ShogunMaker (Inactive)

Game Master Thackery Baxter J Thorington

Chi You in the Forest
DYNASTY WARRIORS FOR THE WIN! (Hayashi's Map)
assaulting the stronghold
The Leads You've Uncovered
The Generous Bounty of Heaven (loot)
Bai-Cheng's Trading Post
Shogun Maker Campaign Page
Time in Tian Xia (now with Gengs--the actual name for a double-hour!)
Party XP
Your Kingdom So Far
The Charter from King Huan

A campaign set in the Tian Xia realms of Shenmen and Lingshen using the Kingmaker Adventure Path.


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Dragonofashandflame wrote:
Kage Kaijitsu wrote:

I have the primer and blood of fiends and it actually says Tiefling are considered part of the natural order?

So is my character ok and done for you?

His leadership roles are Royal Assassin and SpyMaster

** spoiler omitted **...

He looks fine as is. I'll be making final decisions Friday.

Well I definitely wanted to add more to him with your input...


BigP4nda wrote:
Dragonofashandflame wrote:
BigP4nda wrote:
I don't suppose there's any way to convince you to make this a gestalt campaign?
heh. that'd be a blast, but naw...
Perhaps a side campaign? set in the same world using gestalt? You sound like you might be interested, really looking to play my Monk//Ninja

Sorry, this will be my fourth concurrent game.

Any more and my brain might actually implode.


Samnell's inquisitor. Goodies in the profile.


Diego Rossi wrote:

Another question: you allow retraining?

I mean to enter the Evangelist prestige class, and that will give me the proficiency with my deity weapon, the katana (Shizuru seem a god fit). But playing 5 levels using it 2 handed would create problems with spell combat, so I will train it as soon as possible and then retrain at level 6.

Edit:
Two more, sorry:
- you will use the Kingmaker or the Ultimate Campaign for kingdom building? Th UCamp rules are more balanced, as the "magic economy" will over boost the kingdom economy.
- you will use the UCamp downtime rules about gaining capital, crafting and building structures?

@Diego Rossi, if you want to use retraining, you can.

Silver Crusade

can I play a half-orc?


rorek55 wrote:
can I play a half-orc?

@rorek55, Nope. Sorry, no orcs in Tian Xia. Well, none outside of Ordu Aganhei or Goka. They certainly wouldn't be trusted in Lingshen. so, no half-orcs.


All right, here's my application, a Kensai Magus, Sano Otori. In terms of character roles, he prefers to handle things behind the scenes when possible, so he would prefer to be a Treasurer, a Spymaster or a Magister, but he would take the role of Grand Diplomat if nobody else was willing to do so. Also, I know that you mentioned that you're looking for someone to handle the kingdom stats and whatnot, and I'm involved in a similar Kingmaker game, which uses kingdom building and downtime rules, so I'm relatively proficient with both rulesets. Edit: Just to be clear, I entered the game at 4th level and we're now at 5th, so while I have a pretty good understanding of the mechanics, you don't have to worry about me knowing too much about the story beforehand, even if you weren't changing aspects of it.

Crunch:
Male Human Kensai Magus 1
LN Medium Humanoid (Human)
Init +4; Senses; Perception +5
====================
Defense
====================
AC 15, touch 15, flat-footed 10
HP 10/10
Fort +4, Ref +4, Will +3
CMD 15
====================
Offense
====================
Speed 30 ft.
Melee
MWK. Rapier +6 (1d6+4/18-20/X2)
Range
Javelins +4 (1d6)
BAB +0
CMB +0
Arcane Pool 4/4
====================
Statistics
====================
Str 10, Dex 18, Con 14, Int 16, Wis 12, Cha 8
Skills: Craft(Weapons) +9, Knowledge(Arcana) +7, Perception +5, Spellcraft +7, Stealth +6, UMD +3
Feats: Weapon Finesse, Weapon Focus(Rapier), Fencing Grace
Languages: Tian, Elven, Sylvan, Tengu
Traits: Magical Lineage(Shocking Grasp), Noble Born(Feng-Stealth), Artisan(Weapons), Focused Mind
====================
Spells Prepared-CL 1st, Concentration +6
====================
Cantrips
====================
Detect Magic, Light
====================
Lvl 1 Spells-DC 15
====================
1/1
Color Spray, Shocking Grasp
====================
Spells Known
====================
Cantrips-All
1st Level- Color Spray, Shocking Grasp, Magic Missile, Shield, Obscuring Mist, Magic Weapon
====================
Special Abilities
====================
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
====================
Gear
====================
1 MWK. Rapier
5 Javelins
1 Spellbook
Magus’s Kit
Artisan’s Outfit
2 Vials of Acid
1 Potion of CLW
47 Gold

Background:

Sano Otori is a proud scion of the Feng house. His family has for generations been one of the most renowned weaponmakers in Lingshen. As the second son of his parents, with the first having been appointed to a military position in the the capital of Xiwu, he was trained from a young age to succeed his father as head of their family business. Unfortunately, this meant that he had no real chance to follow his own passions. When his parents wished to train him in dueling in order to defend his own wealth and honor, he followed pursuit, but put his own personal twist upon it by harnessing his intelligence and learning to cast a limited array of combative spells.
However, he's often found himself bored with administrative tasks, and took to going down to the forges every day to learn the art of swordsmithing himself. Despite disapproval from his parents, he has become quite a crafter in his own right, and has gained something of a reputation for not only being a shrewd businessman, but a wily fighter and a talented crafter. Thus, it was no surprise to the young Otori when he received a letter signed by King Huang asking him to accompany an expedition to colonize the Shenmen region. After serious thought, he agreed, taking full advantage of this opportunity to make his own name for himself.
He immediately made preparations to ensure that his family's business would be well-run, and set out with all possible haste to meet his fellow explorers.

Character Goal: Because he is starting from nothing in Shenmen, rather than working from the success of his family, he will seek to show his own potential and skills by running his own businesses in his kingdom. He will not only help the kingdom run efficiently, but will hopefully maintain a thriving private enterprise, the focus of which will depend on the needs of the kingdom and its citizens. Because of his training, he has thought of opening up a bank, bureau, mint or smithy, among others. These are merely idle fantasies, but he dreams of making them a reality through hard work and skill.


Hello, GM.

I'm submitting Narukami Hayashi, the quintessential ninja.

I've sent a link to his GoogleDocs character sheet to you via PM. The backstory is quite extensive.


Dont need another ninja. go away.


Ok here is my application for a Human Swashbuckler, as a heads up just in case, I'm planning on this as a multi-class build into Paladin (of Shizuru). In terms of Kingdom roles, he would be a best fit for either the General, Ruler or Marshall roles.

Crunch:

Jiuan Jie
Male Human (Tian-Shu) Swashbuckler (Inspired Blade) 1
LG Medium Humanoid (Human)
Init +4; Senses Low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, Touch 14, Flat-footed 14 (+3 armor, +4 Dex, +1 shield)
HP 11 (1d10+1)
Fort +1, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20 x2) or Dagger +2 (1d4+1/19-20 x2)
Ranged shortbow +5 (1d6/×3)
Special Attacks Panache (3), Deeds (Derring-do, Dodging Panache, Opportune Parry and Riposte)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 13, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Weapon Focus (rapier), Fencing Grace, Power Attack
Traits Bastard, Blood of Dragons, Seeker, Vigilant Battler
Skills Acrobatics +8, Climb +5, Diplomacy +6, Intimidate +6, Knowledge (nobility) +5, Perception +5, Sense Motive +5 (+7 on opposed rolls to counter a feint in combat), -2 ACP
Languages Tien, Celestial
SQ Inspired Panache
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), dagger, rapier, shortbow, backpack, bedroll, belt pouch, flint and steel, iron holy symbol of Shizuru, silk rope (50 ft.), trail rations (5), waterskin, 192 gp, 4 sp
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Bastard +1 trait bonus on Will saves, –1 penalty on all Charisma-based skill checks made when dealing with members of Lingshen nobility (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Blood of Dragons Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Seeker +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier critical hits.
Inspired Finesse At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.


Backstory:

The only parent that Jiuan Jie has ever known in his life is his mother Gan Zhou-Dan, a bard who had previously enjoyed a career of some renown within the courts of Jingshen before she quietly retired in order to give birth to, and subsequently raise, her son. From his childhood he aspired to one day be the ideal of a samurai, to be known as a Just an Honorable man, to be feared and admired for his skills with a sword. Famed through all of Lingshen, or perhaps even all Tian Xia!
Acknowledging his dreams, as a child his mother instructed him in the devotion of the Goddess Shizuru, the patron of noble samurai. She also taught him some of the more subtle skills necessary for a samurai, methods on how to persuade others around to his point of view and peacefully resolve disputes, and conversely, how to effectively intimidate others and cow them into line if and when such actions are necessary.
For instruction into swordplay and training in the arts of war, Jiuan Jie was gifted with a scholarship into the Academy of Xiwu, all that he could ever get from his mother on this fortune was that it was a gift from his fathers family. Surrounded by the children of nobles and powerful samurai, yet known as a fatherless bastard, Jiuan Jie's years in the Academy were not easy. Despite these difficulties, he proved himself through talent, discipline and hard work to be a talented swordsman and adept warrior.
After graduating from the Academy, his mother presented him with an opportunity she had gleaned from old sources in the capital and the Yan province as the first steps towards his aspirations; an Imperial Charter to go forth into the borderlands of Shenmen and liberate the region from the monstrous inhabitants.

Character Goal(s):

First and foremost in all things, he is determined to take this opportunity and start the steps towards his lifelong dream and become a true Samurai. He hopes that this new Kingdom can be based more on the ideals of deities such as Shizuru and Tsukiyo, away from the callousness and corruption that is evident in many of the Successor States.
Lastly is his secret desire, to know and be acknowledged by his father. Despite all efforts so far over the years, all that he knows is that his father is a noble, he has been unable to even find out what family his father is part of.


Currently working on a nagaji master of many styles monk.


Dragonofashandflame wrote:
Phntm888 wrote:

Okay, here is Hu Xiang Lun, Wood elementalist Wizard. I'd prefer waiting until I find out if I get in to create an alias, but if you want me to create one as part of my submission, I have no problem doing so.

** spoiler omitted **

** spoiler omitted **...

Sorry, not sure if i replied to this yet.

You don't need to until you're told your in. But, question: is he taking a staff as the arcane bond, or the familiar?

Hmmm...thought I put that in the stat block. He has an amulet he uses as his Arcane Bond. I'm planning on taking Craft Wondrous Item, so he'll be modifying it down the line. I can repost the stat block later after making sure that's included, if you'd like.

Grand Lodge

Well seeing how it's called Shogunmaker... would a Sword Saint Samurai fit the bill? I was thinking a nodachi wielding wandering Ronin in the vein of Jubei from Ninja Scroll or Mitsurugi would be fun.

Liberty's Edge

My proposal:

Kawanaga Kaneda Magus (soul forger), Samsaran

Crunch:
Kawanaga Kaneda
Samsaran magus (soul forger) 1 ( Pathfinder RPG Advanced Race Guide 198, Pathfinder RPG Ultimate Combat 57, Pathfinder RPG Ultimate Magic 9)

NG Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +2; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
—————
Offense
—————
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
mwk scimitar +3 (1d6+2/18-20)
Ranged composite longbow +2 (1d8+2/×3)
Special Attacks arcane pool (+1, 5 points), spell combat
Spell-Like Abilities (CL 1st; concentration +1)
1/day—comprehend languages , deathwatch, stabilize
Magus (Soul Forger) Spells Prepared (CL 1st; concentration +5)
1st—shield
0 (at will)— dancing lights , prestidigitation
—————
Statistics
—————
Str 14, Dex 14, Con 12, Int 18, Wis 11, Cha 11
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits, Toughness
Traits bladed magic, pioneer, trustworthy, valashmai veteran
Skills Bluff +0 (+1 to fool others), Craft (armor) +9, Craft (bows) +8, Craft (weapons) +9 (+10 to craft magic or masterwork weapons), Diplomacy +1, Knowledge (arcana) +8, Perception +5, Spellcraft +8
Languages Dtang, Hon-la, Hwan, Minkaian, Samsaran, Tien
SQ arcane bond, dragon empire native, mystic past life
Combat Gear alchemist's fire;
Other Gear mwk chain shirt, composite longbow (+2 Str), dagger, mwk scimitar, backpack, belt pouch, fishhook (2), flint and steel, signal whistle, spell component pouch (2), sponge, straight razor (0.2 lb), string or twine, torch, waterskin, whetstone, donkey, artisan's tools, artisan's tools, artisan's tools, bedroll, brush, shaving (0.1 lb), chewing stick, comb (0.2 lb), cup, shaving (0.2 lb), cutting board, wooden (2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), mess kit, mirror, mirror, mug/tankard, nail file (0.1 lb), pack saddle, pot, pot, saddlebags, scissors (0.3 lb), seasonings, local (0.5 lb), sewing needle, shaving powder (one shave) (0.01 lb), skewer (1 lb), skillet, soap, soap, thread (50 ft.), tinder packet (0.5 lb), tooth powder (0.1 lb), torch, trail rations, trail rations, tripod, iron (3 lb), waterskin, whetstone, 37 gp, 9 sp, 4 cp
—————
Special Abilities
—————
Arcane Bond Gain an arcane bond with a weapon.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Bladed Magic You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Deathwatch (1/day) (Sp) With Charisma 11+, cast Deathwatch once per day.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Samsaran and Tien instead of Common and Samsaran.
Lifebound (Ex) +2 to save vs death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mystic Past Life (Magus [Soul Forger]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Spells Added:
1 Charm person (wizard)
2 Heroism (bard)
2 See invisibility (wizard) [alternatively 1 Cure Light Wounds (bard) if we are short on healing abilities]
3 Magic circle against evil (wizard)
4 Freedom of movement (bard)

Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Stabilize (1/day) (Sp) With Charisma 11+, cast Stabilize once per day.
Trustworthy +1 on Bluff checks to fool someone.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
—————
Donkey
Female donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
—————
Statistics
—————
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run B
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear artisan's tools, artisan's tools, artisan's tools, bedroll, brush, shaving (0.1 lb), chewing stick, comb (0.2 lb), cup, shaving (0.2 lb), cutting board, wooden (2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), ink, black, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), mess kit, mirror, mirror, mug/tankard, nail file (0.1 lb), pack saddle, pot, pot, saddlebags, scissors (0.3 lb), seasonings, local (0.5 lb), sewing needle, shaving powder (one shave) (0.01 lb) (50), skewer (1 lb), skillet, soap, soap, thread (50 ft.), tinder packet (0.5 lb), tooth powder (0.1 lb), torch (9), trail rations (5), trail rations (7), tripod, iron (3 lb), waterskin, whetstone
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

—————
Horse, light
Horse ( Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
—————
Defense
—————
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
—————
Offense
—————
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
—————
Statistics
—————
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run B
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
p3

special abilities:
Toughness Feat
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Bladed Magic Trait
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
Appears In : Ultimate Campaign

Pioneer (Perception) Campaign Trait
You have long lived along the eastern border of Lingshen, in the shadow of Shenmen. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your remember even claim holdings in the Shenmen lands,
.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Appears In : Kingmaker

Trustworthy Trait
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Appears In : Ultimate Campaign

Valashmai Veteran (Perception) Trait
You have traveled to the Valashmai Jungle on numerous occasions,
and your prowess in traversing the jungle wilderness makes you a
formidable guide and explorer. You gain a +1 trait bonus on
Perception checks, and a +1 trait bonus on Survival checks in
jungle terrain. One of these skills becomes a class skill for you.
Appears In : Dragon Empires Primer

Deathwatch (1/day) (Sp) Racial Ability (Samsaran)
If you have Charisma 11+, you can cast deathwatch once per day
at caster level = character level

Dragon Empire Native
You come from the Dragon Empires in Golarion, and so your starting languages are Samsaran and Tien instead of Common and Samsaran.
Appears In : Dragon Empires Gazetteer

Lifebound (Ex) Racial Ability (Samsaran)
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Low-Light Vision Racial Ability,Senses
See twice as far as a human in low light, distinguishing color and
detail.

Mystic Past Life (Magus [Soul Forger])
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Note: The selector is for the class to whose spell list you will add spells.
Appears In : Advanced Race Guide

Stabilize (1/day) (Sp) Racial Ability (Samsaran)
If you have Charisma 11+, you can cast stabilize once per day at caster level = character level

Arcane Bond Class Ability (Magus) Currently Scimitar
At 1st level, a soul forger gains a weapon as an arcane bond item. This is identical to the wizard class ability, but the soul forger must select a weapon.
Appears In : Ultimate Combat

Arcane Pool +1 (5/day) (Su) Class Ability (Magus)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst , frost, icy burst , keen, shock, shocking burst , speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see Table 15-9 on page 469 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex) Class Ability (Magus)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the magus uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
Modification from Soul Forger : A soul forger may use this ability only when wielding his bonded weapon.

Background:
Kaneda is a samsaran and that mold his life.
He vaguely remember a large number of past lives. Sometime in the far past of his first life he was an apprentice under a sangpotshi master that taught him the basis of magic and how to be in balance with the world. Before he could complete his instruction something happened. In his dream sometime he remember fragments of that strife, chaos, destruction, someone fighting his master then ...Kaneda first death and rebirth as samsaran.
In the following lives Kaneda has tried to find his way to balance and his center, but that war in his soul with the need to know what happened in the last day of his first life and if his master is still alive [he think he was an immortal]. He feel that he should take revenge against the person that shattered his first life.
That past has brought him to his current incarnation.
His way to find the center and maintain his balance is to be the better weapon smith in all countries, blending skill and magic to make his perfect weapon, a weapon that, in this life or another, will be the instrument of vengeance against the one that attacked his master.
Religion:
Kaneda is a devoted follower of Shizuru, mostly in her aspects as goddess of honor and sworplay. He hope she will guide him in his search.
Loyalties: K. is loyal to Lingshen, but his first loyalty is to his beloved past master. He feel that he has somewhat failed his duty the day he died. Perhaps he did flee without fighting? Failed to raise an alert? He know he failed somewhat.
Short term goal:
to forge a weapon capable to receive the magic that will make it the right weapon for his mission of vengeance and redemption. I will not wield a katana until it will craft the right one himself, it should be made of the finest materials and quenched in the bloods of enemies. [translation, he want to craft a adamantine katana to enchant]
Middle term goal:
to learn the magic needed to make the katana really his soul, the soul of a samurai that should avenge his lord.
Long term goal
discover what happened to his master, finding him if he is still alive and receiving his judgment for his past actions or avenging him if he was slain.
If he were to fail in this life, he want to secure the katana for his return in his next life.

Side goal:
to become the best weapon smith of all the know lands.

Ruler ship roles:
Magister
Warden
General
Other notes:
some of K. vague memories point to the border between Lingshen and Shenmen as the location of his master home. He will search for sign of him there.

I have changed some small thing, so for the first levels my character will be using a scimitar. That will resolve any problem with retraining.


Calinthas Aldimay wrote:
Well seeing how it's called Shogunmaker... would a Sword Saint Samurai fit the bill? I was thinking a nodachi wielding wandering Ronin in the vein of Jubei from Ninja Scroll or Mitsurugi would be fun.

Yes, he could fit in nicely


Phntm888 wrote:
Dragonofashandflame wrote:
Phntm888 wrote:

Okay, here is Hu Xiang Lun, Wood elementalist Wizard. I'd prefer waiting until I find out if I get in to create an alias, but if you want me to create one as part of my submission, I have no problem doing so.

** spoiler omitted **

** spoiler omitted **...

Sorry, not sure if i replied to this yet.

You don't need to until you're told your in. But, question: is he taking a staff as the arcane bond, or the familiar?

Hmmm...thought I put that in the stat block. He has an amulet he uses as his Arcane Bond. I'm planning on taking Craft Wondrous Item, so he'll be modifying it down the line. I can repost the stat block later after making sure that's included, if you'd like.

Yes please


Okay. Here is my repost. I made sure the amulet was listed under gear and Special Qualities in the Crunch section, and listed under the Arcane Bond description in Special Abilities.

Crunch:

Hu Xiang Lun
LN male humanoid (human) wizard 1
Init +2; Senses Perception +1
Favored Class: Wizard
FCB: +1 Skill Point

DEFENSE
AC 12 (16), touch 12, flat-footed 10 (14) (+2 Dex, +4 mage armor)
HP 11 (1d6 + 2 Con +3 Toughness)
Saves Fort +2, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged +2
Special Attacks splintered spear 7/day (+4, 1d6+4)
Spells Prepared 0-level (3/day) acid splash, detect magic, read magic
1st-level (3/day) charm person, mage armor, grease

STATISTICS
Str 10, Dex 13 (14), Con 14, Int 18, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Toughness, Weapon Proficiency (club, dagger, heavy crossbow, light crossbow, quarterstaff)
Traits Classically Schooled, Clever Wordplay (Diplomacy), Honeyed Tongue, Noble Born (Hu)
Skills Craft (calligraphy) +8, Diplomacy +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +8, Spellcraft +9
Languages Tien, Elven, Draconic, Tengu, Sylvan, Senzar, Minkaian
SQ Arcane bond (bamboo amulet), arcane school (Wood – Opposition school: Metal), Bonus feat, Skilled, Flexible Enhancement (+1 Dex)
Gear: quarterstaff, scholar’s outfit, 2 x traveler’s outfit, wizard’s kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, 10 torches, 10 days trail rations, waterskin), spellbook, 2 x scroll of burning disarm, scroll of grease, masterwork bamboo amulet with family crest carved on it (arcane bond), 19 gp, 5 sp

Spellbook
0th – all
1st – charm person, mage armor, grease, obscuring mist, identify, burning disarm

SPECIAL ABILITIES:

Arcane Bond (Su) (Bonded Item: bamboo amulet): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools.

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Wood Magic: At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.

Flexible Enhancement (Su): A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered Spear (Su): As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

TRAITS:

Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Classically Schooled: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.

Honeyed Tongue: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Choose one of the following noble families
and associated benefits.
Hu: Your family’s history of trading along the shores of the Sea of Eels pervades your blood. As a deft merchant of the region, you gain a bonus language: Aquan, Elven, Goblin, Minkaian, Senzar, Taldane, Tengu. Your family motto is “Success through Grace.”

Backstory:

Amongst the nobles of Lingshen, and indeed in the Lung Wa Empire before that, the Hu family were known as successful and wealthy merchants. What wasn’t known was that such wealth did not always make it to every branch of the family. Hu Xiang Lun’s family was one of the less wealthy, relying on their family name to convey status as opposed to their wealth. Xiang’s father, Huan, had studied at the prestigious Five Elements Academy, a school which taught the arts of wizardry and alchemy, and after graduation engaged in the sale of magical and alchemical trinkets. It was his wish that his family further the business, and so he taught each of them the finer arts of negotiation and haggling, as well as having each of his children tested to determine their aptitude for the arcane arts. While his brother, Han, was strong, he did not have the talent for the arcane, and so chose to join the army. His sister, Chi, developed her abilities on her own, but could not be taught, and so was not permitted to attend the academy. Xiang, however, was bright. He showed signs of potential very early on, and was accepted into the academy on his 16th name day. There, he quickly learned the fundamentals of magic, rising to the top of his class. In his studies, he learned ways to use magic with his already considerable talent for negotiations, and became quite well known as a mediator. To enhance his mediation abilities, he chose to specialize in the study of the element of Wood, to learn to bend as bamboo does in wind without breaking. He would often be called upon to mediate disputes of his fellow classmates, and his magical prowess was such that his teachers were quite pleased with his progress.

Unfortunately, this also changed his goals. No longer did he desire to create and sell magical trinkets to others. He wanted to explore the depths of magic, to grow in strength, and further his arcane knowledge. He wanted to achieve greatness and glory, perhaps becoming a Wizard in service to King Huang himself. He wanted to pass on his knowledge, to found his own magical academy. And yet, he was unsure of how to tell this to his father without bringing dishonor upon his family. His father expected him to aid in the crafting and sale of magic items, but he did not want that. As his day of graduation loomed closer, he found himself wrestling with the conundrum, unsure of how to proceed. In the end, he reluctantly realized that he would have to work with his father’s business, and hope only for an opportunity to arise in which he would have the chance to rise to a new position.

On the day of his graduation, he was called to the Headmaster’s office. Unsure of the reason, Xiang answered the summons, and was surprised to find his father in the office. The Headmaster asked him to sit down, and told him that King Huang had decided the time had come to free those who had been enslaved by the jorogumo in Shnemen. He would be sending an expedition to that land to establish a vassal state, and the Five Elements Academy had been asked to send one of their best pupils. The Headmaster wished to send Xiang, but had chosen to speak with his father as well, to ensure an auspicious beginning. He then excused himself so that Xiang and his father could speak in private.

Xiang’s father turned to him, and said, ”You must accept this, my son. It is a great honor for our family, to be chosen for this. I do not care what path you wished to follow upon graduation, but this is the path you must take.”

Xiang could scarcely breathe. A task like this would allow him to discover new magic and to grow more powerful in the arcane arts. He would be serving the King, and the rewards from this mission would give him a title and lands. This was everything he had hoped for, and on top of it all, his father wanted him to go. Carefully schooling his face, Xiang said, ”Though I will miss my family greatly, I will endeavor to bring honor upon my name and my house. I will join this expedition.”

Now, Xiang finds himself in the Yan province, with an Imperial charter signed by King Huang himself, ordering him to go forth into Shenmen, pacify the monsters there, liberate the humans enslaved by them, and bring civilization and law to the land. He will make a name for himself, he will grow in arcane power, and he will found the greatest academy in Tian Xia.

Leadership Positions:

Hu Xiang Lun desires to increase his magical prowess and pass on his knowledge. To that end, he would be ideal in the Magister position. His skills in negotiation make him well-suited to being the Grand Diplomat, and such a position would allow him to visit the Lingshen Royal Court, which he greatly desires to see. Finally, as his father owns a shop, he also has the skills to monitor the finances of the nation as the Treasurer.

Appearance and Personality:

Xiang is in his mid-20s, and of average height and weight. He has shaved his head bald, and has grown a thin, long mustache and unattached goatee. Though he has purchased some clothing well-suited to travelling, he also carries with him more scholarly clothing, as he finds it more comfortable. He carries a walking stick and appears to have no other weaponry, though he considers his magic and his skill with words weapon enough.

Liberty's Edge

Kawanaga Kaneda

Further informations.

Appropriate Leadership roles based on characteristics:

Magister - appropriate to the character background
Diplomat - not the best fit for his background, but acceptable
Treasurer - not the best fit for his background, but acceptable
Spymaster - totally outside his background

how Kaneda was received the charter:

Kaneda has completed the tests to become a journeyman weaponsmith only a few days ago. He was recognized as the best of this year and probably of the last 20 years.
There are speculations hat he will be recognized as a mater in a year, the shortest time allowed by tradition.

Magistrate courier: "You are Kwanaga Kaneda, journeyman weaponsmith?"
K.: "Yes, how I can be of service?"
Courier: "I was instructed to deliver this letter to you."

K. open the letter:
From the office of Magistrate ... of the Yan Province.
As a loyal subject of the King of Linghsen we call you to do your duty for the Kingdom.
The eastern lands beyond our borders have been a land of strife for a long time and it is time to put an end to that.
So, in the name of our King Huang I order you to present yourself to the Magistrate office of the Yang province where you will receive instructions on your mission. Bring with you the instruments of your craft as one of your missions will be to help equip our loyal subject with weapons armor.
signed
... Magistrate of the Yan province.

Pioneer trait and weapon focus:

1) the pioneer trait is not something that Kaneda has learned in this life, it is the memory of a past life in which he has explored the lands between Linghsen and Shenmen.

2) the scimitar he is currently using his the weapon he forged to get his journeyman title and his weapon bond.

If I am one of the players in this campaign I will chose an avatar and completely format him to better show the informations in the this two posts.


I'd like to submit Shan Lei, human brawler. He is a pioneer that worships General Susumu and has long sought glory as a personal bodyguard to nobility.

All of the information (background, goals, stats, etc.) are in the alias. I figure Warden is the best fit for kingdom role, but all three suggestions are in the alias.

Let me know if there's anything missing and thanks for consideration. This game looks like a lot of fun.


And here comes all the last minute submissions...:-p

I still like the idea of some of us knowing or having heard of each other.


I am nearly done crafting my submission.


My cleric is almost done, just need to do the equipment. It will all be behind this alias.


Our histor will be ready tonight sorry it's taken us so long, I've been in training for a new job today is the last day.


havoc xiii wrote:
Our histor will be ready tonight sorry it's taken us so long, I've been in training for a new job today is the last day.

To all who still need to complete characters, or make touch-ups, or will be submitting, fear not! you have until Friday... my Friday. I'm 6 hours behind EST, so that give a little bit of leeway in that regards. Have a spectacular rest of the day.


Submitting Male Human Paladin for this campaign.
Crunch and background on profile.

Background:
Born in Wu Province of Lingshen, Chun-Tzu is the 3rd son of a noble family. His soul was dedicated at birth to the goddess Shizuru, the Empress of Heaven. This was not an especially pious act but rather an expected act of nobles. In most such children, the dedication produces no special status, but in Chun-Tzu's case, the goddess actually took notice and granted Chun-Tzu a special gift for seeing truth and growing in wisdom. He was a pious child and worked diligently to learn calligraphy and studied the classic philosophers of the realm. He was particularly taken by the words of the sage Pao-Lung, who taught the virtues of the Gentleman Knight and the idea that rulers who are upright are rewarded with the Mandate of Heaven, blessing their rule with good fortune. The youngster was taught about Shizuru and even learned Minkaian from a priest from Minkai.

As Chun-Tzu grew older, however, he began to grow disappointed in his family. His father did not exhibit the virtues a ruler was obligated to cultivate. Chun-Tzu was a respectful son who would never violate the rule of filial piety by correcting his father, but he nevertheless voiced some of his concerns to the Shizuru priest. His father began to find his virtuous son a bit of a problem, so when he learned an expedition of adventurers was being assembled to settle the wild region of Shenmen, he arranged for his son to receive an imperial charter. Chun-Tzu was delighted to get a chance to prove himself worthy of the mandate of heaven and forge a civilized enclave out of the chaotic land. He took an oath to fight chaotic creatures, aberrations, and fiends wherever he encountered them.


goal:
Chun-Tzu's primary goal is the same as the king's. He wants to prove himself a worthy ruler, capable of earning the Mandate of Heaven through successful creation of a kingdom. His goal is the embody the traits of the ideal ruler. I see the potential for the character to advance beyond this, perhaps becoming a leader of a larger region than just the established kingdom, if that is possible. The character would not aspire to that, but according to the principles of Taoism, that is the perfect ruler, the one who doesn't want to be a ruler.

Roles: Ruler, General, Marshal


As an aside, so you know where I'm going mechanically - I'll take Pummeling Style at 2 (the earliest possible) and then Pummeling Charge later. I didn't take an archetype so I could easily swap in tripping, grappling, and sunder as needed, but if you feel that manuevers wouldn't be useful in the game, I can just take Mutagenic Mauler and do some more damage.


Shan Lei wrote:
As an aside, so you know where I'm going mechanically - I'll take Pummeling Style at 2 (the earliest possible) and then Pummeling Charge later. I didn't take an archetype so I could easily swap in tripping, grappling, and sunder as needed, but if you feel that manuevers wouldn't be useful in the game, I can just take Mutagenic Mauler and do some more damage.

@Shan Lei: I think your build should be fine.

This raises a good point,though. I'm not someone who cares about 'optimal builds' for parties. I think the point is to have fun, more than anything. Don't get me wrong, I like to get my munchkin on as well as the next bloke. But, as a GM, I like to see how peeps work together to overcome their weaknesses and bring out their strengths.

That said, it's never fun to miss all the time. So, if you start whiffing constantly, I'll either change the encounters later on, or we can revisit your build.


Yay, fun! (I like fun.)


Illamin Akemichi II wrote:
Yay, fun! (I like fun.)

Eh, i find fun a bit over-rated. I mean, sure that one song was a blast, but it's so overplayed! it was like the Summer of MMMMBop! *shudders* those were dark times...


lol the mmmbop people should be assassinated.


Song? Forgive me, I'm not too well-versed in that sort of thing.


Illamin Akemichi II wrote:
Song? Forgive me, I'm not too well-versed in that sort of thing.

i apologize in advance to everyone on this thread...


What about the "fun" song you speak of.


Scott Henry wrote:
What about the "fun" song you speak of.

We are young?


Oh that song. I dont like it either. I updated Kage background and personality to include the Frozen Shadows...

Spoiler:

Background:
An ex member of the Frozen Storm ninja clan that served the Five Shadows, Kage's parents were killed by his former clan when his parents left the clan for disagreements on the clans methods. It seems perhaps he may also share blood with the Kaijitsu's. Seeking revenge, and hoping to form his own clan under his leadership, Kage took his parents invitation by the magistrate. He also hopes to find a lord worth serving, someone with good morals who is just and honorable but still needs men of the shadows to help him.

Personality:
Kage follows his own set of morals and principles such as never betraying an employer unless it is revealed said employer has lied or plans to betray you. He is usually quiet and calm but can become more talkative amongst friends and those he trusts. He has never known love beyond friends or family but he has also never given himself the chance. When the Frozen Shadows are mentioned though he becomes cold and focused and a quiet rage takes hold of him.


I kind of want to submit a Tiefling Monk, but I am a bit stuck on the background...


BigP4nda wrote:
I kind of want to submit a Tiefling Monk, but I am a bit stuck on the background...

hmm.. what are you looking towards?


Another Tiefling could be interesting.

Sovereign Court

I am VERY tempted to create a cavalier named Lu Bu. Romance of the Three Kingdoms anyone?


Actually I may go brawler, I wanted to do either Boar Style or Pummeling Style (perhaps both) with tripping mixed in there and throwing in Vicious Stomp for that extra AoO. I was thinking LE or N with chaotic tendencies but tries her best to stay within the law (kind of like that kid king cliche, hates the rules but reluctantly follows them)


A golden giant enters the room.. "I am Jiè Cao and I wish to accompany this expedition".


Michael Riter wrote:
I am VERY tempted to create a cavalier named Lu Bu. Romance of the Three Kingdoms anyone?

Heh, guilty! i'm reading the books right now, and i've been on a huge kick watchign those movies. Also, got my journey into the west on.


Jie Cao wrote:
A golden giant enters the room.. "I am Jiè Cao and I wish to accompany this expedition".

Um.. NG paladin?

otherwise interesting character


BigP4nda wrote:
Actually I may go brawler, I wanted to do either Boar Style or Pummeling Style (perhaps both) with tripping mixed in there and throwing in Vicious Stomp for that extra AoO. I was thinking LE or N with chaotic tendencies but tries her best to stay within the law (kind of like that kid king cliche, hates the rules but reluctantly follows them)

interesting idea..


Dragonofashandflame wrote:
Michael Riter wrote:
I am VERY tempted to create a cavalier named Lu Bu. Romance of the Three Kingdoms anyone?
Heh, guilty! i'm reading the books right now, and i've been on a huge kick watchign those movies. Also, got my journey into the west on.

T-there are MOVIES?!

...
Well I have two days to create a character and a backstory... or I can go find said movies... I think I'll go with building the character.

I'm thinking a Luring Cavalier fits best as Lu Bu was a master archer atop Red Hare.


History:
Jian Xi was born to a woman whose name he never knew to a father who never even knew he was born. His mother died in child birth and Jian Xi was left at a temple dedicated to both Shizuru and Tsukiyo. He spent his childhood cleaning and caring for the temple learning katas and how to protect oneself from harm.

He never truly fit in with the monks though they were always focused on inner peace and of wisdom. Jian Xi wanted to explore and test himself against others so he set out to find someone who could train him. His journey took him all across Lingshen looking for a master. He finally found one in a small village in Quain named Shan Feng. At first the ageing master refused Jian xi thinking he just like all the other want to be trainees he had seen. Until he saw him stand up for a merchant being strong armed by some street thugs and saw something inside the teenager that changed his mind.

For the next couple of years they traveled the lands training Jian Xi began to learn about the abilities of Heaven's fury, an energy that he said was neither light nor dark but just is. Unfortunately his training is cut short one night they were ambushed by a group of oni and other vile creatures. Seeing how outnumbered they were Jian Xi was determined to die by his masters side, but Shan Feng would not allow his only pupil to die in such an ignoble way commanded him to run as he held them off. With tears stinging his eyes he does as commanded.

Spending the next year alone he tries to study on his own trying to hunt down any evil creature he can find. It is during this time he meets Jade Moon, after being told about an evil creature in the woods by some villagers he heads out to kill it. Upon arriving he instead discovers a beautiful woman with eyes the color of jade and skin pale as the moon, as he approached her he realized her foot was caught in a trap.

Forgetting the villagers warnings he rushes to her side only to see her pointed ears, small feet, and two tails. He rips open the trap and tears a strip of cloth from his shirt and wraps it around her ankle. As he was about to ask her name she gives way to her pain and blacks out. With a sigh he shrugs his shoulders and puts his arm underneath her and and lifts her up, trying not to focus on the feel of her body pressed agains him.

After a few hours, she wakes back up to being carried piggy back style by Jian Xi. She pretends to be asleep for a little while longer while observing her surroundings and him. After he feels her moving he stops, and let's her down. They set up a small camp and begin to talk. He learns her name and where she is from, instantly connecting.

After another day of travel they finally arrived at Jade Moon's village. At first everyone panicked thinking Jian Xi was there to attack. Quickly Jade Moon's mother Amaya calms the rest of the village down. She talked sense into them by pointing out the fact that he rescued her, regardless of the fact that she was in her natural form. That night they held a dinner celebrating their new quest he stays here learning about them and most importantly about Jade Moon. The two fall deeply in love and are soon married after a couple of years.

The two soon hear about King Huang's push to free Shenmen after talking to the village elders they are given permission to take the king' offer that way the village can be moved to this new kingdom. The village was dying and this might be the last nance it had, and with that the two left for the capital of Lingshen. Jian Xi hopes to find a new home for Jade Moon and his new family and also hopes to make a name for himself as a true swordsman continuing his training with Heaven's Fury.

Appearance:
Long black hair with streaks and highlights of red henna. His eyes are a deep mahogany brown almost black with flecks of amber. Wears black and gold clothes like an eclipse in honor of both Shizuru and Tsukiyo. When fighting he wears a porcelain mask with black and red markings similar to a fox.

Personality:
Jian Xi is a passionate person caring for others and wanting to protect those who can't protect themselves. He is dedicated to his swordsmanship and practices when ever he can. Is extremely protective of Jade Moon and loves her with all his soul. Loves listening to her sing would lay there for hours and listen to her beautiful voice.


Appearance:
5,2 with pale skin, a curvy figure, long black wavy hair, orange fox ears and tails, green eyes that look to be lined in kohl but occurs naturally. Her eyes are almond shaped and usually painted with red shadow. Her face is round and pale resembling the moon. She often wears black kimonos with designs in shades of plum, copper, wine or green. Almost all of her kimonos sport a lunar moth for good luck. She always ties her obi in her villages' signature knot that resembles fox ears. Her hair is usually tied back into a very low pony tail bound by silk ribbon. She wears a Jade amulet of her goddess. Her nails are always lacquered in black and trimmed with gold paint.

Personality:
shy but curious. She tends to be aloof with strangers but once you get to know her, she can be very friendly. She cares deeply for her village and treasures Jian Xi. She loves to prank people and can be mischievous at times.

History:
Jade Moon was born to a large Kitsune family that lived in a tight knit village deep in the woods. She is one of eight daughters, all with names relating to the moon in some way. Her mother Amaya is a priestess devoted to Daikitsu. One of the ways that she connects with her goddess is through signs related to the moon. For Amaya, signs pointing to being with child always fell on the full moon.

For Jade Moon, the sign of her pregnancy was a little different from those of her sisters. Jade Moon got her name in a rather peculiar way. The day her mother found out she was pregnant with Jade Moon, she had received a hair pin in the shape of a Luna moth made entirely of carved Jade. That night when the full moon shown brightly over the forest, a cloud of Jade colored moths appeared. The cloud was so thick that the moon's light took on a green cast. The mother knew immediately what to name her daughter. With her sign before her she whispered the name "Jade Moon" and felt her daughter kick for the first time. Lotus Moon, Willow Moon, Rainy Moon, Misty Moon, Mimosa Moon, Lily Moon and Maple Moon are all older than her and only go by the first half of their names. Jade Moon is the only one who goes by her full first name out of all her sisters.

All eight girls were trained well by their mother and female elders of their village. They learned how to disguise themselves as humans, how to disappear and how to distract wandering travelers so that they couldn't locate their village. They also learned how to seduce without losing their honor as a means to attain their wealth. They used their unusual looks for the benefit of the village and did so proudly. Trickery ran in their blood and Jade Moon became a master in no time. Jade Moon rarely saw humans growing up. She learned about them through stories told by her older sisters recounting their experiences with them.

Her sisters' opinions varied, but the elders always taught that humans were to be feared and never trusted; that they were only a means of survival and nothing more. Regardless of what the elders said, she was fascinated with humans and longed for her own experiences with them. She always begged her sisters to tell her their stories. She particularly loved listening to Willow's stories because she could tell that she had fallen in love with a human. Willow never pursued a relationship with the young man but always spoke fondly of him and his family, convincing Jade Moon that perhaps not all humans were bad.

Over time she blossomed into a beautiful young woman and was sought out by many Kitsune suitors, but none caught her eye or her heart. She wanted something different, something outside of her secret village in the woods. She wanted someone in her life that couldn't transform, someone who was genuine and honest. She didn't see these qualities is any of the young Kitsune men in her village. At last Jade Moon was given her first mission to a human city when she turned 19. She was to go to the city and expose herself to humans to learn their ways and blend in. Unfortunately on her way through the woods her foot was caught in a trap. Up until that point, her guise as a human was flawless but due to the extreme pain her guard was down and her true form was exposed.

That was when she saw Jian Xi for the first time. She froze at the sight of him and for a moment she was so captivated by him that she forgot the pain pulsing in her ankle. Her tails shook violently and her ears were pinned back. Then something about his deep mahogany eyes made her relax. There was something about him that did not make her want to shy away.After a few hours, she wakes back up to being carried piggy back style by Jian Xi. She pretends to be asleep for a little while longer while observing her surroundings and him. After he feels her moving he stops, and let's her down. They set up a small camp and begin to talk. He learns her name and where she is from, instantly connecting.

After another day of travel they finally arrived at Jade Moon's village. At first everyone panicked thinking Jian Xi was there to attack. Quickly Jade Moon's mother Amaya calms the rest of the village down. She talked sense into them by pointing out the fact that he rescued her, regardless of the fact that she was in her natural form. That night they held a dinner celebrating their new guest. Jian Xi stayed there in the village learning about them and most importantly about Jade Moon. Over time he is accepted into the Kitsune village and seen as one of their own. Jade Moon and Jian Xi grew closer and the two fall deeply in love, marrying after only a couple of years.

The two soon hear about King Huang's push to free Shenmen. After talking to the village elders they are given permission to take the king's offer so that the village can be moved to this new kingdom. The village was dying and this might be the last chance it had, and with that the two left for the capital of Lingshen. Jian Xi hopes to find a new home for Jade Moon and his new family and also hopes to make a name for himself as a true swordsman continuing his training in Heaven's Fury. Jade Moon hopes to restore honor to her people by finding a new way of life that did not require trickery to sustain it.


Zova Lex wrote:
Dragonofashandflame wrote:
Michael Riter wrote:
I am VERY tempted to create a cavalier named Lu Bu. Romance of the Three Kingdoms anyone?
Heh, guilty! i'm reading the books right now, and i've been on a huge kick watchign those movies. Also, got my journey into the west on.

T-there are MOVIES?!

...
Well I have two days to create a character and a backstory... or I can go find said movies... I think I'll go with building the character.

I'm thinking a Luring Cavalier fits best as Lu Bu was a master archer atop Red Hare.

Danged good movies: Red Cliff, Saving General Yang, The assassins.

also, anime: Romance of the Three Kingdoms.


Fixed...I think..

Anime record of the Lodoss War.

The new Jacki Chan movie .. Dragonblade? Even has Romans (Taldans) in it.


@Jade Moon and Havoc xiii: super cool! you guys are now in the 'done' section! sweet!!!

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