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?
Scarlet, you know pretty much all of us are prone...that means a move action to get up, and a standard/move left...meaning even if we can reach you, we could not help you. If you're not gonna retaliate or go total defense, you may as well withdraw towards the camp, where we'd be more clustered...(just saying in case you overlooked that option because it's usually a full-found...but like with charge, there's a restricted one-action withdrawal, too) And if nothing else, at least take a 5-foot step to break their flank...that way I can rush towards you and protect your back, at least...(while they act as pack and could reestablish it by proper movement, I doubt they should be that smart...)
| 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 |
Oh yeah. Well, Scarlet will 5ft away. The wolves will outrun her easily, so retreat is pointless. And no way is Scarlet going to endanger the rest of the group by making more targets. My plan is to stall for time.
Can I use total defense if I don't provoke? I didn't think I could. If I can, then I will use it to put my AC at 20.
Not at all...me and Numalar get to act before the wolves, meaning we could stand up, 5-foot step, and ready an action on them approaching. Depending where you'd stand, Celyne could also get up and heal you after a 5-foot step.
Right now, we all spend one action to stand up from prone and another action to move towards you-so your thinking of not making more targets of us is noble, so I'm totally fine if you want to stand your ground...just thought i'd mention it because you got mauled pretty badly-
Alia, roused by her keen elven senses(and the tons of noise), will get up(move action stand up from prone), and run towards Scarlet who seems to be in trouble, drawing her beloved Estoc on the way(move action to move+draw weapon...I'm attached to it, so yes, I sleep with it), empowering it as she finds herself face-to-snarl with a wolf(swift action to use Arcane Pool).
Also, suddenly waking up she finds her combat instincts work fine, but she fails to call out to others, being entirely focused on battle seconds after waking-
The irony/serendipity/synchronicity/coincidental nature of this random encounter will become apparent within a week's time... to the survivors that is.
Alia, roused by her keen elven senses(and the tons of noise), will get up(move action stand up from prone), and run towards Scarlet who seems to be in trouble, drawing her beloved Estoc on the way(move action to move+draw weapon...I'm attached to it, so yes, I sleep with it), empowering it as she finds herself face-to-snarl with a wolf(swift action to use Arcane Pool).
Also, suddenly waking up she finds her combat instincts work fine, but she fails to call out to others, being entirely focused on battle seconds after waking-
Briefs(less chance to get the estoc or branches entangled), but since sleeping in light armor carries no penalty, she'd usually keep it on when camping in the wilds...ESPECIALLY after her previous group got jumped during the night and she almost ended up as a to-be-used-and-killed plaything at a bandit camp...-I do guess I'm without boots(no heels) though.
His eyes clear and he looks around. "Oh, wolves. Right."
He stands up (move action to stand up) and steps onto the rock. (5' step - FYI I can ignore the first 5' of difficult terrain if it is rocky due to the House Garess trait)
He pops something in his mouth, pulls out his little symbol and shouts: "Qa' quv!"
Draconic:
Fire of the Spirit!
and then expels a roaring gout of flame from his mouth in a 15' cone.
Casting burning hands on the grey wolf, using saltpeter. Burning Hands reflex DC 16:3d4 + 4 ⇒ (4, 1, 4) + 4 = 13
He grimaces afterwards, and coughs. There is blood on his lips, and in the firelight his yellowish skin makes him look almost jaundiced.
"They're after the horses!" Numalar calls out. His fingers lengthen into wicked-looking claws. Free action to deploy claws.
FYI: I will use windy escape the first time I am hit in a round.
Zokon swings high the wolf low and they end up dancing around one another in the dim light.
Where you are Zokon, outside the ring of normal light the area is considered dim for human eyes and comes with a 20% miss chance--something elves, ifrit and wolves do not have to worry about.
Alia rushes to Scarlet's side and Numalar let's loose a gout of fiery breath at the gray wolf who...
reflex save:1d20 + 5 ⇒ (3) + 5 = 8 gives a startle yelp and hustles off toward the woods almost before the fire dies down. Withdraws 50 ft.
The white wolf provides a rear guard for its pack-mate and moves to attack the fire-breathing gnome.
White wolf v Numalar:1d20 + 2 ⇒ (20) + 2 = 22bite:1d6 + 1 ⇒ (6) + 1 = 7trip?:1d20 + 2 ⇒ (1) + 2 = 3Threat and damage negated by windy fiery escape!
Meanwhile the midnight blue wolf continues his attack on Zokon, trying to bring the man down to the ground outside the ring of light provided by the campfire--and nearly manages it after chomping down on the slayer's gauntleted wrist.
Dk blue wolf v Zokon:1d20 + 2 ⇒ (20) + 2 = 22bite:1d6 + 1 ⇒ (2) + 1 = 3trip?:1d20 + 2 ⇒ (15) + 2 = 17hit but no trip, -3 hp
Meanwhile the brown wolf wheels wide to come in at Scarlet's flank, while the light blue one moves a step closer coming in beneath her and Alia's guard.
Lt blue wolf v Scarlet (aid Brown, flanking):1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6bite:1d6 + 1 ⇒ (6) + 1 = 7no aid given
All while black uses the distraction to race around and blindside Alia taking the elf warrior's legs out from underneath her. Alia gets an AoO first though, as the wolf moves in and out of range to flank.
Black wolf v Alia (flanking):1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17bite:1d6 + 1 ⇒ (5) + 1 = 6trip?:1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17hit and tripped, -6 hp
ROUND 1
The Bold May Act!
________________________________
__ Numalar
__ Alia -6 hp, prone again--possibly (see above).
__ WOLVES!
__ Zokon -3 hp
__ Naleksa
__ Poshment
__ horses
__ Sir Didymus
__ pony
__ Scarlet -14 hp
__ Celyne
__ Luna
Many PCs still prone; one horse -4 hp; Dk blue wolf -13 hp;
Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4
Posh wakes abruptly in the night.
"Gah, what the-?" he then realises what's going on and reaches for his rapier. "At least it isn't bandits. We only just left the city." he states out loud when taking his time to get up and getting his rapier ready.
| 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 |
Scarlet smiles as Alia lunges at one of the wolves. "I'm glad you're here. Some bodyguard I turned out to be, haha."
Dropping her bow, Scarlet draws her swords and sidesteps to flank the blue furred wolf.
He reels in pain from the pointed would he received to his wrist his next move all the more painful for the sharp pains at each move of the complex wrist joint.
Zokon draws his Masterwork Rapier Shinggggg!!! and strikes at the wolf again
I positioned myself more accurately, I had put two extra torches out to extend the light range
Luna mouths her wolf, while Zokon illicits a sharp whine from his.
Scarlet gushes blood and admiration for Alia, not really looking at what path her blade is trailing.
The horses react poorly to wolves' sudden attack and the even more sudden magical flambé before them and the first two totally freak and try to burst their bonds.
Their fear spreads like contagion among the other animals.
Naleksa gets up and grabs her pack, holding it like a weapon.
Didymus dithers (delays), his head cocked to one-side, quizzically looking down at his master, waiting for orders. I suspect there's a decent chance that Numalar set his dog to stun guard. If you want you can make a Wisdom check DC 10 to do so, you can. If successful Didymus will try to attack or threaten the nearest wolf. He still has to get up though.
Over the fire and fury of battle Celyne and Numalar both catch a glimpse of shaggy black silhouette that strikes both of them with some dread--Celyne because she knows what the beast portends and Numalar for more personal reasons. It was a worg, a big one, standing there its matte-black coat is nearly identical to that of the beast that attacked Numalar, Valeska, Zokon not two weeks past. The thing had nearly killed Numalar and Zokon single-handed that night before the three companions felled the big wolf.
It smiles ferally at the two. Its eyes shining like candles in the night. Then it turns and lopes back over the road and out of sight.
There's a loud howl in the windless night sky and the wolves take note.
ROUND 2
The Bold May Act!
________________________________
__ Numalar
__ Alia
__ WOLVES!
__ Zokon -3 hp
__ Poshment
__ Scarlet -14 hp
__ Celyne
__ Luna
__ horses
__ Sir Didymus (?)
__ pony
__ Naleksa
One horse -4 hp (most are frightened); Black wolf -13 hp; Dk blue wolf -10 hp; Gray wolf -13 hp; White wolf -3 hp; The GM loves Kingmaker random encounters.
Alia, motivated doubly by Scarlets praise, prepares her blade, weaving a slight pattern with the tip while muttering in elvish, then unleashes a magically infused strike at the cornered wolf between them.
If the Wolf is felled(I'd assume so), she'll step up towards the other wolf, her blade still holding a blue glow:"You saved me before, Scarlet, it is only Just that I get a chance to help you, too!"
Didymus dithers (delays), his head cocked to one-side, quizzically looking down at his master, waiting for orders. I suspect there's a decent chance that Numalar set his dog to stun guard. If you want you can make a Wisdom check DC 10 to do so, you can. If successful Didymus will try to attack or threaten the nearest wolf. He still has to get up though.
I did not give Sir Didymus instructions so I figure he would delay. Also that puts us at the same initiative each round, which will be convenient.
Male Dog 2HD | | AC: 15, TAC: 12, FAC: 13, CMD: 15 (19 vs. trip) | HP 13/13 | Fort +5, Ref +5, Will +1 | Init +2 | Perception +8, Sense Motive +1, Low-light Vision, Scent
"Grrrrr!"
Dog:
"You were fools to attack my master, wild ones! You will soon regret your foolish decision! Now, prepare to meet your doom as I sink my teeth into you. Take that!"
Sir Didymus steps around Numalar and the rock to attack the white wolf.
5' step and attack; already used a move standing up from prone.
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
Numalar steps back, confident that Sir Didymus and Luna can handle the white wolf. He steps back, and sees Zokon engaged with another wolf nearby.
"Zokon, mind your eyebrows!"
He waves his little symbol about and shouts: "Qa' quv!"
Draconic:
"Fire of the Spirit"
...and then expels a roaring gout of flame from his mouth in a 15' cone.
Casting burning hands on the blue wolf, not using saltpeter. Burning Hands reflex DC 16:3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
He chokes afterwards, leaning over; a bit of smoke comes out of his mouth. He leans down and picks up his longspear.
5' step, Standard to cast, and move to pick up the weapon. Still have claws going. Again, I will use windy escape the first time I am hit in a round.
Edit: realized I already used my move commanding Sir Didymus.
BTW, GGGM, if we are going to rename my version of windy escape, how about draconic escape?
Wow there's an anonymous dolphin, rabbit, walrus, panda, and a chinchilla on the tactical map page
Numalar we can certainly call the spell what you like, but who ever heard of a dragon that needed to flee? ;)
Dk blue's Reflex save:1d20 + 5 ⇒ (15) + 5 = 20
Alia's winter enchanted blade catches the wolf by surprise and leaves it unconscious on the ground while Numalar's fire magic again upsets the horses but flattens the wolf attacking Zokon.
Seeing it is now flanked and outnumbered the white wolf takes a step back and then heads for the woods. The brown wolf withdraws as well.
END COMBAT unless you wish to give chase.
ROUND 2
The Bold May Act!
________________________________
__ Numalar
__ Sir Didymus
__ Alia
__ WOLVES!
__ Zokon -3 hp
__ Poshment
__ Scarlet -14 hp
__ Celyne
__ Luna
__ horses
__ pony
__ Naleksa
One horse -4 hp (most are frightened); Black wolf -13 hp; Dk blue wolf -15 hp, down; Gray wolf -13 hp; White wolf -12 hp; Lt. blue -11 hp, -8 nonlethal, fatigued, down.
"Guess we won't have to forage or hunt for Luna's, Diddy's and Kitty's food tomorrow...", Alia states, dragging the unconscious wolf towards the campfire, walking at Scarlet's side, offering a Sis-Fist-Bump..."That does look painful...Celyne should take a look..."
| 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 |
Scarlet drops her bow, draws her swords and is ready for battle, only to realize the wolves fled.
"Yeah, you ain't eating us tonight!" Scarlet roars. Scarlet can't leave her elf hanging, so she gives a fist bump of her own. "Normally I'd be the tough guy and say 'I eat wolf bites for breakfast,' but I'd be lying. Ceylne, could you help me? Zokon, too."
"I'm just glad you're ok. When I woke, I saw you surrounded by all of them...wounded...that looked quite dangerous. I feared for you. Next time, do wake me before you run off to investigate...promise it - if you worry about me getting enough sleep, just extend your own shift by a few minutes to let me sleep in before waking me for mine, I'll return the favor at the end of my shift - I may even wake you with breakfast ready! We can always hurry up during the day to make good on that time...but for that, we need to survive...", Alia smiles.
Basically trying to establish a standard procedure in-character...if something worthwhile happens during a shift, let us assume at least one or two of the others are woken, and just extend the rest period slightly. We can only really march for 8 hours a day, with 12 hours of rest, that leaves 4 more hours to eat, set and break camp etc...I'm certain we can fit an extra half hour of sleep into our schedules there...
Celyne stops her casting (losing one spell tho for the attempt at summon monster) and heads over to Scarlet and Zokon, casting one cure light on each of them.
"That's it for my spells til sunrise... I'm afraid I can't do much for the injured horse, but you folks are of course more important. I can bandage it of course."
She does bandage up the injured horse.
heal:1d20 + 6 ⇒ (8) + 6 = 14
If that's not enough, we can always have Naleksa take a look at it
Zokon after having his opponent burned away sheathes his rapier, then he draws an arrow and shifts to a firing stance. But the wolves have disappeared into the darkness.
"Darn it, they were on us before we knew they were even there, well it ended ok. I forgot to buy more sun rods and torches. Do you have a supply at hand Naleksa?"
Male Gnome Bard/ 3rd AC: 15 (T 12, FF 14), HP 20/20 5NL, Fort +2, Ref +6, Will +1; +2 Enchantment | CMB +1, CMD 14 | Init +3 | Perc +4
Posh was about to go and calm the horses until it appears that the battle was over and reserved so he sighs as he looks to the rest of the group.
"Well...err...good night everyone..." he says rather sheepishly before going back to sleep.
"Darn it, they were on us before we knew they were even there, well it ended ok. I forgot to buy more sun rods and torches. Do you have a supply at hand Naleksa?"
"Of course."
She has a chance of having anything that you could find in a thorpe (scroll down a little to base value and purchase limit), that her loaner horse could carry.
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:
"Darn it, they were on us before we knew they were even there, well it ended ok..."
"Normally I would want to pursue, but with them running off in the dark like that... it's not good to let wild animals live after attacking people, but chasing them into the darkness would be foolish. Game must be scarce if they felt willing to attack people."
"Won't the wolf corpses and the blood attract other carnivores? The animals might eat some of it but there will be plenty left. What should we do with the carcasses?"
Numalar looks over the dead wolves, and back to Sir Didymus. He pats Didymus warmly on the head.
"Well done, my boy. Very brave. Still, it is a shame... wolves can be noble creatures otherwise. To think that dogs like Sir Didymus here are descended from them... heh."
Male Dog 2HD | | AC: 15, TAC: 12, FAC: 13, CMD: 15 (19 vs. trip) | HP 13/13 | Fort +5, Ref +5, Will +1 | Init +2 | Perception +8, Sense Motive +1, Low-light Vision, Scent
"Woof," Sir Didymus snorts, before going to inspect the wolf corpses.
Dog:
"I am most certainly not descended from these miscreants. You do me great injury, sir! I am of distinguished breeding and pedigree for dozens of generations. Wolves! really..."
Celyne narrows her eyes at Luna, and issues her a soft "be good and share, my love."... Unfortunately 'share' is not a command Luna knows.
She turns to Numalar and says... "It seems these wolves were under the leadership of a worg, and left when it howled for them to retreat.. Not sure why they attacked, or why they were called off so early, perhaps because we were hurting them too much and the worg called a strategic retreat to save the pack. I don't know... but we should be wary the rest of the night just in case."
"Normally I would want to pursue, but with them running off in the dark like that... it's not good to let wild animals live after attacking people, but chasing them into the darkness would be foolish. Game must be scarce if they felt willing to attack people."
Numalar Just checking, you did notice the spoiler with Celyne's and your name on it, near the middle of the page right?
Everyone Plans for the rest of the evening? It's about three-quarters of the way through the second watch.
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:
Numalar Just checking, you did notice the spoiler with Celyne's and your name on it, near the middle of the page right?
No, I missed it... I'll say it was because of the heat of battle. :) Thanks.
Celyne wrote:
She turns to Numalar and says... "It seems these wolves were under the leadership of a worg..."
"Ahhhh... yes, I thought I saw one of those, but then, I thought I might have been still having nightmares." Numalar shudders.
"Worgs are evil... and intelligent. They can speak. And they are no friend to normal people; they may resent our presence in 'their' territory. Zokon and I encountered one when we first went to chase after the horses that belonged to Happs and his bandits; it would have eaten me had we not killed it. Who knows what was in this one's mind... but nothing good, to be sure. I wonder if it knew who we were? Was this a random attack or did it want revenge?"
Numalar gathers up his things and begins to settle back down for more sleep.
"By the way, we have those thunderstones. If you are on watch you can use one to wake everyone. Just don't throw it too close to the camp."
Male Dog 2HD | | AC: 15, TAC: 12, FAC: 13, CMD: 15 (19 vs. trip) | HP 13/13 | Fort +5, Ref +5, Will +1 | Init +2 | Perception +8, Sense Motive +1, Low-light Vision, Scent
Luna Tiger wrote:
Luna growls a warning softly at the dog as he approaches the carcass she has claimed...
lol... just a little rp, not trying to start a fight with between animals... hehe...
I think Sir Didymus would know that Luna is way too dangerous for him. :)
Sir Didymus sniffs, then wanders off to the other wolf body...
There were only two that we actually took down, is that right?
... and jumps back suddenly.
"Grrrrrr," he growls.
Dog:
"I say, my good friends; this creature is not dead; only unconscious! You are all aware of that, aren't you? Do you wish for me to do something about it?"
Sir Didymus looks back at the party, and again at the wolf, his hackles raised.
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
Sir Didymus. wrote:
Sir Didymus looks back at the party, and again at the wolf, his hackles raised.
Numalar looks up at Sir Didymus, and then ambles over to peer at the wolf.
Alia of the Blade wrote:
Alia states, dragging the unconscious wolf towards the campfire,
"Ah, yes... we didn't actually kill this one; Alia, your spell rendered it senseless. Did you wish to add it to your menagerie? Or should we finish it off?"
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