingdoms. He should be able to fill the spymaster role.