
GM Shady |
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Following what seems to be a fair bit of interest, from a recent interest check thread ...
This is an open recruitment for a couple of campaigns set in Kobold Press' Midgard Campaign Setting. I will be running two tables of 6 players. Each table may well use different scenarios, generally selected from those published by KP for the setting (see a fair way down this post).
I generally reserve slots for players on my existing campaigns, and have 5 requests, so I think there are 7 available. I've had no submissions as such so no roles are fully reserved. If they do come in I'll update the thread. But, put another way, there should be plenty of room.
I've encapsulated the recruitment requirements in spoilers, because otherwise it would take up the first page of the thread. Please read each part if you're intending to submit.
- starting at level 1
- 6 players per table, 20 point buy
- 2 traits, no drawbacks
- 1 paragraph background story
- no evil characters; no NSFW content
- All builds must be legal in Hero Lab
- Where Midgard rules overrule/supersede Paizo, Midgard takes precedence
- Only Midgard options allowed for deities and regions - any Golarion-specific traits, feats, prestige classes etc. will not be available
- Retraining is unlikely to be available (I’m not a fan) - please don’t assume it in your builds
- Following Paizo traits are unavailable - Rich Parents, Hedge Magician, and Natural-Born Leader
- Options (including domains, bloodlines, mysteries, archetypes, etc.) are permissible from the list of Midgard publications below
Options will by and large be permissible from any in-print Paizo publication as long as it fits with the background and the other restrictions here
- Everyone must have a deity
- Paizo classes - all acceptable except Vigilante, Shaman (we’ll use the Midgard version - see below), Gunslinger, Samurai and Ninja
- Barbarian, Rogue, Monk, Summoner must be Unchained
- Midgard/KP classes - Spell-less Ranger, Shaman, Battle-Scion, White Necromancer, Elven Archer, Theurge (the SRD for all of these is here):
- Races - human, elf, elfmarked (Midgard equivalent of half-elf), dwarf, halfling@, tengu@*, dragonkin*, minotaur*, kobold*, gearforged*, gnoll@*. The SRD for some of these can be found here; if necessary I will fix up submissions to make them rules-legal.
- Those marked * in the above list - max one in the party and must take a Paizo class
- Those marked @ - these are meant to be “minor races” in Midgard so are correspondingly rare. Gnolls are more common in Southlands.
- We’ll use Midgard status rules - everyone starts at status level 4.
- No more than one of any class, per party
- I would like to see one of each of the following, in each party - healer, melee fighter, ranged fighter, rogue/skills specialist, arcane magic user. Please indicate which role you intend to fulfil. We may need to be flexible on making everyone fit.
I may incorporate material from the Horror Adventures book when it comes out, also; I'm assuming the campaign would start late July/early August.
Firstly, I can’t send out copies of the material. You either have it or you don’t. I can check for valid builds in HeroLab. HL supports the following, so that's what I'm accepting, subject to the other restrictions in this post.
- Southlands Campaign Setting
- Southlands Bestiary
- New Paths Compendium
- Deep Magic
- Free City of Zobeck (Alleys of Zobeck, Streets of Zobeck, the Zobeck Gazetteer, and the Player’s Guide to the Crossroads)
- Midgard Bestiary
- Midgard Campaign Setting
The two tables will use different scenario trees, as described below. I intend to link the scenarios up into a wider campaign, and I would like to explore the setting as much as possible, so will find a way of it ranging far and wide - including into the Southlands and across the Western Ocean. The two groups may cross paths, depending on progress.
I have an idea of which scenarios I would like to run, but may mix it up. So basically, let me know your preference for starting scenario, and I will try to make it fit.
Table 1 opening scenario: the Raven’s Call, set in the Northlands (basically a dark ages Scandinavian setting) - “The trollkin and their shaman have come to a village by the sea, stormed its walls, and taken all the villagers as slaves and property. They have eaten their way through the saltfish, devoured the herd of sheep, and might be planning to eat the people next. Then, one escaped villager begs strangers on the road for help ... and gives them the chance to shine as true heroes striking down raiders of pure evil.”
Table 2 opening scenario: the Hollow (from Tales of Old Margreve), a fantasy horror story set at the edge of the dark and mysterious Margreve forest - the PCs face a powerful, ancient spirit that haunts a village. Or perhaps the village haunts the spirit. If you’re British and of a certain age, a reminder of the nightmare-inducing, zero budget, monochrome fantasy TV the BBC used to import from the Warsaw Pact and peddle to kids under the generic title of Tales from Europe (Singing Ringing Tree, I’m looking at you).
Q: Could you please send me copies of the relevant Midgard books, otherwise I can’t build a character.
A: Again, no. Some SRD stuff is available openly, and it should also be perfectly possible to build a regular Pathfinder character. Also, sharing documents in this way is a bad thing. If necessary I will help on backstory, but that is it.
Any questions/clarifications please feel free to ask. Look forward to seeing the submissions.
Recruitment will close midnight, British Summer Time (GMT+1), 31 July.

GM Shady |

I'm not sure how many people would want one, but my idea was for a kobold alchemist. You said that those marked with a * had to have a Paizo class, but would KP archetypes work? I'm wanting either the arcanomechanist or clockwork alchemist archetype for my kobold.
Yes, any other KP adds (archetypes, traits, domains, mysteries, bloodlines, etc) are OK (and encouraged). I just wanted to make sure I didn't get 12 Gearforged White Necromancers.

Serris Vax |

Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage
I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?
Male Human Druid 1
NG Medium humanoid
Init +1; Senses Perception +7
Traits: Beast Bond (Ride, +2 to Animal companion Int), Gifted Adept (Call Animal)
--------------------
Defense
--------------------
AC 13 (Leather), touch 11, flat-footed 12
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee: quarterstaff +1 (1d6+1), TWF mode -3/-7 (1d6+1/1d6+1)
Ranged: Sling +1 (1d4+1)
Weapons: Quarterstaff, Dagger, Sling (10 bullets)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Vermin Heart
Skills Handle Animal +6, Heal +7, Knowledge(Nat) +7, Perception +7, Ride +6, Sense Motive +5, survival +9
Spellcraft +7, Stealth +1, survival +10
Languages Common, Druidic, Sylvan
SQ nature bond (animal companion, giant mantis), druid spells
Gear
Barbarian's Kit, Spell component pouch, belt pouch
--------------------
Special Abilities
--------------------
Wild Empathy (also works with vermin)
Nature Sense
Trackless Step
Woodland Stride
Vermin Heart = May target vermin with animal targeting spells and use wild empathy on vermin
Animal Companion - Giant Mantis - "Never"
Med 2HD (9 hp)
Move 30ft, Climb 30ft, Fly 40 ft
AC 13/12/11
Saves +3/+5/+1
Attack 2 claws +2 1d4. CMB +2 CMD 15
Str 10 Dex 15 Con 10 Int 2 Wis 12 Cha 7
SA: Can start grapple as free action vs smaller opponent if hit
Perception +5 Stealth +6

GM Shady |

Very interested. The character I have in mind at the moment is Bored Bjorg, a Northlander worshipping Loki.
Also, I have to ask: are we submitting to a table and, if so, can we apply to each with separate submissions?
You can:
- submit alternative characters for either
- submit one character and state a preference for a particular table
- submit one character and state no preference

GM Shady |

Im tempted to apply with a straight, no archetype fighter to challenge myself. I'm convinced that in PBP a character who's only main class feature is feats can be every bit as awesome as any other class if your writing is descriptive enough.
Absolutely agree. I note from the ongoing Ask James Jacobs thread he disdains archetypes and doesn't tend to use them.

GM Shady |

Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage
I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?
** spoiler omitted **...
I think this is probably legal but I would warn I already had two submissions (from my existing players) with animal companions and I may end up pushing back on the idea if there are just too many characters on the table. I generally have a sinking feeling every time an eidolon or companion turns up (this doesn't apply to familiars) - 6 players plus multiple companions in a dungeon crawl isn't my favourite GM situation. That's before the issue of whether a giant insect fits the theme - Midgard does have Dark Sun like insect people (Tosculi) but they're more used in the Southlands setting.

Almonihah |

Trying... to resist... urge... to make character... but.. but... I've been interested in the Midgard setting for quite a while... and who knows when I might next have a chance...
Eh, who am I kidding. I'll probably buy the Campaign Setting PDF and skim it over the weekend and have a character by Thursday next week. Given the more active role of gods in the setting, an Oracle seems like it could be a cool class to play in Midgard, especially if I play up the mysterious/eerie nature of the class.
EDIT: Oh, when you say a one paragraph background, is that maximum as well as minimum?

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This is DekoTheBarbarian's submission. Reusing an old alias. He is a kobold clockwork alchemist with red eyes and brass-colored scales. He has the short, spindly build typical for his race. There is a link to my myth-weavers page on his page.

scranford |

Here is the framework of my Dragonkin Bloodrager (Steelblood). Still exploring the multiple options as many of the Steelblood abilities, don't really help, but it offers what I'm looking for. A cultured, civilized Dragonkin, adept at speaking, and longing for the greatest Armor available.
He's docile, and honorable, but when you raise his ire... look out. Suggestions anyone???
Crea-Asp Steelblood Bloodrager, Dragonkin
Crea-Asp
Dragonkin (Stone) bloodrager (steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 85)
LN Medium humanoid (dragonkin)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19 (+4 armor, +3 natural, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +0 (+1 bonus vs. trample attacks), Will +1
Resist fire 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee chakram +3 (1d8+3) or
. . gandasa +4 (2d4+3/×3) or
. . quarterstaff +4 (1d6+4) or
. . shortspear +4 (1d6+3)
Special Attacks bloodrage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 11, Wis 12, Cha 16
Base Atk +1; CMB +5; CMD 14 (15 vs. overrun)
Feats Improved Natural Armor
Traits armor expert, blood of dragons
Skills Acrobatics +0 (-4 to jump), Climb +3, Diplomacy +5, Intimidate +5, Perception +5, Spellcraft +4; Racial Modifiers scaly diplomacy
Languages Mharoti (draconic), Trade Tongue
SQ disruptive bloodrage, indomitable stance, slow speed
Other Gear hide armor, heavy wooden shield, chakram[APG] (3), gandasa, quarterstaff, shortspear, 109 gp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scaly Diplomacy (1/day) (Ex) +2 Diplomacy with scaly creatures 1/day
Slow Speed Dragonkin have a base speed of 20 feet, and their speed is never modified by encumbrance or armor.
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I've got a good idea for his background, but want to make sure that the mechanics are sound, before finishing it up.

GM Shady |

This is DekoTheBarbarian's submission. Reusing an old alias. He is a kobold clockwork alchemist with red eyes and brass-colored scales. He has the short, spindly build typical for his race. There is a link to my myth-weavers page on his page.
** spoiler omitted **
Hi, it's not urgent but it would be helpful to somehow get that into your profile rather than in a look-aside character sheet - is that possible?

GM Shady |

In the Northlands campaign, do your reserved players already have concepts in the works?
At this point, I have one who probably prefers the Southern campaign, as a Ranger. I think the other two want to be, respectively, Spell-less ranger (so would gravitate to the Northlands campaign, as I'd prefer not to have the overlap), and healer. I'm going to summarise over the weekend where I think we are - it's still early days though.
Should add - it's not necessarily the case that the second scenario in either case will be in the same place - the L2 scenarios I intend are the Forgotten King's Tomb (which is in the Midgard equivalent of Osiria) and To the Edge of the World (which is a journey to the Western Ocean), and there's no guarantee as to which table will play which scenario. So it's not a "Northlands Campaign" as such.

Serris Vax |

Serris Vax wrote:I think this is probably legal but I would warn I already had two submissions (from my existing players) with animal companions and I may end up pushing back on the idea if there are just too many characters on the table. I generally have a sinking feeling every time an eidolon or companion turns up (this doesn't apply to familiars) - 6 players plus multiple companions in a dungeon crawl isn't my favourite GM situation. That's before the issue of whether a giant insect fits the theme - Midgard does have Dark Sun like insect people (Tosculi) but they're more used in the Southlands setting.Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage
I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?
** spoiler omitted **...
Thanks for the feedback! I certainly would not wish to clutter things up...so I am thinking I will move to submit a more caster-based Druid concept, probably a Dwarven Storm Lord type, with a domain as the nature bond, assuming this does not step on anyone's toes :)

Paxx1717 |

GM Shady wrote:Thanks for the feedback! I certainly would not wish to clutter things up...so I am thinking I will move to submit a more caster-based Druid concept, probably a Dwarven Storm Lord type, with a domain as the nature bond, assuming this does not step on anyone's toes :)Serris Vax wrote:I think this is probably legal but I would warn I already had two submissions (from my existing players) with animal companions and I may end up pushing back on the idea if there are just too many characters on the table. I generally have a sinking feeling every time an eidolon or companion turns up (this doesn't apply to familiars) - 6 players plus multiple companions in a dungeon crawl isn't my favourite GM situation. That's before the issue of whether a giant insect fits the theme - Midgard does have Dark Sun like insect people (Tosculi) but they're more used in the Southlands setting.Hello! I am quite interested, although I am unfamiliar with this campaign setting, so I do not know if that will put me at a significant disadvantage
I would like to run a Human Druid - no archetype, but has the Vermin Heart feat, Eye for Talent alt racial, and a "smart" Giant Mantis companion. And while it may seem odd, my father was an entomologist and naturalist, so I have a great fondness for this kind of character. Would something like this fit in? Also, would you agree that Call Animal can call vermin with the Vermin Heart feat?
** spoiler omitted **...
In this vein, I assum there are Deities with a Storm or Weather theme? I am looking to take the Weather domain.

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I present Zedwood Giltron, gnomish illusionist & alchemist:
Male Gnome Illusionist 1
CG Small humanoid (gnome)
Init: +2; Senses: Perception +3; Low-Light Vision
Speed: 20, Languages: Common, Gnome, Sylvan, Draconic, Goblin, Dwarven, Elven
Defense
AC 13 (+2 Dex, +1 Size) Touch 13 FF 11
HP 7 (1d6+1)
Fort +1 Ref +2 Will +2
Offense
Melee: Club +0 (1d4-1)
Ranged: Crossbow +3 (1d6 19-20/x2) Range 80, Ammo 20 ______
BAB 0 CMB -2 CMD 10
Statistics
Abilities: Str 8 Dex 14 Con 12 Int 17 Wis 10 Cha 14
SQ: Favored Class (Wizard), Keen Senses, Obsession (Craft:Alchemy), Defensive Training, Hatred, Illusion Resistance, Extended Illusions (+1), Arcane Bond (Ring)
SA: Blinding Ray (+4 to hit, 30’, blinds 1hd for 1 rd; 6/day)
Feats: Effortless Trickery, Scribe ScrollB
Skills: Craft (alchemy) +9, Knowledge (local) +7, Knowledge (arcana) +7, Linguistics +7, Perception +3, Spellcraft +7
Combat Gear:
Equipment: backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (5), trail rations (5 days), waterskin, crossbow, bolts (20)
Coin 14 gp
Carried Weight: 12 lbs
SLA: 1/day; ghost sound, dancing lights, prestidigitation, speak with animals
Spells Prepared: (CL 1, Concentration +4, DC Spell Level +3, Illusions +4 / Prohibited Schools: Necromancy, Evocation)
[b]Cantrips: ghost sound, dancing lights, detect magic
1st:grease, silent image, sleep
Spellbook:
0th: All except Necromancy/Evocation
1st: enlarge person, grease, silent image, sleep, color spray, shield[/i]
Description: Zedwood stands about 3’4” tall, and weighs just under 40 lbs. He wears his hair fairly long, styled up in a plume reminiscent of a candle flame or torch’s nozzle. Most recently, the color is purple; dark at the roots and fading to pale lavender near the tips. His eyebrows and mustache match the darker hue, while his brilliant green eyes stand out in stark contrast.
He wears well-worn and often repaired traveler’s garb, with numerous small burn marks and scorches on the cuffs. The current hue is a dark green with dark brown accents.
Personality: Extremely curious and generally pleasant, Zedwood is happy to go out of his way to help those who ask. He is overjoyed in seeing families work in the same trade, or ethical master/apprentice relationships. Abusive relationships drive him away, either fleeing or hiding as soon as he can, or dealing with the abuser in a non-lethal fashion if he feels he is able to do so safely.
Zedwood wears a smile nearly all the time, even when in dangerous situations. He speaks in a surprisingly deep voice for a gnome, and enjoys switching languages or mixing in particular words from other tongues to emphasize points or better describe things.
Background: Zedwood hails from the a port town originally, where hs parents were involved in the import/export trades, focusing on dyes, spices, and alchemical reagents. He worked in the family store for several years before being struck by an overarching desire to see the world and experience true adventure. Knowing he would need some way to defend himself and make himself valuable to an independent adventuring company, he took up the study of wizardry.
Having mastered the basics, with a focus on the gnome’s racial talents, he has been navigating his way through towns, hamlets, and minor dungeons for a little bit. He remains optimistic and eager as ever to see the world and do some good.
Either Northern or Southern campaign sounds fun to me.

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Oh snap. I will have to re-do, then.
Standby for updated submission...not familiar with the setting, but I figure I can pick up what is there in play.
Updated Submission: Elven illusionist
Gadron Delboriel
Male Elf Illusionist 1
CG Medium humanoid (elf)
Init: +4; Senses: Perception +7; Low-Light Vision
Speed: 30, Languages: Common, Elven, Draconic, Goblin, Dwarven, Celestial, Orc
Defense
AC 12 (+2 Dex) Touch 12 FF 10
HP 7 (1d6+1)
Fort +1 Ref +2 Will +2 [+2 vs enchantment]
Immune: magical sleep
Offense
Melee: Club +0 (1d6)
Ranged: longbow +2 (1d8 /x3) Range 100, Ammo 20 ______
BAB 0 CMB 0 CMD 12
Statistics
Abilities: Str 10 Dex 15 Con 12 Int 18 Wis 10 Cha 12
SQ: Favored Class (Wizard; SP), Keen Senses, Arcane Bond (Ring), weapon familiarity, elven magic
SA: Blinding Ray (+2 to hit, 30’, blinds 1hd for 1 rd; 7/day)
Feats: Spell Focus (illusions), Scribe ScrollB
Traits: Seeker, Reactionary
Skills: Appraise +8, Knowledge (local) +8, Knowledge (arcana) +8, Knowledge (history) +8, Linguistics +8, Perception +7, Spellcraft +8 (+10 to ID items)
Combat Gear:
Equipment: spellbook, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (5), trail rations (5 days), waterskin, longbow, arrows (20), club, dagger
Coin 14 gp
Carried Weight: 15 lbs
Spells Prepared: (CL 1, Concentration +5, DC Spell Level +4, Illusions +5 / Prohibited Schools: Necromancy, Evocation)
[b]Cantrips: ghost sound, mage hand, detect magic
1st:grease, silent image, sleep
Spellbook:
0th: All except Necromancy/Evocation
1st: enlarge person, grease, silent image, sleep, color spray, shield[/i]
Description: Gadron stands 5’10” tall and weighs around 145 lbs. He has a slim build and frequently wears heavier clothing than is customary, as if he gets cold easier than most. He wears his honey colored hair long, tied back in an elaborate braid down his back. His eyes are a deep chestnut brown, set in a lightly tanned face. He wears well-cared for traveler’s garb, with a lined woolen cloak and furred boots, and is never far from his black leather bound grimoire.
Personality: Gadron adventures to find the true nature of reality, seeking to divine through illusion and magical introspection the underpinnings of the world. He smiles often and delights in music and beautiful things, and enjoys accompanying bards and sages with his magic to improve their performances. He speaks with a relatively high-pitched voice, generally defaulting to his natural elven, but more than capable in many other languages.
Background: Gadron has wandered for some time, having left his family’s home behind to investigate the nature of magic and illusion through his studies. While not unhappy with his decision, his parents feel as though he is wasting his talents traveling in the non-elven world when he could be creating beautiful things and settling down into society. Gadron does not feel the same way, seeking out new experiences all the time, looking to expand his worldview through travel and adventure.

Thule Stormheart |

Re-submitting a revised Druid under a new alias
Thule Stormheart
More complete background coming, but Thule was drawn to the peaks, reaching upwards to the sky, rather than delving the depths...
Male Dwarf Druid 1 (Storm Lord Archtype)
NG Medium humanoid (dwarf, Sky Sentinel/Mountaineer/Craftsman alternate racial traits)
Deity: Donar
Init +4; Senses darkvision 60 ft.; Perception +8
Traits: Reactionary (+2 Init),Birthmark (+2 vs charm, compulsion)
--------------------
Defense
--------------------
AC 16 (Hide), touch 12, flat-footed 14
hp 11 (1d8+2+1 favored class)
Fort +4, Ref +2, Will +6; +2 vs. spells and poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Warhammer +1 (1d8+1)
Ranged: Sling (bullet) +2 (1d4+2)
Other Weapons:
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 10, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (conjuration)
Skills Heal +8, Knowledge(Nat) +6, Perception +8, Sense Motive +4, Spellcraft +4, Survival +6
Languages Common, Dwarven, Druidic
SQ nature bond (Weather Domain)
Domain powers:
Storm Burst (Core 48): As a standard action, create a storm burst targeting any foe within 30 feet as a ranged touch attack.
The storm burst deals 1d6+1 points of nonlethal damage. In addition, the target is buffeted by winds and rain,
causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability 7 times a day.
Special Abilities:
Nature Sense
Wild Empathy
Spontaneous Domain Casting (UM 40): “Lose” a prepared spell in order to cast any domain spell of the same level or lower.
Racial Abilities
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers,
and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Craftsman (APG 11): You receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Mountaineer (ARG 12): You are immune to altitude sickness and do not lose your Dexterity bonus to AC
when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Sky Sentinel (ARG 12): Enemies on higher ground gain no attack roll bonus against you,
and gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.

GM Shady |

Shady - any thoughts on my concept pitch? Don't want to get torn into a build if there's an inherent flaw :)
Heya. I need to fire up Hero Lab to see if the Northlands stuff got carried over. I just checked my paper copy and I like the concept. One of my general objections to the monk class in D&D and similar is that it generally feels like David Carradine's character in Kung Fu just got dropped into Middle Earth, and then a bunch of backstory needs to be brought in ("there's this Tibetan monastery that appears once every ten years in the red light district of Bree") to support his/her existence.
So, yes, great with the idea of a monk that works in context.
Note - should be unchained.
Also note - I think someone else was also proposing to submit a monk, let me try and figure out which starting scenario they were proposing.

Black Dow |

Black Dow wrote:Shady - any thoughts on my concept pitch? Don't want to get torn into a build if there's an inherent flaw :)Heya. I need to fire up Hero Lab to see if the Northlands stuff got carried over. I just checked my paper copy and I like the concept. One of my general objections to the monk class in D&D and similar is that it generally feels like David Carradine's character in Kung Fu just got dropped into Middle Earth, and then a bunch of backstory needs to be brought in ("there's this Tibetan monastery that appears once every ten years in the red light district of Bree") to support his/her existence.
So, yes, great with the idea of a monk that works in context.
Note - should be unchained.
Also note - I think someone else was also proposing to submit a monk, let me try and figure out which starting scenario they were proposing.
@GM-S: Aye my "monk" would be less Kung-Fu and more a carousing wanderer and ale-hus brawler. He'd have a skaldic element in there - insofar as he'll be a teller of tales and braggart of his contests (and a follower of Donar to-boot).

Rotolutundro |

Here are my 3 submissions - 2 melee fighters and a ranged fighter. I'd love to join the Margreve game.
Alennil Shandeir
female human (Perunalian) fighter (weapon master) 1 CG
hgt: 5’8, wgt: 120 lbs
eyes: brown
hair: dark brown
age: 24
Appearance:
Alennil
Alennil's hair falls in dark curls to her shoulders, and her brown skin suggests that her ancestors hailed from the Southlands. She has a warm smile, but more than a hint of sarcasm when dealing with those she feels are not that bright (such as men). Despite this cultural chauvinism, Alennil isn't as bigoted against men as most of her countrywomen. There is a determined glint in her eyes, warning that she will let nothing stand in the way of her goals. Educated and clever, she is a terror with a bow. She is outfitted for war, and stalks with the grace of a predator.
Background: Tragedy!
Alennil grew up a proud Perunalian, steeped in all the traditions and education that the country had to offer. Working as a respected bowyer in the countryside near the border, though she trained with weapons in order to defend the country, she never expected to have an exciting life; she married and settled down, and became the proud mother of a baby girl.
When her daughter, Shivya, was 8 years old, tragedy struck - a raiding party of slavers from across the border invaded her small town in a surprise nighttime raid, and overwhelmed all the defenders, including Alennil. They kidnapped a number of children, Shivya among them, and disappeared back over the border before the defenders could recover.
Furious, and frightened for her daughter's life, Alennil girded herself for war. She caused a scandal by leaving her home in her husband's hands rather than her sisters', and set off to track down and rescue her daughter and the other children, and bring them home.
Religion:
Sif
Languages:
Trade tongue, Nurian, Ankeshelian (read magic 1/day)
CLASS: fighter ( weapon master) 1
Str 13
Dex 17 (+2 race)
Con 10
Int 14
Wis 13
Cha 12
SENSES Perception +6
DEFENSE
AC 17 Touch 13 FF 14 (Dex +3, chain shirt +4)
CMD 15
HP: 11 (1d10+1 fc)
SAVES
Fort: +2
Ref: +3
Will: +1
OFFENSE
Init: +3
Speed: 30'
Melee
longsword +2 (1d8+1, 19-20) S
dagger +2 (1d4+1, 19-20) P/S
Ranged
dagger +4 (1d4+1, 19-20) P/S
shortbow +4 (1d6, x3) 60' P
BAB: +1 CMB: +2
Traits:
Armor expert (combat)
Seeker (social)
Feats:
Fast learner
Point blank shot
Polymath (Guide to the crossroads): +1 to all Knowledges, all Knowledges class skills
Skills: +2 fighter +2 Int +1 human +1 fc= 6
Craft: bowyer +2
Knowledge: geography +7
Knowledge: local +7
Knowledge: nature +7
Knowledge: nobility +7
Perception +6
Survival +5
Worn equipment:
chain shirt
longsword
dagger
shortbow
arrows x40
Carried equipment:
bedroll
silk rope 50'
backpack
waterskin
rations x7
flint and steel
torch x4
hooded lantern
oil x3
Jhaele Jhalur
female human (Magdar) paladin (Order of the Undying Sun) 1 LG
hgt: 5’6 wgt: 150 lbs
eyes: green
hair: black
age: 24
Appearance:
Jhaele
theme song
Jhaele has the typical good looks of the Magdar people, with long black hair and sparkling green eyes. She is quick to smile, but equally quick to stand up against what wrongs she finds. Never preachy, she hopes to inspire others with her example. She doesn't know when to quit, and her determination to see things done right is dogged.
She carries the white-and-yellow plumed helmet and blue cloak of the Order of the Undying Sun, though she has no horse. While she is humble enough to walk, she is proud of her calling, and seeks to show those who would slight her Order or Khors of the error of their ways by being everything a paladin is meant to be - kind, gracious, and righteous. However, she also has a tendency to drink a bit too much.
Background: Childhood dream come true.
Jhaele was born to a family of vintners in Zsigistad, and raised on stories of the righteous valor of Khors. They sparked a flame in her young heart, and she dreamt of joining the knights of the Undying Sun, though she knew it was only a foolish dream. Still, she strove to live by the tenets of Khors as she understood them, using her unusual strength to defeat bullies and defend the other children from any perceived wrongs. It seemed as though Khors smiled on her, for she never got into trouble worse than her ability to solve, despite her sometimes reckless ways.
Her family took their barrels of wine to a Kingsmeet for sale, and she quickly made friends among the children of Cronepisht. They would try to reach vantages to view the tournaments, clambering up inside the tribunals to view the knights between the feet of the mighty. One such noble took offense at the children climbing about "above their station," and would have beaten one that he caught, but Jhaele's strength surprised him, and she forced the noble back with nothing but a stick to serve as a staff. She didn't beat the man in return, but shamed him by asking what good hurting those weaker than him could serve.
Her actions drew the notice of one of the knights, who had seen the exchange. One thing led to another, and soon he had spoken with her parents, and taken her on as a squire. Jhaele was stunned; it was a dream come true! She said her tearful goodbyes to her family there at the Kingsmeet, and left with the knight to train at Khorsburg.
Beyond her innate sense of right and wrong, Jhaele also had a taste for the wine her city had produced. She liked it a bit too much; it was a struggle to keep from overindulging. Though she passed the knight's test, she shamed her mentor with an unfortunate bout of drunkenness. Penitent, she vowed to roam Midgard as a knight-errant, righting wrongs until she had earned a place at her mentor's table, and forgiveness.
Still, the wine was so good...
Religion:
Khors, Lada, Mavros-Perun (and St. Bacca, demigod of wine)
Languages:
Trade tongue, Magdar, Enochian
CLASS: paladin 1
Str 16
Dex 14
Con 10
Int 13
Wis 10
Cha 16 (+2 race)
SENSES Perception +0
DEFENSE
AC 16 Touch 12 FF 14 (Dex +2, chain shirt +4)
CMD 16
HP: 11 (1d10+1 fc)
SAVES
Fort: +2
Ref: +2
Will: +2
OFFENSE
Init: +2
Speed: 30'
Melee
falchion +4 (2d4+3, 18-20) S
Ranged
nothing at the moment
BAB: +1 CMB: +4
Traits:
Armor expert (combat)
White Knight (Magdar, regional): You have traveled the world as a knight-errant in search of adventure. You gain a +2 trait bonus to one of the following: Knowledge (geography), Knowledge (local), or Knowledge (nobility) checks. Your chosen skill (picked when you take this trait) is a class skill for you (Knowledge: local)
Feats:
Fast learner
Power attack
Skills: +2 paladin +1 Int +1 human +1 fc= 5
Diplomacy +7
Heal +4
Knowledge: local +3 (untrained)
Knowledge: nobility +5
Knowledge: religion +5
Sense motive +4
Worn equipment:
chain shirt
falchion
Carried equipment:
none
Baerloth Ammon
male gearforged (tauric engine) fighter (clockwork warrior) 1 TN
hgt: 7’5, wgt: 300 lbs
eyes: glowing red
skin: polished brass
age: ?
Appearance:
Armored in polished brass and bronze, Baerloth's eyes glow a dark red, as though from internal fire banked to coals. Runes are engraved in his massive horns and shining hide, and the quiet clicking of his ever-turning gears can be heard when all is silent. Huge and hulking, Baerloth has smooth grace for one so large, and is surprisingly intelligent to those who expect little of either a gearforged or a minotaur. When at rest, he stands perfectly still, content to observe the world around him without such living quirks as looking around or shifting his weight.
Background: Amnesia
Baerloth's earliest memories are from being repaired in Kyprion; the memory gears concerning his origin had been knocked loose and lost somewhere in the past. Naturally curious, the tauric engine delayed seeking out the past, instead repaying the minotaur who had repaired him by fighting in the arena, winning bets for his presumed rescuer. When the minotaur grew old and died, Baerloth considered his debt paid, and departed (much to the consternation of the minotaur's grown children, who considered him a, so to speak, cash cow).
Possessing nothing but his name and weapons, he evaded their misguided attempts to recapture him and set out to track down his missing memory gears, or at least learn of his past. Hints drew him toward the city of Zobeck, but his natural curiosity and lack of the pressure of time often sidetracked him along the way.
Religion:
Rava
Languages:
Trade tongue, Rue-Thothka, Machine Speech, Dwarvish
CLASS: fighter (clockwork warrior) 1
Str 18 (+2 race)
Dex 14
Con ---
Int 14
Wis 10
Cha 10
SENSES Perception +0, darkvision, low-light vision
DEFENSE
AC 18 Touch 12 FF 16 (Dex +2, natural +2, chain shirt +4)
CMD 17
HP: 11 (1d10+1 fc)
SAVES
Fort: +2
Ref: +2
Will: +0
OFFENSE
Init: +2
Speed: 30'
Melee
greatsword +5 (2d6+4, 19-20) S
Ranged
none
BAB: +1 CMB: +5
Traits:
Adamant: +1 natural armor (combat)
Charger (regional)
Feats:
Power attack
Rust-proof armor (Guide to the crossroads): +2 to Escape artist, rust attacks reduced by 1d6, DR5/acid
Skills: +2 fighter +2 Int = 4
Craft: clockwork +8
Escape artist +4
Intimidate +6
Knowledge: engineering +6
Survival +4
Worn equipment:
chain shirt
greatsword
Carried equipment:
belt pouch
alchemist's fire

Ashekara Kalder |

Hi there, I'd love to submit a character for consideration, preferably for the Margreve Forest setting.
Ashekara Kalder
Female Human Witch (Gravewalker) 1
CN Medium Humanoid (Human)
Deity Anu-Akma
Init +8; Senses Perception +1
Aura Aura of Desecration (20 ft.)
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AC 12, Touch 12, Flat-footed 10
HP 9 (1d6 + 2 + 1)
Fort +2, Ref +2, Will +2
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Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)
Base Atk +0; CMB -2; CMD 10
Prepared Spells
Witch (CL 1st):
1st - ill omen, mage armor (DC 16), sleep (DC 16)
0th - daze (DC 15), detect magic, guidance (DC 15)
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Abilities Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7
Special Qualities Aura of Desecration, Bonus Feat, Cantrips, Evil Eye, Hex, Shadow Patron, Skilled, Spell Poppet, Witch Patron Spells
Feats Extra Hex (Evil Eye), Improved Initiative
Languages Kariv, Trade Tongue, Nurian, Khazzaki, Darakhul, Rue-Thothka
Skills Acrobatics -1, Appraise +5, Bluff -2, Climb -5, Diplomacy -2, Disguise -2, Escape Artist -1, Fly -1, Intimidate -2, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +6, Perception +1, Ride -1, Spellcraft +9, Stealth -1, Swim -5, Use Magic Device +9
Possessions Traveler's Outfit; Light Crossbow; Spell Component Pouch; Pouch (Belt) [Crossbow Bolts (50)]; Backpack [Bedroll; Flint and Steel; Ink (1 oz. Vial); Inkpen; Mess Kit; Parchment (Sheet) (x5); Rations (Trail/Per Day) (x3); Soap; Torch (x5); Waterskin (Filled)], 43gp, 5sp, 5cp
====================================================
Aura of Desecration (Su) You can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Gravewalker Bonus Spells
Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Pragmatic Activator (Use Magic Device) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Shadow Patron
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Poppet You carry around a grisly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. Your spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. You must commune with your poppet each day to prepare your spells and cannot prepare spells that are not stored in the poppet.
Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar.
====================================================
Background
Wandering is all that Ashekara has ever known, and, if the stories her people tell are true, wandering shall be the only thing she will ever know. The third and last child of a fortune-teller mother and a cutpurse father, Ashekara was born into the Kalder clan of the Wandering Realm of the Kariv, a nomadic people widely despised and mistrusted throughout the southern nations. But as much as city-dwellers and settlers look down upon the Kariv, so too do the other great families of Kariv look down upon the people of the Kalder clan. Reviled among their own people as kidnappers and bride-thieves, servants of dark gods who conspire with the undead, the life of a Kalder was one of being an outcast even among outcasts.
Family was what got Ashekara through her days growing up, particularly her elder brother, Iquari. When Ashekara became of age to begin training for what would become her life’s work, she chose to apprentice with the clan’s Healer. It was a noble calling, though, as Kalders were known for being masters of magic both malignant and malevolent, it was no small undertaking.
Her studies were cut short when, after a night of drunken revelry and violent tempers clashing, Iquari was brought to the Healer’s tent to be prepared for his burial. Deeply hurt by the death of her kin and most fervent ally, Ashekara would not be parted from her brother’s corpse no matter how her family and the Healer tried. And so they agreed that some time to grieve and say her goodbyes in privacy was what she needed, and let her be.
But when her parents and the Healer came back to collect her, they found their son’s body near mutilated, and Ashekara sewing the last stitches of a grisly poppet with bloodied fingers, murmuring about how “they” would to teach her how to bring Iquari back. That same night, she was brought before the King of the Kalders, who forever cast her out of the clan for breaking her Healer’s oath and defiling the corpse of a kinsman.
Ashekara has been a wanderer in exile ever since, seeking more knowledge of the shadowy powers-that-be that have been her only companion since that fated night, and hoping that one day they will grant her the powers they promised.