GM Aest's Kingmaker: Svetlana's Tale

Game Master Aest


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”Gather around, grandchildren.” The wind outside howled against the thatched roof and stone-and-mortar walls of the cottage as the old woman gathered her grandchildren around her. She shivered. ”Alfric, be a kind boy and fetch some more wood. It’s going to be a long, cold night. Now, do you want to hear a story? Good, good, now be quiet, Olga, or you’ll be sent to bed instead.”

She settled into her rocker and wrapped her shawl around her. ”This, younglings, is a tale of bygone empires and upstart baronies. It’s a tale of the Greenbelt we call home, and of the far-away Tors of Levenies we can barely see on a clear morning. And it’s a tale of tricky fae and heroic lords. This is the tale of how Oleg and I came to live here, and it starts with a bandit king, a far-away plot, and, of course, the heroes of this tale.”

”Who were they?” A small boy no more than five piped up as he crawled onto the old woman’s lap.

”I’m glad you asked.” The old woman patted the boy’s arm. ”I’m glad you asked…”

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Hello, this is GM Aest, opening recruitment for a brand new Kingmaker game with, hopefully, a different feel. In contrast to a lot of the political, gritty, Game of Thrones games I’ve seen recently, I’d like to run a fairy-tale, one that emphasizes the residents and visitors of the Stolen Lands rather than the political machinations of the surrounding kingdoms.

Character Creation:

Races:
Let’s stick with Core races. I’d be open to a Changeling with a compelling backstory, but it’ll take a solid application and working with me before you submit anything.

Classes:
I’m open to all Core, Base, Hybrid, and Unchained races, with the following exceptions. Gunslinger (except Bolt Ace), Samurai, Ninja, and Antipaladin are not allowed, and no archetypes that rely on guns are allowed either. For summoner, I’m open to either Unchained or Regular, but will be paying attention for synthesists or master summoners that get out of hand. Please don’t build something too munchkiny. Also, no technology archetypes. We’re close to Numeria, but not in it.

Point Buy:
20 Point Buy. Only one score above 17 or below 9 pre-racial adjustments.

Starting Gold:
Average starting gold for your class, unless you have a trait that modifies that number.

Traits:
One campaign trait, one other trait. You may select an additional trait with a drawback, but you need to check with me first, it has to be something that would be an actual drawback, and you have to play it. I won’t ban any traits, but I do expect them to inform your character’s backstory (don’t pick Rich Parents and then write about being a poor orphan in Restov).

Backstory:
I’m not looking for a novel, but I am looking for enough to judge you as a writer and judge your character as a character. A complete background has the following parts.
--- A background section. This should tell me how your characters got their skills, who they value in life, and why they’re interested in a trip to the Stolen Lands.
--- A paragraph, list, or other form of description for your character’s appearance. A picture would be nice, as well.
--- A paragraph about your character’s personality.
--- A goal or two your character would like to accomplish, or a story you’d like to play out.
--- At least three NPCs. A family member, a friend or acquaintance, and a rival or enemy. Be prepared to have things happen to your NPCs.

Alignment: This is a fairy-tale. Please pick an alignment that fits that genre. (If you can find a fairy-tale with a Chaotic Evil hero who’s actually the hero, show me, and I might let it slide.)

3PP?: No thanks. I don’t know any 3PP material well enough to say if it’s balanced or not, and I don’t have the funds/time to learn it all. There’s a multitude of choices in Paizo’s material.

Let’s run recruitment until May 23rd, roughly at 10pm Mountain Standard Time. I'll pick four PCs, possibly five if there's one I can't pass up. Feel free to ask questions or PM me if you have a wild concept that doesn't fit the guidelines. No promises, but a really interesting character might get me to bend rules (not the 3PP one, though).


Quite interested.


Dotting in with a quick question - how by-the-book do you typically deal with animal companions, especially in combat? requiring Handle Animal checks every turn, GM control vs player control, etc.

I've been thinking about a sling-wielding wolfdog-riding halfling order-of-the-paw luring cavalier for while, and Kingmaker (especially one that has less emphasis on politics) really seems like the best place that one of those would fit.


Interested but would like to know more about what you mean by "Fairy-tail".


My initial thought is to roll up a Sound Striker Bard... a Sword Scion out to make his own mark on the world, wielding strange powers and weaving sound into pure energy, perhaps as a legacy from a strange encounter with denizens of the First World from when he was young...


I am going to leave a dot here, and a few questions, but with the caveat that I have a couple of other games I have applied to with recruitments wrapping up in the next few days. If a small miracle happens and I get picked up by both games I will likely withdraw interest here (not because I am not interested but because I will at that point be in four games, which is about the limit on my resources). I would lay the odds of selection for one of them as being semi low (it was for a replacement spot in an existing game and there was a lot of competition... so going by statistics alone the chances of selection are small) so this could just be posturing for nothing... but I wanted to be up front about it.

Anyway, I do have a few questions that might impact others... so here goes:

1) Do you plan on using the background skills system? For that manner, do you plan on using the feat tax elimination system?

2) Are you going to use the kingdom management system from the original story or do you plan on using the rules the introduced in the Ultimate Campaign splatbook? You also said that politics would not be a primary thing for this story... will that mean that the kingdom building side will be less important/more GM automated?

3) Granted races are limited to core... but would you be open to racial alternatives (like the ones introduced in Advanced Race Guide's section on the core races) or would you prefer that a core half-elf have the racial stats as per the vanilla rules?

4) How dark of a fairy tale you planning on this being? No wrong answer to that, just curious given some tales have things in them that are downright scary.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I’ve got a dwarven trapper ranger that seems good for this, even initially designed for Kingmaker. He might need a bit of updating, but most of it is good to go.


I'm interested. Got an Aldori Swordlord who's been in a couple of Kingmaker games that flamed out. I'll get to modifying him to your build rules.


@theasl: I generally deal with animal companions and summons by just letting the player manage them. It’s a lot easier for everyone that way.

@Lord Christain D’Elegante: I’m planning on including a few more of the stereotypical fairy-tale tropes while keeping it more or less by the book. I won’t be phasing Restov and Brevoy out, but they certainly won’t be the focus. I don’t want to go into too much detail to avoid spoiling anything.

@The Emerald Duke:
1: Background Skills: Yes, I like the background skills system, but I always forget about it when I’m designing a recruitment pitch.
2: My last Kingmaker phased out around the time we got to kingdom-building. I’m not 100% sure, and I’ll probably poll the selected players as kingdom-building gets closer.
3: You’re talking about Alternative Racial Traits, right? I’m okay with those.
4: Sections will be darker than others, but the first book isn’t going to be too dark. The second book may be more-so.

If I missed something, or you need more clarification, let me know.


Thanks! I'll see what I can come up with.


Dotting. Been in 2 Kingmaker campaigns where the GM ghosted very early in, so would love to play it through.


Dotting for interest, I've always wanted to give Kingmaker a try. I have a half elven void touched sorcerer who would work well as a sort of Merlin style arcane expert/wise old man.

Question, do the campaign traits have to be kingmaker, or can the general ones be picked as well?

RPG Superstar 2009 Top 16

Definitely interested. The fey aspects of Kingmaker and the first world stuff is pretty fascinating, and I've always wanted to play it.


Hm... gotcha... I was referring to those with regards to 3, so good to know.

The only thing you missed was whether feat tax removal was a go or a no-go. (Link here in case you are unfamiliar with what I am talking about.)

I will begin drafting preliminary concepts.


Assuming it's a no for the feat tax rules (if it's a yes, I have some other concepts I might prefer to go with) -- here's my submission. I don't want to clutter my already way-too-long alias list, so I'm inserting it as a spoiler here. More than pleased to respond to any feedback, GM Aest.

Verrat, Human Swashbuckler:

Male Human (Taldan) Swashbuckler 1
CG Medium Humanoid (Human)
Init: +3, Senses: Perception +3
Languages: Common
Deity: Calistria
Age: 19 Birthday: 8 Calistril
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DESCRIPTION/BACKGROUND
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Verrat stands just under six feet tall, with a lean frame and a predatory grace. His complexion is tan, almost golden, with freckles of deeper bronze scattered across the bridge of his hawkish nose and down his cheeks to his well-trimmed dark goatee. He wears his raven-black hair in a short, clipped style that frames his wolfish face, emphasizing the harsh edge of his hazel eyes.

Verrat was born and raised in Port Ice, in the shadow of the White Manor that should have been his birthright. His father is Nikos Surtova, the second son of Domani Surtova, the Lord of the White Manor and uncle to the King... and his mother, Johanna, was the comely daughter of one of the manor's bakers -- a serving girl who caught the eye of the young man and his fancy. He promised to marry her, that they would run off together, but when she went to the meeting place, instead, she found the Niko's aunt Natala who informed her that their plans to run off were cancelled. Nikos would be returning to New Stetven with Natala to take on a role in his cousin's court, and the honour of House Surtova would not be soiled on some common maid. Natala offered a pouch of gold for her trouble, and her silence... and when Johanna refused, Natala had the House Guard escort her out.

Verrat grew up as a baker's son in Port Ice, his early childhood memories a blend of playing in the alleys with other merchant's children, carrying heavy sacks of flour and piles of firewood for his mother, the smell of baking bread and cinnamon-honey sweetbuns. He grew up thinking that he'd be an apprentice baker, that the heat of an oven would be his destiny. During these years, Johanna never told her son the truth of his origin, saying only that his father loved them both very much, and that bad people had taken him away... Verrat, of course, had dreams of his father's return, escaping his captors and joining them... his mother did her best to discourage them, but she couldn't bring herself to break her son's heart. Still, it was a pleasant childhood, his mother's business -- and the remainder of her coin -- sufficient to keep them both clothed, fed and housed in the rooms above.

Unfortunately, when Verrat was 14, Johanna took sick with a wasting illness that slowly choked the life out of her. She had to close her shop, living only on what coin remained from Natala's original purse... and stretching it as best as she could... moving into a smaller, run-down apartment. Finally, after months of living in squalour, Johanna realized that she wouldn't recover and called her son to her sickbed, finally telling him the truth of his origins. To prove her claim, she gave her son a small sack which contained the few silvers that remained of his family's gold, a note from Natala reminding Johanna to keep away or face ruin, an old love note written by his father, and, most importantly, his father's signet, given to her fifteen years prior as a promise of marriage. She told him that she'd sent word to New Stetven, and that his father would look after them.

The letter from New Stetven arrived four weeks later.... it was in Niko's hand, but the tone matched the letter from Lady Natala. It said, quite clearly, that Niko cared nothing for the boy and wanted nothing to do with him... that there would be no sullying of the family honour, especially now that Niko was starting to win favour with his heirless uncle. To make sure she could continue to care for the boy, he'd arranged for a cleric at the White Manor to remove her disease, and another pouch of coin to last the second decade. Unfortunately, Johanna had died three weeks before it arrived.

Verrat's confusion and loss twisted within him, turning into a hatred... and a hunger. He climbed the hill to the Manor, wearing the signet and carrying his father's letter. He demanded to see his grandfather, though, after feeling powerless for so long, he expected to be turned away with just another pouch of coin. He was almost surprised when he was given an audience, and even more surprised when this man he'd never met calmly accepted the rage-filled rant of a boy of fifteen winters, then nodded, sighing wearily, saying only, "Natala", and then apologizing for how the boy, and his mother, had been treated. He said that he could not override Natala's decision, that he could not recognize his grandson, but had he known, he would have arranged for a better life. He offered to try to make amends, now, to bring the boy into the household and to train him to be a warrior.

Possibly out of shock or confusion at what just happened, Verrat accepted the offer and began to learn to use a blade. While he was years behind some of the other trainees, the years of hefting heavy sacks and piles of wood served him well... but not as well as his quick hands and the fire that burned within him to excel, to show them all, still fuelled by bitterness and hatred. He was quick to learn the blade, but the very things that honed that skill made him a poor soldier. The need to excel grew into a flamboyant, arrogant swagger. He was more concerned about learning tricks than formation, more concerned about winning personal glory than anything else... the childhood dreams of the return of a loving father now all replaced by dreams of defeating his father in combat and demanding his birthright.

By the start of his third year of training, he was sure that he was better with the blade than his fellow students... and starting to think himself better than his instructor as well. Verrat couldn't hide his belief, and the growing dismissive attitude finally pushed things too far a few months later, and the weapon master of the White Manor refused to keep teaching him. Thinking he had nothing left to learn, Verrat returned to his chambers for the last time, thinking he'd head to New Stetven and confront his father and great-aunt... but when he'd finished packing and turned to leave, he was surprised to see the weapon master in the doorway.

"You're not ready," she said, simply, and before Verrat could ask, she told told him that his plan to head to the capital and demand what he felt was stolen from him, to avenge his pain and his mother's death, was written plain on his face... and had been for four years. She explained that it would take more to claim honour than winning a single duel, one that despite his skill, he would lose if it were fought today. She explained that some challenges could not just be defeated by a blade, and that she'd hoped Verrat would have learned this during the training, rather than focussing on it as a means to the end.

Before Verrat could raise his voice in argument, to demand how she knew what she did, the weapon master, Andrea, tapped the leather cord around his neck, upon which his father's signet hung, chiding,"You're not the first Surtova to be born on the wrong side of the sheets, little cousin." She revealed that she'd known something was strange the day that the Lord placed him with her to train, and that she'd recognized his father's features the moment she first saw him. She warned the young man that if he ever wanted to be able to claim his birthright, he would need to be able to defeat Natala at her own manipulative, self-serving game. She recommended that he go out and first make a name for himself, and become someone that even his great-aunt Natala would want to -- or have to -- embrace into the fold, and then make his claim to being a Surtova. She then handed him a small pouch, and said, apologetically but with a wry smile, "It's not much, but it's a start.", and left him to finish packing.

Too frustrated and headstrong to take the advice, Verrat left Port Ice heading south toward New Stetven, using what was left of his own coin, though as he calmed down, his cousin's advice started to resonate more and more within him. He was on the road almost a week before his own coin began to run out and he finally opened the pouch that Andrea had given him. He was surprised to find not only the coins he'd expected, but a missive asking Andrea to join in an expedition chartered by the Swordlords into the Stolen Lands, seeking to deal with brigands, establish trade and support the new, rising kingdoms, and promising her wealth and glory. Folded into the missive was a letter of introduction from Andrea, recommending Verrat Pekàr in her stead, and a small note saying only, It's a start, cousin. Verrat changed course, heading even farther south to Restov, instead.

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DEFENSE
=================================================
AC 16, Touch 13, Flat-footed 13, CMD 16
(+3 armor, +3 dex)

HP 12 (1HD) {12}
Fort: +2, Ref: +5, Will: +0
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
Longsword +5 (1d8+3/19-20) [Slashing]
Rapier +4 (1d6+2/18-20) [Piercing]
Dagger +4 (1d4+2/19-20) [Slashing, Piercing]

Special: +1 trait to damage against foes only you threaten (axe to grind)

Ranged:
Shortbow +4 (1d6/x3) [Piercing], 70' range increment
Dagger +4 (1d4+2/19-20) [Slashing, Piercing], 10' range increment

Base Atk: +1, CMB: +3
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STATISTICS
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Str 14, Dex 17, Con 12, Int 10, Wis 9, Cha 15
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TRAITS
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Bastard (Campaign)
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you've lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family's henchmen or you merely seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Axe to Grind (Combat)
There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
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FEATS
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Armour Proficiencies: Light, Buckler.
Weapon Proficiencies: Simple, Martial.

Normal:
Weapon Focus (Longsword), Slashing Grace (Longsword)
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SKILLS (5+int) [skilled]
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Trained are marked with *, italics for class skills.
Skill Name [Total] = Rnk + Stat + Misc (Description)

Active Skills
Acrobatics* [+5] = 1.0 + 3 + 3 -2 (AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+2] = 0.0 + 2 + 0
Climb [-1] = 0.0 + 1 + 0 -2 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [+1] = 0.0 + 3 + 0 -2 (AC)
Intimidate* [+6] = 1.0 + 2 + 3
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Knowledge (Local)* [+4] = 1.0 + 0 + 3
Perception* [+3] = 1.0 + -1 + 3
Ride [+1] = 0.0 + 3 + 0 -2 (AC)
Sense Motive* [+3] = 1.0 + -1 + 3
Stealth [+1] = 0.0 + 3 + 0 -2 (AC)
Survival [+0] = 0.0 + 0 + 0
Swim [-1] = 0.0 + 1 + 0 -2 (AC)

Background Skills
Knowledge(Nobility)* [+4] = 1.0 + 0 + 3
Profession(Baker)* [+3] = 1.0 + -1 + 3
====================================================================
Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (local), Knowledge (nobility), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, and Swim.
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SPECIAL ABILITIES
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Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Panache (Ex) (oo)
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains 2 panache points. Her panache goes up or down throughout the day, but usually cannot go higher than 2, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in when confirming a critical hir or landing the killing blow with a light or one-handed piercing melee weapon (or a longsword).

Deeds (Ex)
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
*Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
*Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
*Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

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EQUIPMENT (66L/132M/200H)
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Carried/Equipped
longsword; outfit (traveler's); lamellar (leather); dagger; rapier; signet ring; shortbow; arrow (x20)

Backpack, Masterwork [ Bedroll; Rations (Trail/Per Day) (x4); Waterskin (Filled); Mess Kit];

Pouch, Belt [ Chalk x 5, Flint and Steel ]
Pouch, Belt [ Candle x 10, Candle Lamp ]

Coinpurse: 4gp, 14sp, 15cp

Current Load: 53 lbs (Light)

Scarab Sages

Dotting, I've been in three Kingmakers that burnt out early and really want to see one all the way through. Will think about a character.


For every good fairy tale, the young Healer works just fine.
This is still some work in progress, so please have a bit patience.


I've been in a Kingmaker game for, well, 85 posts. We never finished the first fight. I'd love to try again.

This is a submission.

Liberty's Edge

Dot. Too bad I can't use my Kitsune oracle, but I'll think of something fairy-taley, especially with the new Wilderness/Fey stuff lying around.


Thanks for the link, The Emerald Duke. I'm going to stick with default PF1 with regards to the Feat Tax Rule.

I'll go over submissions and see if I have any questions today/over the weekend.

Grand Lodge

I am thinking Hunter Beastmaster, basically "The Woodsman" but has a few animal companions of much weaker strength than a single once.


I'm really interested, first post on play by post games, and I really hope to join the game. I made a lion shaman Human Druid for this.
Hope I did everything good on the creation, let me know if you have problems finding the character :)


I've created a human paladin of Torag. (Weird, I know.) I'm posting everything here under spoilers rather than creating an alias. If you have any questions or comments, please let me know.

Character Build:

Statistics:
Spoiler:

Silva Nystad-Khavortorov
Female Human Paladin 1
LG Medium Humanoid (Human)
Init +1; Perception +5
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Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex.)
HP 11 (1d8)
Fort +3, Ref +1, Will +3
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Offense
--------------------
Speed 20ft (30ft if in light/no armor)
Melee Greatsword + 5 (2d6 +4, 19-20/x2)
Melee Warhammer + 5 (1d8 +4, x3)
Melee Dagger +5 (1d4 +4, 19-20/x2)
Ranged Sling +2 (1d4 +4, x2)
--------------------
Other Statistics
--------------------
Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Base Atk +1; CMB 5; CMD 16

Special Abilities:

Spoiler:

Feats:
Power Attack: Trade melee attack bonus for damage
Extra Lay on Hands: Use lay on hands two additional times per day

Traits
Bastard (Campaign): 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.)
Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skills:
5 skill ranks per level (2 class, +1 Human, +2 background) +1 FCB

Craft (weapons) (background) [1]: +4
Diplomacy [1]: +6
Knowledge Nobility (background) [1]: +4
Perception [1]: +5
Ride [1]: +5 (-4 for current armor penalties)
Sense Motive [1]: +4

--------------------
Class Features
--------------------
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Equipment:

Spoiler:

Combat Gear:

Warhammer: 12gp
Greatsword: 50gp
Dagger: 2gp
Sling: Free
Sling bullets (10): 1sp
Scale Mail: 50gp

Other Gear:

Explorer's Outfit: Free
Artisan's Tools: 5gp
Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Flint and steel: 1gp
Holy symbol (iron): 5gp
Lantern (Hooded): 7gp
Mess kit: 2sp
Oil (3 pints): 3sp
Silk rope: 10gp
Soap: 1cp
Tent: 10gp
Trail rations (5): 2.5gp
Traveler's outfit (x2): 2gp
Waterskin: 1gp

Remaining gold: 13gp, 7sp, 8cp


Background:

Backstory
Spoiler:

Silva's mother, Helga, was an Ulfen woman who worked as a bodyguard for various caravans. While traveling, she ended up in the lands of House Khavortorov and happened to run into Rolon Khavortorov, the eldest son and heir of the House. Rolon was instantly smitten by Helga’s exotic beauty, so different from the Taldan women he was familiar with. Helga in turn found Rolon to be charming and chivalrous. Both greatly admired the other’s skill in combat, and it wasn’t long before they were passionately in love.

Rolon’s father, Galadon, did not approve of his son’s relationship with a commoner. However he wanted to see his son happy, and so was willing to turn a blind eye...as long as Rolon understood that the relationship would never be officially recognized. Helga was allowed to move into the castle and given a job helping train the knights for which House Khavortorov was so well known. Everyone knew that she spent her nights in Rolon’s quarters, but politely refrained from talking about their affair. Publically, at least.

Although Helga and Rolon were deliberately trying to avoid having children that would forever carry the stigma of “bastard,” Silva was born two years into their relationship. Rolon couldn’t officially acknowledge their relationship, but he did ensure that she was better educated and given more privileges than her station would have ordinarily permitted. Silva knew that her parents weren’t married, but it never really bothered her. It was just how life was, and for the most part, life was good.

As the years passed Galadon became increasingly unhappy with the situation, and he fought more and more often with Rolon about when he would put aside his “childish frivolities” and fulfill his duties as the heir of a noble house. As Galadan made his displeasure known, the others in the castle followed his lead. The noble children began sneering at Silva when they saw her, snobbishly telling her that a mere commoner should know better than to talk to them. Meanwhile the other children accused her of putting on airs and acting like she was better than them. Lonely, Silva began spending more and more time by herself. She spent her free time riding through the fields and pretending she was a noble knight, just like her father.

One night Silva awoke to hear her parents arguing. That wasn’t entirely unusual, as both of them had short tempers. What was unusual was that neither of them really sounded angry. Just sad. She crept to her door to listen.

“I’m sorry, Helga.”

“You’re ‘sorry’. Fourteen years and you’re sorry.”

“House Khavortorov needs allies, now more than ever. You know the chaos the Vanishing has caused throughout the kingdom. If our house is to survive-”

Your house.”

“Fine. My house. If my house is to survive, we need allies. House Khavortorov needs to establish itself. If the best way for us to do that is for me to marry Alba Medvyed, then it’s my duty to do so.”

Silva could hear her mother crying. Her mother never cried.

“We both knew this couldn’t last forever, Helga. I love you, but we always knew I would have to marry eventually.”

“I know. Damn you for it, but I know.”

Silva couldn’t stand to hear any more. She snuck back into her bed, eyes wide and staring at the ceiling. Married? Her father was getting married? What did that mean for her and her mother?

She found out the next day, when a red-eyed Helga told her they were going to leave soon. They were moving to Restov. Helga tried unconvincingly to spin it as an adventure, (“Why, when I was your age I’d already traveled halfway around the world!”), but Silva knew the real reason.

Her father was getting married. He was going to have proper, noble children with his proper, noble wife. And that meant a bastard like her wasn’t welcome anymore. It wasn’t her mother’s fault. It wasn’t even her father’s fault. It was just how things were. She knew that.

It didn’t mean that she accepted it.

Even commoners could sometimes be welcomed among nobility, if they proved their worth. She’d heard tales of that happening before. Great adventurers who’d ascended to the status of lords or even kings. If her father couldn’t acknowledge her now, then she’d become someone he could acknowledge.

Rolon had given them plenty of money to establish themselves in the new city, but it wouldn’t last forever. Helga took on a job working as a bodyguard for one of the local swordlords. To help out further Silva herself became an apprentice to one of the local blacksmiths. It was the first time she’d ever had to work for a living, but she found it oddly satisfying. There was a certain joy in looking at something and thinking, I made that.

The fact that it allowed her to beat red-hot metal into submission whenever she got angry was an extra bonus.

But at the end of the day, when both Helga and Silva were finished with their jobs, Silva insisted that Helga also train her as a knight. It was exhausting. Blacksmithing was difficult enough, and adding intense combat training after an already-long day of physical labor was almost too much. But Silva was too stubborn to give up. She even began sleeping in an old set of armor, hoping to get to the point where she could move as naturally in armor as out of it.

Helga warned Silva that her dream of being acknowledged by nobility was a fool’s errand. “You’re a bastard to them, and that’s all you’ll ever be.” Still, she saw no harm in allowing Silva to train as a knight. There were worse occupations and worse ways to be spending her time.

By the age of 18, Silva was a force to be reckoned with. She’d inherited her mother’s build and stood significantly taller than other women, or even some men. She’d spent years doing backbreaking physical labor, and had the strength to match. She’d had combat training from a woman who’d once trained the best knights in Brevoy.

On her eighteenth birthday, with her mother’s blessing, she marched up to the local order of paladins and asked to be allowed to train with them. After strictly testing both her skills and character, they agreed. She spent three years there, honing her martial skills and developing new divine powers. Much to the surprise of the mostly-Iomedaen paladins she trained with, she venerated Torag above all other deities. Her time as a blacksmith had made her very keenly aware of how a well-made weapon could make, or break, a battle.

She’d achieved her goal of becoming a knight. She was doing good in the world. She was helping people. She still longed for a chance to prove herself as someone worthy of her father’s lineage, but that desire no longer consumed her as it once had.

However, she couldn’t help but see it as an opportunity when she heard that Restov was attempting to colonize the Stolen Lands. Protecting the people there from the banditry rampant in the region was a goal worthy of any knight. Meanwhile reclaiming the Stolen Lands was exactly the sort of adventure that could lead to her being recognized as a Khavortorov, despite her base birth.

Appearance

Spoiler:

Silva is tall for a human woman at 5ft. 11in. She’s pretty, but her height and the intense look that’s usually upon her face keeps away most potential admirers. She wears her blonde hair in a no-nonsense braid down her back. When not in armor, her clothes are practical and clean. She has a large burn scar on her left forearm from an accident early in her blacksmithing career.
Picture of Silva

Personality

Spoiler:

Silva tends to be stern and pursues her goals with an intensity that can be frightening. She rarely smiles and even more rarely cries. She does however have a temper inherited from both of her parents, which she has to work hard to control. Those who don’t know her well often think of her as emotionless, at least unless they see her angry. Those who do get to know her well will find that they have a friend for life. She’s somewhat naive about the harsh realities of the world, and believes that most people are innately good.

Goals

Spoiler:

Silva has no interest in actually living as nobility, but she does want to be openly acknowledged as her father’s daughter. She wants to prove that the legitimacy of a person’s birth does not in any way reflect upon their worth.

On a more abstract level, she wants to help people. Becoming a knight was originally just a way for her to connect with her father’s legacy, but she’s found that the work itself is its own reward. Reclaiming the Stolen Lands is as much about protecting the people in the region from banditry as it is about proving herself.

Notable NPCs

Spoiler:

Rolon Khavortorov: Silva’s father. Rolon was a bit distant growing up due to the realities of the situation. However Silva never doubted that he loved her. Proving herself worthy of his lineage is an overarching goal in her life.
Helga Nystad: Silva’s mother. While Silva wants to prove herself to Rolon, she’s extremely close to her mother. Helga loves her daughter dearly and believes she is meant to accomplish great things. Without Helga’s support Silva would never have become a paladin.
Egon: The dwarven blacksmith Silva apprenticed under. He was grumpy and strict, but she grew to care for him a lot over the years. Even after beginning to train with the paladins she regularly returned to the forge to offer her assistance with various projects.
Marcius Dola: One of the other trainees at the order of paladins. Marcius is the image of knighthood, and Silva developed something of a friendly rivalry with him over their time training together. As he is a staunch Iomedaen, they often argued over religious topics.

Playstyle

Spoiler:

This is a more meta note. I have no intention of playing Silva as Lawful Stupid. She's not going to object to ambushes, poisons, sneak attacks, or any other means of gaining an advantage over enemies. She's not going to insist on taking every enemy alive. She's not going to go around constantly Detecting Evil and smiting everyone who glows. While she is generally going to be truthful and will keep her word if she gives it, she's not going to have a problem with someone bluffing the party's way past an obstacle. If that someone has to be her, she'll be uncomfortable, but she'll do it.

That being said, she is Lawful Good. She won't fit in with a party of murderhobos. She will care if the rogue openly steals from allies, or the fighter randomly shanks an NPC for no reason. If it starts looking like that's the party composition, I'll need to make a different character.

Liberty's Edge

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I think I may go for a druid, but before I make up a crunch and fluff I'd like to know if the Druidic Herbalism alternate Nature Bond is acceptable.

Druidic Herbalism:

Druidic Herbalism Nature Bond Variant (Optional)
Source PZO9446

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.


For your consideration, Caerwyn Callandriil, an Unchained Rogue with the Scout archetype. Wielding an Elven Curveblade, Caerwyn is more of a martial type rogue rather than a sneaky, sneaky type.

Scarab Sages

dotting for interest


Crunch:

Male Half Elf Sorcerer 1

N

Init 5; Senses +7; Perception +4
Defense

AC 11; Touch 11; Flat-Footed 10

HP 7; Wounds —; Non-Lethal —

Fort -1 ; Ref -1 ; Will +4

DR —; Immune —; Resist —; SR —
Offense

Speed 30;

Melee -1 Longspear (1d8, x3); P; Brace, Reach

Melee -1 Dagger (1d4, x19-20); p/s; 10 feet throw

Spell-Like Abilities
Dark Motes 7/7

Spells Known/Prepared
1st—Color Spray, Snowball
0th—Prestidigitation, Detect Magic, Ray of Frost, Mage Hand

Statistics

Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 18

Base Atk 0; CMB -1

Feats Exile's Path, Skill Focus-Diplomacy, Eschew Materials

Skills acrobatics +1, appraise +2, bluff +8, climb -1, craft +2, diplomacy +7 (+3), disable Device -, disguise +4, escape Artist +1, fly -, handle Animal -, heal +2, intimidate +4, knowledge Arcana -, knowledge Dungeoneering -, knowledge Engineering -, knowledge Geography -, knowledge History -, knowledge Local -, knowledge Nature -, knowledge Nobility -, knowledge Planes -, knowledge Religion -, linguistics -, perception +4, perform +4, profession -, ride +1, sense Motive +7, sleight Of Hand -, spellcraft -, stealth +1, survival +2, swim -1, use Magic Device 5; Conditional Modifiers 4/level

Languages Common, Elven, Aklo

SQ Mismatched (Racial), Elf Scorned (Racial), Adaptability (Racial), Elf Blood (Racial), Bloodline Arcana (Su), Eschew Material (Feat)

Gear Weapon: Longspear, Outfit: Burglar's, Kit: Sorcerer's, Hip Flask, Fishhook (3), Rope, Hemp, Bell Net, Twine/String, Mead, Gallon, Charcoal (2), Journal, Weapon: Dagger (2); Money 99 cp, 36 gp, 86 sp


Playstyle:
Outside of combat, our (grumpy mildly alcoholic) friendly half elf will be more than sufficient at soothing any ruffled feathers and sorting out disputes with his words. In combat, he'll be a mix of ranged nuker and debuffer, letting the others handle the messy side of combat. Shacal is a pragmatic man, with little concern on how something gets done, so long as it is done.

Background is cooking, but I'd like a definitive answer from Aest on campaign traits before I set anything solid down.

Also, you beat me to the punch Caerwyn, why ;-;


Sorry, sorry! Campaign Traits: Kingmaker ones only. The other trait can be from any non-campaign list, but I want the KM traits in play.


GM Aest wrote:

@theasl:

@Lord Christain D’Elegante: I’m planning on including a few more of the stereotypical fairy-tale tropes while keeping it more or less by the book. I won’t be phasing Restov and Brevoy out, but they certainly won’t be the focus. I don’t want to go into too much detail to avoid spoiling anything.

Thank you. That helps.

I will adjust soon.


Jinx. Twins?

Dark Archive

Seems like a spiritualist like Kothrin Shadowstone might be of interest in the goings-on in this bit of the Stolen Lands.

Not sure if (particularly with the changes) it'll be available as a PFS credit game. Any chance of that?


No worries, just wanted to double check before I accidentally worked up some sort of totally unrelated back stories.

I hope for your sake not, Shacal is not exactly the prettiest of half elves ;) (Now to find another pic)


How would you feel about a middle-aged character (with the modifiers)?
I'm wanting to build a Aldori duelist kind of character who is more of an aged mentor-type. Could I create an older character with the -1 to physcial stats and +1 to mental stats?


I'm interested in this. I have a cleric/witch/ stargazer I've been itching to play that would be a good healer. I will post full stats later.

Edited: I have one question actually. How many PC's are you accepting? Is it the standard four for an ap or going for more? Also, the build is ulfen/jadwiga human.


Still working out the crunch and some of the ancillary backstory parts, but submitting Silviea for consideration with her core backstory mostly complete. @Aest Is there a prominent Sworldlord or other appropriate NPC I could tie in to my backstory at the noted part or would it be better for me to just fabricate someone on my own?

Will work on the rest of the application points and post again once everything is complete.


A fairy tale? Why you need a cursed noble!

At least I hope you do.

Stats in profile

Fairy Tale Role: The Cursed Noble
Background: Once, not so long ago, there was a coward. Fortunately for him, he was well placed in society, a member of the Garess family. So cowardice was easy to hide, one can throw money or name at a lot of things. Of course, it also made it all the more important not to be seen as a coward. In a land like Brevoy, where Aldori Sword lords dueld over matter of honors on one side, and dwarves , usually an honorable and militant people themselves had actually come to claim heirship to the house he belonged; to be seen as a coward would to court humiliation.

Savinien Garess was trained in arms and armor, of course, at least some of the basics. He did not fear the sparring, a cleric would be upon him in a moment's notice should he be wounded. Actual battle with true risk was a stranger to him, but he talked a very good game, making up stories about a few scuffles that never happened to gain cheap fame.
Until, of course, danger truly found him. He was with some of his friends, tipsy but not drunk, walking through the streets far too late at night with some friends. A wrong turn, a wrong alley, and the wrong sort of people noticed. Steel was drawn, his friends charged forward to fight as one- only to find Savinein had lost his nerve and bolted to hide clumsily in a haywagon until the sounds of battle ended where he dared take a look.

His friends dead, but so were the four attackers, well, save one who was in the process of dying from wounds. The sound of the guards finally began down the street. And realizing there was not a mark on him, not a drop of blood on his blade. Well, Savinien Garess the third both avenged his friends, and attempted to save his reputation by slaying the last man in cold blood. Now there was blood on his blade. Now he looked like he had fought, now caught in the lie, he stood by it as the guards asked what had happened.

In the story, he had not run, he had fought. Yes, heroically even! A true Garess born, his father and grandfather were honored he carried their name! The loved ones of his friends thanked him for his courage. At one funeral, Savinien played at false humility and said he regretted he could not save them though, by Gorum how he tried.
A coward should never invoke the god of war's name lightly.
As he played the part of hero, Savinien found it harder and harder to see...things seemed fall behind a red cloud. He could still see, but that blood red tint got worse the further out until all was a crimson blur.

"Your eyes, Savinien, your eyes!" One person said. And others gasped as well.

For Savinien's eyes, whites, irises, and all, had gone the shade of spilled blood, the same hue as the blood of his allies who had died.
Savinien's buff had, it seemed, been called, and his nerve, for the second time- broke. In a panic, he begged for help. He confessed the truth to all if only someone could help him. A cleric of Gorum was sought, though the brutish priest sneered at him and offered only this advice "You are not worthy of my god's attention, but you have it. I would not 'cure you' if I could. Instead, go forth and see what to make of this curse, for there is power to it. Power that will force you to either stay marked forever as a liar and a coward, or , if you can find your spine, perhaps make more of yourself than you were and never desert your battle mates again."

And so, Savinien is the shame of his family, and has resolved never to be a coward again. He is plagued by dreams where he was the one who died, or his friends corpses rise and speak to him with contempt. He does not understand what to do with the magic that comes with the curse but he knows one thing- to redeem himself he must go into danger.

Appearance: Savinien Garess the Third is a handsome man. Tall enough to please most ladies, broad shouldered, and with brown hair that has a fine luster. He is at this time, but nineteen winters, but the awkward gangliness of teen years is gone and he carries himself well with a purposeful gait. Only his eyes detract, for the blood red hue is solid as a smooth red gemstone. It makes him look all the more imposing to some, intriguing to others, but whatever the reaction, it makes him stand out and one of a kind. If anyone wants to identify him, they need merely seek out the man with the sanquine gaze.

Personality: Savinien was a cowardly fake, a poser, a pretender who sought easy glory rather than work for it. He was vain, and deceptive. Of course, that was before his curse rubbed his face into his flaws. He has since had time to grow introspective, to ponder what he has done with his life, or failed to do. He is not entirely free of his faults, but he is more self aware, and he has tried to be a better man, but it can be argued at this state, he might be doing right for the wrong reasons. He isn't refusing to retreat from fights because he is fearless, rather, he fears shame more. Savienien is perhaps still a creature of vanity. In time, that may change, but he will need guides to aid him in that pursuit of becoming a better man.

It should be said, even before the curse, Savinien was not entirely virtue less. He can be generous to his friends and even strangers. Had he been stingier, he'd be in better finances. He is charming still, and tries to uplift others spirits; when he's not dwelling on his own angst.

Goals: Savinien wants to be free of his curse, but the truth is he never will be; and as he matures, he may grow to realize how better to use it. He is not good aligned now, but as time goes by will likely lean more and more that way if , as mentioned above, the company he keeps encourages it. He does have a chance to redeem his cowardice and reclaim the respect of his family. If he could even receive but a letter of praise from his father he would be most happy. His half sister, who has always been kind to him and was the first to forgive him, is one of his family who has not spurned him. He would love to find a way to get her enobled so she could get her due.

The three NPCS:
Nolinna Vira (The Family member) Of all Savinien's family, the one closest to him is his bastard half sister. She adores him, for he has always treated her as a sister, but and realizes that anyone might lose nerve in battle. She is actually a skilled seamstress, but her true gift is a kind heart. She hopes to visit her half brother or perhaps even move wherever he finally settles.
Bandy Banford (The Friend) - is a halfling who escaped from Cheliax. When a bounty hunter came to retrieve Bandy, Savinien's lies did indeed do some good, for he convinced the fellow he had the wrong halfing because Bandy had been employed by the Garess family for years! The hunter bought it, and Bandy was quite grateful to have a fresh chance at life and his old master off the trail.
Thysila Khavortorov (The Enemy)- House Khavortorov was a minor house of Brevoy, now seeking to gather more influence. They'd hardly be a part of Savinien's life, except that one of his friends was a suitor to Thysila. Furious with the young lord of Garess, she has warned him that one day, she will have recompense, for she blames Savinien's cowardice for her suitor's death as much as the attackers themselves. While she hardly has her whole house behind her; some encourage her to leave the coward to his fate, but only the unwise disregard the threat a determined woman might become.


here is a cavalier for this game, a humble, down to earth "noble-knight". Really been itching to get into a KM game with either a wizard or a knightly warrior.

I'd be looking to get a griffon mount later on into the game, Still hoping to get this guy into a kingmaker, (or, admittedly an Ironfang invasion) game. I will de-level him over the weekend hopefully, but don't want to delete the griffon statblock if I will have the option to get one at 5 (monstrous mount feats!, maybe one that can talk hahahaha)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Presenting Orandek Slagboulder, dwarven outcast, rugged survivalist, and terrible singer!

Stats:

Orandek Slagboulder
Dwarf ranger (guide, trapper) 1 (Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +2 (1d8+3/×3), handaxe +2 (1d6+1/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks ranger's focus (+2, 1/day)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Two-weapon Fighting
Traits orphaned, pioneer
Skills Acrobatics +0 (-4 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (traps) +5, Craft (woodworking) +5, Disable Device +5, Knowledge (geography) +5, Knowledge (nature) +6, Linguistics +2, Perception +5 (+7 to notice unusual stonework), Stealth +6, Survival +8; Racial Modifiers +2 Stealth, +2 Survival, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Sylvan, Undercommon
SQ track +1, trapfinding +1, wild empathy +1
Other Gear lamellar (leather) armor[UC], battleaxe, handaxe, light crossbow, backpack, belt pouch, brush, shaving (0.1 lb), cup, shaving (0.2 lb), flint and steel, grappling hook, hammock[UE], mess kit[UE], shaving powder (one shave) (50), silk rope (50 ft.), spell component pouch, straight razor (0.2 lb), thieves' tools, trail rations (2), waterskin, whetstone, 20 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Ranger's Focus +2 (1/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Born to the Goldboulder clan, a large and fairly illustrious clan of dwarves in the mining town of Brunderton in eastern Rostland, Orandek was a bastard child of the clan patriarch and a scullery maid, and as such his place in the clan was tenuous. His siblings tormented him for being a bastard, taking advantage of his bastardy to avoid consequences. He found refuge from his circumstances in the wilderness, becoming an accomplished hunter, skilled with a crossbow and handaxe. He became one of the best trappers in his clan, able to snare nearly any quarry he set his sights on. However, that garnered no respect from his kin. He could not forge, craft, or brew, and he was in no way devout in his worship of Torag. His life, while hard, was fairly monotonous and constant, dealing with the merciless bullying and finding solace in the great outdoors. Everything changed during a routine sparring match with the oldest son of the clan and his half-brother, a cocky dwarven warrior named Reinhard. During the match, Reinhard decided he would try to spill some blood, which was an extreme that had never been taken before. Orandek was slashed across the face by a dwarven urgrosh, and years of pent-up anger came unstopped. He killed Reinhard, slashing his throat with a battleaxe. He was immediately exiled from the clan, the name of Goldboulder turned into Slagboulder, indicating his exile from the clan and dwarven society as a whole. He fled into the Stolen Lands, embracing his love of the wilderness and survival. Since then, he has mostly lived on his own, avoiding bandit patrols, living off the land, and selling food to scattered trading posts. He was contacted by the Brevic government for his prowess in survivalism and knowledge of the Stolen Lands.

Appearance and Personality:

Orandek is a stocky dwarven man dressed in leather lamellar armor and the simple outfit of an explorer, with two axes on his hips and a crossbow on his back. He also carries a backpack bulging with survival gear, ready to take on any challenge the wilderness might throw at him. Perhaps his oddest characteristic is his lack of a beard, shaving it nearly every morning. He complains bitterly if it starts to grow too much, and on occasion uses the edge of his handaxe if he lacks a better tool. He has short red hair, and deep brown eyes often scanning the area for anything that might be useful.

To those he does not know, Orandek is either silent or gruff. That said, he is fiercely loyal to those he takes the time to get to know, willing to do whatever it takes to help them out of a tight situation. While not the most charismatic fellow, Orandek is kind at heart, and wants people to be free and do what they wish. While he knows that what he did to his half-brother is considered shameful and evil by his people, he has made his peace with it and regrets the outcome. As a result of the abuses he suffered at its hands, he considers the stodgy rules and old-fashioned customs of his people to be unnecessary, and regularly shaves his beard to show his distaste for traditional dwarven culture. He has a great love of singing, and while not particularly good at it, he often sings marching songs while travelling through the wilderness, campfire songs while around a cookfire, or really anytime he doesn’t need to be especially quiet. One common theme is songs about the Lady of Blossoms, a fey woman who Orandek claims is his one true love. Even when asleep, he has a habit of softly humming tuneless and somewhat discordant melodies.

Goals and NPCs:

Orandek wants to find a place he can call his own, where he can be himself without the pressures of his people or the difficulties of the wild. He also wants to try to make amends with his clan. Though he has embraced life as an exile, he feels that both he and his clan need closure over Reinhard’s death.

His father, Kuld. Kuld and Orandek quite literally never had a good relationship. From the day Orandek was born, Kuld did nothing to acknowledge Orandek as his beyond feeding him the meager food of the servants and clothe him in the cheapest possible garments. Though deeply estranged, Orandek still thinks that reconciliation might be possible.

Barrick, one of Orandek’s only friends and a fellow survivalist. After Barrick saved him from a troll attack, Orandek determined that he owed Barrick quite a few favors, and the two started travelling together. Together, they got out of a fair few scrapes, narrowly escaping from an enraged den of pixies, fighting off three separate bandit raids, and, if one is to believe the tale they tell through guffaws of laughter, drinking an entire barrel of ale at Oleg’s Trading Post. They parted ways as all wanderers do, but made a point to meet up to swap tales at a trading post every few months. With Orandek’s newfound charter, he seeks to find Barrick and secure his aid in carving out a kingdom.

The Lady of Blossoms, Orandek’s one and only true love. The first time he saw her, he fell in love. She was dancing in a moonlit glade and her ethereal beauty was beyond anything Orandek had ever seen. He recognized her immediately as one of the mystical fey. The stars reflected off her silver hair and her chains of vibrant flowers rustled softly in the evening breeze. He wished to speak with her, but he waited too long and she vanished. In the time between, Orandek got a passing druid to teach him a fair amount of Sylvan, so that he might speak to the lady.The second time he saw her was a year later, to the day. He greeted her softly in the fey tongue, professing his undying love and presenting her with a forget-me-not carved of wood. She took the flower and thanked him with a kiss on the forehead before slipping off into the woods, leaving behind nothing but a few flower petals and the sweetest scent Orandek had ever known. He is sure that the third time they meet, true love will bloom.

RPG Superstar 2009 Top 16

I'm also considering a druid, and curious about your thought on Hebalism GM Aest


Well, here's the last bit of Shacal's backstory.

Fluff for Days:
Backstory:Shacal was not a child intended by either of his parents, but the product of foreign attraction and far too much mead. His father, a magister of some talent named Dalyor had performed a series of tricks and spells, dazzling the room of patrons of a New Stetven tavern, including a young, pretty barmaid by the name of Annabeth. The smitten server quickly engaged the elf in conversation, and by the end of the night the two had shared a bed. And so, as the sun rose with Dalyor leaving alongside the caravan to Kyonin, unaware of the son he was leaving behind.

Born under the darkness of a new moon, it quickly became clear to Annabeth her child was not like other half elves. Far from the comely appearance she expect, her child's face lacked a basic symmetry, as though two children's dolls had been tore apart and used to make another. However, the child was healthy despite his uneven appearance, and Annebeth loved him all the same. Her boy lacked a love for the woodlands, instead being fascinated by the stars, often spending nights under their glow.

As he grew older, dreams begin to come, as did trouble. As he slept, dreams of flying past the stars, heading deeper and deeper into the darkness began to occur again and again, even as the elves denied him training in the arcane. His talent was evident, but there was not an elf who would teach a "Mínádúrtha" their ways, especially one without a touch for nature. Despite the occasional jeering and taunts of the human children, this disregard wounded Shacal greatly, and poisoned his opinion on his pointy earred kin. To the humans however, he was just another half breed, a fact he relished.

What spurred him into the Stolen Lands was a different matter. His mother had worn herself ragged taking care of her son and feeding them, a fact her body was beginning to show. The fact her beauty had diminished with age had not helped either, less coins coming in with each passing month. And so, he joined a caravan much like his father, hoping to be able to send some of the wealth trapped in the forest in furs and lumbar to his doting mother.

When the bandits raided his caravan, something inside him snapped. His entire life, everything that could go wrong had, and he was not going to die so easily, leaving his mother heartbroken and those elven bastards smug in their ideas about him. Feeling his body awash with the same icy cold of his dreams, Shacal rained wraith upon the bandits, icy comets careening down in waves. In the aftermath, for the first time in his life, someone thanked him. Stunned, the half elf gave a small lopsided smile. The lions share of the attacker's equipment went to the gangly magister for his effort, and it seemed his life was turning around. This frontier could very well be his home as well as his mother's salvation. The recent call to colonize has presented itself an opportunity for him to forge a home for him and his mother.

Appearance: Whatever poets waxing on about the grace and beauty of the elves and their progeny had never laid eyes on Shacal. Possessing the pointed left ear of an elf bejeweled with earring, and the rounded right ear of his mother, uneven is the word most people use to describe him, followed by roguish. His face, angular and harsh, does not match the softness of his mismatched steel and gold eyes, framed by his mother's long, pale crimson locks. His short limbs, his left arm and right leg, have given him a slight limp that makes him seem far older than his actual age. Wearing the same dark colored clothing from the bandits years ago, Shacal has made the clothing his own through small modifications and additions, a little fur there, a extra pocket there.

Personality: Possessing a dry wit alongside gallows humor, Shacal is surprisingly personable when he feels the desire, aided by his laid back persona. He understands the world is not a kind place better than anyone, and tends for pragmatic worldview, often playing the fool to be underestimated. He does however have tendency to softness toward half breeds and mothers, giving them aid wherever her can. Elves however, can rot in their woodlands for all he cares, his father included. Insult his mother however, and you'll soon find his ungainly limbs have plenty of speed in them.

Goals: If Shacal accomplishes nothing beside making his mother's life easier, it will be a life well lived in his eyes. However, if in the process he can discover more about his powers and outshine the elves, his father included, he will be inordinately pleased.

NPCS:
Annabeth Heirth: His mother and barmaiden in the Tilted Sheathe. Annabeth loves her son dearly, and is equally loved by her son. However, she worries for his safety in the woods of the Stolen Land, and wishes he would take up safer work, as well as give up his grudge towards elves.
Dalyor Fiáin: His father, a wizard of some note in Kyonin. Dalyor is unaware of his son's very existence, and has long since written off the encounter with Annabeth. However, recently he has began to become intrigued by rumors of Fey activity in the Stolen lands.
Hunazar:A half-orc woodsman living in the wilds, and Shacal's only true friend. Hunazar taught the city boy how to survive in these wilds, and often relies on his knowledge to get proper price from his goods. While short for a half orc, his orc ancestry is strong, giving him a broad build with bestial features. The two have bonded over their shared conception woes and love for strong meads.

Orandek, would you be willing to perhaps do some collaboration given our related backstories?

Side note, at this rate we'll have to call our kingdom the Bastard Lands, home to all the oppressed and downtrodden.


@Sapiens/Mark Thomas 66: The Druidic Herbalism stuff looks cool, and it's sourced, so I'm good with it.

@Silvea Beltreice: I generally use an NPC named Swordlord Teodor Aldori-Koenig when I'm looking for one who'd likely be involved in...well, whatever. He's a former drinker, a history/geography enthusiast, and a respected and high-ranking swordlord. He used to be hot-headed, but he's slowed down as he aged, and he owns an extensive library. Hope this helps, or you can create your own.

@J Scot Hardy: I'm aiming for four PCs, but may go with five if I can't choose.

@SkaTalon: Aging penalties/modifiers should be okay, but be expected to role-play your age.

@Kothrin Shadowstone: I'm going to be changing it, in some places significantly, so I'm not aiming for PFS credit for it.

@Anyone I Missed: Sorry if I missed you. Please say something, I'm not ignoring you, I just missed you.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

@Shacal
I could certainly see some connection between our characters, but given Orandek’s generally solitary nature, I don’t imagine they would be the best of friends or anything.

I do quite like the concept of something like the Bastard Lands. Bastardholm, maybe?


@Simeon
That's completely fine and reasonable, it just seems the two should know of each other, given the proximity they call home.

Bastardholm does seem much better a name for it, though perhaps that might be the name of the capital, given it's tendency to be used for names. Though it also works given it's definition, the island of bastards.


The character is almost updated. Need to do a few minor adjustments to the background and I will do a double check over the crunch.


Ok, I'm a little late to this party but I must throw my hat into such an interesting ring. I will work on a character in the vein of Hershele Ostropaler, a poor vagabond who succeeds through wit and humour. Probably go with a summoner of Fey beings who are impressed with his nature.


@GM are the monstrous mount feats a valid option for the game, and how would you handle the acquisition of a griffon? Would it be possible for Kain to be training a young one he found the first few levels? (It would give no advantage, save perhaps some potential RP interactions or the like) I know KM takes place over long periods of time. I'd be looking to actually make use of it at level 5 when I can get the feat. Or would you rather him "meet" one or something similar to that vibe?

On that note, would you be willing to use an alternate crafting system so mundane crafting can be useful? (I always found it funny how crafting a suit of platearmor takes months, but crafting one with a +1 bonus takes a day or two)


The crunch for Faerin is almost done. Putting together backstory an npc's

She's a Half-Elf Druid (Green Faith Initiate)


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Dotting


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
GM Aest wrote:
@Kothrin Shadowstone: I'm going to be changing it, in some places significantly, so I'm not aiming for PFS credit for it.

Not sure how early on your significant changes will occur, but the campaign mode rules are pretty relaxed. For instance

PFS Guild Guide, p. 12 wrote:
In Campaign mode, GMs can use their own rules for character creation and running the presented content (the entire book or series). They are not even required to use the Pathfinder RPG rules, but they must run the adventure using a tabletop roleplaying game and use the Adventure Path or Pathfinder Module as the primary source for adventure content.

So you may be able to give credit for any books for which the AP was the "primary source" of content.


I have a half-orc Inquisitor of Abadar that's been in two separate Kingmaker games that all died before making it halfway through the first book and I'd love to be in one that went the distance. I'll get the character submitted after I get home from work.

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