Saga of a New Land

Game Master vayelan

A Kingmaker campaign of politics, intrigue, and war.

Maps:
Greenbelt Map
Stolen Lands Map
The Abandoned Fort

Encounter Map: Labyrinth Ambush

Resources:
Kingdom Tracker Spreadsheet
Kingdom Building Rules
Kingdom Turn Sequence
Buildings


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Because so many adventurous souls want to carve out their own nation, it's time for another Kingmaker campaign!

We will be starting with Book 2 of the Adventure Path. The bandits have already been defeated, and the Greenbelt has been mapped. Although this work has been completed by other chartered adventurers, Brevoy has deigned to grant a charter of rulership upon another, newly assembled party.

As you may have guessed, there will be a few twists on the traditional Kingmaker AP in this game. After all, I want to keep things interesting for both you and me.

We will assemble a party of 5-6 players for this game.

Character Creation Details:

Material Allowed: Paizo only. No 3rd party material.
Races: All Core and Featured Races allowed
Classes: All Paizo classes will be considered
Alignment: Good characters are preferred. Neutral characters will be considered, but Evil character are a No-No
Feats: All Core Books
Traits: Choose 2 traits.
Ability Scores: 20 point buy, no ability beyond 18 none below 9 before racial modifiers. (Don't forget to add the ability increase for level 4).
Starting Wealth: 6,000gp (standard for level 4)

Although many of you already have your character submissions ready from our last round, I want there to be time for folks to make revisions, new players to develop their builds, and for yours truly to lay out some prep work for this new campaign.
Therefore, I will keep the recruitment open until 8pm (EST) on Sunday, June 16.

Thank you kindly!


I will go over Bydar and see what adjustments he might need. But definitely I hope to geti n on this one. Thank you for another chance.


Kain here, ready, able, willing. I would dare to ask, would you consider trying out elephant in the room feat tax ?

To be honest, it won't really help me much, (saving really one, maybe two feats if you add mounted combat to the "freebie" feats.) but thought if you had been thinking of trying it, a new game may be a good place to start. And it doesn't really change too much.

Either way, thank you for the opportunity.


I’m in. Got a character pretty much ready, I’ll adjust to your standards and submit.


I will (re)apply with Hyde, but, given the possibility, I will change to melee instead of ranged.
In case we may have a melee heavy group I can always keep a ranged build.

Since the build differs only for feats and gear I can provide both, if you want.


Arden Kain Brandt wrote:

Kain here, ready, able, willing. I would dare to ask, would you consider trying out elephant in the room feat tax ?

To be honest, it won't really help me much, (saving really one, maybe two feats if you add mounted combat to the "freebie" feats.) but thought if you had been thinking of trying it, a new game may be a good place to start. And it doesn't really change too much.

Either way, thank you for the opportunity.

I second the motion.


Got this character from a previous Kingmaker campaign


Let us try this again...


I made this character for a game that fell apart before it started.

crunch:

Name: Sibeesha the Bold
Race: Sylph, Female
Languages: Auran, Common, Draconic, Ignan, Aquan, Terran
Class: Air Wizard 1
Stats
STR: 7, DEX: 16, CON: 14, INT: 18, WIS: 11, CHA: 8
HP: 8 Fort:3 Ref: 3 Will: +2 Initiative: 7 AC: 14 T.AC: 13 Ff.AC:11 CMB: 11 [b]CMD: -2

Traits
* Deathtouched: +1 fort save
* the scenario one

Sylph
* Energy Resistance: Electricity 5
* Spell-Like Ability: Feather Fall 1/day.
* Air Affinity: Air Domain spells are +1 caster level.

Feats
Wizard: Scribe Scroll
Lvl(1): Improved Initiative +4 Init

Skills
* Craft: +8
* Fly: +9
* Knowledge Arcana: +8
* Knowledge Planes: +8
* Perception: +6
* Spellcraft: +10

Wizard
* Arcane Bond: Hawk
* Arcane School: Air

Equipment
* Light Crossbow
* Crossbow Bolts (20)
* Dagger (1d4 P or S, 19-20)
* Paper Sheets (10)
* Haramaki (+1 AC, -0 ACP)
* Spell Book (lvl 1 – Sleep, Protection from Evil, Grease, Color Spray, Vanish, Enlarge Person, Mage Armor)
* Wizard’s Kit (Masterwork Backpack (upgrade), bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days) and water skin.)
* 4 gold

Working on the background. But going to have her father as a former servant of the house and was freed. The father went wondering for a few years and met her mother. Childhood and training is something i am working on. In her later, Adult life, she went traveling in the desert and received word from her father and the letter was in the message. Still a work in progress.


Thank you for taking on another game. I am finishing up a new submission that I originally wanted to submit but was not what the original group needed. I should have it done today or tomorrow.


I will reapply to this second table with Gruingar the draconic sorcerer/ bloodrager. Having some difficulty with my PC atm though. Hopefully I can get the details up here pretty soon.


New application, new luck.
I will apply with a ifrit sorcerer of the elemental fire bloodline. Will think a bit about this though


Hi there, re applying with Brandt!


Round 2! Here's my re-submission for Faun Daedys and her plant companion, a treant named Ornmeil'lon!

Background, Personality, Appearance:
Faunlara Daedys (FAWN-lah-ruh DAY-diss) typically shortens her name to “Faun” when introducing herself.
Having lived 145 years already, Faun still has an otherworldly quality and youthfulness to her pale complexion, dark eyes, and long, autumn-red hair. She stands quite tall at 5 feet, 9 inches, but weighs a very modest 115 pounds. Typically, she dresses in elegantly-tailored, soft leather clothing and armor of varying shades of brown, and a green traveling cloak keeps her warm. Aside from the well-made elven longbow she has strapped to her back, she also carries a heavy wooden shield and an ornately-carved club bearing the likeness of a lithe dryad.

Words fall from Faun's lips in a mesmerizing fashion, with her tone and timbre both soothing and enchanting at the same time. Yet, she actually speaks very little, preferring to remain quiet and still as she listens to the sound of her friends and the natural world around her. She has an unparalleled love for plants, especially trees of all kinds, sensing a kindred spirit within them which only she seems to understand. Faun recognizes that civilization often encroaches upon the forest lands and she strives to do everything she can to strike a balance between the two while encouraging her friends to do the same.

Unlike many of her kind, she’s lived most of her years apart from traditional elven society. Some of this stems from her ancestors moving north to take shelter in human settlements when bandits and barbarians drove them from their forest. But much of it also results from her fey lineage. In ancient times, members of Faun’s family often communed and consummated with powers from beyond the Bright Veil, developing relationships with many magical creatures there, including dryads, nymphs, and the eldest of the fey. As a result, Faun is part dryad, feeling an immediate connection and affinity for the groves and forests of her people, even though she’s never seen them. After devoting herself to the druidic faith, Faun also discovered another facet of her dryad heritage—the notable path of the treesinger. Unlike a typical druid, this tradition allows her to bond with a plant companion—namely, a young treant sapling she calls Ornmeil’lon, which means “high branches” in the elven tongue. The two have become inseparable now and she treats him more as a trusted friend and family member than a pet. As his caretaker, she believes they must mature together in order to reach their full potential. At some point, she wonders if this will lead her to the ancestral groves of her people beyond the Bright Veil. For now, though, restoring the Stolen Lands, and finding the balance between nature, agriculture, and society, and maintaining that balance, has led her to answer the call to help colonize the Stolen Lands.


Just to confirm, looks like starting at Level 4? What to do about hit points after 1st level?


Trying again...

Tordgandr Brokenfang
Male Half-orc Skald (Spell Warrior) 4
NG Medium Half-Orc (Human, Orc)

Character:

Init: +2, Senses: Darkvision, Perception: +7
Languages: Common, Orc.
Birthday: Rova 20
Deity: Torag
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DESCRIPTION/BACKGROUND
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Tordgandr stands just under 6'6" tall, with long limbs and a lean frame that almost deny his orcish blood. His ash-coloured face is framed by thick, black hair, well-kept and well-cut, that cascades in layered waves, flowing down until it touches his shoulder blades. He has a handsome face, despite the shade of his skin, his mixed blood giving him a strong brow and jawline, rather than the broad face and flat nose common amongst many halfbreeds. His eyes are the green of jade, and seem to almost sparkle with mischief -- a sensation reinforced by his crooked half-smile, accented by just the one small tusk rising over his lip on the right side.

History

Spoiler:

Tordgandr's first memories are of Auntie Sharal's home for orphans in Restov, one of a dozen children taken in by a kindly old devotee of Andoletta... and they were, generally, good ones -- if a bit crowded. Sharal made sure her wards were well looked after, providing them with warm beds (even if he had to crawl over three other beds to reach his), nutritious food, an education (by commandeering her friends to help) and, maybe most important of all: love.

Thanks to Auntie Sharal, Tordgandr grew up knowing that he was special - Sharal having repeatedly told him the romantic story of his birth -- of how his mother, a paladin of Saranrae had redeemed his father, seeing something special in the young bladesman who had simply been taken in by a charismatic Bandit "Lord". His father, Sharal told him, made the best of his second chance, going from brigand to aspiring Swordlord in only a few short years... until he fell trying to capture some of his former associates. Tordgandr's mother, unable to remain in Restov and face her pain and loss headed north with the Crusaders, leaving her young child in Auntie's care, promising to return for him after working through her grief.

The stories inspired Torgandr, and he patterned himself on this noble, romantic vision of his father -- aspiring Swordlord, and noble of heart and soul, if not blood. The boy was obsessed with heroic stories like those of his parents, and almost more so with the blade, all but begging to start weapon training as soon as he could form the words. Sharal did what she could to feed that first obsession, one of her friends being a retired bard certainly helped in that regard... but waited until the boy was older and his body began to change before, finally, giving in on the second. In both cases, Torgandr was a quick study, learning and memorizing epic tales and picking up some of the finer points of the sword... and his rapidly-growing reach and orcish muscle certainly helped in that regard.

Unfortunately, like so many romantic tales, the one that Torgandr had been told was built on kernels of the truth, with the sharp edges shaved off -- and as he got older, the boy started to notice the inconsistencies in the story, causing him to ask more questions of Sharal, of his tutors, and, eventually, his blademaster. She remembered the scandal well, and told the boy the truth -- his father's reformation didn't quite last, and he returned to the brigand's life rather than dying a noble death. That act of betrayal nearly killed his mother, but she survived -- though, brokenhearted, she lost faith in people and went north to join the Crusades, where she'd always know who her enemies truly were.

The truth shattered Torgandr's world, and, furious, he confronted Sharal. She denied nothing, only saying that she wanted to protect him, and not have him feel so hopeless as his mother did when she went north. The conversation did nothing to appease Torgandr, and he packed his things and left, signing up to work guarding caravans - a spot recommended by his blademaster, although, unknown to him, Horgra, the head of the caravans, was an old friend of Sharal's from her "interesting days" as an adventurer. Horgra took in the boy, giving him time and space to process his anger and betrayal, while also teaching him to focus his mind and unlocking the magic that seemed to flow within him. When that was done, she then gave the "sulking" teenager a kick in the rear, telling him that Sharal's story was the better one, it reflected world that people should strive to live in, and that he should embrace it, internalize it, and try to live up to those bloody ideals that he'd once embraced when his head was filled with romantic tales. "The world needs those kind of stories, because it needs that kind of hope... and most of all, it needs the people who believe those stories in their hearts," she said.. and then told him to get the heck out of her caravan, stop hiding and go find his own heroic tale.

Torgandr went back to Restov to make peace with Auntie Sharal, arriving only a few weeks after some Chartered group was sent into the Stolen Lands. Something about their mission echoed within him - whether it was the chance to fight for the people, the chance to maybe find, and maybe even redeeem, his father, or just the thought of being part of a grander tale... or all of it rolled into one -- and he decided that, Charter or no, invite or no, he was going to follow and find them, asking to join that group. There, he reasoned, away from everything but his own expectations, he could begin to write his own tale. His pursuit was, however, slowed when he found a small batch of excitement of his own, saving a small group of pilgrims from a handful of brigands, and then leading them back to Restov for safety. Still, fortune did smile on him, because he eventually found the Trading Post -- and, there, pick up the trail of the expedition.

Personality

Spoiler:

In the end, Tordgandr's actually still a romantic hero wannabe -- or, rather, is one again, after his little crisis and two years on the road -- he's basically come to realize that the world needs heroes -- both people who will act when needed, but also as stories to tell to inspire folks and create or maintain hope -- and so he's trying his best to be one... and sees the expedition into the Stolen Lands as exactly the sort of opportunity that leads to those sorts of stories. He's not naive anymore (mostly), and so he wants to believe the best of people, but that's tempered by the realization that even the rare few who have the best intentions can fail or have moments of weakness -- and that the "best intentions" are often few and far between. Then again, his father may still be out there, and who knows how he'd react to that?

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DEFENSE
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AC 21, Touch 11, Flat-footed 20 (Uncanny Dodge), CMD 17
(+7 armour, +1 dex, +3 shield)
HP 33 (4HD - 11 [FC],7,8[FC],7)
Fort: +6, Ref: +2, Will: +4
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OFFENSE
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Speed: 20 ft. (4 Squares)

Melee
- Masterwork Longsword +8 (1d8+3[+4]/19-20) {Slashing}
- Warhammer +6 (1d8+3[+4]/x3) {Bludgeoning}
- Dagger +6 (1d4+3[+4]/19-20) {Piercing,Slashing}
- Spirit Wisps +6 (1d4+3) {Negative Energy}

Special: Arcane Strike, +1 damage, weapons count as magic

Ranged
- Masterwork Composite Longbow +5 (1d8+3/x3) {Piercing, 110' range increment}
- Dagger (thrown) +4 (1d4+3/19-20)

Base Atk: +3, CMB: +6
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial.

Standard:
Arcane Strike: As a swift action, imbue weapons with arcane power - count as magic and +1 damage/5 caster levels.
Lingering Performance: The effects of your skald raging song persist for two rounds after you cease your performance.

Bonus Feats:
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell
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TRAITS
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Sword Scion (Campaign Trait) [Longsword]
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword and gain a +1 bonus on all attacks and combat maneuvers made with such weapons.

Arcane Temper (Magic Trait)
Your have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

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ATTRIBUTES
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Strength 16, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 16
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SKILLS (4+int+skilled = 6 per level) + 2 Background Skills per level
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Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-1] = 0.0 + 2 + 0 -3(AC)
--Jump [+2] (Agile Breastplate)
Bluff [+2] = 0.0 + 2 + 0
Climb* [+6] = 1.0 + 2 + 3 -0 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
--Versatile Performance (Oratory)*: +10
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-1] = 0.0 + 2 + 0 -3 (AC)
Handle Animal [+2] = 0.0 + 2 + 0
Intimidate* [+12] = 4.0 + 3 + 3 + 2 (Intimidating)
Knowledge (Untrained)[+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Dungeoneering)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Local)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Nature)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Planes)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Religion)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Perception* [+7] = 4.0 + 0 + 3
Ride [-1] = 0.0 + 2 + 0 -3 (AC)
Sense Motive [+0] = 0.0 + 0 + 0
--Versatile Performance (Oratory)*: +10
Spellcraft* [+8] = 4.0 + 1 + 3
Stealth [-1] = 0.0 + 2 + 0 -3
Survival [+0] = 0.0 + 0 + 0
Swim* [+4] = 1.0 + 3 + 3 -3 AC
Use Magic Device* [+10] = 4.0 + 3 + 3

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+1] = 0.0 + 1 + 0
Artistry (Poetry)* [+5] 1.0 + 1 + 3
Craft [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Geography)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (History)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Linguistics [+5] = 1.0 + 1 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Perform (Oratory)* [+10] = 4.0 + 3 + 3

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MAGIC (Skald; CL 4; Concentration: +8)
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Level 0: [6 known]: -- (At Will) (DC 13) Dancing Lights, Detect Magic, Ghost Sound, Grasp, Message, Prestidigitation.
Level 1: [4 known]: -- (4/day) oooo (DC 14) Comprehend Language, Cure Light Wounds, Grease, Timely Inspiration.
Level 2: [2 known]: -- (2/day) oo (DC 15)Heroism, Mirror Image.
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SPECIAL ABILITIES
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Intimidating (Ex)
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Human Raised (Ex)
Some half-orcs raised as humans lack their cousin's ferocity and training in orc weapons, but pick up a bit of their human parent's skills. They gain the human's skilled racial trait. This racial trait replaces weapon familiarity and orc ferocity.

Armored Casting (Ex)
You can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex)
A skald adds half his class level (minimum 1) to all knowledge checks.

Raging Song (Su) (12 + 2 FC rounds/day -- ooooo ooooo oooo)
A skald is trained to use music, oration and similar performances to inspire his allies. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action [Move: 7th/Swift: 13th], but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may even learn bardic masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he failes this check, the attempt still counts against the daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song, and at the start of each ally's turn in which they can hear the raging song, the allies must decide whether to accept or refuse the effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

- Weapon Song (Su) (+1 bonus)
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60'. At 5th level, and every 5 levels thereafter, this bonus increases by 1. The maximum bonus gained is based on the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons or +2 to four or more. Fifty pieces of ammunition count as a weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if her were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.

These bonuses can also be used to add any of the following special abilities to the weapons enhanced by the song: dancing, defending, distance, flaming, frost, cleaving, ghost touch, seeking or speed. Adding these special abilities consumes an amount of bonus equal to the special ability's cost. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon may already possess, but duplicate special abilities do not stack. If an effected weapon is not magical, at least a +1 enhancement must be added before any other special abilities can be granted. The bonus and special abilities granted are determined when the song begins and cannot be changed until the song ends and another begins. This replaces the inspired rage raging song.

- Song of Marching (Su)
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorated allies within 60 feet, who may hustle (CRB 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for the hour.

Rage Powers:
- Spirit Totem, lesser (Su)
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. The slam attack is made using the Barbarian's full Base Attack Bonus, plus the charisma modifier. The slam deals 1d4 negative energy plus the barbarian's charisma modifier.

Uncanny Dodge (Ex)
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does his lose his Dex bonus to AC if the attacker is invisible. He still loses his dex bonus if he is immobilized or if an opponent successfully uses the feint action against him.

Versatile Performance (Oratory)
The skald may use Performance (Oratory) in place of Diplomacy and Sense Motive checks.

Well Versed (Ex):
At 2nd level, a skald becomes resistant to sonic effects. The skald gains a +4 bonus to saves made against bardic performances, as well as sonic or language-dependent effects.

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GEAR
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+1 Agile Breastplate [1550gp - 25 lbs], +1 Heavy Darkwood Shield [1257gp - 5lbs]; Masterwork Longsword [315gp - 4 lbs]; Masterwork Backpack; outfit (traveller's); Masterwork Composite Longbow (Str +3) [700gp - 3lbs]; Warhammer [12gp - 5 lbs]; Dagger; Dagger; 40 arrows, 4 grappling arrows; Scrollcase; Wand of Feather Step (50); Wand of Expeditious Retreat (50).

Backpack (Masterwork) [ bedroll, mess kit, soap, trail rations (5 days), waterskin (filled), whetstone, silk rope (50') ];
Scrollcase [ Cat's Grace; Eagle's Splendour; Delay Poison; Invisibility ]
Waterproof Bag (Belt) [ Flint and Steel ];
Pouch (Belt) [ Chalk (1 Piece) (x5); ];

Coinpurse [1pp, 21gp, 9sp, 18cp]
Current Load: 99.5lbs [Light]


Arden Kain Brandt wrote:

Kain here, ready, able, willing. I would dare to ask, would you consider trying out elephant in the room feat tax ?

To be honest, it won't really help me much, (saving really one, maybe two feats if you add mounted combat to the "freebie" feats.) but thought if you had been thinking of trying it, a new game may be a good place to start. And it doesn't really change too much.

After reviewing these alternate rules, I think it would be a good idea to implement them for this game. Go for it!

Murph. wrote:
Just to confirm, looks like starting at Level 4? What to do about hit points after 1st level?

Excellent question! Here's how HP will be handled for this game:

You start with max HP per Hit Die for your initial 4 levels. For all future levels, you gain the average for the Hit Die.


Oh. Feat tax rules open a lot of possibilities. I may have a whole different submission.


Reapplying with Orlog


I present for submission, Kayalenta Noack, high priestess of Pulura, the Maiden from the Stars. Kaya is a solid support character and healer. The plan is to take 5 levels of cleric (and the 1 level of which already taken) and then go into the Stargazer PrC.

As for what role she would fill within the kingdom, most likely it would be a counselor or a priestess, though overall she COULD be a ruler (though the character would be hesitant to do so).

And last, I personally try to post once per day, but I check usually 5+ times each day to keep up with what is going on (to avoid people waiting for me). Most posts are in the late morning or early afternoon.

Thanks.


Gruingar:

Male nagaji bloodrager (rageshaper) 3/sorcerer 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Bestiary 4 199)
CG Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +7
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 37 (4 HD; 1d6+3d10+11)
Fort +5, Ref +3, Will +3 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power, +1 trait bonus vs. mind-affecting effects); +2 vs. mind-affecting effects and poison, +2 vs. death
Defensive Abilities uncanny dodge; Resist issian
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Offense
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Speed 40 ft.
Melee mwk silver lucerne hammer +7 (1d12+4)
Ranged javelin +5 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork silver lucerne hammer)
Special Attacks bloodrage (10 rounds/day), claws, claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—endure elements, true strike
. . 0 (at will)—flare (DC 13), light, read magic, spark[APG] (DC 13)
. . Bloodline Draconic, Draconic
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Statistics
--------------------
Str 17, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 18
Feats Eschew Materials, Fey Foundling[ISWG], Manifested Blood[ACG]
Traits blood of dragons, issian, unseen but not undone
Skills Acrobatics +5 (+9 to jump), Intimidate +7, Knowledge (arcana) +6, Perception +7, Ride +5, Spellcraft +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Nagaji
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, power-hungry, resistant, serpent's sense
Combat Gear potion of cure light wounds; Other Gear mithral agile breastplate[APG], javelin (3), mwk silver lucerne hammer[APG], 105 pp, 2 gp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fey Foundling Magical healing works better on you
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifested Blood (3 rounds) +5 to elemental resistance. Foe takes 2 dam for each nat/unarmed att vs. you.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------

personality:
I am the reincarnation of the great dragon de'Morcaine. He that was the paragon and prince of dragons. The direct personal representative of Apsu to the peoples of Golarion.

I will lead you in the conflict ahead to make a place were all people can live in harmony as they properly revere the dragons that make life worthwhile.

Gruingar thinks of himself as a great general and leader. However, he really isn't that clever or really much of a professional. While he considers various tactics, he always seems to decide that the best tactic is to charge forward and slash his way through the opposition.
Basically he intends to eventually rule the city-state which will be dedicated to the superiority of dragons. However, he is in no rush to necessarily be the ruler right away. Since he believes himself to be the reincarnation of the avatar of the dragon god, he will "obviously" live forever and will just outlast all you short lived folks whose help he needs for the moment.
Even if made ruler right this minute, he would be largely a figurehead. You could probably talk him into almost anything if you can come up with even a half-assed reason why the dragons would benefit.

He is switch hitting caster/melee heading toward Dragon Disciple. He is currently built as leaning more toward melee. If the group ends up with plenty of melee, he works just as well with a slight adjustment toward caster.
I can almost always post at least once a day and try to check the status at least a few times a day.


Just asking would you allow Variant multiclassing?


This is Murph; planning to rebuild this witch alias for the submission.

The campaign trait of "Bastard" requires human characters only -- would you allow a half-elf? (Born to Brevoy's human nobility, but it was really immediately obvious that something was fishy with her parentage!)


This is Ouachitonian's submission. Pyros is, clearly, an Aldori Swordlord. But he's an unusual one, in that one of his guiding lights is his desire to free his beloved Rostland from Brevic domination. So he's joined the expedition to set up a New Rostland to the south. Or that's how he's thinking of it, anyway; a new land where the old ways can flourish again, and then serve as a jumping-off point for reconquering Rostland proper one day.

But he's even more special, because he has sworn himself and his blade to Milani, the goddess of uprising. She visited him in a dream, and he vowed to serve her and free Rostland, and she granted him special power to fulfill this goal*.

Basically, he's a dex fighter. Nothing super special. Decent skills, no strength to speak of, mediocre mental stats. But he's hard to hit and does pretty good damage. I built him with VMC (Magus) and a drawback for an extra trait. Is that ok? If it's not, I can fix it easily.

*(This will change if I need to pull out VMC) For now, I'm using a combination of feat, VMC, and archetype to demonstrate Milani's favor, with a bit of re-fluffing. Specifically, the Possessed Hand feat (there's a celestial servant of Milani guiding his hand/blade), VMC Magus (Milani's power allows him to empower his blade), and the Steelbound archetype (his blade will soon become intelligent and more powerful, again representing the servant of Milani in his blade).


Helikon wrote:
Just asking would you allow Variant multiclassing?

Variant multiclassing will be allowed.

Vera Ravenholdt wrote:
The campaign trait of "Bastard" requires human characters only -- would you allow a half-elf? (Born to Brevoy's human nobility, but it was really immediately obvious that something was fishy with her parentage!)

Their Elf Blood racial trait states that "Half-elves count as both elves and humans for any effect related to race," so I believe this means they can take the Bastard trait.


DM Vayelan wrote:
Arden Kain Brandt wrote:

Kain here, ready, able, willing. I would dare to ask, would you consider trying out elephant in the room feat tax ?

To be honest, it won't really help me much, (saving really one, maybe two feats if you add mounted combat to the "freebie" feats.) but thought if you had been thinking of trying it, a new game may be a good place to start. And it doesn't really change too much.

After reviewing these alternate rules, I think it would be a good idea to implement them for this game. Go for it!

Murph. wrote:
Just to confirm, looks like starting at Level 4? What to do about hit points after 1st level?

Excellent question! Here's how HP will be handled for this game:

You start with max HP per Hit Die for your initial 4 levels. For all future levels, you gain the average for the Hit Die.

I’ll update Brandt to reflect those changes! Thanks! It’ll probably be tomorrow work allowing.


I would like to submit my Bladebound Magus, I'll need to update him to 4 and apply feat tax rules


I'd like to submit Bexerian deBonn (just 'Bexer' in most cases) for consideration. The profile is the character at level 1. If his class (Sythesist Summoner) doesn't immediately bin him, I can update to level for easily (and will take care to not build him overpowered).

I didn't choose a Kingmaker trait as one of his traits; if that is required, I can adjust. Mostly I'm playing off of the available options of having Numeria right next door.


Updated Sibeesha to fit better with the requirements of character creation and leveled her up. All that's left is a little accounting, (odds and ends) and finding her reason for traveling out of her small village of Cliffvile.

Backstory so far:

While Sibeesha is a member of the Brevoy Kingdom, not many people know of her little village on Claw Point. There were plenty of people in Cliffvile, a generic name for a town on a cliff. Fishers were the most prevalent, as they could easily fish on the Lake of the Mists and travel to Winterbreak to sell their catches. People had an easy, slow paced life.

Sibeesha wasn’t that much of an outsider, being an outsider by birth, she lived her day hunting, fishing and learning. The furthest she ever traveled outside of her village was to the peaks of the nearby Icerime Peaks mountain range. Though the mountains are not that nice to the unprepared or normal people, as the mountains can get foggy and cut off the vision of most people. Sibeesha was lucky, as her ancestors are part of the air elementals, Sibeesha has gained their ability to see through normal fog and safely guide people around.


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Update time. Here are the submissions we have so far:

Ridge - Bydar Ledeba - Human Cleric (Shelyn)
Rorek55 - Arden Kain Brandt - Human Cavalier (Gendarme, Gallant)
Moonwave - Hyde Morrowind - Human Alchemist (Toxicant, Vivisectionist)
Escharid Blackrose - Hadin "The Pale" Cassoren - Human Paladin
Jovich - Christian D'Elgante - Human Cavalier (Daring Champion)
Amsheagar - Sibeesha the Bold - Sylph Wizard
ElterAgo - Gruingar de'Morcaine - Nagaji Bloodrager(Ragershaper) / Sorcerer
Torilgrey - Brandt Oluffson - Human Ranger
Brominate - Faun Daedys - Elf Druid (Treesinger)
Tilnar - Tordgandr Brokenfang - Half-orc Skald (Spell Warrior)
Patrick Levasseur - Orlog Brightshield - Dwarf Warpriest (Forgepriest) (Torag)
J Scot Shady - Kayalenta Noack - Human Cleric (Pulura) / Witch
Murph - Vera Ravenholdt - Human Witch
Ouachitonian - Pyros Aldori - Half-Elf Fighter (Aldori Defender/Steelbound)
MrStr4ng3 - Gal Gos - Half-elf magus (Bladebound)
Ramarren - Bexer - Human Summoner (Synthesist)

Let me know if I missed anyone or if any information is incorrect.
Still 4 days left to go.


I will try my luck with a ifrit fire sorceress called Emyralda of the bright scarf

Data:

Name: Emyralda of the bright scarf
Race: Ifrit
Job: Elemental Fire Sorcerer Level 4
Age: 23
Alignment: NG
Deity Ymeri
Personality: Born into the varisian tribe of the
Likes: A true smile, singing, dancing, staring into the fire
Dislikes: Bigotry, poverty and slavery
Favourite foods: Honey crusted oxen roasted, with rosemary potatoes, fresh mead
Hobbies: Winning contests.
Physical Description: A petite ifrit woman with small caramel coloured skin, long coppery hair and ruby red eyes and lips. She prefers to wear revealing dresses in red, cut high to enable her to move freely and show her shapely legs, low cut to emphasize her long legs. High walking boots with crimson embossing and a leather hat complete her traveling outfit. Filigree copper bracelets are around her wrist and biceps. A beautiful hare with crimson fur is tattooed on her stomach.
Languages: Common Varisian

Combat:

Dagger +2 /+5 1d4 19-20/x2/ P+S
HP 25 (4d6+7)
Iniative +11
Saves:
F +3 R+5 W+4 / Resistances Fire 10
AC 14 FF 11 T 13 10 +1 Armor + 3 Dex
Str: 10 Dex 16 (2 Racial) Con 12 Int 10 Wis 08 (-2 Racial) Cha 22 (2 Racial +1 level 4) +2 Enhancement

Ifrit:

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Mostly Human
A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s character level).
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Tattood Sorcerer:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Elemental FIRE
Class Skill: Knowledge (planes).
Bonus Spells: burning hands (4rd), scorching ray*(6th), protection from energy (8th), elemental body I (10th), elemental body II (12th), elemental body III (14th), elemental body IV (16th), summon monster VIII (elementals only) (18th), elemental swarm (20th).
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Dualistic Energy (Su): When your familiar delivers a touch spell that deals energy damage of a type other than your chosen energy type, your familiar can choose to alter the spell so that half of the energy damage dealt is of the spell’s original type and the other half is of your chosen energy type.


Feats Traits, Skills:

Feats:
Spell Focus Evocation
Alertness +2 to Perception and Sense Motive
Varisian Tattoo Evocation:
You cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Evocation (ragario): dancing lights
Eschew Materials
Traits:
Affinity for the Elements
Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have the fire descriptor
Rostlander
+1 Fort save to Skills:
The Sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
ACP 0
*Acrobatics: 3 = 0 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
*Bluff: 1 2 = 3 + Cha Mod + 3;
*Climb: 0 = 0 + STR Mod + 0;
Diplomacy: 6 = 0 + CHA Mod + 0;
Disable Device: N = 0 + DEX Mod + 0 - ACP;
Disguise: 5 = 0 + CHA Mod + 0;
Escape Artist: 3 = 0 + DEX Mod + 0 - ACP;
*Handle Animal: 6 = 0 + CHA Mod + 0;
*Heal: - 1 = 0 + WIS Mod + 0;
*Intimidate: 6 = 0 + CHA Mod + 0;
Know(Arcane): 4 = 1 + INT Mod + 3;
Know(Dung): 0 = 0 + INT Mod + 0;
*Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
*Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 4 = 1 + INT Mod + 3;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 1 = 0 + WIS Mod + 2;
*Ride: 3 = 0 + DEX Mod + 0 - ACP;
Sense Motive: 1 = 0 + WIS Mod + 2;
Sleight of Hand: 3 = 0 + DEX Mod + 0 - ACP;
Spell Craft: 4 = 1 + INT Mod + 3;
Stealth: 3 = 0 + DEX Mod + 0 - ACP;
Survival: - 1 = 0 + WIS Mod + 0;
Swim: 0 = 0 + STR Mod + 0;
*Use Magical D.: 1 1 = 2 + Cha Mod + 3;

Equipment:

Starting Wealth
6000 gold pieces
Dagger 2g
Armor: 162
Silken ceremonial armor Masterwork
Gear:
Headband of Charisma +2 4000
Cloak of Resistance +1 1000
Goblet of quenching 180
Sorcerers Kit (Improved Masterwork backpack 56gp)
Masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
20 doses of Salpeter 20gp
Scrolls:
Comprehend Language, Obscuring Mist, Protection of Evil, Shield,
Silent Image x4
Enlarge Person, Liberating Command, Monkey Fish, Reduce Person
Infernal Healing x4
Potions:
Cure light wound x2 100

Total Load: 30 lbs
Carrying Capacity
light 43 lbs. or less
medium 44– 86 lbs.
heavy 87–130 lbs.


Spells:

Cantrips (6)
Acid Splash, Daze (Will 18 Res), Detect Magic, Mage Hand, Prestidigation, Read Magic
Level 1: (3+1)
(BL)Burning Hands (5d4 Refl 20 Half, Refl DC 18) Mage Armor, Magic Missile (3d4+1)
Level 2: (1)
Burning Arc (5d6 Refl 21 Half)
[spoiler=Backstory & Motivation]
Emerylda was born into the Brightscarf clan, a clan of varisian traders riding the rivers of the stolen lands, specialising in trading with spices, wines and honey from Taldor and beyond and copper and furs and fireworks on the return trip south. Born in the night before summer solstice to Elaynenia, a well-respected dancer and enchantress and the third wive of Eduardo the meek at the shores of Lake Raykal in Rostland. But right from the beginning there was something off with the baby. For one, she was much lighter of skin than her sisters and brothers and second her eyes were not the usual brown, but of an amber hue. Nevertheless, she was a loved and valued partner of her family for many years. Her natural Charisma and stunning beauty were used many times to confuse and distract potential customers, to gain better prices and conditions.
But then came her personal crucible, when a high official of the court of Irovetti, king of Pitax tried to take by force what was seemingly was implied. Emeryldas blood broke free and fire erupted from her fingers to roast the man like a pig on the spit. Emerylda could flee from him but the man survived. And his vengeance was terrible. A dozen crossbowman attacked the barges in the night and burned them down, slaying many of her kin. Emerylda and less than twenty of her clan managed to flee, seeing the burning barges as pyres for their family. Emerylda vowed vengeance when they managed to reach Brevoy. While the others of her clan started to work in New Stetven as cobblers or servants, Emerylda began a life as adventurer to better empower her blood and spirit. She even managed to find a friend in an artic hare, that changed his fur as soon as she bonded with him as her familiar from a snow white to a flaming red.
When she heard of the chance to start anew in the stolen lands, a chance to gain fame, fortune and power she instantly moved there, ready to claim this chance to avenge her family.

Grand Lodge

I'm considering submitting a Dragonheir Scion. The archetype has some oddities, though:

* Draconic Strike replaces a level 3 bonus feat that doesn't exist - PFS campaign clarifications make this a level 4 bonus feat replacement instead

* Draconic Presence replaces a level 5 bonus feat that doesn't exist - PFS similarly makes this a level 6 bonus feat replacement

Would you adopt those campaign clarifications in your campaign?

* Arcane Strike granted through Eldritch Strike does not say anything about scaling further with caster level, and Fighters don't have caster levels. Would it scale with Dragonheir Scion level?


From the previous thread and as suggested via PM, here is my submission for Shontar Hadove, the great, self-overestimating elven big game hunter and his loyal companion Chao.


Nathan Goodrich wrote:

I'm considering submitting a Dragonheir Scion. The archetype has some oddities, though:

* Draconic Strike replaces a level 3 bonus feat that doesn't exist - PFS campaign clarifications make this a level 4 bonus feat replacement instead

* Draconic Presence replaces a level 5 bonus feat that doesn't exist - PFS similarly makes this a level 6 bonus feat replacement

Would you adopt those campaign clarifications in your campaign?

* Arcane Strike granted through Eldritch Strike does not say anything about scaling further with caster level, and Fighters don't have caster levels. Would it scale with Dragonheir Scion level?

Since this page makes the errata'd version of Dragonheir Scion available, this archetype shouldn't pose a problem.

However, I don't believe the Eldritch Strikes ability scales with the Dragonheir Scion level.


Hi guys, I will be retiring my submission, best of luck to everyone


I've got...

Trunt Zecks

Trunt is a Gnome Mesmerist (Vexing Trickster) with a sneaky disposition

Background:
Trunt Zecks 10ish minute background

Key Concepts
Trunt was born in the town of New Stetven but his parents died when he was an older child leaving him to fall into a life of conning and cheating
Trunt was caught on the streets of New Stetven running rigged games and barely made it out to the forests of house Medvyed where he hooked up with a gang of criminals that ambushed trade caravans. He would infiltrate the caravans and pick out the choicest targets.

Appearance
Trunt is a gnome of average height with bright purple hair and green eyes
Trunt wears lots of different colors, including a dark green pelisse thrown over one shoulder that he loves. He has a dark red vest with pockets everywhere and simple brown breeches with a simple belt and a small pouch and a small handcrossbow attached to it.
Most of the time, he has a Poppet that follows him around carrying his pack with what ever supplies he needs

Personality
Trunt gets along very well with most people, laughs a lot, and seems easy going.
Trunt doesn’t trust other people very much so he uses his magic more than he needs too to influence them to do the things he wants.
Trunt keeps private, although others wouldn’t know it. He is a very convincing liar so not many REALLY know him

Goals
Trunt is just looking to get away from his “associates” in the forests north of East Sellen river who caught him taking more than his “fair’ share
Start fresh somewhere and be in charge so that he doesn’t get in trouble

Secrets
Trunt hides his magic as much as possible from his traveling group, preferring to use it when he isn’t seen

Relationships
His whole previous crew is antagonistic toward him (details possible if picked for campaign
Pick one PC that he has a close relationship with and knows his full capabilities

One question, Vexing trickster gets Combat Expertise as a bonus feat at level 3. Do I need to just count that as a wash since the Feat tax rules do away with it or is there something fitting that he could get instead? I'd like to pick up Deft Maneuvers but I would understand if that was considered too powerful a replacement.


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

I am probably interested. Will you be emphasizing the fey side or the political side more in this campaign?


caps wrote:
I am probably interested. Will you be emphasizing the fey side or the political side more in this campaign?

I'm very glad you asked. I am planning to emphasize the political side of this campaign, rather than the fey side.

Ithe wrote:
One question, Vexing trickster gets Combat Expertise as a bonus feat at level 3. Do I need to just count that as a wash since the Feat tax rules do away with it or is there something fitting that he could get instead? I'd like to pick up Deft Maneuvers but I would understand if that was considered too powerful a replacement.

We can "upgrade" the free Combat Expertise into Deft Maneuvers. I don't think it will be too powerful, and I think it is in keeping with the spirit of the archetype.


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

Okay, I will withdraw my interest. Thanks for clarifying! I am more into fey and high fantasy; I am definitively not into GoT-fantasy. Enjoy the campaign everyone!


Coming in a bit late, but no background skills, right?
Also, how by-the-book do you run animal companions/mounts with regards to player/GM control, handle animal checks, etc.?

Got a sling-wielding wolfdog-riding halfling luring cavalier in the works.


1 person marked this as a favorite.
theasl wrote:

Coming in a bit late, but no background skills, right?

Also, how by-the-book do you run animal companions/mounts with regards to player/GM control, handle animal checks, etc.?

Got a sling-wielding wolfdog-riding halfling luring cavalier in the works.

Initially, I did not mention Background Skills in the character creation details. Admittedly, this was an oversight on my part.

I would be willing to allow Background Skills because I really like that rule variant. However, since we are so late in the submission period, I would also be willing to let people hold off on making revisions until after the selections are made if it would save them trouble.

As for animal companions and mounts, I have never really been terribly by-the-book in their regards. I usually leave control of them to the player.


DM Vayelan wrote:
We can "upgrade" the free Combat Expertise into Deft Maneuvers. I don't think it will be too powerful, and I think it is in keeping with the spirit of the archetype.

Thanks for getting back to me. I made some feat changes due to that but nothing too big.


OK. I actually didn't change much, but boy those hitpoints are nice to have. Thanks.

I think Background skills are a hit with folks, and I admit, with clerics not always being in the truly skilled department they can come in handy. Bydar deals in both sculpting and architecture (Yes, cute little stone cherubs or songbirds on castlewhere ever are a possibility) so anything that helps him please Shelyn with acts of creation? Bonus!

If you need me to change the headband of alluring charisma +2 he's got, let me know, but I'd like to keep it. For Bydar, it helps his channeling. But more importantly, whoever gets picked for ruler, he might turn it over to them as the basis for a crown as it would make them a more inspiring leader and he or she would need it more anyway :)

Liberty's Edge

Presenting Mister Haane Pinkjaw to join this AP.

I think I've caught up with all the rules for this submission and really like the political/intrigue side of things a bit more than a focus on fey. Full mechanics, description, personality & backstory are available in the profile tab. I've also added the backstory below for easy reference.

I see this character filling the skilled/scout/trapfinder role of the group and could easily fill the spymaster or royal assassin kingdom roles. I'm also open to make any changes needed as well.

Thanks!

Backstory:
Mister Haane Pinkjaw is not his real name of course. It was a mocking title given to him by an infamous and cruel pirate captain of the Sellen Passage many years ago. Ever since, Haane’s life has been riddled with crime and torment but the relatively young tengu has persevered nonetheless.

Haane’s journey began decades ago when his family traveled from their homeland over the Crown of the World via the perilous Path of Aganhei to escape persecution in the warring Successor States of Tian Xia. Barely more than a hatchling, he was faced with the harsh climates of the north and harsher peoples along the way. They were being smuggled to Avistan in the company of a band of human traders, who had traveled the route many times. Haane learned their languages easily as there’s little to do but talk and try to stay warm in the wastes of the north. Unfortunately, upon reaching the Lake of Mists and Veils, he and his family also learned far too late that they were not being delivered into salvation but sold into slavery by unscrupulous scoundrels. Haane never saw any of them again.

Tengus are known as jinx eaters aboard pirate ships, a valuable commodity indeed as they are believed to absorb curses and bad luck. Haane, young as he was, had become a cabin boy in service to the captain of the ship. Over the years, he learned the ropes of sailing and sword-fighting working for merciless brigands. Life was cold, hard and filled with brutal punishments but he managed to find brief solace in the company of the ship’s elven diviner, Tessera, and her raven familiar, affectionately named “Mister Black”. She explained to Haane that everything happens for a reason, even cruelty and malice. Each individual is just a small piece constantly moving closer to its final place in a larger puzzle. What’s most important is to have the clarity of vision to see it coming before it happens and the wisdom to act. A technique used by Tessera on many occasions to the great fortune and plunder of herself and her benefactors. Haane learned many new languages and added the profession of scribe to his growing list of skills, often ferrying secret messages to unknown contacts.

Finally, a day came when the pirates’ fortunes did not end favorably. That morning, Tessera was nowhere to be found but she had left explicit instructions detailing the plunder of a weakly fortified vessel sailing out from Port Ice. The assault ended in disaster with several ships finding their way to the bottom of the Lake. In a brilliant moment of self-preservation, Haane took the opportunity to escape as well as several of the cruel captain’s prized possessions. In the chaos of the battle, disappearing into the mists was a simple task for the clever tengu. When he reached shore, Haane discovered that he was not alone. Mister Black was perched upon a nearby branch. “Follow me, Mister Pink” it cawed surprisingly in the native tengu tongue “Your kingdom awaits” before flying off toward the south.


I think that the background skills will help round out Sibeesha, since I have her growing up around mountains, I would put those skills in climb, perceptive and crafting. (Need to double check to see which ones are “background” skills.)


Kingmaker campaign always make me wonder... Does the ruler need to be the most powerful/capable combatant?

Multi-classing makes me wonder, is well rounded a bad thing? I find them ride with RP opportunity. And sometimes you just want some story hooks and to lick azz!

DM Vayelan,

What are your thoughts on:
NG
Summoner (First Worlder)
Swashbuckler (Flying Blade)
Rogue (Sanctified - Desna/Knife Master)

Summoner's Eidelon is Fey, I like that magic connection - especially in Kingmaker. The pair will demonstrate they are protectors if the people. It's a link to the Fey, but the character is Charisma based for politics.

Swashbuckler, because you need to add some Full BAB and hold your own. Flying Blade plays nice with starknives, Desna's favored weapon. And Startoss combat style reinforces, synergizes.

Sanctified Rogue worships a deity, which unlocks Divine Fighting Technique... Which in Desna's case allows the use of Charisma for attack/damage with starknives.

Knife Master makes sneak attack damage 1d8 for starknives (daggers, etc...) and 1d4 for other weapons.

Ultimately, Summoner 12/Swashbuckler 5/Rogue 3

Or something like that. Depending on how the game turns out, this can be adjusted.


Valeska Talanova wrote:
Sanctified Rogue worships a deity, which unlocks Divine Fighting Technique... Which in Desna's case allows the use of Charisma for attack/damage with starknives.

Actually, PFSRD states worship is not required... can skip Sanctified archetype and keep Uncanny Dodge, if they get that far in Rogue.

For ease of reference:

Summoner - First Worlder

Swashbuckler - Flying Blade

Rogue - Knife Master

Feat - Divine Fighting Technique

Combat Style - Startoss


The excitement is building!

I like the idea of background skills and if selected I’ll tweak to fit them in.

Best of luck all!


Adding a few background skills after selecting would be very appreciated


Sneaking this in before the deadline, since I'm pretty busy today (happy Father's Day, for everyone in the US and wherever else it's celebrated today!). A basic background is here, but I can expand it if needed.

Grenia Mylemir and Naugulf, wolfdog mount

background:
Grenia has had the fortune of having never been a slave, but too many other halflings haven't been so lucky. Living near the River Kingdoms, where her ancestors fled after generations of bondage, Grenia knows this all too well. From their home in Daggermark, the greater Mylemir clan has been active in anti-slavery activities, with the help of the Andoran and the Bellflower Network. Grenia's branch of the family, though, settled away from this main group, further north in Rostland. While they've kept contact with the main group to the south, they haven't taken part in their activities. Grenia, though, wants to do something about that, even though she can't actively help.

With that in mind, Grenia has taken her childhood pet and best friend - Naugulf, a wolfdog hybrid, now giant in comparison to her - and trained with him for battle. Originally, she'd hoped to take part in the initial expedition to the Stolen Lands, but circumstances and an obstinately friendly pet delayed things. Perhaps it worked out in her favor though, since a new charter has been given. Now that Naugulf knows not to go and lick everything he sees and her business at home is concluded, she is ready to go out on the new expedition, hoping to claim a kingdom where the Mylemir and their escaped halfling brethren can settle in peace, unmolested by slavers and bandits.

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