Kingmaker, the Pissed Off Elves are Coming! (Inactive)

Game Master ElfChampion466

This is an alternate adventure path for the Kingmaker campaign.


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Natural Stride allows you to move through difficult at normal speed without suffering any ill effects.

Elven Weapon Focus feat is a good one. This allows you to have the standard Weapon Focus on all weapons elves are familiar with and all "elven" made weapons. So, +1 to hit with longbows, longswords, etc. You do NOT need to meet the prerequisites for this.

Silent Hunter trait sucks, well, sort of. This allows you to reduce the penalties associated with moving in Stealth by 5. Running in stealth is only a -20. Personally, I don't like this one.

Swift as Shadows is a trait that is smae as Silent Hunter, only that sniping (ranged attacks) are at -10.

Lithe Step is a badass trait. This allows you to move at full speed along narrow ledges and surfaces using your Acrobatics check WITHOUT PENALTY! You are not flat-footed, and can move + shoot without penalty during a climb action.

@Lidras: tell me what you have in mind and I will consider it.


Would you be okay with using the Dragon Magic trait in place of Magic in the Blood for a sylvan elf?

EDIT: Since I have the Precise Shot feat, can I get a greatbow with a different enchantment than precise, or are they basically standard issue?

Do all the bonuses for camouflaged gear add up, or is it just a +1 if you are using at least one piece of the camo equipment?


@MisterLurch:
#1, yes.
#2, the Bogda Mor elven greatbow is already given as standard issue.
#3, the bonuses add up. The group is meant to sneak up on people, thus the reason behind the skills and camouflaged gear.

@Lidras: go ahead and use the Corran Anbhas curve blade with equal enchantments in place of the Luathalann swiftblade. But you still keep the Bogda Mor greatbow as standard equipment.


Stat1: 4d6 ⇒ (2, 3, 5, 5) = 15 16 (6,3,5,5)
Stat2: 4d6 ⇒ (2, 4, 3, 4) = 13 11 (3,3,4,4) 18
Stat3: 4d6 ⇒ (4, 4, 5, 3) = 16 13 (4,4,5,3)
Stat4: 4d6 ⇒ (2, 5, 4, 6) = 17 17 (5,5,4,6)
Stat5: 4d6 ⇒ (3, 6, 5, 1) = 15 15 (3,6,5,4)
Stat6: 4d6 ⇒ (5, 1, 1, 4) = 11 15 (5,4,6,4)

Stat reroll 1: 1d6 ⇒ 2
Stat reroll 2: 1d6 ⇒ 3
Stat reroll 4: 1d6 ⇒ 5
Stat reroll 5: 1d6 ⇒ 4
Stat reroll 6: 2d6 ⇒ (1, 4) = 5

Stat reroll 1: 1d6 ⇒ 1
Stat reroll 6: 1d6 ⇒ 6

Stat reroll 1: 1d6 ⇒ 6

This is Estancia Silvertree's Brother
Could be another submission if you like, But it started as background stuff.


I updated Fellorian with the standard issue equipment. I am working on her requisition list and her backstory.

Dark Archive

Thank you. Now to add power attack and I'll be good to go


UPDATE: I shall double my efforts into launching the campaign. On my list of deeds to accomplish is to contact more players who we have not heard from recently, as we need a few more active participants; detail the campaign, brush up on the rules and system procedures; find a dice rolling format; and of course keeping up with PC development. I would like to launch a OOC (Out of Character) thread before our game officially begins. That is in the works.


Fellorian's background is underway. I should have it finished by mid-week.


Don't most people use the discussions thread as ooc?

Grand Lodge

Hmmm Elven Investigator(Questioner)

Silver Crusade

@GM, I'm sorry but I must withdraw my interest. I just picked up another game as DM and I don't have the time. You've inspired a future campaign involving Mordant Spire elves taking down the Sun Temple Colony cult though!

Good luck to everyone else!


@ Torvald: SHAME ON YOU!!! Heheh.

Good luck.

Dark Archive

So is this campaign dead?


Last I knew the DM was giving it little more time.


31st


The campaign is not dead, far as I know. I was spending the past week or so finishing up the campaign. I shall launch a OOC thread next week and anticipate launching the game early April.


If this is still open, I'm interested in playing a druid.

Stat Rolls(I hope I interpreted this correctly):

Stat: 4d6 ⇒ (5, 4, 1, 3) = 13
Reroll: 1d6 ⇒ 3=12

Stat: 4d6 ⇒ (5, 5, 1, 3) = 14
Reroll: 1d6 ⇒ 6=16

Stat: 4d6 ⇒ (6, 1, 3, 5) = 15
Reroll: 1d6 ⇒ 5=16

Stat: 4d6 ⇒ (6, 4, 6, 3) = 19=14

Stat: 4d6 ⇒ (3, 6, 5, 1) = 15
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 6=17

Stat: 4d6 ⇒ (1, 3, 1, 5) = 10
Reroll: 2d6 ⇒ (4, 3) = 7=12

12,16,16,14,17,12

Is there a reason that you don't want to use the Paizo forum?


@Slyness: The rolls are good. Druid is HIGHLY encouraged. You may use either a stock druid or any of the alternative druid classes from d20pfsrd, Pathfinder, or from AD&D 3.0 and/or 3.5 editions. You are given two levels of the Forester class posted earlier in this thread. Equipment is also given which is a kick ass bow, sword, dagger, and essential equipment such as survival kits, etc. You may design your character as you see fit, only they must be an elf, no evil alignments (except against humans) and be a team player who knows how to sneak around people.

So, when you are all done, you should be a 5th level character; 3 levels druid, 2 levels forester. Name your character appropriately, nothing stupid such as Boneface Pointy-ears or worse.

I will start an OOC thread here soon, hopefully next week. I will begin the campaign in the Paizo forums.

If you know anyone else who would like to join in, please introduce them. We have time before we launch this. Thankfully, I have the entire weekend off for the first time this year, so I will be vigorously working on the finishing touches of this campaign.

Any questions, please ask. I am very flexible and willing to allow a LOT of leeway for the players except for Reflex Weaponry...heheh.


Maybe start with less. It gets Extremly confusing with too many people and plots


Jovich wrote:
Interested, this sounds very interesting. I am wondering if you are going gestalt as it almost seems that way.

DM ElfChampion: Just to check again, would you have any interest in the Gestalt variant? Each character would continue to have levels in Forester, and also have another class. It's high-powered, but you seem to want that. =)


No interest in Gestalt.


Starting tomorrow, March 27, we will post our preparations for the campaign in an Out-of-Character thread in the Play by Post Discussion forum. I plan on launching this game next weekend. Most of my work is now done, just tweaking out final details for PC's.

Those who still wish to join may contact me on this thread as we still have some room available. I may start a new recruitment thread, haven't decided yet. So far, I have four players ready to roll as of this date.


Did you want to let us know whom you picked so far so that those that have not picked can rework their character to make the cut.


I have listed here Helikon, MisterLurch, Grumbaki, and Letcherman69 on the roster. We have room for at least two more. If I am not up to date, please say so.


Would you take a look at mine. If this alias is not what you want let me know.

Dark Archive

With Silvertree we should be good to go


I will get the profile set up for Fellorian. I am looking forward to this!


Finally.


Our OOC thread is up. Named "Kingmaker Pissed Off Elves OCC Thread" in the Play-by-Post Discussion.


Have you made a decision on the other players?


Not yet. I haven't heard from a majority of other players to this point. I will try to contact them individually to confirm their participation. But if we start with only four players...SO BE IT!


Helikon, MisterLurch, Grumbaki, and Letcherman69 are the only ones in your game as of now and judging from your last comment I am not getting in your game. Very well
Good luck everyone


I want to get in on this if I am not too late. Thinking of doing a druid or maybe a witch. This looks fun.

Stat 1: 4d6 ⇒ (2, 3, 3, 2) = 10 Reroll 2's: 2d6 ⇒ (4, 4) = 8 = 11
Stat 2: 4d6 ⇒ (3, 6, 6, 2) = 17 Reroll 2: 1d6 ⇒ 6 = 18
Stat 3: 4d6 ⇒ (1, 1, 5, 1) = 8 Reroll 1's: 3d6 ⇒ (6, 6, 5) = 17 = 17
Stat 4: 4d6 ⇒ (6, 1, 5, 6) = 18 Reroll 1: 1d6 ⇒ 6 = 18
Stat 5: 4d6 ⇒ (2, 3, 5, 1) = 11 Reroll 1 and 2: 2d6 ⇒ (5, 2) = 7 Reroll 2: 1d6 ⇒ 2 Once more: 1d6 ⇒ 2 And again...: 1d6 ⇒ 4 =14
Stat 6: 4d6 ⇒ (3, 5, 2, 1) = 11Reroll [dice=Reroll 1 and 2: 2d6 ⇒ (4, 2) = 6 ffs: 1d6 ⇒ 2lol: 1d6 ⇒ 6 =15

Sweet got some decent stats. And it only took the website crashing on mobile and me have to type that out twice! Expect a character soon.


I am having trouble finding how many spells known the forester has at level 2. Am i missing something?


Gonna roll for health.

Forester Level: 1d8 + 2 ⇒ (5) + 2 = 7

Witch Levels: 3d6 + 6 ⇒ (5, 5, 2) + 6 = 18

Decided to roll witch to let that other guy play a druid, since he said it first. I know you don't want familiars. Maybe we can talk something out. I picked a thrush, but I could do something else. Just let me know.

There is the archetype, Cartomancer, that allows for me to use a harrow deck as a source for my spells instead of a familiar. Maybe i can take the harrow deck trait and we can just say that allows me to store my spells in it. That way I don't have to take that archetype.

Grand Lodge

Finally got the stats and character sheet together for Adrienne Caeletha. This is Peppers by the way. Will finish up the fluff tomorrow. I already have it in my head, just have to write it down.

Grand Lodge

Does anybody have a link to a map of the area? I want to use it to add to the flavor, but I am not familiar with Kingmaker. Any help would be appreciated!

Grand Lodge

Alright, I finally got everything together. Here it all is.

Stat Block:

Character Sheet

Adrienne Caeletha
Female Highborn Elf Forester 2/Veneficus Witch 3
LN Medium Humanoid (Elf) Age: 128
Deity: Ketephys

Init +11; Senses: Low Light Vision ft; Perception +12

Defenses

AC: 21;Touch: 15; FF: 16; (+5 Dex, +6 AC)
HP: 35 (2d8/3d6)
Fort: 3 Ref: 9 Will: 9

Offense

Speed: 40 ft
Space: 5 ft; Reach: 5 ft
Melee: +1 Keen Luathalaan Longsword +5 (1d8+3);
+1 Codagh Scian Warknife of Distance +5 (1d4+3) Range 20 +7 (1d4+2);
Ranged: +1 Bogda Mor Greatbow of Distance +8 (1d10+2)

Statistics

STR 14 DEX 20 CON 15 INT 21 WIS 17 CHA 13
BAB: +2; CMB: +4; CMD: 19
Feats: Point Blank Shot, Elven Weapon Focus (Longbow), Rapid Shot
Traits: Harrow Born, Ambush Training
Languages: Common, Elf, Gnome, Sylvan, Goblin, Halfling, Orc, Draconic
Worn Gear: Boots of Elvenkind,Cloak of Elvenkind, Cold weather gear (Camouflaged, +1 stealth), Explorer’s outfit (Camouflaged, +1 stealth)
Other Gear: Handy Haversack (Camouflaged, +1 stealth), Efficient Quiver (60 arrows),
Flint & Steel, one mess kit, two waterskins, one map case with maps, utility knife, one flora & fauna guide, Belt Pouch, Compass, masterwork, Climber’s kit, masterwork, Silk rope, 50-feet, Thieves’s tools, masterwork, Disguise kit, masterwork
GP:

Special Abilities:

Racials: Elven Magic, Magic in the Blood, Low-light Vision
Forester: Skirmish +1d6, Track, Archery Master, Fast Movement
Witch: Plant Patron, Poisoner, Poison Use, Toxic Word

Spellbook:

Spell like abilities (1/day): Mage Hand, Cast Light, Prestidigitation, True Strike

Hexes: Healing

Spells

Forester 1: Gravity Bow, Vanish, Endure Elements

Witch 0: All

Witch 1: Alchemical Tinkering, Cure Light Wounds, Ear-piercing Scream, Mage Armor, Sleep, Shadow Trap, Obscuring Mist, Blend, Delay Disease, Dancing Darkness

Witch 2: Alter Self, Cure Moderate Wounds, Pernicious Poison, Entangle

Background:

New Stetven had been slowly been encroaching upon the forest for decades. Adrienne's small coven in the forest on the southern border of Brevoy had been uprooted from their homes on three separate occassion. Each time they were pushed further back into the forest. The witches were not without their own victories through. They had inflicted a nasty disease on the woodcutters and swarmed them with biting insects. This only managed to slow down these humans. Their "City of Wooden Palaces" would be the coven's death knell.

Three months after being forced from our third home, the humans found the witches again. Adrienne had been gathering poisonous flowers for a few days in the forest and was not present when the humans found them. And this time they did not stumble upon the coven, they ambushed it. Apparently they grew weary of us defending our homes.

Nearly home, Adrienne smelled smoldering wood and flesh. She sprinted through the trees, heart racing. The sight that greeted her was terrible. Their home burned with the last crackles of a dying fire. Four bodies laid in a pile were badly charred, nearly to ash. My sisters... but four means there is one left! She rushed into the collapsed remains of their hut. Irianna, the head of the coven and teacher of harrow, was there under the debris. She was barely breathing and horribly burned.

Her dying words forever imprinted into Adrienne's mind, "Humans... Ambushed... Kill them." And that is what she has done.

She began, by tracking them back to their camp. Then the real work began. She sat in a tree for three days and nights, watching the camp and observing the movements. All the while she was using the flowers she had collected to brew something nefarious. The night of the new moon she put two sentries to sleep and snuck to the camps water supply. She dumped the small clear vial into the reserves and made her way out. She went back to that tree and watched.

She watched as the camp became less and less active. Three days later there was no activity. Adrienne cackled with glee and walked into the camp. Moans came from some of the tents and a noxious stench came from most. She burned the entire camp to the ground as revenge for her sisters.

It was only on her slow walk did she begin to realize the magnitude of what she had done. Blind rage had most likely doomed the forest she loved. They would send more woodcutters in retaliation. A militia may also come in as a guard. She hated the humans, and they deserved this. However, she needed to be more calculating in her future exploits.

She had nowhere to go. She had been in the coven for her entire life. She wanted to make sure this would not happen to anyone else. She wanted to disrupt these ever expanding, monstrous testaments to the leeching abomination that is the human race. Fleeing south towards the River Kingdoms was her only real option.

Six months later is when she met up with the Foresters. She had just botched an assassination attempt on the head of a major woodmill near the North Fork of the Sellen River, northeast of Mivon. Badly wounded, she retreated into the forest. The Foresters had been watching her for a few weeks and came to her aid.

Once she was nursed back to health, the Foresters offered her a position in their ranks. They realized her raw potential, but she lacked discipline. Over her time with the Forestors since joining, she has focused her anger and sharpened her skills. She was honed into a master poisoner. She can hide in plain sight; and before you know it, a poisoned arrow has struck you in the shoulder and put you to sleep. As a truly support role, she can heal her allies effectively while shooting from the shadows and hexing her enemies to weaken them.

Personality:

Though the Foresters have shaped her into a disciplined fighter, Adrienne's maniacal side can at times poke through. She has enjoyed the sharpness of focus that discipline has brought her and does a good job of keeping the rage at bay. The shadows of the forests and the thick underbrush are now her home. Protecting her home is her number one priority. If these humans threaten her home, as they do so often!, she has no problem sending them home preferably under a sheet.

Her subdued nature is sometimes unpredictable, as she becomes angered. This anger usually comes from seeing her forests destroyed. Human brutality also sends her into a rage. While she does not indiscriminately kill humans, she acts remorselessly when carrying out orders against humans guilty of this destruction. Her new teammates have become her new family. She is intensely loyal to them and would rather sacrifice herself than watch another family of hers die.

Adrienne holds the codes of the Foresters in high regard, but her wrathful side tends to make her more prone to killing than diplomacy. She can speak when needed, but it is not usually her first course of action. She detests the humans for what they did to her sisters. She hates them for their continued destruction of her home. The Foresters have shaped this into a valuable tool on their team.

Role:

Adrienne plays a primarily support role. Her hexes and spells heal allies and debuff enemies. Her poisons and arrows disable and damage opponents. Her ability to blend into the shadows makes her an excellent scout and spy.


@Silvertree. I never said you were not in it.


Goinin Bearback

Male

Elf

Forester - Lv 1
Monk of the Four Winds - Lv 1
Magus(Kensai) - Lv 3

Lawful Neutral

Stats:

Rac Mod
Str 15
Dex 17 + 2 + 1 = 20
Con 13 - 2 = 11
Int 17 + 2 = 19
Wis 15
Cha 11

--------------------
Racial Abilities +2 Dex, -2 Con, +2 Int
----------------

Elven Immunities:
Keen Senses:

--------------------
Alternative Racial Abilities
----------------

Steele Mind:
Elusive Grace: +1 Dodge
Dedicated Acolytes: +1 Int
Warrior Caste: Weapons Finesse, Longbow, Longsword
Diverse Heritage:

--------------------
Class Abilities
----------------

1st +0 +0 +2 +2 Armored Caster, Skirmish +1d6 +2 AC, Spells, Track
2nd +0 +2 +4 +4 Bonus Feat, Flurry of Blows, Elemental Fist, Unarmed Strike, AC Bonus +2 AC
3rd +0 +4 + 4 + 6 Cantrips, Spell Combat, Arcane Pool, Canny Defense +4 AC, Weapons Finesse
4th +1 +5 +4 +6 Spellstrike
5th +2 +5 +5 +6 Magus Arcana(Close Range)

-------
Traits
-------

Pioneer:
Magical Knack:
Crowd Dodger :
Magic is Life :

------
Feats
------

Dodge:
Improved Unarmed Strike:
Elemental Fist:
Weapons Finesse:
Weapons Focus:
Combat Reflexes:
Panther Style:
Mobility:

----------
Languages
----------

Common, Elven, Draconic, Goblin, Giant, Orc, Sylvan, Taldane

Skills:

Acrobatics: 5 + 5 + 3 = 13
Appraise:
Bluff:
Climb: 1 + 2 + 3 = 6
Craft: 1 + 4 + 3 = 8
Diplomacy:
Disable Device: 1 + 4 + 3 = 8
Disguise:
Escape Artist: 1 + 4 + 3 = 8
Fly: 1
Handle Animal: 1 + 3 = 4
Heal:
Intimidate:
Knowledge(Arcana): 1 + 4 + 3 = 8
Knowledge(Dungeoneering): 1 + 4 + 3 = 8
Knowledge(Engineering): 1 + 4 = 5
Knowledge(Geography): 1 + 4 + 3 = 8
Knowledge(History): 1 + 4 = 5
Knowledge(Local): 1 + 4 + 3 = 8
Knowledge(Nature): 1 + 4 + 3 = 8
Knowledge(Nobility):
Knowledge(Planes): 1 + 4 + 3 = 8
Knowledge(Religion): 1 + 4 = 5
Linguistics: 1 + 4 + 3 = 8
Perception: 1 + 2 + 3 = 6
Perform:
Profession: 1 + 2 + 3 = 6
Ride: 1 + 4 + 3 = 8
Sense Motive: 1 + 2 + 3 = 6
Sleight of Hand:
Spellcraft: 5 + 4 + 3 = 12
Stealth: 1 + 5 + 3 = 9
Survival: 1 + 2 + 3 = 6
Swim: 1 + 2 + 3 = 6
Use Magic Device: 1 + 3 = 4

Forester Spells:

Animal Messenger
Charm Person
Cure Light Wounds
Endure Elements
Gravity Bow*
Obscuring Mist
Sleep
Summon Monster I
True Strike
Vanish*

Spellbook:

0-
1-Blend, Blood Money, Burning Hands, Chill touch, Corrosive Touch, Enlarge Person, Magic Missile, Ray of Enfeeblement, Secluded Grimoire, Shield, Shocking Grasp, True Strike

Spells Prepared:

0-Read Magic, Detect Magic, Acid Spray, Spark
1-Shocking Grasp, Shield, Long Arms, Magic Missile

Combat Stats:

Initiative: +5

--------
Offense
--------

BAB: 2
CMB: 2 + 2
Attack Damage
Unarmed Strike 1d20 + 5 + 2 + 1 1d6 + 2
Longbow 1d20 + 5 + 2 1d8
Longsword 1d20 + 2 + 2 1d8 + 2

--------
Defense
--------

HP: 5d8 -> 5X8 = 40
AC: 10 + 1 + 1 + 2 + 4 + 5 = 23
Touch AC: 10 + 1 + 1 + 2 + 4 + 5 = 23
Flat-Footed: 10 + 2 = 12
CMD: 10 + 5 + 2 + 2 = 19
Fortitude: 5
Reflex: 5 + 5 = 10
Will: 6 + 2 = 8

Equipment:

Appearance:

Steele Grey eyes with green pupils and jet black hair with green highlights mark Goinin as a mixed breed elf.

Personality:

Character Backstory:

Born to a High Elf father and a Sylvan mother Goinin is a world apart. Goinin's father, Alawe "Calenuanfen" Umcaeloske was part of the city guard in the Elven city of Dragon Eyrie. He married a beautiful Sylvan lady named Tari Elafkel an Elven princes of very old blood. Alawe moved to his the Sylvan city of Andoril and was promoted to the royal guard. Together they had 7 sons, of which Goinin was the eldest.

Goinin spent the first 20 years of his life in Dragon Eyrie, learning to fight with bladed and bow. He never liked the bow or the blade somehow neither ever really fit him. Sure he could use them proficiently, but he was never really into it.

Around his 20th birthday Alawe received a promotion and they moved to his mothers home city of Andoril. Where father though lenient by Elven standards pressed him into training citing that he had to make a good impression. It was at this point that Goinin started his coerced training as a forester. Goinin express his love for the hunt, but his dislike for the weapons he carried. Goinin's father assured him that once he learned it, he would enjoy it as did his father and his father's father before him. So Goinin followed through and reluctantly learned all that was necessary. Alawe was surprised to find out that even after finishing the mandatory training Goinin was still unenthusiastic. Alawe tried to explain to him that this was the way of his people and to embrace it whole heartedly, because the Aern Rugadh sought perfection. So one must try as hard as one can to become better at ones task. Goinin explained that he had not the passion for weapons, and never would be. To this his father had nothing to say except "you will see." Soon after Goinin began to see things strange things. The most significant of which was a White Tiger, as according to the native Sylvan's there are no tigers in the elfwood never mind a white tiger. When ever he was alone he would chase the tiger but never catch it. Most thought it some odd defect of him being half High Elf. But Alawe in particular mistook this as his son attempting to shirk his destiny, not to mention embarrassing.

Near the end of his 40th year Goinin was in the forest when came upon a most peculiar yet familiar set of tracks, and set to following them. The trail ended near the edge of the elfwood, and standing there in the moonlight was a glowing White Tiger. He followed this Tiger through the elfwood never quite able to catch up. This happened several times over the next couple of months. On one particular time he sighted the Tiger, in order to move more silently he set down all of his weapon except for his dagger. He stalked the Tiger for a miles when it stopped. And as he crept closer he slowly reached down to his knife and realized it wasn't there. When he looked up the tiger was looking at him. It then promptly turned around and walked away. Goinin followed it past the elfwood to just past the wood to a clearing. In this clearing he saw a stone temple. As he came closer he saw men in the court yard. He watch the monks for hours observing there every move and practice. At first he thought they were dancing but as he got closer he realized they were drilling. He wondered how can this be how could there be an enemy encampment so close to the elfwood. "How could they allow it" he says to himself. A human encampment, not just a village but a human fort occupied by trained combatants. Not just absurd, impossible. "The tiger must have been sent to warn me yes, yes warn me of this danger I must investigate", he thought. Using his years of forced training he stealthed his way closer to the complex. Upon reaching the gates he realized first, that the tiger was gone and the entrance was made of stone. "This could not be invaders for the would not have even allow ground to be struck."

And it was here that his path started to become clear. For in his awe and confusion he did not notice the White Tiger sneak up behind him. It Came from behind and gently took him by the hand and led him through the complex. As he was led through the complex the murals told a story of one man and his strive toward perfection. But the statues however told a different story the seemed to be instruction of some sort. Final the white tiger led him toward the men in the courtyard and one in particular. An aged bald man in a long yellow and red robes. The man clenched his right hand into a fist and placed it into his left palm, which was open with fingers straight up and the thumb bent. He then made a straight forward bow, toward the tiger. As the tiger led Goinin past the men they formed up and bowed in a similar fashion. The tiger then led Goinin to where two men were sparring, it was here that it became clear what was going on. Goinin went from suspicious to excited, before the tiger even led him around to an empty spot in one of the formations. Goinin spent the next three years sneaking of into the forest and leaving his weapons behind to following the tiger and train. By the end of his 60th year he had master all of the basic and intermediate material, only his specialization remained.

Near the beginning of his 60th year it became clear to Alawe that this was not and would likely never be the a weapons master like his predecessors. His mother however, understood this and tried to help him by introducing him to the druids. Goinin understood little and had only moderate interest in such nature magic and even less talent. However seeing Goinin interact with the druids gave his father an idea, why not send Goinin to study magic. Within a year Alawe had accepted the position as head of the royal guard at the Dragon Eyrie a position he previously turned down at his wife's insistence.

While living at the Dragon Eyrie Goinin started to study magic and as he did the tiger appeared less and less. Until by his fifth year the tiger had stooped appearing at all. Goinin thought strange but assumed the best that he had learned all he needed to. It also helped that Goinin was so consumed by his magical studies that time itself seemed to fly by. Even from the first Goinin sought to combine his skill in unarmed combat with the magic of the magi. However he was by now several decades older than his peers, so it took him an extra 20 years to build up the magical skill as many of the other magi, still; it always seemed that he was a level behind.

When Goinin was around 100 and the old king died, Alawe received another promotion to regent of an old Gray Elf City. It was at this time that the tiger reappeared, and with it a panther. And this panther taught him its secrets. For the next 20 years goinin spent studying magic in the day and training with the panther in the forest at night.

At the age of 120 Goinin set out to seek his destiny.

Steel Mind: Sylvan elves have a mindset that is very fey-like, and it is hard to fathom what they are thinking and to overpower them mentally. They are naturally resilient in matters of the mind, and gain a +2 bonus on all Will saving throws.

Keen Senses: Sylvan elves receive a +2 racial bonus on Perception checks.

Dedicated Acolyte: The lure of arcane power led you to shun your martial studies. Elves with this racial trait treat their Intelligence score as one higher for the purposes of determining bonus spells based on their Intelligence score.

Elusive Grace: The elves have a grace of movement that has helped safeguard them for millenia. Elves with this trait gain a +1 dodge bonus to Armor Class.

Diverse Heritage: Grey elves gain the Additional Traits feat. They may select two additional character traits to reflect both their complicated bloodline and their study of different cultures.

Warrior Caste: Many elves devote large portions of their youth to the use of bow and blade rather than the study of magic. Grey elves with this racial trait gain proficiency with two (non-exotic) weapons of their choice and gain either Weapon Finesse or Precise Shot feat

You spent much of your youth on crowded streets, dodging quickly around and under others.

You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.

You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

You can strike back at enemies who attack you when you move.
Panther Style: Students of the panther throw caution to the wind as they weave recklessly among their foes. Those who master the style turn their unrivaled mobility into a weapon, striking their enemies with a series of swift retaliatory strikes.

You unleash a rapid series of blows on foes that attempt to attack you when you move.

Esoterics are drawn to the mysticism of the occult and spend their lives delving into forgotten texts and forbidden tomes. Each esoteric learns to inscribe his spells on his flesh in a complex series of occult symbols and arcane equations.


LetcherMan, Lidras, I haven't heard from you the past few days in our OOC thread. I have you listed on the players roster.

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