
Teuni-Hexa |

Um, hopefully you don't mind a monster race Vayelan
I am a Lizardfolk Hunter with a Dino Companion and a Horse due to picking Pioneer Trait. So it may be a little up keep but I promise to update my own positions on any map you make. :)
Aside from that I have no real concerns, just not every GM likes non core/featured races. ^^; let me know. Are we going to continue in the Discussion thread instead then?

DM Vayelan |

Our Kingmaker campaign is looking for 2 new players!
We have just completed Book 1 of the Adventure Path and are about to begin the kingdom building portion. The party is currently level 4.
Our party presently consists of a Human Inquisitor (Abadaran), a Gnome Investigator, and a Human Vigilante.
Regarding kingdom leadership roles, one current player has claimed Magister and another has claimed Royal Enforcer.
Our third player is considering either serving as Ruler or Marshal.
Material Allowed: Paizo only. No 3rd party material.
Races: All Core and Featured allowed
Classes: All Paizo classes will be considered
Alignment: Good characters are preferred. Neutral characters will be considered, but Evil character are a No-No
Feats: All Core Books
Traits: Choose 2 traits. One should be a campaign-related trait.
Ability Scores: 20 point buy, no ability beyond 18 none below 9 before racial modifiers. (Don't forget to add the ability increase for level 4).
Starting Wealth: 6,000gp (standard for level 4)
We'll keep this re-recruitment open until 7:00pm (EST) on Saturday, June 8th.
Thank you kindly!

Saleem Halabi |
I present Harmond Orlovsky! Silksworn Occultist
Harmond has led a sheltered life and has no idea what to expect in the River kingdoms. All he knows of adventuring is what he heard in stories as a child. He imagines that it will be full of derring do
I could see him going as Councilor, Grand Diplomat, and maybe Spymaster or Consort depending on how things play out.
Harmond Orlovsky
Class:Silksworn Occultist Level 4
Race: Half Elf
Alignment: Neutral Good
HP: 27
Initiative: +2 (Trait)
Abilities
Str – 10 (+0)
Dex – 10 (+0)
Con – 12 (+1)
Int – 20 (+5) (lvl 4 bump)
Wis – 10 (+0)
Cha – 16 (+3)
Saves
Fort: 3 = 2 (Base) + 1 (Con)
Ref: 0 = 0 (Base) + 0 (Dex)
Will: 2 = 2 (Base) + 0 (Wis)
AC: 15 = 10 + 4 (Mage Armor) + 0 (Dex) +1 (Deflection)
BAB: +3
CMD: +4
CMD: +13
Race - Half Elf
Kindred Raised: +2 Intelligence, +2 Charisma
Elf Blood: Counts as Humanoid (elf) and Humanoid (human)
Low Light Vision: See 2x far in dim light
Class
All Simple Weapons
No Armor
1 – Implements: Conjuration, Divination, Evocation, Necromancy
1 – Mental Focus: 14 = 4 (Lvl) + 5 (Int) + 3 (Cha) +2 (fcb)
1 – Spells
1 – Resonant Powers: Casting Focus (Conj), Third Eye (Div), Intense Focus (Evo), Necromantic Focus (Nec)
1 – Base Powers: Servitor (Conj), Sudden Insight (Div), Energy Ray (Evo), Mind Fear (Nec)
1 - Focus Power: Soulbound Puppet
2 – Implement: Mage’s Paraphernalia (Div, Evo, Nec)
2 - Magic Item Skill:
2 - Arcane Inspiration:
2 - Object Reading:
3 – Focus Power: Metamagic Master:
4 – Shift Focus
Feats
1 – Spell Focus: Evocation
3 – Extend Spell
Skills
4 (Class) + 5 (Int) + 1 (fcb) x Lvl
Bluff: +10 (4 Ranks)
Diplomacy: +13 (4 Ranks)
Knowledge (Arcana): +12 (4 Ranks)
Knowledge (History) +9 (1 Rank)
Knowledge (Nobility) +12 (4 Ranks)
Knowledge (Religion): +12 (4 Ranks)
Perception: +9 (4 Ranks)
Sense Motive: +6 (3 Ranks)
Spellcraft: +12 (4 Ranks)
Use Magic Device: +12 (4 Ranks)
Languages: Common, Elven, Celestial, Halit, Sylvan, Draconic, Giant
Traits
Noble Born (Orlovsky):+1 Diplomacy, +1 CMD, “High Above All”
Reactionary (Combat): +2 Init
Spells
0 (Inf)- Create Water, Detect Magic, Read Magic, Telekinetic Projectile, Touch of Fatigue
1 (5/day)- Burning Hands (DC: 17), Cause Fear (DC: 16), Comprehend Languages, Heightened Awareness, Cure Light Wounds
2 (2/day)- False Life, Flaming Sphere (DC: 18), Glitterdust (DC: 17), Locate Object, See Invisibility
Gear: 6,000 g
Spell Component Pouch - 5g
Wand of Mage Armor (50 Charges) - 750g
Wand of Cure Light Wounds (50 Charges) - 750g
Scholar’s Outfit - 5g
Nobles Outfit - 75g
Signet Ring & Jewelry - 100g
Mirror - 10g
Spring Loaded Wrist Sheath x2 - 10g
Ventriloquist Dummy - 100g
Handy Haversack - 2,000g
Ring of protection +1 - 2,000g
195g Remaining
Harmond was born to a minor offshoot of the Noble house Orlovsky. His human mother, born into nobility lead a life of leisure, while his father, a half elven scribe managed the finances. Growing up they ensured that Harmond had the finest tutors and possessed a strong foundation to one day take over the family land. Harmond found the very notion insufferably boring. When he heard tales of Heroes in the nearby River kingdoms making a name for themselves he knew that's what he wanted to do. He penned an eloquent letter to his parents, letting them know of his intentions, and made off in the middle of the night. Intending to make a name for himself in the wild lands to the south.

Moonwave |

I do have an idea for a heavy poison (roguish) alchemist build, that would be perfect for a Spymaster of Royal Assassin role. Sadly core books have really low support for poisons and alchemy, and it would need to expand options. It would definitely need at least the Alchemy Manual pathfinder player companion and the poison milking rules from Ultimate Wilderness and probably something else I don't quite remember.
Would that be a problem? I can share a build idea if it can be viable.

Tilnar |

Here's my submission -- I'm trying to avoid making too many aliases. Would probably go for Diplomat or General.
Edit: will shift the skill points around a little, just saw the background skill statement.
Tordgandr Brokenfang
Male Half-orc Skald (Spell Warrior) 4
NG Medium Half-Orc (Human, Orc)
Init: +2, Senses: Darkvision, Perception: +7
Languages: Common, Orc.
Birthday: Rova 20
Deity: Torag
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DESCRIPTION/BACKGROUND
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Tordgandr stands just under 6'6" tall, with long limbs and a lean frame that almost deny his orcish blood. His ash-coloured face is framed by thick, black hair, well-kept and well-cut, that cascades in layered waves, flowing down until it touches his shoulder blades. He has a handsome face, despite the shade of his skin, his mixed blood giving him a strong brow and jawline, rather than the broad face and flat nose common amongst many halfbreeds. His eyes are the green of jade, and seem to almost sparkle with mischief -- a sensation reinforced by his crooked half-smile, accented by just the one small tusk rising over his lip on the right side.
History
Tordgandr's first memories are of Auntie Sharal's home for orphans in Restov, one of a dozen children taken in by a kindly old devotee of Andoletta... and they were, generally, good ones -- if a bit crowded. Sharal made sure her wards were well looked after, providing them with warm beds (even if he had to crawl over three other beds to reach his), nutritious food, an education (by commandeering her friends to help) and, maybe most important of all: love.
Thanks to Auntie Sharal, Tordgandr grew up knowing that he was special - Sharal having repeatedly told him the romantic story of his birth -- of how his mother, a paladin of Saranrae had redeemed his father, seeing something special in the young bladesman who had simply been taken in by a charismatic Bandit "Lord". His father, Sharal told him, made the best of his second chance, going from brigand to aspiring Swordlord in only a few short years... until he fell trying to capture some of his former associates. Tordgandr's mother, unable to remain in Restov and face her pain and loss headed north with the Crusaders, leaving her young child in Auntie's care, promising to return for him after working through her grief.
The stories inspired Torgandr, and he patterned himself on this noble, romantic vision of his father -- aspiring Swordlord, and noble of heart and soul, if not blood. The boy was obsessed with heroic stories like those of his parents, and almost more so with the blade, all but begging to start weapon training as soon as he could form the words. Sharal did what she could to feed that first obsession, one of her friends being a retired bard certainly helped in that regard... but waited until the boy was older and his body began to change before, finally, giving in on the second. In both cases, Torgandr was a quick study, learning and memorizing epic tales and picking up some of the finer points of the sword... and his rapidly-growing reach and orcish muscle certainly helped in that regard.
Unfortunately, like so many romantic tales, the one that Torgandr had been told was built on kernels of the truth, with the sharp edges shaved off -- and as he got older, the boy started to notice the inconsistencies in the story, causing him to ask more questions of Sharal, of his tutors, and, eventually, his blademaster. She remembered the scandal well, and told the boy the truth -- his father's reformation didn't quite last, and he returned to the brigand's life rather than dying a noble death. That act of betrayal nearly killed his mother, but she survived -- though, brokenhearted, she lost faith in people and went north to join the Crusades, where she'd always know who her enemies truly were.
The truth shattered Torgandr's world, and, furious, he confronted Sharal. She denied nothing, only saying that she wanted to protect him, and not have him feel so hopeless as his mother did when she went north. The conversation did nothing to appease Torgandr, and he packed his things and left, signing up to work guarding caravans - a spot recommended by his blademaster, although, unknown to him, Horgra, the head of the caravans, was an old friend of Sharal's from her "interesting days" as an adventurer. Horgra took in the boy, giving him time and space to process his anger and betrayal, while also teaching him to focus his mind and unlocking the magic that seemed to flow within him. When that was done, she then gave the "sulking" teenager a kick in the rear, telling him that Sharal's story was the better one, it reflected world that people should strive to live in, and that he should embrace it, internalize it, and try to live up to those bloody ideals that he'd once embraced when his head was filled with romantic tales. "The world needs those kind of stories, because it needs that kind of hope... and most of all, it needs the people who believe those stories in their hearts," she said.. and then told him to get the heck out of her caravan, stop hiding and go find his own heroic tale.
Torgandr went back to Restov to make peace with Auntie Sharal, arriving only a few weeks after some Chartered group was sent into the Stolen Lands. Something about their mission echoed within him - whether it was the chance to fight for the people, the chance to maybe find, and maybe even redeeem, his father, or just the thought of being part of a grander tale... or all of it rolled into one -- and he decided that, Charter or no, invite or no, he was going to follow and find them, asking to join that group. There, he reasoned, away from everything but his own expectations, he could begin to write his own tale. His pursuit was, however, slowed when he found a small batch of excitement of his own, saving a small group of pilgrims from a handful of brigands, and then leading them back to Restov for safety. Still, fortune did smile on him, because he eventually found the Trading Post -- and, there, pick up the trail of the expedition.
Personality
In the end, Tordgandr's actually still a romantic hero wannabe -- or, rather, is one again, after his little crisis and two years on the road -- he's basically come to realize that the world needs heroes -- both people who will act when needed, but also as stories to tell to inspire folks and create or maintain hope -- and so he's trying his best to be one... and sees the expedition into the Stolen Lands as exactly the sort of opportunity that leads to those sorts of stories. He's not naive anymore (mostly), and so he wants to believe the best of people, but that's tempered by the realization that even the rare few who have the best intentions can fail or have moments of weakness -- and that the "best intentions" are often few and far between. Then again, his father may still be out there, and who knows how he'd react to that?
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DEFENSE
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AC 21, Touch 11, Flat-footed 20 (Uncanny Dodge), CMD 17
(+7 armour, +1 dex, +3 shield)
HP 33 (4HD - 11 [FC],7,8[FC],7)
Fort: +6, Ref: +2, Will: +4
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee
- Masterwork Longsword +8 (1d8+3[+4]/19-20) {Slashing}
- Warhammer +6 (1d8+3[+4]/x3) {Bludgeoning}
- Dagger +6 (1d4+3[+4]/19-20) {Piercing,Slashing}
- Spirit Wisps +6 (1d4+3) {Negative Energy}
Special: Arcane Strike, +1 damage, weapons count as magic
Ranged
- Masterwork Composite Longbow +5 (1d8+3/x3) {Piercing, 110' range increment}
- Dagger (thrown) +4 (1d4+3/19-20)
Base Atk: +3, CMB: +6
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial.
Standard:
Arcane Strike: As a swift action, imbue weapons with arcane power - count as magic and +1 damage/5 caster levels.
Lingering Performance: The effects of your skald raging song persist for two rounds after you cease your performance.
Bonus Feats:
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell
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TRAITS
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Sword Scion (Campaign Trait) [Longsword]
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword and gain a +1 bonus on all attacks and combat maneuvers made with such weapons.
Arcane Temper (Magic Trait)
Your have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
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ATTRIBUTES
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Strength 16, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 16
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SKILLS (4+int+skilled = 6 per level) + 2 Background Skills per level
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Class Skills are italicized, Trained Skills marked with *
Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-1] = 0.0 + 2 + 0 -3(AC)
--Jump [+2] (Agile Breastplate)
Bluff [+2] = 0.0 + 2 + 0
Climb* [+6] = 1.0 + 2 + 3 -0 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
--Versatile Performance (Oratory)*: +10
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-1] = 0.0 + 2 + 0 -3 (AC)
Handle Animal [+2] = 0.0 + 2 + 0
Intimidate* [+12] = 4.0 + 3 + 3 + 2 (Intimidating)
Knowledge (Untrained)[+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Dungeoneering)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Local)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Nature)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Planes)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Religion)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Perception* [+7] = 4.0 + 0 + 3
Ride [-1] = 0.0 + 2 + 0 -3 (AC)
Sense Motive [+0] = 0.0 + 0 + 0
--Versatile Performance (Oratory)*: +10
Spellcraft* [+8] = 4.0 + 1 + 3
Stealth [-1] = 0.0 + 2 + 0 -3
Survival [+0] = 0.0 + 0 + 0
Swim* [+4] = 1.0 + 3 + 3 -3 AC
Use Magic Device* [+10] = 4.0 + 3 + 3
Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+1] = 0.0 + 1 + 0
Artistry (Poetry)* [+5] 1.0 + 1 + 3
Craft [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Geography)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (History)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Linguistics [+5] = 1.0 + 1 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Perform (Oratory)* [+10] = 4.0 + 3 + 3
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MAGIC (Skald; CL 4; Concentration: +8)
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Level 0: [6 known]: -- (At Will) (DC 13) Dancing Lights, Detect Magic, Ghost Sound, Grasp, Message, Prestidigitation.
Level 1: [4 known]: -- (4/day) oooo (DC 14) Comprehend Language, Cure Light Wounds, Grease, Timely Inspiration.
Level 2: [2 known]: -- (2/day) oo (DC 15)Heroism, Mirror Image.
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SPECIAL ABILITIES
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Intimidating (Ex)
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Human Raised (Ex)
Some half-orcs raised as humans lack their cousin's ferocity and training in orc weapons, but pick up a bit of their human parent's skills. They gain the human's skilled racial trait. This racial trait replaces weapon familiarity and orc ferocity.
Armored Casting (Ex)
You can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex)
A skald adds half his class level (minimum 1) to all knowledge checks.
Raging Song (Su) (12 + 2 FC rounds/day -- ooooo ooooo oooo)
A skald is trained to use music, oration and similar performances to inspire his allies. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action [Move: 7th/Swift: 13th], but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may even learn bardic masterpieces.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he failes this check, the attempt still counts against the daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song, and at the start of each ally's turn in which they can hear the raging song, the allies must decide whether to accept or refuse the effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.
- Weapon Song (Su) (+1 bonus)
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60'. At 5th level, and every 5 levels thereafter, this bonus increases by 1. The maximum bonus gained is based on the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons or +2 to four or more. Fifty pieces of ammunition count as a weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if her were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.
These bonuses can also be used to add any of the following special abilities to the weapons enhanced by the song: dancing, defending, distance, flaming, frost, cleaving, ghost touch, seeking or speed. Adding these special abilities consumes an amount of bonus equal to the special ability's cost. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon may already possess, but duplicate special abilities do not stack. If an effected weapon is not magical, at least a +1 enhancement must be added before any other special abilities can be granted. The bonus and special abilities granted are determined when the song begins and cannot be changed until the song ends and another begins. This replaces the inspired rage raging song.
- Song of Marching (Su)
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorated allies within 60 feet, who may hustle (CRB 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for the hour.
Rage Powers:
- Spirit Totem, lesser (Su)
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. The slam attack is made using the Barbarian's full Base Attack Bonus, plus the charisma modifier. The slam deals 1d4 negative energy plus the barbarian's charisma modifier.
Uncanny Dodge (Ex)
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does his lose his Dex bonus to AC if the attacker is invisible. He still loses his dex bonus if he is immobilized or if an opponent successfully uses the feint action against him.
Versatile Performance (Oratory)
The skald may use Performance (Oratory) in place of Diplomacy and Sense Motive checks.
Well Versed (Ex):
At 2nd level, a skald becomes resistant to sonic effects. The skald gains a +4 bonus to saves made against bardic performances, as well as sonic or language-dependent effects.
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GEAR (86L/173M/260H) --
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+1 Agile Breastplate [1550gp - 25 lbs], +1 Heavy Darkwood Shield [1257gp - 5lbs]; Masterwork Longsword [315gp - 4 lbs]; Masterwork Backpack; outfit (traveller's); Masterwork Composite Longbow (Str +3) [700gp - 3lbs]; Warhammer [12gp - 5 lbs]; Dagger; Dagger; 40 arrows, 4 grappling arrows; Scrollcase; Wand of Feather Step (50); Wand of Expeditious Retreat (50).
Backpack (Masterwork) [ bedroll, mess kit, soap, trail rations (5 days), waterskin (filled), whetstone, silk rope (50') ];
Scrollcase [ Cat's Grace; Eagle's Splendour; Delay Poison; Invisibility ]
Waterproof Bag (Belt) [ Flint and Steel ];
Pouch (Belt) [ Chalk (1 Piece) (x5); ];
Coinpurse [1pp, 21gp, 9sp, 18cp]
Current Load: 99.5lbs [Light]

Ever_Anon |

Quick question about traits. You said two traits, one "campaign related." Is there any flexibility on that?
The character I have in mind is an envoy sent from the River Kingdoms to figure out what's going on/possibly broker an alliance. Since she's not from Brevoy but also isn't a criminal, none of the campaign traits really work.

DM Vayelan |

Quick question about traits. You said two traits, one "campaign related." Is there any flexibility on that?
The character I have in mind is an envoy sent from the River Kingdoms to figure out what's going on/possibly broker an alliance. Since she's not from Brevoy but also isn't a criminal, none of the campaign traits really work.
If it helps you create a compelling character concept, then I will allow some flexibility. Yes.

ElterAgo |

Here is Gruingar de'Morcaine. Bloodrager Sorcerer heading for Dragon Disciple. I haven't bought all his standard gear yet. That will be quick if chosen. I took a Drawback for a 3rd Trait. If you don't want drawbacks it isn't a problem to drop one of the traits.
Male nagaji bloodrager (rageshaper) 3/sorcerer 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 37 (4 HD; 1d6+3d10+11)
Fort +5, Ref +3, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power, +1 trait bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison, +2 vs. death
Defensive Abilities uncanny dodge; Resist issian
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Offense
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Speed 40 ft.
Melee mwk silver lucerne hammer +7 (1d12+4)
Ranged javelin +5 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver lucerne hammer)
Special Attacks bloodrage (10 rounds/day), claws, claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—endure elements, true strike
. . 0 (at will)—flare (DC 13), light, read magic, spark[APG] (DC 13)
. . Bloodline Draconic, Draconic
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Statistics
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Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Eschew Materials, Fey Foundling[ISWG], Manifested Blood[ACG]
Traits blood of dragons, issian, unseen but not undone
Skills Acrobatics +5 (+9 to jump), Intimidate +7, Knowledge (arcana) +6, Perception +7, Ride +5, Spellcraft +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Nagaji
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, power-hungry, resistant, serpent's sense
Combat Gear potion of cure light wounds; Other Gear mithral agile breastplate[APG], javelin (3), mwk silver lucerne hammer[APG], 105 pp, 2 gp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
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.
Fey Foundling Magical healing works better on you
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifested Blood (3 rounds) +5 to elemental resistance. Foe takes 2 dam for each nat/unarmed att vs. you.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
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I am the reincarnation of the great dragon de'Morcaine. He that was the paragon and prince of dragons. The direct personal representative of Apsu to the peoples of Golarion.
I will lead you in the conflict ahead to make a place were all people can live in harmony as they properly revere the dragons that make life possible.
{{ Gruingar thinks of himself as a great general and leader. However, he really isn't that clever or really much of a professional. While he considers various tactics, he always seems to decide that the best tactic is to charge forward and slash his way through the opposition. He is heading toward Dragon Disciple. }}

⭐DM Darn⭐ |

You still open to offers? I have a mind to play a Dwarf Fighter who fancies himself a great engineer and reckons a new Lord's goanna need a fancy new castle and someone with the stones to get it built.
I can get you a character sheet and a proper backstory in a few after work.
To summarize the basic idea though, nothing too unique, Standard dwarf stuff, Just an old solider looking to make a name for himself before he's laid to rest. Dwarf Hammer and Shield fighter, I don't plan on using any archetypes

Shontar Hadove |

Hi.
As suggested via PM, here is my submission for Shontar Hadove, the great, self-overestimating elven big game hunter and his loyal companion Chao.
crunch is in the profile, backgroundstory is only in my head atm, but will follow shortly.
Shontar would love the marshal position, but could also do treasurer or spymaster.

Ever_Anon |

Presenting Eunomia Verto, Aasimar Celestial Sorcerer. While a full arcane caster, the celestial bloodline gives her access to some cleric spells and even some (extremely limited) healing ability. If accepted I'll create an alias. Please let me know if you have any questions, or if there's a part of the build you'd like me to change.
Statistics:
Eunomia Verto
Female Aasimar Sorcerer 4
LG Medium Outsider (Native)/Humanoid (Human)
Init +2; Senses Darkvision 60ft; Perception +8
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Defense
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AC 14, touch 13, flat-footed 12 (+2 dex, +1 deflection, +1 armor)
HP 30 (4d6)
Fort +3, Ref +3, Will +8
Saving Throw Bonuses: +2 against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school
Resistances: Acid 5, Cold 5, Negative Energy 5
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Offense
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Speed 30ft
Ranges Masterwork Light Crossbow +3 (1d8, 19-20/x2)
Melee Morningstar -1 (1d8 -1, x2)
Melee Dagger -1 (1d4 -1, 19-20/x2)
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Other Statistics
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Str 9, Dex 14, Con 14, Int 14, Wis 18, Cha 12
Base Atk +2; CMB 11; CMD 13
Special Abilities:
Feats:
Eschew Materials (class bonus): Cast spells without material components
Fast Learner (Level 1): Gain both +1 HP and +1 skill point when leveling in a favored class
Craft Wondrous Item (Level 3): Create magic wondrous items
Traits:
Good Influence (Race): You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.
Truth’s Agent (Social): You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Skills:
20 ranks total: 4 skill ranks per level (2 class, +2 Int.) +4 FCBs
Diplomacy [3]: +4/+5/+6 (+1 CHA, +3 Ranks, +1 Trait Bonus if gathering information, +1 Trait Bonus if persuading a nongood creature to do good or a nonlawful creature to obey the law, +2 Trait Bonus if persuading a nongood, nonlawful creature to take a lawful good action)
Intimidate [0]: +3 (+1 CHA,+2 Racial Bonus)
Knowledge Arcana [4]: +9 (+2 INT, +4 Ranks, +3 Class Skill)
Knowledge Local [1]: +7 (+2 INT, +1 Rank, +3 Class Skill, +1 Trait Bonus)
Perception [4]: +8 (+4 WIS, +4 Ranks)
Sense Motive [4]: +10 (+4 WIS, +4 Ranks, +2 Racial Bonus)
Spellcraft [4]: +9 (+2 INT, +4 Ranks, +3 Class Skill)
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Celestial Bloodline (Empyreal)
Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
Bloodline Powers:
Heavenly Fire: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (Current: 7 times per day, 1d4+2)
Celestial Resistances: At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Favored Class - Sorcerer:
Levels 1-4: +1 HP and +1 Skill Point per level (Fast Learner Feat)
Racial Features - Aasimar (Archon-Blooded):
Ability Modifiers: +2 Constitution, +2 Wisdom
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skill Modifiers: Lawbringers have a +2 racial bonus on Intimidate and Sense Motive checks.
Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Deathless Spirit (Alternate Racial Trait): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Incorruptible (Alternate Racial Trait): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Scion of Humanity (Alternate Racial Trait): Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Spells Known (CL 4):
Spell-Like Abilities:
Corruption Resistance (1/day): Protects creature against damage from alignment-based attacks.
Cantrips (DC14):
Detect Magic: Detect spells and magic items within 60ft.
Ghost Sound: Figment sounds.
Mending: Make minor repairs on an object.
Message: Whisper conversation at distance.
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.
Level 1 (DC15) (7/day):
Bless (Bloodline Spell): Allies gain +1 on attack rolls and saves against fear.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). (Current: 2 missiles)
Level 2 (DC16) (4/day):
Glitterdust: Blinds creatures, outlines invisible creatures.
Equipment
Combat Gear:
Silken Ceremonial Armor: 30gp
Masterwork Light Crossbow: 335gp
Bolts (20): 2gp
Morningstar: 8gp
Cold Iron Daggers (2): 8gp
Magic Items:
Handy Haversack: 2000gp
Ring of Protection +1: 2000gp
Traveler’s Any-Tool: 250gp
Wand of Endure Elements: 750gp
Scroll of Comprehend Languages: 25gp
Potion of Cure Light Wounds (x5): 250gp
Other Equipment:
Light Horse (Combat Trained): 110gp
Acid Flask (5): 50gp
Bedroll: 1sp
Bell Net: 2gp
Belt Pouch: 1gp
Blanket: 5sp
Canteen (2): 4gp
Chain (10’): 30gp
Chalk: 1cp
Compass: 10gp
Earplugs: 3cp
Explorer's Outfit - Free
Fishing Kit: 5sp
Flint & Steel: 1gp
Grappling Arrow: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Manacles: 15gp
Mess Kit: 2sp
Mirror: 10gp
Oil (1 pint): 1sp
Pitons (10): 1gp
Powder: 1cp
Riding Kit: 16gp
Scroll Box: 5gp
Signal Whistle: 8sp
Silk Rope (50’): 10gp
Soap: 1cp
Trail Rations (10): 5gp
50gp, 6sp, 4cp
Why the Stolen Lands?:
Knock knock knock
”Come in”
Eunomia Verto entered the room and saluted sharply. ”You asked to see me, sir?”
Commander Achille Parsall smiled faintly. ”Greetings, soldier. I’d like you to accompany me on a patrol around the city.”
”Of course, sir. Whenever you would like to leave.”
Working in silence the two gathered weapons and saddled horses. From the corner of her eye Eunomia could see Commander Parsall give a slight sigh of relief as soon as they were outside the city gates, his shoulders slumping slightly as if he’d been relieved of a great burden.
In a way he had been. That was the whole point of this little ritual. Inside the city, Commander Parsall’s word was law. Outside of it, Achille could relax and enjoy a slow ride in the sunshine with a friend. A strange friend, perhaps, given that she was nearly 30 years his junior. But they’d worked together, and fought together, and trusted each other’s judgment. Out here, they were equals.
Today, though, it seemed there was more on his mind than relaxation. ”Have you heard the latest rumors from the north?”
Eunomia frowned. ”I don’t think so. Nothing unusual anyway, just typical Mivon politics.”
”A bit further than that, in the Stolen Lands. Apparently a small group has been killing bandits in the area. Rumor has it they’re trying to start a colony.”
”That...sounds like what we’ve done here. Or are trying to do, anyway.”
”Exactly.”
In the River Kingdoms nations rose and fell on a daily basis. Liberthane had survived as long as it had only because of Achille’s sheer force of will. Still, over 20 years since its founding, they were more a town than a nation. Liberthane had a solidly-built fort, disciplined soldiers, a few farmers and their families...and very little else.
Looking around at those farms, Eunomia remembered what a relief it had been when she first came here as a child. It was a rare place where laws were equally enforced for all citizens. A small bastion of peace in a chaotic world. It was what had drawn her parents here. What had drawn them all here, really. But while Liberthane was stable, it had never been able to grow.
”Do you think they can do it? Actually create a successful colony?”
”I don’t know.” Achille smiled wryly. ”Although it seems they have outside support, which is more than we ever had. Brevoy’s apparently grown tired of the chaos on her southern border.”
”What are you thinking?’
He sighed. ”I’m thinking that I’m getting old, Ver, and I’m afraid everything I’ve worked for is going to mean nothing. We’re too small and well-defended for the larger nations like Mivon to bother with, but that sword cuts both ways. They won’t ally with us either. Eventually, someone is going to decide we’re worth attacking.
So I have a favor to ask of you. And it is a favor, not an order. I would like you to go north. Find out what these people are up to. See what they’re like; you’re the best judge of character I know. Are they bandits with delusions of grandeur? Or could they be something more?
If it’s the former, well, hopefully they’ll be too far away to ever set their sights on Liberthane. If it’s the latter…”
He brought his horse up next to hers, staring into her eyes with an intensity that she rarely saw from him outside of battle.
”If it’s the latter, Ver, I want you to join them. Help them. I dreamed once of uniting the River Kingdoms. Bringing liberty to all these lands, not just a tiny fraction. Maybe you could actually accomplish it. Or at the very least, forge an alliance with people who would prefer not to see Liberthane fall.”
Eunomia was shaken. She looked around again at the small hamlet that was the only home she’d ever known. To leave it all behind...
Commander Parsall couldn't order her to do this. It was too much. But her friend Achille could ask for her help.
She reached out and took his hand, as awkward as the gesture was on horseback. ”Of course. I’ll see who these people are. If they can be trusted. Not just for Liberthane.” She smiled. ”But for everyone who wants nothing more than a chance to live in peace.”
Kingdom Role:
In terms of personality/background her favored role would probably be either Marshall or Warden, with Councilor a close third. However she's got a decent stat lineup and would be willing to serve in almost any role. The only roles she'd outright refuse would be Ruler, General, and Spymaster, none of which would work well with her stats and/or personality.

Lord Christian D'Elagante |

Here is Lord Christian. A man who was thought to be long dead is right here in plain sight as a loyal and honorable mercenary Captain. A man that is loved by the oppressed and downtrodden, A man that is known by another name. The back ground is long and I am sorry for that but I enjoyed writing it. I feel it gives a pretty good idea of the character as a whole.
Thank you.

Arden Kain Brandt |

will apply with Kain, he is a cavalier. I'll re-level him.
A gruff knight with a heart of gold sort. He isn't a glory seeker, at least, not anymore after having lost everything. He is practical, though his practicality is still tempered by his morality. A "knight", turned mercenary, turned (potential) knight again, or, as it seems, (potential) baron.
He is a kind hearted man that learned many lessons the hard way. At the moment, he is looking for a purpose again after spending over three years traveling around working as a blade for hire.
He was part of a fairly large town near the hold of Belkzen that was situated on a plain. The town defense was mostly guaranteed by a band of "knights" known to the town as "The dragoons", along with the regular guards. His brother, and his father had been part of the the Dragoons, as well as his grandfather, and he had always aspired to join them as well to gain glory and fame, like the hero's in stories. Eventually he was accepted and he received his horse, whom he named Valere. However, less than a year after that, a large warband that had been gathered by a powerful warlord seeking to unite the orcs of Belkzen turned his attention to the town, lured out half the dragoons, and then attacked the town. It fell, and most everyone in it was killed (around 900 people if that matters) He doesn't know for sure if his sister and brother perished, and he lost contact with the remaining 4 or 5 members left of the Dragoons, but they may still be out there, and mayhaps, may hear the call once again.
After that, his glory seeking was quickly curbed, and he traveled as a mercenary, taking only jobs he deemed good (so, no black work) He took this job because it seemed a worthy undertaking. Not only to help route out bandits and the like, but to help folk as well. If by some miracle, he was made baron, or a general or marshal under the new baron, he would take the chance to maybe and try and rekindle The Dragoons, in hopes of maybe finding a bit of something he lost, and this time keep, from losing it again.
Hmph, fine. If you so wish to know my story, I will tell you. He pauses a moment to glance out the tavern window at the amethyst clouds of the sunset. He starts speaking again, still staring out the window.
I remember back when I first got accepted into the dragoons. The prestigious honor of what was our town's elite guard. The training had been hard, long hours with spear, mounted and unmounted. You had to learn to care for animals before you even got a saddle... Stories and legends of the dragoons of long past kept kids like me going, and I was told of even greater tales, of valiant hero's across the world. Those stories, likely more embellishment than fact, were stories we all hoped to carve for ourselves. Whether it was routing an orc raiding party single-handedly, or driving back a charging giant with a single charge. We wanted it, even it the act would come at the cost of our life. What a naive fool I was... we, were.
He pauses a moment to take a long drink from his flagon before looking down at the table and continuing,
Glory, legends, I wanted it all back then... life was cheap to me then. I had craved for orc raids to come, I had dared the universe to send troll or dragon at our town, for in my hubris I had thought of those as chances at a story of my own, of potential glory... Well not long after I was accepted, And reality, if often disappointing. He slams the rest of his drank down his through placing the flagon back onto the table and finally staring at you, almost through you.
About a little under two years after I was accepted I got my wish. More than I wanted.... An extremely organized attack against my town demolished it down to the last pebble. Buildings, walls, everything was crushed under a rain of boulders, The only reason I am here now is because I had been given my first command on a patrol, my first task as an officer... Perks of having your father be one of the top 3 members of the guard...
He pauses again, sighing before continuing.
I saw a small band of orcs.. I should have noticed, I should have known a scouting party when I saw it. I had been taught to know them, taught that, should I notice them, to return to the city and warn of potential battle... Yet, when I looked and saw them along the hilltop near us, I saw nothing but glory, and charged forward with the unit, hunting what I should have known from the start was a scouting party of orcs. We ran them down like dogs after a chase, I had never been part of real combat until then, it was exhilarating... In my mind, we were supposed to return triumphant, I would brag of my first real combat... yet.. He trails off for a few moments, glancing to his shield, an emblem of the dragoons still set in its face, worn though, through years of use. Finally, he continued.
When we got back, it was all but over. I sat on a hill and watched as a rain of death leveled my entire life. Blood ran through the streets of the town like a river. I watched as the remaining garrison of Dragoons tried to ride out of the gate, normally, most would have already been outside if a scouting party had been seen. Usually, that alone would have been enough to ward off most attacks. But that day, no warning had come, and it was my fault... I watched as they were almost entirely crushed under a rain of boulders thrown by giants as they tried to leave the gates. Those that weren't, killed, were left scared, confused, and disoriented... they were drowned in a tide of orcs. Rage overtook me, fueled by grief, I ushered our group back to the town.. it was still several hours ride away. When we finally arrived back at town, there was only a small band of orcs left looting, most of the rest had moved on. A lot happened then, we managed to kill some of the orcs, but the pain was still their, no matter how many I killed, the hallow, empty pain just kept burning ever brighter... I hunted them for nigh on two days after having parted ways with the others until I eventually exhausted myself, nearly killing my dear horse in the process as well. I awoke several days later in the care of a ranger. He, he helped me, made sure I didn't do anything stupid. He even managed to heal Valere after I had nearly driven the best to exhaustion and death. Something I still remind myself of today... Anyway, I become a wanderer, a mercenary in a way. I have helped a town more often than once with problems of beast, by blade, or by merely ousting a false rumor. But the lessons I learned, won't be forgotten. The pain still comes every so often.
Kain would eventually have a griffon mount, (level 5, once he takes the monstrous mount feat). At the moment, I have it flavored that he is raising a young griffon he found during his travels.

DM Vayelan |

Dotting for interest. Is there a need or preference on class types?
Ex: we need something tanky to distract ire from our existing folks as they are squishy and taste good with seasoning.
Although I think all the submissions I've seen so far could easily find an effective role within the party, we do have need for either a range-oriented character or an arcane or psychic "blaster."
Of course, characters that don't fit into those roles are still in the running, so no need to worry.

J Scot Shady |

May I present Varvara Frozenmoon, the half-elven Arrowsong Minstrel (bard). The build is intended to go into the Arcane Archer PrC at 8th level. She is a good ranged support character and has access to a decent amount of arcane boom, though not as much as a sorcerer or wizard may have.
The mechanics and story elements are already in the profile under the link given above. Thank you for the consideration.

Brand Oluffson |

I'd like to submit Brandt Oluffson for consideration. A Ulfen born Rostlander ranger, faithful of Erastil, and current wanderer of the Stolen Lands. I've updated to 4th level from an original campaign of Kingmaker. I'd be most interested in roleplaying the character to determine where he'd fit into the kingdom rather than design to be X role.
Thanks for your consideration!

Rannik |

I was building a tank to submit for this game. Now he is almost done, and I don't think I would have the time to change that to a range or blaster type character. I was wondering if I should have worked on a Kineticist. Oh well, I will still try with my Tank. Hopefully, I am not shooting myself in the foot.

Moonwave |

This is the character I will apply with, Hyde Morrowind, a ranged dart throwing poison specialist alchemist.
Linking backstory also here
5 facts about Hyde
1 - Hyde (CG) is an orphan, raised in Daggermark in an orphanage. He was then bought by Daggermark's Poisoners Guild to become an alchemist and a thief.
2 - For most of his childhood, he had to follow the guild's orders. He had to steal, but never liked it. He instead liked much more alchemy. He became with time one of the most promising poison-making alchemists of the guild.
3 - As he reached his twenties, he started developing interest to leave the guild, going elsewhere. Obviously they would never lose one of their most proficuous goldmaking alchemists. He started plotting his escape with his best friend Eliana, another member of the guild.
4 - To escape, they made a deal with a man named Artaxes. They paid him to stop the guild from following them for some days, hindering them the best he could. He killed some of the assassins chasing them, but later they knew he told the guild where to search them for even more money.
5 - They managed to escape, leaving Daggermark and going East, deep in the Stolen Lands. They thought to stay there for a while, and let some time pass. They would later go to Brevoy or Pitax, trying to live a normal life.
3 goals of Hyde
1 - He wants to forget his past life in the Poisoners' Guild, but he thinks they will follow him for the rest of his life.
2 - He wants to protect Eliana, and find a place where she can be safe.
3 - I would like to see Hyde find his new home in the stolen lands, to fight to make that place a good home for himself and Eliana, and to find safety in it.
2 secrets about Hyde
1 - He knows many secrets about the Poisoners' Guild, and that alone can be a reason for them wanting him dead.
2 - Atraxes has become the assassin chosen by the guild to chase him and kill him. He is actively looking for him, but he hasn't found him yet.
2 special people for Hyde
1 - Eliana (CG) is his best friend. The grew together in the guild, and Hyde would give his life to protect her. She isn't the fighter type, she is a slender and sneaky girl who usually avoids fighting and prefers running. And she does that well. She earned her fortune stealing things from rich nobles, and she hates hurting people
2 - Atraxes (NE) was one of the guild's agents. He is a scary assassin which would do anything for some coin. He helped Hyde and Eliana escape in exchange for money and now accepted even more gold to kill them.
3 special memories
1 - There was one time in which Hyde nearly kissed Eliana, but then people came in the room and they never talked about it.
2 - Running away from the guild was the most dangerous thing he did in his life, but even if he is not a brave person, when the stakes are high he becomes it.
3 - He knows he would leave everything and everyone to chase and kill whoever would kill Eliana, even if it means dying doing it.

Faun Daedys |

Okay, here's my submission for Faun Daedys and her plant companion, a treant named Ornmeil'lon!
She is well suited as a nation's Marshal or High Priest.
But she can just as easily fill the role of Councilor or Warden.
Faunlara Daedys (FAWN-lah-ruh DAY-diss) typically shortens her name to “Faun” when introducing herself.
Having lived 145 years already, Faun still has an otherworldly quality and youthfulness to her pale complexion, dark eyes, and long, autumn-red hair. She stands quite tall at 5 feet, 9 inches, but weighs a very modest 115 pounds. Typically, she dresses in elegantly-tailored, soft leather clothing and armor of varying shades of brown, and a green traveling cloak keeps her warm. Aside from the well-made elven longbow she has strapped to her back, she also carries a heavy wooden shield and an ornately-carved club bearing the likeness of a lithe dryad.
Words fall from Faun's lips in a mesmerizing fashion, with her tone and timbre both soothing and enchanting at the same time. Yet, she actually speaks very little, preferring to remain quiet and still as she listens to the sound of her friends and the natural world around her. She has an unparalleled love for plants, especially trees of all kinds, sensing a kindred spirit within them which only she seems to understand. Faun recognizes that civilization often encroaches upon the forest lands and she strives to do everything she can to strike a balance between the two while encouraging her friends to do the same.
Unlike many of her kind, she’s lived most of her years apart from traditional elven society. Some of this stems from her ancestors moving north to take shelter in human settlements when bandits and barbarians drove them from their forest. But much of it also results from her fey lineage. In ancient times, members of Faun’s family often communed and consummated with powers from beyond the Bright Veil, developing relationships with many magical creatures there, including dryads, nymphs, and the eldest of the fey. As a result, Faun is part dryad, feeling an immediate connection and affinity for the groves and forests of her people, even though she’s never seen them. After devoting herself to the druidic faith, Faun also discovered another facet of her dryad heritage—the notable path of the treesinger. Unlike a typical druid, this tradition allows her to bond with a plant companion—namely, a young treant sapling she calls Ornmeil’lon, which means “high branches” in the elven tongue. The two have become inseparable now and she treats him more as a trusted friend and family member than a pet. As his caretaker, she believes they must mature together in order to reach their full potential. At some point, she wonders if this will lead her to the ancestral groves of her people beyond the Bright Veil. For now, though, restoring the Stolen Lands, and finding the balance between nature, agriculture, and society, and maintaining that balance, has led her to answer the call to help colonize the Stolen Lands.

DM Vayelan |

With about two days until the deadline, here are our submissions so far:
Jovich - Lord Christian D'Elagante - Human Cavalier (Daring Champion)
Ridge - Bydar Lebeda - Human Cleric (Shelyn)
Saleem Halabi - Harmond Orlovsky - Human Occultist (Silksworn)
Tilnar - Tordgandr Brokenfang - Half-Orc Skald (Spell Warrior)
ElterAgo - Gruingar de'Morcaine - Bloodrager/Sorcerer
Ellioti - Shontar Hadove - Elf Gunslinger (Bolt Ace)
Ever_Anon - Eunomia Verto - Aasimar Sorcerer (Celestial)
rorek55 - Arden Kain Brandt - Human Cavalier
J Scot Shady - Varvara Frozenmoon - Half-Elf (Kellid) Bard (Arrowsong Minstrel)
Torilgrey - Brandt Oluffson - Human (Ulfen) Ranger
Moonwave - Hyde Morrowind - Human Alchemist (Toxicant, Vivisectionist)
Brominate - Faun Daedys - Elf Druid (Treesinger)
Please let me know if I missed someone.

Helikon |

I will try my luck with a tiefling musket master called Artemisa de Etoile Mortant, called the Crimson comet.
Name: Artemisa de Etoile Mortant called the crimson comet
Race: Tiefling (Asura Spawn)
Job: Musket Master 4
Age: 23
Alignment: CG
Deity (Desna)
Personality: As an outcast for all her live Artemisa is rather shy and rarely speaks up if not spoken to. She sometimes stutters if she is very agitated. She beliefs strongly in what is right and wrong and is rarely judging others. She is observant and walks with a natural grace.
Likes: A true smile, looking up at the sun and enjoying its rays
Dislikes: Bigotry, poverty and slavery
Favourite foods: Honey crusted oxen roasted, with rosemary potatoes, fresh mead
Hobbies: Winning contests.
Physical Description: A rather small tiefling woman with small curly horns, golden hair and a long flexible tail. She prefers to wear a long well-worn duster over simple linen pantaloons and a red golden dress of linen. High walking boots with crimson embossing and a leather hat complete her traveling outfit. Crisscrossing her chest are two bandoleers filled with paper cartridges and a simple dagger hangs from her left side. She carries a musket she lovingly calls last kiss over her shoulder.
Her voice is a deep alt.
Languages: Common Infernal
Grit 3/3
Last Kiss +9 1d12+6 20/x4
Dagger +4 1d4 19-20/x2/ P+S
HP 33 (4d10+8)
Iniative +5 (+2 if at least one grit remaining)
Saves:
F +6 R+10 W+6 / Resistances Cold / Fire / Electricity 5
AC 20 FF 14 T 16 10 +4 Armor + 5 Dex +1 Dodge
Str: 10 Dex 20 (2 Racial +1 level 4) Con 12 Int 10 Wis 16 (2 Racial) Cha 08
+2 Dexterity, +2 Intelligence, –2 Charisma: Asura Spawns are quick in body and perceptive, but are lack cunning.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Appraise and Knowledge local checks.
Spell-Like Ability: Tieflings can use hideous laughter once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Weapon and Armor Proficiency:
Gunslingers are proficient with all simple and martial weapons, and with Muskets. They are proficient with all light Armor.
Gunsmith: At 1st level, a Musket master gains a musket. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex) (Ultimate Combat pg. 10): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Quick Clear (Ex) (Ultimate Combat pg. 10): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
3rd-level Deeds
Gunslinger Initiative (Ex) (Ultimate Combat pg. 10): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex) (Ultimate Combat pg. 11): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger’s dodge deed.
Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Feats:
Point Blank Shot
Rapid Reload
Gunsmith
Precise Shot
Deadly Aim
Traits:
Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Never stop shooting.
Benefits: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Issian
+1 Will save to mind effecting
Skills:
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
ACP 0
*Acrobatics: 9 = 1 + DEX Mod + 3 - ACP;
Appraise: 2 = 0 + INT Mod + 0 +2r;
*Bluff: - 1 = 0 + CHA Mod + 0;
*Climb: 4 = 1 + STR Mod + 3;
Craft (Alchemy) 4 = 1 + INT Mod + 3;
Diplomacy: - 1 = 0 + CHA Mod + 0;
Disable Device: N = 0 + DEX Mod + 0 - ACP;
Disguise: - 1 = 0 + CHA Mod + 0;
Escape Artist: 1 = 0 + DEX Mod + 0 - ACP;
*Handle Animal: 3 = 1 + CHA Mod + 3;
*Heal: 7 = 1 + WIS Mod + 3;
*Intimidate: 3 = 1 + CHA Mod + 3;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
*Know(Engin): 4 = 1 + INT Mod + 3;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
*Know(Local): 6 = 1 + INT Mod + 3 + 2rac;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 10 = 4 + WIS MOD + 3
*Ride: 9 = 1 + DEX Mod + 3 - ACP;
Sense Motive: 0 = 0 + WIS Mod+0;
*Sleight of Hand: 9 = 1 + DEX Mod + 3 -ACP;
Spell Craft: N = 0 + INT Mod + 0;
Stealth: 1 = 0 + DEX Mod + 0 - ACP;
*Survival: 7 = 1 + WIS Mod + 3;
*Swim: 4 = 1 + STR Mod + 3 -ACP;
Use Magical D.: N = 0 + Cha Mod + 0;
Starting Wealth
6000 gold pieces
Weapons: 2302
Last Kiss Musket +1 2300
Dagger 2g
Armor: 1100
Mithral Armor 1100
Gear:
Cloak of Resistance +1 1000
Bandoleers (2) 1gp
Powder Horn 3gp
Lead
Paper cartridges x20 240gp
Masterwork Backpack 50gp
Esprit Light horse 110
Saddle 4gp
Saddlebag 10
Gunslinger kit 26
Tent small 10
Wound paste 50
Goblet of quenching 180
Potions:
Cure light wound x2 100
Elexir of Hiding 250
Elexir of Swimming 250
Total Load: 30 lbs
Carrying Capacity
light 43 lbs. or less
medium 44– 86 lbs.
heavy 87–130 lbs.
Artemisa was born in the coastal town of Port Ice, to the daughter of a wealthy cloth merchant called Agnes and a minor noble fleeing Galt named Etienne de Etoile Mortant. She had two older brothers, born utterly normal but something was very, very wrong with her, right at birth. She was born with red skin. Most men would accuse the wife of adultery, but Etienne knew just too well the reason for this mutation. Was it not his ancestor Pascal who had been cursed by a gypsy woman.
Nevertheless this child of his was an emberassment and so she was hidden away in their mansion. Etienne, like many of his station was an amateur alchemist and while he knew neither the gods nor mortal magic could remove the curse he had high hopes his alchemistical studies would one day find a solution. While her mother was appalled by the beast that crawled from her belly, and made Artemisa´s life a living misery, her father was a more kind man and she found solace in his arms and laboratory. Her father had high hopes she would follow his studies, but alas Artemisa was just not smart enough for it. But she was exceptionally gifted in her eye hand coordination, and while she rarely knew what would be the results of her help, she was a huge help to her father. Especially in his later years, when his hands would become shaky due of his arthritis.
She was even gifted the old musket from her father, an old heirloom that her brothers would not enjoy. It would just spoil their clothes with black powder residue. Nothing they cherished, as they followed their grandfathers footsteps, selling the bright coloured cloths and gowns, dyed thanks to the genius of their father’s craft. The family was for this reason quite well to do and Pascal managed to find a tutor for his youngest child, teaching her the inns and outs of the weapon of her choice.
How to fast load a musket, how to keep fighting even under stress and how to use the dagger and the sword, the pike and the sabre. For this her brothers joined often in, because a clever merchant learns how to protect his wares. Artemisa learned quickly that being better was no guarantee of winning if the opponent was bigger, stronger and often more intelligent. She learned to rely on her patience and her agility to evade strikes till her brothers tired out or quickly strike before they were ready. But in the end she lost in melee a lot more than she won. But their training bonded the children together, even though their mother clearly preferred her sons.
Life was rather good for her till her father had a stroke and could no longer speak and move his right arm. Artemisa left the mansion and become an adventurer for a few years just to return home now and then to sit below her father and tell him of her journeys.
Now she has heard of an even greater adventure, a new settlement to the south in need of hardy adventurers. Kissing her father and brothers goodbye she saddled her horse, a small mare named esprit she set out towards the stolen lands, accompanied by her trusted musket named “last kiss”.

DM Vayelan |

To keep everyone updated, I am finalizing the decision, and I will announce the selection later tonight.
Furthermore, I am mulling whether or not to start a second Kingmaker game. This recruitment produced some very good characters that I liked but ultimately might not have been an ideal fit for the current game. This would give them a chance to shine, but I need to make sure that I can handle running another game before taking such a plunge.
(This game would start with the second book of the Adventure Path. That way, the character concepts everyone submitted would would not need much revision).

ElterAgo |

Dang! Just looking in above and realized the board ate my second post for Gruingar. I had a moderately lengthy in-character exposition about his motivations. I don't think I can repeat it, especially on my phone.
Basically he intends to eventually rule the city-state which will be dedicated to the superiority of dragons. However, he is in no rush to necessarily be the ruler right away. Since he believes himself to be the reincarnation of the avatar of the dragon god, he will "obviously" live forever and will just outlast all you short lived folks whose help he needs for the moment.
Even if made ruler right this minute, he would be largely a figurehead. You could probably talk him into almost anything if you can come up with even a half-assed reason why the dragons would benefit.

DM Vayelan |
2 people marked this as a favorite. |

Okay. The time has come.
The two characters who will join the campaign are...
Eunomia Verto, played by Ever_Anon, and
Harmond Orlovsky, played by Saleem Halabi
Our two new players, please pop over to the Discussion thread and introduce yourselves.
.....
This was a very difficult selection because you all created some very good characters.
That is why I've decided that I will start another Kingmaker game.
(May the gods have mercy on me)
I will start a new campaign recruitment thread shortly. The character creation details will be the same, but you can make any tweaks to your characters that you would like. (For example, if you focused on one build because you thought it would benefit this current party, but you really would have preferred a slightly different focus).
Thank you all for contributing!