
DM Brainiac |

I am gearing up to run the 2nd edition version of the Kingmaker Adventure Path, and I am looking for brave heroes willing to venture into the Stolen Lands! Interested individuals should submit a 1st-level character following the standard rules. All ancestries and classes are welcome to apply. You may choose a generic background or a campaign-specific background from the list below. Recruitment will be open until Monday, September 26th at 5 AM ET. Good luck!
As a side note, I have a Discord server where I usually foster discussion for my campaigns and share images and maps. It is not required for you to join the server, but a willingness to do so is strongly encouraged.
The following rare backgrounds are specifically tailored to fit the themes of the Kingmaker Adventure Path.
BORDERLANDS PIONEER
You have long lived along the southern border of Brevoy, in the shadow of the wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the ground, you’ve learned how to survive on the rugged frontier. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You’re trained in the Nature skill and a Lore skill associated with a particular type of wilderness (choose from forest, hills, mountains, plains, rivers, or swamp). You gain the Train Animal skill feat.
BREVIC NOBLE
You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were adopted by one of Brevoy’s nobles or were perhaps a favored servant or even a childhood friend of a noble scion. Whatever the case, you’ve had a comfortable life, though still a far cry from the one your distant cousins or close associates know. An expedition into the storied Stolen Lands seems like just the test to see if you really are worthy of the “noble” title.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
Choose one of the Brevic lineages below.
Garess: Family ties to the Golushkin Mountain dwarves left its mark. Your family motto is “Strong as the Mountains.” You’re trained in the Crafting skill and the Architecture Lore skill. You gain the Specialty Crafting skill feat.
Lebeda: Your family’s history of trading along the shores of Lake Reykal pervades your blood. Your family motto is “Success through Grace.” You’re trained in the Society skill and the Mercantile Lore skill. You gain the Multilingual skill feat.
Lodovka: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. Your family motto is “The Waters, Our Fields.” You’re trained in the Athletics skill and the Fishing Lore skill. You gain the Underwater Marauder skill feat.
Medvyed: Your family has a deep respect for the wilderness and is skilled at hunting and surviving off the land. Your family motto is “Endurance Overcomes All.” You’re trained in the Survival skill and the Hunting Lore skill. You gain the Terrain Expertise skill feat (choose your terrain from aquatic, forest, mountain, plains, or swamp).
Orlovsky: Your family has a reputation for avoiding conflicts. Your family motto is “High Above.” You’re trained in the Diplomacy skill and the Brevoy Lore skill. You gain the Group Impression skill feat.
Surtova: Your family is well known for their political agility and scheming nature. Your family motto is “Ours Is the Right.” You’re trained in the Deception skill and the Politics Lore skill. You gain the Charming Liar skill feat.
BREVIC OUTCAST
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming such without evidence is a fool’s game. Whether a recent attempt to prove your heritage brought down the wrath of a noble family or you seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.
Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.
You’re trained in the Politics Lore skill. You take a –1 penalty on all Charisma-based skill checks attempted when dealing with members of the nobility, but gain the Haughty Obstinacy human ancestry feat, even if you aren’t a human. If you manage to establish yourself as a true noble or secure a leadership role in a kingdom, you no longer take the penalty to Charisma-based checks.
ISSIAN PATRIOT
You grew up in northern Brevoy, but the call for heroes willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, and you have joined an expedition journeying south.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You’re trained in the Society skill and the Legal Lore skill. You gain the Streetwise skill feat.
LOCAL BRIGAND
You hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You’re trained in the Intimidation skill and the Banditry Lore skill. You gain the Group Coercion skill feat.
ROSTLANDER
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hardy stock and were raised with simple sensibilities—that hard work earns well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. You are thoroughly Brevic, and the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to journey southward and build a kingdom.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You’re trained in the Athletics skill and the Farming Lore skill. You gain the Hefty Hauler skill feat.
SWORD SCION
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’s heroic and legendary swordlords. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin crafting a legend worthy of Baron Aldori.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You’re trained in the Warfare Lore skill. You gain access to Aldori dueling swords and can purchase one as part of your starting equipment. You treat Aldori dueling swords as martial weapons rather than advanced weapons for the purpose of proficiency.

Philo Pharynx |

Hmmm... I've been wanting to play an inventor, and to play a thaumaturge. Which to play? (Which I say as if I have a choice. My muse is going to wake my up at 2:37 in the morning and not let me sleep until I write up a character)
Are you using free archetype or any other optional rules? If there's a vote, I'm for FA.
I really like discord as a helper, but I do have my preferences. I like the in-game posts to be on the forums because it's much easier to find. I also prefer to keep non-game chat on it's own channel. I tend a little on the OCD side and it can be annoying separating game stuff from talk about video games and mountain bikes and cabbages. I don't have a problem with people who like everything on one channel, it's just not a good fit for me.

Khalth Emberhall |

Dotting.
I've been wanting to play this AP for forever, and have yet to play PF2 (if that's ok). Seems like this one was just made for me to roll up a submission character.
I have no issue with Discord, though I don't usually use it much myself. I could adapt.
Will likely be making a Wizard of some sort. We'll see.

Vesi Medvyed |
1 person marked this as a favorite. |

Dotting with the 1E character that I've made for this AP (and played a bit by email with a great RP group). I am in the process of rebuilding her for 2E (replacing undine with azarketi, if allowed).
The intent is for a support character that sees violence as a very last resort and acts as an advocate for nature throughout the course of the kingdom's development. The background selection would be Brevic Noble (Medvyed).
I'm already share a Discord server with you, as Kittenmancer.

Philo Pharynx |

Well, Inventor and Thaumaturge have gone by the wayside. My muse has told me I'm going to play a ratfolk gunslinger. While Knaxshi's a sniper and usually fires his jezail with two hands, he has a nasty bite when people get in his face.
I'm going going for the Local Brigand background, so I'm very open to sharing a background with other people escaping that life. It makes sense that we left the same group.
Knaxshi
Ratfolk gunslinger 1 (Advanced Player's Guide, 20)
Uncommon, N, Small, Humanoid, Ratfolk
Heritage deep rat
Background local brigand
Perception +7; darkvision, low-light vision
Languages Common, Goblin, Ysoki
Skills Acrobatics +7, Athletics +3, Banditry Lore +4, Crafting +4, Intimidation +3, Medicine +5, Stealth +7, Survival +5
Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)
Items leather armor, jezail[GG], alchemist's tools, backpack, batches of infused reagent, bedroll, chalks (10), flint and steel, rations (1 week)s (2), rounds[GG] (30), soap, waterskin, purse (2 sp)
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AC 18; Fort +7; Ref +9; Will +5
HP 16
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Speed 25 feet
Melee [1] jaws +7 (finesse), Damage 1d6 P
Ranged [1] jezail +9 (fatal d12, concussive, range increment 90 feet, reload 1), Damage 1d8+1 P
Ancestry Feats Vicious Incisors[APG]
Class Feats Munitions Crafter[GG]
Skill Feats Alchemical Crafting, Group Coercion
Other Abilities advanced alchemy, infused reagents, singular expertise
Gunslinger Way Way of the Sniper, Covered Reload, One shot, One Kill
Knaxshi has lived his life on the move. At first it was with the caravans of his extended family. When scouting, his group took down a group of bandits. One of them had a gun and alchemical equipment. Over the next couple of months, Knaxshi figured out how to fire it and how to use the alchemical kit to make more rounds. Over the next couple of years, he got really good with the gun.
But sometimes even a ysoki needs to leave his family. He decided to travel, find adventure and make his fortune. Everybody knew adventure was the way to make something of yourself and achieve success. So he fell in with the first group that was recruiting. Hannoy Shan was the brains of the group. The one to find the targets, make the plans, and deal with security measures. Gravox was the muscle, a short-tempered half orc with a big butcher's axe. Unalisa was the magic, a genietouched sorceress.
As a group they dealt with some goblins and cave full of kobolds, but then they figure this was too much work. It was easier to haunt the roads and let the prey come to you. Being a bandit wasn't what Knaxshi signed up for. He'd been on the merchant's side of that often enough. But Shan wasn't the type to brook dissent, and he was the kind to take revenge on people he thought had wronged him.
Planning his escape took three months, a keg of black power, 200 foot of rope, a bit of luck and several days of non-stop running. But now that he's free, he's going to be looking for a better set of companions.

Philo Pharynx |

Elfriede is interested. I tried to convert her, more or less, to 2e, but she's my first build in 2e, so if anyone has advice or wants to explain that I messed something up, I'm game to hear it.
I didn't see the 2e stats. But here are my suggestions:
Ancestry: Changeling is a versatile heritage, so it can be applied to any race. So you could be a human changeling, elf changeling, etc.The changeling heritage moves your vision to low light if you had normal vision or darkvision if you had low light. You might take Callow May as your other ancestry feat if you want to use your charms.
I'd choose curse as your witch patron. It gives you the evil eye hex and the occult spell list looks to be the best for somebody enchantment focused.
Or if you wanted an alternative mindbender, you might look at psychic from Ark Archive. This might be a way to turn the gifts of your heritage in a different direction.
I'm up for more questions and suggestions if you need them.

Azil |

Looking to bring a kobold who aims to become a king. Not the sneaky stabby kind either. A ruthless warrior king... not like barbarian levels he's not a savage of course.
After catching wind of the local kingdoms trying to subjugate the stolen lands of course he'd jump at the opportunity to build himself and his people a kingdom. I'll have the profile and such built later today.

MontCestMoi |

I've put together a Champion to apply to this game. I'm planning on leaving the precise noble family that his family owed fealty to as unfilled for now, to fill in later if it makes (fun) sense to have it be the same family as a PC noble.
This is also the first 2e character I've made, so if I've messed anything up, let me know. I used Pathbuilder to help assemble him.
Rosticek "Rusty" Mundbee
Human Champion (Pharasma) 1
NG, Medium, Human, Humanoid
Heritage: Skilled (Performance)
Background: Rostlander
Perception +3
Languages Common, Elven, Goblin
Skills Acrobatics +0, Athletics +7, Deception +6, Diplomacy +6, Intimidation +6, Lore: Farming +4, Medicine +3, Performance +6, Religion +3
Str 18 (+4), Dex 10 (+0), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 16 (+3)
Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Tent (Pup), Signal Whistle, Tool (Long)(Spade), Wooden Shield (Hardness 3, HP 12, BT 6)
--------------------
AC 17 (19 with Shield Raise); Fort +6; Ref +3; Will +5
HP 20
Shield Block
Glimpse of Redemption
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Speed 25 feet
Melee Bastard Sword +7 (Two-Hand d12), Damage 1d8+4 (S)
Focus Spells (1 points) Lay on Hands
Additional Feats: Hefty Hauler, Skilled Heritage (Performance), Toughness, Weight of Guilt
Additional Specials: Champion's Code, Deific Weapon, Deity and Cause (Redeemer Cause), Devotion Spells, Skilled Heritage (Deception), Tenets of Good
Growing up in a small speck of a village as a farmer shaped Rusty's whole outlook on life. An accident with the family's post-holer is how Rosticek (rost-ee-SEK) came by the nickname which has all but supplanted his real name. He grew up tall and strong, the hard physical labor of farm work agreeing with him, season after season filled with plowing and planting, harvesting and threshing. Outside of working the farm, Rusty spent time singing in the choir for the small church to Pharasma in the village.
Rusty came to the calling of Champion without any official training. The inevitable bandit attack on his family's farm didn't result in a stereotypical orphaning of the teen, but rather, the bandits getting walloped with a shovel and a whole new career path opening up in front of the young man. When the call went out for adventurers to explore and settle the Stolen Lands, his local church took up a collection to outfit him with the gear he needed and sent him on his way to honor and glory.
Rusty is a patriotic Brevan, and believes in the strength that comes from different peoples working together. He doesn't have much use for nobles, though, since they're busy trying to rip the country apart; in particular, he doesn't care for NOBLE FAMILY NAME HERE. The fact that they're the folk who're supposed to be keeping his family safe (and not doing a great job of it) is probably a coincidence.

Black Dow |

Dotting for interest - never played PF2 but its Kingmaker :)
Will be building one Pekk Carndelvyn - Gnome Rogue (and rebuild from a PF1 KM pitch): An honest thief, dandy-scoundrel and noted river-vagabond, Pekk is known to keep company both just and dubious.
Scoundrel makes sense for Pekk and likely go Local Brigand background if nothing else more apt presents.
Like Elfriede above, Pekk will be my first build in PF2 so I'd welcome any feedback and pointers.

Philo Pharynx |

I've put together a Champion to apply to this game. I'm planning on leaving the precise noble family that his family owed fealty to as unfilled for now, to fill in later if it makes (fun) sense to have it be the same family as a PC noble.
This is also the first 2e character I've made, so if I've messed anything up, let me know. I used Pathbuilder to help assemble him.
** spoiler omitted **
** spoiler omitted **...
Looks good to me. Glimpse of Redemption is glorious. In our Age of Ashes game it's saved our butss so many times. It's a little frustrating on the GM side when you are ready to strike down these interlopers and one of them clears their throat and says, "Perhaps you should rethink your life choices."

Itzi |

Okay, I'm throwing my newest character into the running.
Meet Floare. She's a human Pact Witch. She's a seemingly naïve young woman that is looking for a new start on life. Having left a monster of a mother, she wishes to find a new home away from the woman's reputation of horrors. A vegetarian by choice, the only friend she has in the world is her familiar, Dante.
And she's definitely not looking for love. ;)
Brainiac, would it be possible to re-theme her familiar from say a cat to a wolf pup? It would remain as a tiny animal for as long as the story required.
She may branch into more necromantic magic as she advances.
I have her statblock finished, but I haven't created a profile for her yet.

MontCestMoi |

Looks good to me. Glimpse of Redemption is glorious. In our Age of Ashes game it's saved our butss so many times. It's a little frustrating on the GM side when you are ready to strike down these interlopers and one of them clears their throat and says, "Perhaps you should rethink your life choices."
When I saw that "I'm not angry with you, I'm just disappointed " was somehow now a Paladin ability, I couldn't not take it.
I'm also learning about archetypes now. It's a really fascinating difference from 1e, how it handles them as a concept.

Philo Pharynx |
1 person marked this as a favorite. |

... Will be building one Pekk Carndelvyn - Gnome Rogue (and rebuild from a PF1 KM pitch): An honest thief, dandy-scoundrel and noted river-vagabond, Pekk is known to keep company both just and dubious.
Scoundrel makes sense for Pekk and likely go Local Brigand background if nothing else more apt presents.
My first post got eaten.
If you are going Local Brigand, maybe we can tie backgrounds together. But if you use the term "Brigand Buddies" I will pretend I don't know you. I can see this working well with you being outgoing and me being the quiet one.
Scoundrel works well. Make sure to get an agile weapon to be able to take advantage of the extra feinting time you get. I suggest nimble dodge or trap finder as your first rogue feat.
Gnomes have so many options that work well with this. It's hard to filter them down.
hertiages:
Chameleon gnome is flavorful, but doesn't come up as much as you'd think. It takes time to deliberately change. It does lead to Vibrant Display. While this would seem to work well with scoundrel It only works when you are in the middle of a dog pile. Not good for young rogues.
Fey-touched and wellspring give you a magic cantrip. It's charisma based, which is good for a scoundrel. If you pick an attack, you won't be able to sneak attack with it until you get a 4th level feat, but it's still good to have options. Going with the first world magic feat will give you a second cantrip.
Sensate gnome gives you imprecise scent - you know what square they are in, but you still need to make a flat check to hit them. But great for not being surprised.
Umbral gnome gives you darkvision if you want to be sneaky before you become the center of attention.
Feats:
Animal accomplice gives you a familiar. You'll need an archetype to go beyond the basics though. There is one specifically to advance familiars though.
Gnome weapon familiarity is mostly useless to a rogue.

Edeldhur |

I don’t have much experience with 2e, but simply cannot pass up an opportunity to play Kingmaker :D
Planning on going with something simple - a Fighter! Fighters have always been my favorite in all Fantasy RPG I have ever played, and I hear good things about how PF2e has approached the class, so it seems like a great opportunity.
No idea on what kind of crunch I will go with, but I am envisioning a man returning home after having been away, and welcoming the opportunity to make a difference in the Stolen Lands (maybe that can be the reason he came back in the first place). I see him as having family ties in the region, so personal stakes in the whole thing. I see him as grim and hardened, perhaps somewhat even callous at the onset of it all, which only means he has more room to grow.
Of course this is a work in progress, so I will keep updating as I go.

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Having grown up in multiple warrens in Brevoy over the years Russ'Ruk foind himself equally terrified and infatuated with the knights and warriors of the land. Some saw kobolds as meerly pests to be shooed away, others as monsters hoping to snatch up and eat children, and few others even saw them as anither kind of people trying to make their way in the world. Russ'Ruk always yearned to stop those who wanted to destroy his home and his family and so he crafted a brilliant plan, spy on the humans of course, they were slower than the elves and less hardy than the dwarves of the region and so they must have some sort of secret to their strength.
He learned their language so that he could better understand them, learned their writing so he could decipher their books, and even took to dressing like them to the extent that a kobold could scrounge the funds to do so. And by that of course he stole and nicked away otherwise unvaluable items here and there before selling them back to other people. But one of his prized possessions was a book about the royal families. It kept his attention like no other, tales of the mighty lords and ladies of the land and their powerful knights. Individuals who held much of the power in the land, much like a chieftain of a clan or tribe. So Russ decided that was what he was to become, a knight, a nobleman, a sworn protector of his people. But kobolds do not have kings or kingdoms, noone ever let them try even. But he trained for years taking scattered equipment left by adventurers and scraping together coin through honest work. At the end of it all he was stronger, faster, and smarter than most of his kin. He knew that he would become the first kobold king(that he'd ever seen).
Then while going about his usual routine of boasting and talking up his deeds he noticed a posting calling for adventurers to journey into the stolen lands and claim them. Surly that would be enough to make him a king, to own such a land, make it a haven for Kobolds, a place where no man, elf, dwarf, or gobbie would hunt them again.
So he strode onward spirit high and ready to take on the world if that's what it took for him to become a King.
Here's the story for Russ, hope it's fitting. The build is all set in the profile, gotta get a pic chosen but that's a pain on mobile.

Deregar Rogarvia |

Here's my submission. A Brevic outcast with a strange affinity for dragons!
It was mostly a pleasant, if simple, existence. Auntie Grace hinted that they would not stay in obscurity forever, but when Deregar pressed her on the details, she always said, "When you are older, my little eager one."
When the boy was just past his 17th birthday, he and Grace suddenly fell violently ill. Both weak with astonishingly high fevers, the little family was soon desperate--effectively trapped in their small cabin with little hope of rescue. Grace's last words to him informed him that he was not "her little Egar," but was Deregar Rogarvie, stolen out of the palace in the dead of night by a lonely maid who was eager for a shild of her own.
Staggering into the night in his fever-ridden grief, the boy ran face-first into a serpentine creature, as large as a man with scales of red and gold. He could hear it's hissing voice explain that his name was Tyrkaxian, and that he had come to act as guardian. When the confused Deregar looked back at the cabin, the dragon coughed up a gout of flame, setting the place to quickly burn, and said--not unkindly--"A fitting pyre. It honors one who did so much for you to be sent off like an ancient king. Come, let's seek your fortune."
Since then, Deregar has wandered. He seems alone, but Tyrkaxian is a mere thought away, advising the boy. He knows better than to press his outrageous claim of royal blood, but the allure of the court has drawn him to Restov with its flamboyant swordlords.

Cwethan Owner - Gator Games & Hobby |

I've got a few fun ideas, and I like to put forth some different options for however the party balance shakes out (both of classes and personalities). So without further ado: Alys (later to be Alys Aldori), Krast Deadeye, and Blaze.
Alys [Aldori]: Changeling Magus Swordlord
The TLDR: Alys uses the discipline and rigor of her sword play to tame the magic in her blood, but both of those just serve as a whetstone for her ambition.
Perception +3; Low-Light Vision
Languages Aklo, Draconic, Hallit, Sylvan, Taldane,
Skills Acrobatics +7, Arcana +5, Athletics +0, Deception +4, Intimidation +4, Lore: Hag +5, Lore: Warfare +5, Occultism +5, Society +5, Stealth +7
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +1
AC 18, Fort +7, Ref +7, Will +5
HP 18
Speed 25 feet
Melee Aldori Dueling Blade +7 Damage 1d8 (S) (Finesse, Versatile P)
Spellstrike
Arcane Cascade
Focus Spells (1 points) Dimensional Assault
Additional Feats Changeling, Changeling Lore
Additional Specials Conflux Spells, Hybrid Study (Laughing Shadow), Spellstrike Specifics
And he was lovely. He raised her without fear or resentment no matter what strange questions she asked, or quirks she showed, and no matter how loud the grumbles of their neighbors grew.
But Alys still heard them.
Every sick child, every dry cow, every blighted crop meant a new round of grumbles, and glares. It was bad enough when she wasn't causing those things, when it really was just bad luck. And then the Call began. Dreams of her mother, Dreams from her mother, Dreams that clearly weren't just dreams. Dreams and... other things. Everything was getting worse and worse; the only question was whether her mother would get tired of cruel hexes and take more direct action, or if their neighbors would simply burn them out.
So Alys left.
She figured the road would be safer, but within two weeks she found herself sprinting to keep ahead of a mob of pitchforks and torches that wasn't the slightest bit slowed by familiarity. It was stopped though by the blade of one Eleanor Aldori. She hadn't had the faintest idea what was going on, only that it was thirty against one, and that those odds might be fun. Usually something like that was something she'd have forgotten in a fortnight.
But Alys had other plans.
She'd Seen something in the flashes of Eleanor's blade and the lethal fluidity of her movements, something she wanted. It took considerably more than a fortnight's pleading and bargaining, but in the end Alys got what she wanted. She no longer had a father, and all nine hells help her if she tried to replace her mother.
But now she had a teacher, and with enough power she could carve her own path.
***
Krast Deadeye: Canny Hobgoblin Veteran
The TLDR: A warlord in waiting, between old soldiers' tales and his own many experiences in the threeway war between Nirmathas, Ironfang, and Molthune, Krast has seen or helped kill most everything on two legs in this part of the world.
LE Medium Hobgoblin Smokeworker Hobgoblin Humanoid
Perception +5; Darkvision
Languages Draconic, Elven, Goblin, Sylvan, Taldane, Terran, Varisian
Skills Acrobatics +5, Arcana +7, Athletics +4, Crafting +7, Lore: Mercenary +7, Medicine +3, Nature +3, Occultism +7, Religion +3, Society +7, Stealth +5, Thievery +5
Str +1, Dex +2, Con +2, Int +4, Wis +0, Cha +0
AC 17, Fort +5, Ref +7, Will +5
HP 18; Resistances fire 1
Clue In
Speed 25 feet
Ranged Shortbow +5 (Deadly d10), Damage 1d6 (P)
Quick Tincture
Devise a Stratagem
Precision Damage Strategic Strike 1d6
Additional Feats Alchemical Crafting, Alchemical Scholar, Experienced Professional, Known Weaknesses, Smokeworker Hobgoblin
Additional Specials Methodology (Alchemical Sciences), On the Case, Pursue a Lead, Strategic Strike
He'd served his five, many more than his five, when he was finally mustered out. He could have stayed, taken his plot of land, paid someone to farm it, and quietly died. But after all, 'old soldiers never die,' and Krast meant to prove that he could do more than fade away.
He didn't have the strength and prowess of his youth, but he had all the experience his lost youth had paid for. Molthune might have needed soldiers, but across Lake Encarthan was where Krast needed to go, where they needed generals.
***
Blaze: Pyromantic Bandit Queen-to-be
The TLDR: A bandit with a badly disguised past, Blaze is incapable of lying low, so instead plans to burn even brighter and hide in plain sight.
N Medium Human Ifrit Humanoid
Perception +4;
Languages Goblin, Taldane
Skills Acrobatics +3, Athletics +0, Deception +7, Diplomacy +7, Intimidation +7, Lore: Underworld +3, Nature +4, Survival +4, Thievery +6
Str +0, Dex +3, Con +1, Int +0, Wis +1, Cha +4
AC 16, Fort +4, Ref +6, Will +6
HP 15; Resistances fire 1
Speed 25 feet
Primal Known Spells DC 17, attack +7 1st Heal, Grease, Burning Hands (3 slots); Cantrips Scatter Scree, Electric Arc, Detect Magic, Prestidigitation, Produce Flame
Focus Spells (1 points) Elemental Toss
Additional Feats Ifrit, Intimidating Glare, Pickpocket, Sinister Appearance
Additional Specials Bloodline (Elemental), Select Elemental Bloodline Type (Fire)
She doesn't talk much about her past at least not without a heavy salting of tall tales in the mix, or even how long she's been using this obviously real name. Still, even through her exceptionally cunning name changes, some do wonder if she might be somehow related to Sparky, or Branda, or Ember, or any of the other short-lived pyromantic bandits whose careers have recently and briefly dotted the land between Isger and the River Kingdoms. The only thing that makes it even slightly uncertain is that Sparky and the other early potential Blazes looked much more typically human, and Blaze's fiery heritage is impossible to ignore.
But even the fiercest flames will keep growing if you give them more fuel, and Everything changes if you apply enough heat.
Some might have expected, or strongly advised, or even ordered a bandit who was just ahead of the bounders and bounty hunters to lay low, at least til the heat died down. That's probably what she'll do next, right?

DM Brainiac |

Completed Submissions So Far:
Knaxshi, ratfolk gunslinger (Philo Pharynx)
Rosticek "Rusty" Mundbee, human champion of Pharasma (MontCestMoi)
Xrez, goblin rogue (Michael_Hopkins)
Russ'Ruk, kobold fighter (Azil)
Bolys Quinn, human ranger (Phtnm888)
Elfriede Vass, human changeling witch (Elfriede)
Deregar Rogarvia, human summoner (Matt Morris)
Cwethan's Three Characters, (Alys the changeling magus, Krast the hobgoblin investigator, Blaze the ifrit sorcerer)

NotEspi |
Hello again! So I have a few ideas here. Will expand on backstories further if one of these actually get to see some playtime.
Daneesh Sootfingers - Human Mechanic Inventor
Medium Human Versatile Heritage
Perception +3; Low-Light Vision
Languages Common, Dwarven, Elven, Gnomish, Jotun, Orcish
Skills Acrobatics +6, Arcana +7, Athletics +4, Crafting +7, Diplomacy +3, Lore: Engineering +7, Medicine +3, Occultism +7, Society +7, Stealth +6
Str +1, Dex +3, Con +1, Int +4, Wis +0, Cha +0
Items Padded Armor, Repair Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Artisan's Tools, Black Powder (Dose or Round) (30)
AC 17, Fort +6, Ref +6, Will +5
HP 17
Speed 25 feet
Melee Fist +6 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+1 (B)
Ranged Jezail +6 (Uncommon, Concussive, Fatal Aim d12, Modular B P and S), Damage 1d8 (P)
Ranged Sling +6 (Propulsive), Damage 1d6 (B)
Additional Feats Alchemical Crafting, Built-In Tools, Gloomseer, Inventor, Quick Repair
Additional Specials Innovation (Weapon Innovation), Peerless Inventor
Calculations, blueprints, schematics, clockwork, and a little alchemy. What more does Daneesh need in life? A little recognition, that's what. All sorts of ideas float around in his brilliant mind, after all. But he is stuck here, fixing simple locks and clocks consisting of merely a few dozen moving parts. Boring!
But wait when they see the thing he built! It can strike a small vial at 35 paces and shatter it to dust. It's about time he field-tests his prototype.
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Estrel the Vagrant - Human Pilgrim Psychic
CG Medium Human Versatile Heritage Humanoid
Perception +3; Low-Light Vision
Languages Common, Halfling, Sylvan
Skills Acrobatics +3, Athletics +0, Diplomacy +7, Lore: Patron Deity +4, Medicine +3, Occultism +4, Religion +3, Society +4, Survival +3
Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +4
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Winter), Healer's Tools, Clothing (Explorer's), Compass, Net, Religious Symbol (Silver)
AC 16, Fort +4, Ref +6, Will +5
HP 15
Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)
Unleash Psyche
Fade into Daydreams
Occult Known Spells DC 17, attack +7 1st Alarm, Thoughtful Gift (1 slots);
Cantrips Light, Detect Magic, Prestidigitation
Focus Spells (2 points) Distortion Lens Range 30 feet; Area one 5-foot square Duration sustained up to 1 minute You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged attack passes through the lens, the attack gains an additional 10 feet of range; if an enemy's ranged attack would pass through the lens, it requires an additional 10 feet of range to move through, though the enemy knows before using its ability whether the interference puts the target out of range. An ally whose space overlaps the lens can increase the range of its ranged attacks, but an enemy whose space overlaps the lens doesn't reduce the range of its ranged attacks. The first time each round you Sustain the Spell, you can choose to relocate it to another square within range. The lens disappears if you cast distortion lens again. Heightened (+3) The lens increases or decreases the range of abilities by an additional 5 feet. Amp The lens can interfere with creatures as well as attacks. Once during a Medium or smaller ally's move action, the ally can move into and out of the lens's square without that square counting against the total distance moved. Conversely, the lens is difficult terrain for your enemies.
Phase Bolt (Amped) Range 30 feet; Targets 1 creature You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 plus your spellcasting ability modifier piercing damage. On a critical success, the target takes double damage. Heightened (+1) The bolt's damage increases by 1d4. Your phase bolt temporarily sends the target's cover out of phase if it hits. On a success, reduce the target's circumstance bonus to AC by 1 until the beginning of your next turn. Your phase bolt also gains the following amp. Amp Your bolt leaves phase completely, becoming invisible and intangible until it's already embedded in the target - giving the impression it simply teleported itself into place. The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn. Amp Heightened The bolt's damage increases by 2d4 instead of 1d4.
Warp Step (Amped) When you walk, the earth warps beneath your feet - your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type. You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. The spell also gains the following amp. Amp Space contracts with hardly a thought, letting you Cast the Spell as a single action. Amp Heightened You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed. This grants the spell the teleportation trait.
Additional Feats Fleet, Gloomseer, Pilgrim's Token
Additional Specials Conscious Mind (The Unbound Step), Psi Cantrips And Amps, Psychic Spellcasting, Subconscious Mind (Wandering Reverie)
Born in a roaming caravan and made for the open road under the night sky, Estrel is a young worshipper of Desna currently on her pilgrimage - an aimless journey that would take her wherever she is needed. She lives off the land, and sometimes provides sermons or medical care to those she meets on the way - for a small fee of whatever minor oddities she might need on her journey.
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Chenar Redfang - Human Herbalist Ranger / Monk variants
Chenar Redfang Ranger 1
Medium Human Half-Orc Humanoid
Perception +7; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +7, Athletics +4, Lore: Herbalism +3, Medicine +5, Nature +5, Stealth +7, Survival +5, Thievery +7
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +0
Items Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, Ten-Foot Pole, Parrying Scabbard, Playing Cards, Signal Whistle
AC 18, Fort +7, Ref +9, Will +5
HP 20
Speed 25 feet
Melee Shortsword +7 (Agile, Finesse, Versatile S), Damage 1d6+1 (P)
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Ranged Shortbow +7 (Deadly d10), Damage 1d6 (P)
Hunted Shot
Hunt Prey
Precision Damage Hunter's Edge 1d8
Additional Feats Half-Orc, Natural Medicine, Orc Sight
Additional Specials Hunter's Edge (Precision)
Chenar Redfang Monk 1
Medium Human Half-Orc Humanoid
Perception +5; Low-Light Vision Darkvision
Languages Common, Orcish
Skills Acrobatics +4, Athletics +4, Lore: Herbalism +3, Medicine +5, Nature +5, Stealth +7, Survival +5
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +0
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, Ten-Foot Pole, Playing Cards, Signal Whistle, Fishing Tackle
AC 19, Fort +7, Ref +9, Will +7
HP 20
Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Ranged Shortbow +7 (Deadly d10), Damage 1d6 (P)
Monastic Archer Stance
Flurry of Blows
Additional Feats Half-Orc, Natural Medicine, Orc Sight
Additional Specials Powerful Fist