robertness |
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Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and the authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.
This is the recruitment thread for a beginner friendly Kingmaker Adventure Path PBP. I’m looking for six players, no experience required. That said, I’m not going to turn away experienced players if you’re willing to tolerate the newness factor—including newish GM.
I’d appreciate it if you’d read these character creation guidelines. Also read the Kingmaker AP Player’s guide which is available as a free download from Paizo.
Character Requirements:
• Level 1 Character
• 20 Point-buy
• Only material from the Core Rules, Advance Players Guide, and Kingmaker Player’s Guide will be allowed.
• Core races only, please
• Only Core and Base Classes available
• No guns—I think those are UC anyways
• No limit on dump or maxed stats at character creation
• Two traits, one of which must be from the Kingmaker Player’s Guide
• Max starting gold for gear.
• No evil alignments. Just to make things easier for me.
Please write four to six paragraphs about your character’s background. In the background you should cover where your character came from, how she learned her current profession (class), and how she came to accept a charter to explore the Greenbelt for the Swordlords. You’ll earn extra warm fuzzies from the GM if you work your traits and feats into the background as well.
A sentence or two about what your character looks like. If you want to provide a link to a picture, that’s cool too.
A couple sentences about what your character thinks, wants to accomplish, etc. It doesn’t have to be fancy.
What I’m looking for is characters that are interesting, will work in a party, and fit this setting. Please read the player’s guide before submitting a character. I’ll be weighting acceptance towards well written background and personality with allowances made for people who are new to PBP.
I'll keep recruitment open at least until Monday March 12. I'm sure I've forgotten many things. So please feel free to ask if you don't see something covered.
Tarlane |
I wanted to put in my interest in this game, though I will take a day or two to make my character properly. I'm on the experienced end of the scale(more often a DM than player) but have no problem with helping newer players or a DM.
There was another in my in person RP group who had been intending to run Kingmaker and got us all fired up about it but then found he would be moving so it never happened. I'd love to get a taste of the campaign here.
For my character I am considering someone with a more martial bent, maybe focused on ranged(I've always liked the idea of a fighter who throws daggers because its so different than the norm but I think it could be effective). Whatever class he ends up taking I see him as being a good person with a strong moral code and sense of justice(not necessarily lawful).
I'll have this down in actual detail within a day or two, but I thought I'd post what I was considering so others could see it. Also, if people begin posting ideas and there seems to be something sorely lacking in the party I don't have much problem changing. Since I normally DM rather than play I have plenty of built up ideas for different types of characters that I never get to build.
Thanks for the consideration and whether I get brought into the game or not, feel free to send me a private message if you have any questions or want suggestions on different methods of running a play by post. Your opening pose was great!
Thanks,
-Tarlane
KingMeander |
I am definitely down to be a part of this campaign. I will need a few days to fully flesh out a back-story/build a character but I was planning on making a human ranger with the bastard and pioneer campaign traits and making him specialize in mounted combat, particularly archery.
I have a long experience with 3.5 but not much with pathfinder and none with pbp so I hope I can use this as an opportunity to learn about both. Thank you for the consideration and I should have a full character submission prepared before wednesday.
Evil_Lyn_666 |
Hello! This looks interesting and I've been eager to play a game for a while now. I am new to posting on the Paizo forums, but I am not new to Pathfinder in general. I've played in many PBP games before, just not here.
For a character, I'd like to play an Inquisitor which will hopefully be fashioned into a zealous no-nonsense law-woman/sherif/bounty hunter type of character. She shall grind bandit scum under her heel.
Like Tarlane above me, need some days to work out the details for your consideration. Thanks!
Ridge |
I would love to get in on this. To be fair, I'm in other kingmaker games, two just started...
and then one stalled as soon as it had begun as some players bailed. So, until that's resolved, it looks like it is stuck. I'd love to get another shot just in case and all that :)
I think I'd like to give a sorceror a shot. I'll try to write one up to your specifications ASAP
Ishmell |
This is my first foray in to pbp so I hope this character suffices.
Shix Firley
Gnome
Elemental Sorceror 1
Male
Small
Age 55
Pyromaniac racial trait
Traits: Brigand and Ease of Faith
CG
Feat: Elemental Focus- +1 to DC of any fire spell Shix casts
Languages
Common, Gnome, Sylvan, Elven
Occupation
Alchemist/Cook
Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 8
Charisma 19
Erin was an alchemist by trade and had a reputation for being the go-to guy in the criminal community for anything alchemical. Shix's younger years were filled with back room deals, shady meetings on road sides, and long "visits" in secret bases. He learned the the alchemists trade and how to sell it to society's "undesirables".
In his late 20's Shix decided to go out to make it on his own. He has always on a fire in his belly and sometimes the fire came out of his hands. He was a sorcerer, but he didn't know what that meant. So he went back to his old home to find out where he came from, who he was. He found nothing no one seemed to remember who the gnome couple was that lived there or where they came from. He decided to investigate the only thing he had from them, the magic in his blood. He made his way to Absalom and studied in the great libraries there.
While in Absalom he tried to find work as an alchemist but no one was willing to give this unschooled "kid" a chance. He eventually found a job as a cook in a small restaurant and found it an easy transition from alchemy. He spent years here studying, cooking, and trying to control the fire within. It was in this time that he first tried to use alchemy to enhance his cooking, and once he had gotten some control over it he tried to use magic as well. He had some mild successes and some horrible failures. One of the failures happened to the leader of one of the highest houses in Absalom, which got him exiled from the island. Figuring he had learned all he could from this place anyway he went back home to show Erin what he had learned.
Once he got back he found that Erin had died several years back in a deal gone bad. He had left Shix a small sum of gold and his tools in his will. Shix then tried to pick up his life where he left off here but couldn't get just past working in the same area where his father died. He then buried himself into his research.
After hearing of the First Worlds possible connection to the Stolen Lands he was the first to volunteer to go. Even the smallest chance of being able to bottle the essence of the first world and using it to get just a little closer to his ultimate goal was too good of a chance to give up.
Shix is usually the first to volunteer for just about anything which has had the tendency to get him into a bit of trouble. Looking usually comes after leaping.
Shix is a bit naive and tends to believe what people tell him at face value.
Will Cooper RPG Superstar 2012 Top 16 |
Hi robertness, I'd love to get in on some Kingmaker action. I'm not exactly a pbp noob, but very happy to play with those who are. I'd suggest picking players with a mix of experience levels; there are some good tricks that aren't necessarily obvious.
I was going to propose a gnome arcane sorcerer, but I don't want to tread on Ishmell's idea. I'll think of something else; probably a witch or a summoner.
Cheers!
Ridge |
I see another sorcerer has been suggested already. I'll make a second character of a different class if it will help my odds, but for now, here is Kershal Flamewrought
Male Human Sorcerer 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Claws (6 rounds/day)
Sorcerer Spells Known (CL 1, +1 melee touch, +1 ranged touch):
1 (4/day) Burning Hands (DC 15), Sleep (DC 14)
0 (at will) Dancing Lights, Light, Read Magic (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Spell Focus: Evocation
Traits Bastard, Courageous
Skills Appraise +6, Knowledge (Arcana) +6, Knowledge (Nobility) +3, Linguistics +3, Perception +5, Spellcraft +6 Modifiers Bastard
Languages Common, Draconic, Ignan, Varisian
SQ Draconic: Red Dragon (Fire)
--------------------
SPECIAL ABILITIES
--------------------
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Courageous +2 save vs. fear.
Draconic: Red Dragon (Fire) +1 damage per die for [Fire] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Yet, when he was younger, poor Kershal found his claims made him more than a bit of a mockery. His tale hinted that some branch of the Rogarvia royal family might have been intimate with the very dragons that served them and then some heir of THAT union spat out a babe upon a serving woman. To say that many nobles found the suggestion insulting or insane would be putting it mildly. Fortunately for the lad, he had a natural charm that blunted the worse of the ire that would have come his way.
However, as time's passage molded him from a child to manhood, Kershal found the power of his draconic blood bursting outward when he faced down a group of bullies in service a particularly odious' Baron's son. While he burned one lad very badly, he did not take a life with it, even though he was trying to save his own hide from their beating him. It was proof, he thought, but alas, he was alone in accepting it. Denied the Rogarvia name, Kershal made his own surname: Flamewrought.
Kershal sought out ways to harness and control this new power. The path of a sorcerer is as much happenstance as willful study, but in time Kershal found a tutor who was willing to train him. Greth was an old man, but not so old that he had forgotten his own struggles to master power. Greth turned out to be firm, but fair. While he didn't always succeed at quelling Kreshal's stubborn pride, his just teaching style did at least help instill a conscience in his student.
In addition to simple power, Kerhal trained in matters of arcane, historical, and yes, even noble lore. Even with Greth's help, however, he never did find a way to 'prove' his full heritage. His training complete, however, he heard of a chance being offered. Young men and women, brave and adventurous, would get their chance to curb the worst traits of the so called stolen lands. It was tempting, very tempting. Even if he couldn't prove his parentage, maybe he could at least show his worth.
His former master also suggested it, speaking of how SOME other nobles might be sending people to shut the young sorcerer up for once and all. Realizing his choice might come down between dying at the hands of some insecure noble's assassin if he stayed, or taking on a land where at least he could make his mark, and maybe more... he wisely chose the latter.
Of course, while Kershal certainly DOES have the blood of red dragons somewhere in his past, despite what his late mother told him, and what he so strongly believes, he may not be of royal blood at all. That's a possibility he won't consider at this time and the dream of it is as good as the reality anyway.
Ridge |
Second submission is Voresk, a Kellid Barbarian who settled near the stolen lands as a child after his mother fled with him from Numeria.
Male Human (Kellid) Barbarian 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Axe, Throwing +5 (1d6+4/20/x2) and
. . Greataxe +5 (1d12+6/20/x3) and
. . Unarmed Strike +5 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack -1/+2
Traits Pioneer: Swim, Suspicious
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Handle Animal +5, Intimidate +5, Knowledge (Nature) +4, Perception +4, Ride +4, Sense Motive +1, Stealth +0, Survival +4
Languages Common, Hallit
SQ Fast Movement +10 (Ex), Rage (6 rounds/day) (Ex)
Combat Gear Axe, Throwing, Greataxe, Studded Leather; Other Gear Backpack (3 @ 8 lbs), Blanket, winter, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Voresk hails from Numeria, though he was just a boy when he left it. His father, Toresk Bruteslayer, was a good leader of their small nomadic tribe. Like everyone else, they sought to avoid the eyes of the Black Soveriegn of that land so they might go about their day to day lives.
Then, one day, Toresk and a raiding party with him stumbled onto a group of armed foreigners. Perhaps to scare the 'barbarians' off, the foreign warriors fired a warning shot dangerously close at the raiding party. That proved to be a mistake, a fatal one for the strangers. The Kellids, rather than fleeing, charged forward and butchered the intruders to a man.
The trophies collected were rich indeed. There was gold among the treasures, gems, and a strange crystal that glowed brightly. It soon became abundantly clear that this was all meant as a tribute to the Black Soveriegn. Toresk advised the tribe take their winnings and move further south, but his eldest son (and thus Voresk's brother)... Korg, suggested instead they take it TO the Black Soveriegn and earn his trust and perhaps rewards to replace the ones they offered.
Voresk listened as his father and older brother quibbled and argued. For a time, it seemed a fight might break out for the greed was strong in Korg's heart for not just riches but station and honors. Yet, he relented when Toresk put his foot down.
Or so all thought. In truth, Korg slipped away in shadow and informed the Black Soveriegn's men, hoping to gain favor with the TRUE chief of the land (And fufill his own ambitions thereby). He was instead, granted a fool's reward when the solidiers slew him and then attacked the tribe in great numbers. Toresk died in battle, but not before sending his favored wife and her son to run, and keep running.
So it was, the two kellids found themselves in Brevory. They settled in the Southern lands, far away from Numeria. Their lives as pioneers was not easy. They were 'uncivilized' by the standards of noble and peasantry alike Still,sometimes those same people needed 'savage' help. Bandits and the like assaulting them soon came to regret it.
Now, Voresk is more than of age. He seeks his own 'deed name' and has eyed the Stolen Lands as a way of oppurtunity. Having already worked as a strongaxe for more than one employer, when he heard of a charter, a mere slip of paper, that would grant him great chances for glory and treasure perhaps? He grabbed it.
Still, having seen his father betrayed by his older brother, Voresk , that soft heartedness is tempered by distrust and skepticism, and woe betide the one who earns his trust and then betrays it.
They will soon be reminded by Barbarian rage is something to be feared.
Dies Irae |
I'm interested, but I'm concerned whether time zone issues (I'm GMT +8) will make me a liability in the campaign. As a player I reliably hammer out a post every 24 hours, disruptions notwithstanding.
If you want an example of sample post quality, I run Winston Chang (and later, Chelsea Scarlett) in 'The Screaming Sky' by DM Downrightamazed.
If you're accepting, I propose a NG Male Taldan Cavalier (Order of the Dragon). Character to follow.
Dies Irae |
Ioseph Menas
NG Male Human (Taldan) Order of the Dragon Cavalier
STR 16
DEX 13
CON 14
INT 10
WIS 12
CHA 14
Initiative: +3 (+1 Dex, +2 Trait)
Defence:
AC 18, Touch 11, Flat-footed 17 (+5 Scale, +2 Heavy Wooden Shield, +1 Dex)
HP 12 (1d10+2)
Fort +2, Ref +1, Will +1
Offence:
Scimitar (+5 attack rolls, 1d6 + 3 damage, 18-20/x2)
Lance (mounted) (+4 attack rolls, 1d8 + 3 damage, x3, reach)
Thrown Javelin (+2 attack rolls, 30 ft, 1d6 + 3 damage, x2)
Feat, Qualities and Traits:
Feats:
Power Attack, Weapon Focus (Scimitar), Swap Places
Traits:
Bastard (Kingmaker Trait), Reactionary (APG Trait)
Skills:
Diplomacy +6, Handle Animal +6, Ride +5, Sense Motive +5, Perception +5, Survival +5
Class Abilities
Challenge 1/day
Tactician 1/day
Gear
Scimitar (15 GP), Scale Mail (50 GP), Studded Leather Barding (100 GP), 5 Javelin (5 GP), Heavy Wooden Shield (7 GP), Backpack (2 GP), Bedroll (0.1 GP), Bucket (0.5 GP), 10ft Pole (0.05 GP), Rope (1 GP), Grappling Hook (1 GP), Shovel (2 GP), Military Saddle (20 GP), Feed (1 Week) (0.35 GP), Rations (1 Week) (0.35 GP)
Always something of an outsider, Ioseph never quite managed to master the intricacies of the Taldan court and though the family sought to bend him to their will, they never quite succeeded with the strong-willed young man Ioseph grew into. Rather than vie for position with courts and kings, he had became enamored of the knightly profession, believing that greatness and honor could be won through chivalry and service to a cause greater than oneself.
Ultimately, his fortunes would change dramatically when a legitimate heir to the family lineage was born. Realizing that they no longer needed to maintain the facade, a Machiavellian plot was created to dispose of the family liability before he potentially brought trouble onto the House. Ioseph was pledged to the Mendevian Crusades, to lead a troop of Taldan knights into the Worldwound, where he was to bring the family great honor.
Practically forced into the undertaking, Ioseph traveled far from his native Taldor, following the river-route up into Brevoy, a stopover before the crusader state of Mendev. This period away from his homeland opened his eyes to the injustices of the world, and in time, he came to realize that he was being played a patsy; his so-called family had planned for him to simply bleed out in the demon infested wasteland so they could spin stories of a noble sacrifice back home.
Surely there was more to his life than this.
Packing his gear into a simple kit bag, Ioseph blackened his shield and struck his colors. Taking his faithful steed Clarent with him, he vanished into the Brevic night...
The Swordlords of Restov were calling for men-at-arms. He would answer.
Escharid Blackrose |
Would like to join this one.
Could propose either a human rogue with a religious (Pharasma) background or an half elf cleric of Calistria
Vanea Lothmatis
Half Elf Priestess of Calistria
CN
Traits : Charming (of course!) ,will check the Kingmaker for the second one
Stats:
Str 11 Dex 13 Co 12 Int 12 Wis 15 Cha 14
Total points 20
Racial bonus Cha +2 (16)
Domains Charm, Chaos
Vivian Deberth
Human Rogue (Pharasma)
Align NG,
STR 12 DEX 14 CON 13 INT 12 WIS 14 CHA 13
(total 20 points, Racial bonus +2 DEX)
Favored Class Rogue Bonus +1 Comp
FEATs: Dodge, Deft Hands
traits Caretaker, one Kingmaker
those are the barebones, if one of these pick your interest i will write more about the background and appearance
Estrosiath |
Andar
Male Human (Shoanti) Druid 1 (Lion Shaman)
NG Medium Humanoid (Human)
Init +2; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +2, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft. (30 ft. base)
Range 10 ft.
Melee Spear +2 (1d8+3 dmg/X3)
Ranged Sling +2 (1d6+2)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 14, Int 9, Wis 18, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Spell Focus (Conjuration), Augment Summoning
Traits
Skills Perception +8, Knowledge (Nature) +5, Handle Animal +2, Survival +10
Languages Common, Druid, Shoanti
SQ Nature Bond (Ex) - Firepelt Cougar animal companion (Treat as Lion), Nature Sense (Ex), Orisons (Sp), Wild
Empathy -1 (Ex), Spontaneous Casting (Sp)
Combat Gear Spear, Sling, Hide Armor; Other Gear Backpack (3 @ 8 lbs), Blanket, winter, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Spells (DC 14+Spell Level)
3/2
Guidance, Light, Detect Magic
Cure Light Wounds, Magic Stone
Firemane, Firepelt Cougar Animal Companion
Male Firepelt Cougar (Treat as Lion)
N Medium Animal
Init +3; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 11 (+1 natural armor, +3 Dex)
hp 14 (2d8+5)
Fort +4, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite +2 (1d6+1), 2 Claws +2 (1d4+1)
SA Rake (2 claws +2, 1d4+1)
--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +12; CMD 15
Feats Toughness
Traits
Skills Acrobatics +7, Survival +6
Languages -
SQ Link, Share Spells, Low-Light Vision, Scent
robertness |
Wowzers. I wasn't expecting so many responses so quickly. Just so you know, I'll be using Hero Lab to double check our math and stuff. I'll ask the players to make aliases for accepted characters, but no need to do that until I've got the final list.
I've got a few minutes on my lunch break for this, so I may not get to everyone right now. So I'll start with the top of the list and stop when I'm out of time. Also, because I'm on a work computer, I won't be evaluating for rules compliance yet.
@Ishmell: Nice concept, please fill out a little more crunchiness. Spells, skills, etc.
@Ridge: Two good characters. I have a slight preference for Voresk, but either will do. We'll say how things shake out.
@Dies Irae: Ioseph looks good so far.
@Fubar: Good submission, I'd prefer characters made for this campaign, but I realize time constraints and all make it difficult to make new characters for every game that comes along so it won't keep you out of the running.
@Escharid Blackrose: I'm having the hardest time choosing between them. I'm leaning to Vivian. If she doesn't work for you while your developing her, feel free to switch to Vanea.
robertness |
If you'd like to submit an entry, please don't hold back because someone else has beat you to the class you want. I've been known to do wacky things like all fighter parties before. Probably won't this time, but there may be room for two of the same class if you have enough differences to keep things interesting.
@Estrosiath: Sorry I missed your post last time around. The first pass on the crunch looks good. I still need to run it through Hero Lab. Looking for fluffy stuff.
@Dies Irae: Not looking for perfection on the character sheets at this point. I figure errors not caught in recruitment can be fixed prior to play.
KingMeander |
My submission is a Human Ranger named Gordom. I have never played a PBP campaign before and was excited to see one specifically for beginners.
--------------------
GORDOM CR 1/2
Male Human Ranger 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +5, (Horse: Low-Light Vision, Scent, Perception +6)
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2
[Horse] AC 13, touch 11, flat-footed 11. . (+2 armor, +2 Dex, -1 Size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longspear +3 (1d8+3/20/x3) and
. . Mace, Heavy +3 (1d8+2/20/x2)
. . (Horse) Hooves (x2) -2 (1d4+1/20/x2)
Ranged Longbow, Composite (Str +1) +3 (1d8+1/20/x3)
- - Range Increment 110 ft
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 12, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Mounted Combat, Mounted Archery
Traits Bastard, Pioneer: Handle Animal
Skills Acrobatics +1, Climb +1, Escape Artist +1, Handle Animal +7, Heal +5, Intimidate +6, Knowledge (Nature) +5, Perception +5, Ride +5, Sense Motive +1, Stealth +5, Survival +5, Swim +5
Languages Common, Sylvan
SQ Favoured Enemy (Humanoid[Human] +2), Track, Wild Empathy (+3)
Combat Gear Longbow, Composite (Str+1); Longspear; Mace, Heavy; Studded Leather; Leather Barding (Horse)
Other Gear 80 Arrows; Waterskin; (Carried by Horse) Saddle, Military; Saddle Bags; Blanket, Winter; Flint and Steel; Torches (2); Whetstone; Rope Hemp; Bedroll
--------------------
SPECIAL ABILITIES
--------------------
Favoured Enemy (Humanoid[Human]): +2 on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack, and Damage Rolls and may make Knowledge checks untrained regarding Human enemies
Track: Add half ranger level (minimum 1) to survival checks to follow tracks
Wild Empathy: May make checks to improve the attitude of an animal with a bonus equal to ranger level plus charisma. May use against Magical Beasts with an intelligence of 1 or 2 at -4
[Horse] Scent: Automatically detect opponents within 30 feet; 60 feet if upwind; 15 if downwind. Strong scents at double range, overpowering at triple. May make Wisdom checks to follow tracks by smell.
I grew up in a small town just outside the forest to the east of Restov. My father was a trapper/trader who lived simply. I never knew my mother; I was told she died giving birth to me. I grew up learning the profession of my father. He taught me how to hunt, to live off the land, and to fend off the occasional bandit that were only becoming more common in our woods.
Around my seventeenth winter, my father began to fall ill. The village was too small to have a healer of the gods and what little I knew how to do with herbs and antidotes barely slowed the disease. Fearing that he might not survive, my father told me that I needed to know the truth. He told me that he never was my father, nor did he ever know my mother. He had found me, abandoned as an infant on one of his travels. There was nothing to hint to the cause of my circumstances except for a House Rogarvia signet ring on a chain around my kneck.
It was not unheard of for some of the minor nobles of the Houses to have affairs, nor was it uncommon to hear tales of offspring quietly shuffled off to some far away orphanage. Assuming this to be cause of my abandonment and always desiring a child of his own, my father had taken me in. However, now that he felt that his time with me was coming to an end, he told me that I should try and discover my true lineage. As house Rogarvia had mysteriously vanished in the time since, he advised me to start in Restov. My father only lived another week after telling this story.
It was a mistake to think that the court at Restov would believe me when I told them who I was. At first they simply laughed at me and told me I was wasting their time. When I showed them my ring as evidence and when its authenticity had been confirmed, they took the ring from me and accused me of stealing it. I was told that if I continued to spread rumors about the noble House Rogarvia I would be thrown imprisoned.
With my father dead and the only link I have to where I came from taken from me, I didn’t know what to do. When I heard about the need for explorers of the stolen lands, it was a sign. Perhaps by doing these little errands for Restov, I would be able to learn more about what had happened to my lost House. More importantly, if I was able to settle a kingdom of my own, then no one would doubt the legitimacy of my claim again.
Gordom is on the tall side of average at just under 6 feet in height. He is well muscled, yet has the lean look of one accustomed to going hungry when game was scarce. He has straight brown hair that is braided in random locations, but otherwise falls free to just below the shoulder. He wears leather armour over handmade cloth from deerskin and both layers show the dirt and wear of age and use. His skin is lightly tanned and the drab colour of his complexion and garb cause him to be forgotten quickly in a crowd. However, those who take the time to notice will see eyes of a deeper green than any evergreen with a concentric ring of gold, his only distinguishing feature.
Gordom is a man of contradictions. He is quiet and prefers to keep to himself, but this is born of a yearning desire to feel accepted. He scoffs at what he considers the presumptuous entitlement of the upper classes, yet the story of his origin leaves him desperate to know if he is secretly one of them. He is free spirited and prefers to live away from the governance of any state, yet recognizes the importance of an ordered civilization. Gordom does not consider himself a champion of anyone's cause, but cannot abide the sight of injustice or oppression.
Scorned during what seemed his only chance at finding a true family, Gordom currently despises those of high station, especially those native to Restov. Even as he adventures to distance himself them, however, he also strives to prove himself worthy of the name they said he would never bear.
Ishmell |
Here's the some more crunch.
Shix Firley
Gnome
Elemental Sorceror 1
Male
Small
Age 55
Pyromaniac racial trait
Traits: Brigand and Ease of Faith
CG
Feat: Elemental Focus- +1 to DC of any fire spell Shix casts
Languages
Common, Gnome, Sylvan, Elven
Occupation
Alchemist/Cook
Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 8
Charisma 19
Spells known:
0:Detect Magic, Ray of Frost, Mage Hand, Light
1:Burning Hands, Mage Armor
Skills known. Rank,Ability Mod, Misc Mod, Total.
Craft Alchemy: 1, 1, 5, 7.
Diplomacy: 1, 4, 4, 9.
Knowledge Planes: 1, 1, 3, 5
Profession Cook: 1, -1, 3, 3.
Gear:
Backpack
Masterwork Artisan's tools
Portable Alchemists kit
Pouch Belt
Hemp Rope 5oft
Iron pot
Flask-filled with homemade Ale.
Traveler's Outfit
12 vials
Clay Tankard
Vial of Acid
2 Daggers, one of cooking, one for "other"
Blowgun
10 Darts
Bedroll
2 inkpens
1oz ink
1 recipe book filled (traveling spell book size)
1 recipe book being filled
Rations x5
5g worth of various spices
Mule
Pack saddle
Gold:12
Silver:3
Copper:5
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. - Put into Craft Alchemy.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
robertness |
Hello, everyone. I've spent the last couple hours plugging stats into Hero Lab. I haven't gotten all the way through the list, but I'll get more in tomorrow. So far I've seen plenty of fun characters. I think we'll get a good crew out of this.
Shrix
Think you've beaten me to this because I didn't see your most recent post.
Pick the Craft or Profession skill he’s obsessed with
Chose skills (looks like you get 4)
Chose 4 Level 0 and 2 Level 1 spells
Kershal
Needs Human ethnicity
Vorex
Good to go.
Ioseph is good to go. I’ll let you guide Clarent the Horse’s development.
Roll 1d8 for Clarent’s second hit die.
Also pick 2 skills, 1 Feat, and 1 Trick for the noble steed.
Please review your skills. I think you’ve taken too many ranks (you get 2) and the math isn’t matching up with Hero Lab.
Need the skill that gets the bonus from Pioneer trait.
Andar
Need two traits, one of which is from the Kingmaker Players Guide
If your name isn't on this list, don't despair. Just need a little more time to get back to you.
Evil_Lyn_666 |
Gosh, hope it's not too late to throw this hat into the ring. Here's my humble submission. It's 95% done. Rushed a bit to get this out there.
How many players overall will be selected?
Najara the Ironsighted
LN - Human - Inquisitor
Najara the Ironsighted, LN, Human, Inquisitor
--------------
STATS
--------------
STR 14
DEX 14
CON 12
INT 12
WIS 15
CHA 12
--------------
DEFENCE
--------------
HP: 10
AC: 15 (+3 Studded Leather, +2 Dex)
Touch: 12
Flat-footed: 13
Fort: +3 (+2 base, +1 Con)
Ref: +2 (+0 base, +2 Dex)
Will: +4 (+2 base, +2 Wis)
--------------
OFFENSE
--------------
Initiative: +2 (+2 Dex)
Morning Star (Attk +2, Dmg 2H 1D8+3, Crit x2)
Unarmed (Attk +2, Dmg Light 1D3+2, Crit x2)
Light Crossbow (Attk +2, Dmg 1D8, Crit 19-20/x2)
--------------
FEATS
--------------
Improved Unarmed Strike (Human)
Enforcer (1st Level)
--------------
SKILLS
--------------
Stealth
Survival
Perception
Sense Motive
Intimidate
Knowledge (Religion)
Knowledge (Nobility)
Diplomacy
--------------
TRAITS
--------------
Bastard (or Rostlander if needed, both from Kingmaker)
Child of the Temple
--------------
CLASS ABILITY
--------------
Domain: Inevitable (if possible, otherwise Law)
Judgement (1/day)
Stern Gaze
Monster Lore
Orisons
Spells
--------------
SPELLS KNOWN
--------------
0th: Brand, Light, Detect Poison, Detect Magic
1st: Expeditious Retreat, Shield of Faith
--------------
EQUIPMENT
--------------
Studded Leather
Morning Star
Dagger
Light Crossbow
Backpack
...the remaining finer details TBD :)
Najara’s soon to be mother, Xanassa, was less than gainfully employed in the world’s oldest profession skimming the bottom of life’s barrel. As she struggled to keep herself afloat among the slums of the bustling trade city of New Stetven, the women often ran afoul of the law and the Church of Abadar which sought to reshape it. After a series of encounters with a prestigious patron, Xanassa believed she had finally found the leverage needed to lift herself out of the dank pit of existence in to which life had cast her. As fate would have it, she soon discovered just how high the injustice of society was stacked against someone of her unfortunate station. Her attempts to blackmail the man failed, and the strong arm of the law was bought down upon her.
Agents of the Church of Abadar oversaw much of the city’s prison and during her processing, it was revealed that Xanassa was with child. The woman was handed over to the custody of the church as an “indefinite ward” and quarantined from the general prison populace until she finally gave birth to a girl named Najara. The child was immediately stripped of Xanassa’s custody and given to an Abadar priest named Gwalmaer.
As a religious fanatic, Gwalmaer served as a grim and stone-faced father figure. He rarely, if ever, showed her any outward signs of affection. The slightest misbehavior on her part was met with swift punishment, his favorite form of which was to hold the struggling Najara under water. If the wretch of a woman Xanassa was a lost cause, Gwalmaer was determined to forge Najara into an exemplary and responsible member of a good and orderly society.
To further the girl’s life lessons, Gwalmaer often brought her down into the prison to inspect the criminal populace, and occasionally visit her mother who remained locked away for the remainder of her natural life. Seeing her mother in such a pitiable state was initially confusing to the little girl. Instinctively she desired to reach out to the poor woman, but such notions were hastily squashed by the domineering priest. Gwalmaer was determined to make an example out of Xanassa. Continue down the path of wickedness, disregard the laws of a well ordered society, and this is the fate you are destined to inherit.
Perhaps mercifully, Xanassa’s natural life was cut short for her health and living conditions were less than ideal. Writhing upon her death bed, Xanassa was but an emaciated gray shell that heaved with each and every blood filled cough. In the last moments of her life, Gwalmaer made certain Najara was present to bear witness. The girl watched in speechless horror until the very end when her silence was broken by streaming tears and heavy sobs.
Infuriated, Gwalmaer seized the girl in a vice-like grip and dragged her screaming through the church grounds. Terror filled her watery eyes as she soon found her head thrust deep into the swirling depths of the courtyard fountain. “Do not cry for that wretch!”, the overzealous priest furiously bellowed at the girl over and over again. But among the waters, Najara could hear nothing and soon darkness crept into her vision. Her lungs were on fire, threatening to burn through her chest in their desperation for precious air. Her head swam in a dizzy current, much like the waters into which it was plunged, and she teetered on the edge of consciousness. As the girl’s body fell limp in his grasp, Gwalmaer yanked Najara from her ruthless baptism, and as her murky vision cleared. She could finally see for the first time in her life a world in clear cut black and white.
The incident in the courtyard left Najara in a permanent state of monochromatic color blindness. The girl viewed her disability as an omen of faith. Abadar himself was calling her serve the greater order of justice and the law. And although more than eager, Najara did not particularly take well to cloistered clerical studies and religious worship. Her unyielding spirit and growing fanaticism demanded a more active and martial bent to her spiritual path. With Gwalmaer’s approval, Najara sought training as a church inquisitor learning the basics of law enforcement tactics, tracking criminal activity, and dealing out divine justice at the business end of a weapon.
With muted gray colored eyes, she studies you in detail. Is she divining your true motive or merely searching for the slightest sign of guilt? Her steadfast stone-faced resolve refuses to say. Short cropped locks of reddish russet hair, matted down in a mix of sweat and dirt, frame an even set face, and a blossoming purplish bruise adorns her right temple. These are the signs of a recent struggle to which the unconscious miserable miscreant at her feet can attest. His hand and feet are bound in iron wrought manacles whose chain rests in her tight unyielding grip.
Najara has the utmost respect for the law, perhaps to a fault. She can be naively idealistic in her sense of right versus wrong. Learning to think for herself is perhaps the biggest challenge she faces at the moment. Typically employed to hunt down criminals, she can be both tenacious and methodical in her pursuit. Due to childhood trauma, Najara is both color blind and possesses a phobia of drowning. Bodies of water large enough to be fully submersed in make her extremely uncomfortable, and she will try to avoid them if at all possible.
Dies Irae |
Hello, everyone. I've spent the last couple hours plugging stats into Hero Lab. I haven't gotten all the way through the list, but I'll get more in tomorrow. So far I've seen plenty of fun characters. I think we'll get a good crew out of this.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
If your name isn't on this list, don't despair. Just need a little more time to get back to you.
Mount HD: - 1d8 ⇒ 6
Honestly though boss, can we use the same 0.5HD + 1 HP as PFS? Keeps everything much simpler and easier to check for mistakes.
robertness |
Half hit die + 1 HP for new levels works for me. You're right, Dies, it will make things easier in this format.
@Evil Lyn: Not only did you get your submission in on time, I'm glad you posted it.
Given the number of good submissions we've gotten so far, I'm accelerating the recruitment process. I'll accept initial applications through Friday, March 9, at 7:00pm EST (GMT-5). That will give me the weekend to sort through the applicants and make my decision.
By the way, I'm looking for six characters total.
ZetaGilgamesh |
Altel
ALTEL CR 1/2
Male Elf Fighter 1
CG Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 10 (1d10)
Fort +3, Ref +4, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +5 (1d4+1/19-20/x2) and
. . Dagger +3 (1d4/19-20/x2) and
. . Rapier +3 (1d6+1/18-20/x2) and
. . Unarmed Strike +5 (1d3+1/20/x2)
Ranged Shortbow +5 (1d6/20/x3)
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 10, Int 14, Wis 11, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Elven Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Forlorn, Rostlander
Skills Acrobatics +1, Climb -2, Diplomacy +2, Escape Artist +1, Fly +1, Intimidate +5, Perception +3, Ride +5, Stealth +1, Survival +4, Swim -2
Languages Common, Elven, Orc, Sylvan
SQ Elven Magic
Combat Gear Arrows (40), Dagger (8), Dagger, Leather, Rapier, Shortbow; Other Gear Backpack (6 @ 18.5 lbs), Bag, Waterproof (6 @ 3 lbs), Bedroll, Blanket, Pouch, belt (1 @ 0.26 lbs), Wandermeal (per serving) (6), Waterskin (2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
--------------------
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Life went on.
Corrik and Messina named him Altel, assuming as it was what his mother had repeated that it was either his name or important in some way. Messina already had two children and Vessina was on the way, she took him in instantly and raised her as one of her own. He grew slowly as the seasons passed, Rikold having a full beard and a new wife before Altel reached his full height.
Harn a retired adventurer and woodcutter was passing through Rostland, heading south out of Brevoy and stopped in the area of the house for nearly a year. During that time Harn took it upon himself to teach the young Altel the use of a sword and bow, as well as elvish and several other languages. That year passed in a blur of sword practice among the trees.
Life went on.
The pneumonia that struck down Emmes also weakened Corrik, confining him to the house for the last few years of his life. Rikold took over as the man of the house and Wynnd as the woman of the house. Wynnd was a lovely woman who took her odd brother into her heart and made a space for him and Messina in the home. Vessina however felt it best to move on and took her weaving ability to Silverhall to live.
Life went on.
Soon Emmes, Cor and Saind were born and the house was once again filled with the laughter of children. It was at that time that he learned of the term “Forlorn”. At the time, surrounded by his nieces and nephews, bouncing Emmes on his knee in the flickering fire-light of the family stead, he thought it something of a joke.
The joke came to an end however, when Wynnd and Saind passed away from an unnamed disease. It was then that Altel realized that he would outlive his entire family. It came to him that he would continue to go on as his family and friends died around him one by one, bit by bit. Something inside of him died a little bit that day.
Not wanting to watch the death of any family, Altel has left the steadding and is planning to head south into the Stolen Lands. He wants to build a place that is more permenant, something that will weather the ravages of time. He wants a place to call home.
Altel’s Family tree
Corrik[deceased] and Messina[deceased]
Emmes[deceased], Rikold, Vessina
Rikold inherited the house, Emmes died of pneumonia, Vessina moved to Silverhall and got married
Rikold married Wynnd[deceased]
Emmes, Cor, Saind[deceased]
Emmes married Ulaf and started a farm 5 miles from Rikold
Cor has traveled north to Silverhall to apprentice with Aunt Vessina
Vivian Deberth |
Vivian's Background
Daughter of a priest of Pharasma, Vivian spend her earlier years in a temple.
As a child, she found the atmosphere dull, cold, and boring. She tried to play hide and seek with priestesses or lay women, but they were far too busy with the wounded;the dying or the recently born to play.
And the sacred songs... yukkk! All sad mourning songs, even if sometimes majestuous and beautiful, in a way.
As the became a teenager, Vivian become more interested in certain tasks. Her treasured moments were those when she helped a mother to give birth, when she cared for a baby. Those were moments of joy and happiness.
One night, her own mother give her "the talk": in a year or so, join the temple as a lay woman, then become a priest of Pharasma herself.
Yuuuukkkk....
Vivian took more and more time out of the temple. She wandered in the town, heard songs in a tavern, entered, flirted with an half elf locale bard, got in trouble with the law for some not so mischevious "pranks" to a noble's son (who lose a good deal of money too that night).
Vivian become known as a town prankster, a thorn in the side of those who think too highly of themselves. In her own mind, they forgot that everyone is equal to the Lady of the Grave.
She always gave back some of the stolen money yo the poor, especially the expecting women, the widows struggling to raise their children, or the mourning ones who needed just a dozen silver pieces to give their dead a proper burial.
She enjoys songs, especially rowdy and lively ones. Laughs, beers, , good meals, dice, cards, friends, everything that help her to feel alive.
She hates undead and those who create them.
She wouldn't rob a tomb (but getting in a tomb to destroy a nest of zombies wouldn't trouble her: any money she would get would go back to the nearest temple of Pharasma)
She has a soft spot for cats, especially kittens, but unfortunatly is allergic to them.
She got back to the temple, and told her mother she feeled better suited to a live of adventure than serving in a temple. Her mother smiled, and told her that Vivian's future was to serve Pharasma, either as a priest or as something else. It was her destiny, she said.
Yuuuuuuuk and double Yuuuuuuuuuuk.
Note: I would have liked for Vivian to see "spirits" ("I see dead people" of Sixth Sense fame) as a child, and to have this kind of "latent power" as a feat or something ("detect undead" or "speak with dead" maybe, working only on the recently dead -one hour or so). If not, i may dual class later as a rogue/cleric of Pharasma, so don't bother too much about it
Jory Haltine |
Male Halfling Bard (Detective) 1
CN Small Humanoid (Halfling)
Init +4; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 15. . (+4 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +5, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dueling Sword +2 (1d6/19-20/x2) and
. . Rapier +3 (1d4/18-20/x2) and
. . Unarmed Strike +3 (1d2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14)
Bard (Detective) Spells Known (CL 1, +3 melee touch, +3 ranged touch):
1 (2/day) Memory Lapse (DC 15), Identify
0 (at will) Message, Read Magic (DC 14), Ghost Sound (DC 14), Sift
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Bard Weapon Proficiencies, Weapon Finesse
Traits Reactionary, Sword Scion
Skills Bluff +8, Diplomacy +8, Escape Artist +0, Intimidate +8, Knowledge (Nobility) +6, Linguistics +6, Perception +7, Perform (Oratory) +8, Ride +0, Sense Motive +5, Stealth +8, Swim -2
Languages Common, Gnome, Goblin, Halfling, Sylvan
SQ Bardic Performance: Careful Teamwork +1 (Su), Eye for Detail +1 (Ex), Fearless
Combat Gear Bolts, Crossbow (20), Chain Shirt, Crossbow, Light, Dueling Sword, Rapier;
--------------------
SPECIAL ABILITIES
--------------------
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Fearless +2 morale bonus vs Fear saves.
Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords.
“All the better to kneecap you.” Jory took a playful swipe low at his partner’s legs. He danced away gracefully and made no move to respond. “Eh? We finished already?” His partner raised his chin, indicating something behind Jory. Jory turned. Mehelobit, one of the provost’s servants, was pensively hovering about.
“Yes, what is it?”
“Master Haltine, Master Gulbis wishes your presence, at once.”
With an irritable sigh, Jory sheathed his prized Aldori dueling sword. Glancing back at his sparring partner, he asked “Same time tomorrow?”
“I’ll be here.”
“And trials in a month.”
His partner’s lips made a thin line. “Hmmm. We’ll see.”
------------
Jory entered the chamber of Albor Gulbis, chief factor in Restov of the swordlords of Rostland, with the expectation of receiving his next assignment. He settled his light Halfling’s frame heavily into one of the plush chair dotting the chamber. “What is it this time, Gulbis? A body in the river? Two arguing prostitutes clawed each other up? Perhaps a missing dog?”
Gulbis’s neutral smile turned sour. “Oh, are we wasting your precious skills again on my lord’s vital business? Perhaps you’d care not to bungle this assignment like the last, or the city’s slate of lost pets will indeed be the next thing on your plate…”
Jory sat up. “Now Gulbis, you know my information was good. I had Arkov tracked to the warehouse where those shipments were coming in. If….”
Gulbis held up his large hand. “Now, now. My lord is a forgiving man. He understands the rare circumstances of that case, and he values the work you’ve done in aid of his house in the past, even if I do not. He has even seen fit to draw up a new assignment for you. Against my better judgment and sage council, in fact. Its importance to my lord’s house and all of Rostland itself cannot be understated. And when have you known me to exaggerate?”
“Often, and at great length.”
“Well, in this case I am deadly serious. In truth, I'll miss when during your time away, out of the city..."
"Wait, what? Out of the city? My work is here--"
"Ah, here is Mehelobit now. Yes – right there on the floor is fine.” A travel pack, apparently stuffed to overflowing, thudded to the floor next to Jory.
“Eh?”
Gulbis's smile was positively radiant. “I’ve taken the liberty of having your supplies packed for you…”
---------------------
Jory only stopped cursing Gulbis in four languages about twenty miles south of Restov. He held up the parchment for the tenth time or so, squinting at the name circled at the top. Oleg’s Trading Post
With a sigh, he gave his pony’s reins a toss and cantered on down the road.
--------------------
Jory Haltine works as a “fixer” for one of the swordlords of Restov – someone who can get things done in city circles both legal and illicit. He has a unique set of skills that have made him one of the top freelance investigators of the city, when he is not on retainer to his noble patron. Growing up as part of the band of halflings that travel seasonally through the region, one year as a young man, he took a liking to city life and made Restov his home.
He has not only used his keen mind and easy way with people to serve his masters, however. Upon his move to the city he took it upon himself to agitate for a slot at one of the top Aldori swordsmanship schools in the country. Halfling students are a rarity however, and those without sponsors even more so. Years of independent study and the pratice us of his martial skills in Restov’s back streets gained for him sufficient competency that, when the swordlord took him into informal service, he was granted a provisional fellowship at the school. He is eager for formal admittance (administered by trial, of course), which he believes will come soon.
Jory is a valued servant of the swordlord, and has been recommended (over the objections of one of the swordlord’s chief factors in the city, Master Gulbis, with whom Jory has a friendly rivalry) as part of Rostland’s mission to the Stolen Lands. A capable investigator, interrogator, and negotiator, Jory brings to the expedition skills with blade and bow, and a smattering of magic as well.
robertness |
Applications Recap:
Ishmell – Shix Firley – Gnome, Elemental Sorcerer – Background and Crunch reviewed
Ridge – Kershal Flamewrought – Human Sorcerer – Background and Crunch reviewed
Ridge – Voresk – Human (Kellid) Barbarian – Background and Crunch reviewed
Dies Irae – Ioseph Menas – Human (Taldan) Cavlier (Order of the Dragon) – Background and Crunch reviewed
Fubar – Fubar – Half Orc Paladin – Background and Crunch reviewed
Escharid Blackrose - Vivian Deberth – Human Rogue – Background reviewed
Estrosiath – Andar – Male (Shoanti) Druid (Lion Shaman) – Crunch reviewed
King Meander – Gordom – Human Ranger – Background reviewed, Crunch posted
Mardhul – Half Orc Ranger – Background reviewed, Crunch posted
Evil Lynn 666 – Najara the Ironsighted – Background reviewed, Crunch posted
Zeta Gilgamesh – Altel – Elf Fighter (Telecom) – Background posted and Crunch reviewed (I see the HL copyright notice, so we're good)
The infidel - Jory Haltine – Halfling Bard (Detective) – Background and Crunch posted
I'm not going to list folks who've expressed an interest but haven't given me any info yet.
So far the backgrounds are good and where we've run into mechanical problems they look like they can be fixed.
@Escharid Blackrose: I'll be sending you a pm soon.
To anyone else posting character concepts between now and Friday. What I think this group is lacking is healing. A good old fashioned cleric would be beneficial.
Big OM |
Erodel
LG Male Human(Azlanti) Monk of the sacred mountain
STR 17
DEX 14
CON 13
INT 10
WIS 14
CHA 10
Initiative: +6 (+2 Dex,+4 feat)
Defence:
AC 14, Touch 14, Flat-footed 12)
HP 12 (1d8 +1+3)
Fort +5, Ref +4, Will +4
CMD 17
Offence:
BAB +0, CMB +3
Flurry of Blows (+2/+2, 1d6 +3, x2)
Unarmed Strike (+3, 1d6+3, x2)
Shuriken (+3, 1d2+3, x2)
Feat, Qualities and Traits:
Feats:
Improved Unarmed Strike, Deflect Arrows; Stunning Fist, Toughness, Improved Initiative
Traits:
Issian (Campaign trait), Poverty-Stricken (APG trait)
Skills:
Climb +7, Perception +6, Sense Motive+6, Stealth+6, Survival +7
Class Abilities
Unarmed Strike, Stunning Fist 1/day
Gear
15.9gp
Travelers outfit(1gp, 5lbs), Monks outfit(5gp, 2 lbs) Backpack(2 gp, 2 lbs.), Bedroll(0.1gp, 5lbs.), Winter blanket(0.5gp 3lbs.), Flint and steel(1gp), 7 Trail rations(3.5gp, 7lbs.), Waterskin(1gp,4lbs.), 15 Shuriken(3gp, 1.5lbs.), Dagger(2gp, 1lbs.)
Upon coming of age nothing was set in stone for young Erodel. As no work was to be found, he took on the way of the traveler, leaving home to walk the roads in search of purpose. A group of transients heading south-east took pity upon him and he walked with them to the foothills of the Icerime Peaks. Here one of the men offered to tutor him in the way of the sacred mountain.
Years past and slowly Erodel moved from youth to adulthood rooting him firmly to the ground in the way of a monk of the sacred mountain.
Towards the end of his training a journey took master and student past Skywatch. Here they rested in a camp near the tower complex. By the campfire that evening stories were exchanged and rumors about expeditions into the stolen lands discussed.
Having slept, meditated and prayed it was clear to him that his future lay to the south in the stolen lands.
Worldbuilder |
I have never played PBP, but have been trying to get into a game for some time, and would love this opportunity. I am self employed, and sit in front of a computer most days, so should be able to post multiple times a day. I've always wanted to play kingmaker, so here is my concept. I am trying to fill a role I don't see as fulfilled yet with a character that should be useful in unusual ways to the party.
Wranglor - A Human Rogue -
Background:
Wranglor was born to a whore of a mother, and never knew his father. His mother would tell him that it was some Rogarvian lord who fancied her, and kicked her to the street when he came with child. Because of his mothers profession, they lived modestly, but he resented her for being with men of all types at all times. He hated the way those stuck up lords used her and treated her like trash. He spent most of his time on the street, perfecting his talent of mimicking other "nobles". He got good, real good, able to walk down the street and take what he wanted, letting the merchant know his father "Rogarvian" lord had it. When he had to, he could run, climb, and escape through any means necessary.
One day, after his mother was with some whale of a noble lord, the lord decided to have some fun with her, and started slapping her around, calling her all kinds of filthy names. Wranglor was fed up with it and stuck a poison dagger between the said noble's ribs(OOC: Not knowing much I'll leave this up to you.) Knowing he had doomed them both, he said a teary goodbye to his mother. Even though she was a whore, she was his mother. Problem was, he liked living, and she was a liability on the road.
So he left into the wide world, vowing to prove his noble blood and take vengeance on the city that had taken so much from him and his family.
Trait Bastard.
Appearance and Personality: Wranglor appears to be a sharp dressed man, even at his worse his appearance is movie star like. He had brownish hair with green eyes and stands six feet tall. He carries himself with dignity, even though in the eyes of man he is naught but street trash.
Plot Hooks:
Rogarvian Noble - (Bastard Trait)
Killed some noble - wanted
Left his mother to escape the obvious punishment. Unkown what happened to her.
Building towards Master Spy, might have interesting campaign effects. I think this work better on a PBP than real game, as if I seperate from the party the game is not being bogged down.
Can't Go Home:
Wanted criminal
Quick Character Sheet:
Human Rogue(spy archetype). He will work towards the master spy prestige class.
S: 11
D: 16 (+2 Human)
C: 12
I: 14
W: 12
Ch: 14
Skill Monkey Build
Feats: Skill Focus: Stealth,
Bonus Feat: Deceitful
Trait: Bastard, XXXX
Party Role:
Wranglor's role in the party would be to be the face, though he might be able to serve as a scout if interested (or properly motivated) in doing so. The -1 Cha checks with Brevoian nobility until he proves himself is an interesting twist IMO. As he is not optimized for it, he will be somewhat lacking in combat, but will work towards hellcats stealth, and he should be able to at least hold his own when he gets that. Might work towards a whip, but I'm thinking I'll keep his feats skill oriented.
I can have the character completely fleshed out with in 24 hours of acceptance, likely much sooner. Thank you for your consideration.
Estrosiath |
Fluff for Andar:
Not to say he did not enjoy it, but he always felt another call - that of nature. From an early age, he was apprenticed to the tribe's shaman, and easily and naturally connected to one of its totem animals, the firepelt cougar.
No one was surprised when, one day, he formed a bond with one of the cubs, and started learning the ways of nature magic. What did surprise his kin, however, was when he announced he would be leaving shortly, after having received a vision he would not speak of. Leaving the tribe was unheard of - banishment being considered as worse than death.
Still, his mind was set, and with his faithful companion at his side, Andar started a long journey, that, bit by bit, took him all the way to the Bandit kingdoms, where, little did he know, adventure awaited him.
Juwwem Stonefriend |
Here's my (Brass Pigeon) Gnome Stone Oracle.
@robertness: can you view my character in Myth-Weavers? Check the link under Crunch. If not I'll put the rest of the info in this profile. I haven't finished equipment and haven't chosen a feat yet.
Juwwem Stonefriend
M CG Gnome oracle, Level 1, Init +2, HP 10/10, Speed 20
AC 18, Touch 13, Flat-footed 16, Fort +2, Ref +2, Will +3, Base Attack Bonus 0
Blowgun (40) +3 (1, x2)
Heavy Mace +0 (1d6-1, x2)
Studded Leather, Heavy Wooden Shield (+3 Armor, +2 Shield, +2 Dex, +1 Size)
Abilities Str 8, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Condition None
Starting gold: 180gp (-47=133gp left)
Blowgun 2gp
Darts (blowgun)(20x) 1gp
Heavy Mace 12gp
Heavy Wooden Shield 7gp
Studded Leather 25gp
You see a frail looking gnome with short orange hair and light yellow coloured eyes. He has a young face, smiles a lot and has an air of confidence about him that doesn't quite matches his age. He carries a mean looking mace and a worn wooden shield. He's wearing an old leather armor that once was coloured brightly blue but the paint has either fallen off or been paled to a dull blue.
Juwwem is an ambitious young gnome who was torn between his wish to do something outstanding and his mediocre abilities to do so. With new gained powers this has changed but also has him facing new problems. What do I use my powers for? Do I use them to help others? Do I solely persue my own goals? Juwwem has decided that for now he would try to combine those.
Juwwem Stonefriend hails from the northern part of Brevoy. He grew up in a village near Eagles Watch. His parents had him fend for himself as much as possible. "Life is hard son, you better get used to is as soon as possible" his father used to tell him. His parents were kind to him but had him work hard once he was too old to go to school. Juwwem wasn't very smart and much weaker in strength. He was unfit for most hard labour but managed to earn a decent living by doing all kinds of errands for people in his village.
Those errands had him visit all kinds of people to bring or retrieve goods, money or people. On one of his trips, Juwwem was alone on a mountainpath when he heard a low rumbling noise. He was almost hit by the full force of the avalanche but managed to take cover under a small ledge. Unfortunately he still got hit on the head by a rather large rock. When Juwwem regained consciousness he crawled away but found there didn't seem to be anything wrong with him. His head didn't hurt, no bones were broken but he did feel like there was something in his head that there wasn't before. He looked at the piece of rock that was lying next to where he was. It had split in two pieces showing a strange pattern of red coloured minerals. Juwwen felt it had a meaning, the earth was trying to tell him something.
In the following weeks Juwwem found himself looking at the mountains in the distance, talking to the earth and even listening to pebbles. There was wisdom and even the power to heal available to him through those very rocks and stones. Unfortunately this also involved strange looks from others as he caressed the ground or was talking in a strange language during times of stress. Juwwem felt uncomfortable at first but couldn't stop it and slowly grew over it. He noticed others didn't and while they appreciated his work didn't think of him as one of them.
Juwwem made quick use of his newly gained powers. He found there were many uses for them. Many folks were grateful for him helping them out and Juwwem was glad to help but he also found there was something missing in his life. He had the feeling he was ment for greater things. That's when he was approached by a man sent by the Swordlords. They were looking for suitable men and women to help inhabit the Greenbelt. These men and women had to bring something extra, had to excel at something so they would actually stand a chance to help the Swordlords. The thought of travelling to exciting new lands, the possible riches to be gained and the certainty of being able to put his powers to good use had Juwwem quickly say goodbye to his parents and head off to the Greenbelt.
robertness |
@Brass Pigeon: I was able to open the Myth-Weavers character sheet on the computer at work, so I'm pretty sure I'll be able to open it at home.
@ZetaGilgamesh: My comment about the name wasn't meant to make you change it, but go ahead if you want. I went through a period of naming villains after pharmaceuticals, i.e. Zoloft the Destroyer.