
pad300 |
Davor Benttusk
CG,
½ Orc (Sacred Tattoos, Fey Thoughts : perception, stealth).
Witch 5 (Scarred Witch Doctor)
Init + 2 = +2 (Dex)
Speed 30 ft
Dark Vision 60 ft
Defense
AC : 14 = 10+2 (dex)+1 (armor)+1 (shield)
HP: 43 = 6+(4d6 = 6,4,6,6)+10 (con)+5 (FCB)
Fort + 7 = +1 (trait) +2 (Con) +1 (class)+2 (luck) +1 (resistance)
Ref + 6 = +2 (Dex) +2 (luck) +1 (class) +1 (resistance)
Will + 8 = +1 (Wis) + 4 (class) +2 (luck) +1 (resistance)
CMD : 14 = 10 +2 (BAB) +2 (dex)
Offense
Melee: Longspear + 1, 1d8-1, Cestus +1, 1d4-1
Ranged: Light Crossbow +3, 1d8
BAB : +2
CMB : +1 = 0+2 (BAB) -1 (str)
Spells Prepared
L0 (DC 17, unlimited) : Message, Detect Magic, Stabilize, Guidance
L1 (DC 18, 3+1/day) :
L2 (DC 19, 2+1/day) :
L3 (DC 20, 1+1/day) :
Spellbook
L0 : All
L1 : Animal Purpose Training, Ill Omen, Mage Armour, Enlarge Person, Sleep, Mudball, Ear Piercing Scream, Ventriloquism (Patron), Frostbite, Identify, Adhesive Spittle
L2 : Glitterdust, Blood Transcription, (Patron), False Life Symbol of Mirroring
L3 : Thorny Entanglement, Debilitating Pain
Stats
Str 9 = 9 (-1 pts)
Dex 14= 14 (5 pts)
Con 14 = 14 (5 pts)
Int 23 = 18(17 pts) +2 (racial) +1 (lvl 4) +2 (Enhancement)
Wis 12 = 12 (2 pts)
Cha 12 = 12 (2 pts)
Feats : Scribe Scroll (lvl 1), Accursed Hex (lvl 3), Eldritch Researcher (lvl 5) , Ritual Hex (lvl 7), ?Amplified Hex (lvl 9)?
Traits: Rostlander (Kingmaker Campaign Trait), Fate’s Favored (Faith),
Skills (2+6(int) /lvl ) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft (5, +16), K(arcane) (5, +14), K Planes(1, +10), Perception(5, +9), Ride (3, +5), Stealth (2,+7), Initimidate (5, +9+2 intimidating +2 Fetish Mask), Use Magic Device (5, +9), Survival (3, +4), K Nature(5,+14 ), Heal (1, +5 +2 Fetish Mask)
From headband : K (History) (5, +14)
Background Skills (2/lvl)
Handle Animal (5, +6), K Geography (5, +14 ), Linguistics rather than K Geography after lvl 5
Languages : Common, Orc, Giant, Draconic, Hallit, Abyssal, Goblin
Special Abilities : Hexes, Fierce Intelligence, Fetish Mask, Patron (Time)
Hexes (and replacements) DC 20
Scarshield (1st) (+2 NA, 5 Minutes)
Slumber (2nd)
Evil Eye (4th)
Mechanical Development : Intent is to take a level in Stargazer of Pulura at 6th level…Which opens up shaman hexes to him through Ritual Hex (at 7th level).
10500 gp
Magic Items (9255 gp) :
Headband of Vast Intelligence +2 (K History) (4000 gp)
Ring of Sustenance (2500 gp)
Cloak of Resistance +1 (1000 gp)
Mithril Buckler (1005gp)
Wand of Cure Light Wounds, 50 Charges (750 gp)
Weapons (141 gp) : Cold Iron Longspear (10 gp), Cestus (5 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 bolts (2 gp), 4 flasks Alchemist’s Fire (80 gp)
Armor (3 gp): Haramaki (3gp)
Equipment : (870 gp)
Masterwork Backpack (50 gp), Bandoliers (1 gp), String 50 ft (1 sp) , trail rations 1 day (0.5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp), 231 gp in assorted coinage
On Horse : Giant Frilled Lizard (550 gp), Oilcloth caparison (2 gp), horse blanket X2 (4 gp), 10 days Horse feed (1 gp), Trail Rations, 9 days (4.5 gp), bedroll (1sp), blanket (5sp), hammock (1sp), a second Waterskin (1 gp) 100 ft hemp rope (2gp), mess kit (2 sp), Large Tent (30 gp), Inkpen (1 sp), Ink (8 gp) Travelling Formula Book (10 gp, for notes), 6 Bear Traps ( 12 gp) Saddlebags (4 gp), Bit and Bridle (2 gp), Harness (2gp), Exotic Military Saddle (60 gp). Studded Leather Barding (100 gp), 12 Glass bottles (24 gp), 20 bolts (2 gp)
Background
Born in the slums of New Stetven, Davor was raised mostly by his grandfather, Makor, his parents both working hard in the city to make ends meet. They were lost in one of the fires that a wooden city is subject to. Makor lived on the outskirts of town, working as a herder and animal handler. Makor was a shaman (Scarred Witch Doctor) of the old ways, and taught the boy much, bringing out his talents as a witch, as well as giving him his sacred tattoo’s. This upbringing left him with religious inclinations to various tribal spirits, but he feels a deep connection to Pulura, (although she was renamed in the tribal tradition), as he is fascinated by the beauty of the northern lights.
Although witches are much less respected than wizards, Davor literally bullied (intimidate) his way into consideration as an arcane caster for the Brevic expeditions into the River Kingdoms.
He is only 21 years old and is ambitious. He thinks witchery should be as respected as wizardry, and wants to start his own tradition based in scholarship and research. He sees the River Kingdoms as an opportunity to escape the social structure (prejudice) that holds down both witchcraft and half-orcs.
Always interested in animals (handle animal, ride skills), he couldn’t resist the riding lizard when he saw it in the market in New Stetven. It was miserable in the cold winter. When the weather gets cold, he babies it with saddle blankets, and even keeping in the large tent he carries at night…
Links to the campaign
To be expanded upon – I have a lot of backstory to read and look at…
Description
5’ 6”, 206 lbs (heavyset like an orc, but runty by orc standards), gray-green skin, with dark brown eyes under heavy brows. Clean shaven with a mop of black hair. One of his 2 small tusks is twisted in his mouth – it looks bent (got that way in a fight when he was 11). Quiet spoken, he has a very slight lisp (from his bent tusk), his perspective is always a little fey. Shockingly educated for a ½ orc, he can often be found with his nose in a book. He is almost never seen without his mask. That, his glare and exotic scars are menacing to the point of caricature. His perspective is strange, call it chaotic with a lawful bent: he generally is unwilling to break the law in a settlement; rather he seeks social spaces where he can set the rules...

RPGGGM |

Dotting - the call actually fits with a slightly more advanced version of the witch that I put up for the other Kingmaker recruitment :
https://paizo.com/campaigns/ChroniclesOfTheRiverKingdoms/recruiting&pag e=3#144While I wouldn't play him in both, I would be very surprised to take both slots, so I will update the crunch and post in...
Questions:
1) Are you using the downtime rules from advanced campaign - specifically businesses and teams; Davor intends to build a magical college of sorts.
Possibly. I had a player in the past contemplate using them (he wanted to build his own thieves' guild), but it hasn't come up in a while.
2) It's not immediate, but WRT to future advancement, what is your (the GM's) take on the rules question here: https://paizo.com/threads/rzs42wqw?Stargazer-Witch-and-hex-access
I'll give it a look some time this week, and get back to you.

RPGGGM |

2) I see a few references to "frontliners". While I know this can refer to melee types in general, it also implies a tactical situation that I see more often in PFS than in this campaign. Here, we have had a few fairly large and mobile combats with many combatants spread out. Not a formed up front line that the enemy respects. So I would say any PC joining should have some form of adequate defense, between HP, AC, and magical protections.
As everyone who plays with me knows, I dislike Final Fantasy VII-style fights in my table-top RPGs.

RPGGGM |

Kingmaker can take you anywhere so almost anything is good. That said while there are places in the game where there are traps (ancient tombs and dungeons, bear traps in the woods, etc....) there are not a lot of them, but when they do occur there is usually more than one of them, and they can be very important.
On the whole I would say that skills that relate to stealth, and being able to move through difficult terrain types (through water, or up cliff faces) are probably going to see more use overall.
I don't have any problems with the idea of rogue or rogue-like character in the game. (In fact, I'm a fan of the classic classes--including Dwarf!) What I would say is this, look at the party's composition and what skills and abilities there are and make a case for your inclusion based upon filling what you find lacking. The preferences listed above are mostly based upon this principle. Ex. We don't have a full arcane caster, so it would be good to have one of those, but if we got for instance a rogue who was marginally good at magic (or stalking through the woods, or fighting, or what have you) that PC combined with the group skald and magus might provide enough "arcaness" (or whatever) to be "good enough", while the other added benefits of the rogue PC add other things that make them a better fit than someone who makes a human sorcerer. No one has really mentioned rogue, but they can be so variable that I don't see any need to just exclude them. The same goes both ways and it is possible to make a sneaky wizard for example. In my home game, one of the characters is a gnome sorcerer/rogue/would-be arcane trickster.
At the end of they day, we all want to have fun playing our characters. Party balance is just one facet of the whole RPG experience. You should play what you like playing, if the PC isn't going to perfectly fit the criteria listed above, there's nothing wrong with that. If you make a half-elf half-fletchling occultist/shifter and show genuine joy in playing that character you're just as likely to get in as the person with the PC with the perfect criteria, but less enthusiasm for the role.
Okay, maybe not, but you get what I mean. ;)

RPGGGM |

Nature oracle definitely
Question GM
Does the nature oracles Bonded mount class feature qualify for the monstrous mount feat? theres some debate but generally people say ask your gm
I'll have to get back to you once I've had time to look at the rules involved. Pathfinder: the RPG for Accountants and Lawyers. ;)

RPGGGM |

I'd like this.
How about a woodsy frontliner? I'm thinking Nature Fang Druid swinging a Scythe.
Race wise I'd ideally make it a Duskwalker and worshipper of the Psychopomp Usher Mother Vulture who sees herself as a custodian of the natural cycle of life and death.
This seems like an interesting book cover jacket, but you'll have to give us something good underneath.

pad300 |
No, but if we complete all of a given book's PFS content I don't see a reason why one of your PFS characters couldn't get a share of the credit.
That's fine by me; I don't actually have a PFS character... I just wanted to know if I was supposed to be following PFS rules when making a character for this thread, because Davor doesn't.

RPGGGM |

Just the rules laid out above.
30 pt attribute buy.
5th level character and wealth.
Background skill point rules.
Max hp at 1st level. After 1st level hp are at least half of what they could be per hit die (round up). If you want to roll these here you can, but this probably can wait. You'll know that you have a bit more than the average.
There are a few other House Rules we can go over later.

Cuàn |

My character's background would start with the life he lived before becoming a Duskwalker. He doesn't actually know what happened though, though he might find out at some point. I'm putting it in a spoiler as it contains some connection to story stuff from book 1 and some might not wish to know.
I myself have played book 1 of Kingmaker, twice. Both times the game died between book 1 and 2. I did really like it as long as it lasted.
He lived a fairly simple life as a travelling priest performing last rites, blessing upcoming births and preparing the dead for their journey to the afterlife.
It was during one of these travels that he chanced upon Nurgrah and his teenage son, the future Stag Lord. Seeing the bruises and scars on the boy and his father's behaviour towards him Olav stepped in in an attempt to help the boy. At that the drunk Nurgrah lashed out, hitting Olav so hard he fell backwards where his head landed on a rock and his skull cracked.
The second time he came into the world wasn't as joyous an occasion as the first. He appeared in the graveyard of a town where only a week before his old body had presided over a funeral. Not that he remembered. But while his old life had been welcomed into town, his new life was chased off by the superstitious townsfolk.
Too be continued tomorrow. It'll include the arrival of a young nosoi (from the Personal Chronicler feat) that serves Mother Vulture and is wholly responsible for my character's education up to the point where he joins a small druidic circle in the Gronzi Forest.

Revolving Door Alternate |

This is an early pass at a sorcerer going for dragon disciple. Primarily going to be a caster. But if something seems to be hard to handle with spells, he has no problems growing claws and wading into melee.
Male human (Vudrani) bloodrager 1/sorcerer 4 (Pathfinder RPG Advanced Class Guide 15)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 36 (5 HD; 4d6+1d10+10)
Fort +5, Ref +3, Will +5 (+1 trait bonus vs. mind-affecting effects); +1 trait bonus vs. death effects
Resist electricity 5, issian
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks bloodrage (6 rounds/day), claws, claws (2, 1d4, 7 rounds/day)
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—glitterdust (DC 16)
. . 1st (7/day)—mage armor, magic missile, polypurpose panacea[UM], shock shield[UC], shocking grasp
. . 0 (at will)—acid splash, dancing lights, detect magic, disrupt undead, drench[UM] (DC 14), jolt[UM], mending, message, prestidigitation
. . Bloodline Draconic, Draconic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 14, Wis 8, Cha 19
Base Atk +3; CMB +5; CMD 17
Feats - Custom Feat -, Eschew Materials, Improved Initiative, Iron Will, Silent Spell
Traits blood of dragons, greater purpose, issian
Skills Acrobatics +6 (+10 to jump), Appraise +6, Bluff +8 (+6 for 24 hours when you fail an opposed Charisma based check), Climb +6, Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Fly +6, Handle Animal +8 (+6 for 24 hours when you fail an opposed Charisma based check), Intimidate +12 (+10 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +10, Linguistics +5, Lore (Dragons) +10, Perception +7, Ride +6, Spellcraft +6, Survival +3, Swim +6, Use Magic Device +11 (+9 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Draconic, Hallit, Kelish, Skald, Varisian, Vudrani
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Other Gear 1,050 pp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (7 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Silent Spell Cast a spell with no verbal components. +1 Level.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------
Fear no longer! For I, Kal Drak, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.
Yurtrava believes himself to be a dragonic avatar of Apsu who goes by the name of Kal Drak. He has somehow gotten trapped in the shape of a human. His goals are to find a way to 'return' to his proper dragon form. Then peacefully rule in Apsu's name. He isn't entirely sure on this. He thinks there is a chance he is supposed to set things up so a different dragon can rule. Or maybe he is even supposed to set up a bunch of little kinglets, that report to him as the divine emporer. Or maybe, it would be enough if the dragon helps set up a 'good' kingdom and guides/protects it. Just not entirely sure. (But he doesn't let anyone know about those doubts.)
Of course everyone thinks Yurtrava is more than just a bit crazy. But crazy in a useful way. You can talk him into almost anything if you can phrase it as "Well a real dragon would..."
Recently, he has been volunteering to work with the patrols in Brevoy that were working to beat back some of the problem bandits. He has fought alongside a few of the Aldori. At first they thought little of him due to his lack of 'style'. Eventually they had to admit that spells, strength of arm, and claws might have a style all their own.
Recently, he's heard that there are some folks that have issues with magic using brigands. That seems like something a dragon can take a bite out of.
{future plans}
Will 10 of dragon disciple, then the rest sorcerer. Will take a few of the preferred spellcaster feat to keep casting at a full level sorcerer.
Please let me know if you feel any of this doesn't make sense or is inappropriate to the campaign.

RPGGGM |

A quick question and I'll start work on both but it seems like a shifter (well not core adjacent) would fit super well here would you be okay with that? If not I plan on a political Arcane spellcaster.
Ultimate Wilderness is one of those things I haven't even looked at yet, so I'll have to get back to you.
Y'all are doing average rounded up as the minimum, right? So that's 5, 5, 5, 8.
Yep.

RPGGGM |

I was thinking of some sort of wizard/druid, 3.5 had a PrC that allowed you to increase casting of both and combine your familiar and companion, does that should like something you would consider?
Not if it doesn't say Pathfinder and Pazio on the book. That rule is pretty much my one unbreakable. Maybe go mystic theurge?

Anthorg |

Hello RPGGGM, I'm interested in submitting a character.
It seems to me that you are missing a full arcane caster in your roster. Frankly, I'm confused as to why you suggested a melee fighter, since it seemed to me that most of the party seems to be melee from their classes.
Anyway, arcane casters are my bread and butter and I love playing them. For your game, I am thinking a straight up vanilla wizard. He would be a bored court mage at Brevoy, wanting to know the world beyond the books and the courts. He would have some social tact and knowledge of the intricacies of nobility, but also an itch to get out and see in person all the things about which he read.
About previous story knowledge, I have to say that I played the Pathfinder: Kingmaker video game up until the point where (spoiler below).
Anyway, I have played through a big chunk of Tristian's arc, so I know he is actually a Sarenrae's deva that fell from grace by the hand of that fey and is now betraying the party. I also played through Vordakai's tomb.
I have to say that it's hard for me to forget these events, as I was very surprised by them. However, I have read that the game pretty much waters the story down, making it a lot less intricate than the original.
That said, I know how to separate player and character knowledge. Do you think this pompous wizard could join your group? I am yet to put together a character crunch, and will wait for your (GM and/or the players) response to make anything more substantial.

Durgan Far-Walker |

I mean, we lost not only the Bloodrager, but also a Witch and a Bard. We were an 8-person party.
Full-on arcane caster is the first thing the GM mentioned, and could be useful. But an observation... with 6 PCs (after the new addition) and 30-pt buy, you can afford to do something a bit quirky and sub-optimal. With feats, spells choices, or whatever.
Like the cleric spending 2 of his 3 feats on being marginally better at skill checks.
Or the magus not taking Magical Lineage and Shocking Grasp.
This is not a high-op game. There is a wide variety of challenges, so versatility seems more useful than sheer power.

Zilybar Gnaz |

I have been looking over the characters and you have a lot of versatility. I hope that my character will fill in some of the small holes that are unaddressed so to speak.
He will help to fill the arcane role as a wizard and the sneaky sneak part as a rogue. Has range damage and can get right up there in the front to aid the front liners. He also has a high spell craft and Knowledge Arcana. The character can also make due with other spells by way of UMD. A high perception and the ability to deal with magical traps should come in use at sometime. He can fit the role of scout, magical adviser or even a slightly less damage fighter.
I am not done working out the kinks in the character just yet so there may be more. It is a work in progress.

RPGGGM |

Let me just say that the video game by Owlcat, and the original Paizo modules (AP 31-36) are really two different beasts. Only about 50% of the things mentioned in the spoiler above are even a thing in the AP as written--and I don't always keep to the exact text. You will for instance find that Oleg is dead in this campaign--murdered in a zombie bombing. I'd be willing to bet that didn't happen in the video game. Plus, the actions of five other player characters with their own stories surprise me (and probably each other) all the time.
Some of the participants already in the game have played, or maybe even read the modules before, but every game is different, based upon the GM focus, and player interaction. If you, the player, think you know something because you recognize a name of a person or place, don't think about what you personally know about them, but what your character would. Sure you, the person, know that Annatar, the Lord of Gifts is actually Sauron in disguise, but your character has only ever interacted with him at local elvish raves, and he seems like a really cool dude to hang out with. How does your character (who goes on to be one of Thranduil's "keg elves") react to him based upon your interactions with him? How do you react to him if you are his studious neighbor, and he's always throwing wild parties? In short, be here because you want to to play in the world, not just for the surprises (people still go to WWII movies like Dunkirk after all). Still, there are going to be a lot of surprises.
If it helps pretend that there is a whole multiverse of Kingmakers and in this one maybe, just maybe, King Irovetti is a kind, benevolent ruler, just like Palatine was a kindly senator from Naboo who just got dragged into things, and was honestly trying to do his best for everyone in the galaxy. It could happen! It might even be true from a certain point of view.
As Illthir says, the party has many of the typical party's bases covered, we're just looking to sure up those that are less covered, while at the same time mixing in what will hopefully be fun a new character.

Anthorg |

Thank you for your feedback.
@Illthir: Well I can't promise you'll like my wizard being around, with his lack of street knowledge or social conscience, but it's likely he'll make it up by always knowing something about every subject, because he read about it sometime. His innocent looking face will make it hard to say no to him. O:-)
@Durgan: I can understand that. Luckily I find wizards one of the most versatile classes in the game (do I like the class because of that or do I think like that because I like the class?). I am leaning towards an illusionist, mostly because I like that their usefulness are a reflection of their creativity with spells.
Another option would be to go with Wizard/Druid Mystic Theurge, but I find the concept cringy for some reason. And that doesn't fit the court mage theme.
Maybe I could go with 1, 2 or 3 Rogue and Arcane Trickster, use Accomplished sneak attacker if needed, and be a shadier wizard than originally planned? How do you like that for versatility (and melee)?
@GM: You bring interesting notions about the world, and Irovetti being a benevolent fair ruler would be a plot twist to me. This is why I'm applying, I want to experience the story in a way I can roleplay more than in the video game, and also interact with what seems like a diverse group. As for what the party is missing, I admit a character more skewed to the natural world seems more lacking than a wizard, but I'm sticking with him, because the concept is already forming for me, and it's hard for me to let go.
I would appreciate more feedback. The concept still needs some work. I'm thinking of a way this court mage can be more inclined towards nature. Maybe this is far fetched, but a somewhat pot-head came to mind. So he would be a herbalist that moves (read 'deals') substances in the courtroom. Now, a far more violent cartel just came to the Brevoy court and is about to discover this friendly small dealer. He can't stand up to them, so he needs to run away before they find out who he is and literally puts him out. Now, there's been a stir about the Stolen Lands. There's plenty of wild life there with exotic herbs and wonders. That's what I got so far. Opinions?

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NG Medium humanoid (human)
Init +8; Senses Normal Vision; Perception +0
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Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Deflection)
hp 34 (5 HD; 5d6+10)
Fort +4, Ref +4, Will +5;
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks
Conjurer’s Focus
Arcanist Spells Per day (CL 5th; concentration +11)
- - - 2nd Level (5/5)
- - - 1st level (6/6)
- - - 0 level (6/6)
Spells Known
0 level: All
- - - 1st level: Grease, Mount, Comprehend Languages, Silent Image, Crafter’s Fortune, Liberating Command, Feather Fall, Sculpt Corpse, Undine’s Curse, Heightened Awareness, Thunderstomp, Endothermic Touch
- - - 2nd Level: Resist Energy, Glitterdust, Create Pit, Stone Call, Web, Bestow Insight, Hideous Laughter, Invisibility, Mirror Image, Levitate, Burst of Radiance, Carry Companion, Angelic Aspect, Lesser
--------------------
Statistics
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Str 7, Dex 14, Con 12, Int 23, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 12
Feats Spell Focus (Conjuration), Augment Summoning, Superior summoning, Improved Initiative, Still Spell
Traits Rostlander, Reactionary
Skills Fly +6, Knowledge (arcana) +14, Knowledge (Geography) +10, Knowledge (Local) +10, Knowledge (Nature) +14, Knowledge (Nobility) +11, Knowledge (Planes) +14, Knowledge (Religion) +14, Spellcraft +14, Survival +8
Languages Common, Draconic, Celestial, Undercommon, Aquan, Abyssal, Taldan
SQ Planar Spells, Arcane Reservoir (5/8), Consume Spells (3/3), Quick Study, Metamagic Knowledge (Still Spell), Heart of the Wilderness
Other Gear: Adhesive strip x4, Headband of vast intellect +2, Spellbook, Pouch, Pathfinder, Travelers Anytool, Ring of protection, Cloak of resistance
However, from an early age, he showed an aptitude for magic, this combined with his strong capabilities in public relations caused a few noble houses in Restov to take an interest in him, House Lebeda ended up taking him in and training him up as a possible Diplomat or court wizard, but seeing the budding kingdom in the stolen lands they sought to glean their favor though sending him as a Guide and liaison.
He is well-spoken and sharp, he is also very focused on how he is perceived. He can handle himself and help others in a fight, and has a number of tricks up his sleeve. He also knows a bit about just about everything and just about everything about a bit. lastly, He knows how to behave himself and help others in a noble court, whichever side of it he may be sitting.

RPGGGM |

The List So Far
Gardolf the Green - Unchained Barbarian (Invulnerable Rager)
Cuàn - Duskwalker Death Repose Druid
Ammon Knight of Ragathiel - Nature Oracle with a question.
pad300 - Half-orc Scarred Witch Doctor (also with question.)
Ouachitonian - Front-line Druid
Revolving Door Alternate - Bloodrager/Sorcerer from a distant land
Anthorg - Vanilla Wizard (maybe with illusory sprinkles)
Zilybar Gnaz - Rogue (Eldritch Scoundrel)
Dakcenturi - Witch
joker 27 - Arcanist (Occultist)
Lemme know if I missed you.

Anthorg |

Alright, I present and submit Morof Tarci, elven Arcane Trickster coming from the Brevoy court.
Appearance and personality
Morof is a friendly looking elf. His short brown hair is usually groomed and his choice of clothes invoke a simple elegance, with bright green elements over black and grey. He prefers to stay unadorned except for the masterfully crafted ring he has on his left index finger. The dark grey cloak he wears usually covers his two short swords and pouches full of magical components are easy to spot hanging around his waist.
Background
Born on the road as his elven parents were migrating from Kyonin to Brevoy, Morof Tarci knows no other home than the lands of Orlovsky. He grew peacefully, always hearing from his father the importance of studying magic, a long lived elven tradition. Being a son of peace and abundance, Morof was playful and unaware of the dangers in the world. His study led him to learn the basics easily.
It wasn't long before a son of Lord Orlovsky became aware of a prominent student of the arcane arts. As they became friends, Morof learned a great deal about the noble life. He learned that magic plays an important role amongst human nobles, and that most were protected from enchantment magic. He started to study illusion magic, as he felt it would yield better results than enchantment. Someone must have gotten jealous as there was poison in his family's food one day. But this particular day he felt sick and didn't dine. The next morning he found his parents didn't wake up.
Morof started asking himself who could have done this. It was time to seek protection, he thought, and he asked the noble family for help. They had grown affectionate of him and decided to take the young elf under their wing. Over time, Morof became a court mage in the Orlovsky family, contributing with both knowledge and simple incantations. Clearly he wasn't the only one, but he was friendly and quick to learn enough to enable him to frequent events and participate in some negotiations. This made him suspect that Domani Surtova had poisoned his family. He seemed like an easy target to this enemy of the Orlovsky, unimportant enough to be worth killing and valued enough that the family would miss. The animosity grew and became clearer over time.
Eventually the study of illusion made Morof curious about its most famous wielders: Gnomes and the fey. After studying their language, he started to study where they were most present and found that they supposedly weren't far, just beyond Brevoy's border to the south. Soon, it would be time to move on away from Brevoy and their treacherous halls.
Funnily enough, the study of fey and their mischief made Morof aware of flayleaf, a plant that could be very pleasurable for mortals to smoke. After some effort, he managed to procure some and started to secretly sell it in Brevoy's court, learning some tricks and even some fighting in the process. This newfound demand also brought the attention of the Pitaxian family Cattanei. Morof realized they had been dealing strangely lately and felt in danger. He knew that he would need to either find a new place or face a deadly family by himself.
Personality
The elf Morof doesn't fit the elf's image of arrogance. He is friendly to all who talk to him, either because they might teach him something new or because they might be important in some degree. Utmost ignorant of the overall misery around the world, he believes that everyone has an easy time having a roof over their heads and food on the table, and thus he cannot fathom the need for begging for money. However, he does fight to defend those who cannot fend for themselves.
STR 10, DEX 20, CON 10, INT 22, WIS 10, CHA 14
Elf
Male
Medium Size
Wizard 3 (Illusionist)/Unchained Rogue 1/Arcane Trickster 1
BaB 1
Init +5; Senses: Perception +2
CMB 1 (1BaB +0 strength)
CMD 17 (1BaB +0 strength +5 Dex +1 Trait +10)
Favored Class Wizard (+3 skill points)
Defense
AC 15, touch 15 flat-footed 10 (+5 Dex) - Also consider Shield/Mage armor casts
HP 6+2d6+1d8+1d6
Fort +1 (+1 base)
Ref +8 (+4 base +5 Dex)
Will +4 (+4 base) (add 2 vs. enchantment)
Immune to sleep
Offense
Speed 30 ft
Melee Short sword +6 (1d6/19-20x2)
Melee full attack Short sword x2 +4/+4 (1d6/19-20x2)/(1d6/19-20x2)
Ranged shortbow +6 (1d8/x3), Range 60ft
Sneak attack +2d6
Blinding Ray +6 (Dazzle if HD > Illusionist levels)
Space 5 ft, Reach 5 ft
Spells
CL 4 (+2 racial to overcome spell resistance)
Concentration (CL level + Int + 2 Trait): +11
Wizard Specialization: Illusion
Oposed schools: Enchantment, Necromancy
DC: 16+spell level
DC for illusion: 17+spell level
Arcane bond - Bonded object (ring)
Spell level: Slots+specialization - Prepared spells
Cantrips: 4 - Ghost Sound, Light, Mage Hand, Prestidigitation
1: 5+1 - Feather Fall, Liberating Command, Mage Armor, Shield, Silent Image, Ventriloquism
2: 4+1 - Blur, Invisibility, Hypnotic Pattern, Mirror Image, Spider Climb
Spellbook
Cantrips: All
1: Alarm, Comprehend Languages, Enlarge Person, Feather Fall, Liberating Command, Mage Armor, Shadow Weapon, Shield, Silent Image, Ventriloquism
2: Blur, Invisibility, Hypnotic Pattern, Levitate, Mirror Image, Spider Climb
3: Dispel Magic, Displacement, Loathsome Veil
Traits:
Noble born (Orlovsky): Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Feats:
Lvl 1 - Spell Focus (Illusion)
Wizard lvl 1 - Scribe Scroll
Unchained Roguel lvl 1 - Weapon Finesse
Lvl 3 - Accomplished sneak attacker
Lvl 5 - Two-weapon fighting
Skills (Per level: 8+13+8+9+10=48):
Diplomacy +11 (+5 Rank +2 Cha +1 Trait +3 Class Skill)
Disable device +14 (+5 Rank +5 Dex +1 Trapfinding +3 Class Skill)
Escape Artist +12 (+4 Rank +5 Dex +3 Class Skill)
Knowledge (arcana) +14 (+5 Rank +6 Int +3 Class Skill)
Knowledge (dungeoneering) +10 (+1 Rank +6 Int +3 Class Skill)
Knowledge (local) +13 (+4 Rank +6 Int +3 Class Skill)
Knowledge (nature) +13 (+4 Rank +6 Int +3 Class Skill)
Knowledge (planes) +13 (+4 Rank +6 Int +3 Class Skill)
Knowledge (religion) +13 (+4 Rank +6 Int +3 Class Skill)
Perception +10 (+5 Rank +2 Racial +3 Class Skill) (add 1 to locate traps)
Spellcraft +14 (+5 Rank +6 Int +3 Class Skill)
Stealth +10 (+2 Rank +5 Dex +3 Class Skill)
Background skills (2/level=10)
Appraise +10 (+1 Rank +6 Int +3 Class Skill)
Knowledge (nobility) +12 (+3 Rank +6 Int +3 Class Skill)
Knowledge (history) +11 (+2 Rank +6 Int +3 Class Skill)
Profession (Court mage) +4 (+1 Rank +3 Class Skill)
Sleight of Hand +11 (+3 Rank +5 Dex +3 Class Skill)
Languages: Common, Elven, Celestial, Draconic, Gnome, Goblin, Sylvan
Equipment
Magical gear
Headband of intellect +2
Belt of incredible dexterity +2
Normal gear
Still not bought
Money left: 325
Special Class Abilities
Arcane Bond:Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane school: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Elf traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

RPGGGM |

Question GM
Does the nature oracles Bonded mount class feature qualify for the monstrous mount feat? theres some debate but generally people say ask your gm
It doesn't look like they actually interact (i.e. intelligent camels and horses aren't among the monsters listed in the description of Monstrous Mount). Was there something specific your PC was planning on riding?

Ammon Knight of Ragathiel |

Ammon Knight of Ragathiel wrote:It doesn't look like they actually interact (i.e. intelligent camels and horses aren't among the monsters listed in the description of Monstrous Mount). Was there something specific your PC was planning on riding?Question GM
Does the nature oracles Bonded mount class feature qualify for the monstrous mount feat? theres some debate but generally people say ask your gm
Specifically i was just planning on picking up a Hippogriff or a griffin. it's not a big deal though, i can respec for a druid or something to the same effect

GM_Rorek |

dropping a dot here. Always wanted to try a wizard in something like kingmaker. Seems like a great time to really try and actually do things with their crafting and the like.
Probably looking for two goals from this point, a potential magical oddity shop, and a school of his own to teach/run. Thinking a dwarven wizard maybe.. what do you think of the instructor wizard archetype? I'm not a fan of losing the familiar but...
also, I found this truly hilarious- "...and not wait for your overburdened GM to activate the dungeon's automatic walkway...."
all this said, how much tech do you like in your fantasy? I was thinking about asking about this 3pp class- Machinesmith if you prefer little tech in your fantasy, thats fine as well though haha.

ScorchedOne |

all this said, how much tech do you like in your fantasy? I was thinking about asking about this 3pp class- Machinesmith if you prefer little tech in your fantasy, thats fine as well though haha.
Not to speak for the GM, but...
Something built in the Core to adjacent region of the rules.
Not if it doesn't say Pathfinder and Pazio on the book. That rule is pretty much my one unbreakable.

Ouachitonian |

A couple of long-range questions:
1) Are you allowing Leadership? I have the idea of my Druid eventually awakening his companion at the same level he takes Leadership and making it his Cohort.
2) Are y'all using the kingdom roles? I'm thinking of my Druid (or mayhaps his cohort, see question 1) being the kingdom Spymaster and having a network of birds and squirrels and trees that he talks to to find out about goings-on in the area.
Does this sound like a concept that could work? If so, I'll finish up tomorrow. If not, I'll either retool quickly or just bow out.

RPGGGM |

GM_Rorek wrote:all this said, how much tech do you like in your fantasy? I was thinking about asking about this 3pp class- Machinesmith if you prefer little tech in your fantasy, thats fine as well though haha.Not to speak for the GM, but...
RPGGGM wrote:Something built in the Core to adjacent region of the rules.
Not if it doesn't say Pathfinder and Pazio on the book. That rule is pretty much my one unbreakable.
Correct.
I am dotting, and I plan to make a one-handed fighter, aiming for Aldori Swordlord. There are a few choices for that, so I'm thinking on it.
GM: Swashbuckler or no?
I don't mind, but be aware there may be a lot of spoiler tags involved.
A couple of long-range questions:
1) Are you allowing Leadership?
Yep.
2) Are y'all using the kingdom roles?
Yep. This one isn't all that long-range, in that that will be one of the first things we have to settle as soon as the new player is seated.