
DM Vayelan |
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Greetings, brave and ambitious souls!
We are looking for 2 players to join our game, which is an Ustalav-based kingdom building game.
We are especially in need of a divine character who can serve as High Priest for our land.
Our current party:
Valeska Talanova, Human (Varisian) Rogue/Summoner/Swashbuckler, Kingdom Role: Ruler
Arden Kain Brandt, Human Cavalier, Kingdom Role: General
Shontar Hadove, Elven Gunslinger (Bolt Ace), Kingdom Role: Spymaster
Chao, Human Monk, Kingdom Role: Marshal
In a political move, the prince decreed that the county would be split in two, with Tamrivena remaining under the control of the Palatinate and the new southern county being given over to Valeska, who now rules as the Countess of Canterwall.
Prompted by a visit by famed author Ailson Kindler, the party is currently embarked on an expedition into the Hold of Belkzen in hopes of forging alliances - or at least truces - with the orc tribes.
Material Allowed: Paizo only. No 3rd party material.
Starting Level: 5
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
Skills: Background Skill rules are in play
Feats: All feats from Paizo material are allowed. "Feat Tax" rules are in play
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: 8,000gp
Feel free to ask questions for clarification. I'm sure I've probably forgotten some key detail.
Recruitment will remain open until 7pm EST on Friday, October 30th.
Thank you kindly!

Arden Kain Brandt |

General Arden Kain Brandt here, I'll be inspecting the potential recruits to our special forces unit. Shape up lads. Haha.
I don't have much input at the moment, save we are lacking both divine and arcane magic. Though not as sorely as divine, as we do have our baroness. As it stands, I believe our current agenda involves, as stated, forming at least truces if possible with the orcs of the hold and surveying possible fortification locations for any future threat from the orcs. We are just barely getting off the ground though, so most of the kingdom efforts will be in consolidating the local areas and rebuilding from the raid.

Cuàn |

This looks intriguing.
A question: How strict are you on the races, particularly considering races that weren't released by the time the ARP was released?
I'm looking at the Duskwalker and/or the Skinwalker, both, I think, very fitting for Ustalav.

Robert Henry |

Dotting, will look at a cleric or an oracle. probably serving Desna since she's one of the three gods listed for Ustalav.
Edit Will also look at a paladin/oracle mix (that one obviously wouldn't serve Desna)

DM Vayelan |

This looks intriguing.
A question: How strict are you on the races, particularly considering races that weren't released by the time the ARP was released?
I'm looking at the Duskwalker and/or the Skinwalker, both, I think, very fitting for Ustalav.
After reviewing Duskwalker and Skinwalker, I will allow them.
Kingmaker in Ustalav sounds like a very creative idea, especially if you guys are putting some horror in the game. That's what I like the most in this region.
Is Ellioti playing two characters?
Yes. When we first put this campaign together, I worked out a special arrangement with Ellioti. Chao possesses the Squire feat (I granted permission to skirt the usual requirements), and Shontar is mechanically the "squire." In practice, Shontar is the social character and Chao is the combat character.

Shontar Hadove |

and Shontar is mechanically the "squire." In practice, Shontar is the social character and Chao is the combat character.
"How dare you say that. Have you not seen my mighty crossbow and listened to my stories"?
Back2topic:
At foremost we need to fill the (important) role of High Priest, as one player disappeared.
If the DM is opening a second slot, you should aim for the rulership roles of Royal Enforcer, Grand Diplomat (currently very fitting where we are in the story), Magister or Treasurer, as these are our weak spots :)

Zilybar Gnaz |

At foremost we need to fill the (important) role of High Priest, as one player disappeared.
If the DM is opening a second slot, you should aim for the rulership roles of Royal Enforcer, Grand Diplomat (currently very fitting where we are in the story), Magister or Treasurer, as these are our weak spots :)
well that answers my question this morning...lol
Now that I have that answer I would like to switch out my old submission Trakas Aeramirdal for this one. Trakas was more melee but could fit the Magester role...This is Zilybar a thief that leans more towards mage. He can fill the Magister role as well.
Thank you for the opportunity.

DM Vayelan |

DM Vayelan, on the two traits, are you using the "kingdommaker" AP traits, Can we select traits from any of the AP's or are none of them allowed?
While this campaign was inspired by Kingmaker, it obviously deviates from it quite heavily.
Thus, traits from other APs are allowed. However, if a desired trait originates from an AP and would otherwise be region-specific (at least lore-wise), try to incorporate an explanation into your backstory. I'll even allow tweaks to the mechanics to make such traits more appropriate.
For instance, if you were to take the Taldan Patriot trait from War for the Crown, we could amend that to Ustalavic Patriot and, in addition to its other benefits, it would provide insight on an Ustalavic noble rather than a Taldan one.

The Archlich |

While this campaign was inspired by Kingmaker, it obviously deviates from it quite heavily.
Thus, traits from other APs are allowed. However, if a desired trait originates from an AP and would otherwise be region-specific (at least lore-wise), try to incorporate an explanation into your backstory. I'll even allow tweaks to the mechanics to make such traits more appropriate.
For instance, if you were to take the Taldan Patriot trait from War for the Crown, we could amend that to Ustalavic Patriot and, in addition to its other benefits, it would provide insight on an Ustalavic noble rather than a Taldan one.
I also like this reflavoring thing. Pretty good idea, Vayelan.
"How dare you say that. Have you not seen my mighty crossbow and listened to my stories"?
Lol - I imagined it was something like that (some sort of cohort scheme) but wanted to double check. I always look on who are the current players in the game before applying - confessedly I like to avoid certain people here in the forums. This game seems fine :)

Robert Henry |

At foremost we need to fill the (important) role of High Priest, as one player disappeared.
So along with filling the role of High Priest what are you looking for?
Are you wanting your "Divine Character" just to be a heal-bot, or are you looking for battlefield control, buffs or debuffs?
It looks like all of your characters and the Eidolon are melee or ranged and your 'Baroness' is the only one capable of supporting with spells. I'm not familiar enough with the 'summoners' spell list to know what it's good for.

Alberich Orstana |

dotting in, I have a monk who I designed to fit the High Priest role that currently occupies this alias but I think I can convert it over to either a Warpriest or Inquisitor fairly easily as it seems you are missing the divine role as much so or more than the high priest. The backstory will also have to get a slight rewrite to fit the campaign as well.

Cuàn |

I'm working on a Duskwalker Divine Paragon Cleric devoted to Nethys.
He'd be a devotee of Nethys who was raised in a community devoted to Pharasma and in his previous life also had very close ties to the church of Pharasma.
He'd be neutral but edging towards good and focus on study and creation as opposed to destruction.
As far as kingdom roles go he'd be a very good fit for High Priest or Councillor, would work as Treasurer. I am also still looking at his stat distribution to see if he'd work as Magister as that would be a good fit thematically.
With such ties comes a disgust for necromancy as he finds it distasteful and offensive to those the deceased left behind. This however does not stop him from studying necromancy, including existing undead. He just doesn't practice it. He also shares his research with the church of Pharasma so that it may help them in their works to destroy the undead.
His death at the hands of superstitious townsfolk was the result of this sharing. He made a big discovery on the animating principles of undead and how to easily end them. Before he had a chance to share his findings Whispering Way cultists got wind of it and worked out a plan to get rid of him without drawing suspicion on themselves. They released some zombies on the locals that had the telltale marks of partial dissections and also laid other clues that all pointed to my character. The townsfolk, already suspicious him, didn't need anymore to come with a lynch mob and kill him.
At his arrival in the Boneyard he was met by a group of three psychopomps, all claiming to be working for the psychopomp usher Saloc and asking him if he would want to continue his studies. The only catch was that he'd be monitored by the psychopomps as well to make sure he doesn't stray into performing necromancy. While mildly offended he did accept.
Before he knew it he found himself back on Golarion again. As a child. With very limited memory of his past life.

mighty_avenger |

Rowland is the name a young, scrappy half-orc chose from the book collection of one Esme Teli, a wandering priestess of Desna who saw the youngster wandering about near Tamrivena as she made her way to the Hungry Mountains in her meandering quest for the Seven Towers. She took him in, teaching him to read from the small collection of books and scrolls she had and eventually inducting him into the faith. He was born to be a shaman and has the tattoos to prove it. After the tribe was scattered to the winds he had followed his dreams to the nearest human settlement. When he was inducted into Desna's faithful, he tattooed her holy symbol under his left eye in an attempt to reconcile who he was born to be with who he has become.
Rowland left Esme's company near the mountains as he felt the strangest urge to head to the border of the country of his origin, maybe his destiny lies in being a half-breed on the border of Ustalav and Belkzen, maybe his father's tribe was invading and his destiny was to stop it, maybe it was something else.

Valda Aslougsdottir |
This is Robert Henry's applicant. She's a paladin/oracle of life, built for healing and melee, with a side of knowledge. I've got the crunch done, except for languages and I will keep working on the fluff. So far..
Mother was a paladin of Iomedae serving in Lastwall near the Ustalavic province of Virlych. Valda was raised in Grayce by her father and became a follower of Andoletta.
She took up her mother's mantle serving in Lastwall battling the undead of Virlych when she had a dream. In the dream Grandmother Crow told her she must protect the Countess. That morning she resigned her commission and headed north to find Valeska Talanova.
I took a quick look at the party: four combat focused characters, the only spell caster the summoner.
Skills that benefit the group by various people: bluff 8, diplomacy 16, intimidate 8, Handle animal 12, Knowledge(engineering) 6 (geography) 5 (history) 7. (local) 6, (nobility) 6, (religion) 3, linguistics 8, perception11 sense motive11, slight of hand 9, spell craft 5 survival 7, Magic device 8,
no one has disable device or knowledge (arcane) (dungeoneering) (nature) or (planes)
I would highly recommend a traditional Wizard and Cleric to cover the knowledge skills and to provide buffs, debuffs and battlefield control.
Sadly I don't want to play either of those. But I've been curious about the' Paladin/Oracle of Life' combination. Went with the spirit archetype to provide knowledge skills and a variety of other abilities. So I'm proposing a heal-bot with some knowledge in each of the missing areas and a slightly better spellcraft who can also melee.
I am not familiar with the occult classes so I'm curious to see how 'the Archlich's' Mesmerist would do, it looks like a strong class that has a fair amount of buffs and debuffs before the spell list.

Andru Cardei |

Andru is complete except for background and gear.
writing sample-
Keth smiles at Irizzle and launches into the tale...
Keth lay under the boughs of the great oak slowly waking in the cold fall morning. He shifted and felt a few roots digging into his side and shifted again. He blinked sleep away from his eyes and then with a realization born of nigh unto supernatural oneness with his surroundings, he was fully awake with the knowledge he was not alone in the small clearing.
He moved his hand to the dagger he always kept nearby and slowly tried to take in his campsite without seeming to be awake. As his head rotated his gaze fell on the black furred animal near the edge of his camp standing looking inquisitively back at the Half-Orc. The dog-like wolf cocked its head one way and then another as it looked on. Keth tried not to appear offensive as he moved to sit up. The Wolf wagged his tail once looked on, wagged it again...and then glanced up at the corpse of the deer hanging just out of its reach suspended from a tree limb; Keths success with the hunt from the day before.
A soft whine and the wolf looked back at Keth yet again. Keth looked puzzled. This animal should've been a foe..a predator, but here it was acting like a pet....He scowled. Then got up off his haunches and said softly You hungry boy? An answering lick of the lips and a soft whine, as if it had understood him. Still scowling, Keth moved forward, dagger in his fist thinking to himself...I should strike quickly before it remembers its a wolf but the look of hunger plain on its face, and the friendly gaze it gave The Hunter was enough to soften his heart. With a quick slash of the dagger, the haunch of the deer he had been saving dropped to the ground and the black wolf went at it, tearing meat from bone with a vigor, hardly glancing at Keth at all.
He shrugged and went to sit at the base of the tree and watched the wolf for a good half hour, before the wolf paused to groom himself. Keth must have been tired...carelessly, he dozed off...It could only have been for a brief second, but when his eyes snapped back open, the wolf lay next to him, it's head resting on his lap....a slow smile spread across his face and he reached down almost subconsciously and rubbed it behind the ears...a wagging tail was his reward.....I'll call you Wolf said the clearly unimaginative Hunter....

Cuàn |

A slight change of plan on my end. I'm ditching the Divine Paragon archetype. I'll instead be going Cleric 3 / Wizard 2 at the start to prepare for going Mystic Theurge at 7. Still looking on whether I want archetypes on either side.
He'll also be Neutral Good now that his archetype doesn't limit him.
When it comes to Kingdom roles that means he'll be focusing High Priest, Magister or Councillor, though he could do as Treasurer or Diplomat in a pinch.
A question: How do you feel about crafting starting equipment?

Revolving Door Alternate |

Here is Farishta. An aasimar warpriest who believes he is destined to eventually become an avatar of Desna.
Haven't bought all of his gear yet.
Farishta de'Morcaine
Male aasimar warpriest of Desna 5 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 38 (5d8+10)
Fort +6, Ref +3, Will +7 (+1 trait bonus vs. mind-affecting effects); +2 vs. [evil], +2 bonus vs. fire effects
Resist acid 5, cold 5, electricity 5, fire 5, issian
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron starknife +7 (1d8+2/×3) or
. . mwk silver cestus +6 (1d4+2/19-20)
Special Attacks blessings 5/day (Liberation: liberation, Luck: lucky presence), channel positive energy 2/day (DC 15, 2d6), fervor 5/day (2d6), sacred weapon (1d8, +1, 5 rounds/day)
Spell-Like Abilities (CL 5th; concentration +6)
. . 2/day—daylight
Warpriest Spells Prepared (CL 5th; concentration +8)
. . 2nd—martyr's bargain, sacred space[ARG], weapon of awe[APG] (DC 15)
. . 1st—hide from undead (DC 14), liberating command[UC], sanctify corpse[UM], shield of faith, sun metal[UC] (DC 14)
. . 0 (at will)—create water, detect poison, guidance, stabilize
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Statistics
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Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +5; CMD 17
Feats Angelic Blood[ARG], Angelic Flesh (brazen)[ARG], Heavenly Radiance[ARG], Power Attack, Weapon Focus (starknife)
Traits issian, planar negotiator, seeker
Skills Acrobatics -5 (-9 to jump), Climb -1, Diplomacy +8, Handle Animal +6, Heal +7, Intimidate +5, Knowledge (engineering) +7, Knowledge (religion) +9, Linguistics +6, Perception +10, Ride -1, Sense Motive +11, Spellcraft +5, Survival +7, Swim -1; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Halfling, Hallit, Kelish, Shoanti, Skald, Varisian
SQ zealous
Combat Gear potion of cure light wounds; Other Gear lamellar (horn) armor[UC], wooden snarlshield, mwk cold iron starknife, mwk silver cestus[APG], blinkback belt[UE], holy text (Desna)[UE], masterwork backpack[APG], silver holy symbol of Desna, 204 pp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Brazen) +2 saves vs. fire effects.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Heavenly Radiance (Searing Light, 2/day) Gain an additional use of daylight sla, and also the ability to use another chosen spell in place of it.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
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Farishta has always know he was to dedicate himself to Desna's service. In fact, while it seems to prideful to admit, it is even more than that. he feels he may be destined to become an Avatar or some other sort of divine servant of Desna. Atleast the dreams and visions indicate something like that.
He is slightly afraid it might just be false pride in himself, but he is working hard to stamp pride out of his personality. However, it has been difficult for him. He has surpassed all of his instructors in marshal skills, magical abilities, and religious application. He really has not been much challenged in quite a while. That is making the proper attitude of humility arduous to maintain.
He has been at something of a crossraods in his life lately. While welcome to continue his service at the shrine in Teervesol, it was a sleepy little town that did not seem to be making use of the talents he had been granted. Most of the population already respected Desna and there wasn't much in the way of threats he needed to confront.
So when he heard about this new realm that was still in it's infancy, it seemed to be a direct sign from Desna. It is his task to immediately go there, assist in the growth and protection of these people, and demonstrate the love and joy of Desna.
Let me know if you don't like any of this or it won't fit in well with the group.

DM Vayelan |

A question: How do you feel about crafting starting equipment?
Unfortunately, I would have to say "no" because the original characters were not given that option.
.....
I am quite pleased by the character concepts being proposed. Thank you, all, for your interest.
I aim to post an update tomorrow that lists our potential recruits thus far.

KingHotTrash |

I have finished my application and I hope it will be good enough to meet all your needs.
Male Investigator (Empiricist) 5
LN Medium Humanoid (Human)
Init: +3 Senses: Low-Light Vision Perception: +11 (+13 vs traps)
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Defense
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AC 17 TAC 13 FF: 14
HP 34 Fort +2 Ref +7 Will +6
Special Defenses:
Lepidstadt Scar: You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.
Unafraid: The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.
Unfailing Logic: +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects
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Offense
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Melee
. . rapier +7 (1d6+4/18-20x2)
. . dagger +6 (1d4/19-20x2)
Ranged
. . dagger +6 (1d4/19-20x2/10ft)
. . light crossbow +7 (1d8/19-20x2/80ft)
Speed 30 ft.
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Statistics
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Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 16 (+3) Wis 14 (+2) Cha 10 (+0)
Base Atk: +3 CMB: +6 CMD: 16
Feats: Weapon Finesse, Skill Focus: Linguistics, WF: Rapier, Orator, Fencing Grace
Skills: Linguistics +14 (5), Kn: History +9 (3), Kn: Nobility +8 (2), Kn: Religion +9 (3), Kn: Arcana +9 (3), Kn: Local +8 (2), Kn: Nature +9 (2), Kn: Dungeoneering +9 (2), Kn: Engineering +8 (2), Kn: Geography +8 (2), Sleight of Hand +8 (2), Heal +7 (2), Perception +10 (5), Disable Device +11 (5), Craft: Alchemy +11 (5), Stealth +11 (5), Sense Motive +11 (5), Spellcraft +11 (5), Use Magic Device +11 (5)
Languages: Human, Elvish, Draconic, Dwarven, Orc, Goblin, Giant, Celestial, Necril
SQ: Focused Study, Skilled
Traits: Lepidstadt Scar, Unafraid
Favored Class: Investigator - +5 Skill
Combat Gear: 2 daggers, mwk light crossbow, 20 crossbow bolts
Mundane Gear: alchemy crafting kit, mwk. backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, formulae book, concealable thieves' tools, neck guard, traveler's clothinh, courtier's clothing (80g),
Magical Gear: +1 rapier, +1 chain shirt, goggles of the owl[i]
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Special Abilities
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Alchemy (Su): There Is A Lot To Alchemy, Click Here To Learn More!
Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation (Ex)[b]: An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
[b]Investigator Talent (Su) or (Ex): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
[i]Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.
Keen Recollection (Ex): At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Unfailing Logic (Ex): An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
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Spellcasting
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Caster Level: 5
Spell DC: Spell Level + INT (3) + 10
Spells Known
1st Level (9): disguise self, shield, long arm, tears to wine, expeditious retreat, anticipate peril, false face, reduce person, enlarge person
2nd Level (5): alchemical allocation, see invisibility, invisibility, barkskin, cure moderate wounds
Spells Prepared
1st Level (4 + 1): tears to wine, shield x 2, anticipate peril, long arm
2nd Level (2 + 1): cure moderate wounds x 2, unused
The city of Lepidstadt had been, for as long as Nikolai could remember, a city torn between the future and the past. The university, with its emphasis on science, math, and technology, stood against the stubborn superstitions that had long been hanging over the heads of the common folk of Ustalav. Nikolai's parents were no different, commoners who had been born on one of the many farms that the great city had been born from. More than happy to keep their heads down, their son was an annoyance from a young age.
Their annoyance came from Nikolai's natural curiosity and wonder at the marvels that the city's elites began to create. While others shook their head, wondering when those foolish know-it-alls would finally get their comeuppance, Nikolai could only dream of the wonders that they could create. Farming did not come easily to the young human boy and at his earliest chance, he apprenticed under one of the scribes within Lepidstadt's university. Books came easily to the young man, who was immediately enthralled with the power, the fantasy, and the worlds that they hid between their leather-bound surfaces.
While never an official student of Lepidstadt, Nikolai worked with some of their most brilliant minds. His parents accepted their child was a little strange and relied on his younger brothers and sisters for aid. He was always the good son though, bringing home his pay and helping the farm with little advancements here and there. Amidst the teachers, there was no better scribe to take than the young Lukresh boy. While socially awkward at first, he studied theories on debates, the human mind, psychology, and philosophy. With the blessing of the headmaster, after verbally destroying a senior in a debate about the function of the mind and the soul, he was allowed to become a student as long as his work remained in top performance.
It was not long before the Malkenclaw recruited the farm boy and began to teach him the basics of swordsmanship. Nikolai's knowledge of anatomy, tied with his analytical mindset, led to him being welcomed amidst the nobility and upper classmen in both studies and in dueling. Like many before him, he received his scar upon Fifthstones Hill and graduated from Lepidstadt with multiple doctorates in regards to the sciences. Even with this degrees in hand, Nikolai humbly returned to his work as a scribe within the university's walls. It was until the rumors of the new countess arose within its storied halls and he was summoned to the dean's office.
"Yes sir? H-Have I done something wrong?" Nikolai had not often been called to the prestigious office, only early in his career there when he made critical mistakes was he berated by his most powerful employer. Yet the dean held a smile on their face, hands clasped together.
"Not at all, Nikolai. Or should I say Doctor Lukresh?" A blush spread across the young man's face as he bowed his head in deference and gratitude. "I bring you here to talk about an opportunity for yourself. You deserve better than dusty tomes and dark corridors. I hear that the new countess, a woman by the name of Valeska Talanova, is forming a new council to assist her in ruling her domain. I have already sent the letter; you will join her and her court."
"B-b-but sir! The books! N-no one knows them like me!" His concern only earned a small laugh from the dean, who shook their head and invited the young investigator to join them for a drink. It was a chance of a lifetime, a chance to be more than the son of a farmer and a simple scribe. He had a brilliance to him, all he had to do was seize it.
With a bit of liquid courage and encouragement from peers, colleagues, students, and a gruff acceptance and quiet pride from his family, Nikolai left his city in search of his destiny and a new career, a new start.
The tl;dr version is this - Nikolai is a classic investigator (empiricist) build with a focus on having lots of skills and using infusions to assist the rest of the team with buffs. The Orator feat makes him into an incredibly skilled face for the party when it needs it, especially with his wide variety of languages known. With the Focused Study trait, he'll pick up more Skill Focuses in the future. He is also an exceptional trap finder and disabler.
I am aiming for either the Grand Diplomat or the Magister position. I know it isn't the High Priest you are all looking for but if you do take a second, I hope it is me. My plan is, with all the melee focus we have, to make him more of a melee/support than a damage dealer on his own.

Robert Henry |

I aim to post an update tomorrow that lists our potential recruits thus far.
With your permission DM Vayelan, I have a lot of time on my hands.
Dotted
Ouachitonian
Plastic Dragon
Roward Armstead
Ideas:
Cuàn: Cleric 3 / Wizard 2 at the start to prepare for going Mystic Theurge at 7.
The Archlich: Working on a Vizier Mesmerist,
mighty_avenger: a full warpriest of Desna,
Digger Chandler: a Cardinal of Naderi. SO MUCH black eyeliner.
Characters
Jovich Zilybar Gnaz Male Halfling unchained rogue 5 (Eldritch Scoundrel)
Robert Henry: Valda Aslougsdottir female Aasimar Paladin 2 (Warrior of Light/Hospitaler] / Oracle of life 3 (Spirit Guide)
Joker 27: Alberich Orstana male human Unchained Monk 5 {Windstep Master)
Dread: Andru Cardei male Human Cleric of Desna
KingHotTrash: Nikolai Lukresh Male Human Investigator 5 (Empiricist)
Revolving Door Alternate: FarishtaMale aasimar warpriest of Desna 5
If I missed anyone or got names wrong, please let me know.

Dargys |
1 person marked this as a favorite. |

Ridge here... Here is Dargys Hungerflame, Half Orc Evoker. I'm already running a cleric in another kingmaker game so I thought I'd try for a different position. Dargys' story may seem a bit nebulous on details. That's on purpose in some points such as leaving the father, mother and siblings and his wizard mentor nameless in case either another PC wants a distant or not so distant relation, or you want to have some connection to an existing NPC or what ever suits. I can fill that out in a snap.
Since you have a Summoner, so not to overlap I gave him an Evocation specialty and made conjuration one of his opposition schools. I picture him as a slightly quirky but over all good hearted (CG) fellow who talks like someone trying to do a bad Russian accent but is far smarter than he seems (And way smarter than his player). He also knows some smithing and weaponsmithing so that might be useful. Atypical for non dwarf wizards but what the heck. You mentioned folks were trying to make nice with orcs,or at least peace, so I thought the idea of a group of rulers that might be tolerant of half orcs compared to the rest of Ustalav might appeal.
Thanks for looking him over.
Yes, yes, orcs are much uncivilized, or at least the uncivil. Siblings and I tormented by full orc half siblings. Mother eventually killed by jealous full orc co wife. I am considered smart so they teach me to smith weapons for to make war as boy. Sister, she has other ideas. She does not like idea of being breeding machine and slips away before she is old enough.
Much nerve she is having!
Brother and i ordered to bring her back or the pain and the hurting and maybe the death. So, one child run, two childs going after. Annnd....
I never see either again.
Got lost. Got hungry. Winter come. I find tower in middle of nowhere. It is warm. I am orc, so I think of raiding. I slip in. Steal food. Wizard return. He is not having the sense of humor about half orc boy cooking his donkey in fireplace. But, instead of killing me, he put me to work to repay. I am like slave, so am soon at home.
I know, I know, I talk too much. Believing me, this is short version.
Wizard warm to me, forgive Donkey thing, and when he learns I am actually smart teach me to read. And and right. And then that it is spelled write. I see the wizard with the booms and the burns. I want to boom and burn. And SO... much pleading, much sighing, and finally I am apprentice.
Rest is sort of history. I learn magic, wish old master well. And wander land. Learn that some humans as bad as orcs. Orc bloods not so welcome in human lands. Treated badly. some are. Our blood is 'monster' so we are monster. I am thinking we do not have much of a voice. I am thinking maybe my sister and brother are out there, but are they with orcs now? with humans? And likely, they are treated badly either way. Then, I hear of humans offering peace branch to the orcs? Maybe these new rulers will let orc bloods do better? Maybe they could use a wizard ? I should find out"
PS: While i think the natural fit is Magister, hopefully with a great intelligence and 'good' Con he can fit somewhere if that's not where folks want him

Tarson Lierdein |

Below is Tarson, Dhampir cleric of Abadar. He is going to function mainly as the party buffer along with divine healing and a good negotiator. He is set to head up the high priest role if accepted as well.
Moroi-born dhampir (svetocher) cleric of Abadar 5 (Pathfinder Player Companion: Blood of the Night 20, Pathfinder RPG Bestiary 2 89)
LG Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 22 (5d8-2)
Fort +5, Ref +3, Will +11; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk morningstar +5 (1d8+1)
Ranged mwk light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 15, 3d6)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—charm person (DC 14), command (DC 14)
Domain Spell-Like Abilities (CL 5th; concentration +10)
8/day—resistant touch (+2)
Cleric Spells Prepared (CL 5th; concentration +10)
3rd—prayer, protection from energy[D], searing light
2nd—arrow of law[UM] (DC 17), boneshaker[HA] (DC 17), defending bone, shield other[D]
1st—bless (2), burning disarm (2, DC 16), floating disk[D], protection from evil
0 (at will)—detect magic, enhanced diplomacy, guidance, light
D Domain spell; Domains Protection, Travel (Trade[APG] subdomain)
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Statistics
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Str 12, Dex 10, Con 8, Int 10, Wis 20, Cha 16
Base Atk +3; CMB +4; CMD 14
Feats Craft Wondrous Item, Life Dominant Soul, Selective Channeling
Traits canon of coin, fast-talker
Skills Acrobatics -2, Appraise +5, Bluff +8, Craft (clockwork) +6, Diplomacy +10, Heal +9, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +6, Linguistics +5, Sense Motive +9, Spellcraft +4; Racial Modifiers +2 Diplomacy, +2 Knowledge (nobility), silver-tongued haggler
Languages Common, Necril, Orc
SQ heir to undying nobility, resist level drain
Other Gear +1 agile breastplate[APG], blunted bolts (10), crossbow bolts (20), mwk light crossbow, mwk morningstar, headband of inspired wisdom +2, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], masterwork backpack[APG], masterwork tool, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 440 gp
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Special Abilities
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Cleric Channel Positive Energy 3d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Trade)
Darkvision (60 feet) You can see in the dark (black and white only).
Heir to Undying Nobility Can use command and charm person each once per day.
Life Dominant Soul Heal half from energy channeled to heal living or undead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Resistant Touch +2 (8/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silver-Tongued Haggler (+2, 8/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
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Clockwork Spy
Tarson was born of the union of a young noble woman and a vampiric count. The romance itself was one of passion, two souls unable to remain apart which caused his siring. When he was born her family moved both the mother and baby to the country side to raise the baby away from prying eyes. The undead heritage was clear when his teeth began to come in. While many of the maids feared him his mother never treated him as anything less then her son. The father visited as often as he could to the remote villa under the cover of night. While his emotions were blunted by his undead state, the love for the two of them shone through. They family spent many a night together with none the wiser.
As he grew older, it became clear why his father never took the pair away. His disdain for the politics of his kin were clear. While he respected hierarchy and understands the laws in place he resented the petty feuds and cruelty that was prevalent in the courts. He kept the family a secret, just how his mothers family kept them one. While it kept them protected, it also left him with out anyone his age to grow up with. He quickly found himself lost to study along with the one hobby his father sought to share with him, constructing clock work. When he finally became of age a choice was presented by his grandparents. It was clear he could not become head of the family due to his race. He could either face disownement or be sent to join the clergy. The option was clear. He didn’t resent his grandparents for it either. He was well aware of the politics of his birth.
The church of Pharasma would have nothing to do with him. Instead he was inducted into Abadar’s clergy. Their his serious nature and strong study ethic helped him to quickly begin rising through it’s ranks as a cleric. His skills at clockwork became well known among his fellow clergyman, crafting small knickknacks for them for an appropriate price. It was here he found his real place in life. It was by rising through the ranks that he was approached to assist in the development of newly established county.
His personality is stern yet dedicated. He is much more interested in the public good and how a well built society can lift up it’s citizens and improve civilization as a whole. His goal is to increase Abadar’s presence in Ustalv, hoping that will help push out superstition and ignorance that effects the minority groups such as himself. His studies have helped him to develop a head for both business and politics, knowing both play a role in helping cities to thrive. It is clear he has a passion for bureaucracy.
Thanks to his bloodline he looks to be in his late twenties while he is actually in his late eighties. His sharp features and well defined chin give him a slightly fierce look that is only enhanced by his sharp teeth and ruby eyes. Dark short hair is often combed back and well maintained. His skin is pale and never tans no matter how much he remains in the sun. While he stands at a tall 6’2 he is slim as a pole. His outfit are usually the traditional silver and gold of Abadar’s priesthood with dark purple embellishments taken from the country’s usual coloring.

DM Vayelan |

Whereas I'm playing an arcane caster in that same game but here I am considering a cleric! Vayelan, they're not a Core or Featured race, but would a changeling be acceptable?
I will allow Changelings. They are thematically appropriate to Ustalav, and they could open the door to potential plot hooks.
I have to say, I stayed up late last night reading over the gameplay thread of the game and it is so good. A credit to everyone involved in the play.
Thank you for the compliment! I am proud of the players already involved in this game, hence why I want to keep it going strong.
(Considering that we have more than a few players from my other games also applying, I want to clarify that I'm not playing favorites. I have been very fortunate to attract a whole host of great players and interesting characters across all of my games.)

Robert Henry |

Updated:
Dotted
Ouachitonian
Plastic Dragon
Roward Armstead
Losonti
Ideas:
Cuàn: Cleric 3 / Wizard 2 at the start to prepare for going Mystic Theurge at 7.
The Archlich: Working on a Vizier Mesmerist,
mighty_avenger: a full warpriest of Desna,
Characters
Jovich Zilybar Gnaz Male Halfling unchained rogue 5 (Eldritch Scoundrel)
Robert Henry: Valda Aslougsdottir female Aasimar Paladin 2 (Warrior of Light/Hospitaler] / Oracle of life 3 (Spirit Guide)
Joker 27: Alberich Orstana male human Unchained Monk 5 {Windstep Master)
Dread: Andru Cardei male Human Cleric of Desna
KingHotTrash: Nikolai Lukresh Male Human Investigator 5 (Empiricist)
Revolving Door Alternate: Farishta Male aasimar warpriest of Desna 5
Digger: Anca Florescu Female Aaasimar Cleric of Nederi 5 bare bones
Ridge: Dargys male Half Orc Evoker
Ioc: Tarson Lierdein male Dhampir Ceric of Abador 5
If I missed anyone or got names wrong, please let me know.

Ridge |
2 people marked this as a favorite. |

(Considering that we have more than a few players from my other games also applying, I want to clarify that I'm not playing favorites. I have been very fortunate to attract a whole host of great players and interesting characters across all of my games.)
As one of your players, thanks! And understood.
Seriously folks, if you get in, you'll find DM Vaeylan is patient , attentive and puts on an interesting show! I have enjoyed his games!

Meraki Hannan |

Much as I love changelings, I was having trouble coming up with one that didn't feel a little too much like another one I am playing. So I went back to the drawing board with my other favorite race, tieflings. And I really like what I came up with, even though I'm coming in late to a field crowded with many other excellent divine characters. So, for your consideration, I present Meraki, tiefling cleric of a risen demon lord.
Mechanically, Meraki's feats are not necessarily set in stone. Extend Spell could easily be replaced by a metamagic rod, and Scribe Scroll would get ditched (probably for a different item creation feat) if there ends up being a wizard in the party. Her role in combat would be buffs and debuffs, and in more social encounters she can support the Countess through her talents at seeing through deceptions and body language.
Female tiefling (Asura-spawn) cleric (ecclesitheurge) of Nocticula (Redeemed) 5
CG Medium outsider (native)
Init +3; Senses Darkvision 60ft, Perception +10
Defenses
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural armor, +1 Deflection)
hp 33 (5d8+5)
Saves Fort +6, Ref +5, Will +10 (+2 insight bonus on saves against all mind-affecting effects)
Offense
Speed 40 ft.
Melee mwk dagger +7 (1d4-1) 19-20x2
Melee bite +6 (1d6-1)
Special attacks channel positive energy 5/day (DC 14, 2d6)
Cleric Spells Prepared (CL 5th, concentration +10):
3rd good hope [D], fly, mind maze (DC 18)
2nd hideous laughter (DC 17) [D], burst of radiance (DC 17), spiritual weapon, extended weapons against evil
1st feather fall [D], comprehend languages, divine favor, shield of faith, protection from evil, murderous command (DC 16)
0 (at will)—detect magic, read magic, light, mending
D Domain spell; Domains Isolation, Revelry
Statistics
Core Stats: Str 9, Dex 16, Con 12, Int 10, Wis 20, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Armor of the Pit, Extend Spell, Scribe Scroll
Traits Beacon of Faith, Theoretical Magician
Skills Artistry +8, Diplomacy +6, Fly +7, Knowledge (History) +8, Perception +10, Sense Motive +12, Spellcraft +10
Languages Common, Abyssal
Combat Gear masterwork dagger
Other Gear +1 ring of protection, +1 cloak of resistance, +2 headband of inspired wisdom, outfit (traveler's), silver holy symbol
Currency 673 gp
Feats
Armor of the Pit You gain a +2 natural armor bonus.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. Level Increase +1
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Special Abilities
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Beacon of Faith (Trait) You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of her channel energy.
Bonded Holy Symbol (Su) At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of her deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant her bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to her bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to her bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Domain Mastery (Isolation, Travel) At 1st level, when an ecclesitheurge chooses her cleric domains, she designates one as her primary domain (Isolation) and the other as her secondary domain (Travel). An ecclesitheurge can use her non-domain spell slots to prepare spells from her primary domain’s spell list.
Each day when she prepares spells, an ecclesitheurge can select a different domain granted by her deity to gain access to that domain’s spell list instead of her secondary domain spell list. She does not lose access to her actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as her primary domain and Good as her secondary domain can choose to gain access to the Healing domain; until the next time she prepares spells, she uses the Healing domain spell list as her secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Ecclesitheurge's Vow At 1st level, an ecclesitheurge makes a vow to her deity to be protected solely by her faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use her blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Guarded Mind (Ex) You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Maw or Claw (Bite) Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Theoretical Magician (Trait) You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.
Travel Domain You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Weapon and Armor Proficiency An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but she’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Finding a smuggler willing to take her family nearly cost every bit of wealth they had been able to bring with them. Securing their entry into Andoran cost everything that was left.
Of all the cities in the world, Almas is one of the few that could be described as welcoming to tieflings. Even so, Meraki's parents tried to shelter her as best they could while rebuilding their lives in a foreign land. It came as quite a surprise, then, when the young girl began sharing stories of "the nice lady" who would watch over her when she was home alone. Try as they might, they could never pry a name or a clear description of the woman out of the child, only that "she's like me." Eventually, the stories stopped, and the whole thing was dismissed as a child's imaginary friend.
When Meraki came of age and could no longer stand to be cooped up in her home any longer, she ventured out into the city. She discovered that even a city as cosmopolitan as Almas has its limits, and found herself subjected to stares and suspicion due to her otherworldly appearance. For her own safety, she learned to read the subtle cues that could indicate the difference between an impolite stare borne of curiosity and a glare that could be a precursor to violence. She took to walking the streets at night, where she could more easily avoid notice.
It was on one of these nighttime excursions, gazing up at the moon, that Meraki heard a voice belonging to someone she had not seen for many years. Only a single word was spoken. "Ustalav." Meraki didn't know what purpose her childhood guardian had in sending her to that dark country, but she did have faith.
Meraki made her preparations, kissed her parents goodbye, and set out on the road into an uncertain future. Ustalav was unlike any place she had ever been to or heard of, but perhaps it needed a god who was unlike any other.