
DM Vayelan |

The land of Tamlyn needs you!
Our Kingmaker campaign is looking for three new players.
Our party is currently level 6 and consists of three members:
*Ruler: Lord Ahto "Cracked-Jaw" Ulrych - Human Inquisitor
*Magister: Pelipe Lightdriver - Human Arcanist
*Marshal: Katrine Thalian - Changeling Ranger
The following leadership roles can be filled:
*General (uses Charisma or Strength)
*Grand Diplomat (uses Charisma or Intelligence)
*High Priest (uses Charisma or Wisdom)
*Royal Enforcer (uses Dexterity or Strength)
*Spymaster (uses Dexterity or Intelligence)
*Treasurer (uses Intelligence or Wisdom)
*Warden (uses Constitution or Strength)
Party Roles Desired:
We are most in need of a healer and front liner.
However, we could also make use of a skill monkey, damage-dealing caster, and a bard or other support class.
The party has returned from an expedition to the River Kingdoms town of Uringen. Rather than finding a relaxing homecoming waiting for them, they discover their nation thrown into chaos as scores of mischievious, callous, and even malevolent fey from more distant regions have descended upon their town for a bizarre celebration. The party, with the aid of their more benevolent First Citizen fey, have been running themselves ragged to protect their subjects from harm as the destructive party unfolds.
All the while, the party braces for the imminent arrival of the guest of honor: a great and terrible nymph queen called Nyrissa...
Please note that our campaign deviates from the Kingmaker AP books as written, so even veteran players may find interesting surprises.
Starting Level: 6
Material Allowed: Paizo only. No 3rd party material.
Races: All Core and Featured allowed, plus lizardfolk
Classes: All Paizo classes will be considered
Alignment: Good characters are preferred. Neutral characters will be considered, but Evil characters are a No-No
Traits: Choose 2 traits. Can take a drawback for an extra trait.
Skills: Background skills in effect
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).
HP: Max for 1st level. Roll for HP for each subsequent level; can take the result or the average for the Hit Die, whichever is better.
Starting Wealth: 16,000gp (standard for level 6)
Hero Points: Not used
Variant Multiclassing: Not available
If there's any details I'm forgetting to address, feel free to ask for clarification.
We'll keep this recruitment open until 7pm (EST) on Friday, January 27. Hopefully that should give everyone time to work on their character concepts.
Folks who've previously submitted characters for our game should feel free to tweak their characters for another go. (Of course, if a different character concept catches your interest, don't be afraid to try something new, either).
Thank you kindly!

Simeon |

Gonna dust off an old favorite of mine and bring a wilderness investigator I built a while ago named Stayven Vernikas. Stayven is a blend of front-line support and extreme skillsyness (certainly not a word but it works).
1d8 ⇒ 4
1d8 ⇒ 2
1d8 ⇒ 7
1d8 ⇒ 4
1d8 ⇒ 4
Almost average, but that one 7 is nice!

Simeon |

Presenting Stayven Vernikas, agile outdoorsman, cartographer extraordinaire, and passionate civil servant!
Stayven Vernikas
Human (Varisian) investigator (cartographer, natural philosopher) 6 (Pathfinder RPG Advanced Class Guide 30, Ultimate Wilderness 56, 56)
NG Medium humanoid (human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex)
hp 38 (6d8+6)
Fort +2, Ref +10, Will +6
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Offense
--------------------
Speed 30 ft.
Melee +1 handaxe +11 (1d6+6/×3)
Ranged shortbow +9 (1d6/×3)
Special Attacks studied combat (+3, 3 rounds), studied strike +2d6
Investigator (Cartographer, Natural Philosopher) Extracts Prepared (CL 6th; concentration +9)
. . 2nd—barkskin (2), blur, cure moderate wounds
. . 1st—cure light wounds, heightened awareness[ACG] (2), shield (2)
--------------------
Statistics
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Str 10, Dex 20, Con 10, Int 16, Wis 13, Cha 10
Base Atk +4; CMB +4; CMD 20
Feats Extra Investigator Talent[ACG], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (handaxe)
Traits frontier-forged (any frontier area), weathered emissary
Skills Acrobatics +10**, Bluff +5, Diplomacy +9*, Disable Device +16, Knowledge (dungeoneering) +12*, Knowledge (engineering) +9*, Knowledge (geography) +12*, Knowledge (history) +9*, Knowledge (local) +12*, Knowledge (nature) +12*, Knowledge (planes) +9*, Linguistics +10, Perception +11*, Sense Motive +6*, Stealth +14**, Survival +11* (+12 to get along in the wild)
Free inspiration on skills marked with an asterisk, free inspiration when a map is up marked with two asterisks
Languages Common, Elven, Dwarven, Goblin, Giant, Hallit, Sylvan, Varisian
SQ alchemy (alchemy crafting +6), geographic lore, herbalism +3, investigator talents (expanded inspiration[ACG], infusion, mutagen[UM]), mutagen (+4/-2, +2 natural armor, 60 minutes), natural philosopher’s inspiration (6/day), studied terrain, swift travels, track +3
Combat Gear mutagen[APG]; Other Gear +1 darkleaf cloth studded leather, +1 handaxe, shortbow, dagger, belt of incredible dexterity +2, handy haversack, ring of protection +1, alchemy crafting kit[APG], bedroll, belt pouch, box of fishing tackle (2 lb), chalk (10), cold weather outfit, fishing pole, simple (1 lb), flint and steel, folding pole[UE], grappling hook, hot weather outfit[APG], ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], parchment (50), pot, silk rope (50 ft.), small tent, soap, torch (10), trail rations (5), waterskin, whetstone, 1,701 gp, 1 sp, 8 cp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Geographic Lore (Ex) Determine true north as a full round action.
Herbalism +3 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Slashing Grace (Handaxe) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Studied Combat (+3, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Studied Terrain (Ex) By making a map of an area can use inspiration on specific skill checks without expending inspiration. (Can also apply inspiration to Climb, Fly, Ride, Swim)
Swift Travels (Ex) Know easiest, shortest, and fastest way through studied terrain.
Track +3 Add the listed bonus to Survival checks made to track.
Growing up poor on the streets of New Stetven is never easy, doubly so when one comes from a clan of Varisians on the outskirts of Brevic society. For a scrappy and inquisitive child like Stayven, fate sometimes has other things in store.
Stayven’s greatest joy growing up was exploring the streets of New Stetven, from broad avenues to twisting back alleys, he wanted to see them all. He found his fair share of trouble and mysteries, of course. The incident with the stray ogre was particularly exciting, and a few run-ins with would-be robbers and kidnappers gave him an incentive to learn how to fight.
His destiny came to him on a warm, muggy day in high summer. A man working for the Minister of Surveying was assigned to update city maps of Stayven’s neighborhood, but the haphazard construction and frequently unfriendly locals had stymied the man’s every attempt. Stayven ran across him as he stood in the middle of a street, scratching his head in confusion holding a partially drawn map. It wasn’t long before Stayven introduced himself, and the two got to work. The man’s name was Theobald, a worker for the bureaucracy of New Stetven, specifically the small and frequently insignificant Department of Maps and Charts.
As it turned out, Stayven’s passion for exploration turned out to be a perfect fit for Theobald’s conundrum, helping the bureaucrat to negotiate with locals and navigate the poorly planned and frequently confounding streets to make the requisite map. They parted on fine terms.
A few days later, Theobald returned again, offering Stayven an apprenticeship in the department. As it turned out, not many of New Stetven’s younger generation had a passion for mapping the streets, but Stayven seemed to be an exception.
He excelled in the department, and the stipend he was given proved a great boon to his family’s meager finances. A few years later, he was made an official member of the office, and given his assignment, one that would take him out of New Stetven. He was to re-survey the road from New Stetven to Brunderton, passing through the great Gronzi Forest and up into the Icerim Peaks. The first night he spent outside the city was wonderful, and he knew he never wanted to spend his life wandering the urban sprawl of New Stetven like Theobald.
A few years passed, and he quickly rose through the ranks, earning the title of Deputy Secretary of Frontier Surveying. He developed a keen knowledge of the wilds, taking great pleasure in learning all he could about the flora and fauna of the lands he mapped.
His talents, it seemed, were not just to be spent along the backroads of Brevoy. The newly founded kingdom of Tamlyn needed professionals to help them expand and grow, and as it just so happened, Stayven was a consummate professional. With a desire to do more than just re-chart the same roads year in and year out, he decided to see what opportunities he could find there. He resigned his post at the Department of Maps and Charts, gave a warm goodbye to his old friend Theobald, and hit the road south to Horace armed with his wits, his trusty handaxe, and a glowing letter of recommendation from the mayor of New Stetven.
Stayven is a lithe Varisian man of average height. As is common of Varisians, his long hair and eyes are dark, his skin is a deep olive, and despite long periods spent in the wilds, nothing more than a few wisps of hair grace his chin. Though not especially stocky of build, he carries all manner of survival gear in a magical haversack, along with a shortbow slung on his back, a hatchet that hangs on his hip, and a dagger in a sheathe on his leg.
In battle, Stayven uses his wit and agility far more than what little brawn he has. His trusty hatchet is his weapon of choice, striking his enemies where it hurts most with biting precision.
Stayven is a kind and caring man, with a strong pride in his work. It’s his duty and his honor to explore wild backroads so that others might travel safely, to make sure that people can go where they wish without fear. Though a believer in the necessity of fair and just laws (along with a well-polished bureaucracy), he is far from a stuffy paladin. He enjoys a good celebration, and rarely takes himself too seriously. Though not inherently charismatic, a talent for words is valuable in his line of work. Where he truly excels is making his way in the wilderness, being highly self-sufficient and skilled in traversing rough terrain and navigating through nearly any environment the wilderness can throw at him. While his eagerness for the work and public service is a strong motivation for him, he also hopes to claim some land and influence with which to help his family. If he can pull Theobald away from his desk job to help grow the kingdom, he'd like that too.
In terms of the kingdom, treasurer would be the most appropriate role for Stayven. Though he would mechanically do better as spymaster or royal enforcer, I can’t see his character fitting even slightly in either of those rolls.
In terms of party role, Stayven excels in skills and front-line melee combat. As an investigator, his combat prowess is directly correlated with the amount of buffs he can throw up, so with a bit of time to drink his extracts and mutagen he can transform into a hard-hitting and hard-to-hit melee powerhouse. Out of combat, his utility is also pretty extreme, with lots of skills that can be augmented with inspiration. The one spot that he differs from standard investigators in is trapfinding, giving it up for Track, though I can later pick it up as an investigator talent if it’s needed.

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I am thinking a cavalier might be nice as a front-liner who also could manage the heavy cavalry in the General role...I have been playing around with an Order of the Lion (serving the kingdom of Tamlyn), and several of the archetypes look interesting, but I have never played a cavalier before. Is there enough possibility for mounted combat in this campaign that it might make sense to specialize here, or should I aim for a more fighter-type heavy infantry?

DM Vayelan |
1 person marked this as a favorite. |

@Simeon - I like the write-up. The party slot that was most recently vacated belonged to our Magister, who was an Investigator that had been with the campaign since the very beginning, so Stayven would provide some talents that we had long depended on. Survival skills are already covered, so they are not as crucially needed
...
@FreeRadical - Rogue would be useful because we don't have any way to deal with traps or locks (beyond perhaps bribing fey allies to handle them or having Lord Ahto use his Carpentry skills to remove locked doors from their hinges) and the extra damage potential would be useful in decisively ending fights. A rogue's skills and abilities would also help when dealing with more covert, insidious threats to Tamlyn.
A wizard would also be useful for extra magical firepower. A library was constructed beside the party's castle in their capital Horace, as it was a personal project of our former Magister, so a wizard would find it a useful resource.
...
@Brother_Guiness - I can guarantee that mounted combat will be viable and useful. We have not done very much dungeon crawling, and most of our battles have been in woods, hills, or plains. The party's most recent battle was against a giant slug that escaped from a fey menagerie and was rampaging through farmlands. A cavalier would have done quite well there, engaging the monster while injured militia and civilians escaped.

hustonj |
I'm putting together a Shifter for your desired front-liner role. Primary combat aspect is Tiger (Dire Tiger or Smilodon, complete with Pounce). Secondary Aspect is Falcon.
I AM assuming that the feats available to a Natural Weapons style Ranger are available to the Shifter. If you do not agree to that, I'll need to know so that I can consider other options.

hustonj |
Welp. The shifter is going to be ridiculously easy for himself to hit.
Needs a 6 to hit himself as a half-orc, an 8 as a falcon, and a 5 as a tiger. Up to 6d6+27 basic, physical damage per round as a tiger, though.
Absolutely a Race-to-Zero build.
Nobody said what kind of front-liner you wanted.
I have to get around to typing up the background and personality bits before I'll consider him even close to ready.
HP Rolls: 5d10 ⇒ (8, 3, 1, 8, 5) = 25
8, 6, 6, 8, 6 if I understood the write-up.

hustonj |
Not been feeling well, been having trouble thinking, and I made a few gross mistakes, like adding the size Str bonus and not the additional modifier granted by that bonus.
Needs a 6/8/7 and can do 6d6+21.
I hate posting bad information. I feel obligated to correct myself when I know I've done it.
Still a very solid Race-to-Zero build. The big problem with Race-to-Zero is the onging need for healing.
Time to work on the story that makes the mechanics mean anything.

hustonj |
Okay, I think I have him ready for submission. First full draft.
Solf
Description: The three things that stand out when you first see this young half-orc are size, color, and stupidity. He towers over nearly everyone, reaching 6' 5", with a narrow waist and shoulders the width of a halfling's height! You assume this massive beast approaches 300# without any gear. His dark green skin and bright red hair provide an unexpected color contrast that he carries through into his clothing. But his face says Orc more so than either of those points. The thick ridge pushing his eyebrows out over his beady little red eyes, the nose splayed out across his face, partially hidden by the short tusks protruding from his lower jaw. This creature looks far more orc than human. But his clothing and limited gear are good quality, though obviously intended for use in the wilderness more than in a city. You see only one weapon, sheathed on his back, with the scabbard tied to his pack.
Growing up, Solf learned a proper respect for the natural order, and much of the druidic mindset, but he just couldn't wrap his head around the ritualized use of magics. He did learn some of the druidic secrets, though, and had begun demonstrating the earliest steps of mastering the ability to Wild Shape when disaster struck. It was the most Iobarian form of disaster possible. After trading with some apparently healthy strangers, the group of druids fell ill, and began dying, apparently from the ancient Choking Death. As they began dying off, the druids told Solf about how he came to them. Generations earlier, his people had fled a great evil in the East, settling into Iobaria. When the governments collapsed, again, these Sarkorians easily settled into the small community lifestyle that had been dominating Iobaria for centuries. Solf was passed to the druids as the sole survivor of another community destroyed by one of the many plagues still circulating through Iobaria.
With everyone that he really knew and trusted dying or dead, Solf stayed to see that they were properly returned to the dirt, and then looked to the East to try to find a place he could belong, a place that would make more sense.
After reaching Brevoy, Solf was amazed, scared, and uncertain about any future. The sheer numbers of people crammed into such relatively small areas is unnatural! Landing in Restov, at least at first, he started trading physical labor for the money he needed in such communities. Then he moved to the outskirts and started working as a Wilderness Guide, even a Huntmaster, in order to make money instead. At this point, he had enough leisure time to begin finding out more about the evil to the East. He learned about the Worldwound, and the various Crusades which had failed to even dent it and realized that his ancestral home was really not a place he could go to establish a current home. But he knew he needed to get away from this concentration of people!
It was then that he heard of the effort to tame the Stolen Lands, and the relative success of a small band to begin carving out a safe home in the wilderness, and Solf felt real, honest hope. He waited to ensure he knew where this group was operating from, and then walked away from Restov and towards what he hoped would be a good future.
Patron Deity: Cernunnos (Son of Erastil and Jaidi, brother to Halcamora, CG nature empyreal lord): titles The Stag Lord & The Horned Lord
Type: Humanoid (Human, Orc)
Favored Class: Shifter
Age: 17
Speed 30'
Melee +11. Ranged +7, CMB+11 (BAB+6, Str+5, Dex+1)
Standard Attacks[b]
[b]Claw +12 for 1d6+5 @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver
[Melee, WF, Improved Natural Attack]
MW Falchion +12 for 2d4+7 @ 18+, Slashing
[Melee, MW, two-handed]
Full Attacks
Claw +12/+12 for 1d6+5 each @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver
[Melee, WF, Improved Natural Attack]
MW Falchion +12/+7 for 2d4+7 @ 18+, Slashing
[Melee, MW, two-handed]
AC 18, T16, FF17, CMD27 (Armor+2, Defensive Instinct+4, Deflection+1, Dex+1, Dodge+0, Natural+0, Shield+0, BAB+6, Str+5)
HP 56 (10 + 8 + 6 + 6 + 8 + 6 + 6xCon+1 + 6xFavored Class+1)
Fort +7 (Base+5, Con+1, Cloak+1)
Ref +7 (Base+5, Dex+1, Cloak+1)
Will +6 (Base+2, Wis+3, Cloak+1)
Shifter's Rush: Wild Shape as part of movement when moving 10' or more.
Speed 30', Fly 60' Good
Melee +12, Ranged +9, CMB+12 (BAB+6, Str+5, Dex+2, Size+/-1)
Standard Attacks[b]
[b]Claw +13 for 1d6+5 @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver
[Melee, WF, Improved Natural Attack]
Bite +12 for 1d4+5 @ x2 Bludgeoning, Piercing & Slashing
[Melee]
Full Attacks
Both
Claw +13/+13 for 1d6+5 each @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver
[Melee, WF, Improved Natural Attack]
Bite +12 for 1d4+5 @ x2 Bludgeoning, Piercing & Slashing
[Melee]
AC 21, T18, FF19, CMD26 (Armor+2, Defensive Instinct+4, Deflection+1, Dex+2, Dodge+0, Natural+1, Shield+0, Size+/-1, BAB+6, Str+4)
HP 56 (10 + 8 + 6 + 6 + 8 + 6 + 6xCon+1 + 6xFavored Class+1)
Fort +7 (Base+5, Con+1, Cloak+1)
Ref +8 (Base+5, Dex+2, Cloak+1)
Will +6 (Base+2, Wis+3, Cloak+1)
All Dex-Based skills +1
Perception additional +2
Stealth +4 for size
Low-Light Vision
Speed 40'
Melee +12, Ranged +5, CMB+14 (BAB+6, Str+7, Dex+0, Size+/-1)
Standard Attacks[b]
[b]Claw +13 for 2d6+7 @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver, GRAB (+19)
[Melee, WF, Improved Natural Attack]
Bite +12 for 2d6+7 @ x2 Bludgeoning, Piercing & Slashing, GRAB (+18)
[Melee]
Full Attacks
Both
Claw +13/+13 for 2d6+7 each @ x2, Slashing & Bludgeoning, Counts as Cold Iron, Magic, & Silver, GRAB (+19)
[Melee, WF, Improved Natural Attack]
Bite +12 for 2d6+7 @ x2 Bludgeoning, Piercing & Slashing, GRAB (+18)
[Melee]
POUNCE
AC 20, T14, FF20, CMD29 (Armor+2, Defensive Instinct+4, Deflection+1, Dex+0, Dodge+0, Natural+4, Shield+0, Size+/-1, BAB+6, Str+7)
HP 56 (10 + 8 + 6 + 6 + 8 + 6 + 6xCon+1 + 6xFavored Class+1)
Fort +7 (Base+5, Con+1, Cloak+1)
Ref +6 (Base+5, Dex+0, Cloak+1)
Will +6 (Base+2, Wis+3, Cloak+1)
All Str-Based skills +2
All Dex-Based skills -1
Stealth -4 for size
Low-Light Vision
Scent 30'
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 1 Acrobatics (Dex) 1+0+0+ACP
+ 1 Appraise (Int) 1+0+0
- 1 Bluff (Cha) -1+0+0
+ 5-Climb (Str) 5+0+0+ACP
+ 1 Craft (any) (Int) 1+0+0
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 1-Escape Artist (Dex) 1+0+0+ACP
+10-Fly (Dex) 1+6+3+ACP
+ 3 Heal (Wis) 3+0+0
- 1 Intimidate (Cha) -1+0+0
+ 7 Knowledge (geography) (Int) 1+6+0 {Background}
+10 Knowledge (nature) (Int) 1+6+3
+14+Perception (Wis) 3+6+3+2 Bestial(+4 Minor Aspect: Falcon) {Darkvision 120'}
- 1 Perform (any) (Cha) -1+0+0
+12 Profession (Wilderness Guide) (Wis) 3+6+3 {Background}
+ 1-Ride (Dex) 1+0+0+ACP
+ 3 Sense Motive (Wis) 3+0+0
+ 1-Stealth (Dex) 1+0+0+ACP
+12 Survival (Wis) 3+6+3(+3 Track)
+14-Swim (Str) 5+6+3+ACP
ACP: -0
Minor Aspect: Tiger: +1 to all Dex-based
Languages Known: Taldane (Common), Orc, Druidic, Sylvan
1 Weapon Focus (Claws)
3 Improved Natural Weapon (Claws)
5 Shifter's Rush
7 <Power Attack>
9 <Raking Claws>
11 <Rending Claws>
13 <Chimeric Adept>
15 <Chimeric Master>
17 <Aspect of the Beast?>
19 <Powerful Shape?>
** Traits **
Basic: Combat: Vigilant Battler: +1 trait on Sense Motive, +2 vs Feint
Basic: Social: Friend in Every Town: +1 trait Knowledge (local) & Diplomacy. One becomes Class Skill.
[spoiler=Aspects]Minor Aspects: 9 Minutes/Day
Major Aspects: 9 Hours/Day
* First Aspect *
Tiger: The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form (beast shape II): Your shape changes to that of a dire tiger (Bestiary 265). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), a bite attack (2d6 damage), two claw attacks (2d4 damage), the grab ability with both your bite and claw attacks, pounce, +4 size bonus to Str, -2 size bonus to Dex, and a +4 natural armor bonus. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).
Alternate Natural Attacks: Bite (B, P, S)
* Second From *
Falcon: The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness—little escapes this shifter’s attention.
Minor Form: You gain a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Major Form (beast shape II): Your shape changes to that of a Small falcon (see page 179). While in this form, you gain a base speed of 30 feet, a bite attack (1d4 damage), two claw attacks (1d3 damage), a fly speed of 60 feet (good), low-light vision, a +4 racial bonus on vision-based Perception checks, +2 size bonus to Dex, and a +1 natural armor bonus. At 8th level, you gain darkvision with a range of 120 feet, and your racial bonus on Perception checks increases to +6. At 15th level, you gain blindsense with a range of 60 feet and your fly speed increases to 90 feet (perfect).
Alternate Natural Attacks: Bite (B, P, S), talon (S)
[spoiler=Gear]16,000 GP Budget
FREExxxxxx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, jacket, gloves, hooded cloak, wide-brimmed hat)
x4,000.0.0 Belt of Giant's Strength +2 (1#)
x4,000.0.0 Headband of Inspired Wisdom +2 (1#)
x2,000.0.0 Ring of Protection +1 (-#)
x4,000.0.0 Bracers of Armor +2 (1#)
x1,000.0.0 Cloak of Resistance +1 (1#)
xx,375.0.0 MW Falchion (8#, 2d4, 18+, S)
xx,xx9.0.0 Ranger's Kit (28#, Backpack, bedroll, belt pouch, flint & Steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin)
xx,xx1.0.0 Waterskin (4#)
15,385.0.0 Spent for 52#
615.0.0 coin on hand
Light <= 153# (By armor) Falcon: 115#, Tiger: 798#
Medium <= 306# (+3/-3/20'/x4) Falcon: 230#, Tiger: 1,599#
Heavy <= 460# (+1/-6/20'/x3) Falcon: 345#, Tiger: 2,400#
Hit Die: d10.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Shifter aspect, shifter claws, wild empathy
2nd +2 +3 +3 +0 Defensive instinct, track
3rd +3 +3 +3 +1 Shifter claws increase, woodland stride
4th +4 +4 +4 +1 Defensive instinct (+1), wild shape
5th +5 +4 +4 +1 Second aspect, trackless step
6th +6/+1 +5 +5 +2 Shifter's fury
7th +7/+2 +5 +5 +2 Shifter claws increase
8th +8/+3 +6 +6 +2 Defensive instinct (+2)
9th +9/+4 +6 +6 +3 Chimeric aspect
10th +10/+5 +7 +7 +3 Third aspect
11th +11/+6/+1 +7 +7 +3 Shifter claws increase
12th +12/+7/+2 +8 +8 +4 Defensive instinct (+3)
13th +13/+8/+3 +8 +8 +4 Shifter claws increase
14th +14/+9/+4 +9 +9 +4 Greater chimeric aspect
15th +15/+10/+5 +9 +9 +5 Fourth aspect
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct (+4)
17th +17/+12/+7/+2 +10 +10 +5 Shifter claws increase
18th +18/+13/+8/+3 +11 +11 +6 A thousand faces, timeless body
19th +19/+14/+9/+4 +11 +11 +6 Shifter claws increase
20th +20/+15/+10/+5 +12 +12 +6 Defensive instinct (+5), final aspect
Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. Aspects are detailed in their own section starting on page 28.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
Wild Shape (Su): At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.
A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.
Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.
A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.
Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter's aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.
+2 to One Ability Score (Str): Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Dragon Sight: Half-orcs with this trait gain some of the keen senses of dragonkind. They have darkvision with a range of 120 feet. This replaces darkvision and intimidating.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Base Race Level Gear Current
10 16 +2 18 +1 19 +2 S 21 +5
x2 12 +0 12 +0 12 +0 D 12 +1
x2 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 I 12 +1
x5 14 +0 14 +0 14 +2 W 16 +3
-1 x9 +0 x9 +0 x9 +0 H x9 -1

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I am thinking a cavalier might be nice as a front-liner who also could manage the heavy cavalry in the General role...I have been playing around with an Order of the Lion (serving the kingdom of Tamlyn), and several of the archetypes look interesting, but I have never played a cavalier before. Is there enough possibility for mounted combat in this campaign that it might make sense to specialize here, or should I aim for a more fighter-type heavy infantry?
Still working, making some heavy cavalry...
Hit point rolls: 5d10 ⇒ (7, 6, 5, 3, 5) = 26
Hit Die rolls become: 10 +7 +6 +6 +6 +6

Simeon |

@Simeon - I like the write-up. The party slot that was most recently vacated belonged to our Magister, who was an Investigator that had been with the campaign since the very beginning, so Stayven would provide some talents that we had long depended on. Survival skills are already covered, so they are not as crucially needed
Totally! I can shift some skill points around to pick up some magical skills too, the survival aspect is a core part of Stayven's character but not necessarily his build.

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Meet Uriel of Tamlyn and his faithful steed Radiance.
Uriel was born in Kenabres, on the front lines at the edge of the Worldwound. Early on, he learned the art of war and trained to fight the encroaching demons, joining the Order of the Sunrise Sword and making an oath to Iomedae. Uriel's days were filled with training and nights were spent running patrols, protecting the city from the deranged cultists and the occasional Dretch. Then the heroes of Iomedae came, and he joined their army of Paladins pledged to liberate the beseiged city of Drezen.
Engaging with foes mortal and demonic, Uriel fought side by side with his brothers and broke through to the overrun city. Against all odds, they survived and liberated the city...But at the height of their celebration he received news that the demons and their mortal spies had infiltrated the highest levels in his Order! Disillusioned, Uriel fled, first to escape, then to find a new purpose in life. Coming across the fledgling nation of Tamlyn, Uriel knew he had found a place to belong--if they would have him.

DM Vayelan |

Since tomorrow night is the deadline for submissions, I thought it prudent to review our potential recruits so far.
*Simeon - Stayven Vernikas - Human (Varisian) investigator (cartographer, natural philosopher)
*Brother_Guiness - Uriel of Tamlyn - Cavalier
*Chainmail - Warren Kingeagle - Human Druid
*hustonj - Solf - Half-Orc Shifter
*FreeRadical - dotted
*pad300 - dotted
*Ventiine - dotted
Please let me know if I missed anyone

DM Vayelan |
1 person marked this as a favorite. |

All right then. We have our candidates:
*Simeon - Stayven Vernikas - Human Investigator (cartographer, natural philosopher)
*Brother_Guiness - Uriel of Tamlyn - Aasimar Paladin (Shining Knight)
*Chainmail - Warren Kingeagle - Human Druid
*hustonj - Solf - Half-Orc Shifter
*Ventiine - Tegan Ryker - Human Paladin
The party and I will deliberate and get back to you soon with our decisions.

hustonj |
Well, for the Healer/Front-Line combination, I'm thinking the most appealing options are without Solf.
Paladin/Paladin/Druid should be reasonable healing and a potentially VER solid front-line support.
Since the Druid's companion is a bird, though, Paladin/Paladin/Investigator about to be very closely balanced just as well.
Paladin/Druid/Investigator is less beefy, but much more healing.
Bringing Solf in means reducing the amount of healing you could get. I guess the best mix for what you requested that would include Solf would be Druid/Investigator/Shifter.
I'm just speculating wildly while you work though the decision. I'm sure you're long past considering the above points.

DM Vayelan |

Thank you all for being patient. The decision process took a bit longer than anticipated.
I have sent messages to the players whose character submissions have been chosen to join the adventure.
To those who didn't make it in, I'd like to apologize and wish you luck on your future adventures.
Thank you all for your interest and contributions.