Kingmaker: Legacies of Dust (Inactive)

Game Master Wolfspirit

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From Taldor to Restov rumors spread about a new opportunity arising in the Stolen Lands: an intrepid party of adventurers are seeking to carve out a new settlement in the wild lands. You paid these rumors little heed, until you find a strange parchment rolled up in your belongings:

Wanted: Two adventurous types to join an ongoing expedition into the Stolen Lands already in progress. Excellent pay and advancement opportunities, up to and including rulership! Defeat undead, bandits, and other undersirables while taking the Stolen Lands for upcoming settlement.

-The Solicitor
(The Solicitor is an equal Opportunity employer.)

~*~*~

I am in need of two self-motivated new players for a Kingmaker (with a twist) game in progress that is about to start on book 2. Real life and absences have conspired to slow the game down, but we have an enthusiastic group looking to make their mark on the Stolen Lands. I have posted here looking for players before, but I'm unsure who all is still active.

I expect players in my game to be team oriented, enthusiastic, and willing to commit to posting.

Feel free to read up on the campaign in progress. A short synopsis of the changes I have in store is that unlike traditional Kingmaker, there are no Fey and various other things have taken over their niche (and story elements.)

Will our group be successful? Or shall their names be lost to ranks of the Kings of Dust, those unfortunate souls who have tried to claim the Stolen Lands, and failed? Without strong allies, it will surely be the later...

Currently our party consists of:
Ruler: Elvara the Summoner
Counselor: Alamina the Cleric
General: Raven the Slayer (Melee)
Magister: Vorsirion the Occultist

We particularly could use someone with knowledges and skills, although anyone could be considered.

If interested, or if you have questions, respond here or PM me. I have some Character Creation guidelines here. We're going to be moving a bit slowly through the Holidays, but I want to get Kingdom Building initially taken care of to start off strong after the New Year. I'm hoping to make decisions by Monday 19th.


I'm always interested in Kingmaker. Definitely my favorite AP. But I am already playing one elsewhere on these boards. Would that be a problem?


Ouachitonian wrote:
I'm always interested in Kingmaker. Definitely my favorite AP. But I am already playing one elsewhere on these boards. Would that be a problem?

There are some significant variations to keep players that are already familiar with the game on their toes. I'm fine with experienced players as long as there isn't any "but that isn't supposed to happen!" ;)


I am interested, Considering a bard


dot. depending on acceptance to another game I have a cavalier I would submit.


Dotting - especially because of the whole "Big Damn Kingdom Building Heroes". Firefly ftw.


Sounds interesting.

One question, though, about Skalds.
Since I rather like skalds.

Would you have them with the Extra Performance feat (as per PFS), instead of Scribe Scrolls as the bonus first level feat?


I present here Shayn Veilsong, Wayang Alchemist :) he's completely PFS legal, other than the background skills and campaign trait.


I would be very interested to try this AP. I have heard a lot of good thimgs about it but never had the oppurtunity to play amything in it. I have a archaeologist bard that i would like to throw in there. I will make a full submission in the morning.


if we are allowed the 2 character submission still, here is my first, I may need to change/add to the background a bit. But, here is my Ninja

also, would you allow the unchained ninja?


I have been dying on the inside to play a Kingmaker game. I'll definitely see about creating something for the game.


here is my cavalier. Hoping to rebuild what he has lost, gain vengeance, and protect the people.

cavalier would likely be order of the sword, or dragon.


actually looking at lion for this.


Xunal wrote:

Sounds interesting.

One question, though, about Skalds.
Since I rather like skalds.

Would you have them with the Extra Performance feat (as per PFS), instead of Scribe Scrolls as the bonus first level feat?

That should be fine. I typically have a "one fudge rule per character" for something like that.

Akio Katsu wrote:


if we are allowed the 2 character submission still, here is my first, I may need to change/add to the background a bit. But, here is my Ninja

also, would you allow the unchained ninja?

I honestly haven't looked at unchained ninja. I'll check it out, and if the character gets chosen, I'd see what the best fit was.


Hey! This is Raven Sirkas here, the group's resident grump with an absurdly large sword. The game is a blast-Wolfspirit is an amazing GM, and the rest of the group also keeps the game lively.

Here's a list of every major villain we've dealt with so far and how we've dealt with them, so you can see how we roll.

Spoiler:

Happs: After quickly dispatching his band, those that survived were recruited as support staff and guards for the trading post.

Kressle: With Kressle grappled, Raven gave her an offer: betray the Stag Lord of she will kill the rest of her men that weren't already red smears. She refused the first time, so Raven followed up on her promise. Kressle caved the second time, and gave us information about the Stag Lord, his operation, and how to get into his keep. Raven abided by her promise and let her go.

Moonradish Kobolds: After getting some information about the Sootscales out of them, we exchanged a javelin that Raven had used to coup-de-grace the men as detailed above in exchange for the moonradishes, and helped them form their own tribe.

Den of Goblins: Yeah, there was really no other option other than to kill them. We did manage to rescue Meepo and heal him, though. We also got some geographical information out of a goblin, who we then let go, I believe.

Sootscales: After hammering out an alliance with Chief Sootscale, we took Tartuk by surprise and killed him. The Sootscales are now one of our strongest allies.

Big S: We snuck into his camp disguised as bandits, got everybody there dead drunk, then assassinated the Stag Lord while he was sleeping while a fight broke out in the courtyard. It ended quickly when I brought out his head and Dovan fled.


Akio Katsu wrote:


if we are allowed the 2 character submission still, here is my first, I may need to change/add to the background a bit. But, here is my Ninja

also, would you allow the unchained ninja?

I honestly haven't looked at unchained ninja. I'll check it out, and if the character gets chosen, I'd see what the best fit was.

It's pretty much the same as Ninja, but gains the same weapon finesse rules as a Rogue, and gets +2(increases from level) attack bonus vs flanked/Flat footed enemies. Unfortunately still loses trapfinding for poison use. If we could fudge that back to trapfinding if selected.... honestly though if not that's fine, I'll just use a katana haha


How would you guys feel about a Pistolero Gunslinger submission?

Edit: Full disclosure though. The character I want to submit was in one Kingmaker game that I absolutely loved, it sadly died after a pretty long run. She's in another game right now though that is proceeding really slowly and I'd drop her out of that game for this one if I was accepted.

If that's a problem from you guys then I'd understand totally. I just really want her to get into a good game, she's one of my first characters and I really liked playing her.


Dot strongly considering a skald, feel it would mesh well with the party.


Azih wrote:

How would you guys feel about a Pistolero Gunslinger submission?

Edit: Full disclosure though. The character I want to submit was in one Kingmaker game that I absolutely loved, it sadly died after a pretty long run. She's in another game right now though that is proceeding really slowly and I'd drop her out of that game for this one if I was accepted.

If that's a problem from you guys then I'd understand totally. I just really want her to get into a good game, she's one of my first characters and I really liked playing her.

I don't have any specific problems about pistoleros, especially with the nerf to weapon cords. If your character is singlehandedly destroying encounters, then we should talk.

This game has had a mixed speed. It really slowed down as we hit the transition to book 2 for a variety of reasons, but I'm hopeful that it's going to pick up a decent pace. Anyway, feel free to submit two characters, I put it that way so that people don't have to hedge their bets for a "risky" vs "safe" submission.


@ Kingmaker Wolfspirit4W:

Had an idea or two for a character that migrated into Bevoy from elsewhere.
So, would you allow material from the Peoples of the North players' supplement?
I'm thinking of spells like Snowball and Flurry of Snowballs in particular.

FYI Flurry of Snowballs:

School: evocation [cold, water]
Level: druid 2, magus 2, sorcerer/wizard 2, witch 2
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area: cone-shape burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: no
Description: You send a flurry of snowballs hurtling at your foes. Any
creature in the area takes 4d6 points of cold damage from being pelted with the
icy spheres.

Source: People of the North (player's supplement) and Reign of Winter (adventure path)

I couldn't find a link for this one, for some reason,
So I just typed it out, in case you didn't have it handy.


Xunal wrote:

@ Kingmaker Wolfspirit4W:

Had an idea or two for a character that migrated into Bevoy from elsewhere.
So, would you allow material from the Peoples of the North players' supplement?
I'm thinking of spells like Snowball and Flurry of Snowballs in particular.

** spoiler omitted **
I couldn't find a link for this one, for some reason,
So I just typed it out, in case you didn't have it handy.

Flurry of Snowballs I don't see a problem with those spells. If there's anything questionable we could cover it on a case by case basis.


Kingmaker Wolfspirit4W wrote:

I don't have any specific problems about pistoleros, especially with the nerf to weapon cords. If your character is singlehandedly destroying encounters, then we should talk.

This game has had a mixed speed. It really slowed down as we hit the transition to book 2 for a variety of reasons, but I'm hopeful that it's going to pick up a decent pace. Anyway, feel free to submit two characters, I put it that way so that people don't have to hedge their bets for a "risky" vs "safe" submission.

Oh she's not going to be doing vestigial arm shenanigans or whatever, just a good reliable mid range damage dealer. Heck with all the nerfs gunslingers got hit with at higher levels (No more Signature Deed on Up Close and Deadly, No more ignoring misfire at Level 13) I'd probably be thinking of making her an inquisitor of Desna after level 5. I think she'd make a great Marshal as first choice. Other than that a re flavored Royal Executioner (I called her a 'Keeper' in a previous campaign), or last choice would be a councilor or treasurer as she is pretty high wisdom.

I'll only submit this one character as she's one of my aliases that I'd like to find a good home :).

Her motivations are to be a part of something bigger, travel to satisfy her wanderlust, help her ma open up an alchemy shop in the new kingdom, protect the citizens of the new nation, and maybe later do some Desna approved monster hunting.

Personality wise, probably a spunky young woman evolving into a good-natured Sheriff type. I think that fits Kingmaker pretty well. She's got a gnomish side to her from her upbringing.

As for Writing samples, please feel free to check out my other aliases. I'm particularly happy with Anody, Chaenath, Jenya P. herself, Lorick, Oios, and Queshem, though I like them all (even Dash). Heck I went a bit overboard in Jenya's character sheet itself. Even if I don't get picked feedback would be appreciated.

I really enjoyed discussing the various Kingdom Building options too. Here's an example of that:

Link

Finally I assumed half HP on level up (5 hp for d10)

Best of luck to all in the submission process.

Jenya Poole
Female Human (Jovvox) Pistolero 19 years old.
LN Medium (Humanoid)
Init +7 (+4 dex +2 grit +1 stone(no grit -2)); Senses Normal; Perception +10 (+3 wis +4 rank +3 class)

Advancement Choices:

1st: Pistolero Gunslinger 0.25 grit FCB
2nd: Pistolero Gunslinger 0.25 grit FCB
3rd: Pistolero Gunslinger 0.25 grit FCB
4th: Pistolero Gunslinger 0.25 grit FCB +1 DEX

Favored Class: Pistolero

Racial Modifiers: +2 DEX

Languages: Common, Gnomish.

STATISTICS:

STR 8 DEX 19 CON 12 INT 10 WIS 16 CHA 10

Base Atk +4; CMB +3 (+4 BAB -1 STR) CMD 17 (10 + 4 BAB -1 STR +4 DEX)

DEFENSE:

AC 21, touch 15, flat-footed 16 (+4 armor +1 shield + 4 dex +1 dodge (nimble) +1 deflect (ring))

HP 29 (1d10(10)+1d10(5)+1d10(5)+1d10(5) + 1x4 con)

Fort +5 (+4 base +1 con), Ref +8 (+4 base +4 dex), Will +4 (+1 base +3 wis)

OFFENSE:

Speed 30 ft.

Range 20 feet
Masterwork Pistol +9 (1d8/x4) 1d20+9 (4 BAB +4 DEX +1 MW)
Damage: 1d8

Melee
Masterwork Dagger (1d4/x2) 1d20+4 (4 BAB -1 Str +1 MW)
Damage: 1d4-1 (-1 STR)
Space 5 Reach 5

Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

Race:

Human Bonus Feat
Human Extra Skill point

Class:

Gunsmith: Gain battered pistol.

Grit: Grit points equal to Wis bonus (3), regain with crit hit, kill, and optionally daring deed.

Deeds:

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

• Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).


TRACKED RESOURCES:

Grit: 4/4

Traits:

First:
Starchild - +4 trait bonus on Survival checks to avoid getting lost
**Jenya's wanderlust and love of looking up at the starry night sky naturally leads her to the worship of Desna and the gift of always finding her way home**

Second:
Black Power Bravado - Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.
**She calls it 'Misfire' but every once in a while, even when it should.. it doesn't. **

Feats:

Class: Gunsmithing
Craft Firearms for half price, Craft Ammo for 10%, cartridges for 50%, Restore broken firearm in one hour, spend 300 to upgrade pistol to masterwork

Human: Point Blank Shot
gain +1 bonus on attack and damage up to 30 feet

First: Deadly Aim
Choose -2 penalty on ranged attack to get +4 on damage

Third:Precise Shot
No -4 penalty for shooting into melee

Fourth Bonus Feat: Rapid Reload (pistols)
Reduce by one step the action cost of reloading pistols

Skills:

5 ranks per level (4 class +1 human) +2 background skills

Adventuring:
Acrobatics +8 (1 rank, 4 dex, 3 class) Rank 1
Bluff +4 (1 rank 0 cha, 3 class) Rank 1
Climb +3 (1 rank, -1 str, 3 class) Rank 1
Diplomacy +0 (0 cha)
Disable Device +5 (1 rank, 4 dex) Rank 1
Disguise +0 (0 cha)
Escape Artist +4 (4 dex)
Fly +4 (4 dex)
Heal +3 (3 wis)
Intimidate +6 (3 rank, 0 cha, 3 class) Rank 3
Kn: Local +4 (1 rank, 0 int, 3 class) Rank 1
Perception +10 (4 rank, 3 wis, 3 class) Rank 4
Ride +8 (1 rank, 4 dex, 3 class) Rank 1
Sense Motive +5 (2 rank, 3 wis) Rank 2
Spellcraft +0 ()
Stealth +5 (1 rank, 4 dex) Rank 1
Survival +8 (2 rank, 3 wis, 3 class) Rank 2
Swim +4 (2 rank, -1 str, 3 class str) Rank 2
Use Magic Device 0 (0 cha)
Ranks 20

Background:
Appraise +0 ()
Craft:Alchemy +4 (1 rank, 0 int, 3 class) Rank 1
Kn:Enginerring +4 (1 rank, 0 int, 3 class) Rank 1
Handle Animal +7 (1 rank, 0 cha, 3 class) Rank 4
Linguistics +1 (1 rank) Rank 1
Sleight of Hand +8 (1 rank, 4 dex, 3 class) Rank 1
Ranks 8

GEAR/POSSESSIONS:

Weapon:
Masterwork Pistol (corded) - 'Misfire' From Jovvox junkheap, upgraded for 300, made the cord herself.0.1

Masterwork Dagger - Only for very dire emergencies. Ma made Jenya promise to upgrade the dinky dagger she had with a decent one when she could. So Jenya did. 302 gp

Ammo:
Alchemical Cartridge - paper (20) - Each shot reminds Jenya of the dire state of her wallet 60 gp.
Bullet - Firearm (20) - Rolling lead 2 gp
Black powder (20) - Grinding dangerous chemicals 20 gp
Powder Horn 3gp - 'Cause 10 doses just might not be enough
Cold Iron blanched bullets (20) - You don't get very far in an adventuring career without planning for stuff like this 42 gp
Silver blanched bullets (20) - See above 12 gp

Armor:
mithral chain shirt 1100 - Pretty much all of her earnings from the caravan were 'invested' into this really shiny shirt
darkwood buckler 203 - The rest went into this.
Adventurer's outfit - Started out with this. Pretty much from Ma.
Barbed Vest - Just in case Jenya gets eaten... which isn't that unlikely sadly. 10 gp

Other slots:

Ring of Protection +1 - Snazzy little thing found on the way from Bevoy back South into the Stolen Lands 2000 gp

Misc:
Kit - Gunslingers From Ma. Includes gunsmith kit and powder horn. Most of the stuff stays on Murkey
Compass 10 gp. She doesn't *really* need it because of her connection to Desna. Still every little bit helps when you're trekking in the wilderness.

Ioun Torch - Much nicer than the old torch she used to lug around. Friends with darkvision make fun of the thing but... human.. what're you going to do? 75 GP

Cracked Dusty Rose Prism Ioun Stone - The same wandering gypsy she bought the torch from convinced her that this floating jewel was worth every penny. Jenya isn't sure what it does but she likes it. Wonders if she was scammed though. 500 Gp.

Alchemy
4 vials acid, 4 vials alchem fire - From Ma. On her bandolier 120 GP

1 dose each of Alchemical Grease, solvent, Alkali Flask, antiplauge, antitoxin, bloodblock, casting plaster, flash powder, liquid ice, nushadir, smelling slats, smoke pellet, sneezing powser, soothe syrup - From Ma. Mostly. The Sneezing powder was snuck into all that as a gag from a gnome friend. All this stuff stays on Murkey. 375.5 GP

Masterwork Backpack 50 gp. This was supposed to be a gift from the same gnome friend as she left Jovvox. She later found out that he'd pickpocketed her for the price. Gnomes... *sigh*

Riding Kit - From Ma. She thought of everything. 16 GP

5 potions of CLW - 2 from Ma, 3 she bought herself. Hasn't had to use them yet but Jenya doesn't think that good fortune can last.250 gp

Remaining Funds 539.4 G

Mount:
A horse named Murkey. From the shop. She wasn't used to combat before, she is now. 110 gp

Background:

Jenya hails from the mostly gnomish settlement of Jovvox, located in the chaotic River Kingdom. Her mother, who raised Jenya herself, runs a successful local alchemist’s shop there and Jenya, bright and inquisitive, was an eager and willing student. She spent her youth spending running errands for her mother and helping to run the shop and, even though she longed for adventure and travel, was content enough to learn the basics of alchemy at her mother’s knee. Her fingers were nimble and her mind was sharp and it seemed like she would succeed her mother as alchemist and shop-keeper.
She would have too if it wasn’t for a discarded gun she found in a trash heap outside one of the many factories, specializing in cheap and poor quality weapons, that make up a large part of the Jovvox economy. She noticed it during a regular delivery run of acid and other substances from her mother’s shop to the factory and, even though it was obviously rubbish, something about its exotic curves and handsome profile appealed to her greatly. She inquired within and learned that the gnomish weapon-smith who ran the place had got it in his head to experiment with making firearms. To say the experiments had gone poorly would have been an understatement and the pistol, flung outside in a fit of pique, was the latest failure.

With permission Jenya retrieved the battered gun and thus began her obsession.

With her mother’s help, as well as that of the many metal workers and weapon-smiths around, Jenya tinkered and toyed with the gun, trying one thing or the other, until finally, learning its habits and quirks, she managed to get it working. She could have used her newly learned skills to become an accomplished gunsmith in her hometown but her wanderlust caught a hold of her. Her gun (nicknamed ‘Misfire’) could be her ticket out of Jovvox and out into the wider world that she yearned to see. Her natural dexterity and determination served her well as she taught herself to become an expert markswoman. Finally when she thought herself ready she bid her mother farewell and set out to fulfill her dreams of travel and adventure. Her Ma sent her off with a gift of a lot of alchemical potions as well as Murkey, the cart horse that the shop had used for deliveries and now became Jenya's companion on her travels.

** To Level 2**
Jenya had thought to travel to Absalom and maybe join the Pathfinder Society that she had heard about but instead, following the stars, she wanders north. The River Kingdoms are not lacking in adventure at all and Jenya fended off quite a lot of wild animals. Most of them she scared off with a blast from her pistol but more aggressive ones she had to escape from or kill. She was expecting this though and her book learnin' was rapidly augmented by real world survival experience.

It is during this time that Jenya discovers that she loves the great outdoors and the brilliance of the starry night sky. In a very informal way Jenya pledges herself to the Goddess of Travel and the Stars. That's just fine though as Desna is a very informal goddess and Jenya's devotion is probably accepted.

** To Level 3**
Stopping by settlements to replenish her supplies of saltpeter to make more gunpowder Jenya joins up with a caravan heading north into Brevoy. The River Kingdoms being what they are the caravan has to fight off quite a few bandits as it makes it way to New Stetven. Using her payment and bonus from the grateful caravan leaders to equip herself Jenya hears that Brevoy commissioned adventurers have forged into the Stolen Land to resettle it and found a new nation. Jenya, with Murkey and Misfire, heads south again. That's certainly news worth investigating!

** To Level 4 **
Nothing comes easy in the Stolen Lands that's for sure. Forging deep into the lands alone is an adventure in and of itself. Among other things Jenya has to put down an incredibly aggressive tatzylwrm. She finds a ring of protection when she's gutting it for its meat. Hope it works better for her than it did for its previous owner!

Description:

Jenya was shocked to discover that she's actually kinda short by human standards, standing at barely 5 feet. Her time in Jovvox among gnomes had make her think that she was pretty damn tall. Oh well.

She wears makeshift goggles, holdovers from her time as an alchmeist apprentice that do quite well at keeping the smoke of pistol fire from stinging her brown eyes. She's pretty tanned and slim from all her time outdoors and has dark hair that she usually keeps at a shoulder length. Though she's been thinking of making it a pony tail to get away from the fuss of cutting it all the damn time.

Wearing a really sensible brown duster over her light armor and with her pistol at her hip Jenya's expression is never far from good humour. She's got no problem with letting Misfire do the talking if the situation warrants it though.


Dotting for interest. Will be posting an updated version of this character when I can get to HeroLab.


Kingmaker Wolfspirit4W wrote:
Xunal wrote:

@ Kingmaker Wolfspirit4W:

Had an idea or two for a character that migrated into Bevoy from elsewhere.
So, would you allow material from the Peoples of the North players' supplement?

⋮ (snip, snip, snip)

I don't see a problem with those spells. If there's anything questionable we could cover it on a case by case basis.

Thanks!

I didn't want to make a submission and later find out something was amiss.

And thanks for including that link.
I must've done something wrong when I tried to find it.


I didn't see it mentioned in the character creation doc, but I assume we're going to use the standard 1/2HD+1 for levels 2-4?


Thurl Ravenscroft wrote:
I didn't see it mentioned in the character creation doc, but I assume we're going to use the standard 1/2HD+1 for levels 2-4?

Correct.


"If we had a popper... a proper civil service... you know... professionals with tenure, sacked in accordance with perceivers... percedures.. procedures, advanced according to expert judgments of merit... not all this daughter-of-him and son-of-whosit and whatever-whimsy-afflicts-the-crown horsefeed, we'd... we'd..."

Ryle motioned vaguely towards one side of the room, and his companion, a perhaps somewhat sympathy-worn old friend, correctly reasoned that he indicated the bucket. He accepted it gratefully, surrendering his most recent meal in great gusts. She pinched her nose. He resumed his discourse.

"...we'd have good government, and the competent patriots would be in office rather than the current band of thieves..."

"Ryle, unless you've been 'Ryland Heath' this whole time and not 'Ryland Orlovsky,' without the whole 'son-of-whosit' business you'd never have a shot at the office in the first place. You'd be scrubbing floors or tilling fields - that's what most people do, you know, and only about, oh, half of them turn to drink for that being their only option."

"Right you are, right you are, keeping me in corrective... in perspective, but I speak not of myself! Only of Brevoy! And of whatever subjective... subjunctive civil servants would serve her best! To them! To a kingdom that is not yet and its servants who are not yet! A toast! - and since I am empty, and in no position to rise from my seat, if you please..."

He gestured in the direction of another bottle, and his companion smiled down at him pathetically. "Maybe that's not best for you, Ry. Here, take this instead."

Ryle took the paper and squinted. "Wanted: two adventurous types to join..."

(stats to be gotten around to in hopefully not too long)

Sovereign Court

Interested. le dot


Here presented to you is Baradin Tuth, a gnome who became obsessed with learning. " I grew up on the streets of New Stetvan with no one who cared about me one way or the other except for me. I had to make for myself because no one else would give me a second thought. I would have become a simple criminal if one fateful night I had not been chased through the streets for steeling some small trinket, I can't recall what it was exactly anymore. But anyways, I was forced to duck into a library to avoid the guards. While I was there I decided to pick up a random book and see if it would interest me at all while I waited for the hubbub outside to die down. The next thing I know I hear the main doors opening as the librarians come in to open the library for the day. I will always remember that book, "The favored finds of Professor Antion". It detailed the exploratory adventures of Professor Antion as he sought out the hidden answers of our world. Since that night I have devoted myself to learning as much as I can about this world just as Professor Antion did. I have spent many days in the libraries in New Stetvan and traveled all over Avistan to seek out the great libraries of the nations. I have run into a bit of trouble now and again as I enter private libraires but it always clears up in the end, though they might still hate me for it I'm not to sure on that point. But anyway, I am terribly sorry I seem to have gotten off topic. You had asked me why I wanted to come to the stolen lands. You see I am a seeker of secrets. And I am quite positive there are a plethora of secrets to be sought out there in those unexplored lands. I simply must get out there to learn what is to be learned there first hand."

mechanics:
Baradin Tuth
Gnome bard (archeologist) 4
Small NG humanoid (gnome)
Init +2
DEFENSE
AC: 20 touch 14 flat-footed 16 (+ armor, +2 dex, +1 size, +1 dodge)
HP: 24 (4d8 +8)
Saves: Fort +3 ref +6 Will +5
Defensive abilities: illusian resistance, trap sense, uncanny dodge,

OFFENSE
Speed: 20 ft
Melee: +2 short sword (1d4-2 19-20/x2)
Ranged: +5 mwk sling (1d3-1 x2)
Spells: 0 level DC 12; light, mage hand, ghost sound, read magic, sift,
1st level DC 13 4/day; expeditious retreat, fabricate disguise, identify, share language,
2nd level DC 14 2/day build trust, sonic scream,
Special attacks: archeologist’s luck 6 rounds/day
STATISTICS
STR: 8 DEX: 14 CON: 14 INT: 16 WIS: 12 CHA: 14
BAB +3 CMB +1 CMD 13
FEATS: dodge, weapon finesse,
SKILLS: climb +6, diplomacy +10, bluff+11, perception +12, stealth +13, spellcraft +10, knowledge local +12, knowledge nature +10, disable device +11, sense motive +8
Background skills: linguistics+10, perform (oratory) +6, lore (brevoy history) +7, lore (natural history) +7, appraise +7,
Languages: common, gnome, elvish, dwarven, draconic, sylvan, varisian, skald, +5
SQ: low light vision, keen senses, acadamian (local), gnome magic, Gift of tongues, weapon familiarity, clever explorer, bardic knowledge,
Traits: fast talker (+1 bluff), vagabond child (+1 disable device)
Gear: +2 chain shirt, handy haversack, wand of cure light wounds, acid x2, impact foam, cap of human guise, traveler’s any tool, concealable thieves tools, signal whistle, 50 ft rope (silk rope) heat stone, map compass, gnome trail rations x7, grappling hook, hanging tent, short sword, sling, 2 daggers,


@Wolfspirit - I have the crunch done on a LN Half-Elf Investigator (Empiricist) and I shall be working on the fluff to give him the life he needs.

I took the Bastard trait to represent he was the offspring of a dalliance between a Brevoy nobleman and his well-reputed alchemist mother. Things went almost exceedingly well between his father and him, the man taught him how to wield his weapon of choice and was even considering legitimizing him after his wife was found to be infertile. Politics is a cruel thing though and a swift poisoning killed his father and robbed him of his chance of lifting himself up into nobility.

I have the idea that my character worked with the political dissidents, was involved to an extent with the criminal side of things, but ended up making a move to early to try and claim his father's estate. What I was wondering your opinion on was, if you select my character, would you rather the character's mother died in an altercation that left my guy fleeing to the South and willing to accept this task or that my mother was captured and is being held as a "guest". Perhaps this nefarious side of the family has a growing interest in the party's activities and use the threat of killing my character's mother as leverage?

I'm fine with whatever you think, just would like your opinion on it before I start writing up the fluff is all. :D

I'm looking for him to fill the role as a Spymaster first, Grand Diplomat second, and Treasurer lastly.

EDIT: Last thing! What would be some good language selections for the game? I know you've made edits to the groups and such and I'd like to pick useful choices.


Kingmaker is always a good one.

As far as characters go, how would you feel about either a Ratfolk or a Changeling?

The latter is relatively common within the Stolen Lands due to the large amount of hags living there. In case of the former, I'm just very fond of them (and they are PFS legal under specific circumstances)


WarforgedMan wrote:

@WolfspiritPerhaps this nefarious side of the family has a growing interest in the party's activities and use the threat of killing my character's mother as leverage?

EDIT: Last thing! What would be some good language selections for the game? I know you've made edits to the groups and such and I'd like to pick useful choices.

Backstory motivation is appreciated. I've tailored in a couple encounters for character backstories so far, although I occasionally need to be reminded of them ;)

Draconic has seen a fair amount of use, although I believe its still covered. There was one language the party hasn't identified, though it's somewhat obscure. There are a large variety of non-humanoids in the area ranging from kobolds to goblins to lizardfolk to trolls to... the list goes on.


Cuàn wrote:


As far as characters go, how would you feel about either a Ratfolk or a Changeling?

There's a potential spot for one non-traditional race, though if chosen we would have to work on the backstory. Fair warning, I am expecting a bit more out of that kind of character in terms of personality and story than "they're unique and have cool stat bonuses." On the flip side, if it would make a memorable addition to the group, it could be interesting.


Alrighty, I got him all created now and ready to be looked over. If you have any questions, feel free to ask me and I'll usually be around until my new job starts up late December.

I present to you Khosis Aeranae, The Empirical Investigator!

The Crunch:
Khosis Aeranae
Male Half-Elf Investigator (Empiricist) 4
LN Medium humanoid (elf, human)
Init: +3 Senses: Lowlight Perception: +13 (+15 v.s. traps, +17 v.s. traps within 5ft)
--------------------
Defense
--------------------
AC 20 TAC 14 FF: 17
HP 27 Fort +3 Ref +8 Will +6
Special Defenses:
Trap Sense + 1: +1 AC & +1 Reflex v.s. Traps
Unfailing Logic: +2 insight bonus on Will v.s. illusion spells and spell-like abilities
Elven Immunities: immune to magic sleep effects & +2 against enchantment spells and effects
--------------------
Offense
--------------------
Melee
. . unarmed +6 (1d3+1/x2)
. . +1 estoc +7 (2d4+2/18-20x2)
. . dagger +6 (1d4+1/19-20x2)
Ranged
. . mwk composite shortbow (+1) +7 (1d6+1/x3)
. . mwk dagger +6 (1d4+1/19-20x2)
Speed 30 ft.
--------------------
Statistics
--------------------
Str 13 (+1) Dex 16 (+3) Con 12 (+1) Int 18 (+4) Wis 10 (0) Cha 8 (-1)
Base Atk +3 CMB +4 CMD 17
Feats EWP: Estoc, Weapon Finesse, Arcane Strike
Skills Perception +13 (4), Stealth +9 (4), Bluff +11 (4), Diplomacy +11 (4), Sense Motive +11 (4), Disable Device +11 (4), Use Magic Device +11 (4), Sleight Of Hand +10 (4), Craft: Alchemy +14 (3), Spellcraft +8 (1), Climb +4 (1), Swim +3 (1), Kn: Arcana +8 (1), Kn: Nature +8 (1), Kn: Local +8 (1) Kn: Nobility +8 (1), Kn: History +8 (1), Kn: Geography +8 (1), Kn: Engineering +8 (1), Linguistics +8 (1), Appraise + 8 (1)
Languages Common, Elven, Draconic, Sylvan, Goblin, Orc, Giant
SQ Ancestral Weapons, Fey Thoughts: (Fly & Swim), Elf Blood, Keen Senses, Elven Immunities
Traits Bastard, Student of Philosophy
Favored Class +1 to Inspiration Rolls (4/4)
Combat Gear: +1 estoc, +1 chain shirt, mwk buckler, mwk composite shortbow (+1 Str), dagger
Magical Gear: cloak of resistance +1, ring of protection +1, 3 potions of cure light wounds. potion of hide from animals
Other Gear: explorer’s outfit, portable alchemist lab, mwk backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, everburning torch, trail rations (5 days), waterskin, silk rope (50ft), signal whistle, sunrods (5), adventurer’s sash, scarf (pocketed), bandolier, mwk thieves tools, concealable thieves tools, tinker’s cap, formulae book with book lariat, 4pp, 10gp, 2sp, 10cp
--------------------
Special Abilities

Alchemy: will fill in with a spoiler if selected

Inspiration: 6/6 – 1d6+1 – An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Ceaseless Observation: An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Quick Study: Use studied combat as swift action instead of move action.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Unfailing Logic (Ex): An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.

--------------------
Spellcasting
--------------------
Investigator Formulae Known (CL 4; concentration +8)
1 – Cure Light Wounds, Shield, Long Arm, Enlarge Person, Disguise Self, Illusion of Calm, Endure Elements, Blend, Obscure Poison, Expeditious Retreat
2 – Alchemical Allocation, Focused Scrutiny, Barkskin, Cat’s Grace, Bull’s Strength, Cure Moderate Wounds, Restoration (Lesser)
Spells Slotted
1st –
2nd -
Spell Per Day
1st – 3 + 1
2nd – 1 + 1


Background Stuff:
History: Born in the frozen trade hub of Port Ice, Khosis was the son of an illicit affair between Sigurd Surtova and Tessara Aeranae. The former a member of the ruling family that had now escalated itself into rulership and the latter a renowned alchemist. The two had become close when Sigurd, desperate for a son and looking for alchemical concoctions to improve his virility, came to Tessara’s shop upon the port. Taken aback by the alchemist’s beauty and then overwhelmed by her intelligence, Sigurd fell in love with the elf. Tessara had found the man to be charming, quick to laugh and witty enough to keep up with her sharp tongue. An affair blossomed between the two which led to Khosis being delivered late one spring.

Unlike most who would be considered a bastard, Khosis was not forgotten and left to wonder his heritage nor was his mother paid for her silence while Sigurd disappeared. The man had a sense of honor that was rare amongst the nobility and made sure to spend them with the half-elf boy who had his eyes, watching him grow as a man. The two of them would have long discussions, about life, philosophy, the arts, and the politics of nobles. There was no son born between Sigurd and his wife, leading the man to believe that he was not the one that was barren. He had been maneuvering himself for years now into positions of power and now had a lofty goal, to marry the alchemist after divorcing his wife and legitimizing Khosis as a scion of House Surtova. There were many tales told of the adventures that they would have, the hunting trips through the forests when Spring arrived or the additional spars they would partake in. Khosis grew enamored with this idea, his excitement building when his father’s wife passed away from illness one the harsh winters that came through.

However, the politics of nobles is a dirty and dangerous thing and Sigurd’s brother, Timeon, had plans for the land that his brother controlled. With no heir, no regent, the line of inheritance would land squarely upon him. During a voyage out upon the lake, tragedy struck and the boat was sunk by a freak storm. None could prove it was an assassination, none could say that his brother was involved. What had been promised to Khosis was taken away; power, prestige, wealth, a true family. His mother was distraught by this news and his father’s death affected her mightily. The quality of her supplies went down, she took to drinking to drown her sorrows, and (Khosis suspects) Timeon learned of his brother’s dalliances. Once reliable contacts seemed to shrivel up and disappear. Rival businesses had better contracts, quicker deals, and better supplies. His mother’s alchemy shop stayed open but they fell from their heights into a place of poverty.

Khosis did not stop learning though, hoarding the books his father had given him over the years and continuing to practice with his father’s favored weapon; the estoc. He studied the laws of philosophy, of logic and reason, learned the ways of science and magic partnered together. He learned his mother’s trade of alchemy and tapped into the arcane magic that flowed in his veins but that was not enough to rise them from their desperate state. In response, Khosis went to desperate measures.

Serving alongside brigands and pirates, Khosis would disappear for days at a time and venture out for nefarious purpose. He learned how to lie, to cheat, to steal, and become harder from the lessons he took from the world. Locks were challenges to overcome, guard shifts and routes were patterns to learn and defeat, and violence was a test of both reflexes and planning. Working with the criminal element put him in contact with a group of disgruntled individuals, people wanting their own power and freedom from the Houses. Allying with them, Khosis saw his opportunity to rise and take his birthright back from his uncle and assert himself as a proper noble within Brevoy. Yet it was this eagerness that was his undoing, as his uncle had eyes and ears throughout Port Ice and was prepared when Khosis made his move at last.

After a failed ambush upon his uncle, most of his conspirators had been killed or was set to hang. Locked away in the darkness of the prison, Uncle Timeon came to him and presented an offer.

”You are smart, too smart for your own good, but I have use of a man with your skill. There is something I want to have looked into for…opportunity. You will ensure that this expedition succeeds and lift yourself to more favorable positions. Understood?” The cruel man presented a piece of writing, a recruitment looking for adventurers to help settle in the Stolen Lands. At first, Khosis spat at the man which drew a laugh from the noble even as the guards drew their blades. ”That is what I expected, as stubborn as your father was. You both have the same eyes, you know. I wonder if his looked like yours when the knife found his back.” Taken aback by his uncle’s admission, Khosis found himself without words to say. ”Finally silenced that tongue of yours, did I? Think about it, if you die…who will take care of your mother? Next winter, she will freeze to death or become a whore to survive. Is that what you want?”

Leaning in with a wicked smile, the man continued. ”I will ensure your mother’s safety, take her as the family alchemist. She will survive the winters and it will ensure your loyalty to me. Betray me, and she will suffer before she passes on.” Stepping back from the bars, Timeon watched with a curious look. ”So…do we have an accord?”

It was with these thoughts that brought Khosis down along the dusty roads to the wild lands to the South, to the territory known as the Stolen Lands. He looked over the recruitment paper once more, his face grimacing at the memory of the prison and his uncle’s smug smile. ”I swear by the Savored Sting, I will pierce your heart with my blade and watch the life fade from your eyes, uncle.” Khosis murmured underneath his breath, folding the paper once more as he continued his journey.

Appearance: Khosis stands at about 6’0 even and weighs approximately 170lbs. His hair is a shoulder-length white that retains the elven quality of being unusually straight and light. His eyes, however, are a charcoal black that almost seem to have flecks of amber within them. He has a lithe, strong body and does not appear to be physically weak or show a lack of endurance. It is easy to tell that his body is supple and quick.

His eyes show a sharp intellect and it can be seen in the way he scrutinizes everything, observing ceaselessly in all situations to ensure he has the most accurate information for the situation. There are piercing all along his ears, silver in color. He tends to dress in a mixture of a naval uniform and an alchemist’s coat, a majority which are colored black with white accenting. When travelling, he carries a shortbow along his lower back and a small quiver of arrows. A dagger is kept upon his chest more as a tool than as a weapon, as the long blade known as an estoc rests upon his hip. An intricate and beautiful blade, decorated with vines and rose engravings upon it, the point is incredibly sharp. A small wooden buckler with metal reinforcing is strapped to his off-hand and the shimmering of an exquisitely made chainmail shirt is hidden underneath his clothing between the layers. He tends to wear a black scarf as well, which has hidden pockets where he keeps his concealed thieves tools within.

Personality: Khosis is an incredibly intelligent and careful individual, relying on logic and facts rather than instincts and impulses. He tends to come off as very reserved and quiet at first, gauging his first interactions with others and letting them reveal more about themselves before he does. A former brigand, thief, and criminal, Khosis is quite adept at creating a persona for himself if needed and fitting into the world.

Those that earn his trust and respect, however, learn that he is loyal to a fault and holds himself to a strange sense of honor. He did his best not to harass the poor and destitute, he ensures to keep the most dangerous elements out of his neighborhood, and he does not betray those he works with ever unless they violate his moral code. A criminal he is, most certainly, but he does not enjoy killing innocents in cold blood. He couples this with a complete acceptance of underhanded tactics; blackmail, extortion, robbery, and eliminating a threat with a sharp dagger in the middle of the night are all sound maneuvers to him. He isn’t a bad man, just a realistic one, and is accepting that for the world to continue there must be realists amongst the idealistic. They need one another, in the end.

He truly enjoys showing off his breadth of skill and ability, proving himself to be a worthwhile asset and a calm head when emotions begin to boil over. All that goes out the window with the mention of Timeon Surtova, who he despises and constantly plots against to try to get back into the advantage. If given an opportunity to secure his mother’s safety and kill the man, he will take it without hesitation or regret.

Rulership Roles: Firstly, I would love for Khosis to become the Spymaster. He is built to be a Spymaster and it’ll make interesting roleplay considering his situation. If that is not available, the Grand Diplomat would be interesting as well as he can be quite manipulative and shrewd to protect the kingdom. Lastly, if neither of those are available, he could be the Treasurer. It is a position of power and he is quite intelligent for it, though I think the former two use his abilities far more effectively.

Party Role: Khosis is a great support character and will be focusing on increasing his Intelligence as much as possible, followed by his Dexterity. His damage will improve over time with equipment upgrades (Agile on the estoc, Inspired on the shortbow, etc.) and his inspiration powers will become more powerful as his intelligence improves and he gain access to more of his class features. Despite his low Charisma, Khosis is an excellent negotiator and spy and is easily able to convince others to do as the group wants with logic and reason. He also is a fantastic replacement rogue and with his alchemy set, can create a slew of concoctions to help the party. I have plans for him to pick up Brew Potion to help the party even further, especially once I am able to get more of the Potion Talents.

Be warned....I got wordy and started really digging the character and writing things out. :D

EDIT: I spent some of my starting money on additional spells, hence the large number of 2nd level spells I have at the moment. Just an FYI.


Kingmaker Wolfspirit4W wrote:
Cuàn wrote:


As far as characters go, how would you feel about either a Ratfolk or a Changeling?
There's a potential spot for one non-traditional race, though if chosen we would have to work on the backstory. Fair warning, I am expecting a bit more out of that kind of character in terms of personality and story than "they're unique and have cool stat bonuses." On the flip side, if it would make a memorable addition to the group, it could be interesting.

Speaking of nontraditional races, how would you feel about a natural lycanthrope? I was thinking about a coldborn skinwalker Druid, but I'm willing to eat the +1CR of the lycanthrope Templar and only get three character levels to play a full-on werebear if you're ok with that.


Ouachitonian wrote:


Speaking of nontraditional races, how would you feel about a natural lycanthrope? I was thinking about a coldborn skinwalker Druid, but I'm willing to eat the +1CR of the lycanthrope Templar and only get three character levels to play a full-on werebear if you're ok with that.

It's *possible*, though lycanthropes get into weird places really quick. You'd need to really impress me with the character.


I was wondering if you would be allowing vivisectionist for alchemists sine it's not PFS legal.


Zorin Blitz wrote:
I was wondering if you would be allowing vivisectionist for alchemists sine it's not PFS legal.

That's specifically one of the archetypes I prefer to ban. It's even in the character creation guide! ;)


@ Wolfspirit4W:

Hi!

I have one character to submit.
Segber is his name. He is a crossblooded sorcerer.
But I have two different versions.
Both are based on ideas I picked up from the Roles in the Peoples of the North players companion.
First, based on a Cryomancer (draconic [white] and primal [water] bloodlines).
Second, based on a Feycaller (rime-blooded and sylvan bloodlines).

Things like stats and possessions are mostly the same for both.
Since you said your group could use someone with skills, I tried making Segber more intelligent and skillful than most sorcerers.
Seemed like an interesting challenge, anyway.

The main differences are:
The Cryomancer version is more blasty.
The Feycaller version has an animal companion.

The backstory I have is a first draft that can be tweaked to better fit the version you'd prefer.

A nod in the right direction as to which one you'd rather see would be cool.
I'm having a hard time choosing either one.

Thanks!

Segber backstory, first draft:
Segber is an illegitimate nobleman living in Brevoy. His mother, Hruswið had
been sent from Brevoy to Irrisen to try and secure alliances and aid for her
father from a Jadwiga nobleman, Roldaið. It was an unfortunate choice. Roldaið
took her gifts, had his way with her, and unceremoniously sent her back to
Brevoy. By then, she was with child, carrying Sebger.

Being a mix of Jadwiga and Brevic noble birth, Segber is considered an outsider
in either Brevoy or Irrisen. His lot in life is less than ideal. He has grown up
derided and looked down on by Brevic nobility as an unworthy bastard. Despite
that, the noble blood he does have allowed him to live better than commoners in
Brevoy. He is also a lot more stubborn and obstinate than you would expect him
to be.

While clearly human, his appearance is a bit odd for Brevoy. He has
platinum-blonde hair, delicate fair skin and the whites of his blue eyes are
glacial blue. He also has a sharp mind and an even sharper ego. He learned that
Roldaið, who he'd rather never meet, is a sorcerer of no small ability. Which is
probably why he has developed both his odd appearance and his own arcane
talents. His mother, Hruswið, has no such talents.

When his arcane abilities became apparent, Hruswið was his only relative not to
shun him. Everyone else was afraid of what he is. He therefore set out on his
own to try and make a name for himself. He has managed to adventure with a few
different groups over a couple of years. While not making him rich, he has not
done too bad for himself. And his talents are stronger than they were.

He has recently heard of a call for adventurers in the Lost Lands. He wants to
go there and see if he can carve a name out for himself. With any luck, he can
also remove his Irrisen stigma that has so far dogged him all his life.

Stat Block (cryomancer version):
Segber

Sorcerer:
Crossblooded archetype
Wildblooded archetype
Draconic [white] bloodline
Primal [water] bloodline

Male human (Jadwiga) sorcerer (crossblooded, wildblooded) 4 (Pathfinder RPG Ultimate Magic 69, 70)
CN Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +3
Resist cold 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
unarmed strike +2 (1d3 nonlethal)
Ranged stinger +5 (1d8/19-20)
Sorcerer Spell-Like Abilities (CL 4th; concentration +9)
7/day—elemental ray (1d6+2 cold)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 4th; concentration +9)
1st (7/day)—burning hands (bloodline energy type) (DC 15), grease, mage armour, snowball (DC 16)
0 (at will)—detect magic, disrupt undead, light, mending, prestidigitation, ray of frost, read magic, resistance
Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Elemental Focus[APG], Eschew Materials, Rime Spell[UM]
Traits arcane temper, bastard
Skills Appraise +7, Bluff +8, Diplomacy +5, Handle Animal +5, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +7, Knowledge (religion) +4, Linguistics +5, Perception +6, Spellcraft +7, Use Magic Device +11; Racial Modifiers bastard
Languages Aquan, Common, Draconic, Hallit, Skald, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Combat Gear scroll of communal (x2) ant haul, scroll of communal (x2) endure elements, scroll of invisibility (x2), wand of cure light wounds; Other Gear crossbow bolts (60), dagger, stinger, efficient quiver, heavyload belt[UE], backpack, bedroll, belt pouch, candle (2), chalk, cold weather outfit, everburning torch, flint and steel, hammer, ink, inkpen (2), journal[UE], mess kit[UE], piton (4), pot, sack (2), scroll box[UE], silk rope (50 ft.), soap, trail rations (5), waterproof bag[UE], waterskin, winter blanket, wrist sheath[UE], 5 gp, 9 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/60
Dagger - 0/1
Elemental Ray (1d6+2 cold, 7/day) (Sp) - 0/7
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elemental Ray (1d6+2 cold, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Primal (Water) +1 damage per die for [Cold] spells.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
--------------------
Physical Description
Age, Height, and Weight: 20 years old, 5 ft.5 in. (165 cm), 155 lb. (70 kg)
Skin: Fair
Build: Medium
Hair: Platinum blonde
Eyes: Blue
Special: Eye whites are glacial blue

Traits and Drawbacks:
• Bastard (Kingmaker AP) — -1 CHA skills v. Brevic nobles and +1 WILL
• Arcane Temper (magic) — +1 to both Initiative and Concentration

Racial Traits:
• Dual Talent, +2 to INT and +2 CHA — Replaces Skilled, Bonus Feat and One Ability Bonus

Additional:
• Looks more delicate than he really is

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 Inc.®, and are used under license.

Stat Block (fey-caller version):
Segber

Sorcerer:
Crossblooded archetype
Wildblooded archetype
Rime-Blooded bloodline
Sylvan bloodline

Male human (Jadwiga) sorcerer (crossblooded, wildblooded) 4 (Pathfinder RPG Ultimate Magic 69, 70)
CN Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (4d6+4)
Fort +2, Ref +3, Will +3; +2 vs. death
--------------------
Offence
--------------------
Speed 30 ft.
Melee mwk dagger +3 (1d4/19-20) or
unarmed strike +2 (1d3 nonlethal)
Ranged darkwood light crossbow +5 (1d8/19-20)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 4th; concentration +9)
1st (7/day)—entangle (DC 15), mage armour, magic missile, snowball (DC 15)
0 (at will)—arcane mark, dancing lights, detect magic, disrupt undead, light, ray of frost, read magic, resistance
Bloodline Rime-blooded, Sylvan
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Enlarge Spell, Eschew Materials, Fey Foundling[ISWG]
Traits arcane temper, bastard
Skills Appraise +7, Bluff +8, Diplomacy +5, Fly +6, Handle Animal +6, Intimidate +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +1, Spellcraft +7, Survival +4, Use Magic Device +11; Racial Modifiers bastard
Languages Common, Hallit, Skald, Sylvan, Varisian
SQ woodland stride
Combat Gear scroll of comprehend languages, detect secret doors, scroll of invisibility, scroll of invisibility, scroll of shield, unseen servant, wand of cure light wounds; Other Gear crossbow bolts (60), darkwood light crossbow, mwk dagger, efficient quiver, heavyload belt[UE], backpack, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, ink, inkpen (2), journal[UE], mess kit[UE], piton (4), pot, sack (2), scroll box[UE], silk rope (50 ft.), soap, sunrod (3), trail rations (5), waterproof bag[UE], waterskin, wrist sheath[UE], wrist sheath[UE], 207 gp, 4 sp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/60
Masterwork dagger - 0/1
Sunrod - 0/3
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Foundling Magical healing works better on you
Rime-Blooded The wintry origin of your magic flows like ice water in your veins.

Associated Bloodline: Boreal.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the sp
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Physical Description
Age, Height, and Weight: 20 years old, 5 ft.5 in. (165 cm), 155 lb. (70 kg)
Skin: Fair
Build: Medium
Hair: Platinum blonde
Eyes: Blue
Special: Eye whites are glacial blue

Traits and Drawbacks:
• Bastard (Kingmaker AP) — -1 CHA skills v. Brevic nobles and +1 WILL
• Arcane Temper (magic) — +1 to both Initiative and Concentration

Racial Traits:
• Dual Talent, +2 to INT and +2 CHA — Replaces Skilled, Bonus Feat and One Ability Bonus

Additional:
• Looks more delicate than he really is

--------------------

Ice Jaw (Segber's male wolf animal companion)

N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offence
--------------------
Speed 50 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
bite +2 (1d6+1 plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Power Attack
Tricks Attack, Defend, Down, Fetch, Guard, Guarding, Heel, Track
Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ fetch, guarding, heel, track
--------------------
Tracked Resources
--------------------
-none-
--------------------
Special Abilities
--------------------
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing colour and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
--------------------
Lower jaw fur tinted with glacial blue.
Hence his name of "Ice Jaw"

Age: 5, Height: 3' 0" (91 cm), Weight: 120 lbs. (54 kg)

Based on the Northwestern wolf
(Canis lupus occidentalis - they're big!)

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 Inc.®, and are used under license.

Grand Lodge

How do you feel about Mesmerists? I think one might fit well into a skills role.


Crunch:
Ryle Orlovsky
Human inquisitor of Abadar 4 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 31 (4d8+8)
Fort +6, Ref +1, Will +7; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 40 ft.
Melee cold iron masterwork longsword +6 (1d8+2/19-20) or
. . heavy shield bash +1 (1d4+2)
Ranged repeating heavy crossbow +3 (1d10/19-20)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—cure moderate wounds, whispering wind
. . 1st (4/day)—abadar's truthtelling (DC 14), command (DC 14), cure light wounds, detect evil, doom (DC 14)
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, read magic
. . Domain Travel (Trade subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 16, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Alertness, Duck And Cover[APG], Improved Shield Bash, Martial Weapon Proficiency (longsword)
Traits noble born - orlovsky, skeptic
Skills Acrobatics +0 (+4 to jump), Appraise +4, Climb +6, Diplomacy +7, Handle Animal +0, Heal +7, Intimidate +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +10, Perception +12, Ride +4, Sense Motive +14, Spellcraft +7, Stealth +4, Survival +7, Swim +6; Racial Modifiers silver-tongued haggler
Languages Celestial, Common, Draconic, Hallit
SQ monster lore +3, solo tactics, stern gaze +2, track +2
Other Gear darkwood shield, cold iron masterwork longsword, repeating crossbow bolts (125), repeating heavy crossbow, heavy horse (combat trained), 4,688 gp
--------------------
Special Abilities
--------------------
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a shield.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Inquisitor Domain (Trade)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Silver-Tongued Haggler (+2, 6/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to survival checks made to track.

Fluff:
All Ryle wanted was to serve his god and country - Brevoy is blessed with fine people and fine enough croplands; it just needed a stable government providing sensible laws and infrastructure that would allow it to reach its potential. And serving the state in this capacity is a consecration of one's life to Abadar. Armed with his noble name, his zeal, and his expertise, Ryle was swiftly rising within the admittedly somewhat ramshackle Brevoyan civil service, placing a particular focus on rooting out corruption within and without the government.

Too bad that Ryle Orlovsky is an idiot when it comes to politics. Like his family motto, he was "High Above" the corruption he sought to extirpate - and the means of protecting himself from it when things got nasty. With the civil war, Ryle quickly found himself out of favor.

Even with his name slandered in every socially acceptable Brevoyan circle, he likely could have worked his way into the top of any merchant company in the world (that met his perhaps unrealistic moral standards.) Instead, he worked his way to the bottom - of every bottle he could find.

Ryle has opinions on how a kingdom should be properly governed. These opinions are the result of long deliberation - on rational arguments, on the testimony of history... How these opinions are expresssed is not. If he'd paid more attention to the latter, and maybe exercised the better part of his political valor in other respects, maybe he'd be reeking of perfume in the exchequer now instead of alcohol in his little hut. But so it goes.

I'm not especially attached to anything in the mechanical implementation.

Grand Lodge

Here is my submission of Fredrick Alphonse, a Mesmerist.

Crunch:

Fredrick Alfonse
Human Mesmerist 4(Lawful Good)
(Pathfinder Occult Adventures)
Medium humanoid (human 20 years old)
Init + 3, Perception + 7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 29(4d8+4)
Fort +3, Ref +7, Will +7;
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk club +3, (1d6-1/×2) or
Ranged mwk light xbow +7(1d8/×2)
Mesmerist Spells
(CL 4th concentration +11)
...0(at will)-Detect Magic, Detect Poison, Detect Psychic Significance, Light, Ghost Sound(DC13), Prestidigitation
...1st(4/day)-Color Spray (DC14), Undetectable Alignment, Forbid Action (DC14), Forced Quiet(DC14)
...2nd (2/day)-Stricken Heart, Invisibility
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +2; CMD 15
Feats: Combat Casting, Point-Blank Shot, Precise Shot.
Traits: Rostlander, Criminal
Skills: Bluff +12, Diplomacy +10, Disable Device +9, Disguise +8, Escape Artist +8, Intimidate +7, Knowledge(Arcana) +6, Knowledge(Dungeoneering) +6, Knowledge(Local) +9, Knowledge(Religion)+6, Perception +7, Sense Motive +7, Spellcraft +7, Stealth +10, Use Magic Device +10
Background Skills:Knowledge(History)+9, Craft (Jewelry) +9)
Languages: Common, Aklo, Undercommon
Other Gear: Mithral Chain Shirt, Masterwork Light Crossbow, 40 bolts, 20 Cold Iron Bolts, Masterwork Club, Dagger, Spell Materials Pouch, Backpack, Compass, Paper Sheet (2), Bedroll, Flint and Steel, Ink, Inkpen, Mess Kit[UE], Pot, Soap, trail rations (5), waterskin, Wand of Cure Light Wounds (50 Charges) 15pp 10gp, 10sp
--------------------
Special Abilities
--------------------
Consummate Liar
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su)
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (5/day)
Mesmeric Mirror
An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Psychosomatic Surge
Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist's level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Shadow Splinter
The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist's Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker's actual target. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced. This shadow doesn't require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can't be triggered if there's no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.

Painful Stare (Su)
When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Towering Ego (Su)
At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

Bold Stare (Su)
At 3rd level and every 4 levels thereafter, a mesmerist's hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can't be changed later. The mesmerist can't choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist's bold stare improvements affect the target as long as it is affected by the mesmerist's hypnotic stare.
Psychic Inception
The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it's under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn't end the effect, but does allow the creature to act normally for that round.

Touch Treatment (Su) (6/day)
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Moderate Conditions: Confused, dazed, frightened, sickened.

Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Fluff:

Fredrick born the illegitimate son of a minor landless noble named Rupert Alfonse. His mother was a barmaid who his Father raped. When it became clear she was with child she lost her job and Rupert refused to take her in and wanted nothing to do with them. This ring true through the early years Fredrick's life. It wasn't until he was 8 years old that his father caught wind of his “unique” gifts of persuasion.

It didn't take long for Rupert to utilize his son's gifts. Over the next four years Rupert used Frederick to negotiate business deals as well as convince the local Lord to give him a few holdings and increase his station in court. This all fell apart when Fredrick was 12. Rupert tried to con a visiting Noble who also happen to have a court bard with him. The bard broke the enchantment and then the Lords condemned Fredrick's father. The bard asked for clemency for Fredrick and took him on as a foster son.

It soon became clear that while Fredrick had the gifts of persuasion, he was no bard and couldn't play a single musical instrument. Feeling a deep sense of Shame and wanting to prove himself when he was 16 Frederick left and went to the outskirts of the Kingdom to fight against threats and to try and rehabilitate bandits. While he was not a bard he soon discovered that his powers of persuasion were increasing in strength the more he tried to use it to help people instead of trick them.

Finally his foster father found him and handed him a charter to explore the stolen lands. It seemed like the perfect opportunity for Frederick to prove himself. He bought some supplies and headed to the stolen lands.

Sovereign Court

1 person marked this as a favorite.

I play in Wolf's other Kingmaker group, and he's great! Have fun guys! :D


1 person marked this as a favorite.
Jesse Heinig wrote:
I play in Wolf's other Kingmaker group, and he's great! Have fun guys! :D

Thanks! (Jesse is a great guy and amazing RPer ;))


Update: I've had some pretty decent nibbles and characters presented so far. If people are interested, please get me at least an idea of what you're looking to play by Saturday evening, I'd like to choose by Sunday.


Kain should be updated and ready, save awaiting a few selections after talking with the group.


I think I'll go with the Cryomancer version of Segber that I posted above. I'll tweak his backstory a bit to that effect.


Let me know if there's anything left for Jenya P. I think she's good to go.


If you need someone to play the font of knowledge I'd love to fill that role. It's one of my favorite.

How about a straight up Elfen Wizard.

Loose backstory i'm considering.

Cecil Von Spirito of the Kyonin Von Spiritos is of a minor nobel Kyonin house. However, unlike most elven families his is as virile any human and tend to be large. Much to his dismay he is the 8th in line for head of the household. It's highly improbable that he'll ever actually gain the title. As such he initially took to wizardry to distinguish himself. That worked after a fashion, but among elves a knack for wizardry is hardly unique. After graduating with highest honors from the Kyonin school of wizadry (The exact name escapes me at the moment) and brief stints as a visiting lecturer at the Acadama in Varisia and Arcanamirum in Absalom he still found himself unfulfilled. After finding the mysterious note he decided this was perfect. He could investigate the source of the note while also lending his practical and magical expertise to a fledgling kingdom. Given his long lifespan he could see it prosper under his guidance in the coming centuries. After finding the note he was actually excited about something for the first time in a long time.

So there you have it. A highly knowledgeable, though somewhat elitist, elven font of knowledge with a good and specific reason to join a fledgling kingdom.

Also, he insists upon the correct pronunciation of his name. It's 'Ce'cil' not 'Ceecil'. Or Count Von Spirito if you can't manage that. :-)

Let me know if you think something like that would make a good fit.

Edit: I'm already uncontrollably thinking about how to play this guy. lol. Fingers crossed that I get to play him.

Edit2: Reading through and starting a build. Kingdom roles Cecil would be interested in in order. Magister, Treasurer, Grand diplomat


Just wanted to letcha know I'm still around! Been getting finals graded and otherwise closing out the school semester, but today's the last day before Christmas (YAY!!) so I should have a final version posted either tonight or tomorrow.

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