Kingmaker: Conquest of the Stolen Lands (Inactive)

Game Master Aqua-Thor



Attention: The good people of Brevoy are in danger! banditry from the South has risen to unacceptable levels.

Wanted: Women and men with the fortitude to carve civilization from the lands stolen from the hoary forces of Nature and Barbarism.

If you are loyal to the People or Coin of Brevoy, bring a letter of introduction and a list of great deeds to Lord Alystair Boehnre, Aldori, who is gathering an expedition to wrench the Greenbelt free from those preying on our good People. Find him within the Randy Sasquatch in the southernmost portion of the city. Impress! His is the sole opinion of merit concerning the makeup of the expedition.

This is a recruitment for the Kingmaker AP. A previous thread lost momentum just as the recruitment process was to conclude. But I was so enamored with the characters presented, I couldn't let it go. I've decided to take on the campaign myself. But I wanted to organize the recruitment a bit differently.

First, I would like only a single post from each applicant in this (Recruitment) thread. All information, crunch and background, should be contained in the profile, edit as needed. If you make only the one post with a new alias, you can re-use it later if you are not selected.

Second, any questions for me about the game and/or character creation should be posted in the Discussion thread, eventually leading to out of character interactions and questions about the game in question when we get started.

Third, I would like in-character introductions based on your arrival at the Randy Sasquatch, followed by interactions with your fellow applicants in the Gameplay thread. A good portion of my decision on who to include will be based on your writing and the chemistry between your characters. I will be honest; posting quantity will be a consideration. I will be watching when and how often you post in gameplay as an indication of what to expect in the game proper. I will provide some NPCs for interaction as well. Everything in Gameplay should be in-character.

Now for the meat and potatoes. Because I liked the characters I saw in the earlier game, I am going to keep basically the same creation guidelines. But please look over them. There are some changes/clarifications, make adjustments as requested.

Char Gen:

Level- Gestalt 1

HP- Maximum 1st level, roll every additional level. Retraining HP from Ultimate Campaigns is available.

Ability Scores- I will be using a 24 point buy, single point scaling method. Basically, each score is set to 10 and it only takes a single point to raise a stat by one. You may also, if you need a few points, subtract up to 2 from a single score to gain that number of points that you can redistribute. No score may be above 18 or below 08 before racial modifiers. You may also 'buy off' a racial penalty to a stat by spending a respective number of points, such as paying 2 points to eliminate a Dwarf's CHA penalty.

Classes- All official Paizo classes are allowed. 3PP material is available if I own the book. Ask away. Auto accept includes Dreamscarred Psionics, Radiance Pact Magic. No Path of War, please. Label any element of your character crunch not from a Paizo hardcover with its source.

Races- All official Paizo races on the SRD, I require at least one Human character in the party, due to the patron which sends the PCs to claim the Stolen Lands. Like classes, etc. I will consider 3PP if I own the book it is from. It can't hurt to ask. I will admit to a prejudice toward humans, but can easily overcome it for a compelling character.

Alignment: I have a preference for non-evil but am willing to entertain all alignments. No loners! Whatever the alignment.

Feat- You gain a Bonus Feat at 1st level. No leadership.

Skill Points- I will be using the background skills option from Unchained.

Traits: You start out with 2 Traits and a Campaign Trait. You may also reflavor Traits, so long as they make sense, and may take an additional Trait if you take a Drawback.

Starting Wealth- 200 GP, plus a single, non-magical, non-royal outfit of your choice, which must make sense with your character. You also have a free, nearly blank map of the Stolen Lands that just basically has it's borders, and small outskirts from other River Kingdoms. Spellcasters with spellbooks may purchase additional spells, but they must pay for a scroll of appropriate level, then the cost of inscribing in your spellbook.

Non-crunch is a bit more involved, but I like to have strings to pull on my characters.

Background:

I need a good general background about who your character is and what brought him to Restov, not a novel, but enough to make me interested in working with him or her for (hopefully) many months. This should include an enemy candidate of some sort, someone you care about who I could mess with, and how you came to the attention of some noble (enough for the letter of introduction below.) Do not use Alystair in your background; everyone should be new/untied to him. I want to see your traits evident in your background somewhere, and your other crunch as appropriate

I need a letter of introduction from a noble, high or low, of Brevoy somewhere, OR a damn good reason why not and a damn good reason Lord Alystair would consider you for the position. Write it as the noble; your character can be aware or unaware of the contents as you choose.

I need a set of goals, both yours and your character's, so I know what you hope to gain during the campaign. (no promises.)

As for the game itself, I will be adding/changing a great deal. So those who have played or read the Path will still be surprised. I will also be including lots of NPCs, some of whom will be joining the adventure at times. I do not intend for them to steal the spotlight, but they will be integral to the plot at times.

As for power level. Well, we are playing gestalt. Still, I want characters, not the Pathfinder equivalent of an atom bomb. If you are putting together a great combo, no matter how obvious it may be to you, please let me know about it up front. If I think it is overpowered, I will kill it for the sake of the game. I don't want you to play for days or weeks or months expecting a combo to come through (central to your character concept) only to discover I won't allow it or interpret it differently; RAW or RAI or whatever. If I know what's coming, I can plan for it, and everyone gets to have more fun.

Let's plan for making my choices by Wednesday. Good luck to all!

FAQ:

"Will you be allowing crafting?"

Yes, with a few minor changes. The biggest of which will be splitting craft miscellaneous item into a different feat for each of the body slots and one for unslotted items, so craft magical waist item, craft magical hand item, craft magical neck item, etc. . . If you take a feat with the intention of crafting a specific item, check with me first. I don't want to disappoint you or retcon a feat choice.

"Can I create a race using the rules in the advanced Race Guide?"

No.

"Can I use a monster race or template as one side of my gestalt?

No.


By the way, feel free to begin interaction in gameplay as you complete your character. No need to wait until you are done.


Jonathan should be all set, actually. I have to designate his background skills, but he has at least two skills that count as background skills. I'll add a little to the background, but my reason for choosing all traits and his drawback should be pretty obvious. I'll also scale back his gear, since he was built for 500 GP. Other than that, feel free to look him over and let me know if you have any questions.

P.S.- You mentioned no Leadership, but I was curious if you'd make an exception for my character concept? He works best as the Spymaster, and I' like to have a spy network through Leadership. If you don't mind him having one without the feat (assuming we get there), then consider this question moot.


Another thing that occurs to me: to save me time, please show me the math in your crunch. For attacks, defenses, hp, and skills at a minimum.

Thanks guys.


Here is the profile. Just need to make sure shes custome to the build pre-req when i post crunch


Zartana:

Zartana
Drow fighter (cavern sniper) 1/sorcerer 1/gestalt 1 (Pathfinder RPG Advanced Race Guide 102, 104)
LE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will +2; +2 vs. enchantments, +1 trait bonus vs. spells and spell-like abilities cast by humans
Immune sleep; SR 7
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . elven branched spear +3 (1d8+3/×3)
Ranged composite longbow +6 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect magic
. . 1/day—dancing lights, darkness, faerie fire, feather fall, levitate
Sorcerer Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—mage armor, obscuring mist
. . 0 (at will)—chameleon scales, daze (DC 15), message, penumbra[UM]
. . Bloodline Rakshasa
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 10, Int 12, Wis 10, Cha 20
Base Atk +1; CMB +3; CMD 19
Feats Drow Nobility[ARG], Eschew Materials, Point-blank Shot
Traits lunar birth, noble born - orlovsky, seeker
Skills Bluff +9, Intimidate +9, Perception +7, Spellcraft +5, Stealth +10, Survival +4; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ imbued shot, poison use, silver tongue
Other Gear arrows (40), composite longbow, dagger, elven branched spear, bandolier, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork backpack, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 6 gp, 5 sp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Imbued Shot Imbue arrow or bolt with faerie fire, darkness, or deeper darkness SLA as a swift action.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Lunar Birth +1 trait bonus on saving throws vs. spells and spell-like abilities cast by humans.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
Spell Resistance (7) You have Spell Resistance.


Seth86 wrote:
** spoiler omitted **...

In profile please, so that you can edit it and you have only one (now two) posts in the recruitment thread.


Aqua-Thor wrote:
Seth86 wrote:
** spoiler omitted **...
In profile please, so that you can edit it and you have only one (now two) posts in the recruitment thread.

Done =^^=


Submitting over from the other thread.

Gunslinger(musketmaster)/Inquisitor(preacher).

I do have to adjust things yet


Joining in for the application process, his gear needs updated still but otherwise everything should be done. It's all in the profile:

Inquisitor (Sanctified Slayer)/Unchained Rogue (Scout)


Atamar Gorrin wrote:

Joining in for the application process, his gear needs updated still but otherwise everything should be done. It's all in the profile:

Inquisitor (Sanctified Slayer)/Unchained Rogue (Scout)

** spoiler omitted **

Send your in character material over to gameplay.


Please, one post per profile in this thread.

Everything and ANYTHING else in discussion and gameplay as requested. I do not want to scroll through 200 posts to find and evaluate characters. If you want to let me know you have made an update, tell me in discussion.


Shi from the other thread.

Character Sheet

Background:

Shi'Vatha, which in the Celestial tongue means 'Seeker of Evil', Warden Archon of the 7th Tome Zaphkiel was never a very good Warden Archon. Or rather, he was a very good Warden, and little escaped his notice.
But he was not stoic and stone faced like the other Warden Archons. He enjoyed listening to stories, he smiled at things the others found no more important than a stray breeze.

So when Iomedae came seeking an entity willing to form a bond with one of his chosen Paladins, not as a spirit companion, nor even an animal companion, but as a lowly summoned creature of little power, Shi'Vatha thought for only a few minutes before grinning at the god and stepping forward.

Iomedae was not sure of this choice, but it would be dishonorable to turn down one who had volunteered to give up so much. And so Shi'Vatha gave up the power he had and bonded to Casarina Methaila, a valiant Aasimar Summoner Paladin of Iomedae.

Shi'Vatha was not as strong as most eidelon's, due to his summoner's primary path being that of a Paladin, however, he was an excellent scout, his small feline form allowing him to sneak through places Casarina could not and ferret out information for her.

The two were quite the well known pair in the Church of Iomedae, and got many of the most dangerous assignments. They were well respected, even though the two had something of an odd couple feel to them, for Shi had a wicked sense of humor, while Casarina had no sense of humor at all.

The church respected the pair, none-the-less, for they were especially well known for tracking down dangerous artifacts and destroying them, wherever they might be hiding (or hiden!). However, they were also very good at investigating mysteries as well.

It was on one such assignment that the team met a horrible ending of their pact. Casarina had been tasked with investigating the sudden betrayal by a priest of his flock, and subsequent sacrificing of many of them to some unknown entity.

The pair did as they normally did, Shi'Vatha scouting ahead (although close enough not to lose his life force from being too far separated from his partner), and Casarina dispatching foes with the occasional assistance from Shi'Vatha.

Unfortunately, they fell into a trap devised by those who had turned the priest. The two were captured, and taken to an evil cave where blood was spilled in a horrifying magical rite. Casarina's mind was broken with fell magic, and her former good and right nature turned to chaos and evil. Casarina awakened and began to walk the path of an anti-paladin summoner.

The ritual did not go as expected though, for it had not been performed on someone who was both a Paladin and Summoner before. Casarina's tie to Shi'Vatha was rent assunder, both gaining a burning rune on their forehead as the bond was rent. Casarina could not summon a new eidelon, and Shi'Vatha could not return to his home.

Casarina was afraid to kill her former ally, for fear her ability to summon, or use summoner magic, would also be destroyed permanently. So she locked the catlike eidelon in a steel cage and tortured it when bored.

After several months of such treatment, amazingly, Shi'Vatha's shattered mind began to reform, the madness induced by the destruction of his bond receding, and his original good and upright nature returning. Finding himself suddenly able to control his own evolution, he waited for Casarina to depart on a murder spree, and evolved an upper torso, turning himself into a taur. Using his newfound hands and skills, he used a bent nail from the wooden floor of his cell to pick the lock and flee back to the church to tell them what had happened.

The church of Iomedae is nothing if not loyal, and Shi had shown such loyalty as few have for the church. However, his manners and mannerisms were not... exactly what they expected of either a paladin or a paladin's creature. And his newfound (and understandable) attitude of Antipathy toward Paladins was also something of an embarrassment.

So while the church is still very friendly toward Shi, and accords him a priest of Iomedae, he is not sought after often to go on missions. Indeed, while he's still accorded all priestly ranks and favor, Shi has officially gone on 'sabbatical'.

The church, wanting to do right by Shi'Vatha, has asked the Brevoy lords who are mounting an expedition to the Stolen Lands to employ Shi'Vatha in their group. They feel getting him away from church politics and the Paladin training grounds would be good for both the church and their loyal priest in absentia.

Also, I picked a small MW longbow for the free MW weapon. Shi's proficient with all martial and simple weapons (outsider). I figured since he's not likely to ever need melee weapons, a ranged weapon made most sense. I spent 200gp in starting funds to add the +2 STR bonus to the MW bow.

Stats:

Racial mods : Str +4, Dex +4, Con +2, Int -4

Small Mods : Str -4, Dex +2, Con -2
Stat Spending : Str (4) Dex (4) Con (4) Int (6) Wis (2), Cha (2) Buy off -4 Int Penalty (4)
Because Shi is small, he has a str cancelling penalty, gains 2 dex, and loses 2 con. He'll likely become Medium sized at some point, and gain +4 str, -2 dex, and +2 con.

A large part of his point buy went toward the INT, because Eidelon's are normally dumb, but he isn't.

Note that as he levels up, he gains Str/Dex ever few levels, so those stats will increase over time.

I think everything was the same from the other thread, let me know if I missed anything and I'll fix it.


A reminder for background. We all know that this Adventure Path is leading to the formation of a new kingdom. This has not been revealed to the characters or their patrons yet. Make sure your background descriptions and letters of intro reflect this lack of knowledge.


I'm going ahead and reserving my spot over here. Regardless of what directions I'll take, everything will be on this alias and I will update it as necessary.


Interested as well.

Here is my application: Oracle of Dark Tapestry (Dual Cursed) 1 / Sorcerer (Tattooed Sorcerer) 1

I still need to work in the spell list and gear, which I'll do tomorrow.


Here is Zayne's. Have to make a few adjustments but it should be done soon.

Liberty's Edge

Reserving a post for Hatham McCreedy, frontiersman.

CG Male Human Slayer/Unchained Rogue

Pathfinder Society / Varisian Wanderers (See fluff)

crunch goes here:

10 STR 20 DEX 14 CON 16 INT 12 WIS 14 CHA
12/12 HP (10 Slayer, +2 CON)
18 AC (15 T/13 FF) (10 +3 Armor +5 Dex)
F: +4 (+2 Slayer Gestalt, +2 Con) R: +7 (+2 Slayer Gestalt, +5 Dex) W: +1 (+1 Wis)
+7 Initiative (+5 Dex, +2 Trait)
Combat Skills:
Acrobatics +8 (1 Rank, +3 Trained Class, +5 Dex, -1 ACP)
Climb +3 (1 Rank, +3 Trained Class, -1 ACP)
Diplomacy +6 (1 Rank, +3 Trained Class, +2 Cha)
Disable Device +9 (1 Rank, +3 Trained Class, +5 Dex, +1 Trapfinding, -1 ACP)
Escape Artist +8 (1 Rank, +3 Trained Class, +5 Dex, -1 ACP)
Knowledge Local +7 (1 Rank, +3 Trained Class, +3 Int)
Perception +5 (+6 with Traps) (1 Rank, +3 Trained Class, +1 Wis)
Ride +8 (1 Rank, +3 Trained Class, +5 Dex, -1 ACP)
Stealth +8 (1 Rank, +3 Trained Class, +5 Dex, -1 ACP)
Survival +6 (1 Rank, +3 Trained Class, +1 Wis, +1 Track)
Swim +3 (1 Rank, +3 Trained Class, -1 ACP)
UMD +6 (1 Rank, +3 Trained Class, +2 Cha)
Background Skills:
Appraise +7 (1 Rank, +3 Trained Class, +3 Int)
Craft Weapons +7 (1 Rank, +3 Trained Class, +3 Int)
Knowledge Geography +7 (1 Rank, +3 Trained Class, +3 Int)
Linguistics +7 (1 Rank, +3 Trained Class, +3 Int)
Profession Barrister +5 (1 Rank, +3 Trained Class, +1 Wis)
Sleight of Hand +8 (1 Rank, +3 Trained Class, +5 Dex, -1 ACP)
Feats:
1: Combat Expertise
1: Gang Up (Human)
1: Weapon Finesse (Unchained Rogue 1)
1: Two-Weapon Fighting (Campaign Bonus Feat)
Traits:
Reactionary
Militia
Pioneer (Survival)
Strong-Willed
Drawback:
Vain
Kukri x2 (+6 [+1 BAB, +5 Dex] or +4/+4 [as above, -2 for TWF with light] / 1d4 S)
Shortbow (+6 / 1d6 P)
Studded Leather
Bonus Outfit: Cold Weather
Starting Outfit: Explorer
Rogue's Kit
Military Saddle
Saddlebags

fluff goes here:

Born a war orphan of Varisian parents, Hatham lived much of his early life moving from base camp to base camp, learning the idiosyncrasies of military life. Once he was old enough to hold a dagger, his lithe frame and quick eyes were put to use scouting forward positions against the savages in the Tian lands, until he had earned enough coin to return to the land of his birth. Upon arriving, he found an old letter implying that some inheritance was owed him due to his parents' service on behalf of Ustalav. This has inexplicably led him to a pub in Brevoy, seeking out Lord Boehnre. With little left in his coffers, Hatham has been living off the land on the long road and is quite ready for a bed that doesn't hang between trees.


Background:
Norvallen de'Naoch was raised south of Brevoy in Rostland, raised amongst the picturesque fields and forests underneath that beautiful sky. His family worked the fields as did he, planting and gathering the crops. Both his father Darin and mother Katrina may be reserve soldiers for Rostland, but as they grew older they simply pass down skills to their children.
Of the five children, Norvallen is the second oldest, he has one older sister and three younger ones. A nightmare for any male, of course. As it stands, Norvallen is the only one to not share any features with the rest or his parents. Its easy to tell, with Norvallen's near-white hair and features that he isn't Rostland stock of blood. Norvallen was adopted as a young babe of three, after his mother fled from the Southern lands with him and weakening each day from wounds and fever. Darin and Katrina took in Norvallen as one of their own, as the young mother passed away, though Darin was guiltily glad to finally have a son to teach and take care of after three daughters were born to him. The fourth daughter born simply cemented the decision in his mind. The fact his son's hair would literally grab things and act like a limb could be ignored for finally having a son.
From his father, he was taught him most of what he knows; the skills to hunt and forage in the thick forests, the time and care of the farm, and the skills of fighting unarmed or with a crossbow. His mother taught him a little of cooking, but she tended to have her hands full with four daughters clamoring for her attention when chores weren't about to be given out.
The magical side of his skills? Those were an inheritance of his mother, whose familiar stayed and watched over him. It was a strange creature, a swoop lizard named Sama, that his mother and father originally wary of but later accepted the presence of when it never attacked their children. When it started hunting mice and rats to feed itself, it was may as well been the family pet to Darin. Over the years and with some difficulty, the strange creature helped teach Norvallen the ways of magic by trial, error, and the general feeling coming from the strange creature on whether he was doing something right, wrong, or the "Oh God, run!" moments.
Joining the militia for the hometown opened his eyes to his differences. There, he learned of the fear and ire towards Issia. Just how different he was in looks, from the shape of his eyes and chin along with his hair color. Still, he was a Rostlander and he did what he could to live up its ideals. He hunted the wild beasts that preyed upon herds and men, patrolled the nights for dangers, and followed the drills for when, not if, Issia would finally push too hard. If he could forget that bastard Devon, his foolish attempts at bullying or showing up Norvallen, and his supposedly woeful tales of being ignored by his noble father rather then accepting his status as an unwanted bastard, all the better. Devon hated Norvallen, often claiming that he wasn't a true rostlander and shouldn't be in the militia due to that fact. Many a fault and mistakes at Devon's hands were often tried to be explained away as Norvallen's, if not an out right attempt at framing him. Fortune was on Norvallen's hands, as the truth came out and Devon was told to leave the service. Devon swore vengeance upon Norvallen in any way he could, but left in search of fame, fortune, and over time food. His fate is unknown to Norvallen, but the last he heard was a rumor of an adventuring band accepting him.
The change in Norvallen's life came after his eldest sister Nadia already had left for the Stolen Lands with her soon-to-be husband, looking to try to settle in there. Ambrelic Donovan, a high nobleman visiting the area for a selection of wine, lost his son in the thick woods and the sun was fast approaching. His own guards had failed to find the boy, and in fear requested the militia's help for the search and in hopes nothing horrible has happened to his heir.
Speeding through the woods, catching sight of a track here and there with Sama flying over head looking as well, Norvallen found the small child huddled underneath a fallen tree as a pair of wolves surrounded it. The beasts were digging at the ground, trying to widen the small gap to get at the child, growling all the while. The first never knew what hit it, as a mass of white hair struck out and slammed into the beast's head with an eldritch blue glow, knocking it out right before a second blow by Norvallen's foot snapped its neck. The second beast took longer, but slowly fell under the assault of magical prehensile hair, fists, and feet. Healing the child's wounds, and feeding him some berries that were safe found along the way, the pair returned with the two wolf carcasses trailing them. At the town where the nobleman was still shouting for someone to do something or search faster, Ambrelic Donovan was most grateful for his son's return, offered a notable amount of gold as a reward. Upon hearing the child's tales, and noting the two wolf carcasses outside waiting to go to the tanner, Ambrelic mentioned that Lord Alystair Boehnre was looking for people to make another expedition to help the Greenbelt. Writing a letter and giving it to Norvallen, he wishes him well and leaves to take further care of his son.
Having mulled over it a couple days, Norvallen decided to try to take up the offer and left most of the rewarded gold to his parents, some to equip himself and pay for the journey. Rostland needs the favor of the Stolenlands to counter Issia, and this job might build the good will to protect his family and home.

I'm leaving my original Brawler/Witch back in the other thread, but I'll post this version over here.
I intend to craft Amulets (Specifically an Amulet of Mighty Fists) so I'll be taking that specific Craft feat for just Amulets. Also planning on having a Valet Familiar Swoop Lizard(Rhamphorhynchus) to help with crafting, and passing around Touch Spells to allies as needed.


Posting from the previous thread. Anghus should be good to go, save scaling back his gear by 300gp,and expanding on his backstory but that shouldn't be too difficult.

Cheers, seeya in the other threads!


Kareta Ajie, Hunter from a previous Kingmaker recruitment. Considering second class, suggestions welcome.

EDIT: on further consideration of her background, I'm going with Rogue. Edits to profile incoming.


Aqua-thor you asked for a good background to make you buy spheres of power, and you got it

just need to buy things. :3

edit: damn it noticed the noble thing, this is going to be interesting. :P

okay the letter of introduction is done


Hi this is Surasshu from the other game! I'm hear to submit Veil Silverthistle. Bard (Arcane Duelist), Wizard (Scrollmaster)


Coming over from the other thread. I'll adjust the build as needed and write the background requested soon, I should have enough time in the next 12 hours or so.


Welp, good to know. I've apparently realized I hate gestalt so much I won't build for it again... have a fun game.


Kingmaker, a campaign I always wanted to play, and a GM who is open (even though with some reserves) to evil characters.

Absolutely dotted for interest and I'm planning to go for a Chaotic Evil Bard/Swashbuckler.

Not the "I'm the Joker, I kill people at random for the lulz" kind of C/E, but rather the "I'm a bored debased bon vivant with loose morals who would probably pay at least some lip service to Nocticula" I will certainly be invested in keeping the party with me and keeping a mutual interest in eachother well being as well as pursuing objectives of mutual interest, even with good characters, especially with good characters, the more selfless they are, the more I'll want them to consider me worthy of their selfless sacrifices.
Consider her a "Game of thrones" kind of evil, a refined and civilized one who can work with its moral opposite when it suits her.

Bounty hunting for gold suits her, and later, carving out her own settlement and a position within it definitely suits her.


Presenting Minakeh Deepiron! The strategically minded, perfectionist.


My character should be about complete now.

Any suggestions are welcome.


Submitting a formal application on behalf of Roonfizzle, Rogue(Unchained) || Aegis 1 (DSP)


This is my submission: Psion(Generalist)/Vitalist 1.
I can commit to posting in the evenings Eastern Time Monday-Friday and anytime of the weekends. I'm new to Pathfinder but I've put in a lot of research. Anyway, good luck to each of us.


Need to put the backstory down, but here is my formal submission for D'ahia, Merchant Half-Orc Gunslinger/Alchemist (Grenadier). She'll be presenting herself at the inn shortly.


I give you Jorn Winterbourne, bard/cleric of Cayden Cailean.


Pink Eye from the other recruitment thread submitting my monk(unchained)/Empyreal Sorcerer.


For those who have yet to post in gameplay, you have not lost your chance! Things have gone chaotic, but you are still welcome, and you will still be considered. I do recommend heading over there soon, however. You want someone left to interact with (and I do expect combat posts as well.) if your crunch is still in flux set some stats and do the best you can.

Tally ho!


I assume that doesn't apply to Shi.


Hello, Sebastian Khaelmourne at your service"

Unchained knie master/scout rogue and twilight sage arcanist


Withdrawing my application. Things are getting too busy here.

Scarab Sages

Here is may application. A paladin//Dread.

Only question I have is that I took Lore (fiends) as a background skill, with Rank+Class bonus+Int, whereas (thanks to a trait) I add CHA to my Knowledge (Planes), meaning that my wider knowledge (Planes) is greater than my narrower Lore (fiends). Is it possible to add Cha to my Lore(in this instance) given that it is a subset of knowledge (planes)?


this should be in discussions(so maybe ask again there), but i think a fair option is to roll twice when in relations to fiends(once for know, once for lore). though i'm of the opinion fiends is too broad. just my 2 coppers.

Silver Crusade

Dot is this class allowed? Machinesmith


Ok, so I'm going to keep with his theme, I'll be using a rapier, (added a small breif on that in his back story) and a pistol. Most likely multi-classing into fighter/gunslinger at some point after 1st.

I assume guns will be treated as exotic and as I won't be proficient until level 2. Great back story idea for that as well.

Thirrion:
Male Half elf, machinesmith/inspired blade 1
N Medium Humanoid (Human/elf)
Alternate racial traits: dual minded,
Init +5; Senses Perception +8
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DEFENSE
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AC 18(19), touch 15, flat-footed 13 (+3 armor, +5 dex, +1 shield)
hp 12
Fort +4, Ref +7, Will +8(+2 vs enchantments)
Immunity: sleep effects
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OFFENSE
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Speed 30 ft.

Melee
Rapier: +8
Damage: 1d6+5 (18-20x2)

Ranged
Pistol: +2
Damage: 1d8 (x4)
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STATISTICS
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Str: 10, Dex:20, Con:14, Int:18, Wis: 16, Cha: 08
Base Atk +1; CMB +0; CMD 10
Traits Indomitable faith(science), Reckless, guild funding (rich parents, refluffed)
Drawbacks Attached (pocket watch, Last memoir of his father)
Feats
1- Iron will, weapon focus Rapier, weapon finesse, fencing grace

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Skills 4+Int/level (8/level)
Perception-1 (+8)
Acrobatics-1 (+9)
Climb-1(+4)
Sleight of Hand-1(+9)
Disable Device-1(+9)
know. Engineering-1(+8)
Know. Geography-1 (+8)
Diplomacy-1 (+3)
Craft alchemy-1 (+10)

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elven, dwarven, Gnomish, Celestial, Terran, Infernal

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SPECIAL ABILITIES
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Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototypes (Su)

Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying the blueprint

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Greatworks (Su)

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

Trapfinding (Ex)

At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Machinesmith Trick

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Spells
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0th (at will)

1st (3/day)
Known: Grease, Shield, Feather fall

[spoiler=Gear/Possessions]
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GEAR/POSSESSIONS
Arms and Armor:
MWK living steel rapier (fluffed as a self repairing steam blade) (860g)
Pistol (free non-magic item?)
Studded leather armor
Buckler

Ammunition:
30 shots (30g)

MWK backpack, belt pouch, silk rope (100ft) grappling hook, flint and steel, hammer, chalk (20 pieces), paper (20), waterskin (3), rations (20), 2 CLW potions.

Alchemical items: (crafted with taking 10)
Alchemical fire x2
Acid x2
Flash powder x3
Itching powder x2
Sneezing powder x2
Foaming powder x10
Smoke pellet smog x5
smoke stick x5
Thunder stone x2


Dotting. Never tried Gestalt before, but willing to give it a shot. Considering a Slayer/Inquisitor of Gorum. TWF with an orc double axe and intimidate build.

How do favored class bonuses work for Gestalt? Two classes or only one? Only one bonus per level or two?


Ozak Daggertooth wrote:

Dotting. Never tried Gestalt before, but willing to give it a shot. Considering a Slayer/Inquisitor of Gorum. TWF with an orc double axe and intimidate build.

How do favored class bonuses work for Gestalt? Two classes or only one? Only one bonus per level or two?

OK, crunch for Ozak is up. Fluff will take a bit longer but the ideas are gelling in my mind.


Ozak Daggertooth wrote:
OK, crunch for Ozak is up. Fluff will take a bit longer but the ideas are gelling in my mind.

*Whew* background is up. Just in time before I lose my internet connection for the day.


Sorry to say that recruitment ended last night, Ozak.

Sczarni

Dang. I just saw this, would have loved to get in on this one.


Norvallen wrote:
Sorry to say that recruitment ended last night, Ozak.

Darn it! Too late to the party. Oh, well... I can save the character for another gestalt game if one comes up.

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