GM Lugos |
Melee
Komana Medvyed (Human Aldori Swordlord Fighter)
Cole Adams (Human Brawler Fighter)
Alexander Medvyed (Human Magus)
Svalk Freyrson (Human Barbarian)
Ranzo von Lebeda (Human Fighter)
Gerard de Lockhart (Human Magus)
Ranged
NONE
Arcane
Nabrine Kathyaer (Half-Elf Bonded Witch)
Roondar Anunciata (Gnome Summoner)
Kalima Raustald (Human Celestial Blooded Sorcerer)
Divine
Hakim (Human Druid)
Mikhaela Greenhilt (Aasimar Cleric)
Trickster
Blackroost (Tengu Swordmaster Rogue)
So far so good. No ranged attackers, but that's fine. So far it looks like the Noble Born trait is taking the lead, too!
@Narrater: Thanks for the outline, I appreciate it!
@Ashe: Thank you for clarifying!
Gustav Skydda |
This is Gnosh, a half-orc long on the fringes of society.
Background
Gnosh had to grow up fast and hard on the forested outskirts of Brevic civilization. Born to half-orc parents, Gnosh inherited a great deal of his appearance from his bestial ancestors. His parents - aspiring to a higher standard of life through the endless house squabbles that make up the Brevic economy - decided they had little use for the hideous child, and after just a few years abandoned him to the streets of New Stetven. Gnosh spent years just surviving on whatever scraps he could find, growing lean, tough, and strong, even as his features grew ever more grotesque.
At 13, a group of other young castoffs welcomed him into their group, recognizing in his bestiality the innate ability to train all his senses on searching and finding marks for banditry on the roads in the tumult following the disappearance of House Rogarvia. They took their group to the frontier lands of Brevoy, and waylaid travelers on the road for three years. Gnosh quickly stepped into the role of scout, always staying ahead of the rest of the group to more easily identify the best targets.
The group’s notoriety kept catching up with them, and so were constantly on the move between New Stetven and Restov. They hid in whatever forests, caves, or ditches they could find, living off the land. Eventually, the group was taken apart a Brevic merchant who disguised his guards until the last moment, taking the young toughs unaware. Gnosh barely escaped, using all of his accumulated experience to get away from the overwhelming odds. He quickly returned to the group’s latest hideout, grabbed what he could carry, and set off into the trees.
Gnosh wandered for over a year in the Gronzi Forest, finding food where he could and shelter as he was able, all the while trying to stay out of trouble. His wanderings eventually brought him south, and he entered Restov quietly and cautiously one rain-soaked evening. While in a tavern one evening, Gnosh heard of the expeditions deeper into the wilderness of the Stolen Lands, and sought out those who were taking on explorers and adventurers to offer his skills, and to leave behind the banditry of his past.
Narrater |
Your welcome Lugos, Been trying to think of stuff to purchase for an expedition. I was wondering what information my character would be able to find on what he might face in the stolen lands? Such as rumors of the creatures that might be found, severity of weather any notable topographical features etc.
Grand Moff Vixen |
GM Lugos, how do you feel about a drow blooded half-elf? I don't want a true drow, just the looks. I like RP opportunities.
As for class, how do you feel about the alternate class the expanded spell-less ranger? I can give you the details you need for it.
If not, I will see about either a base ranger or druid.
Also, I notice that there is no mention of alignment. Restrictions?
Kern Therensgard |
I'm going to post 3 characters in a row for consideration. They each have a very different feel, and every one of them was from a Kingmaker PbP that died immediately after the introductory encounter.
First up, Kern Therensgard, a wizard with a martial bent:
Kern’s earliest memories are of investigating the nooks and crannies of his maternal grandfather’s tower, fascinated by the journals left be the old man before he died (Trait: Magical Lineage). Soon, however, he was packed off to a boarding school in Absolom, his formal education paid for with a generous stipend from House Surtova. As he entered apprenticeship age, he was accepted into Absolom’s College of Mysteries, showing unusual talent and drive, but upon graduation he spurned several lucrative offers to settle down and become a 'working' wizard.
Instead, he immediately returned to Lastwall and joined the Lastwall Riders, a border patrol that serves as a first defense and warning from orcish invaders (Trait: Lastwall Cavalry Rider). Anyone who worked with him could tell he had something to prove….and he did. Kern had a plan, perhaps even an obsession. He was going to prove himself worthy enough to be legitimized and welcomed into House Surtova.
After 3 years with the riders, Kern had performed well, and even attained some rank. A wizard and a blooded warrior, he travelled to Brevoy, feeling that his excellent academic record and military service would earn him the place he sought…he was bitterly disappointed. His father refused to legitimize him, or for that matter even acknowledge him, and the stipend that had been granted his mother ended on the spot.
When the opportunity to join a chartered exploration group was presented, he leapt at it, seeing it as an opportunity to metaphorically put a stick in the Surtova family's eye by proving that he can make a name for himself without them. (He also feels responsible for his mother's loss of income at this stage, and feels that success here will give him the opportunity to replace that income).
Internally, Kern is constantly thinking, he is mostly unable to just 'relax and unwind', as he is always running some kind of calculation or analysis in his head.
While he has a reasonably strong personality, he is not a 'people-person' per se, and so any overt friendliness likely has some secondary reason behind it.
Kalenir |
Next, Kalenir, a Paladin of Abadar:
Invariably, these experiments led to parental lectures and cajoling, and occasionally (such as when Kalenir joined the city guard) the use of family influence to undo his ‘flights of fancy’. He seemed to have finally settled down to help out with family business concerns, and for a time his life was stable. He found trade interesting…but there was always something missing.
That all changed during a trip to Restov with his father to perform some court function (he honestly cannot remember what it was...part of some byzantine negotiation for trade rights or some such). While walking through the city, lost in his own thoughts, he became separated from his family, and ended up down a side street, standing in front of a tiny, untenanted and unmaintained shrine to Abadar. Then and there he was struck by an understanding that this was what he lacked...order, and in his heart, he converted at once.
Over the past six months, Kalenir has been embroiled in multiple, escalating arguments with his family as they have gently, and then forcefully, tried to coax him from his foolishness, but he has held fast, absorbing everything he could from what few books were available on Abadar, and seeking out his clerics in the larger cities for instruction. His goal...his calling...has become to bring civilization and order to the untamed wilds of the Stolen Lands.
Note: I do not play a paladin as 'Lawful Stupid', nor as an uptight prig. He holds to his honor code (and obviously can't operate in a party with evil characters), but he'd prefer to lead by example, not exhortation.
Bexer |
Finally, Bexerian de Bonn (Bexer), a synthesist summoner who has become the host for a Numerian device.
That all ended in Bexerian's 12th year. During negotiations with the court of the Black Sovereign in Starfall, the Baron's suite was attacked by one of Numeria's Gearsmen. The Baron and Baroness were killed instantly, and Bexerian barely escaped, running in terror from the pursuing Gearsman.
His memories of the chase are faint, ending with him falling through a doorway in one of the corridors of Silvermount. There, in a room full of tiny flashing lights, he saw a strange device hanging within a column of light. His last memory was of a voice speaking in a strange language, and then darkness.
When Bexerian awoke, the room was dark but for a fading glow, by which he could see that the device had been implanted in his chest, only a small metal disc and a silvery squiggle showing. Confused, he struck at the device (which a voice in his mind called the 'Cyclo-Heart'). There was a sense of metal encasing him, and again he blacked out, awakening three days and fifty miles later.
Since then, Bexerian (now calling himself Bexer) has been learning to control and work with the strange metal armor that encases him, and speaks in his head in a strange, cold voice, filling his head with things he can't possibly know.
First, he spent some time within Numeria itself, protecting one of the small villages from lawless barbarians and bandits, but after it seemed that the Technic League was hunting him, he headed east to Brevoy, and has been wandering from village to village since then.
What he does know is that everything seems much clearer when he's encased in the armor, and he feels powerful and safe...and that scares him a bit.
Two special notes apply for Bexer.
Numerian 'technology' can be an issue for some, so I've left the nature of the Heart somewhat undefined.
I am aware of the ease with which Synthesist Summoners can be abused, and would intentionally be making some suboptimal choices with such a character.
GM Lugos |
@Gnosh: Interesting character, I don't think I've seen a Half-Orc Rogue in a long while
@Ashe: I am aware of said problem myself, as it occurs to me not only only but in real life (Had a good core group of people irl until about this time last year when crazyness occurred...)
@Narrater: Well, the River Kingdoms are notorious for foul beast of all shape and type, as well as human predation in the form of bandits, cutthroats and such. But it would be wise to save some money for the first few "quests" until the greater mysteries behind what is going down in the Stolen Lands and abroad begin to form.
@Ranzo: I just lost my switch-hit ranger in PFS the other week :( He was level four and was just starting to get crazy cool (HE HAD A T-REX COMPANION AND COULD CRITICAL LIKE MAD) when a damn Migo scientist got hold of him...
@Lorald: Finally a good and proper ranged combatant! (No offense Ranzo, but the switch-hit build [i]is[/s] primarily melee...)
@Grand Moff: Eh... Let me review the half-drow info from my copy of advanced race guide, and I'll inform you here shortly if I approve. As for the Spell-less Ranger: Being as it is not Paizo official, I'm not going to allow it. Now if you want to build a Skirmisher, that's fine.
As for alignment restrictions, I failed to mention them in my nitty-gritty post, but did mention them a post or so later when it was too late to edit my nitty-gritty post.
@Kern/Belenir/Bexer: Please do not post more than one character build, lest that gives everyone the idea to inundate this thread with multiple characters, and then I make my picks and find out only two people were actually chosen, and then people get angry at me and I feel embarrassed and can't think straight, and while in this mood I try driving to the store to get comfort food, but my mind is wandering and I run a red light and get t-boned by a semi and have to be rushed to the hospital for emergency surgery, only to be kept in a coma for two weeks which prevents me from posting anything, and then once I'm ok and get home, with a massive loss of days worth of memory I remember that I'm supposed to be running a game, and when I check the thread I see that people are furious at me for bailing with no posts to indicate why, and I get saddened, and I get in my car to go to the store to get comfort food, but my mind is wandering, and you get the idea...
TL;DR please only post one character, lest bad stuff happen
Viluki |
This character is a reflavoring of the alchemist class to have a more mystical/eastern feel to it. Also a question of note, are you wlling to modify some extracts like Stone Fist (for instance say a level 2 extract of stone fist would allow an unarmed strike to inflict 1d8, a 3rd level stone fist extract would do 1d10 and so on...)? As I am trying to capture a non "hulk" style melee alchemist who can do many of the things a monk can do, but instead of deriving these abilities from the path of monastic training the Lotusmaster gains them via his mysterious understanding of the Lotus Flower in it's infinite varieties. Also do note that I am just using the Bastard trait in the form of Orsino being just a bastard. The elf who fathered him could have been an noble or a adventurer your choice.
The Lotusmaster is a consummate mystic who understands the true power of the Lotus Flower in all of it's infinate varieties. A Lotus Master can using the Lotus create terrifying poisons that have no antidote, he can make his very touch poisonous and he can even learn the secret of eternal youth. These and more are secrets that only the reclusive and feared Lotusmasters understand, they laugh silently as the "alchemists" of the west fumble in ignorance. While the "alchemist" is not trusted by most the Lotusmaster is truly feared, wild stories abound of their terrifying abilities and almost supernatural awareness. The Lotusmaster's tend to exploit this to their advantage, more then one Lotusmaster has simply used his very presence to inspire fear in his enemies. Indeed many Lotusmasters go on to achieve great things and attain great power, they rarely rule countries (at least officially) but they do tend to become exceptionally wealthy and influentul when they set their minds to it. Now Orsino sets off to gain the power he craves, long did he live a life of poverty and now he will live a life of wealth and power.
Half Elf alchemist (internal alchemist) 1
N Medium humanoid (human/elf)
Init +2; Senses Perception +6
Defense
AC 12(14 with mutagen), touch 12(14 with mutagen), flat-footed 10/12 with mutagen (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +0
Offense
Speed 30 ft.
Melee unarmed strike +3 (1d3+3/5 with strength mutagen)/(1d6+3/5 with strength mutagen), with stone fist
Special Attacks bomb 1d6+3 fire damage/4 per day
Statistics
Str 16, Dex 14, Con 10, Int 16 (14+2), Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Skill Focus Alchemy and Improved Unarmed Strike
Skills Craft (alchemy) 10+/12+ to create alchemical items, Knowledge (nature, arcana) 7+, Perception 6+, Intimidate 7+, Spellcraft 7+, Heal 4+ and Sleight of Hand 6+
favored class bonus 1 extra skillpoint per level
Languages Common, Dwarven, Elven, Halfling and Giant
Alchemical extracts prepared, Stone Fist.
Prepared mutagen strength.
traits Bastard, Bruising Intellect and Alchemical Adept. Drawback Power Hungry.
equipment, alchemy crafting kit (25 gp), bloodblock 3 units (75 gp), Gnast Retch Flask (50 gp).
gm do you like?
GM Lugos |
@Grand Moff: After reviewing the half-Drow build from the ARG (then taking a nap...), I'm going to allow it. Why? Light Blindness. I had thought that the Half-Drow simply picked up darkvision (key reason I was hesitant), but with the Light Blindness racial trait to off-set the best darkvision a core race could get, it seems balanced enough.
@Viluki: I'd have to see how the modifications work first hand before I'd make a call on that. If you're chosen, we'll do a test run at level three and see how it works. That said, if I do allow it, you may have to take a penalty somewhere else to offset it, since your attacks would begin to become quite powerful...
GM Lugos |
@Lorald: Sorry, but I'm trying my best to keep this Paizo official so as not to let people get crazy esoteric and unheard of things that I have little to no knowledge on how they work. Now, there are dogs in the game, or you can use the wolf's stats for it.
@Bexer: Very good! I'll be updating the list later tonight and will add him in.
@Jerry: You are going to want to redo his background to fit him into the campaign, as well as you must choose one campaign trait.
@Temin: Very sorry to hear that, man. Wish you the best of luck in your future gaming endeavors!
GM Lugos |
Melee
Komana Medvyed (Human Aldori Swordlord Fighter)
Cole Adams (Human Brawler Fighter)
Alexander Medvyed (Human Magus)
Svalk Freyrson (Human Barbarian)
Ranzo von Lebeda (Human Fighter)
Gerard de Lockhart (Human Magus)
Ranged
Lorald Orlovsky (Half-Elf Crossbowman Fighter)
Vilena Dubnikov (Half-Orc Divine Hunter Paladin)
Arcane
Nabrine Kathyaer (Half-Elf Bonded Witch)
Roondar Anunciata (Gnome Summoner)
Kalima Raustald (Human Celestial Blooded Sorcerer)
Bexerian de Bonn (Human Synthesist Summoner)
Divine
Hakim (Human Druid)
Mikhaela Greenhilt (Aasimar Cleric)
Trickster
Blackroost (Tengu Swordmaster Rogue)
Orsino Fjordson (Half-Elf Internal Alchemist)
Gnosh Foe-Hammer (Half-Orc Scout Rogue)
Updated (more or less). Jerry just needs to update his info to make it setting appropriate (specifically why he is in Brevoy/River Kingdoms and not Magnimar, and a campaign trait to boot).
I'm really pleased at the interest people are showing in this.
GM Lugos |
Recruitment end at midnight this Friday night (so technically this Saturday...). Sometime by 1pm this Saturday, I'll have chosen the party and posted the results here, as well as via PM. The weekend will be spent letting the party get to know each other, and then the game will start Wednesday (previously supposed to be Monday, but found out last night some family will be in this Monday/Tursday).
Miro Hetlind |
(Thamori here)
Sorry for taking so long, but I thought I would put up what I have gotten up over here.
I'll be cleaning up the stats so that it's easier to read and better to look at, and putting up a backstory, but the mechanical information should all be there.
One thing I wanted to check/mention is that I was hoping to get a blanket sized for a horse, so I figured a good baseline was to take the default Medium Humanoid-sized blanket (3lbs and 5sp) and apply the modifiers for armor to make it Large Nonhumanoid-sized (6lbs and 2gp). Would that be fine or would you prefer a different adjustment?
Grand Moff Vixen |
GM Lugos, another question. How do you feel about me reflavoring a trait? It is just the fluff I want to redo as it fits better than the other did. Mechanically it will still be the same.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Suspicious: You discovered at an early age that people cannot be trusted, due to their repeated mistreatment of you and your family relating to your race. People always whispered about you behind your back leaving you untrusting of most. This left you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
I have the alias ready. Tessandriel Mithlynnta. Let me know what you think GM.
Horatio Bafflethreep, Rogue |
Greetings, GM Lugos. I am happy to present Horatio Bafflethreep, a Rogue from the boundary of Brevoy and the Stolen Lands. He has been afforded an opportunity to assist the expedition in payment for his crimes against the Swordlords.
I've used some knowledge of the first book (I have both run and it and played in some other Kingmaker PbPs) to add to his background somewhat. He's friendly with Oleg and Svetlana, as well as aware of the existence of the Stag Lord. I hope that this doesn't overstep any bounds.
For anyone with a character tied to law enforcement, it is entirely possible that they would be aware of Horatio. Similarly, anyone with any criminal connections to the Sczarni may be aware of a family of halflings called the Bafflethreeps who ran smuggling operations and minor banditry on the Brevoy/Stolen Lands border.
Komana Medvyed |
I added some elements of Komana personality and goals. Hope that helps to understand her better. ; >
At fifteen, when her parents died in horrible accident while they were returning from a trip in New Stetven, the terror gripped her heart. As a result, she went to live under the tutelage of her uncles, a situation which she has never got used. Things have changed since then, no longer had her customary freedom, because now, she was deprived of outdoors nights. The two years she lived with them in Stoneclimb were unbearable, and it served to show them her rebelliousness. Leakage and disaffected were routine. Gradually she became a burden and an embarrassment to the stricter standards of the nobility.
When she turned nineteen years old her uncles found an easy solution to solve their "problem". Observing her too energetic behavior for a girl, they decided to send her to study in Restov, where she cloud learn the techniques of Aldori swordlords.
Komana didn't fit perfectly at school. The learning of dueling techniques was to her a way to put out her anguish and fear, but she has never got used to the many rules to be followed, on classes or fights. Gradually she won over friends, but she has always knew that was not her place, she craved for more freedom, wanted to rediscover the beauty of the starry nights in the depths of the woods".
20th day of Calistril, 4710 AR
My training days in classes of movement and readiness are unbearable; I can't pay attention on the teacher. He speaks slowly, his voice makes me sleepy! Fortunately the winter is ending soon. I can´t wait forwarm days. I´m seriously considering to do a crazy thing. Many of my classmates are annoying, children of nobility who maintains that air of superiority over others. The most interesting person is Nimia, bastard of a family of Golushkin. She is very beautiful, and like me, she is fed up of other students.
25th day of Calistril, 4710 AR
I'm super excited. A charter for exploration and the journey in the wilderness of the region known as the Greenbelt is my chance to finally get out of this dammed place. If I will be chosen, I wont need to do anything crazy.I hope my skills are useful and considered. I hear so much talk that the region , there are many fey creatures of the First World over there, I think those stories and traditions that I used to listen while I was a child will be very useful. I need to see how much there is left in gold pieces, if I will be chosen, then, I will need to buy the necessary equipment.
Komana Medvyed
Female Human, Fighter (Swordlord) 1
CG Medium Humanoid
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dexterity)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0 {+1 vs fey spells and supernatural abilities}.
--------------------
Offense
--------------------
Speed 30 ft.
Melee Sword, Dueling +5 (1d8/19-20x2)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk+1; CMB+1 {Disarm +7}; CMD11 {Disarm 17}
Feats Combat Expertise, Exotic Weapon Proficiency (dueling sword), Improved Disarm (Combat).
Traits and Drawbacks Princess, Noble Born (Medvyed), Born Rider.
Skills Climb 2 [1+3+0-2] Diplomacy 6 [1+3+2] {8 vs fey} Handle Animal 7 [1+3+2+1] Intimidate 3 [1+2], Ride 7 [1+3+4+1-2].
Languages Common, Sylvan
Combat Gear Sword, Dueling (20gp)
Other Gear Chain Shirt (100gp), Clothes and a family brooch. 30gp
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Racial
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Bonus Feat Humans select one extra feat at 1st level.
Skills Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------------
Traits and Drawbacks
--------------------
Princess (You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (Diplomacy) is always a class skill for you).
Noble Born (Medvyed - Benefit you gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”).
Born Rider (You gain a +1 trait bonus on Handle Animal and Ride checks).
Pride (When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you)
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Class
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Bonus Feats (Ex)
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Btimmy |
Not sure if I am doing this right, first time trying to post a character information page and (hopefully) put spoilers on the large chunks.
Character: Gia Eriksson
Race/Class Male Human Cavalier (Gendarme Arch-type)
STR: 18 (+2 Human Racial) DEX: 14 CON: 14 INT: 8 WIS: 10 CHA: 12
Alignment: Neutral Good
Defense: AC: 16 (10+4+2) Touch: 12 Flatfooted: 14
Lamellar(Leather) 60gp +4/+4/-2
Speed 30ft (20 with armor)
Initiative +2
Hit Points: 11
Saves: +3 , +2 , +0
BAB: +1
CMB: 5 (1+4)
CMD: 17 (10+1+4+2)
Attack: Lance +5 (1+4) , Javelin(15) +1 , Greatsword +5
Feats: Mounted Combat, Ride - by - Attack, Spirited Charge.
Skills: Handle Animal +6, Knowledge Nature +0, Ride + 7
Traits: Born Rider, Charger, Rostlander.
Special Abilities: Challenge, Mount, Order (Order of the Sword)
Mount: Cormag
Horse
Size Large;
Speed 50 ft.
Base Atk +1; CMB +4; CMD 16 (10+3STR+1BAB+2Size)
Saves: +5, +4, +1
HP 13
AC 15 (10+1DEX+4 natural armor)
Attack bite (1d4)+4, 2 hooves (1d6) +4
Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Special Qualities low-light vision, scent.
Special Abilities: Link, Combat Trained
Skills: Acrobatics +4, Climb +7
Feats: Improved overrun, Light Armor Proficiency
GM Lugos |
Added a short description for Lorald. Btw was wondering if silver or cold iron weapons would be of any use early on?
Well, the Stolen Lands are known for all sorts of shenanigans that said weapons would be effective against. How effective and how early they show up (or even if/how often) is dependant almost as much on the players as they are on the story.