
GM Mustache |

is one of your family members intent on the ruler role? i ask not because i wanted it myself but because i wanted my character's back story to involve the aspiring leader. i can always just write something and change it later if i'm actually selected though...
No...it would be up the group to decide that, not me. Practically speaking, the best ruler is going to be the person with the highest Charisma.

PixelsAreGod |

Hard Dot on this. Thinking about building an archer Warpriest going into the Hinterlander prestige class. Considering the nature of its Defended Hearth ability, I think it should be pretty appropriate.

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Elf Psychic 1
Init +3; Senses Low-Light; Perception +6
DEFENSE
AC 14; Touch 11; Flat-Footed 13
HP 6
Fort +0 ; Ref +1 ; Will +2
OFFENSE
Speed 30
Ranged +1 Longbow (1d8, x3); P; 20
Spell-Like Abilities
Dream 1/1
Spells Known
1st (4) —Sleep, Charm Person, Murderous Command
0th—Message, Mage Hand, Lullaby, Daze
STATISTICS
Str 8, Dex 12, Con 10, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1
Feats
Deceitful
Skills
Bluff +10 , Diplomacy +6, Intimidate +6, Knowledge Local +8, Linguistics +8, Perception +6, Profession: Stable Boy +4, Sense Motive +4, Stealth +6
Languages
Common, Dwarven, Elven, Halfling, Orc,
SQ
Mind Touch (PA), Dream Leech (Su), Oneiromancy (Su), Phrenic Pool Points (3)
Traits
Brigand (campaign), Bandit (region)
Gear
Longbow, Traveler's Outfit;
Money 144 gp
During the passing years though, the heir to the house, a headstrong young man, grew jealous of his father’s affection for Aleksand. The young man began claiming that Aleksand was trying to take his position as heir to the family. Upon hearing such accusations the family laughed and told him to 'grow up'. Persistent was this young man though, and he escalated with a claim one evening in the middle of the night that Aleksand had tried to use magic on him. Now it was well known that Aleskand had some minor ability to move objects and other small things around, but it never grew to more than that, maybe that was why he was a passable archer. The family, irritated at the young man’s claims, told him that enough was enough. But, his thick-headedness knew no bounds and he challenged Aleksand to a duel. Despite the family's feelings, tradition tied their hands and they had to relent and allow it. The next morning on the field stood Aleksand facing death for he could not match the young man’s martial prowess. As the duel started Aleksand threw down his sword bravely and humbly saying, 'Do what you will to sate your hatred for me!' Enraged the young man charged Aleksand only to be stopped by his father’s words. The father, accepting the tradition and his son’s position, presented an option to spare the life of Aleksand. He proposed that Aleksand be exiled in return for his life. Caving to his family’s wishes the young man agreed. Aleksand was cast out with many heart-warming goodbyes and was supplied enough to get him far enough away for the young man’s liking.
Days of traveling passed. As Aleksand began to run low on rations when he was waylaid by a group of bandits. Seeing that Aleksand had little they were about to kill him when his pleas for life won out and his execution was stayed for one day. The next morning the bandit group’s leader allowed Aleksand to defend his life. Aleksand then explained his proficiencies with horse keeping and bows and minor ability of telekinesis. Within no time Aleksand found a place among the thieves. He had found a new family. Aleksand spent some time with the bandits sometimes even devising some of the plans that succeeded greatly. Deep inside Alesand knew that it was time for him to move on and he left the bandits with promises of visits. Venturing toward civilization, Aleksand found himself in a place called Oleg’s Trading Post and soon found and adventure that could be worth his time,” and with a sweep of his arms a proud elf stands before the small crowd, his clearly worn, travel cloak over his lean, wiry form. As the Elf stands he has meager possessions except a tall thin wooden staff with a bowstring tied just short of the top and a quiver on his back.

cuatroespada |

No...it would be up the group to decide that, not me. Practically speaking, the best ruler is going to be the person with the highest Charisma.
right, but i imagine most people go into this with an idea of where they want their characters to fit in. i figured someone would build charisma oriented with being the leader in mind, but wasn't sure if you planned to consider that stuff when you put a party together. also, not sure how much the different roles actually affect anything in the AP.

Natalie Saratov |

GM Mustache wrote:No...it would be up the group to decide that, not me. Practically speaking, the best ruler is going to be the person with the highest Charisma.right, but i imagine most people go into this with an idea of where they want their characters to fit in. i figured someone would build charisma oriented with being the leader in mind, but wasn't sure if you planned to consider that stuff when you put a party together. also, not sure how much the different roles actually affect anything in the AP.
It affects the different rolls we make doing the kingdom phases. Other than that, I think it mostly affects how we do the roleplaying forward.

Ichorius "Ike" Melfesh |

The leader doesn't have to be a Charisma based character, in fact the paizo staff make a joke about that.
I could be king!
...I mean, I could pose as the actual king for a little bit. The "rooze" will probably fall apart when I have to change back into a blob, but for a few hours, I could do it!
Realistically, it'll fall apart when they hear me making ooze puns, but until I speak, I could be king!

GM Mustache |

The rules as originally written have ruler bonuses coming from a charisma modifier. I'll check Ultimate Campaign to see if they changed it there. Anyway, it is just a few points in a stat that is overcome with building proper buildings. Whoever is picked as ruler should be a person who is active on the game and is well liked by others. That is why it is hard to plan ahead at this point.

GM Mustache |

The leader doesn't have to be a Charisma based character, in fact the paizo staff make a joke about that.
I checked the Ultimate Campaign rules, and it says the ruler gets bonuses based on Charisma. Other GM's you have worked with might have changed that aspect of it, but I like the idea of a charismatic leader so we will stick with the rules. Once your kingdom is >25 hexes, you get a 2 attribute bonus and greater than >100 hexes, you get a 3 attribute bonus.
edit: But once again, there are other considerations than just charisma. Real life charisma will help too.

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Human Skald (Fated Champion) 1, 9/9 HP, Int +1, Perception +0, 15 AC, 11 Touch, 14 Flat, Fort +3, Ref +2, Will +2, 5/5 Raging Song
Sigurd presents quite an imposing figure, standing at a towering 6'8", and weighing in at 245 lbs. His long white hair, worn in the braided style common to his people, combine with his white beard to complete the picture of a hardy barbarian from the north. This picture is only made clearer by the giant Earthbreaker hammer strapped to his back and the fur-trimmed hide armor worn for protection. It's only the spell component pouch on his belt that sets him apart from his Ulfen brothers. Sigurd carries no instrument, preferring to use his great booming voice to sing battle songs that inspire his party on to mighty deeds to the praise of Gorum.
Sigurd Jarlson was born in the harsh northern Land of the Linnorm Kings. Sigurd's father wasn't a king himself, but rather a well respected brewer of the beer the northern barbarians were so fond of. This made Sigurd's family as close to noble as was possible in the loose tribal structure of the Ulfen people.
Sigurd grew up helping his father in the brewery, learning the trade for himself so that he might take over should his father die in glorious service to the god Gorum. Brewing wasn't all Sigurd learned, though. He also learned the songs his people sang to spur themselves on during battle. He and his father would sing those songs as they brewed, believing their drink would be strengthened by the blessing of the god himself.
While brewing would offer Sigurd stability and honor enough to provide him a comfortable existence, like most sons of the north his blood burned for battle. Sigurd's father would have been a fool to not see this in his son and so began to instruct Sigurd in the fighting arts. Sigurd learned quickly and so his father began to teach him more advanced lessons. Sigurd learned of the fey that inhabited the lands and how best to fight them. He also learned of the dragon-like creature known as the linnorm, which every king must slay in order to earn his crown. Most importantly though, Sigurd learned to sing while he fought. These songs of battle and praise to Gorum served him as they had served so many other of his people: they filled him with strength and resolve, enabling him to fight with a vigor and ferocity that was sure to bring victory.
One snowy afternoon, Sigurd training on one of the snowy planes outside of his village. As he exercised, the wind picked up and drove the snow so fast and thick, that Sigurd feared he wouldn't be able to make it back to his home. He opted instead for the nearby woods. It was closer and the trees would offer some protection from the storm. Thankfully, the snow hadn't entirely obscured the trail into the forest. Sigurd followed the path a short distance before stopping to wait out the storm. It was then that he heard a voice calling his name further down the snow-swept path. Sigurd was cautious, having been told of the wiles of the fey. However, his curiosity was piqued and he didn't want to go back out into the storm. He hefted his hammer and followed the voice.
The path ended in a clearing where Sigurd found a roaring fire waiting for him. Sitting near the fire was an old barbarian warrior. He had clearly seen combat as his armor was worn and patched. What little skin was exposed was covered in scars. His greatsword was propped against a nearby tree. The man was enjoying a supper of delicious-smelling roast venison and beer from a small cask by his side. Noticing Sigurd coming into the clearing, the warrior invited Sigurd to join him, offering to share his meat and drink. The voice was not the one that had called to him, but seeing the food and beer, Sigurd readily accepted.
As the day progressed, the two men shared stories and sang songs, all while drinking the most delicious beer Sigurd had ever tasted. Strangely enough, though the cask was small, it never seemed to empty and the two men went on drinking, laughing, and singing well into the night. Finally, his belly full and his head muddled with drink, Sigurd fell asleep.
He awoke hours later to find the fire burning low. There was no sign of the old barbarian, however, on the far side of the fire Sigurd beheld the tallest warrior he had ever seen. He stood over nine feet tall and was wearing black armor. At his side was a greatsword that could have been the twin of the one belonging to the old man, but for the size; it was much bigger. His helmet was worn low, obscuring his face save for a pair of fiery red eyes. When this figure spoke, Sigurd knew it was the source of the voice he had heard on the path.
The warrior thanked him for his faithful service to Gorum and told Sigurd that he had been chosen for a special purpose. Far to the east, over the Tusk Mountains and past the Worldwound, lay the land of Brevoy. That land was about to come under threat and Sigurd was to be Gorum's envoy to offer aid. Sigurd was speechless, recognizing this warrior from song and story as the avatar of Gorum himself. The warrior continued, telling Sigurd that he must travel to the Stolen Lands in Brevoy and wait. There he would receive further instruction as to what the powerful battle god wanted him to do. At that Sigurd immediately fell asleep once again.
He awoke to find the clearing empty save for the ashes of the fire. There was no sign of the old warrior who had shared his wonderful beer, but on the far side of the clearing were two incredibly large footprints. Realizing that he had indeed been visited by his god, Sigurd hurried home and packed for his journey. He said goodbye to his father, telling him only that Gorum had special work for him to do. Understanding his son's devotion to their god, Sigurd's father hugged his son and sent him on his way, hoping that one day they would meet again.
Sigurd made the long trek to the Stolen Lands. He used his skills in brewing to earn some money and now, with battle songs to Gorum on his lips, he waits for further word from his god as to how he is to fulfill his destiny.

Arlen Graytale |

The elderly librarian sat cheerfully perusing his books. He greeted all of the library visitors with a warm smile and a hushed hello then returned with pleasure to his reading. Kindly old Arlen was born to be a librarian. But one young lad near the back of the library began laughing and joking with his friends much too loudly for quiet reading.
Excuse my interruption by library policy requires all patrons to keep their voices low. Arlen reminded gently. The young man looked down at the wizened old elf and made a particularly rude and loud joke to his friends.
Quiet please. Arlen said gently once more. The lad grew even louder, opening and closing a book roughly to make a clapping sound. At the sight of such disregard for the integrity of the book's spine, Arlen's eyebrows furrowed. He gazed intently at the lad, who's smile turned into a pale mask. The jester then placed the book gently on the table and seated himself silently. With a pleasant smile and nod, the old elf returned to his desk and his reading.
Caster's witch here. Have the character concept. Finishing up some bits still.

Arlen Graytale |

Question: I don't see anything on alignments. If allowed, I would like to play a kindly old witch who helps his friends and is nice to strangers but doesn't have any issues with making a nice, helpful soup out of already-dead, evil enemies. I assume this would push me into neutral evil or something like that, which is fine with me. Just wanted to know whether or not you're ok with that. If not, no problem. Cooking people is not a core part of the character concept anyway. Just fun flavor with strong benefits as well.

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Kobolum wrote:The leader doesn't have to be a Charisma based character, in fact the paizo staff make a joke about that.I checked the Ultimate Campaign rules, and it says the ruler gets bonuses based on Charisma. Other GM's you have worked with might have changed that aspect of it, but I like the idea of a charismatic leader so we will stick with the rules. Once your kingdom is >25 hexes, you get a 2 attribute bonus and greater than >100 hexes, you get a 3 attribute bonus.
edit: But once again, there are other considerations than just charisma. Real life charisma will help too.
The figure head will make a much better decoy with high charisma anyway.

GM Mustache |

Here are submissions so far, and those allowed to submit one:
1. Digger Chandler- Moussa Immanuel- sorcerer
2. Beardy2004- Sigurd Jarlson - skald
3. CaptainFord- Ike Melfesh- oooozey shifter
4. Jesper Roalnd Sorensen: Natalie Saratova - rogue
5. Helikon- Eleanorn Eaglerfeather - summoner
6. Varor- Morgin Ironfold - druid... no alias (which is fine for now)
7. Jovich- Lord Christian D'Elagante - cavalier
8. Saashaa- Aleksand - psychic... no alias (which is fine for now)
9. Edelsmirge- Rognar Grimtooth - wizard
10. caster4life- Arlen Graytale - witch
Those who can submit yet:
Spazmodeus
cuatroespada
Auria Movici
Thing from Beyond Edge
Charging Bear Who Kills Many
Johnny Smith 482
edduardco
PixelsAreGod
Let me know if I missed you or got something wrong

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Here are submissions so far, and those allowed to submit one:
...
Those who can submit yet:
...
Auria Movici
...
Let me know if I missed you or got something wrong
Aurica Movici is one of my aliases, which I think I might have posted under in error before editing the post to change to my normal username. It was this post:
I assume it begins at level 1. Is that correct?
I've wanted to participate in a kingdom-building game like this for a very long time (in my D&D 3.5 days I remember reading the Stronghold Builder's Guidebook voraciously!), so let's see what I can come up with for a compelling character.
Anyway, the character I'm working on is a human cavalier (huntmaster). I'd like him to be a member of the Order of the Shield. I'm not sure how the edicts about pledging himself to his sovereign would work prior to our party actually establishing our kingdom with a sovereign, though. Is that something we could work out?

Kobolum |

The rules as originally written have ruler bonuses coming from a charisma modifier. I'll check Ultimate Campaign to see if they changed it there. Anyway, it is just a few points in a stat that is overcome with building proper buildings. Whoever is picked as ruler should be a person who is active on the game and is well liked by others. That is why it is hard to plan ahead at this point.
I know the bonuses come from charisma, my point wasn't there are other ways to have a good leader besides charisma leaders, my point was a leader doesn't need to be charismatic. Nothing in the rules specifically states your leader has to have a charisma score.
You know, in a meta sense. Just like it's in a meta sense that you need a good charisma score because charisma is where the bonuses come from. And if you're still having trouble understanding what I'm talking about look up From the Diary of Queen Merisiel.
Also Varor one of my campaign aliases not my primary.

GM Mustache |

GM Mustache wrote:The rules as originally written have ruler bonuses coming from a charisma modifier. I'll check Ultimate Campaign to see if they changed it there. Anyway, it is just a few points in a stat that is overcome with building proper buildings. Whoever is picked as ruler should be a person who is active on the game and is well liked by others. That is why it is hard to plan ahead at this point.I know the bonuses come from charisma, my point wasn't there are other ways to have a good leader besides charisma leaders, my point was a leader doesn't need to be charismatic. Nothing in the rules specifically states your leader has to have a charisma score.
You know, in a meta sense. Just like it's in a meta sense that you need a good charisma score because charisma is where the bonuses come from. And if you're still having trouble understanding what I'm talking about look up From the Diary of Queen Merisiel.
Also Varor one of my campaign aliases not my primary.
I'm still not exactly sure what you are talking about, but it doesn't really matter. The rules explicitly state that the ruler gets either stability, economic, or loyalty bonuses based on the charisma modifier. If the ruler had a charisma of 10, there simply would be no bonuses. If that is the way things work out, fine with me, it's up to group. I'm not interested in a philosophical discussion, if that is what you are getting at.

Arlen Graytale |

Ok that's totally fine. I plan on playing very nice and being quite kind in general. I just know that if I called myself NN or something most GMs would object to that if I cast evil descriptor spells, etc.
Anything else you'd like to see from submissions? I'm getting the full backstory together but do you like to see recommendations or anything? I'm a pretty frequent poster myself and I know that I look for frequency and quality in potential recruits.

GM Mustache |

Ok that's totally fine. I plan on playing very nice and being quite kind in general. I just know that if I called myself NN or something most GMs would object to that if I cast evil descriptor spells, etc.
Anything else you'd like to see from submissions? I'm getting the full backstory together but do you like to see recommendations or anything? I'm a pretty frequent poster myself and I know that I look for frequency and quality in potential recruits.
I do like high frequency and quality, but no references! That would be too like a job. I try to get at player attitude through what they write in their backstory. Do they sound bored? Too factual? Snore. Bad grammar and spelling? Ugh, don't want to deal with that for 3 years.

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♪♫♬The Wily Wizard Waylund Wyllt.♬♫♪
Here is the interactive pdf charactersheet for Waylund. I saved it on google drive and it should be shareable to anyone with the link.
I based the build concept on Treantmonk's popular battlefield controller Wizard. However, I modified it a bit because I didn't want to minmax too much at the expense of role play. With the 15 point limit I still had to dump wisdom if I wanted to be remotely useful though.
I also chose my adventure gear based on Ashiels gear guide.
Initiative: +7 (+3dex+4Improved Initiative)
CMB: -1
CMD: +12 0+0+2
Defenses
Armor Class: 13 [17 with mage armor]
Flat Footed AC: 13 [17 with mage armor]
Touch AC: 13 [17 with mage armor]
Hit Points: 11/11 6+1con+3Toughness+1FC
Offense
Base Attack Bonus (BAB): +0
Melee: -1
Ranged: +3
CMB: -1
CMD: ++12 0+0+2
Saving Throws
Fortitude: +1
Reflex: +3
Will: +0
15 Point buy, +2 Int (Human)
Ability Scores
Strength: 9
Dexterity: 16
Constitution: 12
Intelligence: 17
Wisdom: 7
Charisma: 8
Ability Modifiers
Strength: -1
Dexterity: 3
Constitution: 1
Intelligence: 4
Wisdom: -2
Charisma: -1
Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.
Toughness: You have enhanced physical stamina (giggity). You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Scribe Scroll (1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
7 Ranks [+2Class+1Race+4int]
Appraise +4 [+4int]
Profession Merchant [5ranks+3inclass+2trait]
Fly +3 [+3dex]
Knowledge Arcane +8 [1ranks+3inclass+4int]
Knowledge Local +8 [1ranks+3inclass+4int]
Knowledge Planes +8 [1ranks+3inclass+4int]
Knowledge Dungeoneering +8 [1ranks+3inclass+4int]
Knowledge Local +8 [1ranks+3inclass+4int]
Knowledge Nature +8 [1ranks+3inclass+4int]
Spellcraft +8 [1ranks+3inclass+4int]
Spells Prepared for the Day
Cantrips (4)
Prestidigitation
Detect Magic
Read Magic
Drench
1st Level
Sleep
Grease
Spell Book: The Wyllt Grimoire
Known Wizard Cantrips: All not of Necromancy or Abjuration
Known lvl 1
Sleep
School enchantment (compulsion) [mind-affecting];
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Color Spray
School illusion (pattern) [mind-affecting];
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Silent Image
School illusion (figment);
Casting Time 1 standard action
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Grease
School conjuration (creation)
Casting Time 1 standard action
Components V, S, M (butter)
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Mage Armor
School conjuration (creation) [force];
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Mount
School conjuration (summoning); Level sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (a bit of horse hair)
Range close (25 ft. + 5 ft./2 levels)
Effect one mount
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Unseen Servant
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Arcane School
Conjuration Arcane School. Waylund focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Enchantment
Common Backpack
**inside Backpack or tied to it***
3 Days rations
Bedroll
Spellbook
Grooming Kit
Canteen
Spell Component Pouch
**Inside Spell Component Pounch**
Butter (Grease Spell)
Rose Petals (Sleep Spell)
Red, Yellow, and Blue Powder (Color Spray and Sleep Spells)
A Bit of fleece (Silent Image)
Piece of Cured Leather (Mage Armor Spell)
Bits of horse hair (Mount Spell)
String (Unseen Servant Spell)
Bit of Wood (Unseen Servant)
**Inside Scroll Case**
Sleep Scroll
Carried by Buttercup the Ox
Pack saddle;
blanket,winter (large sized for ox) (1),
block and tackle (1),
crowbar (1),
fishing net, 25 sq. ft. (1)
grappling hook (1),
jug, clay (10),
pick, miner's (1)
pole, 10 ft.
rope, hemp (250 ft.)
shovel,
sledge Hammer
Waylund is a scion of the main branch of the the Wyllt family, an influential merchant clan within the Kalistocracy of Druma. As per family tradition is a follower of the Prophecies of Kalistrade. When it was discovered that the lad had a natural talent for the Arcane he was sent to Korvosa in Varisia to study at the famed Wizard's College, Academae.
There, Waylund gave ten years of his life to become a highly talented Conjurer. Unlike many, he not only survived the often fatal lessons and examinations but impressed the faculty enough to serve as a tutor to younger students and continue his studies with the great masters of the school.
After a few years, Waylund chose to return to Druma but rather than take up a full time executive post within the family’s merchant Cartel he was recruited by the Mercenary league for a position with the Thousand Shield’s School Arcane.
The Mercenary League is the national military of the nation of Druma. Its members are are also known as the "Blackjackets" because they wear black uniforms and black coats in contrast to the majority of Druma's residents, who are followers of the Prophecies of Kalistrade and are thus clad all in white.
Thousand Shields is a tall fortress made of white stone found in the middle of the Drumish city of Prophet's Home. It houses the primary training facilities for the Mercenary League. The only part of the fortress that is not all white is the tower called the School of the Arcane, known locally as simply the Scar. A swirl of magical energy surrounds it day and night, giving the tower (and its inhabitants) quite a sinister reputation.
Waylund enjoyed the opportunities for both adventure and expanding his knowledge of the Arcane provided by the League – however, his family soon began pressuring him to fulfill his duties to the Wyllt Cartel.
This came to a head, very publicly, at a masquerade ball hosted by the League. A drunken cousin loudly declare that Wayland had no business sense and that the Wyllt Cartel was better of without him.
Waylund, perhaps a bit more into his cups than normal, boasted that he could build a trade empire with just the change in his pocket.
The wager was set. A month later, Waylund found himself in Restov.
ECOLOGY:Temperate forests, solitary or in pairs.

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I just found a character portrait on deviant art by an artist named mckadesinsanity that I think I'll use for inspiration for Waylund's appearance.
Here is a link if anyone is interested.

GM Mustache |

I guess I'm too late. I'm struggling a bit with the board and how to create characters/aliases... too bad, I think Kingmaker would have been a great way to build up this character.
Looks like you are well on your way because I looked what you have. Just find someone else's alias that you like, copy it, paste it into yours, and then edit all of the details. Easy peezy. If you need help making the character itself, PCGen is the program for you because it is free. And before someone tells you to do Hero Lab, yes, that is there too but it costs money.

Arlen Graytale |

Natalie, that's an awesome offer. If you take a big crit-range weapon, I can put the fortune hex and cackle at you so you get to make two attack rolls and take the higher. Then you could pass the relatively steady stream of crits to someone with a x4 crit weapon, e.g. scythe while also helping ensure most of your attacks hit. Sound fun to anyone? Maybe Eleanore?

GM Mustache |

Thought I would make a quick post about character roles, to inform people who are still contemplating. I highly suggest no one else submit an arcane focused character. I suggest tanky/divine submissions if you want to maximize your chances of getting in. Any arcanes who want to withdrawal your character and resubmit, feel free. I can't see myself taking more than 1 pure arcane (witch wizard sorc psychic) (Sorry if psychic doesn't exactly fit that role, didn't know where else it should go). I realize this imbalance happens because people don't necessarily check out other people's submissions, so here's the reality check.
Possible party organization (not guaranteed): rogue or rogue-like class, bard, divine, arcane, 2 tank or melee-focused characters or archer focused character (who could have other divine/arcane capabilities).
front liners:
CaptainFord- Ike Melfesh- oooozey shifter
Helikon- Eleanorn Eaglerfeather - summoner (also arcane)
Jovich- Lord Christian D'Elagante - cavalier
arcane:
Digger Chandler- Moussa Immanuel- sorcerer
Saashaa- Aleksand - psychic... no alias (which is fine for now)
Edelsmirge- Rognar Grimtooth - wizard
caster4life- Arlen Graytale - witch
Waylund Wyllt- wizard
Beardy2004- Sigurd Jarlson - skald (also arcane)
Helikon- Eleanorn Eaglerfeather - summoner (also arcane)
divine:
Varor- Morgin Ironfold - druid... no alias (which is fine for now)
rogue:
Jesper Roalnd Sorensen: Natalie Saratova - rogue
bardy:
Beardy2004- Sigurd Jarlson - skald (also arcane)

Brokk'r Battleforge |

alright, most of the crunchy bits done (still need a second trait, and to pick a favored class bonus), but other than that should be ready if you want to look over that and background will be forthcoming. crunch is just straightforward and relatively simple (especially with non-casters).
also, fyi, the plan was to pick up the Master Craftsman, Craft Magic Arms and Armor, and probably Craft Wondrous Item feats eventually becoming the kingdom's premier blacksmith.
-cuatroespada

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This is an Alias of Waylund Wilt. Since there are too many Arcane Spell casters I will re-submit as a Ranger.
Ability Scores
Strength 12
Dexterity 18 (+2 Human)
Constitution: 12
Intelligence: 10
Wisdom 14
Charisma: 7
Ability Modifiers
Strength 1
Dexterity 4
Constitution: 1
Intelligence: 0
Wisdom 2
Charisma: -2
Initiative +4
Perception +7 (+9 against Favored Enemy: Humans)
CMB: + 2[+1 BAB+1 Str]
CMD: 16 [10+ 1 BAB+1 Str+ 4Dex]
Defenses
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Hide Armor)
hp 12 (1d0 +1con+1FC)
Fort +2, Ref +2, Will +0
Offense
BAB: +4
Speed: 20 (Hide armor Reduces Base Speed from 30 ft)
Melee:
Longsword : 1d8, 19-20/x2, S
Ranged:
Composite Long Bow 1d8, x3, P 110ft
[spoiler=Skills: ]
Climb: +2 (1Rank+1Str+3InClass-3ArmorCheck)
Handle Animal:
Knowledge (Nature): 4 (1Rank+3inClass)
Perception 7 (1Rank+3inClass+2Wis+1Pioneer)
Ride: 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Stealth 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Survival 6 (1Rank+2Wis+3InClass)
[spoiler=Languages:]
Common
Traits
Pioneer: You have long lived in the wilderness. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Feats
Point-Blank Shot (Combat)You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Carried by Tal
Backpack
Canteen
bedroll
flint and steel
fish hook
whetstone
signal whistle
20 Arrows
Poncho
Carried by the War Horse Daffodil
Saddle
Saddle Bags
Bit and Bridle
60 Arrows
Carried by the Mule Turnip
Pack Saddle
Bit and Bridle
blanket, winter x2
rope, hemp (50 ft.)
grappling hook (1)
crowbar
Saw
pint of oil
Soap
Grooming Kit
Mess Kit
Cooking Kit
Charcoal 20lb
Wandermeal x 20
Cheese 1lb
Potatoes 5lb
Flower 1lb
Beans 1b
Sugar 1lb
Coffee 1lb
Cask of Ale (2 Gallons)
Cask of Water (2 Gallons)
None
Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding Tick The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Tal Althor grew up in the southern portion of the Fangwood known as the Chernasardo. This woodland is inhabited by stubborn and pragmatic hunters, survivalists, trackers, and trappers who call themselves the Chernasardo Rangers. Some are born, live, and die in the woods without ever having left it.
Since he was old enough to shoot a bow, Tal has been a member of the Nirmathi insurgency against the Molthune invaders. He’s served in various Fangwood militias including the infamous Foxclaws as well as the recently reformed Irgal’s Axe. As Ranger he’s garnered a plenty of experience conducting raids and sabotaging supply lines, and then disappearing afterward without a trace.
When not fighting, trapping and hunting he worked the Tourondel and Marideth Rivers in a long boat as fisher, trader and ferryman.
Over the last several years he’s become frustrated with his nation’s inability to organize and modernize in the face of the Molthune threat. He feels that convoy raids and small scale ambushes have very little affect on the bigger picture.
Eventually, after many arguments around milita campfires - word of Tal’s interest in the bigger picture reached ears of one of Forest Marshal Weslen Gavirk’s intelligence operatives. She recruited him and he now ranges far and wide across the inner sea on missions and adventures generally of his own choosing.

GM Mustache |

Are NPC's accompanying us ok? Thinking my guy is a widower with a daughter.
Yeah there is way we can make that work.
You can either bring her right away, and she stays at the trading post of the edge of the frontier for a while, or you could eventually send for her once you start to build your kingdom.
And that goes for anyone who want to bring family. I think family could make the roleplaying go to a deeper level in this game. I don't think I would have the capacity to play all of your family NPCs, so I will allow the PCs to have their own NPCs that can interact with other people's PCs and NPCs. You could even create alias for them. (But please don't link them all here. Don't worry about that until you get selected)

Brokk'r Battleforge |

all the core casters are rerolling... mildly amusing.
anyway, it occurred to me that i can afford to start with a MW shield with a decent craft roll or two, so...
Craft (DC 20): 1d20 + 6 ⇒ (14) + 6 = 20
success! barely...
i guess the question is do you want me to pick between weapon and armor? or is masterwork just masterwork? if the latter, i'm fine with paying the higher price if that helps.