Darl Quethos

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Organized Play Member. 178 posts (6,150 including aliases). No reviews. No lists. No wishlists. 42 aliases.


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Sovereign Court

I'm orbiting around the name Iwalani right now, so I'll use that as a placeholder!

World of Origin:
Iwalani's tribe would be early middle ages-ish in technology with cultural trappings of polynesians/new worlders. They're master shipbuilders, but metallurgy isn't advanced for them. Interconnectedness, respect (when earned), and honoring moral traditions are keystones of society. Given their residence primarily on an extensive archipelago, they've interacted with a number of other societies and are aware traditions can be quite diverse.

While the standard set of core races and many uncommon existed, plane-touched beings were quite rare. In fact, the world was difficult to reach for some yet-unknown reason by planar travel. This is, in part, what made the attack so alien and the return of Iwalani's ancestor so remarkable.

Profile:
Half-elves do a decent job as passing for human when needed. The hardest thing for Iwalani to do is to explain his spirit animal, though it's more out of curiosity than disdain. Small mammals which sparkle are more mesmerizing than monstrous!

Connection:
Iwalani managed to leave his own world and arrive in sigil through a newly-formed portal - likely courtesy of the assailants' arrival and exit - on a remote island. He knew he wasn't in Kansas any more when consulting the star map on his spirit animal, but his disarming nature (primitive to many denizens of Sigil) lent them to patience, not hostility, and gave him time to acclimate. I'm guessing someone from another plane who was a physical connection to other plane(s) still walking next to him might be of interest to the organization!

Thanks for looking us over, Lady Fitzroy. It's always good to see players take a hand in crafting who will segue nicely into their group!

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An inter-planar sleuth brigade? I'm in ... or hope to be!

With W E Ray withdrawing on the full-caster front, I'd like to submit a shaman so as not to step on your sorcerer's toes.

Here's what I'm thinking: He's a very mixed-blooded half-elf who'd been in the line of succession for leadership in a minor tribe. His grandfather was murdered for a then-unknown reason, and the assailants escaped to Sigil. It was only after his grandfather's spirit returned to him (in the form of his spirit animal) that he learned of the murderers' motives and rough details. Long story short, as the outer planes are where many souls reside in the afterlife, his ancestors were at risk unless he took the threat on proactively. This revelation set him on course to join the organization and hunt down these interdimensional interlopers, though they're always one step ahead of him...

Descriptive bits:

Middle-aged: He's been at this a while, and really wise characters who are teenagers always struck me as a bit ahead of themselves.

Convivial: Charisma is a shaman's secondary stat, and as a leader away-from-home, he hasn't forgotten how to deal with people.

Curious: Seeing new lands & people is a perk of his duties, and from his tribe's generally more primitive roots, it's enticing to see new technology, even if he doesn't understand it.

Stubborn: When the literal spirit of your ancestors makes you the chosen one, you're not used to being told no. Hearing it, yes - but not being able to act/talk through it is a different story.

Spirit-dependent: Spirit of the heavens for shaman has so much cool flavor, that will probably be my main choice. Life as the wandering one. This would mean there may be some ambient light/dark effects when the shaman is about, and he'll have a nice body. Watch out gals, guys, goblins, and golden dragons - one look into his eyes is all it will take!

Mechanical bits:

Shaman of the heavens/life should allow for some balanced magic. Channel energy, healing, scrying, restoration, etc. No fireballs though! Just rainbow lasers/walls later.

I'd take fey-thoughts to represent his varied heritage, and combined with the traits and shaman skill list (and potentially archetype), there's a lot of skill coverage. I'd be giving him at least 12 INT + favored class, so no skimping on skills.

Hexes are useful to plug gaps as needed.

Also, here's an example of my play as Dalton from a previous game.

Let me know what you think!

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I've been following this idea for a bit, and I'd like to toss my hat in the ring. It's a neat idea to have potential interaction from different tables, particularly in a kingdom-building sense. Even if not selected, I look forward to seeing how this develops:

For Tharbenia:

Yaro Seedsower:
Yaro Seedsower, Shaman of the Heavens (CG Forest Elf). Yaro would have a blend of utility casting and healing as he progresses. Hexes provide offensive capabilities, and this combined with some of the heavens powers lend to blasting capability in a pinch!

Patient and persistant, Yaro would serve as an internal advisor or one-on-one councilor. He tends to eschew giant crowds, but he holds his own in a conversation, tending to understand the individual he's speaking to and work from that angle.

Yaro - and others in his tribe who bore witness - believe the spirit of his grandmother has been returned in fox-form to annoint Yaro their next leader. However, given their people's vanishing habitat, he was sent on a quest to obtain stable - and somewhat self-autonomous - land for them. The goddess Erin is believed to be aiding Yaro & folk in this regard given the personal heartbreak he faced prior to reunion - such as it was - with his grandmother.

For Order of the Righteous Trinity:

Wevik Klort:
Wevik Clort, Storm Druid/Season Sage (CN Hill Dwarf). Wevik is caster-focused, blanketing the environment with imposing effects. The elements are his specialty, not wild shape nor animal companions.

Bellicose and easily-addled, the dwarf would seek position in a military capacity, either as a strategist or battlemage. He has little patience for parley and believes might makes the best negotiation technique.

Cast-out of his native Gold Peak for extremist views, stubborn Wevik had insisted his interpretation of Spiryth's will was most accurate:
Wind and rain would erode all mankind's work unless the elements were harnessed, worked with and not against. Dwarves, unlike the islanders, ignored the zealous blabbering until one day a sinkhole caused catastrophic damage in one of the cities. The druid insisted the people brought that upon themselves, and they banished him. Fleeing to the island kindgoms, he bitterly seeks revenge, vindication, and - though he won't admit it - acceptance in a population.

For the Vault of Heaven:

Avero Elceren:
Alvero Elceren, Transmuter Wizard (LN River Elf). Avero is a utility caster with, due high towering intellect, a wide array of knowledge and skills. He may learn basic damage magic, but fireball, lightning bolt, and the like will not be in his array. Illusion and Enchantment would be his opposed schools.

Concerned greatly with his status in society, wealth, and mastery of his medium, Alvero would be a good fit for a treasurer/coinmaster role in a kingdom. He has an excellent head for numbers and a pernicious knack for exploiting peoples' work and desires for profit.

Alvero's family is well-regarding, owning a number of fine clotheries throughout the lands. As the scion of their line, he was schooled in magic as is the expectation of his kind, excelling at his studies. His family's frequent business deals with nobility made it simple for him to be on the short list for open positions. What wasn't so simple was keeping his desire to experiment with ever-more unmanageable forms of magic contained though. The mage does his utmost to keep his word, though he often goes about it in unorthodox ways.

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+1 on the random logouts here.

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Good evening,

I am not familiar with Saltmarsh, though the general politics and geography of Andor and Cheliax are known to me. GM, you mention "bold adventurers" while leaving much of what the adventure is in the dark. Is the intended motive the search for the riches and glory?

Though you mentioned roleplay is not necessary for the recruitment, what is the balance of rollplay vs. roleplay in your game? I'm a few notches towards the latter.

Many thanks!

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GM Valjoen,

Though this post is me submitting interest for your upcoming campaign, selected or not, I would like to know more about its manifestation with your group; the concept is a close parallel to one I have on my short list to run with my RL table at some point.

There are some high-quality applicants in this recruitment, so my work is cut-out for me. A little challenge never hurt anyone though.

Given the mage-centric nature of the Nexus and its surrogates, I would like to see if I can't craft a character who draws on his newly-acquired inner soul to help unlock the mysteries of the anomaly.

Bound Race: 1d8 ⇒ 4

Bound Class: 1d11 ⇒ 4

Half-elf druid ... that can work very nicely; a more natural look on the interloping effects of the shifting equilibrium of the planes.

After some thought, I'm thinking the core character would work well as an Aegean rogue... one raised in a brutal, survival-of-the-fittest society of authoritarian taskmasters. I foresee, with your blessing, a bonding of the newly-joined soul's druidic side to the Darwinist aspects of the hobgoblin, yet the more supernatural and wise aspects of the spirit will provide a nudging disruption to him, forcing him to grow in an exploratory and dare-I-say progressive fashion (for hobgoblins, anyway).

Editing-in parts of the submission over the next hour.

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rknop wrote:


What bonus feat are you thinking about taking in place of the Leadership feat?

This one!

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Rknop, I'm not sure if you missed the more recent clarification, but as I'd settled on the restaurant business, I was hashing out the more mechanical side of things - does the ability I mentioned in my last post fulfill the expectation mentioned?

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rknop wrote:
No -- the servitor there really isn't the same thing as a cohort.

Sorry, to be more specific, I was referring to greater leadership.

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Rknop,

Would this leadership ability allow the "free" leadership feat for this campaign to be reassigned?

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I will be preparing a hard-bargainer culinary manager (negotiator bard) today. Prepare your tongues for only the best delicacies from far and wide! Frequent misunderstanding with the sous chef (cohort) lead to arguments, and he often gets reassigned to "acquisition" duty; while his fingers are nimble, they are often sticky - and I'm not talking about preparing the rice!

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I was just talking about how such a game would work last week at my RL gaming group. I would absolutely LOVE to do as restaurant or bakery!

A few inquiries:

1. Are prestige classes allowed? I ask as they tend to be more specific in focua, and I would have a specific theme to my character's establishment to match with the background.

2. Is there such a thing as a patent office or the like? One of the options I'm thinking of is magical/alchemical infuser/inventor.

Many thanks!

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I will be submitting a half-elf investigator later today. Long story short, he is a cook for the king, but he has his way of getting his nose not just into other people's culinary preferences, but their less savory business as well. He'd be from Ophelia, using some of the more advanced preparation techniques there. He was recruited to Talios for he eccentric dishes, but on occasion, the nobility wonder if the chef is a bit too odd for his own good.

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GM:
How does an alchemist or investigator willing to push the boundaries of morality and mortality sound? I'm thinking of a more skill-centric mastermind who would not be dissimilar to one might consider a villain in the stereotypical antagonistic format, yet at the core, he is not actually evil - rather narrowminded in his goals with an end-justifies-the-means mindset.

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Ah, I believe it is clear to me now: You simply get the traits on the monsters other than the attributes and items with +2 Str, +2 Con, -2 Int from the point buy of 15.

I'll think on what to make of the reptile.

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leinathan wrote:

I was planning on using the statistics that lizardfolk get as monsters. They are CR 1.

Monster-creation rules states that you substitute a monster's CR for levels. Thus, a lizardfolk would begin the game with two class levels instead of three. The CR 1 monsters begin with 1 PC/1 NPC level, and the CR 2 monsters begin with one NPC class level. Ability score benefits for monsters are their ability scores -10, rounded down to even numbers. Thus, monsters have +2 Str, +2 Con, and -2 Int. Other than that, you use the monster's statblock. Feats and ability scores advance by HD, not by class or character level.

I am planning for only one dimensional change, followed by a period of acclimation, followed by a period of worldbuilding.

I understand the level-swapping, but the actual implementation of what that one CR level entails is still nebulous to me. For example, the stat page you linked has STR-CHA of 13/10/13/9/10/10. Does this mean these characters, with the adjustments you listed, automatically begin play with 14/10/14/6/10/10? That seems a very restrictive stat page not simply in terms of optimization but in actual class choice terms: One must simply forgo casting of any sort, and lack of access to combat expertise would make many physical characters void.

How would you account for players who acquired the ability to planeshift/dimension walk later? Would there be a built-in fence for them?

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Do you plan on running lizardfolk differently? They are listed as a race with under 10 point buy, but your CR 1 indicates you're not using that statistical category.

Also, did you plan on interdimensional traveling or worldbuilding or acclimating as the focus?

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GM:
Two questions about your intriguing setting! First, though you have adjusted the gods to the culture of earth, I am wondering about languages. For example, would Elvish be French, Dwarven German, etc. What does Russian correspond to? Second, given the McCarthyian nature of the setting, would it be permissible to play a CG paladin - akin to a paladin of freedom if you played 3.5.

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Aspiration (overt): Getting married. Difficult for him, so he wants to change that - using his money and influence as necessary.

Aspiration (covert): Acquiring the rest of the island. Jake wants to have his own territory - without the obnoxious tourists.

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Please see the idea spoilered below. Feedback is appreciated:

Jake Schoenherr:
A shopowner on Mackinac Island, Jake led a prosperous, enjoyable life. Grandfathered into the tourist island's gentry by his ancestors, he inherited the local fudge shop. Yet he only oversaw the operation - he was no candy-maker. Instead, his passtimes were rather special to his place of residence: bicycle riding and sailing. Motorized vehicles were outlawed, so he was a fan of the alternate methods of transport.

His partner - Drake - was a cop. Occasionally, the two would go horseback riding together on the precinct's steeds. During the ride, they'd usually have a "discussion" of some sort. More like an argument. They were both stubborn, but they had different styles of argument. Drake was more direct and abrasive, while Jake was a better weaver of words.

In fact, it was his skill at wordplay that had landed him some lucrative deals exporting his shop's goods - both to the mainland and across the lake to Canada. His studies in uni had paid-off; the French he'd learned helped give him a leg-up on the competitors on paper, and in practice, it wasn't called the language of romance for nothing.

Basic in their interests, the two lead a relatively peaceful life. That was, until everything changed...

In summary, Jake would be an aristocrat with a disposition to go the skill/spell route later.

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GM: I am interested in the concept as I've played a game with a similar premise in the past - which worked well. However, I do have one concern and one question.

Concern: While classes are somewhat to-be-determined, is it possible to at least know if you have, say, a 10 in intelligence you would not be forced to pick between wizard, witch, magus, and alchemist? Certain classes can circumvent attributes, but if you're talking about a level 1-20 caster, that's not really the case.

Question: Is is possible to select an actual person from the world instead of simply creating someone living in it? Betty White, for example. Not that I'm planning on making this the Golden Girls or anything.

>.>

<.<

Though that could be an interesting campaign...

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Striker2054 wrote:


Stratos: Art and weather? Very interesting spread of concept. I am curious as to how you are intending to combine those. Though you may wish to talk with our current Air God in this case, since you would be treading into his territory.

Ohren seems more of the trickster type. Vista, on the other hand, is more or less completely overt; he makes spectacles with the storms, and his dynamic motives - while changing - aren't hidden. I personally think some overlap is terms of portfolios/domains is good.

As for the combination of Vista's domains, he is manifesting art in terms of natural wonders. If mortals later developed art of their own, then created are on canvas and such would come into play.

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Love the idea. Reminds me a bit of the game Sacrifice in some ways.

Allow me to submit:

Name: Vista; The Picture in the Sky, The Rhythym on the Ground, The Song of the Sea.

Played by: Stratos (me - surprise).

Domains: Art and Weather

Portfolios: Light, Storms, Sound.

Theme: Vista attracts the worship of those taken by natural beauty in the world or that created out of talent - but not out of birth alone. Aspiring lovers are often found whispering prayers to him for the other's attention, and those seeking succor from the deleterious side-effects of dangerous weather make pleas.

Alignment: Chaotic Good

Attack: 4d6
Defense: 4d6
HP: 20

Description: Vista is often depicted as a young, generally attractive man with one noticeably unattractive feature - a birthmark, a mole, or perhaps a crippled limb - to serve as a reminder of the effort needed by mortals to have their non-physical beauty shine. While mercurial, he is generally kind in the end, though he views the universe as a great vat of clay with which to make his art for his enjoyment. His favorite medium is with patterns of weather as they seem to captivate the audience of mortals with ease and have long-lasting effects on the environment at the same time.

A fledgling god, his canvas is small - limited to a single place at a time generally, focused on generating the perfect balance of values or terrain in a region.

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GM: Visual impairments in mind, would such obstacles generally be more harmful to the party or the enemies?

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Posting time expired - sorry for the double post:

Likely it is I would want to submit a half-elf monk to delve the depths of the dungeon!

An aspiring student seeking to prove his worth to his instructor, no task was too arduous, no challenge too great. Yet the request of the famed abyss in the North gave him pause. The prestige tempted him overmuch though ... pride was a downfall of his, even though he struggled to contain it as taught. And so it was with the townsfolk's blessing and the lure of completion of his training and path to glory, he set out to discover the mysteries of the place - and ... visit ... with its denizens.

Mechanically, I'm looking at either a flowing monk or master of many styles. The idea is to get a lighter character in there that isn't all about damage (as it seems you have that covered) and focuses more on utility. My understanding is range is actually a bit of an impairment in the underground here, so other than a magus - which I felt would fit best but is expressly forbidden on the front post! - a monk seems to work best.

If the basic concept seems workable, I could whip up the crunch for you.

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The forums beat me last time, but this time - a year later - I might have my second chance! It's good to see players and GM able to have a long game together on the forums. I'm in two long-running ones right now, and I would happily throw my hat in the ring (again) for your adventure.

I will give the original post a gaze and edit my entry here with appropriate information.

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I'll flesh-out Galoria tomorrow!

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Good morning!

Your setting is very unique, and the well-written vista into your realm has my interest. However, before I set out to think of what background I might endeavor to create for a character, I do have one inquiry: What are the demographics of the city?

Yes, I read in your post people come from far and wide geographically, and yes, many of them seek out a higher plane. But are there primitives? Slum-dwellers? Does the sort of political structure allow for nobility/officials with jurisdiction in the town itself?

The answer will help be narrow down my 4 ideas on the stove to 1 (hopefully).

And as a reply to the statement I now see posted 17 seconds before this one, I had a giggle as one of the guys who plays at my RL tabletop night always makes some character based-off an anime or whatnot. As I don't watch anime really though, I don't draw the parallels (others do for me). I can understand how it's aggravating though. But I would probably make an exception if a Soul Calibur Ivy popped-up in my campaign. Those outfits...

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Good morning!

I must say the outline you've provided combined with your background interests me in this campaign. If the story summary written below is to your liking, I'll flesh her out for a full submission.

Galoria, Half-elven Ranger:
Galoria Ginodessa, to be precise. An out-of-wedlock daughter from the forests of Kyonin, she struggled to find acceptance among her peers and elders all throughout her youth. Matters were complicated as the human father, a merchant, had left in her youth - her memories of him few. It also didn't help matters she was in a minor noble family, and appearances were everything.

It did not take too long in her adolescence before the heads of the family decided her (to them) impatience and brashness were too much of a liability; under thin pretenses, she was sent abroad, a "fledgling diplomat" to the River Kingdoms. Though they meant to get rid of her, the family's plan backfired: Galoria was a hit! To humans, she was seen as outgoing but wise, and her elven features made her the heartthrob of many an aspiring suitor. She applied the hunting skills earned in her youth to show she could not only keep up with the boys, but best them in the field. Sadly, it was here she also got her first taste of bloodshed; the River Kingdoms are not known for being a peaceful place. One man she genuinely fancied at the time was wounded, dying a few months later of disease. Though she bore no scars from the conflict on her body, the pain would be forever engraved on her heart.

Though she didn't have permission to return home - her "ambassadorship" was a thinly-veiled exile - she did anyway, the depression of the area where she lost her love (to her at the time - likely more an intense crush) was too much to bear. Her positive relations with the people preceded her though; punishment would have soured the two countries' standings. Therefore, she unknowingly saved her own status with her convivial nature. However, it was clear to her she was not liked by most of her own people, and when news came to her of an opportunity to improve relations with Taldor to the Southeast, she took it. Apparently, a clever person who didn't miss much in the way of observation was needed for a delicate job. Having cut her teeth already in the North, Galoria took the opportunity and set out...

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Male Human Teacher \ 10th
Lindale Assa wrote:
If it takes 24 hrs to write it down would you be able to use it tomorrow?

It's 1 hr/level of the spell. Dalton would then need 3 hours total, which I'm assuming he can find during the course of the day/evening. that is, if Bjorkus's bardic performances aren't too distracting.

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What sorts of character personalities would mesh well with the party, do you feel?

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I will pass on the mechanical adjustments of the king and the 3rd party classes; I try to work within Paizo's guidelines so I don't have any problem with feat resolution.

That said, I'll make the avatar and get the character up with a post shortly.

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See what you think of the concept spoilered below!

Usul:
The member of a hunted tribe of Lizardfolk, Usul grew up as prey - unusual for his anatomy. The hulking reptilian towered over most men and beasts, but his (and his tribe's) primal might was no match for the numbers and technology of the humans on the Southern continent. Forced out of the Sodden lands by pirates with firearms, harried along the rivers of the jungle's of the Mwangi expanse by the natives' poisonous darts, and stalked along the banks of Osirion's rivers by the desert-people's quarrels, their numbers suffered greatly.

Despite their appearances, they were actually a peace-loving species, simple and ritualistic in their lives. The attacks over the years forced them to learn tactics of battle though, of defense; by the time they reached the desert in the East, the Lizardfolk were feared as riverdevils, and stories festered of them stealing into childrens' beds at night to eat them alive.

While the stories were false though, the fears were real; a coordinated effort sprung up to herd the cold-bloods North towards Sothis proper. After a large swath of repeated harassments from the South, the tribe moved North, as expected. The few dozen that survived the (new) exodus were pushed up against the docks of the city. There was nowhere to hide.

Usul, along with the others, was to be executed publicly, but a gilded Dwarf intervened, offering to whisk the "pests" away - and paying a good bit of gold to do so. However, his conditions were complicated; he singled-out Usual, one of the tribe's paragon warriors to make a deal...

With regards to roles, I feel Usul would work well as a warden; as this deal was made to protect his tribe in this new realm, he sees his guarding those important to the outpost as vicariously defending his own tribe.

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It's been years since I've dipped into Eberron! Four questions:

1. As we are apparently neither on Golarion nor on Eberron at the moment, where do we begin?

2. For the differing "kingdom" roles, are these something the characters grow into, or are they assuming these roles at/soon after the start of the campaign?

3. What type of pacing are you looking at for this campaign?

4. For the 1:1 point buy, I'm assuming you're still starting at 10, so an 18 would cost 8 points? If this is the case, I'd just like to point out this model favors the purer classes a great deal; it's not really min-maxing OoC for them to floor certain categories either as, say, a barbarian of some renown (8th level) got there by being a fierce warrior - not a book-learner on the side.

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I'm game.

Name: "Dune"
Sex: Male
Height: 6'1
Eyes: Cerulean
Hair: Bronze, waist length

Appearance: Tall with a firm frame, Dune sleeps with a peaceful, calm appearance. A prominent nose, full, clear lips, and slightly angular cheekbones highlight his face, and his long, deep blonde hair flows down his back to the top of his buttocks. Skin a hair darker from his fingernails covers his body, having no callouses except on his heels and the pads of his toes. A refined swimmer's build describes his frame, tapering at his waste, yet expanding at his shoulders to end in large hands. Dune's piercing blue eyes lay concealed behind his eyelids. Quarter-sized nipples dot his torso which rises and falls as he sleeps.

What else are you looking for concerning character creation? Other than stats, of course. However, I am unsure how to consider intelligence if these are mature adults with no background. Do they have knowledge? Do they know languages?

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This sounds like fun! Let's see what fortune holds for me...

Class: 1d20 ⇒ 13

Race: 1d8 ⇒ 2

Sex (1 = male): 1d2 ⇒ 1

Elven Paladin with a y-chromosome!

Go ahead and toss me a background. Actually, how about this:

While I was looking through archetypes, it occurred to me there are paladins and antipaladins. Why don't you give me one background for each and really crank up the entropy!

EDIT: Very well then, I'll take the first choice. Hre's my archetype roll. Counted 1 too many!

Archetype: 1d12 ⇒ 1

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Good morning! I saw this thread last night, and I must say, the world you've created interests me. There are also some well-written applications, and I'd like to toss my hat in the ring as one of them later today if you'll let me - I know the recruitment closes tomorrow.

The idea of a siege-based start sets a different tone than in most worlds. Party members generally have a common short-term goal, but as usually is in war, the long-term goal (and outcome) is as varied as the soldiers present. Reading-over applicants' posts, it seems there is indeed a spread of help in the military, and there is a good deal of interest judging by the number of new posts since last night!

Backstory Outline:
I'd be looking at submitting a jewelsetter to the campaign, a merchant more interested in the implications of the siege's progress than the motivations (for now, anyway) behind the siege. There's always money in war. Using his arcane abilities as a transmuter as a premise for aiding the siege personally, the craftsman will have an eye for valuable objects - not merely gold, but also sensitive noble documents, and more sensitive noble hostages - and the like.

Geoffery and my-yet-unnamed wizard knew each other from childhood. While Geoffery was of the good blood, the arcanist was one of the family's tutor's sons (he had a brother that succumbed to illness in his youth). They often saw each other for lessons, though the children were not to keep company otherwise, differences in social class being what they were. After the death of Geoffery's parents, the two went into their separate worlds, but they reconnected years later when the transmuter designed some medals for Geoffery and his soldiers. His personal connection to the commander from years past got him into the thick of things, but he'll have to push through the fight to its end now; desertion isn't looked-upon kindly.

As an overview of what I expect may happen with the character's personality, I can start by saying he's got your average dash of avarice for a merchant, but his above-average mind and arcane talent will develop, having the possibility to overpower the former vice. Whether the smarts and greed work in conjunction or in opposition to each other as he develops is something the dynamics of the campaign would determine later. Perhaps the quest for knowledge is more important than material goods later. Perhaps arcane power is the new obsession. Only time will tell.

His personal interests are mostly material. A love of fine cooking costs him a fair amount of silver as does his desired wardrobe. However, as not a master in his field yet, he can't actually get all the things he wants. Sometimes these tastes of food/clothing can seem a bit outlandish. Chartreuse slacks ... salty snails .., but they are always brought back into the fold by his focus on jewelry, deft hands working the metals to set yet another gemstone. One habit of his that doesn't cost much is collecting trinkets from near and far. They might not be worth anything to others, but a stein from the far South's twice-former kingdom and the slippers of a mildly-popular alto from 3 generations ago give him great pleasure to keep and remember. He can be a bit garrulous about these objects from time to time. His occasional eccentricity can be off-putting to some, but it actually works as a tempering counterpoint to his overbearing intellect.

Now for the crunchy:
The jewelsetter (yes, ranks in a non-mechanically favored craft) is a transmutation wizard. I understand wizards are not the most powerful things at 1st level. I also understand people usually look to the arcane caster for firepower. This selection is more along the lines of utility though; unless he happens across fireball in the form of a scroll/book, it's not something he will learn. These are garish forms of destruction to him, and they don't fit at all with trying to make the level playing field less level for his opponents while not drawing attention to himself - both in the shop and on the battlefield. However, making certain things go unseen or hasten the rate of a retreat? That he can handle with ease. As one selling his wares, he also has good people skills and is apt at handling conversational battles as well.

I feel backstory is more important than worrying about numbers for now, so I'd like to make sure his meshes with you. Let me know if you think of such a personality would work in your world & if you're still accepting applications. If so, I'll create the sheet and whatnot later today as well as select a name.

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Male Human Teacher \ 10th

"I know little of either."

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I would like to state the GM is quite reliable for posting and makes good use of visualization with his writing.

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GM: I believe it was the Clergy, but I don't have the player's guide open ATM - the divinity discovered at sea. The idea would be my agent in his great ego would attempt to implicitly shroud himelf in "divine power" - really just his own arcane workings as a bard - to awe and cull opposition to his betters, seeking to advance his station in life. While loyal to those given his word most of the time, he would be somewhat of a chameleon, making overtures of lip service and garish posturing of water, the element upon which the faith was founded, to further his personal pormotion. After all, what better way to attain "godhood" than to make others believe you're well on your way? Serving the powers that be only helps his claim.

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GM, given the aquatic origin of the primary religion on the other continent, how do you feel about the Watersinger archetype being connected in some fashion? Would you allow it for Aasimars to fit more with the setting?

I'm thinking of having an agent created around the idea of twisting the faith to serve his superiors.

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Just waiting on that resume blurb to go up in campaign info. I have 2 stories in my head, but they connect to quite different mechanical concepts.

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I'm interested as I usually do more intrigue-based stories, so this might be a nice change of pace. My thoughts for a character are contingent upon the setting though. Some questions when you get the chance:

1. What is this demiplane like? I'm assuming we start on the non-Amberfall plane which is the parallel of the material plane while Amberfall is ... something else.

2. Combat-wise, at what are we looking primarily, if it might be known? Ranks of humans, demoic hordes, masses of undead, or dire platypusses?

3. Can you give any more background on the particulars of why the Order of Amberfall is invading?

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Good morning! Perhaps afternoon I should say if the Stockholm on your profile is current. How big of a deal was that wedding recently? Not like anything that happened with the Freys, I hope. :)

I would much like to get in on this setting yet have been unable to do so as there are always more applicants for Kingmaker campaigns than bacteria on a keyboard. Like you, I have no trouble posting daily (sometimes more frequently) and recently have put a RL campaign on hiatus.

How much of an imperative is the core race preference? I have a rather extensive story for a scaly friend ready to go for this setting, and as he's not overtuned (the opposite, in fact, at the Lizardfolk 8 RP), the objection would be flavor-based. I completely understand if that's the case though, and I would work to create something more suitable to your preferences.

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Question: The moment the campaign begins, are our characters still in Golarion? That would seem to be the case from the original post, yet it's possible to read that timeframe as our characters' beginnings (read: level 1) with ample time to move and adjust to earth (by level 3).

Basically, have we had the Flintstones Meet the Jetsons moment already?

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GM: They are located in temparate-tropical climates with game to hunt primarily, though some small tribes are located in arid areas.

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I love homebrew settings. This cross-realm idea has plenty of potential. So too, I hope you will find, does my submission: Jahl'ra, Catfolk Bard. No fancy archetypes here!

Spoilered is a basis for the story I'd like to have for him. Let me know what you think, good or ill, DM and players alike!

Story:
Never truly close to any in his tribe, Jahl'ra led a very comfortable life nonetheless. Advisor to his chieftain, one of a minor clan, he was constantly under the thumb of one in power, but he did not want for much in the way of materials. Friendship, however, was another story. Unlike the norm in the tribe, he was not a skilled hunter, instead developing his talents with words and riddles. Jahl'ra soaked-up information like a sponge, and the chieftain - not a stupid man, just impatient - would not wait for his doddering, aged advisor to die, so he replaced him, despite the bard's youth. This attention only earned the sneers of Jahl'ra's (former) peers, jeers for having his hands on a book instead of a bow, and alienation from most most non-required functions within the tribe.

However, with those not of his race which came to visit, Jahl'ra excelled. Convivial with strangers and always having a tale to tell, he made a marvelous first impression with the chieftain's honored guests. Such relations did not go unnoticed; before long, Jahl'ra was ordered to keep every newcomer company. While the task was something he liked originally, he began to resent it, seeing himself used as more of an entertainer than a lorekeeper. Though indifferent of his superior before, he began to loathe him.

One day, a visitor relayed some information of rumors of a strange artifact not too far away. Jahl'ra seized the opportunity to persuade his chieftain to escort the guest to the spot and find the object for him. Rather disinterested, the chieftain did not pay the trip much mind and gave his blessing. That was the last they would see of Jahl'ra though...

This is by no means complete, but if the base flavor works, I will develop the character further.

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I will whip something up tomorrow morning prepare to be DAZZLED.

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And I did forget a GOLD roll for my GOLD wizard :)

Gold: 1d20 ⇒ 9

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Though I remember reading UA back in the day when I played 3.5, I've not read it in some time and don't have it now. I recall liking the 4-corners paladin variants. That said, after looking at the document, I'm reminded wizards received very little other than their spells themselves in 3.5; in Pathfinder, school powers were not only more potent, but one only chose 2 opposition schools as opposed to 3. Not to be exceptionally miny-maxy, but without some reconcilliation to the pathfinder level of basic class power (where 1-20 in any starting class is actually a decent idea as opposed to prestige cherry-picking from 3.5), it feels very watered-down. For example, see the Noble Bearing power in the PDF compared to the Physical Enhancement ability for transmutors. This difference only complements the fact we're talking about a 3rd level wizard, prone to dying from one critical strike.

In any event, after looking at the domain spells, I noticed they weren't all from one (traditional) school. While I don't mean to impose extra work on you, if someone does make a character using those domains, they would need to know what they were allowed to cast and what they weren't. Also along those lines, Gold wizards seem to be more enhancement-ish than I would've thought, and I'm getting a bit of a Gnome-like vibe from them now. That wasn't what I had in mind, but if that's indeed the way it is, my wizard would just be rather different than the norm. Take that, Gnomes!