Dragons of the West (Inactive)

Game Master Matt, Garnished Game Designer

Guide to Characters and Places of Kotei + Battle Map


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Hmm, then I will dot my interest for a Samurai and go the direction of something like Miyamoto Musashi so a Sword Saint Ronin.


just popping in with a post to show i am still around.


well then ill stick with the Alchemist that i submitted. Im interested if youd like any background or a name let me know please.


Alexander Sabadosa wrote:
well then ill stick with the Alchemist that i submitted. Im interested if youd like any background or a name let me know please.

Yes, a backstory and name are quite important.


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Dear Spirit of Kotei,
I'm interested! :)
I just designed a first level human celestial bloodline sorcerer named Jezelyn for fun today and I was looking to see if there might be a PbP campaign recruiting where she could fit in.
I love your opening concept!
I'll tweak Jezelyn (boosting her to 25 pt. buy, adding traits, giving her a reason to be on the ship) and post again here as her within a few hours for your consideration.
In the meantime, if you'd like to see her as she is now, including her backstory, just click on my name above and check out my Jezelyn alias.
I'm currently playing in two other PbP campaigns. Feel free to check out recent posts by my other aliases Mina the Great and Layla the Twin-Blade if you'd like to get a feel for my potential role-playing style (and ability to format PbP text).
I'm an English and Drama teacher who's now off for the summer, so a post each day, and often more, should not be a problem at all.
I love improv acting, creative writing, character design, and role-playing, and I've been playing Pathfinder games, mostly with my husband Tacticslion, since before Pathfinder was officially Pathfinder. :)
Speaking of which, I thought he'd love your game concept, too, and I was right. When I showed him, he decided he wanted to try to get in, too, so he'll probably be submitting a character, possibly an oracle, within the next few hours as well.
If you want to check out his posting style, you can click on my name and find him as GM Tacticslion in the campaign where I have Layla as a character, or you can find him as fellow-player Staveon in the game where I have Mina as a character.
Tacticslion is a sometimes-tutor, sometimes-writer, and full-time at-home dad to our two-year old son, so with both of us able to take turns with our little guy this summer, frequent posting should not be a problem for him either.
Anyway, I definitely understand that either one or both of us might not make the final chosen four this time around, and that's fine. No hard feelings, looking forward to peeking at the campaign anyway, and perhaps we'll game together in the future.
Cheers! :)
Sincerely,
Lady Firedove a.k.a. Jezelyn


Welcome to the Recruitment Lady Firedove, as mentioned you still have until the 8th. I make no promises on who is in, who isn't and my choices are usually based on the following:

- does your character interest me?
- does it seem like the chosen party works well together/could interact well together?
- do I have a sense that I've chosen characters who seem interested in roleplaying their characters.
- I also never take two characters who are too similar (class/build/etc)


Can we choose a campaign trait?
(I'm considering Barroom Talespinner from the Skull & Shakles Campaign.)


Campaign Traits are fine too.


Submitting a Druid. Tatsuo Kasai is the name he will 'soon' decide to take. At the start he will be Simeon. The idea here is that he wasn't anything special, just a 1st level commoner basically. Something happens either at the time of his death or resurrection that he becomes a druid. The 'Dragons' in the title of the thread has had me thinking about literally playing a dragon like character and thought a Druid who can wildshape or eventually transform into a dragon would be really cool. I was wondering if you would let me take the Dragon Subdomain of the Scalykind Domain (not usually given to Druids).

Backstory:
Simeon had been traveling on the Salvation to go see the strange land of Kotei that he had been collecting stories about. He wanted to find out if it was all true. Just a young man with nothing special about him he had stowed aboard unoticed until the ship had left. By the time he was found it was too late to get rid of him. unfortunately for him, this meant days of menial labour as he 'payed' his way.

He was always the daydreaming type, hearing the stories that some adventurers would tell as they stopped in his father's inn for the night. His life was so incredibly boring compared to theirs. He greatly wished he could be an adventurer. Whenever he mentioned it to his dad though he was scolded and told to be happy that his life is comfortable and safe. This never satisfied him but he could never find an opportunity to leave until one day. A crazy wizard came through and without anyone else being aware offered to apprentice the boy. The wizard Terrence felt sorry for the cooped up kid as he was once in a similar predicament until his gift with magic was discovered. So in the cover of night Simeon left with with everything he owned, which was just the clothes on his back. The wizard would try to teach him to learn magic stating that anyone could do it if they applied themselves to the knowledge. Simeon only seemed to care about the stories though. Strange magic and lands and legends and power. It all fascinated him but he could never be bothered enough to actually become an adventurer. This frustrated the wizard so much that one day he simply left Simeon on his own and disappeared. Franticly Simeon looked for his only friend before realising that he was alone again. Then a thought came to him, he didn't need some stuffy wizard to tell him what to do. He would go to Kotei by himself and find legendary wealth for himself and an exotic lady to travel with him. Excited to start a new life for himself he went to the dock and found the first ship heading that way and snuck aboard.

Even though they forced him to work aboard the Salvation, the days passed like minutes to Simeon. All he could think about was being free of this ship and running across the strange land to his hearts desire, becoming a knight. But then tragedy struck. A storm struck and Simeons dreams were dashed. The last thing he remembers before he 'died' was the lightning strike that hit a barrel of powder next to him, exploding it and sending him flying off into the rocks and water...


Hello! I'm the Tacticslion mentioned above. :D
Submitting Mhargeldo 'Mhar' Ysgellion, the Life Oracle
(Lowering Entry to make it easy to read.)
(Some details are being finished.)
.

Statistics of Mhargeldo 'Mhar' Ysgellion:

Mhar
Oracle 1
LG Medium humanoid (human)
Init -2; Perception +0
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 shield)
HP 10 (1d8+2)
Fort +2, Ref -2, Will +2
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Offense
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Speed 20 ft.
Melee brass dagger -1 (1d4-1/19-20), sickle -1 (1d6-1), hanbo -1 (1d6-1), longspear -1 (1d8-1/x3)
Ranged brass dagger (thrown, 10 ft.) -2 (1d4-1/19-20)
--------------------
Statistics
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Str 8, Dex 7, Con 14, Int 16, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 13
Languages Common, Tian, Varisian, Hallit
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Feats
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Strange Revelation (Nature's Whispers) (3rd Party, needs approval)
Additional Revelation (Channel)
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Traits and Drawbacks
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Spark of Creation You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Wisdom in the Flesh Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. Mhar has selected Acrobatics.
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Skills
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Acrobatics -2 (WIS +0, -2 acp)
Diplomacy +8 (CHA +4, +1 rank, +3 class)
Craft (armor) +7 (INT +3, +1 rank, +3 class, +1 trait)
Knowledge (history) +7 (INT +3, +1 rank, +3 class)
Knowledge (nature) +7 (INT +3, +1 rank, +3 class)
Sense Motive +4 (WIS +0, +1 rank, +3 class)
Spellcraft +7 (INT +3, +1 rank, +3 class)
Survival +4 (WIS +0, +1 rank, +3 class)
--------------------
Gear
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    piecemeal armor (medium) [+4 AC, +5 max DEX, -2 acp, 30% asf, 9 lbs, 53g, normal speed]
    Mhar has carefully crafted (or selected) elements of his personal armor to create something that honors his homeland while being perfect for his own use.
    - Haramaki (body) [+1 AC, +10 max DEX, no acp, no asf, 1 lb., normal speed, 3 g]
    - Lamellar horn (arm) [+1 AC, +5 max DEX, -2 acp, 25% asf, 5 lbs., normal speed, 25 g]
    - Studed leather (leg) [+1 AC, +5 max DEX, no acp, 10% asf, 3 lb., normal speed, 25 g]

* Outfit (Monk's)
* Spell Component Pouch (5 g, 2 lbs.)
* Bag, Waterproof (5 s, 1/2 lbs)
- - Journal (10 g, 1 lbs)
* Backpack (2 g, 2 lbs)
- - Bedroll (1 s, 5 lbs)
- - Rations (x5) (5s/day, 1 lbs/day)
- - Chalk (x2) (2 c, -)
- - Charcoal (5 s, -)
- - Paper (x10) (4 s, -)
* Waterskin (1 g, 4 lbs)
* Brass Knife [1d4, 19-20/x2, 1 lbs, P or S, fragile, 2g] <to use in crafting>
* Sickle [1d6, x2, 2 lbs, S, trip, 6g] <to help with the chores>
* Longspear [1d8, x3, 9 lbs, P, brace, reach, 7g] <to keep foes at bay>
* Hanbo [1d6, x2, 2 lbs, B, monk, trip, 1g] <to honor his ancestral ways>
* Heavy Wooden Shield [+2 AC, -2 acp, 15% asf, 10 lbs., 7g] <to defend himself>

Coin (Copper Piece) (x8)
Coin (Silver Piece) (x3)
Coin (Gold Piece) (x3)
--------------------
Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.

Weapon Proficiency Oracles are proficient with all simple weapons, and light and medium armor, and shields (except tower shields).

Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. Mhar has chosen the Life mystery, though his 2nd level, 4th level, and 6th level bonus spells are replaced by the Dual-Cursed Oracle bonus spells.

Oracle's Curse All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery. Each curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Mhar has chosen the Haunted and Lame Curses.

One of Mhar's legs is permanently wounded, reducing his base land speed by 10 feet. His speed is never reduced due to encumbrance.

Further, malevolent, jealous spirits follow Mhar wherever he goes, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, Mhar adds levitate and minor image to his list of spells known.

At 10th level, he adds telekinesis to his list of spells known.

At 15th level, he add reverse gravity to his list of spells known.

Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Mhar has chosen the Channel and Nature's Whisper's revelations.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Spells
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Orisons: Create Water, Enhanced Diplomacy, Mending, Purify Food and Drink

1st Level: Cure Light Wounds, (2) ant haul, abstimeousness, comprehend languages, cultural adaptation, deathwatch, diagnose disease, endure elements, lighten object, protection from <alignment>, remove fear, remove sickness, shield of faith, tap inner beauty

History of Mhargeldo Ysgellion:
Mhargeldo Ysgellion had always wanted to see Tian Xia.

Although Tien - including the ever-mysterious kami, if his parents spoke truth - by distant heritage (more than five generations, by his parents reckoning), he always showed little of that, displaying instead his Kellid, Taldan, and Varisian sides almost exclusively (his striking red hair notwithstanding).

Still, during his life, Mhar was, from the earliest, powerfully curious about that ancient land where the spirits lived in every rock, every hole, and every tree... spirits that had made him different than others, marking him for their own purposes. He'd spent his early life largely preparing to blend in: taking the time to learn the eastern arts, stealth, honor and codes, and generally making a nuisance of himself to the "real" Tian families who privately called him a "Weabo" when he wasn't too near. He didn't care: he was preparing for something more important.

He sailed the treacherous seas to find his destiny, a young man, seeking the truth to his family heritage, and seeking a fortune.

He never made it: his destiny found him first.

Death swallowed his hopes and dreams, and Mhar stood before the endless parade of the dead, slowly awaiting his processing time in the long, slow celestial beauracracy. He spent the endless time constantly talking to others, his obsession still strong, attempting to find any truth to his heritage... and answers for why, and, perhaps more importantly, if his family lived.

Then, one day, as he was playing a riveting game of "Gothess" (a fascinating game impossible in the physical world invented by the exceedingly interesting Tian fellow who'd been a game-master in life around the time Mhar had lived) Mhar heard someone calling his name... a tugging on his soul. Following the sound, he came to a tunnel of light leading... to life. He was being raised! Mhar was shocked: he'd been pretty certain he was here for quite a while. Still, he could not pass up such an important opportunity!

He took a step, but found himself unable to move... something had caught his foot. Glancing down, he noticed: a hand. It... was the game-master! And he wasn't alone!

As Mhar looked, he found many hands, many souls from near his place line holding him, desperate - just as he was - for freedom and life, seeking to get out of this forsaken processing and to be alive again!

"It's not fair!" one told him. "We deserve to be alive too!"
Mhar was terrified. "I- I can't help it!" he explained. "Look! I'll talk to them! I remember you! I'll ask them to raise you, too!"

"No!" the response came back. "You won't remember us! You will forget!"

"Please!" Mhargeldo asked, "Please free me! I must go! I am being called!"

"Take us with you!" cried the old game-maker.
The power that called Mhar's name grew stronger, as did the desperate grip of the other souls, desperate to follow back to the world of the living. Soon the spell would fade, having failed. He needed to be free! He struggled, attempting to free himself, but was unable to do so.
The guardians of the line moved forward to take all into custody and to break up the minor riot, distracing many of the spirits that held onto Mhar.

The young man tore himself free of as many as he could, throwing himself from the guardians and riot... but his strength was not entirely enough to free him. Some of the other spirits - or at least pieces of them - returned with him. His last thoughts, and last memories, of those spirits was hoping they'd find peace, but knowing, in his heart, they wouldn't, and that they'd forever resent him for achieving life in their stead.

He woke screaming in the tomb, to a searing pain in his leg, shoulders, and back. His body had been shattered - he vaguely remembered that happening before his death - and the magic hadn't put it all together again entirely properly. It was hard to move, and he felt so weak.

As Mhar was wakened and the situation was explained, he attempted to display his physical worthiness... and failed. His physical training failed him: it had become worthless. His body simply did not recover properly, as the spell had not knitted his flesh back in all the proper ways. He could do nothing. But... he felt so alive - more than he ever had before. His mind was sharp, too - honed far more keenly during his (barely recalled) time in the spirit realm. Despite his body's limitation, his spirit remembered his training, and helped to guide his flesh, keeping him safe from many dangers. And it was very soon that he discovered that he could heal the injured by simply allowing the wave of energy to wash forth from himself. He immediately threw himself into the study of his new abilities, hoping to figure out something - anything - that he could do to aid those in need. Although he is no longer as physically skilled as he once was, he seeks to aid others as much as possible, and can always be counted on to lend a helping (if sometimes unsteady) hand.

Mhar was alive again, and though all of his plans were destroyed, he had a new purpose, and he was in the land of his ancestors... and kami certainly lived a long time, so who knows? Perhaps he may discover the truth yet...

Code and Edicts of Mhar:
In his attempts to come closer to his ancestors, Mhar has developed a code of ethics and morals that he strives to follow by carefully replicating those honorable sources he could.

Mhar seeks to always be of lawful good alignment and never (knowingly) willingly commits an evil act.

Additionally, his code requires that he respect legitimate authority (where applicable), act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.

He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and any liege he deems worthy. He must conduct himself with honor and dignity.

He must always honor and obey the spirits of the land, so long as those spirits are not wicked or do not prevent him from seeking that which is good - even then he must respect them, although he opposes their actions and desires.

Mhar has no particular penalty for failing in this code, but he holds himself to this strict standard (personally - he cannot enforce his code on any other), and is deeply disappointed in himself if he fails.

He expects no one else to follow this unless they so choose, in which case he will gladly teach them.

I more or less presumed setting details in his back story - these details can be altered, or they can simply be a delusion on his part (he doesn't actually remember the afterlife anyway, so it's just a story for us - not him) - and any of the specifics can be altered.

Thanks for the consideration!

EDIT:
Oh, I should mention, since you automatically accepted Paizo material, I made use of the piecemeal armor rules to create a solid piecemeal armor for myself. If you don't like that one, simply tell me - I'll switch it out. I'm oscillating between Craft (armor) and Craft (alchemy). If one of my skills overlaps with another player chosen, I'll probably switch that skill out and take the other craft skill.

I'm interested in eventually making magical items for the party, too; hopefully, being able to utilize my traits for the good of us all. You know: lawful good and all that. :D

Finally, I wanted to mention that the offense/defense/spells were entirely incorrect. I'm in the midst of fixing those better now, but I wanted to post my actual character idea so you had time to review it.

I have a list of "probable" spells for my first level spells. I am holding off on choosing to best work with the group as a whole: all of them work well with his character, so it's hard to decide between them, and, I figure, the spirits (or whatever it is) granting him power will tailor it to best work for the group.

I have a third-party feat, currently, called Strange Revelation that, effectively, allows me to choose a single revelation from another Mystery. I chose Nature's Whispers to both be on-theme (he believes he is descended from kami) and for mechanics (to use my charisma in stead of my DEX for AC/CMD).

I may switch out Wisdom in the Flesh (which was purely story-based) for something more like Desperate Focus (which would help him if someone does CM him immensely).

I may switch my languages as well to those more suited to the local area - he did, after all, study the region extensively.

The story may be tweaked some too: I suspect he his ardor for the location cooled over the centuries of waiting for judgement by whichever spirits were in charge of the line. Probably the first full century was all about the far east... and after that, it was just kind of meh, as he slowly ran out of new things to explore or discover.

Thus he's no longer a total fanboy. He's not against the place: he's just no longer as obsessed as he was.

EDIT: Oh, and I stole shamelessly from several posters here in terms of format, especially Vem the ninja. I hope you don't mind! Thank you!

EDIT:

Quote:
The idea here is that he wasn't anything special, just a 1st level commoner basically. Something happens either at the time of his death or resurrection that he becomes a druid.

... wow! I just saw this! That's actually extremely similar to my own idea (though I was thinking expert or warrior, or 1st level of each)! And we posted within 1 minute of each other!

That's... pretty cool!


The Entombed:

Many a warrior is crippled upon the battlefield, often incapable of moving his legs if he even has them. Some are blinded, others loose vital organs and so forth... Most would give up upon such individuals but a precious few nations with access to the psionic arts can offer a way out to these brave and loyal soldiers. These warriors join the ranks of the "entombed" who are encased within mighty armors created by their own minds after years of training in the ways of mind. Then they serve yet again for years, although this has little effect upon them. The armor that entombs them not only sustains their life but drastically slows down aging, although it does not eliminate it entirely. The "entombed" thanks to their incredible endurance and life supporting armor are capable of surviving conflicts which would all but assuredly destroy lesser warriors.

As such they tend to become highly skilled and lethal veterans, after serving in the military they often become sellswords or warlords depending on their individual predilections...

I would be playing an Aegis from dreamscarred press, do you like the concept gm? http://www.d20pfsrd.com/psionics-unleashed/classes/aegis


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"... I knew the Salvation would bring me to my destiny. I feel like my story is just beginning!"
-the end of the final entry in Jezelyn's journal, as discovered by the Esoteric Order of the Path of Sekai, roughly three-hundred years ago

Please see my alias profile for character background and statistics. Thanks for your consideration!
- Lady Firedove a.k.a. Jezelyn


I'm closing Recruitment. I'll make my final choice later today after I've reviewed each character and debated on a few options.


Oof! Exciting! Here's hoping...

I wanted to mention two things!

I really like both the tainted spirit and overprotective traits for Mhar - he didn't quite come back "right", and both of those reflect that - one showing it in his vitality, and the other showing it in his deep interest in ensuring that others are safe.

The problems with those are two-fold:
1) I can only take one drawback
2) I need to choose another trait if I nab a drawback. I suppose I could keep Wisdom in the Flesh, as noted above... but... eh. If I end up with one of those drawbacks (subject to GM fiat; if you'd rather me not have one, I won't) I may take Clan Artisan instead.

Also, may tweak the last bits of his story depending on the opening of the game, and if this isn't a game where crafting can work, I can trade out Spark of Creation for Theoretical Magician.


I still need traits...hopefully that is alright. I REALLY want to play this. Also if it matters I am in and run several long running games so I certainly won't be disappearing on you!


Hopefully im not too late, (Alchemist from earlier with a profile, name and Background) (original post under Alexander Sabadosa)
I did tune it a bit differently due to the name of the character.
EDIT: yes most of the names deal with the Manhattan Project

Stat Block:

Edward Teller
Male Human (Chelaxian) Alchemist 1
CG Medium humanoid (human)
Init +4; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee shortspear +1 (1d6+1)
Ranged bomb +3 (1d6+5 Fire)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Alchemist Spells Prepared (CL 1st; concentration +6):
1st—cure light wounds, reduce person (DC 16), shield
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 20, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Point-Blank Shot, Precise Shot, Throw Anything
Traits accelerated drinker, reactionary
Skills Appraise +9, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +5, Heal +5, Knowledge (arcana) +9, Perception +5, Sleight of Hand +5, Spellcraft +9, Stealth +2, Survival +5; Racial Modifiers alchemy
Languages Common, Nagaji, Samsaran, Senzar, Tengu, Tien
SQ mutagen
Combat Gear mutagen; Other Gear hide shirt, shortspear (2), alchemist's kit, thieves' tools, 13 gp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Edward Teller boarded The Salvation to escape to a new life. Before boarding he was a bomb maker in the country of Cheliax. Edward made bombs for the great families to use against each other, oftentimes double dealing and looking for whatever loophole he might be able to take in the name of progress. Unfortunatly these sordid deals caught up with Edward and he broke a contract that was just too distasteful. Knowing that now his life was forfiet he quickly and quietly gained passage on the Last Salvation under an alias, Albert .

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Background in-case you missed it in the stat block:

Edward Teller boarded The Salvation to escape to a new life. Before boarding he was a bomb maker in the country of Cheliax. Edward made bombs for the great families to use against each other, oftentimes double dealing and looking for whatever loophole he might be able to take in the name of progress. Unfortunatly these sordid deals caught up with Edward and he broke a contract that was just too distasteful. Knowing that now his life was forfiet he quickly and quietly gained passage on the Last Salvation under an alias, Albert.


Finished the stats. Fingers crossed now.

Character Sheet:

Tatsuo KasaiMale Human Druid(World Walker) 1
NG Medium Humanoid(Human)
Init +8; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Armour, +2 Shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 Cold Iron Scimitar (1d6+3/18-20x2)
Ranged
Special Attacks Venomous Stare(5/day, DC 13)
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Druid Spellcasting CL 1; Concentration +3;
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1st (2+1/day) (D)Magic Fang, Faerie Fire, Obscuring Mist
0th (3 slots) Detect Magic, Create Water, Light
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Statistics
--------------------
Str 17, Dex 14, Con 13, Int 10, Wis 15, Cha 13
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative, Skill Focus(Arcana)
Traits Dangerously Curious, Reactionary, World Traveler
Drawback Naive
Skills(5/level = 5) 1 Diplomacy +6, 0 Knowledge(Arcana) +3, 1 Knowledge (nature) +6, 1 Perception +6, 1 Survival (Wis) +8, 1 Use Magic Device +6
Languages Common, Druidic.
SQ Spontaneous Casting(Summon Nature's Ally)
Combat Gear Hide Armour, Heavy Wooden Shield, Cold Iron Scimitar
Other Gear Explorer's Outfit, Druid's Kit, 4gp
--------------------
Special Abilities
--------------------
Weapon and Armour Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good and Lawful Spells A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons(Sp) Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Nature Bond(Ex) Dragon Subdomain At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Domain Spells 1st—magic fang, 2nd—animal trance, 3rd—draconic reservoir, 4th-dragon's breath, 5th—animal growth*, 6th—form of the dragon I, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange. * Includes only viper and constrictor snakes.
Venomous Stare(Sp) You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
--------------------
Human Racial Traits
--------------------
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favoured Class(Druid) Bonus(1 hit points) 1hp or 1 skill point per level or add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
--------------------


Here is my crunch, working on the back story.

Raitoningu Burēdo:

CG Medium Humanoid (Human, Dual Talent +2STR/+2DEX)
SwordSaint Ronin Samurai 1
Init +6, Perception +0
---------------------
DEFENSE
---------------------
AC 14, Touch 14, Flat-footed 10
HP 13 (1d8+3)
Fort +5 Ref +4 Will +0

--------------------
OFFENSE
--------------------
Speed 30 ft.

Katana - ATK: +4, DAM 1d8+4, R: 5', TYP: S, Threat 18-20, x2
Wakizashi - ATK: +3, DAM 1d6+2, R: 5', TYP: S/P, Threat 18-20, x2

----------------------
STATISTICS
-----------------------
STR 18,DEX 18, CON 16, INT 10, WIS 10, CHA 10
Base Attack +1 CMB +5 CMD 18

--------------------------
Special Abilities
--------------------------
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex)

Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Order

At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Iaijutsu Strike (Ex)

A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.

At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.

Resolve (Ex)

Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

---------------------
Traits
---------------------
Art of Daisho (aka Serpent Runner):When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

Paragon of Speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

-------------------
Feats
-------------------
1. Two-Weapon Fighting

-----------------
Skills
------------------
Bluff (Cha) +4, Intimidate (Cha) +4, Sense Motive, Survival (Wis) +4

------------------
Gear
------------------
105 gps - 50 gps Katana, 35 gps Wakizashi, 12 gps Pathfinder's Kit, S~$@agi Hakama (Free) - 8 gps


I'm sorry to point out errors, but this last build seems to has one.

16+2-> 10 points
16+2-> 10 points
16-> 10 points
10-> 0 points
10-> 0 points
10-> 0 points

They makes 30 on a 25 points build.
I don't want to see an exclusion for an illegal build. That wouldn't be right. At least for me.


Thank you ElMustacho, that's what happens when you have a Lab puppy - major distraction especially when it is trying to eat my flash drive off my laptop. I will post an update with the corrections and back story.


Here is my character with back story and corrections,

Raitoningu Burēdo:

CG Medium Humanoid (Human, Dual Talent +2STR/+2DEX)
SwordSaint Ronin Samurai 1
Init +6, Perception +0
---------------------
DEFENSE
---------------------
AC 14, Touch 14, Flat-footed 10
HP 13 (1d10+2+1)
Fort +5 Ref +4 Will +0

--------------------
OFFENSE
--------------------
Speed 30 ft.

Katana - ATK: +5, DAM 1d8+6, R: 5', TYP: Sl, Threat 18-20, x2

Katana - ATK: +4, DAM 1d8+4, R: 5', TYP: Sl, Threat 18-20, x2
Wakizashi - ATK: +3, DAM 1d6+2, R: 5', TYP: S/P, Threat 18-20, x2

----------------------
STATISTICS
-----------------------
STR 18, DEX 18, CON 14, INT 10, WIS 10, CHA 10
Base Attack +1 CMB +5 CMD 18

--------------------------
Special Abilities
--------------------------
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex)

Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Order

At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old Classes order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

While most samurai belong to the order of the warrior, dedicating their considerable skills to the service of a lord, land, and people, some find themselves without a master, either as a result of disgrace or death, or occasionally by choice. Known as ronin, these samurai wander the lands, serving their own code of ideals. While ronin are significantly freer to do as they please, they do not receive the same respect and support that a more dedicated samurai can count on.

Becoming Ronin: Normally, when a samurai wishes to change his order, he must undergo a lengthy process that requires him to adhere to the edicts of his new order for a period of time before receiving any benefits. This is not the case with ronin. Once a samurai decides to become a ronin, he immediately loses all of the bonuses, skills, and abilities of his old order and gains those of the ronin order. If he wishes to once again dedicate himself to another order, he must do so using the normal rules.

Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Iaijutsu Strike (Ex)

A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.

After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.

This ability replaces a samurai’s mount.

Resolve (Ex)

Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

---------------------
Traits
---------------------
The Art of Daisho(aka Serpent Runner): When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

Paragon of Speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

-------------------
Feats
-------------------
1. Two-Weapon Fighting

-----------------
Skills
------------------
Bluff (Cha) +4, Intimidate (Cha) +4, Sense Motive, Survival (Wis) +4

------------------
Gear
------------------
105 gps - 50 gps Katana, 35 gps Wakizashi, 12 gps Pathfinder's Kit, Kimono and Hakama (Free), 8 gps

Back story:

Most Samurai are born into the honorable Warrior profession; however this is not the case for Raitoningu Burēdo or Rai for short. In his youth, his first encounter with the Samurai was a horrifying affair for his father was killed by warring Samurai. Rai escaped and hid from the aggressive Samurai. Fearing for his life, he did not return to the site where his father was killed until he had gone back to his village to tell his family and villagers of what had happened. After his father was buried and unable to neither forget nor forgive, Rai's desire for vengeance grew. One day, Rai found a mature row of bamboo growing and decided to cut down one that could be used as a wooden sword of sorts. Rai cut down the bamboo to roughly mimic of a bokken, the wooden practice sword of the Samurai. He begins practicing every day after his chores first with one wooden bamboo then with two. If Rai was not practicing, and there was a nearby war, he would watch the battle from a hidden safe vantage point. One day on the road to his favorite fishing spot, he found a bokken that was lost the child of a Samurai. He immediately brought it home and convinces a woodworker to make a smaller version of the bokken to mimic a Wakizashi. One day while walking to his fishing spot, he met a Samurai from the same Lord as the Samurai who killed his father. Since it was dishonorable to be staring down a Samurai, wearing a set of bokkens and not being a Samurai, and being a citizen from the opposition, the opposing Samurai attacked Rai. Not being geared for a mounted Samurai, Rai ran into the trees to level the playing field. The Samurai was not going to let this opposing citizen dishonor him nor the Samurai, he dismounted and confronted Rai. Under estimating Rai, the Samurai attacked and before he realized he made a tactical error, he was on the ground unconscious. When he awoke, all of his weapons and armor was missing. Rai hid the armor and weapons. He began practicing with real weapons to become accustomed to the differences and modified the armor hoping to disguise it. Realizing he needed more practice with living Samurai and would bring death to his family and village, Rai gathered "his" weapons and disguised armor, and then headed out for more practice until he can one day challenge the Samurai who killed Rai's father. Rai heard of a Samurai he could challenge, so he boarded the Gedatsu (Salvation). Just in case the ship would sink or someone would see through the disguise, Rai secured the armor on the ship. However, it appears that Rai's vengeance would never be fulfilled or would it just be delayed?

Note to Spirit of Kotei:
The armor would be lost in the sinking ship. In other words, I didn't have enough gold for armor with average gold (I just need 30 more gps; well technically 22 gps). Or I can exchange the Wakizashi for a short sword (if that weapon is permitted) and Kikko Armor. I guess I can take Rich Parents and perhaps rename it to Sword for Hire.

Sczarni

Have good old Tommar, aside from back story he is ready to go


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Good luck all!

DM for your ease Here is the post where I put all the character info down.


I really hope I get the chance to play Mhar. This is the kind of game that is exactly up my ally - nearly the exact kind of scenarios I love to make! It's really cool to have a strong idea of who he is, but to be flexible about his mechanics. I, personally, find it kind of bizarre that I didn't go for samurai, ninja, monk, or gunslinger... or something psionic. But he just... felt right... for this.

If I'm chosen, let me know: I'll be able to finish the alias really quickly.

I also really like the idea of choosing (or being given) an Eastern name after being raised. That seems really fitting somehow... I just can't come up with one off the top of my head.

Regardless, you all have some great characters, too! Good luck, and here's hoping the game goes amazingly well, regardless of who's in!

:D


Fingers crossed, good luck all! It sounds like a ton of fun.

Thorrpe is obviously his old name.


Also, although, I mentioned "Tian" and "Tian Xia" all over the place in my character thing up there instead of Kotei, the primary reason was that I had no context on how to utilize "Kotei" properly in the various places.
The "Kotei" language? Is it "Kotein"? "Koteinese"?
The heritage?
And so on.

Instead, I used Tien as kind of a stand-in until I could properly parse the Kotei people. Similarly, I used other Golarion-themed groups as short-hand for recognition, with the understanding that, given this setting's differentiation, it would almost certainly be altered to fit the setting.

Thorrpe wrote:
Fingers crossed, good luck all! It sounds like a ton of fun.

It really does!

Thorrpe wrote:
Thorrpe is obviously his old name.

It's an interesting concept, really.

If that ends up a "thing" wonder if it's something that each player would choose for themselves, a name that is given them, and how they would respond to it.

I could really see it go in so many different ways with different characters.

For example:
Note: these are just my musings before seeing the characters actually played, not my way of telling you how to play your character. It would be very fascinating to be proven wrong and explore that concept of the character as well! I love stuff like that! :D

Would Tommar embrace the new name, or look at it as if it were a thing that was placed on him by others? He seems like the self-willed independent type that might cling to his old name, with his new kind of building up a legend for itself, as his old one becomes the equivalent of a title "the Tommar" (or "Tommar-o?") or something.

Ysanne, is... primal. Elemental, in some ways. To that end, she'd probably remain Ysanne, accept that the locals called her their variant, and adopt whatever name was given her as a kind of title or something. I don't know - interesting concept.

Characters like Vem or Jian seem like they'd adopt the new name with zeal and think it's awesome (if Jian even gets renamed). (And, obviously, Tatsuo is rarin' to go with the new one! :D)

Mhar would likely be in the boat of Vem or Jian at first, but come to miss his ties to his family over time, perhaps reverting, slowly, to the use of Mhar with his closest acquaintances.

Albert would likely embrace the new name for entirely different reasons...

Jezelyn feels somewhere between Tommar/Ysanne and Vem/Jian: both strongly independent, but also seeking her destiny. Makes it really hard to guess what she'd do, because she could see the new name as her destiny finally arriving, but there's something... I don't know, "primal" ("You keep using that word...") or something about the concept of Jezelyn as a name, that I could see it being maintained as critically important to her character.

Kaito seems more likely to keep an eastern version of his old name (considering, you know, he wrote it in his character stat-block). Zayne may well end up like Kaito, though he kind of feels (from my reading) that he'd cling strongly to his family name, like Mhar.

Characters like Yuri and Elenna seem to just go with the flow, so would probably accept the name (or Easternized version) with no problem.

I can't really tell where the name Rai comes from, linguistically, but I'm guessing it's East-Asian itself by the backstory, so it probably needs little rewrite.

Do you think Thorrpe would embrace a new name, take on a slightly affected change to his old, or what?

Also, what about you other potentials? What's your take on the idea?

(If, of course, anything like that happens... naturally, the GM'd be the judge, I just find it kind of cool. :D)


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I imagine Vem would accept any name given to her.

Much like your concept Mhar of a character who didn't come back quite right; I pretty much tried to take that idea to an extreme with Vem. Something went very wrong, I had hoped to have the time to lay over her backstory before her death to have a sort of stark contrast set up but I ran out of time before Spirit closed recruitment. Still I feel like the concept atleast is there to see, and if I get picked can fill it out more of course.


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I think he would but always hold onto his old. He is practical and would recognize a new name is part of his life now.

Eventually he would pick up a weapon proficiency w a tian weapon as well.


Anxiously awaiting the nominees


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Well, Kaito is/was very worldly before he joined the voyage that killed him. He dealt with eastern races and that's what they called him, so that's why he'd go with that name considering it's a similar type of people, at least in his eyes. Just makes things easier for everybody, at least in his eyes.


Ysanne Nightweaver wrote:
Anxiously awaiting the nominees

Lol same, good luck to everyone.


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Hmmm... Good question.
Although some part of her would always think of herself as Jezelyn,
I think for the most part she would accept a new name or title, if given to her, with gusto!
She'd see it as an honor and find it fitting to have a new name for her new life (literally).
Another way it could go, if the GM and chosen players like, would be for each PC to keep their original name (or choose a new one at their option), but also be given a descriptive title.
For example, we know that collectively they're being dubbed the "Dragons of the West", so perhaps Jezelyn might be referred to as the "Cerulean Dragon" or the "Song Dragon." :)
Also, I'm holding off on posting more as Jezelyn herself until we know who is chosen and whether our names are likely to change, since we can change or adapt the name of a new alias anytime before their 10th post.
Cheers and best wishes to all! :)
-Lady Firedove a.k.a. Jezelyn


Ysanne Nightweaver wrote:
Anxiously awaiting the nominees

I know! So exciting!


Every time I look in on this discussion I get nervous. Am I in? How many more are going to post a character? That one is a lot better than mine. When is the GM going to decide? So fingers crossed.


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Fingers crossed all, good luck and hoping to see you during this campaign!


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Good luck everyone. Whoever makes it in, make sure to have fun!


Edward would accept the new name to escape his past but would miss his old one due to the fame and respect it garnered.
Had to add The Bomber due to other people having the name just ignore it please


The waiting is painful haha.


Zayne Iwatani wrote:
Every time I look in on this discussion I get nervous. Am I in? How many more are going to post a character? That one is a lot better than mine. When is the GM going to decide? So fingers crossed.

I think we all feel that way. Your story is actually quite good. We'll see!

Vem wrote:
The waiting is painful haha.

Exactly. Oof!

Albert Einstein the bomber wrote:

Edward would accept the new name to escape his past but would miss his old one due to the fame and respect it garnered.

Had to add The Bomber due to other people having the name just ignore it please

Wow, I was kind of wrong! I figured he'd embrace the idea... but that's really cool. It gives him an interestingly conflicted character.

Steve the Black Mage wrote:
Good luck everyone. Whoever makes it in, make sure to have fun!

Agreed!


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He would embrace it for survival but theirs nothing like the name you want to build your legacy on and watching it all fall apart on a technicality.

Sczarni

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Tommar would find it odd to be called a new name but would still prefer to be called 'Long Tom', I find him the fish out of the water.Think a Gypsy Cowboy in Medieval Japan!He would find a few people he liked and respected and others he just wants to punch. He is rugged and shake his head at the name and tell them "No call me 'Long Tom'".


Very cool. :D


Good luck to everyone!


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Sorry fine gentlemen and ladies, the wait is over. I was kept busy with work, Conspiracy Draft hosting and girlfriend management but now in a matter of minutes... we will know who has been chosen.

I have decided to broaden the amount of players, and will be choosing 8 players maximum. A great many of your character designs speak to me and I'm loathe to let them pass by me.

Please be advised that there's a high chance therefore that when it comes to combat I will be using my split combat house rules. Essentially, the groups will often need to tackle two situations or encounters simultaneously. This reduces turn advantage and combat clutter.

Check back soon!


This is killing me. Not on the ship, here!


There are some campaigns where the choices are simple.

There are some campaigns where the choices are hard.

And then there is this campaign where every time I try to cross out a name I wince inside.

Therefore, I have a proposition for the group.

I have chosen fourteen of you. This is a number I've yet to see in a campaign and thus I must ask the following to our assembled guests.

You have three choices:

Choice 1:

Keep cutting until I reach 8 players. This removes 6 players.

Choice 2:

I make two campaigns, with two teams of 7. These can either be run independent of each other or in the same story with both teams interacting in different regions.

Choice 3:

I run one hell of a game with fourteen players.

I will go by majority vote and tonight it will be decided. Tomorrow we will start the campaign per say.

===

And now... the chosen fourteen. I do apologize to the three players I had to cut.

Spoiler:

Everest "Cookie" Kane - Alchemist
Thorrpe - Summoner
Ysanne Nightweaver - Witch
Braeth Swiftstep - Ranger
Zayne Iwatani - Fighter
Jian Min - Ninja
Vem - Ninja
Jezelyn - Sorcerer
Tatsuo Kasai - Druid
Mhar - Oracle
Kite Exeter - Swashbuckler
Tommar - Gunslinger
Albert Einstein - Alchemist
Raitoningu - Samurai


Wahoo!!! Finally I get to play this fella!

My vote is two games. If you are confident that running two of them won't drive you crazy.

Having run multiple games and been in multiple games I think that you can expect between 2 and 6 players to drop out over the first month or so. That seems to be the usual attrition rate, so if they are in the same world just different regions, and both working towards the same goal it would work well. If there is high attrition then it is easy to just bring the two groups together, and if not then no problem!


I choose 2. Since 1 is painful for players and 3 is the definition of pain for GM, 2 is the best compromise. There are also 4 characters that overlaps themselves (Albert Einstain/Everest "Cookie" Kane alchemists, Vem/Jian Min ninjas).


I think two teams of seven that interact with each other would be awesome but that seems like a lot of work for you. If the DM drops out game over. If a character drops out then we can continue. I vote 2 if you are up for it Kotei.


I have no issue running two games, I'm not running anything else at the moment and have no plans to do so.

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