
DM Carbide |

Two openings in an ongoing Kingmaker PbP campaign. The original recruitment thread is HERE, but since the group has just finished Part I the title no longer applied.
The background: current party composition is
- Human Pal4
- Human Ora4 (Time)
- Human Wiz4 (Conjurer)
- Half-elf Wit4 (but can change up if need be)
As you can see, we don't need any more arcanists. Combat power, woodsy stuff, face skills...all of these would be fine things for the party to have.
Character Creation:
- 4th level
- 15 point buy + stat bump at 4th
- Average WBL (subject to change)
- Max hp at first level; roll thereafter, but if less than half die+1 take half die+1
- 2 traits (one campaign trait, one other)
- Sources: Core, APG, Paizo Ultimates books, and will negotiate on any other Paizo material; no 3PP for this one, as the only such material I own is DSP's Ultimate Psionics, and I don't see that fitting well here.
For recruitment, I'd like a short (paragraph or three) character description, giving some information about why you want to civilize a large stretch of godsforsaken wilderness and how you come to have the opportunity to do so. Depending on interest I'll keep recruitment open for at least a few days, and make a decision by the weekend after next. You'll be coming in at the beginning of Part II.
Links to the rest of the party, the gameplay thread, and the discussion thread are on my profile. I don't know how to describe my reffing style, so I'll let it speak for itself.

DM Carbide |

There's something of a gap between what I'd like and what we kept to, though it didn't help that a lot of people dropped out of sight on and off, and I didn't like losing any of the PCs to that sort of attrition. I would prefer a post a day. This was a goal only occasionally reached in practice, so I'm very tolerant of less frequent posting.

DoubleGold |

I have a character to bring in that was in a kingmaker from another website. I had to drop out, because something went wrong with the campaign. I had fun playing kingmaker and he only made it to level 3. We never got to kingdom buidling, but we had fun clearing out the kobolds, not to mention some of the random encounters and some giant frogs I came across, while other people cleared out the additional bandit camps. Anyway, most characters here lack skill points, so he is a skills monkey, sort of and some ranged to work with.
I will remake him here and update him to level 4 and downgrade him to 15 buy.
Name: Tandraste
Chaotic Good
Age: 130
Race: Elf
14 Str (3 buy, 1 Level)
16 Dex (5 buy, 2 racial)
10 Con (2 buy, -2 racial)
14 Int (2 buy, 2 racial)
13 wis (3 buy)
10 Cha (0 buy)
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Choose acid
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Favored Class Bonus: added 4 HP
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feats:
Archery path: Point blank shot
Edurance Bonus Feat
Favored Terrains:
Forest
Freebooter's Bane:
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy.
Freebooter's Bond
At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability.
This ability replaces hunter’s bond.
Spells Per day
Level 1: 1
Level 2: 0
Level 3: 0
Level 4: 0
Feats
Level 1: Improved Init
Level 3: Weapon Focus-LongBow
Elf feature: Run
Ranger Feat: Endurance
Combat style Feat: Point Blank Shot
Traits
1. Warrior of Old: +2 Init
2. NobleBorn: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All."
assuming you are going with the standard 6,000 GP...
1. Mithril Shirt: 1,100 GP
2. Masterwork +2 Composite Longbow: 600 GP
3. Masterwork Backpack: 50 GP
4. Waterskin: 1 GP
5. 9 Trail Rations: 4.5 GP
6. Everburning Torch: 110 GP
7. Masterwork Greatsword: 350 GP
8. Bedroll: 1 SP
9. Ring of Jumping: 2500 GP
10. Masterwork Thieves Tools: 100 GP
11. 20 common arrows and 7 lodestone arrows:71 GP
12. 114 Platinum left over
0. HP=35/35
1. BAB+4, CMB+6, CMD+19
2. Saves: Fort:4 Reflex:7 Will:2
3. LongBow: attack 9. 1d8+2. Crit X3. 110 Feet.
4. Greatsword: attack 7. 2d6+3. 19/20 Critx2.
5. Speed 30, Init:11
6. AC:17 T:13 FF:14:
6+int modifier=8 per level
8x4=32 points to spend.
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
1. Acrobatics:6 (11 on jumps) (3 ranks, 3 dex, 5 ring)
2. Appraise:2 (2 int)
3. Bluff:1 (1 ranks, 0 cha)
4. Climb:9 (4 ranks, 2 str, 3 trained)
5. Diplomacy:3 (3 ranks)
6. Disable Device:7 (2 rank, 3 dex, 2 masterwork tools)
7. Disguise (0 cha)
8. Escape Artist:3 (3 dex)
9. Handle Animal:4 (1 rank, 3 trained)
10. Heal:6 (2 rank, 1 wis, 3 trained)
11. Intimidate:0 (0 cha)
12. Knowledge Arcana:3 (1 rank, 2 int)
13. Knowledge Dungeoneering:7 (2 rank, 2 int, 3 trained)
14. Knowledge History:4 (2 rank, 2 int)
15. Knowledge Nature:8 (3 rank, 2 int, 3 trained)
16. Knowledge Religion:3 (1 rank, 2 int)
17. Perception:7 (3 rank, 1 wis, 3 trained)
18. Ride:3 (3 dex)
19. Sense Motive:1 (1 wis)
20. Stealth:8 (2 ranks, 3 dex, 3 trained)
21. Survival:5 (1 rank, 1 wis, 3 trained)
22. Swim:5 (1 rank, 1 str, 3 trained)
Growing up Tandraste has always had a earning for knowledge and was skilled with his bow. He learned young as his parents taught him how to shoot well. Tandraste also loved to travel places and he enjoyed hunting, a sport that him and his dad competed at. Tandraste also entered many archery tournaments, and well, even though he was never first, he was far from last as he could shoot, but not just with accuracy, but with power as well. He decided to move on with his archery and practice with swords as well in case the time would ever come that he had to get in close. He was not afraid to get in close, it's just that he fit in better as a sniper. Tandraste however was always in a rush however, so with his melee, he charged in before examining the other persons tactics. In many practice fights he ended up with bruises for this, but he eventually learned the right way of fighting into melee. After practice was over, Tandraste got to experience real battle, with some orcs that is, that tried to raid the town he grew up in. He would not let them do so and with his bow, he picked them off one by one, while guards would get in close to take care of the ones up front. Of course, Tandraste, always protects his town and never stops learning. He also feels the land is his home in a way. Which is exactly why he came to Breyvoy, as he thought it would be a good place to learn. Not to mention, he heard it was filled with unoccupied land. Land that he could call home. Land that he could build off of. Land that he knew was filled with unknown dangers. His goal to make the unexplored land his and to share it with others. It is just like hunting to him, only the wild is what you make it and the city is where you place it. Where learning and exploring is everything. He came to Breyvoy to continue his journey of what he does for a living. In fact his dad took him there and dropped him off, as his dad gladly paid for his trip to Breyvoy, as his dad knew that was Tandraste's passion.
Why Tandraste has decided to come to Breyvoy, the stolen lands is in his backstory, how he came there and what he hopes to get out of it.
Also HP
HP: 3d10 ⇒ (6, 4, 9) = 19
So 6, 6, and 9 according to the rules
HP=10+6+6+9+(con mod of 0)+4 favored class bonus
HP=35

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I've a concept for a summoner that might work well here. Woodsmanship is a thing he can do well.
Would you be amenable to an Eidolon "riding" it's summoner? This'd be a serpentine Eidolon that mostly aids it's summoner. Fluff-wise, the bloke stumbled out of Numeria with a device stuck to him. It tells him things through Link and aids him through Aid Another and eventually Bodyguard.
There'd be a lot of Skilled (Knowledge: X) on the evolution list.

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I'm thinking something like this:
Scent
Skilled: Knowledge (Dungeoneering)
Skilled: Knowledge (Nature)
Skilled: Knowledge (Planes)
Skilled: Survival
Minor Magic: Comprehend Languages
Considering swapping Scent for Skilled: Perception... but everyone takes that. It'd help with tracking, though.
Would you consider allowing an Eidolon to take the Adopted Trait (via Extra Traits) and through that Helpful from Halflings of Golarion?
I'll have a sheet up sooner than later.
If allowed in I'll likely aim at Aiding other PCs as often as possible. It's more fun for them that way. I'll be two levels off of having Bodyguard, which'll allow him to project force fields nearby.
He'll probably be far more front line than your other arcanists.
Eidolon HD: 2d10 ⇒ (3, 7) = 10 so 10+6+7: 23
Summoner HD: 3d8 ⇒ (3, 7, 5) = 15 So 8+5+7+5: 25

Talomyr |

Dotting for interest.
I would likely re-build Karthas, who is a Barbarian/Rogue that made it about 3/4 through Stolen Lands before the game went belly up.
Proposed build would be Barbarian 2/Rogue 2 with archetype(s) to be determined.
Karthas appears as large man, dressed in well-worn clothing. His skin and hair tell the tale of a man that does not spend a great deal of time indoors. A fair number of scars decorate his skin, trophies of past battles and travels, with the most telling being a large diagonal scar across his chest.
Karthas and his brother, Barek left their home in Numeria before either really had any business doing so. Rather than find their way in the world in an honorable manner, the brothers turned to banditry. Karthas and Barek were doing quite well for themselves until they tried to pick on the wrong travelers. The end result was Barek's death, and Karthas grievously wounded and taken to trial in Restov. As a result of the trial, Karthas had two choices, join an expedition into the Stolen Lands at the behest of the Swordlords of Restov, or face hard labor and imprisonment in Restov. As unsavory as doing some lord's bidding was to Karthas, it certainly beat being a prisoner.
As to how to fit him in using this existing background, perhaps he was part of another group, chartered to explore another section of the Stolen Lands that failed. Upon failure, Karthas returned to Restov and was sent to join this particular group in order to continue to serve his sentence.
HP: 12 + 1d12 + 1d8 + 1d8 ⇒ 12 + (5) + (5) + (8) = 30 => 12 + 7 (1/2 die +1) + 5 + 8 = 32 before Con bonus and/or Favored Class bonus

DM Carbide |

One other thing, for any of you who might be worried about this (and you should be, given the fate of the typical PbP here on the boards): it took three years for us to finish Part I, but even with only one of the original six players remaining we did finish it. I'm also running two other campaigns on the boards; one's a PFS game for the PbP game day, so it hasn't been running that long. I started the other in October 2011 and have kept it going through two complete changes of players. My games may run slow at times, but barring major RL emergencies I will not disappear from the boards and drop a game.

DoubleGold |

Dotting for interest.
I would likely re-build Karthas, who is a Barbarian/Rogue that made it about 3/4 through Stolen Lands before the game went belly up.
Proposed build would be Barbarian 2/Rogue 2 with archetype(s) to be determined.
** spoiler omitted **
[dice=HP]12 + 1d12 + 1d8 + 1d8 => 12 + 7 (1/2 die +1) + 5 + 8 = 32 before Con bonus and/or Favored Class bonus
You mean you made it to book 4, or you explored 3/4 of the land?

Talomyr |

Talomyr wrote:You mean you made it to book 4, or you explored 3/4 of the land?Dotting for interest.
I would likely re-build Karthas, who is a Barbarian/Rogue that made it about 3/4 through Stolen Lands before the game went belly up.
Proposed build would be Barbarian 2/Rogue 2 with archetype(s) to be determined.
** spoiler omitted **
[dice=HP]12 + 1d12 + 1d8 + 1d8 => 12 + 7 (1/2 die +1) + 5 + 8 = 32 before Con bonus and/or Favored Class bonus
Made through 3/4 of Book 1 (The Stolen Lands)

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I'm interested, but I have caveats. I've GMed Kingmaker; my FtF group made it all the way through book 3 before the campaign ended because I moved. (Well, I'm moving; the game just ended, and I reolcate in July. This doesn't matter for a PbP, obviously). So, I'm quite familiar with it. If this is a problem, I understand, and I won't submit a character. (Myself, as GM I prefer it when players are not familiar with the adventure I'm running.) I do believe I can keep player knowledge and character knowledge separate. Kingmaker is also open-ended enough that every game can be quite a bit different.
The character I'm thinking about is a gnome druid who is a friend to the (friendly, good) fey in the region. Directly himself he wouldn't be very effective in combat, but the animal companion would hopefully be so. He would have reasonable wisdom and charisma, and as such could have decent "face" skills. He would also have a tie to the land, both as a druid and as a descendant of First World refugees.
What happened with Perlivash and Tyg-Titter-Tut in your game?

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I'm interested, but I have caveats. I've GMed Kingmaker; my FtF group made it all the way through book 3 before the campaign ended because I moved. (Well, I'm moving; the game just ended, and I reolcate in July. This doesn't matter for a PbP, obviously). So, I'm quite familiar with it. If this is a problem, I understand, and I won't submit a character. (Myself, as GM I prefer it when players are not familiar with the adventure I'm running.) I do believe I can keep player knowledge and character knowledge separate. Kingmaker is also open-ended enough that every game can be quite a bit different.
I'm the previously mentioned player who's been with the group since the beginning - and I've run the game myself before, so it doesn't automatically exclude you. As long as you think you can do a good job of separating player and character knowledge I don't see why you couldn't be accepted.

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I'm working on putting a stat-block together now.
As much as I love an open invite to write an awesome back story justifying a fun race... I think Kellid makes the most sense here.
Anyone have suggestions for equipment for either Dorgusk the Rimed or his Eidolon to fit with the found technology theme?

DM Carbide |

rknop wrote:I'm interested, but I have caveats. I've GMed Kingmaker; my FtF group made it all the way through book 3 before the campaign ended because I moved. (Well, I'm moving; the game just ended, and I reolcate in July. This doesn't matter for a PbP, obviously). So, I'm quite familiar with it. If this is a problem, I understand, and I won't submit a character. (Myself, as GM I prefer it when players are not familiar with the adventure I'm running.) I do believe I can keep player knowledge and character knowledge separate. Kingmaker is also open-ended enough that every game can be quite a bit different.I'm the previously mentioned player who's been with the group since the beginning - and I've run the game myself before, so it doesn't automatically exclude you. As long as you think you can do a good job of separating player and character knowledge I don't see why you couldn't be accepted.
At one point I tried to play in a KM game, and what tripped me up was when we ran into the problem of what to do with captured bandits. I had trouble separating the debate that had taken place in my game from the one in the other game.

Azten |

She had spent a few years in Brevoy, re-exploring the wilderness of her youth, following the old paths her father had shown her. Half-forgotten game trails were her favorite, even back then. She even went to a place she'd been running from for years...
When the call for explorers initially went out, Elloe was not in town, and it wasn't until several days later when she came back that she was able to take up the jib and head out to the unexplored forests.
She hadn't felt so exhilarated in years.
It's not much, but there's my druid's background.

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This is certainly longer than what you asked for. Hopefully it isn't enough to have me removed from consideration.
I honestly can't remember where I picked this up. I've been using it for ages in my home games and other venues.
In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:
1.) Barbarian host to a foreign intelligence. The battle between savagery and technology wages within Drogusk.
2.) BrainPal: Drogusk is “host” to an intelligence that assists him in his endeavors. It has access to great knowledges and will, at times, share that knowledge (his Eidolon). It has a strong self-preservation protocol and tries very hard to imprint that on Drogusk
3.) A Long Journey: Drogusk has traveled far in his 19 years. He has a wanderer’s soul and has seen many great sights. His most memorable adventure was a town called Torch with a purple flame sitting on the crest of a hill. While there, he explored an oddly square cave and found his BrainPal.
4.) Enjoys solitude and can never find any. He’s never alone now. He’s pretty much always got this avatar in the back of his head speaking to him and informing him of things. Maybe eventually he’ll learn to tune it out? Maybe eventually it’ll drive him mad.
5.) More comfortable in melee. Yells at the BrainPal to “cast spells.” He uses his actions to impement different protocols in the system.
1.) I’m looking forward to awkward interactions with folks as he discusses the ghost that he speaks with and his odd assortment of equipment. I’d like for the equipment to develop as the plot does. I’d love to see his bank of knowledge come in useful. I can see him at some point living a hermit’s life in the woods in a cottage that’s got a lot more going on inside than people might think. Perhaps he’s/ his Companion is rebuilding something from Numeria?
2.) I don’t see him taking on a fatherly role (like several other characters of mine) with the party. I’d like to see him become more of a protective older brother… or maybe even an over-protective younger brother who’s a bit of a hot head. I could see the BrainPal yelling at him as he charges into battle.
1.) He wound up in that cave fleeing from combat. It’s not a big deal to most people, but a Kellid that fled from fear instead of practicality is a Kellid with a lot of shame.
2.) When he was in that cave, he awoke more than just the BrainPal. Something else stirred. It may have followed him. Who knows? (Hint: the GM knows)
1.) Kundarr: Drogusk’s Father. He was a shaman of the Kellids in the Realms of the Mammoth Lords. Drogusk never even had the chance to
2.) Svetlana: Drogusk is somewhat smitten with Svetlana. Obviously his affections aren’t returned. She’s happily married. But he’s considered challenging Oleg for her. Had the trader not been so kind and helpful when he first arrived, and had he not offered hospitality, Drogusk might’ve done so by now.
3.) BrainPal: Some might not consider the BrainPal a person. Drogusk knows otherwise. He and the BrainPal have had enough arguments (and he’s lost enough of them) to know that she’s not just a thing.
1.) Passing “near” the Worldwound and seeing all of the chaos and destruction that it had wrought. Also seeing the Templars and the service they provide the people of former Sarkoris. It’s clear that protectors are important and he feels called to that role.
2.) When he found his BrainPal. Suddenly a flood of information was poured directly into his skull. It took him ages to sort out what was happening to him and how to adjust. He’d been given a tool to accomplish many things and now needed a place to use that gift.
3.) Meeting Oleg. The trader explained much to the young Kellid with the odd backpack / headgear. Drogusk decided this is where he was meant to be and set off to find this band of people that were charged with running the place. Oleg was a fine host for the time that Drogusk spent there. And home-cooked food was a welcome change from the foraging he’s been doing.
I'm more than willing to make Drogusk another race.
-Half-Elf is certainly on the table for mechanical benefits...
-Orc* is there for amusement's sake, though I can't see Oleg taking in a lone Orc.
-Half-Orc* also works, and is certainly more accepted by someone like Oleg.
*These have the added benefit of access to Blood God Disciple, which I think could work amazingly well if re-flavored correctly. If you, DM Carbide, allow me into the game I could certainly work with you to reflavor the Archetype without changing the crunch. I could see reflavoring Blood Feast into some kind of Analyze ability.
Do you want crunch before characters are chosen?

Azten |

Well, in that case.. :)
Elloe has at least a rank in every Druid class skill except a Fly, Craft, and Profession, as well as having Diplomacy(you travel the world you either learn to make nice or make enemies everywhere).
She's decent at combat and should have a good enough wisdom for spells to help out when needed. I'm kinda wondering on wether or not to take Craft Woundrous Item though.

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Here's my in-progress character sheet
Bervitten is a N Gnome Druid/4, using the Green Faith Initiate archetype from Faiths and Philsophies (if you'll allow that).
Animal Companion is a bear by the name of Horace
Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 16
Traits: Trustworthy, Pioneer (the closest campaign trait that fit)
Feats: Spell Focus (Conjuration), Augment Summoning
Skills: Lots of Diplomacy, Sense Motive, Handle Animal, Heal, Knowledge (Nature), Survival. A bit of Ride, Spellcraft, Swim, Knowledge (Geography).
Bervitten is a native of the Greenbelt. He spends most of his time in the Narlmarches, for that is his home. He tends to travel the length of it, particularly the northern Narlmarches. As a devotee of the Green Faith, he thinks protecting and preserving the forest is important. He's also a friend to the good-hearted fey of the region, and regularly checks in with some of the NPCs of the campaign (including Perlivash and Tyg-Titter-Tut).
Despite being a nature protector, Bervitten is also practical. He knows that civilization happens, and that people will move in and build things on the land. He's not immediately hostile to all of it. However, he wants to see it being done in a way that's as low impact as possible, as harmonious with the forest as possible. He's deliberately cultivated his skills at talking with "civilized" people, and is quite diplomatic, to the point that other druids might wonder what's wrong with him that he is able to get along with builders. (Behind his back, they probably mutter that like so many gnomes he's lost track of his gnomish heritage and is attracted to tinkering and machinery. That's not really the case, however.)
He's been aware of the party that has been exploring the Greenbelt; he was first told of them by Perlivash and Tyg-Tigger-Tut. As he's heard more about them, he's come to understand that they hope to civilize the region, that they are agents of Brevoy sent into the region in order to explore, map, and eventually settle it. He's decided to join with them. He knows that to come into conflict with them would eventually lead to much suffering for the good-hearted fey and the forest. He hopes that by working on the inside, he might be able to help them shape whatever settlements they make to work with the fey, and to have as small an impact on the forest as possible.
In appearance, he's a gnome with an unruly shock of green hair-- a sort of boy version of Lini, the iconic druid. His skin is light brown, darker than what you see on most druids, and indeed it almost evokes the lighter bark of trees such as elms. He is followed by his animal companion, a Bear whom he calls Horace. He usually dresses in weatherbeaten brown robes.
If accepted into the game, I'll figure out equipment, and make a messageboard alias for the character.

DM Carbide |

I would very much prefer the next part to take less time; am currently in a Shattered Star PbP that's gotten through the first two parts in less than a year, and I like that sort of pace much better. Granted, it's easier when most of what you're doing is dungeon crawls and you're not having to do a lot of planning, but even so.

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I'll steal some of rknop's format:
Drogusk is a CN Human (maybe Half-Orc/Orc) Summoner 4 maybe using the Blood God Disciple archetype from Advanced Race Guide.
Eidolon is an AI in a bonded exoskeleton. It’ll be the skill monkey.
Abilities: Str High Physical stats and low / mid-range mental stats. Enough charisma to convince the BrainPal to use it’s abilities (cast spells)
Traits: Brigand and something.
Feats: Something Combatty… Probably Power attack and… Arcane Strike?
Skills: On Drogusk… two skills appropriate to a barbarian. Maybe Climb and Swim. On the Brain Pal: Know: Nat, Survival, and Perception all above +10. Knowledge Planes and Dungeoneering right around there. Will access more of it’s memory as it awakens (as it levels it’ll get more ranks in Skilled.
Hopefully that covers the amount of crunch you've asked for.

KDinIN |

I have a halfling melee whose class can change a bit, but whose personality is what stays the same. He is gregarious, boisterous, and boastful, and tends to think of himself as the bee's knees. He has little man disease, in that he takes any threat or challenge against himself personally, and feels honor bound in "winning," whatever that means.
Given the point-buy, he will probably be a bit naive, gullible, and annoying. He will talk and brag a lot, thinking he is quite charismatic and funny.
I will work on all the crunch maybe this evening.

DM Carbide |

GM Carbide, it took you 3 years to get through the first book?
Yeah...at the time, I didn't think much about it, because we were making steady progress, but looking back I should have pushed things more. OTOH, it's also the first thing I ran on the boards, and the players who were slow (or having to take breaks for RL issues) were good enough that I didn't want to drop them out of hand. I think I can go faster with this piece.

Talomyr |

Work is slamming me, and I would not be able to finish a character sheet until this weekend. Happy gaming.
On a side note, I played with Talomyr in the Kingmaker game he is referring to. He is an excellent player, and your group would do well to have him.
Thanks for the recommendation, Tanner.

karlprosek |

I've got a noble bastard human ranger I'd love to play. Lots of woodsy skills here and a connection to House Medvyed.
He'll be an archer with a Boon Companion animal companion. I can get stats together pretty quickly if he's accepted.
Lady Manderly, Lady of White Harbor, Warden of White Knife, Defender of the Dispossessed, Dame Commander of the Green Hand, is the widow of Lord Medvyed's closest friends, Lord Wyman Manderly. Lord Wyman was a frequent companion on Lord Medvyed's long circuits of the Gronzi, hunting bandits and game with equal aplomb. He died an untimely death almost two decades ago, victim of a strange wasting disease that neither clerics nor alchemists could cure.
Lord Medvyed grew close to Vasily's mother as they comforted each other in their grief and he continued to make White Knife a frequent stop on his circuits of his forest realm. Over the course of years, their friendship grew into something more, resulting in Vasily- a fifth child for Lady Manderly and a sixth for Lord Medvyed. Though it took considerable effort, Lady Manderly's pregnancy was kept secret and after a trip east to give birth she returned to White Knife with an infant.
Vasily was raised in a castle alongside his legitimate siblings, and he learned sword work and governance at their side. His ultimate goal was to become an armsman of House Manderly, though, and recently started riding out with House soldiers on bandit suppression missions, where he has learned woodcraft and bandit tactics as well as what a professional soldiery looks like on the march.
Lord Medvyed is known to be a doting parent, and while he cannot acknowledge Vasily he visits White Knife often during the course of his circuit riding throughout his holdings. Vasily was raised as a member of Lady Manderly's household alongside her trueborn children, never knowing he is the son of the great lord or his lady.
He sees the Swordlords expedition into the wilds south of Brevoy as an opportunity to carve out something for himself. In Brevoy he knows he can never be anything more than an armsman, while the siblings he was raised with are lords and ladies. In a new barony- or even a new country altogether- he can be whatever he wants, so long as he works hard enough.

Grask Gurnhart |

I'd like to get involved. I've played through the first chapter of this adventure path before so It would be great if I could come in at this point.
By the time he’d matured, despite his family’s best efforts, Grask had become a fine hunter. His knowledge of survival in the wilds was unsurpassed among his folk. His deadly skill with both axes and crossbows was matched by his tenacity and dedication to the hunt. For it is the tracking, stalking, ambushing and kill of ever larger and more dangerous prey that really drives Grask. As his considerable collection of beast hides and bones grows ever larger he seeks more elusive and rare prey.
When the opportunity to earn a charter to explore and settle the Stolen Lands was offered to the influential dwarves of Brunderton, the Gurnhart family was eager to put up young Grask to the task. Here was a dwarf who could tame the Stolen Lands and increase the wealth and holdings of the dwarves of Brunderton. Given that there would ample opportunity to hunt rare and dangerous prey Grask readily agreed.
Grask is a muscular and athletic young dwarf with a patient and moderated demeanor. As with most dwarves he is gruff and off-putting to most folk. He can be an extremely loyal ally to his friends and those he respects. He has little time for rules, regulations or laws and tends to keep to himself as he wanders the wilds in search of prey. He doesn’t seek to make fortunes or fame off his endeavours, the thrill of the hunt is what drives him. Normally quiet, he can be explosively short tempered with those he feels has no place in the wild lands or those that ruin his hunt.
Male, Dwarf, Ranger 4, Chaotic Good
Age: 62; Height: 4 ft. 6 in. Weight: 195 lbs.
Languages: Common, Dwarvish
Deity: Erastil
Init: +2
Senses: Darkvision 60 ft, Perception +10
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DEFENCE
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AC: 18 (+6 armour, +2 Dex), touch 12, flat-footed 16
hp: 39
Fort: +5, Ref: +6, Will: +4
_________________
OFFENCE
_________________
Speed: 20 ft.
Weapons:
Battleaxe +6(+4), 1d8+2
Throwing Axe +6(+4), 1d6+2
Hvy X-bow +6, 1d10
_________________
STATISTICS
_________________
Str: 14, Dex: 15, Con: 12, Int: 10, Wis: 16, Cha: 8
BAB +4; CMB +6; CMD 18
_________________
FEATS
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Skill Focus: Survival
Two Weapon Fighting
Quick Draw
Endurance
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TRAITS
_________________
Pioneer: (Begin with mount, +1 on Survival checks)
Ambush Training (+1 Init checks and Wep dmg rolls during surprise round)
_________________
SKILLS - 6 pts/lvl
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Climb 1 (+3)
Craft: Woodworking 2 (+5)
Handle Animal 1 (+3)
Heal 2 (+8)
Knowledge: Dungeoneering 1 (+4)
Knowledge: Geography 1 (+4)
Knowledge: Nature 3 (+6)
Perception 4 (+10)
Stealth 3 (+4)
Survival 4 (+11)
Swim 1 (+2)
_________________
GEAR
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Worn (carried)
-Explorers Outfit
-Breastplate (agile) +1
-Battleaxe
-3 Throwing Axes
-Hvy X-bow
-40 Hvy-bow bolts
Belt pouch
-Coinage
Backpack
-Waterskin
-5 days provisions
-Mess kit
-Cooking pot
-Spices
-Blanket
-Bedroll
-Whetstone
-Flint & steel
-5 Torches
-100 ft of silk rope
-Grappling hook
-Woodcarving tools
Load: Medium
Armour Check Penalty: -4 (factored in to skills above)
_________________
RANGER ABILITIES
_________________
Favored Enemy: Animals
Track
Wild Empathy: d20 + 2
Hunters Bond: Allies gain Favored Enemy bonus for 3 rounds

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Auks Halftusk, NG Invulneable Rager Barbarian.
Not every Half-Orc grows up unloved, and not every barbarian is a mindless killer. There are exceptions to every rule and Auks is an exception to those two.
Auks was the only child of Skeer Windshammer, an Orc Shaman, and Ahshira Goldmane, a runaway noble from the Pinkskin lands. Auks was raised ill ingle by his parents, away from the more traditional members of Skerr's tribe.
From his father he learned about the land and how to fight. From his Mother he learned to read not just books but people as well. His childhood was happy, his memories of his parents wa
But all good things must come to an end, the only rule for which there is no exception. Skeer eventually grew old and went to his rest peacefully in his sleep. Ahshira too, passed the long years in the wilderness aging her before her time, and burying his mother, Auks set out to carve a new place for himself. Knowing his father's tribe, nor his mother's family would ever see him as anything other than a runt or an abomination, he set off for the Stolen Lands to see if he couldn't make a new home for himself there.
Trait (campaign) -tough minded, +1 to will saves
Trait Suspicious - +1to sense motive and it's a class skill
Abilities STR 16, DEX 10, CON 14, INT 12, WIS 12, CHA 13
Alt Racial Traits Sacred Tattoos +1 Luck to all saves replaces the Intimidating Presence
Alt Racial Traits Shaman's Apprentice (Endurance feat) replaces Ferocity
Feats: Diehard, Power Attack
Rage Powers: Beast Totem, Scent
Skills: Perception +8, Survival +8, Sense Motive +9, Kno Nature +8, Handle Animal +5, Climb +7, Swim +7, Intimidate +5
HP: 3d12 + 20 ⇒ (3, 7, 9) + 20 = 39 one is below so add 4 more to the total for 43
Rage: 16 rounds/day
Gear: +1 long spear, +1 kurkri, Masterwork Studded Leather, Cracked Dusty rose prism

DM Carbide |

Since I wasn't able to keep up with things while traveling and catching up with work once I got back, I'll keep this open through midnight tomorrow (GMT -5) and try to have a decision by the weekend. So far, I have:
DoubleGold: Tandraste, elf freebooter ranger
Ellix: {White Lion) ranger
twilsemail: discussed offline; withdrawn
Talomyr: Karthas, barbarian/rogue
Azten: half-elf druid
rknop: Bervitten, gnome druid
KDinIN: halfling rogue
Irnk, Dead-Eye's Prodigal: Rufus Fitzroi, human bard/cavalier
therealthorn: Silstaren, elf ranger
karlprosek: Vasily, human ranger
holden1138: Grask Gurnhart, dwarf ranger
P33J: Auks Halftusk, half-orc invulnerable rager barbarian
Fair lot of rangers...can't imagine why that might be.