Galahad's Kingmaker Expanded

Game Master Galahad0430


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Alrighty here is finished Bright Ears with a stat block and a finished backstory write up. I'd originally pictured taking a secondary archer role with a hornbow but he can't afford it so i'm focusing more on his eidolon.

progression wise he will stick with summoner - focused on maximizing evolution points for Leon who will be built as a front liner and grappler.
Bright ears himself will focus toward buffing Party members/Leon.

Stat Block:

NG Medium Humanoid (Human, Elf)
Init -1 Senses perception +2 (deaf); low-light vision
XP: 0
----------------
DEFENSE
----------------
AC 17 (10 + 3 armor + 4 dex)
touch 14
flat footed13
hp 9
Fort +1
Ref +4
Will +3
Immune death effects, energy drain
----------------
OFFENSE
----------------
Spd 30 ft.
Melee -1
dagger -1 1d4-1 slashing or piercing
19-20/x2

Ranged +4
light cross bow +4 1d8 piercing
x2
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 8
Dex 18
Con 12
Int 10
Wis 12
Cha 19
Base Atk +0
CMB -1
CMD 13
Feats
extra evolution

Traits
elven reflexes
gesture expertise

Skills
Perception +2
Use magic device +8
linguistics +4
knowledge (geography) +4

Languages Common, Elven, sylvan
Equipment
light crossbow
hide shirt
dagger
spell component pouch
backpack
bedroll
flint and steel
5 days rations
pot
soap
mess kit
1 sp
----------------
SPECIAL ABILITIES
----------------
Class
FCB 1/4 evo point
Pactbound curse
Deaf curse
Soulbound lifelink

Race
Kindred raised
Low light vision
Elf blood

----------------
SPELLS
----------------
All spells are silent
Spells per day
1st - 2
Spells Known
0th (4) - detect magic, guidance, mage hand, mending
1st (2) - shield, enlarge person


Leon (Eidolon):

N Medium Outsider
Quadruped - Radiant
2 evolution points
Init +2 Senses perception +4; Darkvision 60 ft.
Aura: light 20 ft./40 ft. dim
----------------
DEFENSE
----------------
AC 14 (10 + 2 natural + 2 dex)
hp 11
Fort + 4
Ref + 4
Will + 0
----------------
OFFENSE
----------------
Spd 40 ft.
Melee +3
2 claws +3 1d4+2+grab slashing
x2
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 14
Dex 14
Con 13
Int 7
Wis 10
Cha 11
Base Atk +1
CMB +3 (+7 grapple)
CMD 15
Feats
dirty fighting

Skills
acrobatics +6
intimidate +4
perception +4
spellcraft +3

Languages Common, Elven, sylvan
Equipment
-----------
SPECIAL ABILITIES
----------------
darkvision
link
share spells
positive energy plane conditioning
healing +1/die
claws
limbs (legs) x2
grab (claws)


Background:
Bright Ears was born to a couple of half-elven veterans, retired to a small homestead along the northern edge of the Gronzi Forest. Born deaf he spent his earliest years Isolated from other youth. As a boy he first manifested Leon in a desperate plea for salvation from the isolation his curse caused him. When the young eidolon of light proved able to touch his mind, and therefore translate to and from those around him the young Bright Ears life took a turn for the better.

Bright Ears joined a small coalition of other homesteaders, hunters, and woodsmen to protect the local folk from banditry. His oldest brother Gren left the family to the river lands two years ago to make a name for himself and hopefully send home gold to the family. After a year and a half they stopped hearing from him altogether. Knowing that his family needs that gold to survive - especially in the event of a poor harvest or bandit raids. Bright Ears sets off to find work in the same land in which his brother was lost.

The forest trail is dim beneath the setting sun. Bright Ears walks beside Leon. The tips of his pointed ears are wrapped in thin tendrils of light that pulse with golden light. The half elf carries a sturdy crossbow in a loose grip. He’s dressed in soft worn leathers over a pale green linen shirt and canvas pants. The lion like creature next to him shines a soft light from its sandy brown coat - it’s eyes are piercing yellow-white embers in the shade of the trees. Leon’s tufted ears share the tendrils of light that Bright Ears displays, a sign of their soul bond. Around them are a handful of similarly dressed half-elves, humans, and half-orcs. There is a brief exchange ahead if bright ears and he looks quizzically down at Leon.

The eidolon’s soft mind-voice fills his head. “Alvar has heard something, 3 o’clock”. Bright ears quickly knocks a bolt and raises his crossbow, his reaction is only a second or two behind the rest of the group as they ready themselves. A long moment passes before a young doe breaks from cover and crashes through the brush at the other side of the trail. The tension immediately eases as bow strings are loosened and blades are sheathed. Bright Ears lets out a chuckle, a small vibration at the back of his throat but heads turn his way, unused to the vocalization. Grinning back at them Bright Eyes signs a quick sequence with one hand. Knowing most won’t follow the signs Leon interprets in a warm deep voice with an undertone of his own laughter “what? never heard a fellow laugh?” The group responds with varying degrees and of cheer and nervousness at the Eidolons voice.

Walking to the head of the group Bright Ears approaches Alvar, the old ranger looks up at him beneath heavy grey brows. “What’s on your mind boy?” The older man’s dexterous hands form a few rough signs as he speaks.

He’s doing his best thinks Bright Ears, old dog new tricks and all that. Leon’s voice in his head fills in the gaps.

Hand flashing signs and Leon speaking.
“I wanted you to have a heads up, tomorrow will be my last outing with the scouts. We haven’t heard from Gren in months. I set off the day after tomorrow. I hear Jamandi Aldori is putting together an expedition and I intend to be in it. Maybe I can figure out what's become of him and if not I can at least send something back to support my folks - maybe even you all if I have a good go of it.”

Alvar looks surprised and turns his eyes ahead to the trail…

If any specifics are off let me know, i'm mostly excited about the base concept. A summoner who's eidolon is a way of mitigating his deafness but creates a powerful bond in the process.

Also I accounted for his use of sign language with a cool trait I had never seen before but if its preferable I use a language slot as well just let me know and I'll tag out sylvan


I'll dot for this, always wanted to try out Kingmaker.

I need to figure out a good role to fill-perhaps healing/support as a half orc bard, cleric or shaman? Or full damage as a dwarf barbarian/unchained monk?

EDIT: Actually…what’s the verdict on prestige classes?

Sovereign Court

KoolKobold wrote:
what’s the verdict on prestige classes?

Prestige classes are allowed with no issues.

Sovereign Court

Ouachitonian wrote:
I think I played in this last time you ran it. Will probably submit a version of the same Aldori Swordlord character. This is the AP for it.

I'm always surprised there aren't more Aldori submissions considering how perfect that archetype fits this campaign. Rangers too.

Sovereign Court

UPDATE: Do not worry overly about gear, we can flesh that out after selection. Also, the loot is quite prolific in this campaign, especially as it pertains to magic items. I will be using many of the unique items from the Owlcat Games version as well.


Galahad0430 wrote:
KoolKobold wrote:
what’s the verdict on prestige classes?
Prestige classes are allowed with no issues.

I was thinking of a Champion of Irori, but looking back at the submissions I’m seeing a surprisingly large lack of blaster casters. I’ll be going for that instead.

EDIT: Finally made my decision. If allowed, can I create a crossblooded sorcerer with the draconic and orc bloodlines?


My herolab crashed. I need to try and repair it tomorrow after work.

Still debating rogue or tank

I'll submit both and see which build stands out

Sorry. Just really torn between the two :P


So, Plastic Dragon here, with Athrehon, my Elven Sage Sorcerer. Work in progress, but wanted to get it listed here since my initial idea didn't show up on the list of applicants.

A reminder of my initial offering:
Concept: Elven Sage Bloodline Sorcerer (Int based), born to a long line of prestigious Wizards. He spends his youth trying in vain to somehow move past sorcery and instead master wizardry, but in the end, quite obviously, the result should never have been in doubt.

Wracked with guilt and shame, as much of his own creation as that of aimed at his by his family members, he has left home to seek out his own path and (presumedly) his own place in history in the Stolen Lands...especially if the offer at Jamandi Aldori's is on the level.

As a result of his upbringing and studies, he is quite well read and learned, he sees himself as much a scholar as he is a spellcaster, followed closely by counselor and advisor. I am considering Arcane Trickster for down the road, however, that is far from a definite path for him.

Should have his CS done in the next day or so, but still way ahead of the 18th deadline for applications.


Hey all, I've been looking for a game to join, and I'd love to try out for this one!

I've played the very beginning of the computer game version of this, as well as played a fair amount of Pathfinder 1e, but most of my playing was in D&D 3.5 edition.

In general, I play spell-casting classes (primarily wizard), but I've had fun with many different roles over the years, so I'm not terribly picky as to what role I fill.

I'll try to post a concept soon! Sounds exciting!


Alright, here's Vellimir's submission.

Albert Soot – Human Wizard (Mage of the Veil) / 1, age 58.
A former apprentice who long ago traded spellbooks for a broom, Albert has spent decades as a tower sweeper. He’s pleasant, humble, and so ordinary that people often forget he’s there, which, conveniently, is also his greatest magical talent. His arcane bond is a plain iron ring, and his weapon of choice is the same broom he’s been carrying for forty years.

He is a man so magnificently ordinary that he could disappear in plain sight. Not vanish, exactly, just disappear into the foreground. After all, nobody notices a sweeper.


Okay I am so sorry for going back and forth with my submission ideas

But if the GM will allow it, any chance I can retool a character that got rejected for a couple other campaigns-a kobold mouser swashbuckler? I can work on the backstory, though the short of it would be that he’s basically a reptile version of Puss in Boots

EDIT: Wait I made that build with an edit to the kobold’s racial modifiers; can I still make a kobold character but with the crossblooded sorcerer (draconic and elemental) as a tiny blaster?


I can also offer a crafter

Ratfolk wizard spellshot

Think Ikit Klaw but not as evil :P but just as experimental


Not as evil as Ikit Klaw? Man, really limiting yourself there. :)

Also, for those who do not know...this is the official glory of Ikit Claw. He is the first person seen in this trailer


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Grumbaki wrote:

Not as evil as Ikit Klaw? Man, really limiting yourself there. :)

Also, for those who do not know...this is the official glory of Ikit Claw. He is the first person seen in this trailer

In PF there are no Geneva accords.... Yet :P

If chosen, I'll be head of R&D

"When in doubt, build bigger machines"


I’m interested in possibly applying with a cleric (mostly healer/support, looking to become high priest). I have a question though- is variant multiclassing (from Pathfinder Unchained) allowed? I don’t have a specific 2nd class in mind, but with a 25 point buy it seems like it could be cool to add some other options to a cleric (I wouldn’t want to give up caster levels though, I don’t think).


Seth here. Recycling a profile (not edited yet)

Magus Artificer (he has a metal arm)

STR 14
Dex 16
Con 14
Int 18
Wis 9
Cha 7

Replaced Rodent Empathy with Cleanliness
Replaced Swarming with Cornered Fury

Traits
Secret Knowledge (Engineering)
Spark of Creation

Feat
Arcane Strike (preliminary choice)

Skills

Craft (Alchemy) +11
Craft (Siege Engine) +9
Craft (Weapons) +9
Knowledge (Arcana) +8
Knowledge (Engineering) +10
Knowledge (Planes) +8
Profession (Engineer) +3
Ride +7
Spellcraft +8


Dot.

Elaina was built for a Kingmaker game that was starting at level 7 but it never went anywhere. I'll have to de-level her and modify her backstory a bit, but her primary motivation of building a church to the Radiant Prism will remain the same. She's a Dervish Dancing Cleric with plans to go into the Dawnflower Anchorite PrC, which is one of the cooler and more functional PrCs IMO.


To make grafts, I would need heal as a skill. So I think I'll exchange profession to Heal


Hey, these are some amazing characters! I worry that my character might not quite fit with the whole party aesthetic/theme, so if a different submission would be preferred, just let me know, I'd be glad to make another concept.

Great characters!


Mostly done, just a few small touches to make later.

Presenting Elenaril Oakspar, Fey touched Druid. Definitely filling the Divine role and currently built to also function as a secondary/ possibly primary healer between access to a free CLW 1/day when in a forest, and a very high heals skill, as well as a trait that allows bonus HP healed with good rolls.

Would be predominanly geared toward the High Priest (Arch Druid) Role (I like the idea of founding a nation where the predominant religion is the Green Faith), but could just as easily fill Marshal if needed.


If my character idea is okayed I'll expand on a bit of story etc

As he's just a concept at this point


Here's KoolKobold's submission. I haven't gotten any of the stats, and I'm deciding to do vanilla elemental (fire) sorcerer. Basic personality-think Disney's Stitch but a lizard.

Any chance that he can have Common as a language, but broken?


Hopefully I'm not stepping on anyone's toes with this but I had a Magus I made and wanted to try and find a home for him. So, here we have a bladebound who is desperate to leave the city and needs to gain prestige and power to protect himself from a powerful family in Brevoy.

Sovereign Court

I'm going to do an update of submissions this weekend.


Gaxi the Everburn Stats:
Gaxi the Everburn
Male kobold sorcerer 1
CN Small humanoid (reptilian)
Init 7; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort 1, Ref 3, Will 4
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 fire)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)—burning hands (DC 14), magic missile
0 (at will)—acid splash (at will), detect magic (at will), mage hand (at will), prestidigitation (at will)
Bloodline Elemental (fire)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 8, Wis 14, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Improved Initiative
Skills Perception +4, Spellcraft +3; Racial Modifiers +2 Perception
Languages Draconic
--------------------
Special Abilities
--------------------
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Crafty
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Ray (1d6 fire, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Struggling to pick a feat between Improved Initiative, Spell Focus (evocation), or Toughness. Though I should probably choose Dodge for a little more AC


Hey, I'll be applying with Maevus. She's a gnome druid (feyspeaker archetype) with a giant weasel for a companion. She'll be good for interacting with the natural world, the fey and eventually she'll specialise in illusion magic.

Sovereign Court

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Here is what I have so far. If you see a "?" that means it is unclear from your submission, please clarify.

Front line melee:
Takeda - Tiefling Magus
Veniir - Human Paladin
Meredith - Human Cavalier
Cassia - Human Slayer

Ranged
Daxiana - Human Ranger

Skill/Support
Aelbourne - Half-Elf Rogue
Piret - Half-Elf Investigator

Arcane
Gaxi - Kobold Sorcerer
Albert - Human Wizard
Ikit - Ratfolk? Magus?
Athrehon - Elven Sorcerer
Bright Ears - Elven? Summoner

Divine
Maevus - Gnome Druid
Elenaril - Half-Elf Druid
Elina - Human Cleric

Uncertain
Sven - Dwarf ?

A word on classes and races: Be aware that Rattfolk, Kobolds, and Goblins are all major foes to the settlers that will comprise the Barony. That might create issues with playing them. I see two submissions with those, it does not disqual;ify you, just a heads up about extra conflicts.

For melee types, the three most common swords that have several very nice unique magic versions are Aldori Dueling Swords, Bastard Swords, and Scimitars.


Bright ears is a half-elf. Apologies it was unclear, Its written in his profile but not at the top of the stat block I copied. He is kindred raised, half-elf raised by a half-elf family.


Sven is… not easy to put into any one category. If anything, “Uncertain” actually fits him pretty well. He melees decently, though probably not as well as someone built purely for that. Until the build ‘turns on’ with full BaB down the line. And while he has divine casting, it’s limited, both by being an Inquisitor and by the restrictions of the Relic Hunter archetype.

That said, his strongest area is probably healing: both magical and mundane. So if he needs to go somewhere, Skill/Support is probably the best fit. For now.


Ratfolk magus yes.


Galahad0430 wrote:

Here is what I have so far. If you see a "?" that means it is unclear from your submission, please clarify.

Front line melee:
Takeda - Tiefling Magus
Veniir - Human Paladin
Meredith - Human Cavalier
Cassia - Human Slayer

Ranged
Daxiana - Human Ranger

Skill/Support
Aelbourne - Half-Elf Rogue
Piret - Half-Elf Investigator

Arcane
Gaxi - Kobold Sorcerer
Albert - Human Wizard
Ikit - Ratfolk? Magus?
Athrehon - Elven Sorcerer
Bright Ears - Elven? Summoner

Divine
Maevus - Gnome Druid
Elenaril - Half-Elf Druid
Elina - Human Cleric

Uncertain
Sven - Dwarf ?

A word on classes and races: Be aware that Rattfolk, Kobolds, and Goblins are all major foes to the settlers that will comprise the Barony. That might create issues with playing them. I see two submissions with those, it does not disqual;ify you, just a heads up about extra conflicts.

For melee types, the three most common swords that have several very nice unique magic versions are Aldori Dueling Swords, Bastard Swords, and Scimitars.

Good to know on the weapons bit. Also, cool to see a breakdown of what we have so far. Certainly looks like you have an easy decision regarding Ranged.


Popping in to express interest! I've got a new baby character that I'd be happy to find a campaign for. :)

She's an elven silksworn occultist, aiming for a party role somewhere between support and arcane, leaning a bit towards the former: with a bit of investment, I think she could do a fair bit of healing, with the right focus powers, as well as trapfinding.

I'll post with some backstory with an alias for her in the next few days, certainly by the end of the weekend. Part of the general concept, though, is an outsider perspective and unexpected ally, in a fairy-tale sort of way: basically, having something quite close to a fairy godmother or other helper figure adventuring alongside the more prominent heroes. I've always been fascinated by the hints teased about what's going on in Iobaria, so she'll be from the northeasterly parts of there, originally.

I have been in a Kingmaker game before, but it fizzled out just after we reached 5th level or so: my character for that game somehow found herself the Baroness, and while that would be fine for the new one I'm working on, if no one else feels called to it, she'd be happier with a counselor role for now. (Long-term, she'd be hoping to use the experience to build a power-base and found a realm of her own that she could ally with the party's barony as formed under the auspices of Jamandi Aldori, but that would be well after the party finds its footing. Something along the lines of Caesar's scheme for the Triumvirate, only without the evil, hopefully.)

Sovereign Court

Sven Langebukk wrote:

Sven is… not easy to put into any one category. If anything, “Uncertain” actually fits him pretty well. He melees decently, though probably not as well as someone built purely for that. Until the build ‘turns on’ with full BaB down the line. And while he has divine casting, it’s limited, both by being an Inquisitor and by the restrictions of the Relic Hunter archetype.

That said, his strongest area is probably healing: both magical and mundane. So if he needs to go somewhere, Skill/Support is probably the best fit. For now.

The problem is that your profile did not list his character class.


To be clear. Ratfolk Artificer Magus. Focus on crafting weapons mostly. And siege weapons


Galahad0430 wrote:
Sven Langebukk wrote:

Sven is… not easy to put into any one category. If anything, “Uncertain” actually fits him pretty well. He melees decently, though probably not as well as someone built purely for that. Until the build ‘turns on’ with full BaB down the line. And while he has divine casting, it’s limited, both by being an Inquisitor and by the restrictions of the Relic Hunter archetype.

That said, his strongest area is probably healing: both magical and mundane. So if he needs to go somewhere, Skill/Support is probably the best fit. For now.

The problem is that your profile did not list his character class.

It was rather far down, as “Spellbreaker Relic Hunter Inquisitor” right above background. I see how I could have made it more clear. I’ll update the profile.


Here's Ouachitonian's submission. Background and sheet in the alias. I intend to take him straight through as a fighter the whole way, but there's a chance I might divert into the Aldori Swordlord prestige class (I think I like the fighter archetype better, though). Pyros doesn't *want* to be baron per se, but he does want to found a new state for the Aldori outside of Brevoy's control, and this expedition's being organized by the Aldori, so if he's the only swordlord in the party, he would see himself as the natural choice. Submitting to the rule of non-Swordlords is how we got into this mess, after all. But I could also see him taking other roles, like General or Marshal, if another candidate convinces him there's good reason not to have a Swordlord in charge.

It's *possible* I could decide to lean into the Milanite side of his character and go for the Evangelist or Sentinel prestige classes. But that's unlikely. Depends on how the game develops.


Alright, here's Elaina remade to level 1. She's a cleric of the Radiant Prism, a newly minted pantheon featuring Desna, Sarenrae, and Shelyn, and will be looking to fill the high priestess roll of the new kingdom. Her primary character goal is to build a church to the new pantheon.

She's a Dervish Dancer, so she can help out on the front line. I'm leaving her human bonus feat open so she can take Dervish Dance at level 2. The plan is 5 levels of cleric, then going into Dawnflower Anchorite, which is one of the better and more functional PrCs. With Favored Prestige Class at level 3 and Prestigious Spellcaster at 5, Dawnflower Anchorite will give full progression of casting, channel energy, and domains. Which is pretty cool IMO.

Story:

============A Polychromatic Beacon, Arriving Late, as Usual============
===========Elaina Newberry============
Age: 24 Height: 5'2" Weight: 105# Hair: Red-Orange Eyes: Aqua Skin: Fair and freckled Build: Athletic
Elaina in her priestess garb
Elaina Newberry was not born to royalty or to great wealth, but to a simple family of farmers in the rolling hills north of Almas, Andoran. Her parents were deeply devout to Sarenrae and, despite a lack of wealth, they instilled in their daughter a sense of compassion and generosity. From a young age, Elaina showed and unusually strong connection to the divine, exhibiting small miracles - healing small animals, predicting the weather, chasing away colds and, perhaps most importantly, inspiring joy wherever she went. Elaina loved her family and community, but she never felt a simple farmer's life was meant for her. It never felt right. She longed to spread Sarenrae's light, bring hope to the downtrodden, and challenge that darkness that seeks to chase the light away.

This led her to the grand Temple of the Shining Star in Absalom. There, she dedicated herself to the faith, proving herself a diligent (well, maybe not so much diligent, but she meant well!) and devoted (that is true) acolyte. Her natural charisma and unwavering faith made her a favorite among the clergy. It was during this time that she began to see a deeper connection between the teachings of Sarenrae, Desna, and Shelyn. She saw them not as separate entities, but as facets of a single, radiant truth – a prism of divine light offering different paths to enlightenment and joy. This concept became the foundation for her vision of the Radiant Prism, a new pantheon devoted to the trio of divine lovers.

Elaina's unconventional interpretations of doctrine, while appreciated by some, particularly other followers of the fledgling pantheon, stirred up some controversy within the established clergy. She often emphasized the commonalities between Desna, Sarenrae, and Shelyn, whose churches had already long been associated with each other, leading to occasional debates over how appropriate it is for a cleric to venerate multiple deities equally. While her elders saw her zeal, some saw it as potentially heretical, thinking she was too young, delving too deeply and quickly into waters she does not fully understand. She never let the push back she got get her too down.

Then the opportunity arrived. The Stolen lands! Tales reached the temple of an opportunity to build a fledgling kingdom in the Stolen Lands, carving its own path against the wilderness, and, no doubt, a need for a High Priest(ess) to lead its spiritual development. Elaina saw this as a sign – a chance to put her vision into practice, to build a temple to the Radiant Prism, and to create a community where the virtues of all three goddesses could flourish.

Elaina, after much prayer and deliberation (well, not really) and perhaps a small(ish) push from certain allies within the temple who saw her departure as a way to quell internal tensions, was "chosen" to journey to the Swordlords. The head priests and priestesses decided it would be best to see her on her way, providing her with a small chest of scrolls, clerical supplies, and a (very) valuable set of three books, each an intricately illustrated tomb, one each related to Desna, Sarenrae, and Shelyn. They reasoned that if she could successfully establish herself and the Radiant Prism, all would be forgiven. If she failed, well, the new kingdom would still need a priestess in general, there were few healers that could rival her, and as far as chasing back the darkness, few shone as bright or were as fierce with a blade as she, despite her appearance as a shortish (in stature and temperament) young woman who does not look have seen many days on the battlefield.

Her journey to Jamandi Aldori's Mansion was... slow. She stopped often to loudly (some might say aggressively) proselytized to any who would listen (and to many who would not) about the Radiant Prism. Some might say that her generosity with healing spells was the only thing that kept her from being chased from at least one town, but Elaina has no ears to hear such negativity. She knows she faces challenges – the establishment of a new faith in an already diverse land that may not see the immediate use of goddeses of love and art and forgiveness, but Elaina is undeterred. She believes in the power of compassion, the beauty of art, and the unwavering light of hope. And she's ready to bring that light to the Stolen Lands(and maybe a better name).

Stats:

Elaina Newberry
Female human (Varisian) cleric of Sarenrae 1
CG Medium humanoid (human)
Init +7; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scimitar +0 (1d6/18-20)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—rebuke death (1d4), touch of glory (+1)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—divine favor, protection from evil, shield of faith[D]
. . 0 (at will)—create water, enhanced diplomacy, light
. . D Domain spell; Domains Healing, Glory (Heroism[APG] subdomain)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 12, Wis 14, Cha 14
Base Atk +0; CMB +3; CMD 13
Feats Agile Maneuvers, Improved Initiative
Traits fate's favored, spiritual forester
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Knowledge (nature) +6, Knowledge (religion) +5, Linguistics +5, Perform (dance) +3, Sense Motive +6
Languages Common, First Speech, Gnome, Varisian
SQ finesse weapon attack attribute
Other Gear scale mail, buckler, scimitar, backpack, bedroll, belt pouch, flint and steel, holy text (Radiant Prism)[UE], mess kit[UE], soap, spell component pouch, waterskin, wooden holy symbol of Radiant Prism, 57 gp, 15 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Cleric Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Heroism)
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Touch of Glory +1 (5/day) (Sp) Grant +1 to a CHA-based skill or ability check.


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I'd like to put forward Raok the Leaper a Grippli Inquisitor (Sanctified Slayer) of Jalaijatali

Role: He would make a great Counselor or Warden and he makes a great healer after a few levels.

His profile has his background.

Dark Archive

Hello, I want to toss my hat in for this. I am an experienced player.

Malinor, Ifrit Bard (Dervish of the Dawn):

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Male Ifrit Bard (Dervish of the Dawn) 1
N Medium humanoid (Human, Outsider))
Init +6 ; Senses Perception +3
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp: 10 (1d8+2)
Fort +2, Ref +6, Will +2
Defensive Abilities:
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Offense
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Speed: 30 Ft
Melee: Scimitar +4 [d6+4; 18+ x2]
Ranged: +4 (See Coin Shot)

Special Attacks: Battle Dance (+2 attack and damage); Burning Hands DC 14 [d4], Arcane Strike [+1 damage, Magic attacks]

Spells (CL 1; Concentration +4)
Level 0 (-):[4] Daze, Detect Magic, Open/Close, Prestidigitation
Level 1 (2/2): [2] Coin Shot, Tears to Wine,
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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 16
Base Atk +0 ; CMB +0 ; CMD 14

Racial Abilities:
Energy Resistance: Ifrits have fire resistance 5.
Spell Like Ability: Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).
Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Darkvision: Ifrits can see perfectly in the dark up to 60 feet.
Mostly Human: A few ifrits have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Class Abilities:
Weapon and Armor Proficiency: Dervishes of dawn gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Battle Dance: Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.
At 10th level, the dervish can start a battle dance as a swift action instead of a move action.
When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic performance ability.
Dervish Dance: A dervish of dawn gains the Dervish Dance feat as a bonus feat.
This ability replaces bardic knowledge.
Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spellcasting: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Traits
Indomitable Faith: +1 trait bonus on Will Saves
Reactionary: +2 Trait bonus on Initiative.

Feats:
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Dervish Dance: (Free feat) When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Skills: Acrobatics +3 [1], Diplomacy +0 [1], Knowledge: Arcana +5 [1], Knowledge: Nature +5 [1], Knowledge: Planes +5 [1], Knowledge: Religion +5 [1], Perform (Dance) + [1], Perception + [1],

Languages: Common, Ignan, Auran, Terran

Combat Gear: Chain Shirt (100 gp, 25 lbs), Spiked Gauntlet (5 gp, 1 lbs), Scimitar (15 gp, 4 lbs)
Gold: 36 Silver: 24 Copper:
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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll* 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
*= Carried in backpack.

Total Weight 64 lbs lbs light or less/ medium / heavy

Character Role:
Malinor is a front line fighter who brings skills and utility spellcasting. He will have a lot of support spells over time meant to improve his fellow characters, but his Battle Dance replaces Inspire Courage, so he will make himself quite good in melee combat. He also has a good skill selection that will fill out the needs of the party and assist in figuring out what is happening in the story and information on the foes that present themselves.

Backstory:
Malinor is a wandering bard and devotee of Sarenrae. He was born and trained in Osirion. Malinor found himself in Brevoy where he performed for various noble families in the kingdom. While performing, he heard of groups being sent to go and explore and tame the wilderness. This inspired him and he quickly signed up to travel and see these new lands and the hardy people willing to work to build in these unclaimed lands.


here is the crunch of Ikit, story will be out soon

Ikit the White:

Ikit the White
Male ratfolk magus (jistkan artificer) 1 (Pathfinder Player Companion: Blood of Ancients 17, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Ultimate Magic 9)
CN Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +1; +2 vs. disease
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Offense
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Speed 20 ft.
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Jistkan Artificer) Spells Prepared (CL 1st; concentration +5)
. . 1st—deadeye's arrow
. . 0 (at will)—acid splash, detect magic
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Statistics
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Str 14, Dex 16, Con 14, Int 18, Wis 9, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Agile Maneuvers, Cosmopolitan[APG]
Traits secret knowledge, spark of creation
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +11, Craft (siege engines) +11, Craft (weapons) +9, Heal +3, Knowledge (arcana) +8, Knowledge (engineering) +10, Knowledge (planes) +8, Perception +5, Spellcraft +8; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Common, Draconic, Dwarven, Elven, Gnome, Undercommon
SQ cleanliness, cornered fury[ARG], finesse weapon attack attribute, golem arm, unarmed spellstrike
Other Gear lamellar (leather) armor[UC], alchemy crafting kit[APG], magus starting spellbook, masterwork siegecrafting tools, weaponsmithing tools, 1 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Golem Arm (Ex) Have med sz unarmed attack that does 1d6 & can use arcane pool
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Unarmed Spellstrike (Su) Can use spellstrike to deliver spells only when attacking with unarmed strikes.

Role is crafter and developer of weapons and alchemical items for the team/kingdom

Combat : DPR with melee and other magical abilities

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