
Faelar Braegen |

Ah, just to mention that the Goblin would most likely be covered up a lot, so it would look like a robed small figure with an abnormally large head, then MAYBE once people have started to trust him reveal himself as a Goblin. Maybe try to pass himself off as a Halfling or Gnome, so put ranks into Disguise to start with.

GM Cody |

@Faelar, as exciting as it would be to play a Goblin I am not really sure it fits in with the idea I have in my mind for my Kingmaker, sorry :/.
@Zartana Seems like a great background worked out so far, and I take it the stats in your character's profile is the one you'd like to submit?
@Thelizardwizard and here I would have expected you to play some sort of dragon wizard :) Yeah necromancer is fine, it'll be interesting. We have a lot of time to cross before Animate Dead comes into play, so I'd be just fine with a necromancer.
@Everyone
I'm gonna try to be put together a Google Doc's spreadsheet today to help me track submissions.

GM Cody |

Grumbaki |

Thank you! Ok then. I'll drop "fighter of the society" and pick up "Noble 'Born' - Orlovsky". I'd like to rename it "Noble Patronage"
This will give him +1 Diplomacy.
The player's guide says that for nonhuman characters this trait means having an association with the esteemed name. Drazh's family often worked commissions for the Orlovsky family. Drazh himself "came of age" crafting for them a dueling sword. This patronage meant a comfortable life for him and his kin, though still one of hard work.
It seems like this will fit the campaign better than fighter of the society anyways. Plus it'll push his diplomacy up to +9. A good starting point!

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Here is
Roldan Abromovic
Male human sorcerer 1
LN Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +2, Ref +0, Will +2
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Offense
--------------------
Speed 30 ft.
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cause fear (DC 15), charm person (DC 15)
. . 0 (at will)—arcane mark, mage hand, resistance, spark[APG] (DC 14)
. . Bloodline Djinni
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Statistics
--------------------
Str 10, Dex 10, Con 13, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 10
Feats Elemental Focus[APG], Eschew Materials, Persuasive
Traits overwhelming beauty, rich parents, rostlander
Skills Appraise +5, Craft (jewelry) +3, Diplomacy +7, Intimidate +10, Knowledge (arcana) +5, Spellcraft +5, Use Magic Device +8
Languages Common, Dwarven
SQ electricity ray
Other Gear ioun torch ioun stone[APG], belt pouch, courtier's outfit, jewelry[UE], soap, light horse (combat trained), backpack, bedroll, bit and bridle, blanket, feed (per day), masterwork artisan's tools, mess kit, riding saddle, saddlebags, trail rations, waterskin, 40 pp, 157 gp, 9 sp
--------------------
Special Abilities
--------------------
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6 electricity damage, 7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
--------------------
Born to a family of artisan jewlers, Roldan did not suffer a difficult upbringing. Never a very physical child Roldan grew up with his nose in a book, or following the scent of a pretty lady.
He did follow the family trade and allowed his family to train him in the craft, but that was never his true avocation. He discovered early that his blood was touched by something other than just the family pride in their artistry. he could make things move with just force of will and make people like him very easily.
He would have likely lived a comfortable and easy life if not for a fire that destroyed the family factory and led to the death of his parents. He sold what remained of the family property and sent out to see if his magical blood could lead him to a differrent fate.

Zoof Wizzleboff |

I present for your viewing pleasure, Zoof Wizzleboff, Gnomish Sorcerer of fire and excitement!
When you're from a family of tailor's, you tend to want to work for the folks with big pockets full of coin. Well, the Wizzleboff's were favored when it came to making clothes for the Medvyed family, who also seemed to respect the little family.....must've been the fey blood, they were a rather superstitious lot.
Now, I bet your wondering, Zoof, where do you come into play in your own story? Well, let me tell you, it all started when my Papa met my Mama and they.....what? too soon? Okay, okay. It all started around the time I turned 46, came to realize I had the ability to make sparks appear with the snaps of me fingers, now, for a young gnome with a love for fire, this is quite stellar. I quickly came to learn I had some special little spark in me and I needed to let the world know what I had to offer. Now, I say that, but I decided to stay with my folks for a few more years, slowly practicing here and there and also working on my tailoring, can't slack!
Well, I go about hearing that they've got some coin for folks that are willing to make the land a bit safer to travel through and possibly build a whole new place to live, well, you can bet my Wizzleboff genes were just itching to go and explore.....and BURN!

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I'm shocked that we have no aldori swordlords yet. Such as a swashbuckler noble fencer with:
Weapon Focus (dueling sword), swashbuckler's finesse, and slashing grace.
Str-10 Dex-18 Con-14 Int-10 Wis-10 Cha-10 would be pretty powerful. Add in sword scion for an extra +1 to hit.
Or a fighter (learned duelist/lore warden). 6+ Skill points per level. All knowledge skills as class skills (and diplomacy with the trait clever wordplay). Dex to damage with slashing grace and extra AC from learned duelist.

Saniana Quickly |

Background added. Saniana is essentially complete. She is a gnome druid with a badger animal companion. She hails from Sevenarches in the River Kingdoms and emigrated with her parents, who are entertainers, to Brevoy. Saniana took to wilderness exploration and became a druid to better understand nature and the wild places.
When she came of age, she began serving as a wilderness guide, which put her in the employ of one of the nobles who were making the decisions about who would get charters to settle in the Stolen Lands. Her knowledge of nature was felt to be a valuable asset in dealing with the wilderness. She also has familiarity with fey and speaks several languages that are commonly spoken by fey.
She is taking the pioneer trait, which gives her a free horse. If possible, she'd prefer to have a (medium) reindeer or elk trained to be ridden.

Zoof Wizzleboff |

I'm shocked that we have no aldori swordlords yet. Such as a swashbuckler noble fencer with:
Weapon Focus (dueling sword), swashbuckler's finesse, and slashing grace.
Str-10 Dex-18 Con-14 Int-10 Wis-10 Cha-10 would be pretty powerful. Add in sword scion for an extra +1 to hit.Or a fighter (learned duelist/lore warden). 6+ Skill points per level. All knowledge skills as class skills (and diplomacy with the trait clever wordplay). Dex to damage with slashing grace and extra AC from learned duelist.
Why would a swashie not try to get some cha? Comparatively, the fighter sounds a fair bit cooler.

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Drazh Anviltamer wrote:Why would a swashie not try to get some cha? Comparatively, the fighter sounds a fair bit cooler.I'm shocked that we have no aldori swordlords yet. Such as a swashbuckler noble fencer with:
Weapon Focus (dueling sword), swashbuckler's finesse, and slashing grace.
Str-10 Dex-18 Con-14 Int-10 Wis-10 Cha-10 would be pretty powerful. Add in sword scion for an extra +1 to hit.Or a fighter (learned duelist/lore warden). 6+ Skill points per level. All knowledge skills as class skills (and diplomacy with the trait clever wordplay). Dex to damage with slashing grace and extra AC from learned duelist.
Noble Fencer trades the Cha to saves a few times a day for a flat bonus against mind affecting effects. Great for low point buy where every little bit matters. Also trades some deeds for social ones. If I didn't already put forward Drazh I'd go for one of those characters.

Will Dross |

Kingmaker is my top wanted module to play! Plus, I've been itching to try out a character idea that's been building. It's an Aldori sword duelist that uses song to lead in battle. Here's my entry:
William D. Dross
Background
His true sights were on the Aldori, though. Memorizing each song that was sung of Baron Sirian Aldori and the city’s heroic and legendary swordlords, Will often watched them in practice and duels, desiring to be one of them. His past soon began to haunt him as he realized that no low-born, unknown, orphan child would be able to enter their ranks. So instead, Will set a new goal to go out and begin a legend comparable of that of even Baron Aldori himself.
Upon saving up the needed gold to start, Will heard of the petition for men to set out to start new kingdoms in the Stolen Lands. Seeing it as his opportunity to rise to greatness and create his own legendary epic, Will eagerly sought after the chance, leading him down a course greater than any he had imagined.
Stat Block
Male Human (Taldan) Skald (Totemic) 1
NG Medium humanoid (human)
Init +3; Senses Perception +4,
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
AC 15 if buckler not equipped
HP 9
Fort +3, Ref +1, Will +2
Offense
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
longsword +2 (1d8+3/19-20) (both hands, buckler)
longsword +3 (1d8+3/19-20) (both hands, no buckler)
Ranged light crossbow +1 (1d8/19-20)
Statistics
Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Combat Reflexes, Dodge, Scribe Scroll
Skills Acrobatics +4, Artistry +1, Bluff +3, Climb +1, Diplomacy +3, Disguise +3, Escape Artist +4, Intimidate +3, Knowledge (Geography) +5, Knowledge (Untrained) +1, Perception +4, Perform (Sing) +7, Perform (Wind Instruments) +7, Survival +5, Swim +1,
-1 to Str & Dex checks if buckler is equipped.
Languages Common
Archetypes Totemic Skald,
SQ Bardic Knowledge, Bonus Feat, Inspired Rage, Raging Song, Skilled, Weapon and Armor Proficiency,
Possessions longsword, studded leather, crossbow bolts (20), buckler, light crossbow, backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, a whetstone
Wealth 64 gp 49 sp 10 cp
Traits
Orphaned
You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Reactionary
You gain a +2 trait bonus on Initiative checks.
Sword Scion
You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

thelizardwizard |

Male Human Arcanist (Twilight Sage) 1
N Medium Humanoid (Human)
Init +2; Senses Perception +0
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DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+0 armor, +1dex, +0 shield)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.
Melee
Dagger: -1
Damage: 1d4-1
quarterstaff: -1
damage: 1d6-1
Ranged
Light Crossbow: +1
Damage: 1d8
------------------------------
STATISTICS
------------------------------
Str 08, Dex 12, Con 12, Int 17, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 12
Traits Bastard, Reactionary, Blood of Dragons(low-light),
Drawbacks
Feats
1- Scribe Scroll, Extra Exploit
Skills (7 points; 2 class, 4 INT +1 class)
Know. Arcana: 1
Know. History: 1
Know. Planes: 1
Know. Nature: 1
Know. Local: 1
know. Nobility: 1
Know. Geology: 1
Appraise: 1
Spellcraft: 1
Sense Motive:1
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Draconic, Sylvan, Infernal,
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SPECIAL ABILITIES
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Arcane Reservoir: 4
Exploits: Arcane Barrier, Flame Arc
------------------------------
Spells
------------------------------
Cantrips:
Detect Magic (ociur arcaniss), (O-ke-iur Ar-ca-nis)
Read Magic (vucot arcaniss), (Vu-cot)
Daze
Ghost Sound: (Ulthro Val Ielimar) (Ul-throw, V-all Eh-le-mar)
Mage Hand (hewa cha'sid Alar),(Hea-wa Cha-siid, Ah-lar)
1st: Known:
Mage Armor (hewa litrix troth vei), (hea-wa Lee-twrix Tro-th V-I)
Magic Missile (arcaniss nil'gnos nar),( Nil-G-nos Nar)
Color Spray (ingis di throden spraev),(In-gis, throw-den spra-vv)- prepared
Cause Fear (school spell) (I'gra di ve malien), (Mehleen)- prepared
Enlarge Person (sizz di darastrix), (siz dii Da-Ra-Strix)
Grease- (Vehafor dier Greiss),(Zur-baan Grea-ice)
Gravity Bow (Graeven Vaax Alah), (Grae-ven Vax A-laah)
Disguise Self (Ashar di Malor), (A-shar di Ma-lore)
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Arms and Armor: Light crossbow, 40 bolts, Dagger, Quarterstaff
Misc Items: MwK backpack, component pouch, belt pouch, Spell book, Signet Ring, waterskin x2, 50ft silk rope, in progress
Okay, here is an updated version. Just need to buy some scrolls.

Kasimyr "Kas Crimson" Varias |

Greetings GM Cody! My name is Vorduvai, and I'd like to submit Kas here for the game's consideration - summary is below as well as in this profile, along with a full history, description, personality and other fun tidbits from a 'Ten Minute Background' workup.
Summary: Kasimyr Varias was a former farmer, family man and simple peasant of Brevoy, who by the circumstances of suffering and redemption made him what he is today. Working a simple but wholesome existence in the village of Rimaly on the southern border of House Medyved lands, Kasimyr and the men of the village were swept up in their liege lord’s bid for former Rogarvia lands after the sudden disappearance of the ruling house. Laboring and fighting as conscripted peasant fodder, Kasimyr was lucky to survive the failed campaign that year, only to return to find Rimaly sacked and burned by mercenary cavalry, with the elders and most of his extended family killed. Though his wife and children survived, the coming winter devastated the surviving villagers with famine and disease, killing those that Kasimyr loved most. Dying, he dragged his dead family out to the nearby woods to bury them at a place he and his wife loved most, determined to see them peacefully at rest and to see the sunset one last time before he froze to death. An angel of Shelyn was moved by his final acts of love and devotion and intervened, restoring him to health and vitality and encouraging him to serve Shelyn for the remainder of his life. This he vowed, and with divine aid he left Brevoy for the Embeth Forest in the River Kingdoms, spending seven years at a temple of Shelyn there. Now a full priest of The Eternal Rose, Kasimyr returned to Brevoy on the ninth year since House Rogarvia’s fall, adopting the persona of a minor troubadour and peddler named “Kas Crimson” to travel more discreetly. After a brief return to his former village and the resting place of his family, Kas traveled the trade routes from Restov to New Stetven to Silverhall that year, eventually drawn to the smaller hamlets and pathways in the southern borders of Brevoy near the Stolen Lands and the Greenbelt. Winter forced his return to Restov to wait out the harsh snows, though he resolved he would do what he could to explore the wilder lands the following year, feeling that a divine calling brought him to this place for a reason he could not fully explain.

Valjoen_KC |

May I present Kædynn del'Darvo for your consideration.
Kædynn is the half-elven, bastard daughter of a seventh daughter of one of the lesser known noble houses in Brevoy's southern region of Rostland. Shunned by her mother's family, Kædynn and her mother were sent her away to live in the Mordant Spire when she was less than two years of age. Her mother grew tired of living among the less than friendly elves, and returned to Rostland within a few years. Kædynn remained behind with her father, a professional soldier with deep love of his daughter but ill-equiped to raise a young female. Kædynn was never the fastest, strongest, smartest or wisest among her peers, but she had no significant weakness either. Her one failing is her lack of social graces that have, more than once, caused her heartache. She has a dedication reminiscent of her father's sense of duty and loyalty to the Spires. For the last six years, Kædynn has trained under the guidance of her father; learning the art of war, of magic, of the history and nature of Golarion and of the gods. She has been taught to wield a fauchard to keep her enemies at bay and, should they breach her defense, to bring them to the ground or stick them with her kukri.
Four months ago, she received word that her mother had grown ill and perished. She now returns to Brevoy to seek answers and to find her place among the human world.
Her information is on her profile linked above. I will be updating the Appearance & Personality; 10-Minute Background and Backstory sections before the submission deadline. Thank you!
Half-elf (Spireborn) Fighter (Lore Warden) 1
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
Languages: Azlanti, Common, Elven
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2; +2 vs. enchantments
Immune to Sleep
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Offense
--------------------
Speed: 30 ft.
Melee: Fauchard +3 (1d10+7/18-20) or
Kukri +3 (1d4+5/18-20)
Ranged: Light Crossbow +3 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with Fauchard)
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Statistics
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Str 16, Dex 14, Con 12, Int 13, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats: Combat Reflexes, Power Attack
Traits: Bastard, Giant Dodger, Reactionary
Appraise +1
Bluff -2
Climb +5
Diplomacy -2
Disguise -2
Escape Artist +0
Fly +0
Heal +0
Intimidate -2
Knowledge (arcana) +5
Knowledge (history) +5
Knowledge (nature) +5
Knowledge (religion) +5
Perception +7
Profession (soldier) +5
Ride +0
Sense Motive +1
Stealth +0
Survival +5
Swim +1
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Sleep You are immune to magic sleep effects.
Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Armor
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Armored Kilted Lamellar
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Weapons
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Fauchard
Kukri
Light Crossbow
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Belt Quiver
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Crossbow Bolts (10)
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Backpack
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Bedroll
Hemp rope (50 ft.)
Mess kit
Pot
Soap
Trail rations (5)
Waterskin
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Belt Pouch
--------------------
Flint and steel
Money: 3 gp, 1 sp

Ravingdork |

Will we use the AP rules to build the kingdom, or Ultimate Magic?
Did you mean to say Ultimate Campaign? The only official kingdom building rules I'm aware of are in the module, and in Ultimate Campaign.
I highly recommend using the latter if it is available, as I hear it fixes some of the strange issues that come up in the adventure path rules.