Taming the Frontier: A Kingmaker Adventure

Game Master Ryuko

Chapter 2: In which a threat is established, friends are met, and exploration is begun.

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Here's Pari's crunch - I'm going for a sort of wild ranger maybe delving into druid later (maybe), who's considered the 'expert' on the land and stuff in the stolen lands from delving therein. I might need to juggle some knowledge points around for that.

Took the pioneer trait, flavoring it as having heard stories of 'home' in the stolen lands, needing food to eat and money for a big hungry family back home, so taking what work she could get to get it. And maybe get a little piece of home back. Sort of a 'well, she might help them all not die on the first night anyway'. :) Writing more of a concrete backstory.

Well, this is certainly a good bunch of submissions already.

Damn it...


I am thinking of a 2-handed fighter for front-line melee. He would possibly start off as a barbarian for a few levels. Would you allow the urban barbarian archetype?

My image of a barbarian is a fighter who overly committed to offense and negligent on defense, rather than an uncivilized brute from the wilderness. If you are a boxing fan think of James Kirkland or, if you watch MMA, picture Wanderlei Silva.

Alright. Here's Pari. It got long, but at least its broken up? :D

Pari's Concept:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. Pari is a tall woman, standing at about 5'11". Her pointed ears are quite visible past the sandy, dishwatery blond of her perfectly straight hair, and she has uninspiring grey eyes. There is a scar that looks pretty fierce along the whole of her right cheek. Despite being tall and half-elven, Pari's presence is truly underwhelming; she's not pretty, she's quiet more often than not, and her whole demeanor speaks of someone who is used to going it alone.

2. Pari carries a big burden. From a large family of half-elves that live in the South of Brevoy, she is second generation half-elf - not directly related to any elves and somewhat distant from that part of her heritage. She is the oldest of her siblings (of which there are 7) at 22. The rest range from 20 on down to the latest (4). Her parents own farmland there, though they speak of the vague time that their forebears lived down farther in the wildness of the stolen lands. Whether those are human or elf forebears has never been clear to Pari - but then, she's never had time to wonder. Too busy being the oldest, and taking care of the rest as best she can.

3. Pari is a survivor. With a family of 10, there are a lot of mouths to feed. Pari has been trying to help feed them since she was old enough to carry a bucket and would bring water out to her mother to water their garden. She's worked the land some, as her brothers do, but quickly found her calling in the hunt. Good at bringing home meat, she quickly became the provider for her family in that sense. As time has gone on, she has gotten better and better in the ways of the wilds. Still, times are hard and a living for 10 is always difficult to achieve. She's ranged down, almost into the Stolen Lands themselves sometimes, and knows quite a bit about the terrain and denizens therein as a result.

4. Pari is an old soul. Perhaps because she has been forced into the role of a provider by circumstances, Pari is ... old. A pragmatist in the extreme, she views the world with a brutal efficiency based around what it can do for her and her current situation. Luxuries like friendship and frivolity are all fine and dandy, but she simply doesn't have time for them.

5. One of Pari's brothers, Timi, has always been sick. About 10 now, he is weak and can barely walk. Common medicine as is available to those on the frontier as they are doesn't seem to help him, and the family has spent quite a bit of their meagre savings in order to consult the best doctors as could be found, most of which were no more helpful than quacks. The situation is getting dire, and beyond Pari's ability to provide for them. Work, riches, a chance to delve into and maybe gain some of the land she hears might have once been her family's ... maybe they can move there one day ... The charter is just the thing her worrying family needs. In exchange for her knowledge of the Stolen Lands and her ability to navigate the wilderness, maybe she'll find a way to help her brother and the others.

Pari's Goals:
2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Pari wants to eventually find a place that her family can prosper. Part of her reason for journeying to the Stolen lands is an innate curiosity about things she's heard stories of, but the inner pragmatist tells her she must think of her brother before she thinks of these grander ideals. Her main goal is money at the start.

2. I'd like to work on Pari's connection to the wild and have her become a Shapeshifting Ranger - taking the form of animals she bonds with, and getting to know the land and creatures better. To become a true expert. Of course going in at level 1, she'll be somewhat in over her head, and it should be fun to impress that upon her.

Pari's Secrets:
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1. Pari is secretly enamored of stories and tales of the Pathfinders. Of course, she would never pursue such a career as an actual goal (its not a practical ideal), but part of her reason for delving into the Stolen Lands is a little nagging voice that tells her it might be the only chance her needs and ambitions might be in line to allow her to do anything like it. She'll deny any personal interest down to the core, though!

2. Sort of fitting under goals, I think it'd be interesting to have Timi die - his condition is much worse than anyone told Pari, because he was her favorite - so she'll be forced to come up with other reasons, and personally invest in exploring for other causes.

Pari's People:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1. Timi - Pari's younger brother, suffering from some sort of disease that withers his muscles. He's a bright, inquisitive kid, and Pari loves him to death. She loves all her siblings, of course, but Timi is her favorite, maybe because he's heard all the stories from his time sitting around with the old folks that don't work.

2. Magna - Pari's mother, who tried to convince her oldest daughter not to come to the Stolen Lands. "At least you know the dangers here, daughter. We'll make do somehow. We always do." But of course Pari would hear none of it.

3. Ger - Pari's father - working hard in the fields and suffering the constant drain of such a large family, Ger has taken to drinking. It isn't that he's a bad guy, perse ... its just that pushing the boulder up the hill for the umteenth time just to keep his family alive has taken its toll. Pari and he often butt heads, particularly about his drinking. Pari has washed her hands of him since becoming an adult, considering him a useless wastrel who could be helping, but isn't.

Pari's Quirks:
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Pari sleeps in a tree, generally. She has a bed, technically, but needs to share it with a sister or two, so has learned to sleep out in the trees. Helps when she's stuck out hunting at night.

2. Pari remembers the first time she shot a bow. It stung her fingers and left a red welt on the inside of her arm, but the thunk of the arrow hitting a nearby tree left a funny little familiar quiver in her heart. She likes to think of her affinity for the bow as her distant Elven heritage.

3. Pari is a cat person. Their farm has lots of barn cats, and she used to rescue them before her father could find and drown the kittens.

Comments and questions welcome! I know she's a tad more 'vanilla' for her reasons to follow the Charter, but I like the idea of a semi-reluctant, slightly grumpy wilderness guide.

littlehewy wrote:

Well, this is certainly a good bunch of submissions already.

Damn it...

I feel your pain.

Here is Hranos, an urban barbarian from Issen. His crunch is mostly competed but I want to tweak his back-story a little bit.

For his connection to the campaign:


Hranos stretched himself backward as far as he was able to before the two guardsmen roughly shoved him forward. He stumbled one step in the direction of the table before righting himself. The guardsmen grabbed him once again and pulled him to his original standing place. The tall young man knew better than to resist. Even if his wrists were not shackled, he was unarmed and outnumbered here. Besides, there was always a chance that the men behind the table would let him go free. After all, he had done nothing wrong. All that Hranos needed was the opportunity to tell them that.

“What is your name?” Asked the man who stood behind the table in the dimly lit chamber.


“And you were one of the lads that Ingrio put together as a company of men at arms?” This man, Vizirov was his name, asked again. A scribe sat at a smaller table beside Vizirov and held a quill expectantly as he looked at Hranos.

“Yes.” Hranos answered. This seemed pointless to him. Why is he asking me the same questions that they asked when they arrested me? He asked himself. If nothing else, the thought helped to distract Hranos from the cold of his bare feet on the damp stone floor. At least I can stand up straight here. Not like in that cell with all the others pressing in on each other.

“And Ingrio told you that you served Brevoy as its soldiers? And he said that the bandits that you captured outside the forest were minions of Duma the Sly? And he ordered you, as his personal retinue, to hang the prisoners you took? Left them, there on the trees, didn’t you?” Vizirov asked in a tone of expectant boredom.

“Yes, just like I told you when you asked me all this before. Mr. Ingrio marched us into the forest where the bandit camp was. The bandits ambushed us on the way but we beat them. Most of them ran off but a couple of the wounded could not get away. And some of them surrendered too. But Mr. Ingrio had us hang them. He said it was a warning to Duma’s men. All I did was watch them while the others tied ropes into nooses. I can’t even tie a noose.”

Hranos added the last bit not only because it was true but in an effort to reduce his culpability. A real fear of the going to the gallows himself had manifested itself in his mind. He had seen the condemned men kicking their life away as they hanged from the branches in Gronzi Forest and he dreaded the same fate. Some of the men lasted for a terribly long time. Some even scored bloody rents into the bark of the trees with their wildly lashing feet.

“And what about the man you killed in the cell yesterday? He was a fellow in your company was he not?” Vizirov looked to the elderly man sitting at the center of the large table when he finished this inquiry. The gray-haired man wore a rough fur greatcloak against the chill of the room. This outer garment contrasted sharply with the fine linen of his shirt and the gold medallion that hung down from his neck. The man rubbed his chin and looked at Hranos expectantly.

“He was trying to kill me. He tried to steal my food and we fought. I just did him first. That’s justified anywhere. “Hranos asserted this confident that the truth of it would be unmistakable.

With a gesture that indicated he had heard enough the gray-beard stood. “Fine. We are not concerned with what goes on in the cells. Take him back there. Perhaps we can find some use for him later. If nothing else, he can swing a pick in the mines.”

The two guards seized Hranos’s arms and hurried him out of the room and back down the stairs to the lower reaches of the dungeon where he would not be able to stretch out anymore.

The better the other submissions, the less likely I feel that I am to get picked, but the more interested I become in trying! The goal, as always, is shared entertainment. We'll see what happens.

mechanics for Rick:
Rick starts as (mutt) human Rogue, no Advanced Race Guide modifications or Alternate Class Features.

S 12
D 16
C 12
I 14
W 9
H 12

Combat Statistics
Init: +5 (3+2 trait)
AC: 17 (+3 Armor, +3 Dex, +1 Dodge); Touch: 14; Flat-footed: 13 [+4 Mobility]
HP: 10 (D8+1 Con+1 Favored Class)
Fort: +1 (0+1 Con)
Ref: +5 (2+3 Dex)
Will: -1 (0-1 Wis)
CMB: +1 (0+1 Str); CMB Finesse: +3 (0+3 Dex)
CMD: 15 (0+1 Str+3 Dex+1 Dodge)
Rapier: +3 for D6+1 threats 18+
Short bow: +3 for D6 threats for x3
Sneak Attack +1D6

Class Features
Sneak Attack +1D6
Trapfinding +1
Simple Weapons, hand crossbow, rapier, sap, short bow, short sword
Light armor


Brigand: +1 trait on Bluff, Diplomacy, Intimidate, & Sense Motive when dealing with brigands, thieves, bandits, etc.; +100 starting GP
Reactionary: +2 trait on Initiative

8+2+1=11 Trained at Level 1 (Attribute+Ranks+Class+other modifiers)
+6 Acrobatics 3+1+3-1(Armor)
+2 Appraise 2+0+0
+5+Bluff 1+1+3(+1 trait vs unsavory)
+0 Climb 1+0+0-1(Armor)
+2 Craft 2+0+0
+5+Diplomacy 1+1+3(+1 trait vs unsavory)
+6+Disable Device 3+1+3-1(Armor)(+1 Trapfinding)
+1 Disguise 1+0+0
+6 Escape Artist 3+1+3-1(Armor)
+2 Fly 3+0+0-1(Armor)
-1 Heal -1+0+0
+1+Intimidate 1+0+0(+1 trait vs unsavory)
+6 Knowledge (Local) 2+1+3
+3+Perception -1+1+3(+1 Trapfinding)
+5 Perform (Dance) 1+1+3
+2 Ride 3+0+0-1(Armor)
+3+Sense Motive -1+1+3(+1 trait vs unsavory)
+6 Sleight of Hand 3+1+3-1(Armor)
+6 Stealth 3+1+3-1(Armor)
-1 Survival -1+0+0
+0 Swim 1+0+0-1(Armor)

Languages Known
Common (Taldane)

25 Studded Leather +3/+5/-1/15%/30'/20#
20 Rapier D6/18+/2#/P/Finesse
30 Shortbow D6/x3/60'/2#/P
1 20 Arrows 3#
50 Rogue Kit 37# (backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope (50'), soap, thieves' tools, torches (10), trail rations (5 days), and waterskin - bedroll, iron pot, mess kit & rations weigh 15#)
49 (sell backpack for 1, purchase MW Backpack, adds 2#)
8 Mule
5 Pack Saddle 15#
2 Harness 2#
25C Feed (5 days) 50#
50 Tanglefoot Bag 10'/4#/Entagle
Free Explorer's Outfit 8#

235 GP, 25 CP - No change is assumed

78# non-mule gear - 34.5# on mule for 101.5# on mule
43.5# Carried (Armor, Weapons [readied], MW backpack, belt pouch, caltrops [stowed], chalk (10) [stowed], flint & steel [stowed], mirror [secured], soap [stowed], thieves' tools [secured], waterskin [stowed], Tanglefoot Bag [secured]) for Light Load (50# with MW backpack)

Please note that the Brigand Trait provides an extra 100 GP in starting gear. I'm figuring given the draftee nature of the intro (and character write-up) that everything is in gear, no coin at all. Thus no change despite spending short of the 140 GP Rogue average + the 100 GP bonus.

Standing a little shorter than average (5' 6"). Rick's auburn, slightly curly locks frame a fairly soft, youthful face. His square jaw is offset by a slight bulge of fat visible in his cheeks. The green eyes appear dark and moody, until you take the time to actually examine them, and then you're not sure how you saw them that way. His nose is out of line with the rest of his face, obviously having been broken previously. Despite the flush of fat on his face, Rick has the typical late teenager thin body.

Background reposted (without editing) for convenience:
Born and raised on a simple farm, Rick decided early that he needed to find something else to do with himself besides become another peasant farmer helping his Lord get richer. During the Spring planting of his 12th year, Rick made his break for greater fortune. He took nothing more than the clothes he was wearing and the lunch he had carried out into the fields. By morning, he wasn't so certain he had made the right choice, but he was a stubborn lad, so he pressed on. Young Rick managed to reach Silverhall, begging for food or stealing it as he traveled. He felt some guilt about the thefts, but not enough to quiet his belly, so he took what he needed. After a few days of this, Rick no longer felt any guilt about taking what he thought he needed.
Things were more complicated in Silverhall. He was adopted by a street gang when he helped one of them escape from the local constabulary. Rick had thought the boy was actually innocent, but he was wrong. Sometimes mistakes make big differences in your life!

The next several years had Rick learning and working with "Tom's Terrors". He grew into the role well enough, losing his niavate along with his expectation that good people would see that those around them got what they might need. Eventually, though, Tom started seeing Rick as a potential challenge for leadership of the group, as he did all the eldest boys, and he started working out how to remove this potential threat to his livelihood without telling the younger boys that their day would eventually come. One of the schticks used by Tom's Terrors was the misdirection of a cargo vehicle through a concentrated application of mischief. They had a couple of constabulary tabards the elder members could wear to provide "assistance" at the right moment.

Rick was outfit as a Constabulary agent, and was holed up well back in the alley he was supposed to direct the target to take, waiting for the ruckus to start before he showed his face. When he heard things well under way, he came tromping out of the alley only to see himself run by. He stopped, looked at himself running deeper into the alley, and then moved on to do what he was supposed to do, though more slowly. As he reached the opening, a full squad was moving away from the fallen men who had been hauling the wagon, and towards the alley Rick was "hiding" within. They cried out and gave chase. Rick started running after himself, but the Constabulary managed to catch him.

There were many witnesses, including some of the Constabulary members and several of the younger members of Tom's Terrors, to the three cold-blooded murders. All of the witnesses were adamant that Rick was the killer. As a known criminal, Rick's pleas that he had been set up were laughed away. King Surtova's need for truly expendable men gave Rick an option that he wouldn't have had even a week earlier. The farm-boy who had become a thief trying not to be a peasant, was about to become something else again.

Also dotting -- won't be able to spin up a character over Easter Weekend, but would love to join in.

Nexi: Nice story. Very flavorful.

Culine: Love it. I'm always a big fan of the sadder elf living in human society. And I like the forbidden love angle. The traits are fine.

Pari: Very well done. I love the connections.

Hranos: A prisoner, hooray! Good to see that, nice submission.

In application: Serella the Forlorn a self-outcast elven magus.


Sterelin the Forlorn
Elf Magus (Bladebound) 1
LN Medium Humanoid (elf)
Hero Points 1
Init +4; Senses low-light vision; Perception +2
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee Scimitar +4 (1d6/18-20/x2)
Ranged Longbow +4 (1d8/x3)
Magus (Bladebound) Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 14), Grease (DC 14)
0 (at will) Spark (DC 13), Acid Splash, Daze (DC 13)
Str 11, Dex 18, Con 11, Int 16, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Extra Arcane Pool
Traits Brigand, Magical Lineage (Shocking Grasp)
Skills Acrobatics +2, Climb +2, Escape Artist +2, Fly +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +2, Ride +2, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +2, Swim +2 Modifiers brigand
Languages Common, Draconic, Elven, Orc, Sylvan
SQ arcane pool (+1) (6/day), elven magic, hero points, spell combat
Other Gear Chain shirt, Arrows (20), Longbow, Scimitar, Backpack (11 @ 22 lbs), Bedroll, Blanket, Canteen, Cooking kit, Silk rope, Spell component pouch, Spellbook, Trail rations (5), 25 GP, 8 SP
Arcane Pool (+1) (6/day) (Su) - 0/6
Arrows - 0/20
Trail rations - 0/5
Special Abilities
Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
0 - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1 - Color Spray, Grease, Shield, Shocking Grasp, True Strike, Vanish


Once life appeared to be a joyous event for Serella Aeasieryn, living as a young maid amongst her family deep within the private enclave of the elves of Kyonin. She was a quick study at magic and fencing and fancied herself an adventurer like those heralded in song and legend among her people. From birth, Serella was certain that she was destined for greatness, and that little could disrupt her idyllic life. Unfortunately for the elven maid, fate had other plans.

A little more than ten years ago, Serella thought she had her opportunity for grand adventure. She and several members of her close family were travelling in a caravan to negotiate trade in the elven wines that her clan was famous for. Serella begged to be allowed on the journey, though some thought her too young and naïve for such a journey. Pledging to obey and do all that she could to earn her keep, Serella played upon her place as a favored daughter and was allowed to join. She was given simple tasks for the most part, really more of a passenger than a participant in the caravan, and as she realized this she planned on working to find adventure within the relatively boring journey. Feeling that her fencing and magic were more than enough, she decided that she should be among the guards who kept watch over the caravan. To fulfill this flighty fantasy, Serella went so far as to spike the wine of one of her cousins who was to stand watch over the caravan while it camped. He was woozy and tired after drinking the fortified wine, and Serella convinced him that it would be better if she took the watch for him – promising to tell no one while he slept it off.

Serrella took his post a ways out of the caravan to watch for dangers, responsible for the southern approach. At first she was excited and enchanted by the adventure of being on watch, but soon the reality that watch is quite boring took effect and she eventually nodded off to sleep herself. Tragically, she awoke to the sounds of battle north in the camp. Frightened, she crept north to see a band of marauding bugbears massacring her family and companions, and the obvious trail showed they approached right under her hiding post while she slept. Seeing the destruction, Serella froze – unable to act and knowing it was already too late. She stayed hidden in a thicket until the morning when she explored the carnage that was once her family.

The joyous elven maid died inside. She blamed herself for the death of her kin, and rightly so. Serella wandered without aim for several years – unable to deal with what she brought upon herself and her loved ones. Her care-free attitude, deceit, and arrogance resulted in the destruction of all she held dear. She imagined that she was presumed dead with the rest of the caravan, and she avoided all elven settlements lest they learn of her shameful survival. Years she wandered, empty and self-pitying until one day a wandering priestess of Iomedae took notice of her and took her in.

Serella finally faced what her careless frivolity had brought upon herself and her family, telling the harrowing tale to the priestess as if finally confessing the deed to cure the emptiness inside of her. When she was finished, she looked to the priestess, expecting loathing and judgment – but instead found care and understanding. The priestess showed Serella that it was a lack of strength of character – honor- that had led to her tragedy, and she could overcome her loss only by learning from the mistake. Serella followed the priestess and learned of Iomedea’s path of honor and began her life anew with honor as a central tenant. Recently, Serella became focused and self-aware enough that she split off with the priestess – living a life of strict honesty, honor and valor. Since then she has been looking for a quest or goal to strive towards, and her wanderings have led her to Brevoy.

As fate would have it, trouble wasn’t done with Serella, however. Serella happened upon an apparent robbery of a woman by two men on the streets of Restov. She intervened with spell and sword, wounding one of the assailants and sending both running. Unfortunately, it turned out that one of the young men was connected to House Surtova and the woman was a prostutite who they claimed had cheated her. Serella stood by the statement that the two men were accosting the women and asked for charges to be filed against them, but the connections of House Surtova proved to be too strong and Serella was instead jailed for assaulting the lordling.

One of the guard captains was a follower of Iomadae however, and seeing the symbol on Serella’s told her of a recent calling he heard of. The king was looking for adventurers to tame the harsh Stolen Lands and pardons were being given to those who would aid in the quest. Serella dreaded the trial that she would have to face, knowing that the lies of the lordling would be believed over her truths, and the pardon would return her to freedom in an honorable fashion. At the guard’s instruction, Serella wrote to the King and asked to be allowed to join in the quest to civilize the Stolen Lands. When the letter was sent, Serella was immediately certain that her request would be granted and that this was the purpose she had been searching for. And so she sets off on a quest to tame the wildlands that had taken her family, atoning for deeds done, and a chance to live with honor, justice and valor.

This elven woman’s features are harshly angled and her hair is cut short in the fashion of a soldier or laborer. A grim visage has worn severe lines in the otherwise youthful looking face, with her lips constantly pulled in a taught, emotionless line. Within the features can be seen a glimpse of elven loveliness, the shadows under her eyes and grim visage of emotions destroy any illusion of beauty. What remains appears to be a woman of efficient stoicism, with her equipment well cared for and weapons sharpened and oiled. A strong sense of utility, and a severe manner project from her and her hand frequently rubs the edge of the bladed holy symbol of Iomedae that she wears as a broach, the lone decoration in her appearance. A close look shows that there are cuts on her fingers and hands, possible from gripping the sharp edges of that holy symbol too closely.

Abrupt, harsh, and prickly can all describe Serella. Honor is all that she clings to, and aside from service, honor and attaining her goal she eschews all frivolity. In some ways it is her way of dealing with her painful past – a penance that requires her to not enjoy the pleasure of the company of others. As such, she is often unpleasantly abrupt and brutally honest. However, she is also fiercely loyal and willing to do whatever it takes to see that her oaths are kept and that honor is served. Thus, while she isn’t the most pleasant companion, she is almost always a valuable one.

Submiting a rogue: (I'll make an Alias if I get accepted)


Laius Rorgavia
Male Human Rogue (Spy) 1
HP: 8 (1d8)
Initiative +3, Senses: Perception +4
STR:10(+0), DEX:16(+3) CON:10(+0) INT:10(+0) CHA:16(+3) WIS:10(+0)
BAB:+0 CMB:+3 CMD: 13
Speed: 30


AC:20 (+3 Dex, +1 Shield +) Touch: 13, Flat footed: 17
Fort:+0 Reflex:+5 Will:+0


Melee +3 Rapier (1d6, 18-20/x2)
Melee +3 Dagger (1d4, 19-20/x2)
Ranged +3 Shortbow (1d6, 20/x3)


Acrobatics 7, Bluff 7, Diplomacy 7, Disable Device 7, Disguise 7, Perception 4, Sense Motive 4, Sleight of Hand 4, Stealth 7.


Two-weapon defense.
Two-weapon fighting.

Special Abilities:

Skilled Liar: Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages. This ability replaces trapfinding.
Sneak attack (+1d6):If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.


Bastard:You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Fencer:You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.


Other:Studded Leather (+3 to AC, Mac DEX Bonus: 5, Penalty: -1), Backpack, Pocketed Scarf, Belt pouch, Travelers Outfit (Throw Away), Pickpocket outfit.
Readied Items:Rapier, Bow, Arrows(40), Dagger, Caltrops.
Secured Items:Boot dagger, Scarf Dagger, Thieves' tools, Waterskin.
Stowed Items:Bedroll, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, torches (10), trail rations (5 days).

Laius sits near the end of the cell with his body lying upon the cold walls, his red hair accentuated in the dim light. He looks at the man that just entered and says: "My name is Laius, Laius Rogarvia, though you might know me as Laius the fool, or Laius the thief. Well both of these are right, I'm both fool and thief. But before you judge me, at least hear my tale..."
"I was born in a small town near the East Sellen, It was not any different from many other trorough Rostland. Its people toiled in the fields all day long, trough all week. My mother was such, a peasant though she not worked in the fields but rather in a house weaving. She would have a peaceful non-eventfull life, if it wasn't for her beauty. I don't really know how she looked young, my oly memories of her are of an unkept woman cursing the world. But I believe the stories the villagers tell. Thus my mother as a beautiful young woman caught the eye of a certain minor Rorgarvian noble. My father was as far removed from the line of sucesion as one could be and still remain of one family his name was Yasha, and upon seeing my mother he became imediately interested. I'm not completely sure bout what followed, but we all heard some version of the same history, young beautiful girl is taken by rich noble, and is left abandoned with a child. Now that child was me, my mother brought me up alone bringing food to the table with her weaving. Now it's not like her parents simply threw her out, they tried convincing her to marry some guy from town and live so, but she was stubborn you see she was proud. Proud of giving birth to me, she called me her little rorgavian, her little dragon."

Albus shift positions embarassment clear on his face then he continues: "Thus her family was left only capable of giving sparse aid, for most families already struggle to survive. But while my mother worried about each month I grew up mostly happy, I helped in home, played with other children. Yes I met with the dirty bastard reaction, and I got in quite some fights around that time, I also asked myself why didn't my father ever come to see mother or me, but mostly I was happy, life flew during these years. But I grew I learn't the truth that my father cared not neither for my mother or me, that most in the village though of my mother as little better than a whore and liar, not even a single one of them believed the letters my father had left. Well I can't blame them for at least in their content they were lies: words of love and affection." Laius laughs out loud at that then continues: "More like a spell, a trap to keep her bound to him. I was of course furious with my father but that didn't change my life, and so I kept living now helping in my uncle's farm, but while I managed to bring something back that way mother was being left bereft of work, for more reputable if maybe not as good weavers began to take her clients, and as she lost work we began to eat very little most of the year, and she began to go on rambling and crying cursing the world, bemoaning the villagers, but never my father or me. Finaly as things got worse and worse I took my father's letters and travelled to New Stetven using part of the money I got from selling a gold ring my father had given as a present to my mother. it was my first time in a city, i was baffled, and for some moments thought of giving up and turning back, but more than anything my anger spurned me onwards. Though difficult I finally found my father but I couldn't approach him. When I asked for him and showed the letters a servant answered me saying these were proof of nothing, when I tried to protest I was thrown out by the guards who also rent the letters in little pieces."

"Now furious I fullish decided to confront my father directly by going around the guards, well a fool's errand, is still a fool's errand even If the fool is the one telling the story. I got caught and this time they didn't thrown me out they put me in a dungeon cell. My first experience with one but certainly not my last. Still In a way i got what I wanted my hell-spawned father appeared in the dungeons one night, he was drunk, I knew because the smell was terrible, to my surprise he didn't look anything like me except for the hair and the eyes these were the same as mine a combination of yellow and green. when he looked at me he said: So you are the liar boy. Saying you're a man's son like that is bad boy you shouldn't lie eh?[i] Well I answered: [i]Damn you! Don't you have any shame! We're alone here! Or something along that, I mostly remember his face and my own rage at the time not the exact words, well except for his next ones. These... These I'll never forget: Shut boy! I don't care a s!@* bout what your whore of a mother told you or what you believe! You are not my son! You're someone's bastard no doubt, but I have no bastards. Now boy, You should be happy I won't kill you! Then he turned around and left, just like that, just like that I met my father and heard the only words he would ever give, words denying me my parentage."

Laius rises from the floor and says: "Well after that I was thrown out of New Stetven with some silver for passage and I think to shut me up as well, desolate I traveled back home, it was a hard voyage, my mind kept going back to these words. They echoed in my head with his voice, then sometimes with my own voice. Still that was the best part of the year for me. For when I arrived I discovered my mother had fallen Ill, she kept herself in the brink of life till the end of the year, but in the first week of the new year she died. And so I was left with nothing in the world for even our small house we had to sell in these last months. We lived with my uncle at that time. After mother's death I wandered for some days in the wilds, surviving mostly by luck than anything else. It was these days that set me upon my path, on a cold morning I was looking at the sky when I decided: If my father and his family denied what was mine, then I would seize it, steal it. That same month I traveled southwards towards the River Kingdoms, I after all could only learn thievery from thiefs. My time there was spent mostly running from one job to the other bogging things up or not, staying in the same place for long was bad. I spent two years there and When I came back to Brevoy I came as a con artist, who targeted nobles, but of course my primary target was my father. Of course if I knew he dould disappear then I would have struck at him before." Laius smiles then add: "Now you know my tale, and as I said I'm both fool and thief, but as the stars see me nad as they see all, I am Laius Rorgarvia and my honor is true."

Laius can either be a prisioner, or he can simply head towards the Stolen lands in other to take a noble title. He wants after all to seize what he was denied.

Question for you before I put up my sheet- what's your ruling on brass knuckles and unarmed strikes?

Here is my submission. Like others, I will create a alias when chosen.

Serella: Excellent use of hubris. Submission accepted.

Laius: Question: How'd he react to the fact that all of the Rogavias vanished roughly ten years ago?

Daen: Amazing. Very good story, awesome picture, well made character. Submission accepted.

Berenzen: Brass Knuckles are a light weapon which does damage equal to the damage inflicted by your characters fist. Their primary purpose is to make unarmed damage lethal. They are considered weapons and wearing them is generally seen the same as holding an open blade. They can be made out of alternate materials, and are finessable.

Last Thought on Houserules: Forgot one on the items side. The Quick Draw feat makes all item drawing one step less than normal. This makes readied items a free action to draw, secured items a move action, and stowed items a standard action.

When I get home from work in 4-5 hours I'll make a list of accepted submissions. Recruitment closes in the next couple days so those of you waiting get your characters in soon.

Laius would get mad he lost a chance to strike at his family but he would still want the money power of being a noble, actually their disappearance would make him even more ambitious, since he see the other noble houses of Brevoy as denying him his family place. He would most likely do something treasonous agaisn't the new ruling family. He hates the rorgavians but because his mother was proud of his inheritage he also acts proudly towards it.

@Ryuko - when do you plan to close submissions? I've been lurking in the background and thinking on character concepts, and don't want to dawdle too long on that and miss my shot.

I looked through the thread for a firm deadline and didn't see one, but I'm reading on my phone, so may have missed it. Apologies if I'm asking a question you've already answered.

Really hoping Dmitri gets in despite the whole "Lawful Evil Lady Worshiper" thing.

His character background sums up his early life, up to within a year of his leaving. He may seem bland and tasteless, but his sociopathology makes for great character development as he adjusts more.

Here is my application for Horatio - a half-orc Oracle of Battle. I've still got some work to do on his background, but here's the start. Let me knwo if you have any questions or would like to see any more.

Thanks for the consideration, Ryuko!

Rough Background:

"Master? I'm awake…I'm awake! But…but…" Horatio was unable to move. He was strapped to a hard stone surface. He pulled against the binds that held him, but was unable to move them. "Master - I cannot move. What is happening to me?!"

Horatio heard the Orcish shaman - his master for 18 years - shuffle over. The shaman uttered a few unintelligible words and seconds later Horatio felt a searing pain as a sharp point was jabbed into his left eye. The tip was dragged across his eye, and instantly Horatio's vision was filled with light. The blade was removed and moved to his other eye where the process was repeated.

Despite the intense pain, Horatio was distracted by the new sense - sight. He had never seen the world before, being born with an unexplained white film covering his eyes. He had lived a grueling life under the tutelage of a secluded Orish shaman since his birth, being trained in the art of war and battle.

He felt the binds release, but he continued to lay on the table, blinking, taking in the cloudy shapes before him. "It is time, Gujek," his master said, using his orcish name. "You are to leave me and do the work of your mother's name. You are ready. Take these items and go." Horatio sat up and looked at the items he was given - the heavy battleaxe that functioned as an extension of his own arm, the worn chain mail that he wore as a second skin and the dented buckler that he begrudgingly carried per his master's instructions. He had never seen the items before, but he recognized them instantly from the year's of use.

Rising he took in the sights of his master's tent, the whole world new to him. Before he could consume too much, his master said, "Go, Gujek, go south into to the lands of Brevoy. Seek your purpose and follow the mystery. Go."

That was 20 years ago. Since that time Horatio had wandered, taking odd jobs and working to fulfill - or more accurately - discover his purpose. Though he had not yet found it, he was not discouraged, choosing to believe that he was born for something greater than he had accomplished to this point.

When he received word that expeditions to Stolen Lands were accepting new recruits, he signed up without hesitation, feeling a strange, unfamiliar calling inside of him to do so.

Horatio: Destiny is always a handy motivation.

Accepted Submissions:
Dmitri Mavis
Fofin Proudheart
Blake Cortelli
Fyrek Orlovsky
Destan Marr
Jarin Balak
Serella the Forlorn
Laius Rogavia
Daen Aheritor
Horatio Labreque
Culine Virianothil

Good submissions guys. I'll likely close recruitment at some point on wednesday, but I don't have an exact time or anything.

Any chance of you running more than one group, since you already have 15 backgrounds that are good enough to be accepted, and another 2 days of submissions to go through?

Woohoo! Made it past the submission stage :D

Good luck to everybody with recruitment.

I think my most looked-forward to point in a kingmaker campaign is when all the PC's sit around a fire after their first hard day and share their stories of their childhoods.

I'm kind of curious what kind of looks I'd get if I make it in and get to that point XD

Would there be anything you'd suggest for Nexi's submission that might get past submission? Even if it's not for this particular campaign, then for future reference? I'm new to the play-by-post scene, and the groups I run with are usually 40% Role-Playing and 60% combat.


Oh, sorry. Nexi is fine, just missed it.

OK, cool, thanks. :)

King Noleski Surtova sighed as he pressed his fingers against his temples in aggravation. "This is the best you could do? This group of... of.... yea gods." The hawk-faced spymaster across from him nodded gravely, knowing his lieges moods well enough to ignore this outburst. "Your Majesty, you gave me very vague criteria. This was the best trained series of teams I could manage." The king looked over the stacks of parchment again. "So Maegar Varn? The lordling that can't keep away from the ale? And what.... half of his household? An elven druid? A savage from the north?" The spymaster looked into his blue eyes without flinching. "Lord Maegar Varn was asked to leave his home by his lord father. He is a self proclaimed paladin from a land similar to that of the Nomen Heights, and the other two offered to go as long as he did. The druid has a strong connection to the governing body of Kyonin and the savage is a decorated scout in his Ulfen tribes armies."

"This other group... the Iron Lords?" The King looked over the symbol of a mailed gauntlet that represented the group. "Mercenaries. The Orlovsky's were attempting to hire them. We bought them out. They're quite well suited to the environment next to Pitax and have no true connection to Brevoy."

"Why are you sending Baron Drelev. His money is far more welcome on the homefront?"

"Drelev has experience in managing armies. He has promised absolute fealty to the crown in exchange for this new territory and exclusive rights to settle the area."

"All right what about this last one." Noleski fanned the last few parchments over the desk.

"Well... they're the dregs your majesty. Those that are left." The Spymaster pointed to a section of forest on the map of the Stolen Lands. "They'll explore this area in the center. The Greenbelt. And if they fail there won't be any issues. Maegar Varn or Baron Drelev will move in from either side and take over the exploration of that area."

"So what are their qualifications? This Dmitri Mavis... strange family name."

"Yes. No one's sure where he came from. He's worked for some of the southern lords as an adventurer for hire. The man's a demon, willing to kill or die at the drop of a hat. Seems he has an insubordination problem sometimes though. Especially with men."

"Uh-huh... how about Fyrek Orlovsky? Come now, I've never heard of this particular woman but she's one of the Orlovskys. They are one of the threats to my throne."

"Look closer. She's a Sylph. Her family kicked her out, and she's an outcast. Besides, should you need someone to run Orlovsky land after the war is over... who better than a woman who owes you a big favor for restoring her noble name. Besides, she's recently joined a Druidic order. We could do this all day your Majesty. Cortelli is an alchemist's apprentice who was scarred badly in an accident during a Crown raid. The Crown owes him a favor. And your nephew Daen is effective in combat and magic, and loyal to your family. Plus, if he disappears no one can question you, since he chose to go of his own free will."

The King's eyes narrowed and he snarled. "No. No. Absolutely not. How could you even suggest this harlot?" He threw the last parchment across the room.

The Spymaster took a calming breath. "Do you want her gone Your Majesty? Because this is a very likely way to make sure she never returns. Even if she manages to stay alive through the first blush well.... there's always other ways to remove her. Far from our kingdom. Destan may not be worthy of marrying your second son, but she is a useful asset in this case. And she wishes to please you more than anything. She'd give her life to impress you enough to allow her to marry your son."

"I'm not happy with this." The King adjusted his crown as he slumped.

"That's why you keep me around. To make the decisions you don't like." The spymaster smiled at his old friend.

"Fine. Set up the ceremony. I will give them their Charters personally."


All right guys, those chosen are:

Dmitri Mavis
Fyrek Orlovsky
Blake Cortelli
Daen Aheritor
Destan Marr

Congrats guys. It was a hell of a race. Some really strong submissions here and I could barely bring it down to five. These 5 will have until friday to report into the Discussion Thread before I pick up an alternate.

Have fun! :)

oooh, thanks, Ryuko - reporting to discussion thread now!

nooo.....I missed it, oh well, have fun all

Bummer! I was really keen on this one, too!

Have fun folks - and if anyone drops out let me know!


Ah well... Enjoy all!

Cool. Have fun, guys!

Best of luck, and have fun!

Good gaming, everyone. That was a nice touch at the end, Ryuko.

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