With the heart of the Stolen Lands explored and the bandits who ruled there scattered, the long-contested realm finally lies open for pioneers and settlers to stake their claims.:
Amid the rush of opportunistic travelers, the PCs find themselves stewards over a new domain, tasked with the responsibility of guiding and guarding a fledgling nation struggling to grow upon a treacherous borderland. Yet the threats to this new nation quickly prove themselves greater than mere bandits and wild beasts, as the monstrous natives of the hills and forests rampage forth to slaughter all who have trespassed upon their territory. Can the PCs hold the land they’ve fought so hard to explore and tame? Or will their legend be just one more lost to the fangs of the Stolen Lands?
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
I responded to Alia's speech. Overall I don't especially mind being merciful, as long as we take some precautions to protect people who might be harmed if these people offend again.
Branding seems socially harsh, and at the same time does nothing to keep such people from going back to their old ways - in fact, I expect it may make them more likely to go back to their crimes. See my gameplay post for more details.
And for the mad witch, I appreciate your feelings, but how do we keep her from harming anyone until she "snaps out of it?" If there was some kind of asylum or sanitarium we could put her in, then that would be a possibility, but I don't think we have that luxury.
Although, GGGM, I would like to hear an answer to this question before we go all the way with this:
Numalar Auritonius wrote:
Hurray! Confessions all around!
BTW Did Golden Boy and Verdigris confess to robbing or killing anyone?
If it turns out that Golden Boy is a Zon-Kuthon worshipping rapist then I think we can forget about a pardon for him.
Well in that they are kinda shoehorning the guardians into the infinity gauntlet story which was actually about the infinity watch and Thanos. A time when Drax could fly and had the power stone and was tough enough to take on Thor and Hulk at the same time.
Kinda power gamers story compared to role players..
And for the mad witch, I appreciate your feelings, but how do we keep her from harming anyone until she "snaps out of it?" If there was some kind of asylum or sanitarium we could put her in, then that would be a possibility, but I don't think we have that luxury.
Although, GGGM, I would like to hear an answer to this question before we go all the way with this:
Not in these lands. Down in the Cheliax, Taldor and such they have the equivalent of 19th century sanitariums, and then you get what you pay for.
Numalar Auritonius wrote:
Hurray! Confessions all around!
BTW Did Golden Boy and Verdigris confess to robbing or killing anyone?
Robbing folks--yeah. Verdigris seemed unsure of whether he had ever killed anyone.
I should also add that Brevoy does lay legal claim to the Stolen Lands (hence the name), though most in the River Kingdoms would dispute that. Basically for Brevoy it is that part of your backyard that you rarely is ever visit.
Pip the Troll is a marvel character who once bore an Infinity Stone and was a member of the Infinity Watch... scary powerful group.
I do vaguely remember the Official Handbook to the Marvel Universe entry, but it is not a part of that comic universe that I follow a whole lot. "Pip the Scholastic" is a character name and archetype I use in a lot of games. Basically "Pip," in his myriad of forms, is a big, lumbering brute who affects a certain air of intelligence and civility that is clearly in contrast to his otherwise thuggish (and often murderous) nature. The effect is usually quite off-putting.
From earlier discussion about xp .... I read it as a cr 4 encounter gives 400xp each both combat and non-combat and on medium track = 5 encounters to level...
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Zokon Santyev wrote:
From earlier discussion about xp .... I read it as a cr 4 encounter gives 400xp each both combat and non-combat and on medium track = 5 encounters to level...
Yes I don't like level 1.
A CR 4 encounter gives 1200 total XP for the whole party. Split 6 ways that's 200 apiece.
I'm just guessing but I figure the bandit camp was CR 5.
Three normal trolls on the other hand is CR 8. Lots of XP here if you want to go for it. :)
Normally I don't mind 1st level too much as you learn to come up with creative solutions to things. I'm at a loss about the trolls though, aside from just running away. We could probably take one of them... but we would take quite a beating doing it.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Guys - I apologize for the long posts, but I included a TL;DR at the end of each.
I think we have established how everyone feels about Kressle, but for the others, let's hear your opinions:
For Golden Boy and Verdigris:
1. Bring them to Restov for trial (and very likely execution)?
2. Brand them?
3. Confine them to Oleg's for a while?
4. Let them go?
For Faeria the Mad:
1. Bring her to Restov for trial (and very likely execution)?
2. Brand her or not?
3. Confine her to Oleg's for a while?
4. Let her go?
Keep in mind that I don't feel that Oleg's is suited to being a prison, and while having two guys there is within the ability of Kesten and his men to deal with, four (or more) might be stretching it.
Of course, if we want to get into the prison business, we could hire guards in Restov, and workmen in Restov to work on additional accommodations and facilities to augment Oleg's. We have a decent amount of money, so this is feasible, though I can't help but feel that it is a little early in the adventure for this.
For the record, Numalar wants to just drop the other four off in Restov and get it over with. But willing to confine them at Oleg's if that is the consensus.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
@GGGM - going by the insanity spell, a heal will cure insanity caused by the spell. Would that work on someone who went crazy through normal methods?
Just looked in the Gamemastery Guide Madness section - there you roll a save once per week to reduce insanity, but it also says that heal will cure it.
I am thinking if we can find an 11th level cleric in Restov, the cost to hire him to cast the spell is 660 gp. That is expensive, but we can afford it out of our party wealth. What do you guys think of that?
Edit: if we can only find a 7th level cleric, we could reduce the impact of insanity by the CL of the caster with restoration; two castings would probably get Faeria close enough to sane to make the rest of the way on her own. 2 castings would cost 280 x 2 = 560 + 200 (material components) = 760 gp.
So for Faeria, you may also vote:
5. Hire healing magic for her.
I am willing to go for that if people want. That is about 1/3rd of our money right now though (including selling all the crap we have accumulated).
1 and 1 for me with the hope they'll put Faeria in an asylum
Nothing so modern as asylums (or in most cases indoor plumbing) in Brevoy. And if they did they would certainly be more barbaric than those you might find in a place like Ustalav.
@GGGM - going by the insanity spell, a heal will cure insanity caused by the spell. Would that work on someone who went crazy through normal methods?
You can cure death with a spell, so why not madness? There are clerics in Restov who fit either bill. Knowledge (nobility or religion) would give you the who's who of the matter.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
RPGGGM wrote:
You can cure death with a spell, so why not madness? There are clerics in Restov who fit either bill. Knowledge (nobility or religion) would give you the who's who of the matter.
| Bloodrage 12/12 | Fire Strikes 3/3 | HP 43/43 | AC 18 T 14 F 14(Uncanny Dodge) | CMD 19 | Saves 6/4/0 (+1 Will vs Mind Affecting) | Init 3 | Perception 3 | 4 Female Ifrit Bloodrager (elemental, fire) | Spells 2 |
Re: Prisoners.
1 and 5 for me.
Oleg and the guards can handle two bandits if they should turn. But 4 bandits is pushing it. Remember, we're burdening Oleg with people who threatened to hurt him badly. Unless we bring them along as NPCs, Scarlet would risk Oleg's safety like that.
Faeria- to help her we could burn through 1/3 of our gold. Scarlet doesn't feel good about executing her nor dumping her in an asylum. If you presented that option, Scarlet would sacrifice her share to let her make a choice. Leaving her to go on her own is pretty much the same as executing her.
That's my 2 cents. We should decide on this quickly, though. We're kinda dragging out the fate of these 3 NPCs out for several posts, and it's starting to drown out everything else.
Well, it's kinda decided already, obviously I'm voting 5 for Faeria(also paying out of my share)
For the other 2, it seems a bit wrong that the 2 other bandits get a chance to reform and those 2 get the noose on account of being "too much of a burden", but life sucks, at times.
Just to specify: The idea was not to let them go NOW, we had this discussion before going to Restov and there would have been an option to hang Kressle right there and not need to travel.
So in that context, obviously we would only release them when we are ready to follow their tracks, not weeks before.
Your main job may be to cartograph the land, but as I understood it(and what you told Alia), you are after the bandits and especially the Stag Lord, too, during that process.
Having some bandits to follow may have been moot anyway, if they run back to their former family or life, in some far-off village or homestead. They could even be a liability if they are attacked by wildlife on the way before we know where they are going.
So yeah, I'm fine.
I'll write up a quick response but lets cut this shorter, as it's basically already decided what will happen.
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Alia of the Blade wrote:
For the other 2, it seems a bit wrong that the 2 other bandits get a chance to reform and those 2 get the noose on account of being "too much of a burden", but life sucks, at times.
In Numalar's mind, the difference is this:
We called on Chick and Wilbur to surrender, and they did. We should therefore honour the "bargain" that is made between someone who surrenders and their captor, which is to allow the prisoner to live.
Golden Boy and Verdigris did not surrender or ask for mercy - they fell in battle. They chose to fight to the death rather than surrender.
Hehe, all true, but for example Verdigris didn't even have a chance to surrender...he was out cold by a color spray before truly joining battle ;)
Plus I think they were quite afraid of Kressle, meaning after she was down would have been the time to demand surrender.
But yeah, as said, life sucks for them, it's been decided :)
At this point then I am assuming you have Golden Boy, Verdigris, Faeria, and Kressle in tow. Kesten would have kept Faeria back at the trading post but it was pretty clear he was uncomfortable at the idea.
I am loving these names :D I totally want to co-DM with you sometime.
I'm going to try to carve some time and money to go to Gen Con next year, so maybe. I haven't been in forever. I always run one or two weird games when I'm there, either on or off the official schedule of events.
By weird, I mean old or out of fashion games like Ghostbusters International (West End Games), or DC Heroes (Mayfair Games), or TMNT (Palladium). I was thinking of running some version of Star Wars in honor of the movies, but we'll see. I'm also thinking about running something that's just role-playing (basically a LARP), but again I'll have to see.
I'm not sure how co-DMing play-by-post would work out, but I have collaborated with lots of GMs in the past in person.
"You? You didn't dream her! I did! She's mine, you hear! Or wait, she's not, YOU are! Go to sleep, Faeria, we have much to talk about!"
Uh-oh... is this foreshadowing? :)
Anyway guys, I don't expect to be able to post for the rest of the day and probably not Saturday either.
For the record, Yin, despite having nightmare creature as template, is CHAOTIC SHINY in alignment.
(alignment stuff in template was subject to 90° rotation, lawful/chaos instead of good/evil)
So if it is foreshadowing, it need not be negative ;) But who knows the plans of a truly mad outsider *shrug*
The Night Before Game Day With apologies to Clement Clarke Moore
'Twas the night before Game Day, when all through the house
not a creature was stirring, not even a mouse.
The minis on the mantle had been painted with care,
in hopes that St. Jacobs soon would be there.
The children were nestled all snug in their beds,
while visions of adventure played in their heads.
And Mama with her fighter, and my redeemed darkfire adept,
had just stolen into the lair of that false Razmiran sect.
When out on the roof there arose such a clatter,
I sprang from my chair to see what was the matter.
Away to the window I flew like a flash,
tore open the shutter, and threw up the sash.
The moon on the breast of the new-fallen snow
gave the lustre of midday to objects below,
when, what to my wondering eyes should into view dance,
but a miniature sleigh and eight writers who freelance!
With a haggard editor, fresh from an all-nighter,
I knew in a moment it must be Wes Schneider.
More rapid than eagles, his coursers they came,
and he whistled and shouted and called them by name:
"Now Tim! Now Nick!
Now, Greg and Amber!
On, Richard! On, John!
On, Mike and Mr. Baur!
To the top of the porch!
To the top of the wall!
Now dash away! Dash away!
Dash away all!"
As dry leaves that before the wild hurricane fly,
when they meet with an obstacle, mount to the sky
so up to the house-top the coursers they flew,
with the sleigh full of gamer swag, and audio dramas too.
And then, craning my ear to the roof perpendicular
I could hear the heavy tread boots of each contributor.
As I drew in my head and was turning around,
down the chimney Young Wes came with a bound.
He was dressed all in fake fur, for they are not overfond
of that sort of thing in blue Washington's progressive Redmond.
A bundle of books he had flung on his back,
and he looked like a peddling librarian opening his pack.
His eyes--how they twinkled! His dimples, how merry!
His cheeks were like roses, his nose like a cherry!
His droll little mouth was drawn up like a bow,
and the beard on his chin was in need of a mow.
The stump of a pipe he held tight in his teeth,
and the smoke it encircled his head like a wreath.
He looked a bit high, and slightly less than regal,
but that's what you get in a State where pot is half-legal.
His character, a multi-class ninja pirate half-dinosaur elf,
its huge Hero Lab sheet made me laugh, in spite of myself.
With a wink of his eye and a flip of his thumb
he showed me the new archetype that was yet to come.
He spoke not a word, but went straight to his editing work,
and corrected our character sheets, even Bill's the rules jerk.
And laying his finger aside of his nose,
and giving a nod, up the chimney he rose.
He sprang to his sleigh, to his team gave a whistle,
And away they all flew like the down of a thistle.
But I heard him exclaim, 'ere he drove out of sight,
"Happy Game Day to all, and to all a good game night!"
Everyone get their Game Day Tree up and hide their pre-painted Game Day eggs?
I was just fixing how my skills are organised on my character sheet and found I was a point short, I added swim skill to my list as a least disruptive option
Gnome Sorcerer 4 | AC: 15, TAC: 13, FAC: 13, CMD: 11 | HP 7/23 | Fort +2, Ref +3, Will +6 | Init +5 | Perception +9, Sense Motive +2, Darkvision 60' |
Resources:
Spell Slots available: 1st: 5/8 2nd: 3/4 Claws: 8/8 rounds left SLAs: Dancing Lights, Prestidigitation, Flare, Produce Flame
Guys: The price for the heal is 120 gp more than we expected, but it is very good to make friends with a 13th level cleric (who has access to 7th level spells). So I'm cool with the 780 gp price tag if you guys are.
Well, your earlier calculation(which I did not check for correctness) came out as 760 GP, so actually, it's only 20 GP more than I expected, not 120.
I thought the same thing about making friends, and took the liberty of "rounding up", 780 GP for the spell, 20 GP as tithe to the temple, 800 GP total.
Gladly will pay the extra out of my shares, as well.
Well, your earlier calculation(which I did not check for correctness) came out as 760 GP, so actually, it's only 20 GP more than I expected, not 120.
760 was for a 7th level caster to cast restoration twice. An 11th level caster casting heal would have been 660. But a 13th level caster costs more.
I know. I just said: My expectation for expenses already was at 760 GP, since that is the only number I caught.
I am aware that was a different plan, but regardless it was the price that was named, and I trusted blindly that the numbers are in order, that is, did not consider other options or countercheck.
As such, as I stated, my expectation based on your earlier(and no longer relevant) calculation was 760 GP. Now it costs 780 GP, which is only a 20 GP increase.
If you expected to pay 660 somewhere, for the voiced 120 GP increase, then I seemingly missed that, so all I'm saying is that for me, the price increase is negligible over what was expected.
What would be REALLY interesting is if her madness is a supernatural affliction...and our 13th level caster fails the caster level check to affect her with the heal.
In that case, we already know we'll need to bolster our will save for later in the campaign ;)
It's been nearly ten years since The Vanishing, when in the course of one night everyone of Rogarvian blood disappeared. Brevoy could have tumbled into civil war and chaos except for the quick movement and strong leadership of House Surtova. By the end of 4699 AR Noleski Surtova had claimed the Dragonscale Throne in New Stetven as Regent upon the return of House Rogarvia. In that time, King-Regent Noleski Surtova has held the Ruby Fortress and the Dragonscale Throne but with each passing year and no sign of the return of House Rogarvia the rumors grow that soon Noleski will drop the Regent and claim the throne for House Surtova. Brevoy has grown increasingly fractious over this possibility with lines being drawn across old divisions among the long-ago houses of the nations of Issia and Rostland. The young nation, forged through war 200 years ago, stands on the brink of civil war. Many are moving both within the nation and without to take advantage of the chaos that may be caused by war.
In order to minimize the threat from their south, the Swordlords of Restov, in conjunction with the Lord Mayor of Restov, have commissioned adventurers to travel south of Restov into the Stolen Lands to explore and possibly settle this area. The Swordlords hope that the newly settled area would provide a buffer against invasion from the south and west, either from Pitax, Mivon, Galt, or any other entity/nation seeking to expand into Brevoy.
This recruitment will be for 4-6 players to tackle the Kingmaker AP, beginning in the year 4708 AR. The campaign will differ at times from printed material and much about Brevoy will be different so don't count on things being the same as the source material. Sometimes I will use names of people but their personalities/abilities/goals, etc. will be far different from what is printed in canon. So, don't count on that. For now, in terms of background, all printed locations are good.
Character Creation:
Races: Human, Elf, Half-Elf, Halfling, Dwarf. I like standard races, please don't ask to play a Tiefling.
Alignment: No Evil please.
Level and other items: 1st Level, max gold for class, max HP for 1st level. 30 Point Buy - yes, you are supposed to be heroes.
Classes: Core only - no gunslingers, ninjas, samurai's or their derivatives. There is no tech in my Golarion. Any archetypes will need to be approved beforehand.
Traits: Pick two, one from the Kingmaker Character Trait list and the other from any core source.
Again, looking for 4-6 characters that will mesh well and make for a good party.
Posting Status and other Items:
I'm looking for players that can commit to posting once a day during the week. I am very limited on the weekends and rarely post but want to be active during the week (M-F). Please don't submit a character if you can't commit to that. I typically will post in the morning and then be active throughout the day to respond to anything. I want players who can post frequently and keep the game moving.
Background: This will be one of the most important elements for selection, other than party cohesion. I like to use elements from my player's backgrounds to enhance the story. So the more you give me to work with the better chance you have of getting selected. That doesn't necessarily mean quantity though. Don't just try to supply me with a random list of names in your character's past. A few individuals/places/events, etc. in your character's past that are very interesting or intriguing might just do the trick. If you need any help with place names/locations just let me know and I'll help you.
Ok, I think that's it for now. I'll be taking apps through March 11th and then I'll make selections and we'll start the game soon thereafter.
Please review my Profile for other advice/information on what I expect and other info. If you have any questions, please feel free to ask here or message me.
Hailing from Absalom, Avery is a scholar interested in ancient civilisations.Many archaeologists are insular, bookish types, content to keep to themselves and their writings, but not Avery; he loves strong women and beautiful drink (or was it the other way round...no matter) and believes that gold should sparkle in your hands, not tarnish in some long-forgotten treasure vault. He moved to the River kingdoms to explore the fragments of the ancient Iobarian, Cyclops and Elven ruins that dot the stolen lands and seek his fortune and took the mission from the swordlords of Restov to explore the area as a chance to do this.
Jovial and talkative, easily impressionable. Loves treasure and will sell anything to anyone for the right price.
Full stat block should be up some time tomorrow if you want it (I have a character sheet already made on mythweavers, it's just a matter of putting that in stat block form.)
He would be the group's face or skill monkey and possibly a diplomat for the kingdom.
Mark Talbot was the lab assistant to a petty alchemist living in one of the poor districts of Brevoy. He was thankful to the alchemist for giving him a job and taking him under his wing, as he was a homeless orphan prior to his adoption; but the alchemist, whose name was Reedus the Brewer, had a nasty gambling addiction. One particularly lean month, Reedus missed one too many payments to a vicious halfling loan shark named Marco Fishfinger. Fishfinger ordered a hit on Reedus, ransacking his shop while Mark was away. Everyone told Mark that Reedus was killed, but Mark never found a body, and still hopes to find his mentor again one day. He signed up for the adventuring crews that were leaving the city in hopes of avoiding any extra retribution from Fishfinger's men.
Mark was always better at thinking with his fists than brewing potions, but he picked up the basics from Reedus before having to strike out on his own. Now, he uses his bastard sword in service of Brevoy - hopefully he can pick up enough field experience from the adventures to one day open his own chemist's shop.
DM: Is the Mutation Warrior fighter archetype acceptable, based on my backstory? It basically just trades Armor Mastery for the alchemist's Mutagen ability, so I'll be wearing lighter armor and relying on my Natural Armor from my potions to survive.
Gordon is a monk from Brevoy. More interested in the martial capabilities rather than the spiritual aspects of the monastery, it was suggested that he strike out on his own to become more mature.
The talk of money and fame moves him in ways that belie the teachings of his monastery.
I have it more fleshed out tomorrow.
Gordon, Monk 1:
30 pt buy
STR 17 +2 human = 19
DEX 14
CON 16
INT 13
WIS 13
CHA -7
HP 8+3=11
INIT +2
Speed 20
CMB 4
CMD 16
BAB 0
Monk Bonus Feat: Improved Grapple
Human Feat: Combat Reflexes
Monk innate feat: Improved unarmed strike
Ha! Put it out there and we'll see what happens. It certainly is intriguing. A cavalier would be good considering the overland nature of much of the AP.
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
Background:
Radek never felt at home in Napajedla, the tiny village in the Icerime Peaks' southern foothills where he was born and grew up. His father, while well regarded in the community, was the only elf most of the locals had ever seen. And his mother, a local girl who had gone out into the world and made her fortune- bringing back money and a husband to settle down with- was always seen as something of an odd duck. After all, she had left home as a teenager and stayed away for more than a dozen years before coming home to have a family.
Though Milena and Meirdrarel ran a prosperous farm, always helped their neighbors, doted on their family, had deep roots in the area through Milena's family, and generally lived a perfect small-town life, they were never really able to integrate into village life. They had strange ideas about their children, too. Radek and his siblings had few friends in town; while open bullying wasn't permitted, they were frequently taunted and largely shunned by the other children. Their only real peers in the small town were the mayor's children, the children of the man who owned the general store, and their few cousins around their own age.
It was a happy home, full of their father's music and their mother's books, but Napajedla fit Radek like an ill-fitting coat. Once he was old enough to know how to take care of himself, Radek spent almost as much time exploring the hills and woods near the village as he did at home.
Given their parents' adventurous streaks and their lack of connection to the little village, it came as little surprise that their children wanted to leave home at an early age. A letter of introduction from Meirdrarel was all that was needed for Radek's eldest brother, Milos, to gain attendance at age 15 to one of the most prestigious schools of swordsmanship in Restov. A word to a friend from Milena got Radek's eldest sister, Vlasta, an apprenticeship with a wizard in New Stetven. Radek's next older brother Evzen gained a place in Lord Medvyed's court in Stoneclimb. One by one each of his siblings left home for bigger and better things.
But while Radek always had the greatest wanderlust of all his siblings, he was the one who seemed to least want to leave home. Whenever his parents asked him if he wanted an appointment or apprenticeship or admission somewhere, he said no. All Radek wanted to do was see what was over the next hill. He always felt like he was looking for something, but he didn't know what it was.
Radek traveled as far west as Pitax and as far east as the shore of the Castrovin Sea, up along the shoulder of the Icerimes to the Lake of Mists and Veils, and down into the eastern escarpment of the Tors of Levenies. It wasn't until he looked west across the peaks of the Tors that he felt like he finally had a destination. Something to the west was calling him, drawing him like an iron filing to a lodestone.
With this new realization in mind, he went home to talk to his parents. They knew a great deal about lost places in the world and he thought they might have some wisdom to share. On his way home he passed through Restov, spending a few days with his brother Milos. While there, the call went out for volunteers to brave the bandit infested Stolen Lands, to explore the unmapped and virtually unknown region. Radek rode home quickly, knowing that with his parents connections he could get an appointment to this expedition.
A few days later he rode back to Restov with a letter of introduction to the Swordlord Jamandi Aldori, outlining his experience in the wilderness, his useful magical abilities, and his many other skills of use to a prolonged expedition. With the letter and his brother's example in the salle, Radek was given a place among the other explorers and made part of the Charter to explore the Greenbelt.
Feats:Selective Channel (2 targets),Toughness(+3 hp +1 per level after 3)
Traits: Pioneer (+1 Perception, horse),Birthmark(Serves as divine focus,+2 saves vs charm/compulsion)
Special Abilities:Channel Negative energy (1d6 DC 13 5/Day) Domains (Death/Magic: Bleeding Touch 1d6 per round for 1 round 6/day. Hand of Acolyte +3 6/day)
Spells: DC 13+level 3/2+1///
0:
1(14):
2(15):
3(16):
Equipment:
Cleric's Kit (16)
backpack
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol
Leather armor (10)
light wooden shield (3)
Dagger (2)
Light crossbow (35 gp)
10 xbow bolts (1)
Horse
2 CLW potions (100)
70 gold
Apperance: Andrea is a slender woman of about middling height and weight with pale skin that has been roughened by life at sea. Her blond hair is cut short and kept under a kerchief and she has a rather decorative series of tattos across her skin that combines waves,skulls and ghostly figures. Andrea says that it has taken numerous sessions to get the work done and might just add some more. She is often dressed in plain tunic and breeches along with sturdy boots. When attending to medical duties, she wears a clean but stained smock with numerous pockets and scrupelously sharp tools.
History: Andrea was born the child of a Bloodmother, a woman whose function was to bear children for the church of Urgathoa for the purposes of sacrifice or induction into the faith. Just like her mother, Andrea had no last name since it was deemed unneeded for her role as acolyte. Andrea's life in the church was notable since she took to the appriciation of undeath not as the dirt,mold and gore spattered stereotype of ghouls and zombies, but the clean,polished lines of bone. Andrea appriciates a fine feast but channels her desires into finely crafted meals and liquers, abodes are clean and quiet,(except for the occasional moan) with neat racks of skulls, bones and workshops of meticulously cared for equipment.
The elders of the church believed that Andrea would best be served as an emmisary and infiltraitor and thus she was sent to establish a foothold in areas where her faith was not prominate. She was told not to spread disease or undeath, not to preach to the masses or commit atrocity, but to seek to establish herself in a position to allow others to safely spread throughout the region. Becoming a figure of influence would work perfectly, and hearing about the
call for explorers to go into the Stolen Lands, she headed out to see what could be established
Dotting for interest. I know you said no to Gunslinger, how do you feel about the Bolt Ace archetype? The gun is completely replaced with a crossbow. If you'd rather avoid it completely I'd probably settle on either a Ranger or bow archetype Fighter but I'd like to give it a try.
DM, I think you skipped over my question. :) Is the archetype of fighter that I linked acceptable?
Sorry Mark, yes, you can submit the Mutation Fighter if you want to. Might be kind of difficult to keep up with mutagen's though in the wilderness though as much of the campaign involves exploration. But go ahead and submit him and we'll see how it comes out. Thanks for the interest!
Lyrune
Female human ranger 1
NG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 15, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Mounted Combat, Point-blank Shot
Traits pioneer, shoanti steed
Skills Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Ride +6, Stealth +6, Survival +7
Languages Common
SQ track +1, wild empathy +1
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), longbow, scimitar, bullseye lantern, light horse (combat trained), arrows, bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, oil, piton, pot, saddlebags, 106 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Shoanti Steed Gain a combat trained light horse.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Haflax:
Haflax
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6, Ride +2 (+4 to stay in the saddle)
SQ combat riding
Combat Gear oil (3); Other Gear arrows (60), bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, piton (2), pot, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
background:
Lyrune was born and raised on the Storval Plateau, part of one of the lesser Shoanti clans. Like any member of her clan, she learned to ride and hunt and track from the time she was a baby. Her family were charged with enforcing the law and protecting the clan from their rivals. They lived surrounded by more powerful clans that raided often, and she soon learned the techniques of hunting and killing mankind.
A year ago, raiders came, striking at the clan's encampment and making off with several of the clan's children. Lyrune and her brothers tracked them east for several days before a column of smoke behind them made them turn for home, fearful of what might have befallen them. When they returned to their camp, they found a silent ruin. The tents burned, the wagons shattered or stolen, and every man, woman and child slain. The first raid had been a feint, to draw away the clan's best warriors.
She and her brothers tracked the raiders easily. They were bringing all of the clan's herds and flocks, so it was no great challenge to follow them. Her brothers said honor left them no choice but to attack and kill as many as possible. Lyrune thought they could find help from the other Shoanti clans, but she was outvoted. She couldn't let her brothers risk certain death while she rode back to look for uncertain aid. They attacked, but they were badly outnumbered.
One by one, her brothers fell, and she took three arrows before she lost consciousness. Three days later, she found herself in the shade of a willow tree by the banks of a stream. She broke the arrows off and carefully pulled them out, reopening the wounds, and fainting again from the pain. When she came to again, it was to find her horse, Haflax, licking her face. When she had lost consciousness, Haflax had carried her to safety, and only shaken her loose under this tree by this stream. Slowly, Lyrune recovered from her injuries. When she was strong, she set off in pursuit of the raiders that had killed her tribe.
It took a year to hunt down and kill them all, by which time Lyrune was weary of the plateau. She decided to find a new life, far away. She hunted as she travelled across the Hold of Belkzen, through Lastwall and Ustalav and Numeria, finally reaching the frozen shores of the Lake of Mists and Veils. There she heard of a place called Brevoy, where a warrior could make a name for herself.
Note:
So it turns out both the traits I took gave her a horse. The shoanti steed gives a combat trained light horse (Haflax) who will likely become her animal companion should we make it that far. Pioneer gives her a horse as well, which will either serve as a pack animal or a loaner should another character need a mount.
You said core only for classes - I'd like to play an oracle... is that allowed? (- you did say yes to cavalier) :)
Yes, in my crazy thinking I do include classes from the Advanced Player's Guide and the Advanced Class Guide as Core. I basically just mean no 3rd party and no gunslinger, ninja, or samurai or their derivatives. There might be others as they are requested but those main ones are acceptable.
So, anyone that wants to change a submission to include a class from one of those other books, please feel free to do so.
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
** spoiler omitted **...
The World Walker archetype would be acceptable, yes, but there might be issues later as the game progresses and he grows in levels. The whole point of the AP is that eventually you settle this area and rule it. You would be stretching things to figure out a reason for him to give up walker the world and settle here. But that could be fun trying to figure out a reason later.
Proposing use of the plains druid archetype. The general idea being that he will eventually be riding his axe beak.
That archetype is acceptable as well. Just remember that part of the point of this AP is to eventually settle the area so that might be a problem for the plains druid who seeks to keep the lands unsettled and such.
What experience do you have as a DM, and what experience do you have with PBP?
What are the themes of this game? Exploration and frontier, politics and intrigue?
What is the posting style you prefer? I prefer lengthy, substantive posts with plenty of dialogue and detail. How immersion do you intend this game to be?
Do you mind someone who knows Kingmaker really well? I run a heavily-modified game here on Paizo. They're in Book 3, having played for four years.
DM, I think you skipped over my question. :) Is the archetype of fighter that I linked acceptable?
Sorry Mark, yes, you can submit the Mutation Fighter if you want to. Might be kind of difficult to keep up with mutagen's though in the wilderness though as much of the campaign involves exploration. But go ahead and submit him and we'll see how it comes out. Thanks for the interest!
Well, Mark was often tasked with going out into the countryside around Brevoy to look for reagents. Hopefully he can put those skills to good use.
What experience do you have as a DM, and what experience do you have with PBP?
What are the themes of this game? Exploration and frontier, politics and intrigue?
What is the posting style you prefer? I prefer lengthy, substantive posts with plenty of dialogue and detail. How immersion do you intend this game to be?
Do you mind someone who knows Kingmaker really well? I run a heavily-modified game here on Paizo. They're in Book 3, having played for four years.
Great questions DM Barcas!
I have been playing D&D in many of its iterations and editions for about 30 years now. I had the original Red Box beginners edition and loved it.
I have been DM'ng first PBeM and then PbP for about 20 years now with occasional breaks in there because of life and such. I recently came to this site from another where I was running a Kingmaker group for over a year now. That group is really slow though so I thought I would open up here to another group to hopefully move a bit faster.
I am NOT a Rules Lawyer. So, if you are, you will most surely catch me missing something or misreading some rule or etc. I prefer creating a fun and interesting story more than sticking to the letter of the law/rule. Doesn't mean I don't like or don't want rules lawyers as part of the game, just be aware that at times I might just throw them out the window for the sake of the story. Sometimes that works in the favor of the players and other times it might not. It is very rare that I do that though.
Themes - initially this will be an exploration and frontier themed campaign but as you progress, as you know, the campaign grows in its themes. As the game matures, I do plan on increasing the intrigue and politics angle, especially involvement with Brevoy. If you are familiar with RedCelts Game of Thrones style Kingmaker game then that is what I will be shooting for as well. I am going to use many of the elements of his game in this one.
Posting style - my personal preference is lengthy substantive posts with plenty of detail and dialogue. I want to tell an interesting story and provide an interesting read for the group as well. I want the players to be deeply immersed in their characters and in this world. I expect the players to add rich detail to the world and the campaign in their posts. Now, I do understand not everyone will always have the desire or the ability to do that. That's fine. And I certainly don't want anyone delaying a post for several days because they are writing their magnus opus of posts. A good balance is what I aim for and want the players to shoot for as well.
I don't mind anyone who knows Kingmaker well. There will be things in it that I change so just be aware of that. I do expect anyone who knows it well to do their best to separate what they know as a player from what has been revealed to their character or available to their character. The AP has been out for quite a while so I don't really expect all players to have never played or seen it.
I hope that helps, please be sure to shoot any other questions to me.
Hey there. I would like to submit Halcyon here for the game. I originally made him up for another game that unfortunately disintegrated after the posting got going. I'm working on getting his crunch sorted out right now!
For the other game we started at a higher level, thus the more 'exciting' RP segment.
If you have any questions or concerns. Please let me know!
RJ - gnomes would be fine. I just forgot about them.
I don't think half-orcs fit too well with where the campaign is supposed to eventually go. Too much racial stuff to overcome in my book to actually rule.
The World Walker archetype would be acceptable, yes, but there might be issues later as the game progresses and he grows in levels. The whole point of the AP is that eventually you settle this area and rule it. You would be stretching things to figure out a reason for him to give up walker the world and settle here. But that could be fun trying to figure out a reason later.
I was hinting that his wanderlust was triggered by some sort of call by things that will eventually come up in the forests to the west of the Tors of Levenies. He is drawn specifically to the Narlmarches and the Thousand Voices, but never explored there before so never felt comfortable settling down. Once he gets there, he'll finally feel at home (or maybe he needs to do something or meet someone there to feel at home, according to DM whim and story need), but yes, his wandering feet finally settle down as the game progresses.
RJ - gnomes would be fine. I just forgot about them.
I don't think half-orcs fit too well with where the campaign is supposed to eventually go. Too much racial stuff to overcome in my book to actually rule.
One half-orc concept I had was an intelligence agent. Magic-User/Rogue (unfortunate for BAB, and no not a Bard). Watch over the people and take point dealing with unsavories.
I'm very much interested. Redcelt's modifications are amazing. I'd like to play a Hooded Champion Ranger. Will work on the background and crunch and get it up soon-ish.
I'm very much interested. Redcelt's modifications are amazing. I'd like to play a Hooded Champion Ranger. Will work on the background and crunch and get it up soon-ish.
EDIT: Different class. Hooded Champion Ranger?
That would be acceptable, the only issue would be that at some point you will be called on to actually colonize this area which would basically put him/her at odds with the very purpose of the archetype.
I always consider Archetype concepts to be more guidelines for what the character is supposed to be like, and less like hard facts. I don't see the Hooded Champion as being someone who has to be opposed to just rule, so much as someone who's opposed to corrupt rule. I think I can make it work, but if it's something you're concerned with, I'd rather make adjustments now than later.
I always consider Archetype concepts to be more guidelines for what the character is supposed to be like, and less like hard facts. I don't see the Hooded Champion as being someone who has to be opposed to just rule, so much as someone who's opposed to corrupt rule. I think I can make it work, but if it's something you're concerned with, I'd rather make adjustments now than later.
It'll go much easier on you if you swear loyalty to Queen Valeska. You would be bane, nay... anthema to all who would threaten the realm!
Theodric Medvyed
Male Human Taldan Ranger [Guide] 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 18,Touch 12,Flat-Footed 16(+4 Armor, +2 Dex, +2 Shield)
HP 13 (1d10+4)
Fort +5, Ref +4, Will +0, +1 against Fey spells and supernatural abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spiked Heavy Steel Shield +6 (1d6+4)
Ranged Javelin +3 (1d6+4)
Special Attacks Ranger's Focus (Ex)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Improved Shield Bash, Weapon Focus (Heavy Steel Shield)
Traits Noble Born, Friend in Every Town
Skills Diplomacy +7(+8 when dealing with Fey), Knowledge(Local) +2, Knowledge(Nature) +4, Perception +4, Stealth +3, Survival +4 (+5 to Track)
Languages Common
Gear 2x Javelin, Spiked Heavy Steel Shield, Masterwork Chain Shirt, Small Tent, Hemp Rope, Flint and Steel, Bedroll, 1x Torch, 1gp
--------------------
Special Abilities
--------------------
Ranger's Focus 1/day, Swift Action to focus on a single enemy in line of sight. Remains the Ranger's Focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus. +2 bonus on attack and damage rolls against the target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Character Concept:
Of course this is just the concept, I'll write up a more story oriented background and introduction if this idea is like. Essentially the character's family was noble but overthrown during political strife and fled to the wilderness to avoid execution. Theodric was just a young boy and with his mother and grandfather managed to escape the onslaught. The families respect for the wilderness allowed them to survive as well as good ties with some of the fey that lurk about. His mother became ill not long afterwards and weakened by grief passed away. His grandfather taught him a great deal about the wilderness, how to track and fight but eventually old age took him and Theodric picked up the family mantle.
The reason for the guide archetype is that Theodric guides folks traveling through the wilderness, I also wanted to eliminate the animal companion. I would like to also take the Skirmisher archetype at 5, I don't feel the character would use spells and the Hunter's Trick are much more fitting.
There's also the choice of using just a shield, when he was still young and struggling alone his sword broke mid battle and all he had left was a shield. It proved to be sufficient as a weapon and since then he has used nothing else but.
Complacency will be Theodric's main enemy, his growth would be to accept a bigger role in the world. His family motto "Endurance Overcomes all" will also be one of his biggest motivators to push forward.
I would like to submit this character. He is starting off as a ranger, but I plan to multiclass into either cleric or druid (hence choosing Magical Knack as a trait). I have a couple of questions:
1)Since I have a rank in Craft (weapons), may I have the crafting discount on my weapons?
2)The Pioneer campaign trait lets me start play with a horse. Would you be open to me choosing a different animal that fits better for a dwarf?
Radek Průzkumník, Half-elf druid with the Rostlander campaign trait. With the World Walker archetype, if allowed. No biggie, if not.
Just background for now. I'll get crunch set up in the next day or two.
** spoiler omitted **...
Here's a sheet. I'll make a profile if he gets accepted.
STAT BLOCK:
Radek
M NG Half-elf Druid (World Walker) Level 1, Init +2, HP 11/11, Speed 30
AC 18, Touch 12, Flat-footed 16, CMD 14, Fort +5, Ref +2, Will +6, CMB +2, Base Attack Bonus 0
Dagger +1 (1d4, 19-20/x2, P/S) in Wrist Sheath
Scimitar +1 (1d6, 18-20/x2, S)
Sling +2 (1d4, x2, B)
Hide Armor, Heavy wooden shield (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 13, Dex 14, Con 14, Int 14, Wis 18, Cha 12
DESCRIPTION:
Radek is tall, with a lithe, muscular build and fair skin that has barely been kissed by the sun despite years in the outdoors. He has his father's snowy white hair and his mother's lively green eyes.
His clothes are usually well worn traveling leathers and he wears an array of mixed earrings, each new one from some place that he wanted to remember in particular. He doesn't look very threatening, not particularly muscular or heavily armored or obviously magical, and that's the way he likes it.
PERSONALITY:
Radek is a restless soul. He always wants to know what's over the next hill or beyond those mountains or in that valley. He's spent his whole life feeling like he's looking for something, but never knew what until he set his eyes on the Kamelands. He knows there's something in the Narlmarches or further west that he needs to see, but he still, frustratingly, doesn't know what.
He has always loved maps. He loves the craftsmanship of a well drawn map, the mystery of a map that isn't filled in all the way, and the promise that there's somewhere on every map that he's never been before.
He loves animals and being outside. He'd much rather spend a night out under the stars than sleep in a feather bed in the middle of a big, noisy city. A good day for him is one where he spends the entire morning walking out to a secluded fishing hole, the hole afternoon fishing, and the night camping out under a clear sky.
Having spent several years traveling, Radek is comfortable meeting new people and trying new things. He's friendly and outgoing with strangers, though they often find that he doesn't open up as much as his friendly first impression might imply.
BACKGROUND:
Radek never felt at home in Napajedla, the tiny village in the Icerime Peaks' southern foothills where he was born and grew up. His father, while well regarded in the community, was the only elf most of the locals had ever seen. And his mother, a local girl who had gone out into the world and made her fortune- bringing back money and a husband to settle down with- was always seen as something of an odd duck. After all, she had left home as a teenager and stayed away for more than a dozen years before coming home to have a family.
Though Milena and Meirdrarel ran a prosperous farm, always helped their neighbors, doted on their family, had deep roots in the area through Milena's family, and generally lived a perfect small-town life, they were never really able to integrate into village life. They had strange ideas about their children, too. Radek and his siblings had few friends in town; while open bullying wasn't permitted, they were frequently taunted and largely shunned by the other children. Their only real peers in the small town were the mayor's children, the children of the man who owned the general store, and their few cousins around their own age.
It was a happy home, full of their father's music and their mother's books, but Napajedla fit Radek like an ill-fitting coat. Once he was old enough to know how to take care of himself, Radek spent almost as much time exploring the hills and woods near the village as he did at home.
Given their parents' adventurous streaks and their lack of connection to the little village, it came as little surprise that their children wanted to leave home at an early age. A letter of introduction from Meirdrarel was all that was needed for Radek's eldest brother, Milos, to gain attendance at age 15 to one of the most prestigious schools of swordsmanship in Restov. A word to a friend from Milena got Radek's eldest sister, Vlasta, an apprenticeship with a wizard in New Stetven. Radek's next older brother Evzen gained a place in Lord Medvyed's court in Stoneclimb. One by one each of his siblings left home for bigger and better things.
But while Radek always had the greatest wanderlust of all his siblings, he was the one who seemed to least want to leave home. Whenever his parents asked him if he wanted an appointment or apprenticeship or admission somewhere, he said no. All Radek wanted to do was see what was over the next hill. He always felt like he was looking for something, but he didn't know what it was.
Radek traveled as far west as Pitax and as far east as the shore of the Castrovin Sea, up along the shoulder of the Icerimes to the Lake of Mists and Veils, and down into the eastern escarpment of the Tors of Levenies. It wasn't until he looked west across the peaks of the Tors that he felt like he finally had a destination. Something to the west was calling him, drawing him like an iron filing to a lodestone.
With this new realization in mind, he went home to talk to his parents. They knew a great deal about lost places in the world and he thought they might have some wisdom to share. On his way home he passed through Restov, spending a few days with his brother Milos. While there, the call went out for volunteers to brave the bandit infested Stolen Lands, to explore the unmapped and virtually unknown region. Radek rode home quickly, knowing that with his parents connections he could get an appointment to this expedition.
A few days later he rode back to Restov with a letter of introduction to the Swordlord Jamandi Aldori, outlining his experience in the wilderness, his useful magical abilities, and his many other skills of use to a prolonged expedition. With the letter and his brother's example in the salle, Radek was given a place among the other explorers and made part of the Charter to explore the Greenbelt.
RACIAL TRAITS/CLASS FEATURES:
Humanoid (Human/Elf)
Medium size
30' base speed
Low-Light Vision
Adaptability (free Skill Focus feat)
Elf Blood
Elven Immunities (Immune to magic Sleep effects, +2 to saves vs enchantment spells/effects)
Keen Senses (+2 to Perception)
Multitalented (2 favored classes)
Languages: Common, Elven
Nature Bond (Animal Companion: Wolf)
Nature Sense (+2 to Know: Nature, Survival checks)
Wild Empathy
TRAITS/FEATS:
C.Tr: Rostlander (+1 to Fort saves)
Tr: Gifted Adept (+1 CL to Call Animal spell)
Rac.: Skill Focus (Perception)
1: Spell Focus (Conjuration)
SKILLS:
Handle Animal +5
Knowledge: Geography +6
Knowledge: Nature +8
Perception +13
Spellcraft +6
Survival +10/+11 to navigate in wilderness/+12 to keep from getting lost
Wild Empathy Diplomacy +2