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Recruitment

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Sczarni

So, this will be my first ever PbP GM attempt.

Recruitment:

  • 20 point Build
  • All PFS legal Races, Grippli, and Kitsune. Possibly others upon approval. No matter the concept, no Drow will be considered.
  • All PFS legal Classes/Archetypes. Possibly others upon approval.
  • Alignments LG, NG, CG, LN, N. (So no CN, LE, NE, CE)
  • No Hero Points.
  • Two Traits, one of which may be a Campaign Trait.
  • Emerging Guns.
  • Paizo materials only.
  • Do not use this forum as a tavern to RP in, please.

    To Apply:

  • Spelling counts.
  • Grammar counts.
  • Background, Appearance, Concept, no Crunch needed.
  • Two to three paragraphs of background, one of appearance, and one for concept should be sufficient.
  • Please use spoilers to minimize clutter.

    How will work:

  • I will check in 2-3 times per day (Generally Morning, Noon, and Night, my time, (Mountain US))
  • I will make all rolls.
  • All rolls will be visible.

    Recruitment closes in 96 Hours (7:30 PM, Mountain Time (US)) October 17.
    Crunch due within 48 hours of Close, otherwise I will offer position to the next person on the list.

    Other:

  • Pistol Training replaces Gun Training in my universe. This means no double Dex damage for Pistolero, and no Pistolero/Mysterious Stranger.
  • I approve of Role Playing around problems, and finding lateral solutions to problems. Given a reasonable solution, and a relevent skill, you can get a long way.
  • I prefer Role Playing to Roll Playing.


  • well i havent ever playing in PBP, so i dont know how to apply, but this is my character. the profile of the character lists all pertinent information i guess, if you want anything else please let me know.

    backround:

    This character is a brash, agressive, anti social powerhouse who goes after the most powerful looking enemies before any others. He drinks, smokes, and brawls at every opportunity. A LN alignment who will never betray a friend but is merciless to enemies. he'll get in your face cussing and screaming without hesitation, and never passes up an opportunity to say that you did something wrong.


    The pistol training thing makes a whole lot of sense now that I look at it. I'd always assumed that was the case when I made gunslingers.

    Anyway, working up a character summary.

    Sczarni

    Upon PM request, the deadline is extended to Friday, October 19 at Midnight GMT.
    Selections will be made on Saturday, October 20.

    Points to consider:

  • I will likely choose 1 Melee Type.
  • I will likely choose 1 full Arcane Caster.
  • I will likely choose 1 full Divine Caster.
  • The remaining choice will likely be a support type.

    To answer the question posed via PM, as well as other reasonable questions I did not have the foresight to answer in my original post:

  • Yes I follow the Environmental Rules, so plan accordingly.
  • The same applies to Encumbrance.
  • The same applies to Armor Check Penalties.

    I will answer all PM questions here, so everyone has the advantage of the answers if appropriate. Feel free to PM me if you prefer that to posting here.


  • Well, I just got passed over in another thread, but this character fits all the requirements for this one. Which is handy.

    The original concept was to qualify for Eldritch Knight. I think I will just play Full Wizard, If selected.

    So, human universalist, Wizard.

    The character is the profile. I will be doing a slight rework to explain why the character is in the River Kingdoms.

    Sczarni

  • You may not start in an advanced age category (Middle Age, Old, or Venerable.)
  • Please stay within (roughly) the standard deviation for your race's height, weight, age.


  • Background:
    Sir Bosch Glasthane is one of the many bastards of the Brevic nobility, the one thing that marks him as uncommon is just where the non-noble blood came from. Current guess is Kyonin but it could very well be from parts unknown. Bosch is a half-elf you see. he gave up any hopes of being able to join either half of his heritage fully a long time ago but what is a man to do? Bosch squired with a knight for a time and eventually became one in his own right, his noble blood eventually outweighing the more exotic half of his heritage.

    Still he was an alienated young man, without a niche in the world. So he decided to make a profit off of those that enjoyed looking down on the Knightly Bastard of Brevoy. Bosch refused to drop to the level of thief so mercenary work appeared to be the way to go. He hired out his services to represent various nobles in the tourneys, roust the occasional bandit nest, and look intimidating during courtly functions. It was a good life until he was caught with the daughter of his most recent employer. In the resulting scuffle, he wounded the man's man-at-arms.

    Bosch's friends, such as they are, decided it was high time he got out of civilization for a time and secured him a position with an expedition into the Stolen Lands. They did not actually consult Bosch on the matter and instead of convincing him when the time came, got him incredibly drunk and loaded the passed out knight onto a cart headed in the right direction. Thus, Bosch, in the midst of the worst hangover of his life, decided this opportunity would be a symbolic death and rebirth for him. Of course, with a skull-splitting headache and a temporary inability to keep the contents of his stomach actually in his stomach, he was half-certain that death would be a relief at this juncture in his life.


    Appearance:
    Rather handsome in a solid way. He favors the human half of his blood more than the elven half. He is bulkier than the average half-elf standing at six foot nothing. An unruly mop of brown hair usually covers his slightly pointed ears. He is usually smiling when he deals with people, trying to put them at ease. However, when he is unhappy with you, a stony and rather intimidating pall descends over his features. He tends to dress well, not out of a sense of narcissism but rather to present a good face to others.

    Concept:
    Bosch will be a Beast Rider/Order of the Dragon Cavalier and should fill the role of frontline fighter nicely. He will have a good AC and damage output and eventually be riding around on a rather unruly looking giant elk. He will likely also serve as a face for the party as I will be giving him something approaching a decent charisma score, to diplomacy, bluff and intimidate are likely going to be some skill options for him. I generally like my martial characters to both hit hard and have some uses outside of combat. Expect typical cavalier type stuff from him


    I noticed that the char had too many traits, so I dropped the Hedge Wizard.

    Also, I should mention that I usually check in, in the evenings, after work. I'm not able to post throughout the day, as I work outside.

    Dark Archive

    Background:
    Raised in an orphanage, Nareth never knew his parents but never seemed to care much. He was an odd child that spent most of his time locked up in his room, alone or with animals. The few children that befriended him he fiercly protected, and when they were bullied he indirectly caused pain to the person. After a few years, his knowledge of the human anatomy grew, and one day when he was getting pushed around he cast 'cause fear' on the kid. He ran away, afraid that he was becoming a freak.

    Coming upon a half-mad oracle of Zon-Kuthon, he learned in the most twisted way where his power came from. After a few years under the oracle Gilt, Nareth had a disagreement about the use of his powers that turned violent. Gilt said his powers were to twist others and use their pain to make his needs met, but Nareth believed in taking personal responsibility for the Midnight Lord's hunger for pain, and his power should be used as an iron fist for people that deserved it.

    Appearance:
    Tall, broad, and gaunt, Nareth has a powerful build that matches that of half-orcs. His footsteps seem heavier than normal, and he has a long tattered black cape+hood on that is usually over his head. He has long black hair that is combed strait back and falls down to his shoulders. He seems meticulously clean and the only mark on him is a faint scar down his cheek, but when his sleeves are pulled up there are thick, knotted scars up and down his arms.

    Concept:
    Nareth is a front line or close to melee cleric who uses his powers very intelligently. He channels negative energy, but has a domain power that allows him to heal allies with it. He believes the best way to keep his allies from getting hurt is to hurt the opponents more, then clean up after the battle. Very versatile, from casting destructive spells to wading into melee to healing allies, Nareth is a good person to have on your side in a fight

    Sczarni

  • Environment is mostly Temperate/Cold Forest/Planes with rivers, lakes, and the occasional marsh.
  • Highs in the summer can range up to 100* Fahrenheit; winters the temperature drops to well below zero.

  • Sczarni

    @Jupp:
    You may want to read other people's application materials if you are unsure how you should approach the process. The general goal is to explain where you came from, what your motivations are, and how you ended up in the campaign setting. Your traits are a good place to look for inspiration if needed.

    @Jutmon:
    Posting once per day is not an issue in general; however, if it appears things are moving swiftly through a section take the initiative. For example, when in combat, you may well know what you want to do in the next round. Simply put that in a spoiler and if the action is still reasonable, I will use it as your follow up action when the time comes if you are not available. I think you have a workable concept, but it needs some fleshing out.

    @Ptolmaeus:
    I like the your background, appearance, and concept. I think you are the most finished to post thus far.

    @Nareth:
    Zon-Kuthon? I assume you will be playing Lawful Neutral? You have an interesting background and concept. I would like to see a little more of how you are going to tie one of the more arch Lawful Evil deities to a largely good campaign group. Figuring out how you ended up in Brevoy may hold the answer for you.


    Dotting for interest, see if I can't have something in Monday morning.


    I would like to submit ranger Calendir Eltoreth - this is a character I have put a lot of thought into, so I apologize for not being able to compact his background any further (full version so far is in the link - it's a work in progress). As created he is at level 5 because of another campaign but this is an issue quickly sorted if needed.

    Background:
    Born from a complicated affair between a young adventurous elven noble and a love-struck human girl, the bumps in the road for him started even before his birth.

    His mother, born into a very humble family forced into a simple life of toils and hard work that did not stop her however from peering through the windows of the town tavern and, as she grew into a young woman, actually start frequenting its interior - it was only a matter of time before she fell in love with a charming elf, himself well-spoken and full of amazing, romantic tales about far away realms and a reputation to be built for oneself.

    Blinded by an overwhelming need to leave that place, she could not see the difference between a one night stand with a travelling adventurer and what she believed to be the wonderful young and beautiful creature that would forever scoop her away to an amazing and full life... After waking up the next morning, all of it had lost its sheen, and the mix between a scold and a lust filled grin from the tavern owner hit her as hard as slap in the face - Dalia felt shame, for the illusions, for the lost love, for her misplaced expectations, and something broke inside her...

    Calendir was born into this - not a wanted child, never cherished or loved, he would be handled as simply a mouth to feed - he did not miss the basics, but that was it. He grew up on a basic existence - had to discover his own friends in rats, stray dogs and birds - these did not pass judgment, they were as warm to him as he was to them, and this was something he could understand, contrary to the coldness from his family and the cruel taunting from the other children in town.

    At the age of 8, he was either out working in the fields, helping out in whatever way possible, or he would be in the surrounding woods - he would grimly accept his grandfather beating for not showing up at supper time, seeing it as an acceptable tradeoff for the opportunity to spend time with his "friends" running past creeks, up slopes or up the trees.

    This routine escape was what saved his life - he was out running amok with "Toothie", a squirrel with particularly large incisive teeth, when he heard the screams coming from town. Looking south, he could see the reflection of fires burning in the evening clouds as he ran back to his family farmhouse. He could not ever be prepared for what he saw when he arrived there - huge rampaging creatures (he would later come to know they were giants) where truly raging through the village - his house was already burning in full and he could not discern if anyone of his family was still alive.

    "They are dead" - the melodic voice sounded behind him - a deathly calm reality check. This was the first time he saw his father, in the middle of chaos and death, he showed up confirming the crumbling of what had been, though wretched, Calendir's life up until that moment.

    His father - Telissar - did take him away to a better place by most standards - he explained that when by chance he had returned once again, on another adventurous trip, to the village he first met his mother; he discovered she had given birth to a child. He did not have the courage to face her, or to assume Calendir as his soon, so he just kept tabs from a distance, visiting every so often to check up on them and had spied him many times while he ran through the woods with his animal "friends".

    To be honest, even though his life improved dramatically from this point on, things did not really change that much - his father still could not bring himself to take Calendir in as son, so he placed him in another village, under the care of trusted friends - he would visit him often, and took upon him the role of teaching him much of what he knows today: how to fight, how to survive, how to hunt and upon his request, also much about giants, theirs strengths and their weaknesses. Through the next years, Telissar tried continuously to explain the harsh reality of what had happened between him and Dalia but to no avail - the truth is Calendir never did and still does not recognize him as a father, not out of a sense of rage or anger but instead simple indifference.

    At 18, on one of the occasions his father was away, Calendir simply took up his gear and left without ever looking back, he did not say goodbye to the ones that had taken him in and, in fact, he did not even think about his father - he wanted simply to be off on his own, fending for himself, away from things that never meant anything to him and still don't."


    Appearance::
    Calendir's elf heritage is unmistakable - his white hair, pointed ears, almond shaped eyes and aquiline features are a dead giveaway. He has that whole rugged look about him, his earth toned attire is usually dusty and worn from constant wilderness travel, but yet carefully arrayed for efficiency - all pouches, tools, utensils and weapons seem to have their correct place on the outfit - easy and quickly accessible, mainly his weapons - a huge guisarme across his back, a quiver of neatly packed javelins slung over his shoulder, and two daggers - one hanging from his belt and placed behind his back, and another strapped on a leg scabbard.

    Concept:
    Calendir is a loner and survivor by nature, he never had the opportunity to sharpen his "people skills" and by now he does not feel the need to - he is quite at ease by himself, having learned what he needs to remain alive - he knows he can depend on himself, and up to this point he has not yet looked for or found anyone else he feels he can depend on.

    The anger bottled up (maybe he does not even realize it is there) sometimes flares up, usually during a fight and he welcomes the opportunities of combat - on par with running through the wild, this is something that makes him feel alive.

    He is intrinsically good, and even though it is extremely hard to have him warm up to anyone, he does know the difference between right and wrong and he can be moved by the right cause, though he will never admit it.


    Concept:Roga is a charismatic NG Kellid Order of the Land Cavalier (Gendarme, Beast Rider) from Numeria. He'll be a mounted fighter, at first on a horse and later an Elk/Megaloceros. He'll be using a lance as his primary weapon, and focus on wilderness and social skills.

    Background:
    Born on the far eastern plains of Numeria as the youngest son of a tribal chieftain, Roga's life was harsh, but better than most people around him. The weather was rough, but he never went hungry. The nights were long and the days short, but they were filled with riding, hunting and laughter. He had three older brothers and two older sisters. By the time he had come of age they had already accomplished everything that was esteemed amongst his people. His oldest brother was a fearsome warrior, renown for the amount of the Black Sovereign's servants he'd put down. His second brother was a masterful archer and hunter, always bringing home handsome game for the tribe. His third brother was a brilliant singer and teller of tales, and his flute playing could bring tears to the eyes. His oldest sister was a priestess of Desna, bringing the blessings of the Starsong down to their people. His other sister was known as the most beautiful woman in Numeria, and had chieftains lining up to beg her hand in marriage. For Roga there was nothing left but the animals. He spent all his time with the horses and deer that were the basis of their tribal way of life. He learned to ride so well that it became as easy for him as walking. He trained night and day with a long lance and became a skilled hunter, though not so much as his brother.

    He lived in the shadow of his family for years, until one day his father fell ill, and began slowly slipping towards death. His brothers and sisters argued and feuded over who should control the family's wealth, all the while ripping apart the tribe with their conflict. So wrapped up were they in their own plans that they lost sight of the people, whose suffering grew daily. Finally unable to stand it any longer Roga took his horse and left, vowing to himself that he would be the opposite of his family. He began to travel the land lending aid to those who needed it, without thought for remuneration or his own safety. This was a little over a year ago. Though he no longer lives the relatively comfortable life he enjoyed in his tribe, he feels alive for the first time. Recently he's heard a call for warriors to help clear the "Stolen Lands" of bandits and monsters. Seeing this as a chance to really make a difference, Roga has headed to Restov to inquire further.

    Appearance:
    Roga is a tall broad shouldered human man with dark bronze colored skin and electric blue eyes. A square-cut black mane frames his craggy clean shaven face. He is clothed in buckskin garments under ragtag armor. The longsword at his side, and the sturdy lance in his hand appear to be well maintained and serviceable. His arms and chest are thickly corded with muscle and his face carries a relaxed smile.

    His charger Midnight is rarely far from his side. The Kellish destrier is black from hoof to mane, standing nearly six feet tall at the shoulder. His fur is smooth and shiny and his body well muscled. He moves with the fearless purpose of a war trained mount.


    Dotting. Will be trying in as an inquisitor. Of whom? Stay tuned to find out.


    I'd like to submit Yvgeni, a Rostlander zen archer reflavoured as a member of a dedicated order of Erastilan archers who view the act of archery as the best way to commune with their god.

    BACKGROUND:

    Yvgeni Kowalski grew up on a farm in Rostland. In that way, he might have been not unlike many thousands of young men throughout Brevoy, save that his parents were not typical salt-of-the-earth career farmers scratching a living from the soil. Retired adventurers, both arcane spellcasters, Grigory and Helena Kowalski bought their farm, animals and all, with the proceeds of their adventuring days, happy to settle down and raise a family. Helena, a book-learned and well-studied wizard, graduate of the Twilight Academy in Varisia, and Grigory, a natural-blooded caster with an unusual affinity for plant magic, thought it only natural that they would bring up arcane casters of their own. Yvgeni’s older sister, Galina, took to magic studies like a fish to water, but alas, poor Yvgeni, despite possessing the raw talent needed for arcane casting, just didn’t have either the head for studied magic, or the inner passion for his father’s more natural style. He was a mystery to the three elder members of his family, for he enjoyed quieter and simpler things: the fall of a woodaxe against a log, and the flight of an arrow. Yvgeni wanted to please his parents, and studied magic till his head ached, but he just couldn’t make any sense of it. His parents, reluctantly, concluded that he simply wasn’t smart enough.

    It’s not like Yvgeni was stupid. As a small child, he was always incredibly observant and intuitive, but just didn’t have a head for book learning. They thought at one point to see about sending him to a temple – perhaps divine spell-casting would be possible for him, but not being particularly religious themselves, they had no contacts to whom they could send their younger child. So throughout his teen-age years, Yvgeni was content to stay at home, tending his chores, and practicing with his bow – for hours. At one point, his father remarked that he spent more time practicing his art with the bow than his sister ever did with her magic.

    Yvgeni placed first at the county fair one year against several older and more experienced woodsmen, attracting the notice of Sigurd Casparov, an archer himself and a member of the elite group of Erastilan huntsmen known as Deadeye’s Yeomen. Recently having achieved the status of ‘Master’ himself, and looking for his first apprentice, her asked the young farmer if he would be interested in the rigorous training and self-discipline the Yeomen would give him. Of course, he jumped at the chance (once Casparov explained to the slightly dim-witted boy what the Yeomen stood for: protection of home and community, and seeking a oneness with the natural world through meditation and archery).

    Yvgeni spent five months, traveling and training with Casparov, learning how to survive in the wild, how to really perceive the natural world around him, and how to fashion his own bow. When Casparov thought Yvgeni was ready, he gifted the boy with his first bow and sent him out into the world to find himself: and to craft his own bow.

    DESCRIPTION:

    Yvgeni Kowalski stands at 5’9” tall with a lean and wiry build, belying the tough strands of muscles hours of chopping wood and bow practice have built in his arms and legs. His brown hair is shaggy, and he wears a beard and moustache, scraggly still and betraying his youth. He prefers simple huntsmen’s clothing: warm breeches and shirt, a coat with many pockets, and a thick cloak, oiled against the wet with a thick hood, and sturdy well-worn boots. He travels light, preferring to sleep directly on the ground under a leafy branch and eat what he can forage or hunt. His belt pouch contains little more than spare bow strings, a fire bow, and bits of tinder.

    DEADEYE’S YEOMEN:

    An organization dedicated to the ideals of Erastil, the Yeomen seek communion with their god and nature through meditation and perfection of the art of archery and the hunt. While members of the Yeomen can be found all across the known world, they have little formal structure. Most cells of the Yeomen consist of two men: a master and his apprentice. Very little religious dogma is taught, save that the community is important and families are the backbone of that community. Community is to be protected and served. Most training for the Yeomen consists of woodcraft, survival training, and of course, archery lessons. The Deadeye’s Yeomen seek to understand themselves and the natural world through the lessons of archery, in addition to improving their skill with the bow. Apprentice Yeomen are also instructed on the trade of the bowyer and fletcher, as the Yeomen strongly believe that all men should possess a trade in order to contribute to their societies: sloth or laziness of any kind are not tolerated within the order. The Yeomen also believe that it is through the crafting of one’s own bow and arrows that one truly comes close to perfecting the art of archery, and while they have no formal strictures against using bows and arrows they themselves have not made (indeed, an apprentice Yeomen is given his first bow by his master, always a simple shortbow), no Yeomen worth the name would ever consider preferring a weapon they themselves had not crafted. The crafting of one’s own personalized weapon is part of the enlightenment process, and no Yeomen can claim the title of master until he has personally crafted a bow of masterwork quality (there are no taboos, formal or otherwise, against having a self-made weapon magically enchanted by somebody else, but the physical weapon must be made by hand by himself).

    At present, there are no women within the ranks of the Yeomen, and the traditionalists within the order would prefer it remain that way. Like many Erastilan organizations, the place of women is often considered the home, in the well-respected position of primary care-giver for her family, and not wandering the woods seeking self-enlightenment and proficiency with bows.


    Im interested but can you clarify this statement?

    Akinra wrote:


    ...How will work:
  • I will make all rolls...
  • Are you saying that the players will never roll for themselves? for anything?


    Link to character profile for Yvgeni.


    I always thought that the Kingmaker campaign (and the Stolen Lands) blended itself nicely to the concept of the wandering lawman of the wild west. I am interested in playing a Gunslinging lawman of the Stolen Lands; obviously outnumbered, outgunned (in some cases), and out of luck!

    Will have a more concrete character in a bit.


    Here's my idea

    Concept:

    Cil, a highly skilled CG Half-elf female rogue/scout. Born locally near Restov. Born of humble beginnings Cil wants to advance her place in the world; she sees little issue with taking wealth from the wealthy,but not their lives . Moving forward, Cil would likely fill the role of the Spymaster, probably taking levels in Shadow Dancer.

    Appearance:

    An attractive woman, displays the litheness and grace typical of her elven heritage. Often found wearing form fitting leathers when working the roofs of Restov, weapons placed within easy reach. When looking for information though, she can be found to wear dancer's silks, a dagger or two hidden from prying eyes.

    Background:

    Daughter of elven adventurer and young villager ( village 2 days west of Restov). The adventurer continued on and mother dealt with backlash of being un-wed mother.

    Her mother made do for many years then accepted proposal from widower from nearby farm. The step-father was not too tolerant of non-humans and made life hard on Cil; until she began to mature, then his attentions became all too suggestive.

    After a number of years, when Cil was 17 the step-father made his move. After fighting him off, Cil made a tearful goodbye with her mother, gathered what possessions she had and escaped into the hills.

    There she spent time with an un-organized band of young men who styled themselves bandits. After a time, her natural affinity for the life led her to nominal command. Eventually, some chafed under her more compassionate rules; namely no murder.

    On a theft of a highway carriage, the unthinkable happened, one who resented her command killed a man. This challenge to her authority did not end there, the man then attempted to rape Cil, but lost an eye for the attempt.

    Seeing her "men" cowed by this other, Cil left the band and travelled to Restov, diving into its seedly underbelly, where she quickly established a stellar reputation; need something or somebody found/acquired fine, just don't ask her to kill someone.

    Sczarni

    Quote:
    Are you saying that the players will never roll for themselves? for anything?

    Yes, that is what I am saying.

  • Starting gold will be PFS (150 gp).


  • Akinra wrote:
    Quote:
    Are you saying that the players will never roll for themselves? for anything?

    Yes, that is what I am saying.

  • Starting gold will be PFS (150 gp).
  • Just curious as to why?

    The die rolling function makes cheating very difficult and prety obvious.


    Thanks, the internet ate that post a couple of times. I'm pretty new to PBP (but not to pathfinder) so I'm still getting the hang of all the quirks of the board's interface.

    Sczarni

    Kydeem de'Morcaine wrote:
    Akinra wrote:
    Quote:
    Are you saying that the players will never roll for themselves? for anything?

    Yes, that is what I am saying.

    -Snip-

    Just curious as to why?

    It has nothing to do with potential cheating.

    Hypotheticals that have happened and sparked debate:

  • You miss on attack one, and rolled damage. Should I carry over the damage you rolled for the missed attack to your next attack that hits?

  • Suppose you roll a couple attacks, but the target moves first, and moves with his withdrawal action. Lucky you, you no loner critically failed to hit him.
    Now his buddy casts suffocation on you. Did you just crit-fail the save?

  • You roll a skill check. Your ally has already opened the door.
    Does your natural 20 instead count towards your initiative against the goblins just inside the door?

    Also, it gets very cluttered looking and harder to simply read through.

    It makes it slightly more difficult to pull the rolls together from 6-7 posts rather than pool them all in one place.

    If by the time the party reaches the Stag Lords keep, there is a decisive vote to change the method, I will consider it.


  • Tossing my hat into the ring.

    Background:

    Aurora knows practically nothing of her past, having suffered amnesia from a traumatizing assault, the result of which was the young woman being found barely alive, clutching her bow, an empty quiver at her hip, and well over a dozen dead orcs as well as the bodies of her four companions, strewn about, none of whom she could recall.

    A huntsman found her and took her home, caring for her, and essentially being a father figure to her over the last two years, helping her regain her bearings, though she still remembers nothing before she was found.

    Personality:

    The word that best describes Aurora is pensive. Whether this is a result of her condition or a lifelong trait is completely unknown, but the young woman seems to always be dealing with thoughts she chooses not to voice. As distracted as she may seem at times, she can be equally focused, honing in on a subject question or person with staggering intensity, like an arrow unerringly honing in on a target.

    She carries herself with the air of one with great purpose, and at the same time, utterly lost, constantly seeking something just beyond her grasp. Perhaps as a result of her lack of much in the way of true connection she is incredibly loyal, willing to go to great lengths to those few she allows herself to trust.

    Yet in her quiet moments she is haunted, a person seeking to define herself with no idea of what has transpired to make her the survivor that she is.

    Description:

    Aurora

    Wearing stylized skirted leather armor, acccented with bronze, Aurora presents an attractive yet capable profile, her movements indicative of years spent wearing armor, the styled cut almost a challenge to an opponent to take advantage of weaknesses, while to the more skilled observer the design compliments her flexibility and quickness.

    Her lithe build, reminiscent of her mother's half elven figure, is complimented by elegant muscle, her shoulders and arms the result of countless hours drawing a bow. Her skin is uniformly tanned, a stark contrast to her white hair, cut short except for a braid along the nape of her neck, her sharp eyes an almost crystalline grey, constantly searching, accessing, questioning.


    Yvgeni Personality:
    Yvgeni isn't the brightest or most out-going individual. When he finds good friends who have proven trustworthy, he sticks with them, knowing enough to know that he needs folks who will not try to take advantage of him, and that he doesn't often find them.

    Yvgeni likes to spend a lot of time alone, even when in company, lost in his own rather inadequate thoughts, or off by himself working the bow.

    Dark Archive

    Akinra:
    Haha yes definitely Lawful Neutral. Nareth believes that his powers of destruction and pain shouldn't be used for personal gain, they should be used to bring order to others. They are powers that should be used only when called for, and used responsibly. That's a reason he's in this nation, because they are in shambles and need an iron fist to guide them to order. The only bit of evil in him is a hint of tyranny, but as long as others are acting responsibly he doesn't say anything.

    Is there anything else I could add to help? By the way I like how you seem to run games, very efficient


    Would I be considered as starting with a horse when playing a cavalier? I forgot how expensive they were.


    If not, I can switch the the Pioneer trait.

    Sczarni

    Quote:

    Exotic Mount (Ex)

    At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.

    Yes, Beast Rider Cavaliers (and cavaliers in general) start with a level 1 mount (Horse) appropriate for their size. Also, if your mount is combat trained (all six skills) then your mount gains the Light Armor Proficiency Feat as a Bonus Feat. This Bonus Feat attaches to ALL combat trained mounts, regardless of class. For simplicities sake:

    This is my personal interpretation of "Proficient with no armor unless trained for war."

    For Cavaliers:
    If you have the Handle Animal Skill, with at least 1 rank, you can opt to have trained your own mount, gaining a heavy horse, combat trained, in place of a light horse, combat trained for 90 gp, the price difference between purchasing a trained light horse, and the base price of a heavy horse.


    Concept:

    Sergei is a human gunslinger (Pistolero). He is the archetypal wandering lawman, bringing justice to the savage and unruly areas under Brevic rule (the Stolen Lands). He is LN, because he doesn't care the reasons for you breaking the law and will bring you to justice all the same. He believes anarchy follows when people are allowed to commit crimes for "good" reasons. Moving forward he will likely be a Marshal for the Kingdom, though until I work out the crunch I won't know a secondary role yet.

    He is born to the Surtova (Noble Born – Trait) – I will leave the GM with his heritage and how he is related to the Lord Regent.

    The Law Enforcer Trait to give him a bit more validity for his wandering lawman ways.

    I may get the feat that gives 2 traits. Going for Killer (given his Vendetta against Bandits and his marred past), and Reactionary (given his time as a law-man, as they do not survive long if they can't react).

    Other possibilities are Point Blank Shot. Rapid Reload. Weapon Focus. Improved Initiative.

    Appearance:

    Sergei tries to maintain a dignified appearance at all times and tends to dress in dark or earth-tone clothing; though he isn't opposed to wearing lighter colors and can typically be found in them during the hotter months. It is obvious from the few scars on his hands and face that he has been in several fights which resulted in injury. He has a pistol hanging from his belt at the hip.

    Sergei keeps his hair chopped short and maintains a healthy amount of facial hair. He keeps it well-trimmed through as not to look like an outrageous wild-man to be mistaken for a bandit.

    Background:

    Sergei spent his early life in Port Ice, but moved with several of the family to New Stetven after all of House Rogarvia vanished. He was married to one of the young widow's in a political move to bring the fractured lands of House Rogarvia under Surtova control. It was politics at the beginning but Sergei came to enjoy the company of his wife and eventually found that he loved her after a couple years. He may lived a fine life of luxury if things did not end abruptly on the southern road to a diplomatic conference with the Swordlords of Restov. Storms had washed out some roads forcing them to take an alternate route on the southern road which skimmed the Stolen Lands and his convoy was attacked by bandits who rained arrows on them killing the few soldiers that they had easily.

    His wife died to a stray arrow that came through the curtains of the carriage. That bandits took everything and beat those that remained into unconsciousness to search their bodies. Either lucky or unlucky Sergei survived the beating at the hands of the bandits. He spent the next two years being arrested several times, three of the times for “keeping and being found in a house of ill-repute”. The only thing that kept him from spending extended amounts of time in jail was his connection to the Lord Regent, and even that was beginning to wear thin as the Lord Regent pushed to be recognized as King.

    His family was forced to give him a purpose again or in their opinion put him somewhere that he couldn't do as much harm. He was given a commission of law enforcement in a small village for one year, and developed a solid reputation during that time as a lawman. He spent the next couple years in accepting commissions of law enforcement in villages on several border towns. His reputation as a law-man grew as did his reputation for dealing (albeit violently) with bandits.


    Asok Demon Tongue checking in. Thug Rogue focusing on Bluff, Diplomacy and Intimidate. From another Kingmaker that collapsed.

    Details in profile.


    I would like to offer Alicarus Desirian for this adventure.

    Background:

    Alicarus Desirian is the descendant of a line of Taldan nobility, one that hasn't had great power or vast holdings since Taldor's decline. As a boy, Alicarus showed some promise intellectually as a boy, and his father wanted him to study magic. Alicarus wanted to be an adventurer, and proved that he had quick hands and good aim by shooting rats with his father's pistol when he was six. Impressed and intrigued by this development, the father sent Alicarus to a boarding school in Alkenstar City. The school was run by an order of wizards and gunslingers who followed the Way of Smoke and Fire, a unique philosophy and education that combines the mysteries of arcana and firearms.

    Progressing with flying colors, Alicarus grew to become proud of his abilities, but never to the point of arrogance like so many Taldans. When he was nineteen, Alicarus graduated from the school, receiving a beautifully-crafted pistol and a scroll of the Way. He returned to Taldor, only to learn that his family had been disgraced, and they had left. With no way to find his kin, Alicarus booked passage to Absalom with what little money he had, hoping to join the Pathfinders. Accepted into the Society, Alicarus spent the next few years continuing his studies with their mages and scholars. Yet when he was told that his family had been found dead, Alicarus sprialed into depression. For a period of several months, the young man ate and slept little... and drank much.

    About a year ago, Alicarus was moved to get his life back in order by another Pathfinder and his love, a Taldan woman named Vivian Baramustrelle. He weaned himself from the drink, and while he could not refurbish his gun to its former beauty, he got it in working condition once again. Now, he has signed on to join an expedition in the distant land of Brevoy, a quest to explore the wild Stolen Lands...

    Concept:

    Alicarus is a Taldan who uses a pistol and magic. I'm undecided over the best way to do this at present; I'm thinking either Gunslinger/Wizard, perhaps with some Bard (or a Gunslinger/Bard for that matter), or a Spellslinger Wizard. If I take this route, I'd like to forsake the Mage Bullets ability and instead keep the ability to use cantrips.

    For traits, I'm liking Focused Mind and Greater Adept of the Society, but nothing's set in stone. Not much to say on skills and feats as of yet. In general, I'm looking at Alicarus as being a ranged-weapon/magic-user kind of guy, perhaps mounted, perhaps not.

    Tentative ability scores: Str 10, Dex 15, Con 8, Int 16, Wis 12, Cha 13

    Appearance:

    Alicarus is tall and lean, standing about 6'4" and weighing in at barely 160 lb. He wears his black hair long and bound behind his head, with a headband wrapped around his brow. His face is clean-shaven, though he has sideburns. His clothing is functional and simple: a black leather doublet over an off-white shirt, brown chaps on leggings, high riding boots, a plain black cloak. Really, the only thing particularly Taldan about him is the way he carries himself: straight-backed, head high, with an aura of competence twinged with pride.


    By the way, I've got Sir Glasthane finished if you want to take a look at him. His gear reflects both the expenses of being a knight and the fact that his friends chucked him onto a wagon while he was passed out and were not nice enough to pack any supplies for him.

    Sczarni

    Sorry for the delay in this response, but it took the most research of any question I have been asked to date.

  • Master Summoner: Pseudo Approved. Limitation: Two Summon Effects active at any one time. Summon Monster N SLA and Eidolon will both be considered a Summon Effect for purposes of this limitation.

    Note on Summons and how I work with them:

    • If you summon an intelligent creature (archons, demons, devils, elementals, etc.) you can direct them as a free action if you speak their language.
    • If you summon an animal, it will attack the easiest of the targets you summoned the beast to attack. If you have Handle Animal, you can attempt to direct the summoned animal using Push (DC 25). If you do not have handle animal, I will direct it in accordance with how I think the animal should reasonably act.

    Please make sure you read the full description of the spell... I have found that a great many players skim this one for whatever reason.

    Summon Monster:

    Summon Monster I
    This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).[Emphasis Added]


  • I would like to submit Kaylee Veridian. She is a female, human cleric of Erastil.

    Concept:

    I imagine Kaylee to not only be the source of divine magic and healing for the party, but someone who can also provide ranged support with her longbow and use her skills in survival and knowledge nature to help survive in the wilderness.

    Background:

    When Kaylee's dad was a lad of seven, his oldest brother was ordered to be hung for poaching by a Brevoy Noble of the Surtova family. The noble was too indignant about some peasant who would dare to hunt one of his deer, on his property to care that the "poacher" was just a 12 year old lad trying to help feed his family. The Veridian's farm had fared poorly during a season of drought and her grandparents were struggling to keep their family fed and feared running out of food during the coming winter season.

    Fearing to stay near the land owned by such a person and fearing that someone else could end up being hung, his father packed the family and all their meager belongings onto their wagon and they head off towards the Stolen Lands. Their hope was to be able to make a living without having to suffer under the yoke of oppressive nobles.

    As they were traveling into the Stolen Lands, Kaylee's grandparents met up with a couple of other families who were also fleeing harsh times in Brevoy and who also wanted a chance to start fresh. Together, they found a suitable area of land to clear for a few cabins and several small gardens. They soon had a comfortable, though by no means lavish, way of life. Between what they could grow and what they could hunt and trap, they had little fear of going hungry again. And such was they life that Kaylee grew up in, learning the art of trapping alongside her father and developing a deep respect for nature that eventually led her to devote herself to the worship of Erastil.

    Things have changed lately though, with more people passing through and occasional raids by bandits. A travelling bard had brought word of Brevoy offering a charter and of plans to clear out and civilize the Stolen Lands. Kaylee decided that she should go and apply for it because she felt they needed people who respected the land and who wouldn't mistake a handful of peaceful settlers for lawless bandits and feared for her settlement's safety.

    Appearance:
    Height: 5'4", Weight: 108, Eyes: Grey-Green, Hair: Chestnut brown, shoulder length.

    Kaylee usually wears a dark green tunic over a pale green blouse, dark brown pants and leather boots that lace up to her knees. She has a dark brown cloak embroidered with dark green oak leaves and acorns along the edges which matches her dark green scarf that has dark brown leaves and acorns embroidered on both ends of it.

    Sczarni

    Why hello, Joy, I believe you are in the Damned Reborn campaign with me (Ezra Savet).


    Akinra, will you use the forums to roll for the characters or some other means (physical dice, randomizers)?


    Akinra:
    Yep, I'm in there. Rather frustrated with it right now though. My character was made in tandem with Toral and with him not there now she just feels too lost for me. I'm wishing I would have made her differently.

    Sczarni

    Rune wrote:
    Akinra, will you use the forums to roll for the characters or some other means (physical dice, randomizers)?
  • Forum.


  • Ok Joy applied now I feel I have to.

    why are following in front of me, can you like, read my mind before I submit a character or something?

    Chief White Eagle character stats:

    CHIEF WHITE EAGLE CR 1/2
    Male Human Druid (Eagle Shaman) 1
    LN Medium Humanoid (Human)
    Init +3; Senses Perception +7
    --------------------
    DEFENSE
    --------------------
    AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
    hp 13 (1d8+5)
    Fort +4, Ref +1, Will +5
    --------------------
    OFFENSE
    --------------------
    Spd 30 ft.
    Melee Shortspear +1 (1d6+1/20/x2) and
    . . Unarmed Strike +1 (1d3+1/20/x2)
    Ranged Sling +1 (1d4+1/20/x2)
    Spell-Like Abilities Speak with Animals (4 rounds/day)
    Druid (Eagle Shaman) Spells Known (CL 1, +1 melee touch, +1 ranged touch):
    Spells prepared to be determined later

    --------------------
    STATISTICS
    --------------------
    Str 13, Dex 12, Con 14, Int 12, Wis 17, Cha 11
    Base Atk +0; CMB +1; CMD 12
    Feats Druid Weapon Proficiencies, Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness +3
    Traits Devotee of the Green: Knowledge (Nature), Pioneer: Handle Animal, Savannah Child: Ride
    Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Handle Animal +5, Heal +7, Knowledge (Nature) +8, Perception +7, Ride +7, Stealth +0, Survival +9
    Languages Common, Druidic, native Arcadian tribal tongue
    SQ Druid (Eagle Shaman) Domain: Animal, Heart of the Wilderness +0, Nature Sense (Ex), Spontaneous Casting, Wild Empathy +1 (Ex)
    Combat Gear Bullets, Sling (20), Shortspear, Sling, Wooden Armor; Other Gear Fetish, Tribal, Flint and steel, Holly and mistletoe, Musical instrument: flute, Pathfinder's Kit, Pouch, belt (4 @ 2 lbs), Sewing needle, Tobacco
    --------------------
    TRACKED RESOURCES
    --------------------
    Bullets, Sling - 0/20
    Shortspear - 0/1
    Speak with Animals (4 rounds/day) (Sp) - 0/4
    --------------------
    SPECIAL ABILITIES
    --------------------
    Druid (Eagle Shaman) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
    Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
    Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
    Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
    Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
    Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    --------------------

    HORSE, LIGHT (COMBAT TRAINED) (Sikem*) CR 1
    Male Horse
    NN Large Animal
    Init +2; Senses Low-Light Vision, Scent; Perception +6
    --------------------
    DEFENSE
    --------------------
    AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
    hp 15 (2d8+6)
    Fort +6, Ref +5, Will +1
    --------------------
    OFFENSE
    --------------------
    Spd 50 ft.
    Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
    . . Unarmed Strike +3 (1d4+3/20/x2)
    Space 10 ft.; Reach 5 ft.
    --------------------
    STATISTICS
    --------------------
    Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
    Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
    Feats Endurance, Run
    Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
    Skills Fly +0, Perception +6, Stealth -2
    Languages
    SQ Combat Riding [Trick]
    Other Gear Backpack (4 @ 1 lbs), Bedroll, Bit and bridle, Fishhook (2), Mug/Tankard, clay, Rations, trail (per day) (3), Saddle (Riding), Saddlebags (6 @ 8 lbs), String (50'), Thread (50 ft.), Waterskin, Whetstone
    --------------------
    TRACKED RESOURCES
    --------------------
    Rations, trail (per day) - 0/3
    --------------------
    SPECIAL ABILITIES
    --------------------
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Run You run faster than normal.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Native Arcadian words:

    Words:
    Cure Light Wounds: Katu Milaz Uakas Hanisa
    Calm Animals: Uakeisuitin Saptakatalksa
    Detect magic: Iyakaza Mitau
    Stabalize: Amolza Uepezese
    Light: Innig Kaaus

    *Note: these words are adapted from:
    "A dictionary of the Numipu or Nez Perce language Part 1" Anthony Morvillo, St Ignatius' Mission Print, Montana, 1895.

    NOTE: these are here as a reference for me

    Backstory:

    Arcadia, the mysterious continent, lies across the Arcadian sea. A place of mystery and wonder; Centuries ago Ulfen settlers called Arcadia their new home, until the natives took offence to their presence and nearly drove them from their home.

    The native tribes called skraelings by the Ulfen settlers were considered savage and ruthless. But this I can tell you is not entirely true.

    I am White Eagle, son of Ten Bears, and I am a skraeling. Though I was not born on the land my ancestors once called home My Father and I have held to the teachings passed down to us by my father’s father and his father before him. I am of the Defohy tribe, Nomads always moving with the changing seasons making our home in the plains of Arcadia in places where our horses may graze and the fish are abundant.

    The Defohy depended on the land for their survival. The earth and rivers provided roots and berries, fish and game. Farming and land ownership were foreign to the Defohy. They believed (and still do today) the earth was not to be disturbed by hoe and plow. The land was their home, not a commodity to be bought or sold.
    Chief Yellow Wolf, a relative of Chief Ten Bears said, “We were always here. The Great Spirit placed us on this land of ours.”

    Many miles south of the Ulfen settlement others from your world also journeyed to Arcadia. Settlers, seeking trees, animals and metals came to our home. These settlers moved into land we have journeyed to for countless generations. We sought to make peace with the newcomers and many of them welcomed us. We showed the settlers how to farm the soil in Arcadia and where to hunt good food. The Ulfen were friends. My people called all who came to our land as Ulfen as we had no concept of the different races of other lands. To us what you call elf was called spirit beings that were as mysterious to us as our home is to you.

    Not all settlers who came to our home were friend. Bad Ulfen, I have learned were called Cheliax in your tongue, came to take gold from the hills and mountains of Arcadia. They enslaved many skraeling to dig the gold from the earth.

    My ancestors became scattered and many were sent on ships to Cheliax home. Among them was my grandfather Chief Charlo, whose wife was with child. My father was the first of the skraelings to be born on this new world.

    My father was strong and it is said that he had the strength of a bear and would do the work of ten men and so was given the name Ten Bears. Ten Bears was a slave like all the skraelings brought over to Cheliax.

    However the Great Spirit saw what was happening to the people of Arcadia and took pity on them. Many skraelings were freed when guardians of freedom who bore the sign of the eagle freed our people.

    Ten Bears lead a small group of Defohy north until we found land to call home in what is called Restov Plains. There. Our people prospered living peacefully on the plains and many new Defohy were born.

    Ten Bears took a wife and bore a son, White Eagle.

    For many years my people lived freely on the Rostov plains, trading goods with the settlements in this new land. My brother, Swift Elk, would lead hunting parties and trade furs with other Ulfen hunters and trappers.

    Soon though Cheliax warriors would try and destroy the peace my people have created. (Note Cheliax is the name given to all human bandits, brigands, or other unsavory types, including warlords). Many disguised as Defohy attacked and scalped local Brevoy villagers.
    Trust of the local villages and settlements was beginning to deteriorate. Ten Bears journeyed to the Ulfen city of Restov to plead the case of our people.

    The Mayor agreed to a treaty with Ten Bears. The Defohy people would provide one of their own and explore the place called the Stolen Lands and there the Defohy could go and make a new home. And in return the people of Restov would assist and help protect the Defohy people.

    During this time White Eagle had recently returned from his journey of the Wyakin to receive his guardian spirit. White Eagle had a vision while alone that he would be a great leader of his people guiding them to new lands and better hunting grounds. White Eagle was to go to fulfill Ten Bears promise to the Chief of Restov.

    The Defohy have a strong belief in dreams and visions. Young boys and girls went alone to remote places hoping to receive knowledge of a personal guardian spirit. This personal WYAKIN would warn them of danger and give them special powers. In all phases of daily life, the Defohy thought of the spirits of forces and objects around them as supernatural WYAKIN

    to Joy:

    see I can make male characters also

    Dark Archive

    Not a thread for arguing, go elsewhere.

    Is there anything else I need to to update GM? I added some details in response to your questions but have not gotten any feedback as of yet.


    I'm already in one Kingmaker game. We haven't gotten to the end of the first part yet and I can play dumb with the best of them. ;) Would being in one with one character disqualify me from joining this Kingmaker with another character?

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