Kingmaker: Ustalav

Game Master Atorhal

A Kingmaker campaign in the lands formerly known as Ustalav

Campaign Information and Documents

Current Tactical Map: MAP


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Build and alias will be submitted upon request.

Please indicate your expected posting rate: 2-3/day, at least once a day on weekends (kids and all that).

Character name, race, and class: Brother Keryn of the Sundered Blade Sect, half-elf male, Unchained Monk (Invested Regent), following Iomedae.

Alignment with 3 values: Lawful neutral, in the 'personal code' sense. He tends towards good. His core values are honor, protection, and perseverance.

Traits
Campaign trait:
Belkzen Veteran - You spent time fighting against the orc hordes in the Hold of Belkzen. Brutal fighting is all the orcs understand, and you have trained long and hard in order to take the battle to them. You gain a permanent +1 to attack rolls made with edged weapons. This benefit stacks with all other bonuses/minuses.

Honorable Champion - Once per day, if an effect would compel you to harm an ally, abandon an ally, or break your word, you can attempt a Will save at the usual DC to end the effect. If the effect normally allows a Will save at this point, you can roll twice and take the better result.

Elven Reflexes - You gain a +2 train bonus on initiative checks.

Background Synopsis:

Given over as a infant to an orphanage sponsored by the Church of Iomedae, on the outskirts of Lastwall, Keryn never knew his last name, or much of anything about his parents. His half-elven heritage became apparent early on, in the form of slightly pointed ears and the grace and fluidity of movement typical of elves. Raised as a ward of the Iomedaean faith, he was provided with schooling, food, and shelter in exchange for work as directed by members of the Church. This work included things like general physical labor, cleaning, cooking, and washing clothes. Over time, some of the children were allowed and encouraged to express interest in more advanced work, and some became apprenticed to smiths, leatherworkers, cobblers, masons... but Keryn was drawn to gardening. He enjoyed being outdoors, knowing that his efforts helped to provide food for others, and also it made him feel a bit more in touch with his elven roots.

It was while working in the gardens that he first saw a monk practicing martial arts. The fascinated boy stood and watched, his work forgotten in the moment, as the human man flashed through forms, fists and feet blurring through the air, his slower movements incredibly precise, with no wasted effort. He felt something stir inside him, and suddenly somehow knew that this was something he had to be a part of. Upon hearing his name called, he looked over at the Acolyte who was in charge of the gardens, and in doing so, saw the symbol of Iomedae mounted on the peak of the roof behind the man. Suddenly the symbol blazed, so bright that Keryn had to look away. Thinking it was the sun shining off the metal, it was only when the rain began to fall that he realized it was cloud and the sun could not be seen.

Keryn told the Priest who ran the orphanage of his experience the next day, and was granted leave to interview the monk he'd seen training in the yard, Brother Antoh (AHN-toh), of the Sundered Blade Sect. Keryn met with Antoh that night at dinner, and they spoke of Iomedae, of Keryn's background and time at the orphanage. Brother Antoh told Keryn that he felt something in the young man's presence, and that if he was willing to take vows, he could be tested for training as a member of the Sect, and if he was not chosen, he could live and work at their abbey, doing many of the same things he currently did at the Orphanage, or striking out on his own when he felt ready. Keryn agreed, and the next day they set out for Ustalav, where the Abbey of the Sundered Blade was located.

Flashing forward a few years, Keryn has trained long and hard to achieve some mastery over himself, and has served with distinction against the orcs of Belkzen. On more than one occasion, unexplained things have happened around the young monk, seeming to indicate plans for him that are beyond his current understanding. He has taken the role of an itinerant, traveling around to help those in need, protect the weak, and spread the word of Iomedae, trusting in Her guidance to show him his destiny.

An experience you'd like to have: Keryn would someday like to found and lead his own monastery, dedicated to Iomedae, and passing on his own teachings and experiences.

I see Keryn as a straightforward character. He will remain a monk through his career, and is driven in all things by his love for Iomedae, his desire to aid and protect, and a drive to help foster order and stability.


set 1..... well Sh!t… this'll be interesting:
4d6 ⇒ (2, 3, 5, 6) = 16 14
4d6 ⇒ (3, 1, 5, 6) = 15 14
4d6 ⇒ (3, 3, 3, 2) = 11 9
4d6 ⇒ (2, 3, 1, 1) = 7 6
4d6 ⇒ (1, 1, 6, 4) = 12 11
4d6 ⇒ (3, 5, 4, 3) = 15 12

set 2 best:
4d6 ⇒ (5, 1, 4, 1) = 11 10
4d6 ⇒ (6, 2, 5, 4) = 17 15
4d6 ⇒ (4, 4, 2, 6) = 16 14
4d6 ⇒ (4, 4, 4, 6) = 18 14
4d6 ⇒ (3, 6, 4, 1) = 14 13
4d6 ⇒ (1, 4, 2, 2) = 9 8

set 3 worst:
4d6 ⇒ (1, 2, 3, 1) = 7 6
4d6 ⇒ (4, 3, 6, 4) = 17 14
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (1, 3, 2, 3) = 9 8
4d6 ⇒ (2, 4, 2, 3) = 11 9
4d6 ⇒ (4, 2, 5, 4) = 15 13


Will adjust later tonight when I get time.

Group 1:

Stat1: 4d6 ⇒ (1, 6, 4, 2) = 13 12
Stat2: 4d6 ⇒ (1, 6, 1, 1) = 9 7
Stat3: 4d6 ⇒ (6, 6, 2, 4) = 18 16
Stat4: 4d6 ⇒ (6, 4, 6, 3) = 19 16
Stat5: 4d6 ⇒ (6, 5, 6, 3) = 20 17
Stat6: 4d6 ⇒ (2, 3, 6, 2) = 13 11
32 point buy....

Group 2:

Stat1: 4d6 ⇒ (5, 3, 2, 5) = 15 13
Stat2: 4d6 ⇒ (1, 3, 4, 5) = 13 12
Stat3: 4d6 ⇒ (1, 3, 3, 3) = 10 9
Stat4: 4d6 ⇒ (2, 6, 6, 4) = 18 16
Stat5: 4d6 ⇒ (1, 3, 4, 4) = 12 11
Stat6: 4d6 ⇒ (2, 3, 1, 3) = 9 8

13 point buy


Group 3:

Stat1: 4d6 ⇒ (2, 2, 5, 6) = 15 13
Stat2: 4d6 ⇒ (3, 4, 2, 4) = 13 11
Stat3: 4d6 ⇒ (4, 2, 5, 5) = 16 14
Stat4: 4d6 ⇒ (6, 5, 1, 1) = 13 12
Stat5: 4d6 ⇒ (4, 3, 2, 6) = 15 13
Stat6: 4d6 ⇒ (4, 2, 5, 5) = 16 14
19 point buy


I'm glad to see this recruitment get off the ground!

Here are my rolls.

Set 1:

4d6 ⇒ (4, 1, 2, 4) = 11 10
4d6 ⇒ (2, 6, 6, 6) = 20 18
4d6 ⇒ (1, 5, 3, 1) = 10 9
4d6 ⇒ (2, 3, 6, 1) = 12 11
4d6 ⇒ (2, 2, 6, 3) = 13 11
4d6 ⇒ (6, 1, 1, 5) = 13 12

Set 2:

4d6 ⇒ (5, 4, 2, 6) = 17 15
4d6 ⇒ (2, 1, 2, 3) = 8 7
4d6 ⇒ (6, 1, 1, 6) = 14 13
4d6 ⇒ (2, 4, 6, 3) = 15 13
4d6 ⇒ (2, 1, 4, 2) = 9 8
4d6 ⇒ (1, 2, 6, 6) = 15 14

Set 3:

4d6 ⇒ (6, 5, 1, 4) = 16 15
4d6 ⇒ (3, 3, 2, 6) = 14 12
4d6 ⇒ (2, 4, 1, 1) = 8 7
4d6 ⇒ (5, 1, 1, 3) = 10 9
4d6 ⇒ (6, 3, 3, 3) = 15 12
4d6 ⇒ (2, 1, 1, 4) = 8 7


haydenmccullen wrote:
Also - which set of kingdom-building rules will we be using? Core KM only, Ultimate Campaign, or 3rd Party Ultimate Rulership as well?

Ultimate Campaign with a few tweaks. I plan to discuss details with the players well before we need to use them.

And just for transparency, I also plan to incorporate realm management ideas and rules from other RPG sources too. Most of those will be background though, nothing for players/PCs to worry about. Mainly stuff to help me plan out the campaign.


Rau Vanator wrote:
...or would 20 durable blunt arrows just count as mundane and skip the cost altogether?

Mundane. I'm not going to ask players to worry about arrow recovery. I'd say keep track of magic arrows, but not normal ones. "Quiver of arrows" is all I'd need to see on your equipment list. :)

We will be doing some basic resource tracking for food and water though. (Yes, magic can offset this need, but especially early on, it might be important in some situations)


I'm thinking I'll put together some type of Investigator.

Just in case I get lucky:

roll 1:

4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (5, 3, 2, 1) = 11
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (1, 4, 2, 4) = 11
4d6 ⇒ (1, 4, 6, 4) = 15
4d6 ⇒ (5, 3, 1, 3) = 12

roll 2:

4d6 ⇒ (5, 1, 2, 1) = 9
4d6 ⇒ (2, 2, 5, 2) = 11
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (1, 3, 3, 6) = 13
4d6 ⇒ (1, 4, 2, 1) = 8
4d6 ⇒ (2, 2, 3, 2) = 9

roll 3:

4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (2, 3, 2, 1) = 8
4d6 ⇒ (1, 5, 1, 4) = 11
4d6 ⇒ (4, 3, 2, 5) = 14

Well, it looks like I'm going with your rolls, moved around a bit:
16(15)
18(17)
14
11
14(15)
14(15)


I think I’m going to go with a melee Alchemist (Vivisectionist). Going into Master Chymist. Really feels like it fits the Gothic Horror feel of Ustalav well. And provides a lot of great RP opportunities. Now I just have to finish out the details.

Dark Archive

Here's my entry:
Name, race, class:Lynden Fireneli, elf, wizard (hallowed necromancer, VMC rogue) 3
Posting Rate: Once per day.
NG (integrity, vigilance, teamwork)
Deity Ketephys (Aspect: The Hunter)
Traits Belkzen Veteran, Deathtouched (+1 Fortitude), Lastwall Defender

Additional Info:

Background
When the horrors broke out in Ustalav, Lynden defied the traditional non-involvement of the elves in Kyonin to join the fight across Lake Encarthan. He fought on several fronts of the Crusade of Reclamation, including a lengthy tour in Belkzen, but he eventually settled in as a cryptbreaker with the legions of Lastwall. His unit was sent in to clear out trapped and infested tombs harboring all manner of undead. (He has an ashen, hand-shaped scar on his left forearm from a brush with a wraith.)

After the Crusade was concluded, Lynden decided to stay in Ustalav to guard against any undead that might still be lurking around the boundaries of the vulnerable society. Undead might be patient, but there is nothing like an elf for keeping a vigil through the years.

Desired Experiences
Sneak attack a ghost, unmask a vampire.

Future Plans
After 7th level, enter Arcane Trickster prestige class (provided you will let me retrain a feat into Accomplished sneak attacker. Otherwise, I'll go into it at 9).


casting the dice:

4d6 - 3 ⇒ (4, 3, 3, 6) - 3 = 13
4d6 - 1 ⇒ (5, 1, 6, 4) - 1 = 15
4d6 - 1 ⇒ (5, 5, 1, 4) - 1 = 14
4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6 - 3 ⇒ (6, 3, 4, 6) - 3 = 16
4d6 - 3 ⇒ (5, 5, 3, 6) - 3 = 16

I have a fun character concept that is rather fitting for a horror/undead influenced setting. He's had two builds in the past, now to determine which to go with.


set1:

4d6 ⇒ (4, 6, 3, 4) = 17=14
4d6 ⇒ (5, 2, 1, 1) = 9=8
4d6 ⇒ (3, 1, 6, 2) = 12=11
4d6 ⇒ (6, 1, 3, 1) = 11=10
4d6 ⇒ (6, 2, 1, 2) = 11=10
4d6 ⇒ (6, 4, 5, 5) = 20=16
5-2+1+10=14 pts

set2:

4d6 ⇒ (2, 1, 4, 6) = 1312
4d6 ⇒ (3, 6, 1, 4) = 1413
4d6 ⇒ (1, 5, 3, 3) = 1211
4d6 ⇒ (2, 1, 5, 1) = 98
4d6 ⇒ (6, 5, 6, 3) = 2017
4d6 ⇒ (2, 4, 3, 3) = 1210
2+3+1-2+13+0=17 pts

set3:

4d6 ⇒ (1, 3, 2, 5) = 1110
4d6 ⇒ (4, 1, 4, 2) = 1110
4d6 ⇒ (6, 1, 5, 6) = 1817
4d6 ⇒ (6, 6, 5, 2) = 1917
4d6 ⇒ (2, 4, 3, 5) = 1412
4d6 ⇒ (1, 4, 1, 1) = 76
=0+0+13+13+2+-6?=22 pts

wow, some not so good rolls. The last one might be something I can work with, even though it's gonna suck to have a stat of 6. I may just go with 20 pts


Just saw your rolls so i'll be using those as for the character here we go

Please indicate your expected posting rate (every day, every other day, etc)*
Expected rate should be once a day baring any real life issues
- Character name, race, class
Name: Davril Sok | Race: half-elf (with drow heritage) | Class: Inquisitor of pharasma.
-Diety: Pharasma; Davril's family are avid hunters of undead and Davril has been raised with these Ideals.
- Alignment with 3 values
Alignment: NG leaning towards true N | Values: Survival, Hunting undead, Justice
- All 3 traits
1. Hunter's Blood; +1 bonus to Diplomacy, Knowledge(religion), and Survival when related to undead. Choose one of these skills as a class skill. Undead gain a +1 bonus to learn about YOU.(Your family is famous for hunting undead)
2. Elven Reflexes: +2 Initiative
3. Foreigner: You are from a land located far away, and have no ties to Ustalav, Lastwall, or any of the other countries bordering this region. You gain a +1 to Perception and a +1 to AC. The benefit to AC is considered a dodge bonus that stacks with all others. Should you be surprised, incapacitated, or otherwise lose your AC bonus from dexterity, you will temporarily lose this benefit until you regain your bonus from dexterity.
- Background Summary - Davril Sok was born to the Sok Clan, a family of vampire and undead hunters that are almost constantly moving from place to place. Davril was born while his family was in varisia and spent much of his childhood there, moving from city to town to village. While he was young the family elders taught Davril all about different types of undead like zombies or vampires, while making him copy the families tombs on undead into his own personal journals. As he got older Davril was taught how to fight with a bow and a rapier as everyone in his family does. Once he was old enough Davril began going on hunts with the older members of his family.
When Davril reached adulthood he set out on his own with instructions from his family. He was to continue to travel and hunt the abominations of the world and could only stop once he managed to kill an old, powerful, or famous undead. Once he accomplishes that, according to family tradition, he has three choices as to what to do. He can choose to return to his family, start his own family and travel with them, or settle down and protect an area while beginning his own family and teaching his children. Recently Davril has heard of the hoards of undead that still stalk the land of Ustalav and has begun traveling there in hopes of finding worthy pray, all while continuing to hunt various undead in towns that he travels through.

- One experience you would like your character to have (allying with an intelligent weapon, defeating a powerful foe, becoming a renown bard, etc)
I would like Davril to be able to accomplish his goal of killing a powerful undead of some form.


I missed that you rolled a legendary set and offered for everyone to use it. As you mentioned, might as well roll my remaining two sets and see if I do any better.

set 1, 34 pts:

rolled above: 16, 16, 15, 14, 13, 9

set 2, 23 pts:

4d6 - 1 ⇒ (5, 3, 2, 1) - 1 = 10
4d6 - 1 ⇒ (2, 4, 1, 5) - 1 = 11
4d6 - 1 ⇒ (3, 2, 1, 4) - 1 = 9
4d6 - 1 ⇒ (2, 5, 6, 1) - 1 = 13
4d6 - 1 ⇒ (1, 6, 2, 5) - 1 = 13
4d6 - 2 ⇒ (6, 2, 6, 6) - 2 = 18

set 3, 32 pts:

4d6 - 2 ⇒ (6, 5, 2, 4) - 2 = 15
4d6 - 2 ⇒ (4, 4, 2, 5) - 2 = 13
4d6 - 1 ⇒ (1, 3, 5, 4) - 1 = 12
4d6 - 3 ⇒ (6, 3, 6, 6) - 3 = 18
4d6 - 1 ⇒ (1, 2, 3, 3) - 1 = 8
4d6 - 3 ⇒ (4, 5, 5, 3) - 3 = 14

well, looks like both my Set #1 and #3 were pretty amazing... but your set still wins. Now, to play with the numbers and give them a spin.


Alright, I'm thinking an Aasimar channeling Cleric is just the perfect fit for this. He'll want to recover his ancestral lands from the undead scourge, and all that. Working on the fluff right now, but meanwhile, is it acceptable to pick more than one archetype? There are several that, combined, could give Channeling a nice boost as to not make it useless when the level of the game starts to grow up.

Also, since Aasimar:

Variable Features Table: 1d100 ⇒ 70

That's a +2 to Con. Difficult choice, Daylight could be a life saver in this campaign.


Set 1:
4d6 ⇒ (2, 5, 4, 2) = 13 11
4d6 ⇒ (1, 4, 2, 5) = 12 11
4d6 ⇒ (5, 6, 2, 2) = 15 13
4d6 ⇒ (2, 1, 5, 3) = 11 10
4d6 ⇒ (3, 1, 5, 4) = 13 12
4d6 ⇒ (2, 5, 3, 3) = 13 11

8 pt buy :)

Set 2:
4d6 ⇒ (5, 6, 1, 4) = 16 15
4d6 ⇒ (4, 1, 3, 2) = 10 9
4d6 ⇒ (6, 2, 6, 4) = 18 16
4d6 ⇒ (6, 5, 5, 1) = 17 16
4d6 ⇒ (2, 2, 5, 4) = 13 11
4d6 ⇒ (2, 5, 2, 3) = 12 10

27pt buy.

Set 3:
4d6 ⇒ (4, 5, 6, 5) = 20 16
4d6 ⇒ (3, 1, 4, 1) = 9 8
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (2, 4, 5, 4) = 15 13
4d6 ⇒ (4, 2, 1, 1) = 8 7
4d6 ⇒ (3, 2, 6, 1) = 12 11

14pt buy..

I'll be using your rolls, slightly tweaked to:
18 (+1), 16 (+1), 15, 14 (-1), 14, 10 (-1)


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Here is my submission. Still working on the full crunch, but since it isn't required for this, I wanted to get this in.

Submission Requirements
Expected posting rate: Once per day during the week, once during the weekends. I may be able to do more during the week, depending on other peoples’ posting speeds.
Character name, race, class: Volkar Neska, Human Sorcerer (Ectoplasm bloodline)
Alignment: LN (status, power, law)
Traits: Bastard, Noble Blood, Traditionalist
Deities: Pharasma, Abadar, Asmodeus

Background Summary:

Volkar is the bastard son of Count Aericnein Neska, former Count of Barstoi in eastern Ustalav. His mother, Areyna Silcol, was a secret mistress of the Count, who became pregnant and gave birth to Volkar in 4695 AR, only a couple of years after he ordered the Furnica Plains burned and salted after withdrawing from them. Kept hidden in a forested manor house near the border of Varno County, along the Kingfisher River, Volkar was raised primarily by his mother, seeing his father only on the twice-yearly occasions the Count visited. Volkar was not of much interest to the Count, and it was only 7 years later that the Count lost interest in his mother, and kicked them out with a sum of coin and a warning that if either of them mentioned their connection to him, both would be arrested and executed.

They journeyed to the town of Sturnidae, where they could settle into quiet life. His mother told the villagers that Volkar’s father was dead, and became a seamstress to ensure they could make ends meet. Volkar’s mother made sure he should never mention who his real father was, and for several years he didn’t. Growing up near the Furrows, they would be subject to the occasional pall of grey ash that blew from that desolate wasteland to the town. Within, Volkar routinely saw shapes of soldier marching and fighting, and occasionally thought he heard voices on the wind. These instances only intensified as he grew older. Strange things would sometimes occur around him, and people began to whisper he might be haunted.

Then came the sudden undead uprising. The Pharasmin inquisitors and black-armored soldiers of Barstoi attempted to stem the tide, and held the line for a year, but they were overwhelmed and the undead fell upon Barstoi. Count Neska was reported to have been slain by the undead, and Volkar and his mother fled into Varno. While crossing the Furrows, they became lost, but Volkar listened to the spirits and convinced his mother to follow him, and got them into Varno. They were not to stay there long, however, as they continued fleeing the advancing horde of undead to Ilmarsh, where they desperately evacuated by ship, across Avalon Bay, to Vauntil. Surely, in the capital’s county, there was safety, they thought. Alas, none was to be found. It was as they fled Vauntil that Volkar lost his mother. They were fleeing when they were cornered by a group of undead. The undead fell upon his mother, and he heard her screams. He felt a power rise inside him as she died, and the magic escaped him, uncontrolled and wild, destroying the undead. Too late to save his mother, however. He said a prayer over her body he’d heard Pharasmin priests say, then used magic to burn her body - he wasn’t sure how he did it, but he didn’t want her becoming one of the abominations.

Volkar fled to Caliphas then, when it became clear even the capital would fail to hold, to Lastwall. It was there he finally found safety, as the Crusade of Reclamation poured into what had once been the nation of Ustalav. In the refugee camps, he taught himself to control the magic that had come to him in Vauntil, though he knew not how he had gained these abilities. At the age of 18, he joined the Crusade of Reclamation to help reclaim Ustalav, using his magic to strike at undead foes. He learned from the mages who fought in the Crusade that his power was heavily tied into the Ethereal Plane, and he could somehow harness raw Ectoplasm in wielding his abilities. Fighting against the undead taught him how to control his fear when seeing them.

During this time, he also learned about his father. He’d known his father was a Count, and that he’d kept a harsh law in Barstoi, but what he hadn’t known was the extent of his father’s ambitions and how harsh he had been. Learning as much of his father’s history as he did, he grew to appreciate the benefits of wielding the strength of rule, and of how even as a Count his father may have been more powerful than Ustalav’s nominal ruler, Prince Aduard. Like the majority of Ustalavic citizens, he worshipped Pharasma, but he grew to appreciate the teachings of Abadar and Asmodeus, particularly as they pertain to the law and how important it is to grow a society and country. He thought that if Ustalav had been less insular and more civilized, they would have had stronger protections against the undead horde. It was a valuable lesson to be learned - although it appeared to be too late for Ustalav to learn it.

Then the Crusade ended, and Lastwall decided Ustalav needed to be rebuilt. The Prince was dead, and there appeared to be little of the nobility left, if any. In particular, neither Count Neska nor any of his legitimate heirs were found alive. Volkar saw this as his chance. He could claim a position of rule, of status and power. Despite his illegitimacy, this was a chance to rebuild Ustalav with an eye towards a strong society and a powerful central government. Finally able to use his father’s surname, Volkar Neska would venture forth to rebuild and restore Ustalav - or die trying.

One Experience you would like your character to have:

Personally, reading the brief description of Count Aericnein Neska, I think it would be interesting if, after he was killed by the undead, he’d risen as a Graveknight and would eventually need to be defeated by the party. I think Volkar would like the chance to prove he was worth more than being thrown out to fend for himself - and revenge upon his father for doing it.


ahh, read GM's stat post. Yeah, will be going with that.
working on a halfling unchained rogue, should have basics up soon


Hi all,
Thanks for the interest so far, glad to see so many creative ideas and concepts. Tonight I plan to review and make sure all questions and PMs have been answered.

I also plan to start going through submissions to confirm which ones are final and which ones still lack information. Don't feel rushed if you're not finished, I'm only checking boxes for this exercise, not evaluating anything.


I'm "not feeling it." Unless some inspiration hits, I just haven't come up with a character I WANT to play through this. Thought I would/did.

I hope the group you pick manages to have fun!


Right! I would love to be involved in this: Kingmaker is one of my favourite IPs out there and I have never had the opportunity. Let's give it a try.
Stats

Spoiler:

Attribute: 4d6 ⇒ (1, 1, 5, 1) = 8
Attribute: 4d6 ⇒ (5, 5, 6, 3) = 19
Attribute: 4d6 ⇒ (1, 5, 2, 1) = 9
Attribute: 4d6 ⇒ (4, 6, 4, 3) = 17
Attribute: 4d6 ⇒ (2, 6, 2, 3) = 13
Attribute: 4d6 ⇒ (5, 6, 5, 6) = 22

Right! Which works out to be:

7, 16, 8, 14, 11, 17

Attribute: 4d6 ⇒ (6, 2, 4, 1) = 13
Attribute: 4d6 ⇒ (2, 6, 2, 1) = 11
Attribute: 4d6 ⇒ (5, 4, 6, 6) = 21
Attribute: 4d6 ⇒ (4, 3, 3, 4) = 14
Attribute: 4d6 ⇒ (5, 1, 6, 2) = 14
Attribute: 4d6 ⇒ (2, 2, 3, 3) = 10

Which works out to be worse.

Attribute: 4d6 ⇒ (5, 2, 3, 2) = 12
Attribute: 4d6 ⇒ (6, 1, 4, 6) = 17
Attribute: 4d6 ⇒ (2, 2, 2, 1) = 7
Attribute: 4d6 ⇒ (4, 5, 1, 3) = 13
Attribute: 4d6 ⇒ (6, 1, 4, 2) = 13
Attribute: 4d6 ⇒ (1, 2, 5, 2) = 10

And that's worse, too - 20 points buy-in it is!

So here is the character:

Name: Edwin Longfellow
Race: Halfling
Class: Monk (Scaled Fist) 1, Bloodrager 2
Alignment: Lawful Good
HP: 29
AC: 17(TAC: 11, flat-footed, 11)
Bloodline: Aberrant

Strength: 14
Dexterity: 16
Constitution: 12
Intelligence:10
Wisdom: 8
Charisma: 16

Skills:
Diplomacy: +14/+15
Stealth: +13
Perception: +7
Climb: +10

Traits: Crusade Veteran(+1 to hit with blunt weapons), Honest(+1 to Diplomacy checks, +2 to those already friendly or helpful).

Feats: Weapon Focus: Unarmed Combat, Lucky Halfling(Roll one allies saving throw/day alongside him. Choose which one to use), Deflect Arrows(1ce a round, ignore one ranged attack he is aware of).

attacks:
Unarmed Combat: 1d4+2/1d4+2, +8 to hit(+3 BAB, +1 Size, +1 Crusade Veteran, +2 Strength, +1 Weapon Focus), raising to 1d4+4/1d4+4, +10 to hit when raging.

I'll put the rest of the stuff in when I get home. Just leaving Uni right now.


Slight change of concept. I present Atien Sepetdlav, Paladin Of Shelyn

Expected posting rate - every other day at least
Character Name, Race, Class - Atien Sepetdlav, Human, Paladin (Virtuous Bravo)
Alignment with 3 values - Lawful Good (Honor, Compassion, Loyalty)
Traits - Noble Blood, Reckless, Seeker
Diety - Shelyn (Art And Music)
Background Summary - (WIP) Born and raised in the Barstoi County Of Ustalav, Atien’s father and grandfather were on the wrong side of the War Without Rivals and lost the lands that had been in their family for years. Nine years ago, his grandfather and father were killed by the undead hordes that spurred the Crusade of Reclamation. Fleeing with his mother and younger sister, Atien found himself in Numeria with only his father’s ring to remember him.

Atien’s mother led them to a monastery dedicated to Shelyn. She revealed that before wedding his father, she had been a holy warrior for the goddess, attempting to bring light, art and love to As much of Ustalav as she could. Becoming a mother was what she considered a gift from the goddess and gladly put the Glaive she had trained with aside for family.

The last few years have been a time of discovery for Atien. He learned that while he excelled with the Glaive, he also discovered that he had been chosen by Shelyn herself to being enlightenment and joy back to Ustalav. From that point on, Atien took to training and learning all he could that would allow him to return and destroy those who had destroyed his family (and perhaps reclaim his family’s rightful lands and titles in the process).

One experience you would like your character to have - Reclaim Family Land/manor

Crunch (WIP):
Atien Sepetdlav
Male human (Taldan) paladin (virtuous bravo) 3 (Pathfinder Player Companion: Heroes of the High Court 12)
LG Medium humanoid (human)
Init +4; Senses Perception +9
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 25 (3d10+3)
Fort +7, Ref +8, Will +8
Defensive Abilities nimble +1; Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee: silversheen glaive +9 (1d10+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with silversheen glaive)
Special Attacks: smite evil 1/day (+3 attack, +0 AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect evil
--------------------
Statistics
--------------------
Str 11, Dex 19, Con 13, Int 15, Wis 14, Cha 17
Base Atk +3; CMB +7; CMD 18
Feats: Agile Maneuvers, Bladed Brush, Combat Expertise, Deadly Aim, Power Attack, Slashing Grace[ACG], Weapon Focus
Traits: Noble Blood, reckless, seeker
Skills: Acrobatics +11, Diplomacy +9, Handle Animal +7, Heal +7, Knowledge (religion) +8, Linguistics +5, Perception +9, Perform (sing) +5, Profession (Priest) +6, Ride +8, Sense Motive +6, Spellcraft +6
Languages: Common
SQ: bravo's finesse, lay on hands 4/day (1d6)
Other Gear: +1 darkleaf cloth lamellar (leather) armor[UC], silversheen glaive, 1,432 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bladed Brush Glaives become finess and swashbuckler weapons. As a move action, can change from reach to non-reach.
Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Nimble +1 (Ex) +1 dodge bonus to AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slashing Grace (Glaive) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +0 deflection bonus to AC when used.
Weapon Focus (Pole Arms) Choose one weapon group. You become better at using that type of weapon.

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TClegg: Should we both be chosen for this, I look forward to the interaction between our characters, given their respective familial ties.


Phntm888 wrote:
TClegg: Should we both be chosen for this, I look forward to the interaction between our characters, given their respective familial ties.

It took me a second to see what you were referring to, but I now see the potential. :)

I am definitely looking forward to it if that’s the case. :)


Agh, my background has been completely stolen! xD I'll have to think of something else.


I've never played an online campaign before, but I'd be willing to give it a shot if you'll have me. I've a character that I've wanted to play for some time now that I think would work well in this campaign, though the build may not be suitable if the characters are intended to be well-optimized, as it utilizes a prestige class (holy vindicator) which sacrifices spellcasting levels. Hopefully the rest of the build's features will make up for this weakness (plenty of channeling and the ability to greatly boost the AC of an adjacent ally via Bodyguard + Vanguard Ward + Vindicator's Shield).

Posting Rate: I'll likely be able to post every day, but am content with posting at the rate of the group.

Character Details: Virgil, Male Human Fighter (Tower Shield Specialist) 2/Oracle 1.

Alignment: Neutral Good; Values Self-Sacrifice, Fortitude, Justice.

Traits: Foreigner (Taldor), Helpful, Sacred Conduit.

Background: A veteran soldier, Virgil fought in several petty wars in his native Taldor at the behest of his country's squabbling nobles, before nearly succumbing to his wounds on the battlefield. Nursed back to life in the medical tents, he awoke blind and feeble, his body broken. In his bed, unable to walk, he began receiving visions of crimes too heinous to speak of. Tormented by these visions and unable to rest, Virgil consulted the priests at hand in the tents, but none could offer him the solace he sought. Sometime thereafter, he received yet another vision, this time of a crimson-winged angel, weeping blood from thousands of wounds. This angel, revealing herself to be Vildeis, the Cardinal Martyr, compelled Virgil to bear not only this, his suffering, but the suffering too of all the innocents he'd witnessed raped, tortured, and killed in his visions. That night, Virgil stumbled from bed and over the course of the next few days, he managed to regain enough of his strength to leave the tents, hefting the heaviest shield he could find. At first he could barely lift the damned thing, but soon the shield's weight became a welcome companion as he made his way out into the world beyond Taldor.

Motivation: Driven by his visions, Virgil has become a ceaseless wanderer, hunting evil-doers and providing aid to their victims as best he’s able. He wants nothing more than to shield the weak and innocent from the evils of the world and eradicate all that is foul within it. To this end, he'll shed every last drop of blood he has, if that's what it'll cost him.

Desired Experience: I'd like Virgil to come to someone's aid in their darkest hour, saving them from being turned into an undead, sacrificed on a dark altar, or otherwise being devoured by evil.

Deity: Vildeis.

Stats:

Set 1:
4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
4d6 - 3 ⇒ (6, 3, 5, 3) - 3 = 14
4d6 - 2 ⇒ (6, 3, 2, 2) - 2 = 11
4d6 - 1 ⇒ (5, 5, 1, 1) - 1 = 11
4d6 - 2 ⇒ (5, 5, 2, 6) - 2 = 16
4d6 - 1 ⇒ (2, 1, 2, 1) - 1 = 5

Set 2:
4d6 - 1 ⇒ (4, 1, 1, 2) - 1 = 7
4d6 - 3 ⇒ (6, 3, 3, 3) - 3 = 12
4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
4d6 - 2 ⇒ (2, 6, 4, 6) - 2 = 16
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 2 ⇒ (4, 3, 2, 5) - 2 = 12

Set 3:
4d6 - 1 ⇒ (3, 2, 1, 1) - 1 = 6
4d6 - 2 ⇒ (4, 6, 5, 2) - 2 = 15
4d6 - 1 ⇒ (2, 1, 6, 3) - 1 = 11
4d6 - 1 ⇒ (5, 4, 4, 1) - 1 = 13
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (6, 1, 1, 2) - 1 = 9

These look quite bad. With 20-pt. buy, stats would end up:

Str 14, Dex 12, Con 14 (16), Int 8, Wis 10, Cha 16 (18); +2 added to Con and Cha, as per the Dual Talent alternate trait.

Build Outline


I hadn't noticed you offered a generous set of stats before posting. I'd take those over 20-pt. buy, of course, and not have to resort to taking the Dual Talent alternate trait, netting Virgil another feat, which allows him to take Selective Channeling at 3rd level rather than having to wait 'till 7th to take it.


Submission Requirements
Expected posting rate: At least once per day (as long as there's something to say). I usually check the boards 3-4x/day, including weekends.
Character name, race, class: Enzi, halfling unchained rogue
Stats: based on your awesome rolls, with a little switching-
Str12 Dex18 Con15 Int15 Wis11 Cha18- she's tough, dexterous, and scary beyond all reason (with the halfling race trait 'scary doll')
Alignment: CN (she's selfish and a little greedy, but not evil. She's also practical-you stick by your comrades if you expect to come out of scrapes alive, so she isn't likely to backstab anyone)
Traits: foreigner, memorable, freed slave
Deities: Pharasma, Calistria, a hint of Desna

Spoiler:
Background Summary:There's something off about Enzi. It isn't easy to put your finger on, but there's something... creepy. Give her some credit though, she's had a rough time.

Enzi's originally from Varisia. Her parents were part of a traveling carnival. She remembers very little about them, just a flash of a face, a vague feeling of warmth, and the smell of her mother's hair. Their caravan was attacked, not that far from Kaer Maga. She was taken by a group of raiders and forced into slavery at the age of 8. She has no idea what became of her parents, or if they even survived the initial attack.

If you can think of any distasteful chores, she was probably forced to do that, and worse. Her life as a slave was difficult and bitter. As she grew older, she was sold several times, eventually ending up in Isger. By this time, she was becoming a woman, and starting to face very difficult realities. But Enzi decided to take her fate in her own hands. She slit her master's throat while he slept and slipped off into the night.

From then on, Enzi was determined to do whatever it took to survive. She became quite an accomplished thief. But her life has marked her: she had gained an odd quality about her. She practically exudes a threatening aura, something that conveys a menace about her.

In fleeing her former life, she eventually found her way to Lastwall and heard about this venture into Ustalav. She;s interested in it for several reasons. One, it sounds like there's profit to be made. The shattered remains of Ustalav's nobility should include quite an array of goods to sell, if someone's got the guts to grab it. Two, she has a lot of anger issues to work out and she figures skewering undead might just make her fee good. And three, IF there is a new government to come out of this place, she wants to make sure that slavery has no part in it.

One Experience you would like your character to have: personal growth, like learning to trust people and making actual friends


DBH here, using your rolls to make the character. That was a great idea by the way. I've seen a lot of roll your stats recruitments suffer due to some getting pitiful rolls and comparing them to the luckier.

Posting rate: Daily or more if required. I run several games and so keep an eye on the board.

Tomas Foundling. Male Human Slayer (Gravewarden).

Alignment NG. (Duty, protection, prevention)

Traits. Crusade veteran. Child of the temple (Knowledge Religion). Trap finder.

Tomas was orphaned by undead at a young age and taken in by a Temple of Pharasma. He was marked by this experience and has grown to be a devoted enemy of undead, and those who aid them.

He is a quiet and patient man, skilled at slipping into places where undead might be and ending them thanks to the skills taught to him by the temple.

His reasons for going on the reclamation are simple, he wants to build a land safe from undead, and to show that the damage they do to a land is not permanent.

Tomas covers Traps, survival and ranged combat. Personal dealings with the group if selected will be quiet and professional until he learns more about the other characters and knows he can trust them.

Experience Tomas would like to have? To reclaim a long ravaged land and make it safe for families to live and grow in.


Mustachioed wrote:
@ Atorhal, I'm interested in the Crusade of Reclamation but am having a hard time finding it in the wiki stuff on Ustalav. Can you point me somewhere helpful or give a paragraph as to what that war was about?

The Crusade of Reclamation is a creation just for this campaign. There is some more information in the Campaign tab, but here is a basic summary:

At the end of Carrion Crown, the heroes failed to stop Adivion Adrissant. He is eventually consumed by the power that has taken over his body, but not before a number of powerful undead followers of the Whispering Tyrant awaken throughout Ustalav. They quickly begin subjugating and/or slaughtering their way across the country.

Lastwall finds out about this, sends pleas for aid across Golarion, and declares the Crusade of Reclamation to save the country of Ustalav. In reality, after 8 years of war, the land is essentially a wasteland. There are small pockets of civilization, but for the most part, Ustalav is on the verge of chaos, and Lastwall cannot have that.

Is that enough to go on?


Please indicate your expected posting rate (every day, every other day, etc)*:
Normally, once a day.

- Character name, race, class
Vincenzo Goya, Human, Inquisitor of Abadar (possibly with sanctified slayer archetype)

- Alignment with 3 values

Lawful Neutral.

Order. Decisiveness. Vengeance.

- All 3 traits

Belkzen Veteran, Fate’s Favored (faith), Suspicious (social),

- Background Summary - where is your character from, what drives them to do the things they do, why do they want to undertake this adventure? Expecting a paragraph or two, happy to read more if it's available.

Vincenzo stands a slim 5' 8" tall. Dark brown hair shorn short, dark brown eyes in a pale face that show little emotion. When it can be seen at all. He normally wears very practical clothing for work: leather armour and boots, tools for break and entry, well-sharpened blades. After all, He never knows when a foe might have need of his services.

The slums and piers of Caliphas saw Vincenzo's brief and brutal childhood. He was the youngest of five, garrulous and mouthy, and was beaten by many adults: drunkard workers, sanctimonious priests, and criminals alike. And especially by his dock labourer parents and older brothers and sisters. He learned to shut his mouth, keep quiet: and when to strike. Wait until attention was elsewhere, sleep overcame them. And then he could steal, beat, or even kill any adult. That talent was noticed by a more practiced shadow, one dedicated to the Master of Vaults. His talent was honed and his desire for order channelled, so that he became a willing instrument for the battles against the hordes of Belkzhen. And now, a willing instrument for the restoration of his homeland.

- One experience you would like your character to have (allying with an intelligent weapon, defeating a powerful foe, becoming a renown bard, etc)

Vincenzo wants a land where the most talented rise to the top. Not by virtue of blood, gold, or prayer to the uncaring gods. And the foes of order seem intent on forcing his hand if he wants to see it.


My character will be Casimir Demagol, Tiefling Alchemist (chirurgeon, internal alchemist, vivisectionist).

- Please indicate your expected posting rate (every day, every other day, etc)*
Every day is the normal standard, but I can do more. I'd rather not do much less, as I've found expecting less than 1/day tends to lead to games bogging down.

- Alignment with 3 values
Neutral Good, Peace, Knowledge, Protection

- All 3 traits
Crusade Veteran (Campaign)
Accelerated Drinker (Combat)
Unscathed (Magic)

- Background Summary - where is your character from, what drives them to do the things they do, why do they want to undertake this adventure? Expecting a paragraph or two, happy to read more if it's available.
There's more in the linked alias. Essentially he was born and raised in Ustalav, and wants to restore peace to his homeland and protect the innocent people thereof.

- One experience you would like your character to have (allying with an intelligent weapon, defeating a powerful foe, becoming a renown bard, etc)
Rebuilding the University of Lepidstadt, his Alma Mater, which I'm assuming was heavily damaged (if not destroyed outright) in the chaos of the undead rising. I'd love to see him become the new kingdom's Magister as well as the Dean of the reborn University of Lepidstadt.

Additionally, I also want to mention general build plans: He's a natural attack-focused Alchemist, who can also provide some healing and skillmonkeying (including Disable Device). The big twist will be going into the Master Chymist Prestige Class at Level 8. His mutagenic personality will...not be as nice as Casimir. I plan on using the dual personality to explore some of the creative and destructive duality of Nethys's own personality. Casimir the kind alchemist who creates Cure potions and wants to rebuild the country, and Demagol the brutal combat monster that aims to destroy anything that opposes him. It'll be fun.


I'm definitely interested, this seems like a super awesome campaign!!

Important question, I noticed Sarenrae is lacking from the list of deities/religions.

Is there a particular reason she was left off??

Grand Lodge

This is the Alias character sheet is all done up in the alias, including an extensive background

Please indicate your expected posting rate (every day, every other day, etc)*
- Every Day

- Character name, race, class - Oread, Druid (Saurian Shaman Archetype)

- Alignment with 3 values Neutral Good - Loyal, Considerate, Vengeful


Diceblocks:
4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6 ⇒ (2, 4, 1, 6) = 13 12
4d6 ⇒ (4, 4, 3, 2) = 13 11
4d6 ⇒ (6, 5, 3, 1) = 15 14
4d6 ⇒ (6, 6, 1, 3) = 16 15
15, 14, 14, 12, 11, 11 (21 points)

4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (3, 3, 3, 3) = 12 9
4d6 ⇒ (6, 2, 2, 3) = 13 11
4d6 ⇒ (4, 6, 3, 2) = 15 13
4d6 ⇒ (5, 5, 1, 6) = 17 16
16, 14, 13, 13, 11, 9 (21 points)

4d6 ⇒ (2, 6, 3, 6) = 17 15
4d6 ⇒ (5, 1, 6, 2) = 14 13
4d6 ⇒ (5, 6, 1, 4) = 16 15
4d6 ⇒ (2, 2, 5, 2) = 11 9
4d6 ⇒ (1, 5, 2, 6) = 14 13
4d6 ⇒ (5, 2, 2, 5) = 14 12
15, 15, 13, 13, 12, 9 (21 points)

Looks like build my own... or +1 point in any of three set spreads. XD

Grand Lodge

I forgot stuff

He wants to re-establish the natural order, while civilisation is returning to Ustalav, he wants to help so that he can show the value of working with nature to civilisation.

He will be a druid all the way through.. him and his Velociraptor companion.


Monkeygod wrote:

Important question, I noticed Sarenrae is lacking from the list of deities/religions.

Is there a particular reason she was left off??

Sarenrae has never been a major deity in Ustalav. The list includes those likely to be encountered during the game ( NPCs, ruins, cults, etc). It's not intended to limit options, you're free to play whatever you want.


Dang, two of my concepts have been taken!

However, I still got two left!!

I'm actually thinking of putting forth a LE necromancer, a very "I am the necessary evil" type.


Monkeygod wrote:

Dang, two of my concepts have been taken!

However, I still got two left!!

I'm actually thinking of putting forth a LE necromancer, a very "I am the necessary evil" type.

Just be careful with that. Alot of Pharasma followers here. One of the biggest tenets of the faith is to oppose necromancy and to destroy the undead.

Now, I have a follower of Magrim. He doesn't have that issue, though logically speaking he probably wouldnt' be a fan of the undead.

Anyways...the concept is cool and characterful. But it has the potential to cause alot of PC conflict.


I agree with Thorek.


Yeah, I know.

My initial concept was a Paladin, cuz duh. But that's been taking.

Then I was considering a Hallowed Necromancer, but that too has been chosen.

So, now I'm currently down to the straight Necromancer

Or

Possiblity a warpriest/cleric.


I’m in a campaign right now with an all Paladin party. There’s five of us and all of the paladins are different. I see no reason to cut yourself off because a submission might be similar.


Frag the Necromancer!


Settled on a rough general concept(not the necromancer), but I have few questions:

While you mention the attempt to free Tar-Baphon resulted in Adrisson Adivant's death, you don't mention if the Whispering Tyrant was actually freed(I assume not).

Also,

How did the other surrounding nations react to the Undead Lords?(Aside from Lastwall) Did the Lords manage to conquer any other lands, even if partially?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Alignment: NG
Deity: Pharasma
Submission Requirements:
- No alias required
- Posting Rate: Usually once a day, but sometimes multiple times. Occassionally I miss a day due to life getting very hectic and I have to prioritise the games I am gming.
- Azorious Var, Human, Cleric
- Alignment: Neutral Good. Help the dead move on, sometimes this is done peacefully but often by force in the case of many undead. Noblesse Oblige, Azorius believes his ancestry leaves him obligated to help in the reclaimation of Ustalav and protecting any settlers. This also extends to putting the people of Ustalav who have been raised. Personal accountability and rectitude are of importance, not necessarily always to a flawed government but one should have no illussions of their failings as well as successes.
- Noble’s Blood-Campaign
Priest Blessed 3/Day-Faith
Undead Slayer-Religion
Hunters Blood (Survival)-Social*
Wary (Perception)-Regional (Daggermark)*
*Additional Traits Feat
- Background Summary -
House Var existed for a long time under the heel of the Whispering Tyrant. Some members allied themselves with the times while others worked against the rule of the dread liche very very carefully and discretely. As the tide turned against him the family moved more openly against the Whispering Tyrant but not all of them. Marcus Var a wizard of no little skill threw his lot in with the Tyrant in hopes to terrible arcane secrets upon their victory. He was not the only member of the family to do this there were a few but he alone was unaccounted for…

Azorius is the latest undead hunter in the line of House Var which with it’s lands lost to the undead some time ago. Members of the family have spread throughout Avistan following up on leads against nests of undead abominations. In his latest adventure Azorius teamed up with a group in the River Kingdoms who were hunting down a group of Draugr raiders in league with a necromancer. On his way back through Daggermark checking his correspondences Azorious barely survived an attempted poisoning, it seems someone or more likely something was looking to prune the family tree of House Var… his correspondeces included a few members having being assassinated by various means.

- One experience you would like your character to have: Accounting for Marcus Var no doubt a powerful Lich or Vampire or some more obscured undead creature.

Early Draft of the Character Sheet:

Cleric of Pharasma NG
Healing and Death (Pharasmin Variant) Domains
Str 14, Dex 12, Con 12, Int 13, Wis 14+2, Cha 13
HP: 24 AC: 22=10+1/Dex+9/Full Plate+2 Heavy Shield. FF21, Touch 11
Feats: Heavy Armour Proficiency, Fast Learner, Additional Traits
Skill Points: 2+1+1+1, +2 Background

Traits
Noble’s Blood-Campaign
Priest Blessed 3/Day-Faith
Undead Slayer-Religion
Hunters Blood (Survival)-Social
Wary (Perception)-Regional (Daggermark)

Diplomacy 6=2+1+3, Heal 8=2+3+3, Knowledge (Arcana) 5=1+1+3, Knowledge Planes 6=2+1+3, Knowledge Religion 8=4+1+3, Perception 8=1+3+3+1 Sense Motive 8=1+3+3+1, Spellcraft 5=1+1+3, Survival 7=1+3+3

Appraise 5=1+1+3, Craft, Knowledge History 5=1+1+3, Knowledge Nobility 5=1+1+3, Linguistics 5=1+1+3, Profession: Priest 7=1+3+3, Profession Cartographer 7=1+3+3

Languages: Common, Racial, Necril, Celestial

Bleeding Touch 6/6 Day
Rebuke Death 6/6 Day
Channel Positive Energy 4/4 Day DC12

Cantrips x4
Light, Guidance, Detect Magic, Detect Poison

1st 2+1+[Domain]
Bless, Detect Undead, Magic Weapon, [Cure Light Wounds]

2nd Level Spells 1+1+[Domain]
Weapon of Awe, Delay Disease, [Cure Moderate Wounds]

Gear:
Darkwood Heavy Shield 257gp
Mwk Full Plate 1650gp
Alchemical Silver Morningstar 98gp
Masterwork Cold Iron Morningstar 316
Cold Iron Dagger 4gp
Alchemical Silver Dagger 22gp
Stake -
Sling -
Light Crossbow 35gp
Crossbow Bolts (20) 2gp
Bullets (20) 2sp 2sp
Tattoo Holy Symbol 100gp
Silver Holy Symbol 25gp
Masterwork Backpack 50gp
Shield Sconce 1gp
Everburning Torch 110gp
Adventurer’s Chronicle (Religion) 50gp
Masterwork Cartographers Tools 55gp
Pseudodragon 200gp
Masterkwork Studded Leather Barding 175gp 3450gp
Combat Trained Heavy Horse 300gp 3750gp
Masterwork Barding Studded Leather Barding 250gp 3,700gp 2sp


Quote:

While you mention the attempt to free Tar-Baphon resulted in Adrisson Adivant's death, you don't mention if the Whispering Tyrant was actually freed(I assume not).

Also,

How did the other surrounding nations react to the Undead Lords?(Aside from Lastwall) Did the Lords manage to conquer any other lands, even if partially?

Tar-Baphon was not freed from Gallowspire.

Other nations, generally speaking, supported Lastwall and helped by sending people and/or resources to the Crusade. Numeria, Kyonnin, and Razmiran were (unsurprisingly) a few of the countries who didn't support the Crusade. Is there a specific country you're thinking about?

No, the Crusade tied up a majority of their forces, so the battles were almost entirely in Ustalav.


This is Wanderer82's submission:

Name Mathias Gabriel
Race Tiefling (oni-spawn) (I am happy to rebuild him as a half-orc to 'emulate' the curse if that is preferred by you)
Class Ranger (Divine Tracker archetype)
Alignment Neutral Good (valor, redemption, honor)
Traits worldwound veteran, suspicious, magical knack
Posting Rate I am currently active in a couple games and generally post daily during the week, with varied access on the weekend
One Goal free himself from the curse he inherited from his father's actions.

background:

Appearance
Mathias is tall, lean, broad shouldered, and imposing, an impressive specimen to behold. His face is well defined and his smile would be charming, if not for the unsettling, macabre feeling that seems to come from within his dark, crimson irises. He wears his brown hair long and loosely pulled back, though the rigors of battle often unleash it, as a lion's mane moving with his blade. His skin is pale, with an ashen tinge to it, and anyone brushing against it notices its rough, almost stonelike texture. Mathias' garb only lends to his distinct appearance, typically clad in a crimson and black leather surcoat atop his armor, and black leather boots. His armaments hang from his hip and back, ready to used against the horrors of the dark.

Personality
A product of loss and betrayal on the deepest level, Mathias is understandably brooding. Though passionately committed to both destroying the forces of evil and helping those in need, none would consider him a shining beacon of hope. Mathias fatalistically acknowledges that there are dark things in the world, that they likely outnumber the good, and that he is already damned to an eternity of torment at the hands of a demon lord. As such, he has little time for the petty musings of nobles, dilletantes, and their ilk. He enjoys solid drink (whiskeys tend to be the best at easing his tormented mind), a good laugh with decent company, the smile of a saved innocent, and tearing the life from the servants of evil. All that said, he does have a soft spot for the weak, downtrodden, and betrayed, and will go to enormous ends to see them protected.

Background
Stare long enough into the horrors of the abyss, and you will become the beast you hunt. Such was the truth of Ricard Gabriel, renowned monster slayer and warrior of the Church of Iomedae. His sword had graced countless battlefields, and his name danced off the tongues of minstrels across Golarion. But none knew the pacts he'd made, none knew the things he had sold to gain his strength. None, including his wife. Returning home to Absalom after several months away, Ricard discovered his wife was with child. The timing lined up with his last departure and he was overjoyed. The seer foretold of a son, one to carry on his holy crusade against evil.

Yet tragedy struck with his birth, for just as the newborn took it's first breath, his mother took her last. The midwives of Iomedae called upon their Mistress's blessings but were unable to revive Ricard's wife. But a son had indeed been born. The child was healthy and large, with piercing dark hair and eyes. Ricard was overjoyed, yet that joy soon faded. He found himself frequently awakened at night by the terrified wailing of he newborn. After only a few weeks, he accepted "an assignment", and left the baby Mathias in the hands of several aging midwives to raise. They tended to the child as best they could, but the terrors of the night continued to plague the baby.

The infant grew to a boy, and the boy quickly flourished. Though a bit shy, he was athletic, agile, smart, and insightful. He took well to his studies, learning the ways of Iomedae. He especially loved to hear the tales of his heroic father, questing for the glory of the Inheritor. And when his father would return to the City at the Center of the World, Mathias would rejoice and throw his arms around him. It is true that as the small child began to grow into a young man, Ricard developed more of a bond with his offspring. He was much like himself, and would make a fine squire to follow in his footsteps. But so too would be late at night wonder about the debt he owed, about the pact he'd made... but that memory would pass with the with the dawning sun, and off Ricard would go on another adventure.

In his 15th year, Ricard took Mathias north with him to Ustalav, where Mathias spent time studying with Ricard's friend, Professor Lorrimor. Mathias tried hard to focus on his studies, but as of late his passion had turned more martial. Still, whether it was Professor Lorrimor's tutelage, or the assistance lent by the Professor's daughter (who had several years on him and had more of a mind for the study), Mathias worked hard to learn about one of his father's most dreaded foes - the undead. He took to the hard, direct arts of hunting such foes - noting the signs, tracking their movements, understanding their weaknesses. Mathias would make his father proud, he was sure of that. Then the letter came. Ricard had been lost, falling to the mechanications of a lich, a mad follower of the Whispering Tyrant. In his father's loss, Mithias swore to take on his father's mantle, becoming a hunter, an agent of the church. And so he traveled south to Taldor, hoping to be formally inducted into the church... but that would never happen.

On a lonely evening on the road from Zimar to Oppara, chance happened to bring an aging man to Mathias' campfire. Though well past 60 winters, the elder traveled with no guard, no weapon. This perplexed Mathias and he quickly invited him to stay the night. They made small talk, speaking the the road, Mathias' work, and the cool weather of late. Then the man spoke, I knew your father Mathias, son of Ricard Gabriel. He owed someone powerful a great debt, a debt which you have now inherited. As he spoke, the old man's faced shifted into a horrific, monstrous visage. Mathias tried to draw his blade, but found his body spellbound. The man sneered as he approached then touched Mathias's head, sending seering pain racing through his body. Then, there was only darkness.

Mathias awoke the next morning to find himself still at the campsite, though there was no sign of the man. Struggling to a nearby stream, he tried to wash his face, only to find blood staining the cool, mountain water. Looking at his reflection he saw the twisted mockery of the man he had been the night before. His skin had faded to a pallid, ashen tone, his irises were stained with blood, and he noticed a feral angle developing on his facial features. Looking down at his skin, he noticed not only the gray color, but a new texture. It had thickened, becoming almost hide-like, and showed little response to flame. Returning to his campsite, he found an ivory scroll case. Within was a contract, a contract his father had signed. From it he had gained strength, wealth, and weapons to fight the evils of the realms. But in return he had pledged his soul, and the souls of all his bloodline, to an unknown demon. Thus was Mathias damned.

Returning to the temple, he was subject to question and doubt by the church. Suspected of diablerie or something of the like, Mathias was banished from the temple of Iomedae, left to seek out meaning for his now damned existence alone. The bottle and rage both took him for a time, before he remembered the tales of Ragathiel, former general of the Heavens and Lord of Vengeance. In Ragathiel, there was a lord who understood his cursed fate, yet would empower him to crusade against the darkness. And so he took up his arms, serving a new cause. He sought work as a hunter of monsters, seeking to eradicate evil, especially that which preyed on the weak, innocent, and downtrodden. That drew his north to Mendev and the border city of Kenabres, where he faced the horrors of the World Wound. Yet even there, his visage cast doubt on him, and so, in hearing the call for brave souls to confront the remnants of Ustalav, a land he had once visited as a teen, he took the opportunity and set out for adventure.

Grand Lodge

@Atorhal,

Thanks for information on the Crusade. I'm looking forward to playing (hopefully!)

It's probably not clear, but a Medium could be many roles. I would play him as a damage dealer and a diplomat primarily, if you are looking to balance a party. He also can serve as an backup healer or tank. Mediums are weird and complicated. It should have plenty of RP potential!


Hi all,
Deadline is fast approaching, here is a list of completed characters in a completely random order:

1 Mathias (Wanderer82)
2 Enzi (RobL8675309
3 Virgil (Detect Magic)
4 Arkon (Tharasiph)
5 Azorius (Kevin O'Rourke 440)
6 Thorek (Grumbaki)
7 Cailen (haydenmccullen)
8 Tomas (DBH)
9 Volkar (Phntm888)
10 Casimir (Ouachitonian)
11 Finnick (Mustachioed)
12 Lynden (M Morris)
13 Brother Keryn (Oniwaban)
14 Atien (Tclegg1024)
15 Rau (Mat_H)
16 Davrik (Fenris105)
17 Vincenzo (Decimus Observet)
18 Lord Christian (Jovich)

I plan to start sending out PMs tomorrow if I have any questions or need clarification about anything.

I am planning to have the party selected no later than Saturday Nov 10th.


Hi all, thanks again for the interest. Submissions are now closed.

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