DSP's Kingmaker (Inactive)

Game Master Darksmokepuncher

A brave group is commissioned by the Swordlords of Restov to tame the River Kingdoms...if they can.


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Shadow Lodge

Greetings!

I am looking to run this fantastic Sandbox for 4-6 players.

I will be modifying the actual Kingdom building rules to make them more suitable for PBP and because those rules can really bog down play. But, that does not come up for a while.

Nitty Grutty:

Character Creation
Roll two sets of 2d6+6 and arrange them as you like. You cannot pick and choose between sets, you take one or the other.

Classes
No Gunslinger, Summoner, Ninja, or Samurai. Anything else from a Pathfinder source is a-ok.

Races
I am open to any race, but I will need a compelling story if you go outside the core.

Other Details
Start at level 1.
Two traits: One must be a kingmaker trait unless you think you can tie yourself to the story well enough without one.
Average wealth per class.
Every Character receives Weapon Finesse and Power Attack for free.
I require at least 1 paragraph of backstory to explain how your character fits into the setting. This will also serve as a sample of your writing ability, so please take it seriously.

I will close recruitment when I have enough applicants to choose from or at 10 pm Pacific Time on Friday April 19th: whichever comes first.

Good Luck everyone!


interested

set 1:
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11

set 2:
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15


looks like set2 of course will edit this profile and let you know when he is ready


I currently have Kern Therensgard (Transmuter Wizard with a martial outlook) in consideration for another Kingmaker PBP, but should know by tomorrow whether he is in that game.

If he is not part of that game, I'd like to submit him with the following stat range:
Set 1
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
Set 2
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12


Set 2 seems the smart one to take :)

Liberty's Edge

Rolling ability scores? Bring it on.

set 1
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13

set 2
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11

Hmm. A very flexible array on set 1, could go for some MAD classes with that one. free weapon finesse AND power attack as well? I smell a killer sandbox.

Shadow Lodge

Killer being the operative word.

All are warned.


2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15

Definitely interested in this and going with 1st set. Thinking about human or half-elf ranger.


I'll see what I happen to roll at the minimum for fun;

set 1:
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14

equals 25 point buy

set #2:
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13

equals 22 point buy

looks like set 1 might be best.


I'm already in one Kingmaker, but the GM has tweaked it heavily so I am pretty sure it isn't following formula. :)

Set One
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9

Set Two
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12

EDIT: Having thought about it, I think I'll go with set two and try for a barbarian (Beserker really) Dwarf. :)

Shadow Lodge

Ridge, this game is also tweaked quite a bit.


Set 1 it is then
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 6) + 6 = 16

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9

Korin Valik, the orc who is not an orc, lvl 1 human (orc subtype) sorcerer (orc bloodline) CN

stats:

str 16
dex 11
con 10
wis 11
int 10
cha 18 (16+2)
hp 6, ac 10 and initative 4+
feats (free) weapon finesse, power attack, Intimidating prowess and improved initative
traits Brigand and Natural-Born Leader
spells cantrips mage hand, message and spark, spells mage armor and enlarge person
skills 3 points per level intimidate, survival (thats the orc bloodline skill) and bluff.
equipment 170 gp longspear (cost 5 gp), morningstar (8 gp), heavy crossbow (cost 50 gp), bolts 30 (3 gp) and an explorer's outfit.
The orc bloodline comes from Pathfinder Companion: Orcs of Golarion

story:
Korin Valik was once a normal boy...once. Then he stumbled upon an orc holy shrine, one that while long abandoned still had interesting things in it. These things included spears, daggers, battle axes and a horde of other items. But most interesting was the vial of red liquid, it seemed to call to him and eventually he drank it.

The stuff tasted so foul that he almost choked as it went down, he then began writhing on the floor in pain and agony. Visions showed themselves to him, visions of conquest, slaughter and pillaging. Visions of strength and domination awoke in him a primal urge for war and glory.

At age 16 he ran away from the village and the boring life of farming, quickly he found a brigand band and rose within a week to become its leader. For the brigands quickly learned that having a massive 12+ tall warlord made the job of pillaging easy. The merchants when they saw him and his allies quickly surrendered all their wealth and possessions.

Then the elves came...pesky, annoying and with longbows. The brigands fell and Korin Valik was forced to withdraw with several elves merrily shooting at his backside. Now having withdrawn from the life of brigandry he signs on to a caravan and heads to lands unknown (at least to him).

GM feedback?


GM DSP wrote:
Ridge, this game is also tweaked quite a bit.

Even Better :) Thanks.


still working on the crunch but I am looking to be human druid Eagle shaman.

here is the story propsed first:

Backstory:

Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.

The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.

I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.

The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.
Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.”

Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia. Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.

Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.

My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.

My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.

However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings were freed when guardians of freedom who bore the sign of the eagle freed our people.

Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains. There. Our people prospered living peacefully on the plains and many new Defohy were born.

Ten Bears took a wife and bore a son, White Eagle.

For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land. My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.

Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.
Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city of Restov to plead the case of our people.

The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people.

During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.

The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN

feedback appreciated.


Set 1
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9

Set 2
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 1) + 6 = 8

I'll see what I can make up.


GM DSP wrote:
Ridge, this game is also tweaked quite a bit.

May I ask that you elaborate on how "tweaked" you mean? I assume it's still Golarion. Is the Kingmaker Player's guide still valid?

Dark Archive

set 1
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
set 2
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17
looks like set 2.
Thinking Druid or Ranger. will make fluff tomorrow.


So very interested... May the dice be kind to me lol

#1

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8

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

#2

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13

So set #2 it is, am thinking of a half Orc alchemist (grenadier)

Basic fluff: Torsk was born to a tribe of half-orcs, but never showed the raw strength his brothers had showed. He was more interested in tinkering and mixing things together. He was cast aside, to perish weak in the harsh desert. Instead he made his way towards Brevoy, where he wouldn't be judged like before. In Brevoy, Torsk met a man that had similar interest, where Torsk was taken under the man's guidance. Torsk was taught to be an alchemist, he still was an Orc by blood, and enjoyed a good fight.

Torsk was summoned to go forth into the River Kingdom, search out new alchemical ingredients and bring back these to Brevoy.


Ok. Here's Dyrm Golka-Garess, Dwarven Barbarian...err Berserker.
His backstory may need to be changed some depending on how different your situation is from what I could learn about House Garess from HERE

Looking at the leadership roles in the Player's Guide, his stats indicate he'd be suited for General or Warden (Though I'm not sure what Warden does exactly).

I should also mention I'm thinking of giving him a faux German accent, instead of the usual faux Scottish one. After all, it's a different section of the world from five king mountains, and humans can't be the only one with regional differences :)

Crunch/sheet:
Dyrm Golka-Garess
Male Dwarf Barbarian 1
NG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft., noble born - garess
Melee Light Shield Bash +4 (1d3+3/x2) and
. . Dwarven waraxe +4 (1d10+3/x3)
Ranged Sling +3 (1d4+3/x2)
Special Attacks hatred, rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 17, Int 11, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Cleave, Power Attack -1/+2, Weapon Finesse
Traits Guardian of the Forge (Knowledge [engineering]), Noble Born - Garess
Skills Acrobatics +0, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +1, Escape Artist +0, Fly +0, Intimidate +4, Knowledge (engineering) +5, Knowledge (nature) +4, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +0, Stealth +0, Survival +4, Swim +1 Modifiers noble born - garess
Languages Common, Dwarven
SQ fast movement +10, greed, hardy, slow and steady, stability, stonecunning +2
Other Gear Studded leather armor, Light steel shield, Dwarven waraxe, Sling, Sling bullets (10), Backpack (6 @ 5 lbs), Blanket, Flint and steel, Trail rations (4), Waterskin, 35 GP, 9 SP
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Noble Born - Garess Ignore movement penalty for first 5' of rocky ground/round. +2 Appraise natural stones or metal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
--------------------

Fluff/Backstory:

Background: House Garress has always had strong ties to dwarven clans, including mighty Clan Golka. Indeed, some dwarves were even wards of House Garess.

Drym was one of these. As a second cousin to Toval Golka (The son of the Clan Chief), Drym was not nearly as important nor given as much but he was still treated well. Indeed, in some ways things were far easier on Drym. While Toval had to learn the courtly manners of human nobles, Drym was free to explore the way of war. More specifically, Drym took up the ancient and honorable path of dwarven beserker! Mind you, he also studied engineering, figuring if one knew how things worked, they'd better understand how they could be smashed.

Of course, things weren't so simple for either. When the Vanishing came, it took not only the ruling house of the Human Conqueror, but all contact with the Golka hold was lost as well. Having no heir, Lord Garess chose Toval as an adoptive son.

But what to do with Dyrm? Well, while technically now part of House Garess as well, the rash (by dwarf standards) young beserker was seen as a potential liablity in courtly situations. Toval, however, was not so rash, and could see that Brevoy, and the dwarves in it, were now in a very precarious situation.

When word of exploration of the Stolen Lands came to light, Toval (secretly?) asked Dyrm to take it up. Perhaps, should Brevoy break into civil war, a fall back where dwarves could go would be a good idea. This was far more to Dyrm's liking.


2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 3) + 6 = 15
-----------------------
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 6) + 6 = 16

Okay first set it is.


Set 1

2d6 + 6 ⇒ (1, 3) + 6 = 10

2d6 + 6 ⇒ (5, 2) + 6 = 13

2d6 + 6 ⇒ (3, 4) + 6 = 13

2d6 + 6 ⇒ (5, 3) + 6 = 14

2d6 + 6 ⇒ (1, 5) + 6 = 12

2d6 + 6 ⇒ (5, 3) + 6 = 14

18 point equivalent

Set 2

2d6 + 6 ⇒ (1, 1) + 6 = 8

2d6 + 6 ⇒ (1, 3) + 6 = 10

2d6 + 6 ⇒ (2, 5) + 6 = 13

2d6 + 6 ⇒ (1, 2) + 6 = 9

2d6 + 6 ⇒ (2, 5) + 6 = 13

2d6 + 6 ⇒ (5, 6) + 6 = 17

16 point equivalent

the dice hate me today. neither set fits a 2d6+6 campain to well. i would like to request an accomodation of sorts. i would like to take set 1 with the following change, swap the 10 for the 17 from set 2. they are both mulligan worthy arrays on this method. this mere seems the simplest.

if allowed to do so, character would be a sylph air elementalist wizard with (After Modifiers)

Str 12
Con 12
Dex 16
Int 19
Wis 13
Cha 13

if stuck with array 1 straight up it would be

STR 10

Dex 15

Con 12

Int 16

Wis 12

Cha 13

essentially a young sylph raised by a varisian caravan, got seperated from her caravan due to being left in another's care for an illness that took forever to heal, got stuck in the slums of Brevoy, and grew up a wizard of the streets with her pet falcon.

i will work on ties later, but i suck at it.

Sovereign Court

Despite hearing how fun Kingmaker is from pretty much everyone, I've yet to play it myself, so I'd like to throw my hat in the ring here.

Attributes:

Set 1:

First: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Second: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Third: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Fourth: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Fifth: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Sixth: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Set 2:

First: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Second: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Third: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Fourth: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Fifth: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Sixth: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Set 2 looks splendid.

Try this on for size and see if it doesn't fit with your approval for a non-core race. I must still think of the specifics (including a name), but here it goes:

A few decades ago, a group of traveling merchants happened across a marsh inhabited by many creatures, the lizardfolk most of all. Constantly driven back by (primarily) humans' expansion, the primitive beast-men of this tribe developed a seething hatred for them, attacking on site. Unfortunately of the tribe, one of the vendors was an arcanist; he burnt them to a crisp. The same heat from his spells which cooked the grown defenders served to complete the incubation of a batch of their eggs, hatching as the group scoured the area for material gain. One of the more innovative tradeswomen took the hatchlings, hoping to sell them as exotic creatures for a noble's menegerie. That she did, and one of the offspring ended-up in the River Kingdoms.

Raised in human care essentially from birth, my character is something of a jester to the noble family he serves. He's not even technically a slave - most people see him as a monkey, there to do tricks, basic tasks, and entertain, but not of sentient status - yet in an odd sort of way, this exotic status leaves him somewhat better off; the family does not want its expensive property damaged, and they want him able to interact, so he was taught to be literate and is generally kept away from dangerous tasks. A few of the entrenched nobility might see him as more than this, but they know the ways of the conservative traditionalism of the time, so they don't speak up. More (albeit a minority still) of the younger nobility, however - more my character's age - can see he is more than the fool he is reported to be.

I have not given the class a thought just yet. The story is more important to me, and I'd like to see if this meets with your approval. Do let me know! Feedback from other applicants also appreciated.

Silver Crusade

Roll 1
2d6 + 6 ⇒ (5, 4) + 6 = 15 +2 for 17 STR
2d6 + 6 ⇒ (6, 4) + 6 = 16 DEX
2d6 + 6 ⇒ (5, 5) + 6 = 16 CON
2d6 + 6 ⇒ (3, 3) + 6 = 12 WIS
2d6 + 6 ⇒ (1, 6) + 6 = 13 INT
2d6 + 6 ⇒ (4, 6) + 6 = 16 CHA

Roll 2
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15

I'll take 1.

Tomas:
Tomas du'Caat
Human Cavalier Emissary CG
Order of the Cockatrice
Reactionary and Noble *Surtova Option*
Feats: Ride-By-Attack, Mounted Combat, Spirited Charge
Skills: Diplomacy +7, Intimidate +7, Handle Animal +7, Bluff +7, Ride +7, Sense Motive +5

A group of six surly, armed men surrounded a table, where a well-dressed man, in a Knight's tunic sat with several beautiful barmaids. The largest of the group, growls "We're looking for Tomas Du'Caat."

"What can I tell you of Tomas du'Caat, that the bards have not already sang," the cocksure man, with a raven tinted, well-trimmed beard with a smirk. "You've no doubt heard how he unseated Ser Victor the Long for besmirching his honor with the claim that Ser Tomas deflowered his daughter—for that daisy had been plucked long before he visited the garden. Or when he rode down a pack of Wargs singlehandedly on a borrowed donkey to avenge the death of his first mount, Garred."

He takes a drink and laughs, winking at the comely lass leaning ever so close to hear his tale. "Of course, some bawdy poet's probably—after too many pints—recited the Tomcat's call. Retelling how after being transformed into a frog, Tomas saved himself from a lifetime of swamps and a witch's cauldron, by seducing his daughter."

With an apologetic shrug, he closes his eyes and nods to his drinking companions. Standing up for the first time to face the thugs. The laughing braggadocio now absent in his voice, replaced by cold, deadly steel.

"No, I'm sure you know all about Du'Caat's prowess in bed and in battle. How he is peerless with sword or lance," As he rose he right hand rested on the gilded hilt of a beautiful scimitar. "I'm guessing you insignificant gut worms who look like they just crawled out a steaming pile of their mother's dung, are wanting to know what Tomas Du'Caat looks like, so that if you ever have the misfortune of coming across this great man while he's entertaining a table full of maidens, you can be sure to avoid angering him and walk away from the encounter with your pinheads still firmly attached to your sloping shoulders."

The snarling dogs of men, who had approached the table had disappeared, replaced by 6 gelded pups, who looked very much in need of being let outside. A tremor seized the hands of all six men as they moved them away from their weapons. But Tomas didn't seem to notice, no his cold grey eyes continued their locked gaze with the largest's eyes, who ventured to speak in a stuttering voice.

"I...I b-b-b-believe we were mis...mistaken lads. W-w-we should be going."

RPG Superstar 2013 Top 16

Would you consider the RPG Superstar contest to be a Paizo source, with regards to archetypes? Because this, uh, Gralton Infiltrator looks *ahem* pretty cool.


2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10


2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13

2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 5) + 6 = 13

set 2 it is


Looking to play a vampire hunter monk type character, lets see how the dice treat me! :D

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15

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

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14

EDIT: I just realized I only rolled 5 for my first set... oh well second set is pretty awesome.


2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 5) + 6 = 16

:)


GM DSP wrote:
... I require at least 1 paragraph of backstory to explain how your character fits into the setting. This will also serve as a sample of your writing ability, so please take it seriously. ...

Some people put a statement like this in and really mean they want: 1) Heavily narravatist players who go on for pages about their own internal personal angst. or 2) Love/hate relationships between the players. I don't do either of those.

However, I do clearly describe what I am doing and why. I do not just type, 'bluff check to fool him.' I would use something more along the lines:
With a baffled expression on his face, Alfred says, “But Lord Ralfon, a man in your livery with your signet ring came to us and said we had to turn the prisoner over to him! Are we supposed to ignore an official order from your emissary and wait for you to come down to the Shades to deliver every order personally?” Then I would roll a bluff check.

Set 1
First: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Second: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Third: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Fourth: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Fifth: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Sixth: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Set 2
First: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Second: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Third: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Fourth: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Fifth: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Sixth: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Hmm... I don't particularly like either of those sets. All the odd numbers tend to upset my little OCD mind. I’ll see what I can think of to do with Set 2 for some sort of primary caster.

GM DSP, are you going to be using tactical maps or just descriptions? I don't care either way, but some builds are hard to do without tactical maps.


Not a bad set of stats for a ...

Wait .. weapon finesse and power attack for free???

An elven Bladebound Hexcrafter Magus


Greetings,
My alias is the character I'd like to present. Of course the stats will change based on the rolls below, but it should give you enough to go on for character selection. If not, please let me know and I'll edit accordingly.

One thing, as I'll be a ranged & support character instead of a melee character, any chance of changing the 'free' feats to something like Precise Shot and Deadly Aim? If not, that's fine too - just checking.

first set: 2d6 + 6 ⇒ (1, 3) + 6 = 10
first set: 2d6 + 6 ⇒ (3, 1) + 6 = 10
first set: 2d6 + 6 ⇒ (5, 5) + 6 = 16
first set: 2d6 + 6 ⇒ (5, 3) + 6 = 14
first set: 2d6 + 6 ⇒ (2, 1) + 6 = 9
first set: 2d6 + 6 ⇒ (5, 4) + 6 = 15

second set: 2d6 + 6 ⇒ (5, 2) + 6 = 13
second set: 2d6 + 6 ⇒ (6, 4) + 6 = 16
second set: 2d6 + 6 ⇒ (1, 2) + 6 = 9
second set: 2d6 + 6 ⇒ (3, 2) + 6 = 11
second set: 2d6 + 6 ⇒ (4, 3) + 6 = 13
second set: 2d6 + 6 ⇒ (5, 2) + 6 = 13

Looks like the second set has the edge.

Sczarni

Here ya go:

Set1: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Set1: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Set1: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Set1: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Set1: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Set1: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Set2: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Set2: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Set2: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Set2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Set2: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Set2: 2d6 + 6 ⇒ (3, 4) + 6 = 13


I am thinking about applying with an Invulnerable Rager.

Set 1
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10

Set 2
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 1) + 6 = 9


Set 1
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10

Set 2
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18


Set 2 looks like the way to go, character info inc soon.


My character for your consideration -> Alexander Lebeda

Still have some bits and bobs to tweak and will likely change out gravity bow for enlarge person depending on the make up of the group if I am selected. Good luck everyone.


Galeigh the Thief

Rogues come in many shapes and sizes. Some are brutish thugs that rely on force to get their way, others are pirates or bandits who attack the helpless to make their fortunes. Galeigh is none of these, he is but a thief. He has always been a thief. When he was but a child in the slums his mother died of illness and his father was killed by a local gang for reasons Galeigh still does not know. He didn't like the orphanage so he left, no not ran away. He simply got up and walked out the front door and never came back. He learned quick that he'd have to steal in order to survive, so at first all he took was food and drink. As he grew older he found he liked the challenge of a difficult job and became a thief for hire. He specifically chose the most difficult jobs in order to strengthen his skills and techniques. At first he was discovered a lot, after all he was still just a rookie. Though he preferred to run rather than fight he always boasting of never being unarmed. A group of guards who confronted him at the fruit market learned the hard way that this was more than a boast and spend 2 days picking all the fruit out their armor. Galeigh has been called many things throughout his life, a coward, an outlaw, and several names that should not be spoken in polite company, but above all else, he is a thief, one who believes that no one will be out of his reach when he reaches his peak, not even the gods.


I think this is just the campaign fit for a half-elven sorceress I've been meaning to play, this is her alias. But first to see these rolls work out.

Set 1
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9

Set 2
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 1) + 6 = 9

So I'll take the first set, getting the following for my stats, the second 9 is a shame though.
Str 9, Dex 15, Con 15, Int 15, Wis 9, Cha 17+2=19

Basically she'll be the face for the party, focusing on Bluff and Diplomacy and hopefully getting a special hit in before the rest of the party can mop up the rest. I'll adjust the backstory in my alias to fit the campaign.


Very interested.

Set 1
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12

Set 2
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15

I'm going with Set 1 for abilities. I'll get back to you with a character concept later tonight.


And here is a finalized Kern Therensgard for your consideration.


set 1
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10
set 2
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16

second set will have to think on this


Gliadel grew up in the woodlands on the southern border of Brevoy, daughter of one of the few elvish families who make their home their. Her parents were a wizard and a ranger, and she studied both both magecraft and warfare. Though her parents each taught her separate disciplines, she fused them into one art, neither one or the other altogether, but drawing from both.

Though she is most comfortable fighting with a short sword, Gliadel has a curved, Katapeshi blade that she feels a peculiar bond with. It was given to her by a Qadiran merchant who told her she would understand eventually. She carries it everywhere, though thus far, she has yet to learn what her connection to it is.

When she heard the call for adventurers to open trade routes through the Greenbelt, she set out at once, for there, she knew, she would find herself tested, and perhaps discover her destiny, and the magic of the strange curved sword.

Gliadel:

Gliadel
Elf Magus (Bladebound, Hexcrafter) 1
CG Medium Humanoid (elf)
Init +7; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 12 (1d8+4)
Fort +3, Ref +5, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortsword +4 (1d6+3/x2) and
. . Scimitar +0 (1d6+3/18-20/x2)
Ranged Longbow +5 (1d8/x3)
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 14), Frostbite
0 (at will) Light, Detect Magic, Arcane Mark
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 12, Int 17, Wis 11, Cha 11
Base Atk +0; CMB +1; CMD 16
Feats Power Attack -1/+2, Toughness +3, Weapon Finesse
Traits Pioneer (Perception), Warrior of Old
Skills Acrobatics +5, Climb +0, Escape Artist +4, Fly +4, Knowledge (arcana) +7, Perception +4, Perform (dance) +1, Ride +4, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +4, Swim +0
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ arcane focus, arcane pool (+1) (4/day), elven magic, hex arcana, spell combat
Other Gear Studded leather armor, Shortsword, Longbow, Scimitar, Horse, 50 arrows, bedroll, blanket, flint & steel, spellbook, 1 weeks rations, 10gp 8sp.
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hex Arcana You can substitute Hexes for Magus Arcana.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.


Here goes.

Set 1
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15

Set 2
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10


Hi, this is Lucendar's submission (see above) (Crunch in profile). I decided to go with Shoanti barbarian (human). Rolls were:

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12

Character background and profile:
Kuruk Swiftstride was born 18 winters ago in the Storval Plateau to the Shoanti Skoan-Quah barbarian tribe or Skull Clan, as they're most commonly known. From his birth, Kuruk demonstrated great intelligence, precociousness, and perception, much more than seen by the usual barbarian child. Kuruk's mother, the herbalist of the clan, made sure her son was molded into the strongest, toughest, and most perfect specimen in the tribe. However, as he grew older, Kuruk's above-average abilities across the board inspired jealousy and contempt from his fellow tribe members, who often tried to pick on or humiliate him. To combat this treatment, Kuruk became aggressive, raising his voice and bullying weaker tribe members as a means of gaining respect and power through intimidation. This further alienated Kuruk from his tribe members. Upon turning 18, he competed with other warriors his age for a chance to undertake a mission and represent his tribe in the outside world. With his natural toughness and strength and defensive approach to combat, Kuruk overcame his opponents to win the honor. Kuruk was informed that the tribe's seers foretold of a great undead evil rising in the east, beyond the Mindspin Mointains and near Restov and that it was Kuruk's destiny to help end the threat. Kuruk was no fool and neither was his mother and he wondered whether he was being exiled so far away due to political machinations among the tribe as a means og getting rid of him. However, he could not refuse such an honor and he accepted, bidding farewell to his mother, who wished him well and luck, telling she would be awaiting his return. Kuruk set out to the civilized lands in the east. Upon seeing the posting looking for adventurers to colonize the Stolen Lands, he immediately agreed, while looking out for the undead threat.

Appearance: Upon learning of the common man's fear of the Grim Reaper, Kuruk adopted the scythe as his weapon of choice and he wears a black cloak over his armor to increase the effect. If he is aware that combat is imminent, Kuruk spends time adding war paint to his face in the shape of a white skull (Punisher style) to further increase his enemy's fear and in honor of his tribe's name. He won the title of the toughest barbarian of his age in the tribe for good reason. Kuruk stands 6'5" tall, weighs 250 lbs of pure muscle, and with a bald head and tattooed skin and is quite an imposing sight.


Assuming the stat-rolls work out, I'm hoping to submit Xantria Aldori (formerly Belacos), an Angel-Blooded Aasimar Aldori Swordlord, to this. Her sheet's linked in the profile (I had her in a Kingmaker game on Myth Weavers that died the morning after the group arrived at Oleg's so figured, why throw the sheet away?) along with all of her fluff.

Now, let's see if these rolls work out.
Set 1:
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 6) + 6 = 13

Set 2:
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13

EDIT: Well there's no way in hell I'm touching set 2 with an eleven-foot pole so Set 1 it is.

EDIT2: Adjusted the sheet and profile to reflect the new ability scores (lost a skill point and language to it, too).

Shadow Lodge

@shrodingerscat: The player's guide is still incredibly valid. The tweaks are more in what happens when and to whom...

@Stratos: I like the story. See what you can come up with.

@RainyDayNinja: Sorry, but no. I am not too keen on the alchemist class in the first place. In fact, I meant to rule them and the magus out, but I did not so I will consider them objectively, but I do not want to add to what is already there.

If you roll less than a 10, reroll. I want no stat lower than 8 after racial modifiers. Your characters are heroes! and they'll die horribly if they're too weak...

FYI, When you finish your submissions, I'd like it if you would make an alias for your character and spoiler your crunch and back stories.

When that is done, I will consider your character fully submitted.

(I know this is asking a lot of some of you, but I do expect a lot from my players. Think of this as a gesture of good faith if that helps you.)

If I missed anyone, I am sorry. Questions can be PM'd to me if you'd like.


GM DSP wrote:
If you roll less than a 10, reroll. I want no stat lower than 8 after racial modifiers. Your characters are heroes! and they'll die horribly if they're too weak...

Reroll the whole set or just the one roll below 10?

EDIT: If you can't find them on the sheet - I put Xantria's traits down in the Character Traits box near the bottom of the sheet, it's under the section for spells. The campaign trait is, naturally, Sword Scion.


Forgot the campaign trait. Kuruk will take Pioneer trait, the horse, and +1 Perception.

Shadow Lodge

Reroll just the 10. Nice try though :)

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