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Question for DM, is there a traveling circus?


BigP4nda wrote:
Question for DM, is there a traveling circus?

Wat.

-Posted with Wayfinder


In Brevoy, is there a traveling circus, I am wondering because I was thinking of having Gonzo be an ex-carnie


that is sorta outside of the scope of the AP, so there could be if we want one to be?


Small hands, smells of cabbage?


If I remember right, Brevoy is Not-Spain, so I'm pretty sure they have parades and carnivals.

-Posted with Wayfinder


Ok Gonzo go ahead and report to discussion and welcome to the game.

-Posted with Wayfinder


We're now on the hunt for a 3/4ths arcane hybrid; Magus, Skald, Bard.

Please be sure you can meet all specifications as outlined in the original post.

Your character should be lvl 2; 20 pb; 2 traits, one campaign, drawback for 3rd; 250g wealth.


Pathfinder Adventure Path Subscriber

I don't have the time to fully stat her up tonight, but I'd be interested in getting involved with a magus...here's a quick character sketch!


Let me guess Dex-int Based?


Pathfinder Adventure Path Subscriber

Mmmmm likely. :P Though she'll have a fair bit of strength as well (need something to deal damage with a sword...). Here we go:

Jalketia Orvannyed:
Born in a tiny fishing village named Kostchtchie's Gulch just off the shore of the Lake of Mist and Veils, Jalketia Ovannyed is the exact middle child in a family with seven children--a position she has always, but always, found irritating. Her parents were humble fisherfolk, carting their wares to the nearest town to be sold and, from there, carted to Port Ice for the winter, and few people in Kostchtchie's Gulch (referred to locally simply as "the Gulch") aspired to anything more than lasting out another winter. It wasn't a bad life, per se, and Jalketia grew up enjoying the rituals and routines of village life...even if, in rural Issia, these can be a little strange.

What was ultimately dissatisfying, though, was her relationship with her uncle. Uncle Torgeth was an old salt, one of the most talented sailors in the village, and it was whispered that he had a strange, somewhat magical way with the winds. He had taken a shining to Jalketia at a young age. He always said she showed promise, and, sure enough, when he started teaching her at the age of 10, she showed a true knack for the arcane arts. Jalketia, for her part, enjoyed what she was learning but always longed to go south, to explore Rostland and to learn the secrets of the Aldori Swordlords. To that end, she trained with the few village watch members there were in the Gulch; who, kind though they were, couldn't help but belittle her as a girl who wanted to learn swordplay. It was a frustrating existence.

Everything changed when her uncle died. Torgeth had left her everything in his will, and (somewhat to everyone's surprise) that turned out to be a lot. Although her family was reluctant to let her go, Jalketia was determined to make it out and, using the money Torgeth had left her, she bought some gear and started out down the road to New Stetven.

Well, the two years she spent in New Stetven were both the best and the worst of her life. Though she learned more magic--and more swordplay--than she'd ever anticipated, she also learned that there was a lot she didn't yet understand about Rostland, and about the world in general. She had a number of flings, and got her heart broken once; she got into a number of fights, and spent far more than one night in jail, sweating and hoping that she'd be let off with a slap on the wrist. She gambled away a great deal of her fortune, and spent much of the rest unwisely. She once seduced a man for the sword she now carries on her back--something she still cringes at the thought of, though she would never admit it to anyone. At the very end of it, she found love: Xemne Lebeda, a distant scion of that great house who was in New Stetven studying to be a bard. Knowing that Xemne's family would never accept her as a penniless dueling vagrant, Jalketia has bid her lover a fond farewell and heeded the call to set out to the south and tame a new territory, hoping to find glory, renown, and just a smidge of respectability down there...

Appearance:
Jalketia is a tall woman of Kellid stock, with smooth, jet-black hair and medium brown eyes. She's built athletically but tends toward thin, and a cheerful smile never seems to leave her face--even when, perhaps, the situation might call for it to do so.

Vague Mechanics:
Jalketia will be a chaotic good human magus who will probably wield a dueling sword (because c'mon, it's Brevoy). I haven't written up actual stats, but her dump scores are likely to be Wisdom followed by Charisma (though I always try to have characters keep a bit of charisma...). The traits I plan to take are Issian (campaign trait), the Arcane Temper magic trait, the Frontier-Forged regional trait, and the Provincial Drawback (I've always been curious to play with a drawback, though I'm not wedded to the idea). I'm also curious how you feel about Story Feats...I'm interested in this "True Love" plotline, though I'm not sure the mechanics make it worthwhile to invest a whole feat in.

I quickly skimmed the other characters and didn't see anyone whose Issian heritage was a big deal for them (or at least, didn't see anyone who took the trait...might've missed something). I figure this could be a fun source of conflict/difference for the group.

That went on longer than expected...let me know if you like what you see!


You are right no one took said trait. If you do choose that particular Story feat (It is a good feat) You might want to talk with the GM about who they are (If NPC) or the GM might choose for you based on your story. Ofcourse there are also feats that make you able to do dex to damage if that is your thing. Also chances are IF it is an NPC.. it is likely to be used as fodder.


Pathfinder Adventure Path Subscriber

Well, that's certainly fine! I enjoy having NPCs brought in to the story...otherwise they're just background info!

Since it's my day off today, y'all get a build! I realized as I was putting her together that the kensai archetype actually synergizes well with the idea of a woman obsessed with learning to be duelist in the Aldori style (and lets me make the character I was envisioning most effectively out the gate); I know that Vladimir also leans this way, and it seems to me that having two "rival" bladesmen in the party could be fun, let me know if you guys disagree...I could also make her a more versatile character by going vanilla magus, in which case she might look up to Vladimir as a possible mentor (especially given that she probably wouldn't have Weapon Proficiency with the dueling sword when she started).

Let me know your thoughts! GM, let me know if there's anything in here you don't want (I did put the story feat in, for the moment).

Spoiler:

Jalketia Orvannyed
Human (Kellid) Magus (Kensai) 2
CG Medium Humanoid (Human)
Init +5; Senses Perception 0, Sense Motive +1/-1
-------------
Defense
-------------

AC 16, Touch 16, Flat-Footed 10 (+4 Dex, +2 Canny Defense)
HP 16 (2d8+2x1 Con+2 FCB)
Fort +4, Ref +4, Will +2 (+3 against mind-affecting)
-------------
Offense
-------------

Speed 30 ft.
Melee Dueling Sword +6 (1d8+3 slashing/19-20)
Dagger +5 (1d4+2 slashing or piercing/19-20)
Ranged Sling +5 (1d4+2/50')
Dagger +5 (1d4+2 slashing or piercing/19-20/10')
Concentration +5 (2 level, 2 INT, 1 trait)
-------------
Statistics
-------------

Str 14 Dex 18 Con 12 Int 14 Wis 8 Cha 10
Base Attack +1; CMB +3; CMD 17
Feats Weapon Finesse, True Love
Traits Issian, Arcane Temper, Frontier-Forged, Provincial [Drawback]
Trained Skills Ride [2] +9, Spellcraft [2] +7, Use Magic Device [2] +5, Climb [2] +7, Swim [1] +6, Profession (Gambler) [1] +3, Sense Motive [untrained] +1, but -1 if they're not CG or worshipers of Erastil; Perception [untrained] 0, Survival [untrained] 0 to survive in the wild.
Languages Common, Hallit, Skald
Gear Aldori Dueling Sword, sling, 20 bullets, 2 daggers, compact spellbook (22/70 pages used), explorer's outfit, cold-weather outfit (not worn), simple reversible cloak, common gambler's kit, fishing kit, bedroll, silk rope, masterwork backpack, belt pouch, spell component pouch, waterskin, flint and steel, gold locket (worth 3 gp) with portrait of Xemne.
Cash 20 gp 2 sp
Encumbrance 60.5/66 lbs; light load
-------------
Special Abilities
-------------

Class:
Exotic Weapon Proficiency: Jalketia's obsessive training with dueling swords means that she is proficient in their use, but not in any other martial weapons or armor.
Diminished Spellcasting Jalketia's not really ever been as fond of the magical side of her training...she can cast 1 fewer spell per level than normal.
Canny Defense: When wielding her dueling sword, Jalketia gains 1 point of Intelligence bonus per class level as a dodge bonus to AC.
Weapon Focus (Aldori Dueling Sword) [Bonus Feat]: Jalketia's intensive training grants her a +1 bonus on all attack rolls with her dueling sword.
Arcane Pool (3 points/day): Use 1 point of power as a swift action to grant a held weapon a +1 bonus for 1 minute.
Spell Combat: Use weapon and a spell to make a full-round attack as if using Two-Weapon fighting in ideal circumstances (-2 penalty to both attacks).
Spellstrike: When casting a touch spell, use your weapon to deliver the free touch attack that comes with the spell. You can use both this and spell combat in combination.
Feat:
Weapon Finesse: Always a fighter to take advantage of her wiry build and speed, Jalketia uses her Dexterity to make attack rolls with select weapons instead of her Strength.
True Love: Jalketia's emotions run close to the surface; she adds +1 to the DC and caster level of all spells or spell-like abilities with the emotion descriptor, and gains a +2 bonus on Sense Motive checks.
Trait:
Issian: Proud descendant of the frozen north! Jalketia gains a +1 bonus on all Will saves to resist mind-affecting effects.
Arcane Temper: She's not the most...stable...of magic users...Jalketia gains a +1 bonus on concentration and initiative checks.
Frontier-Forged: Jalketia's upbringing on the rough shores of the Lake were not without benefits; she gains a +1 bonus on Perception checks and a +1 bonus on Survival checks to get along in the wild.
Provincial [Drawback]: Attempting at being adventurous though she is, at heart Jalketia is just a girl from the country, and has a hard time understanding city folk and those who aren't looking out for their community. She takes a -2 penalty on Sense Motive and Diplomacy checks against all creatures of different religion or alignment (in other words, pretty much all creatures).
--------------
Spellbook
--------------

0th (3/day, DC 12): all.
1st (2/day, DC 13): Corrosive Touch, Enlarge Person, Expeditious Retreat, Blurred Movement, Hydraulic Push, Shocking Grasp, Shield
Today's Spells:


Thessk thinkss that you could focus on Dex and Int for your build and eliminate sstrength ass Ssugua was implying.

Feat Dervissh dance allowss you to usse Dex for to hit and damage bonuss with a sscimitar, which conveniently also has a great crit range.. perfect for the Magus.


Hrm I wasn't implying it I just assumed. More than a few in my experience die terrible deaths because they are too focused on that side. Most notably, get caught Flat footed? Dead. You also need Str for Power Attack. I advise if you DO try all dex you pump escape artist or you are equally dead. Another thing being that spells like mage armor ((Which you dont have anyway)) don't last quite enough in KM for you to be considered to have it on all the time so keep that in mind.

The only real hiccup besides that is that currently im not sure if he would be your rival Bladesman, maybe rival in the same style but currently Bladesman is Sugua. Who could just pick up the weapon and use it.


This is Tanner Nielsen. I would like to submit Ilya Shukhov, Human Skald, for consideration. I have everything completed except for purchasing gear and picking spells, and I can do that this evening after work. I think I have the formatting correct, but please let me know if anything needs fixing.

Background and Description:

Hair: Sandy Brown
Eyes: Blue
Height: 6'4"
Weight: 230lb
You see a well-groomed human male with wild, sandy-brown hair hanging to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dress, right now, in ragged prison fatigues. He is quite tall, with a muscled frame and straight posture.

Ilya's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.' Ilya followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.

Coming of age as a man, his father decided one spring that it was time for Ilya to join him on a venture southward. They traveled overland, into the soft and fertile lands of Brevoy. After several uneventful weeks, where Ilya entertained the men with storytelling around the campfires, the caravan was attacked by a band of marauders. The company was victorious, but Ilya's father fell in battle along with most of the guards. The band made it through the woods, and unceremoniously dumped the lad at a nearby village to speed their retreat back north.

Ilya was taken in as a ward of House Lebeda on the shores of Lake Reykal, and did odd jobs and manual labor in their homes and warehouses. He chafed spending his days as a laborer and guard, until a bard entertained at the hall of his lord. He was enthralled, and shared with him the legends and epics he remembered from his far-away home. The minstrel took the boy on as an apprentice, and helped him to refine and channel his talents. It did little, however, to calm the brooding anger that festered whenever he thought of his father, and the family he knew he would never see again. In time, he grew into a man, with great height and heft thanks to his northern blood. In battle he is inspired by the tales of heroes of old, and enthusiastically shares them with his comrades.

Ilya is a generally friendly soul, who is willing to share a mug of mead and a good story with a stranger. He is kind to children and the elderly, treats animals well, and values friendship and loyalty. Unless, of course, you threaten him. Then you are part of the problem. You deserve no measure of love, charity, patience, or tolerance in this world or the world to come. He will see your world burn to the ground, and the ghosts of his ancestors will sing to his praises as everything you love is cut down.

Key Roles:

BUFFING

I can give everyone in the party +2 Strength and Constitution and +1 to Will saves. Or inspire you guys to ran faster and further without getting tired. Or get super strong. Or scare the poop out of our enemies (which is like a reverse buff for the party). I can even summon your departed souls from the halls of the damned to continue fighting. At 10th-level, everyone in the party will get fast healing 4 every time I sing. Very righteous.

And the rage powers. Oh, the rage powers. You lucky sons of guns get goodies like wicked claws and teeth, elemental damage, incredible athletics, or spellcaster-murder-powers. The sky is the limit.

MELEE

I can fight. I've got maxed Strength, Power Attack, and I can rage. Give me an axe or a greatsword, and watch me cut through our foes with the fervor of a berserker.

SOCIAL SKILLS

I can talk. I make a great secondary party face, or we can split the party to cover more ground. With my Versatile Performance ability, I can put max ranks Intimidate, Bluff, and Sense Motive. Yeah, baby.

KNOWLEDGE

I know stuff. Lore Master will let me rack my brain for sweet, sweet knowledge at a moment's notice. You can be like, "Hey, Ilya. What's that?" And I can totally hook you up.

STEALTH

I'm sneaky. I took a trait for it. I'm not going to wear heavy armor, so I can be all ninja-silent-shadow when we need to go somewhere without drawing attention.

SPELLCASTING

I cast spells. All sorts of spells. Spells I haven't even taken yet. If I were a soft drink, I would be a Diet Wizard.

In short, I would make an great candidate for your open position. We will rock hard, party hard, and conquer our enemies.

*wicked guitar solo*


I will tell you the last Skald had the issue of being too squishy and you have even less HP than he did. You have LESS than the wizard actually. Actually if you had just been in he party this character would have died flatout from the damage we took. Also you cant have Power attack. And you must be sure about the time, two times already I have seen you give up.


Glancing back up at the recruitment you did for a full arcane caster, you seem to find the role more important than the class itself. Exactly what are you looking for in a 3/4 caster? Someone that can buff? Contribute damage?

I ask because I have this guy, whose damage is more or less crap, but has more AC and hp than most of your current party members (more if I ditch the archetype to get shield proficiency back), and has some utility.

Work In Progress:
Kobold Bard (Dragon Herald) 2
CN Small humanoid (reptilian)
Init +2; Perception +4, low-light vision
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
HP 20 (2d8+7)
Fort +1, Ref +5, Will +2; +4 against bardic performance, sonic, and language-dependent effects
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Bard Spells Known (CL 2nd, concentration +5)
1st (3/day)-cure light wounds, grease (DC 14), hideous laughter (DC 14)
0 (at will)-detect magic, light, mage hand, message, prestidigitation
Special Attacks bardic performance 9/day
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 12, Wis 8, Cha 16
Base Atk +1; CMB -1; CMD 11
Languages Common, Draconic
--------------------
Feats
--------------------
Toughness
--------------------
Traits and Drawbacks
--------------------

--------------------
Skills
--------------------
Acrobatics +2
Appraise +1
Bluff +8[2]
Climb -1
Craft +1
Diplomacy +4
Disguise +3
Escape Artist +7[2]
Fly +2
Intimidate +4
Knowledge (arcana) +6[2]
Linguistics +1
Perception +4[2]
Perform (oratory) +8[2]
Profession +0
Sense Motive -1
Sleight of Hand +2
Spellcraft +6[2]
Stealth +13[2]
Use Magic Device +3
--------------------
Gear
--------------------
chain shirt
dagger
light crossbow
113 gp
--------------------
Special Abilities
--------------------
Armor Kobolds gain a +1 natural armor bonus.
Day Raider Does not have light sensitivity, but has low-light vision instead of darkvision.
Spellcaster Sneak +2 racial bonus on Stealth checks and can once a day gain the benefits of the Silent Spell feat on a spell casted.
Dragon Voice (Ex) Gains a bonus to Diplomacy and Intimidate checks equal to half his level.
Diplomatic Immunity (Su) Can use bardic performance to create a sanctuary effect on himself. The effect persists for 1 round after the performance ends.
Distraction (Su) Each round during performance, can make a Perform (oratory) check. Any creature within 30 feet that is affected by an illusion (pattern) or illusion (figment) can use the bard’s Perform check in place of their saving throw, after the saving throw is rolled, if the Perform check is higher. If a creature is already affected by an illusion, it gains another saving throw, but must use the bard’s Perform check.
Inspire Courage (Su) Can use bardic performance to grant allies a +1 morale bonus on saving throws against charm and fear effects, as well as a +1 competence bonus on attack and damage rolls.
Versatile Performance (Ex) Can use Perform (oratory) in place of Diplomacy and Sense Motive checks.
Well-Versed (Ex) Gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
--------------------
Backstory
--------------------

No backstory yet, but I figure that since you've already ravaged a good number of kobolds, and the idea of negotiating with them was brought up, one of them might come forward as a liaison. I suspect any such effort would fail spectacularly, but who knows?


I actually have one as my Minion sort of.. that could be your lead-in if that was the case otherwise, the party seems slightly steamed at Kobolds for wrecking some of them. Though I suppose we arent overtly racist.

So far I think someone with arcane abilities that either can buff or provide assistance in combat themselves works.


If your Kobold Bard can be named Deekin Scalesinger I'm all for it.

Also, Khargol is in no way racist against kobolds. Kobolds that shoot arrows and stab spears at him, sure. But not regular ones.


Well technically it didnt get bad until they got angry.


Hm. If he is a part of the Sootscale tribe, what campaign trait might be most appropriate? I don't think the flavor quite fits any of them.


If you were a Sootscale kobold take a blackscale kobold trait in place of a campaign trait.

-Posted with Wayfinder


Pathfinder Adventure Path Subscriber

I hear the argument for more Dex and Int, but I do prefer to keep some Strength around for those times you need to, say, prise something open, or jump on something, or, y'know...that kind of thing. :P

Any other thoughts on Jalketia? Mahorfeus's question about the role you see this person filling is a good one...at the moment she's definitely in the "provide more killing" realm.


I said it before

Quote:
So far I think someone with arcane abilities that either can buff or provide assistance in combat themselves works.

If you can make other people kill it faster, good, If you yourself can kill it faster also good. The choice is basically three fold.

Combat Capability
Magical Addition
Stat Distribution

What you can bring into combat without being squishy, having magical ways to contribute to problems, having a stat that isnt as crowded as the rest because eventually Kingdom building will be a thing. The roles of course will be based on what your character is like as well. You can have the highest Cha but that doesnt mean anything about you becoming the Ruler for example people may not agree with you overall. You also have to have some form of self reliance because so far people drop quickly it seems and some fights only half the party has been up meaning if you arent able to do something on your own that could be bad.

Jalketia I find fine just account for the fact you are human and get a feat and with a 14 str you can get power attack.. which is nice later on.


Thanks for the feedback, Sugua!

I will switch out Power Attack for Toughness, lower my Strength to 16 and raise my Constitution to 14, and apply my favored class bonus to hp. That will raise my total hp from 13 to 21.


Another thing should be mentioned along the lines of what Sugua said about self reliance I suppose I should mention, since it's reason we lost our last Skald.

I have no inclination be either fair, nor coddle. Be sure you're up for what that entails.

-Posted with Wayfinder


Ilya Shukhov wrote:

Thanks for the feedback, Sugua!

I will switch out Power Attack for Toughness, lower my Strength to 16 and raise my Constitution to 14, and apply my favored class bonus to hp. That will raise my total hp from 13 to 21.

22 Hp 8+5+4Con+3 Toughness+2 Favored Class = 22


Sugua Bran't wrote:
Ilya Shukhov wrote:

Thanks for the feedback, Sugua!

I will switch out Power Attack for Toughness, lower my Strength to 16 and raise my Constitution to 14, and apply my favored class bonus to hp. That will raise my total hp from 13 to 21.

22 Hp 8+5+4Con+3 Toughness+2 Favored Class = 22

Well, even better! I have also completed my equipment and spell selection.

And my apologies for having to drop earlier. Things have been busy with work and school, and when I had difficulties with formatting or tweaking my character it kinda fell by the wayside. I'm good now, and I would have no difficulty in being an invested and committed player.


You arent a prepared caster, you have spells known. Your armor has an ACP, apply it to your skills where needed. You only get one Versatile performance, make sure you designate which.


Sugua Bran't wrote:
You arent a prepared caster, you have spells known. Your armor has an ACP, apply it to your skills where needed. You only get one Versatile performance, make sure you designate which.

Done, done, and done. Thanks!


"Deekin" was tempting, I admit.

Character is more or less done, unless the background needs tweaking. Spell DCs aren't exactly spectacular, but bards aren't exactly spoiled for choice when it comes to first level spells.

Clousuk Sootscale:
Kobold Bard (Dragon Herald) 2
CN Small humanoid (reptilian)
Init +4; Perception +4, low-light vision
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural, +1 size)
HP 20 (2d8+7)
Fort +1, Ref +5, Will +2; +4 against bardic performance, sonic, and language-dependent effects
Resist acid 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Bard Spells Known (CL 2nd, concentration +5)
1st (3/day)-cure light wounds, grease (DC 14), hideous laughter (DC 14)
0 (at will)-detect magic, light, mage hand, message, prestidigitation
Special Attacks bardic performance 9/day
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 12, Wis 8, Cha 16
Base Atk +1; CMB -1; CMD 11
Languages Common, Draconic
--------------------
Feats
--------------------
Toughness
--------------------
Traits and Drawbacks
--------------------
Reactionary - +2 racial bonus on initiative checks
Sneaky Swimmer - Can hold breath underwater for 1 additional round, and gains a +2 on Stealth checks made in swamps and underwater environments
--------------------
Skills
--------------------
Acrobatics +2
Appraise +1
Bluff +8[2]
Climb -1
Craft +1
Diplomacy +4
Disguise +3
Escape Artist +7[2]
Fly +2
Intimidate +4
Knowledge (arcana) +6[2]
Linguistics +1
Perception +4[2]
Perform (oratory) +8[2]
Profession +0
Sense Motive -1
Sleight of Hand +2
Spellcraft +6[2]
Stealth +13[2]
Use Magic Device +3
--------------------
Gear
--------------------
chain shirt
dagger
light crossbow
mwk backpack
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
journal
mess kit
mirror
rope
soap
torches (10)
trail rations (5 days)
waterskin
29 gp
--------------------
Special Abilities
--------------------
Armor Kobolds gain a +1 natural armor bonus.
Day Raider Does not have light sensitivity, but has low-light vision instead of darkvision.
Spellcaster Sneak +2 racial bonus on Stealth checks and can once a day gain the benefits of the Silent Spell feat on a spell casted.
Dragon Patron (Ex) Venerates the black dragons.
Coat of Arms (Ex) Gains energy resistance to the energy type associated with dragon patron.
Dragon Voice (Ex) Gains a bonus to Diplomacy and Intimidate checks equal to half his level.
Diplomatic Immunity (Su) Can use bardic performance to create a sanctuary effect on himself. The effect persists for 1 round after the performance ends.
Distraction (Su) Each round during performance, can make a Perform (oratory) check. Any creature within 30 feet that is affected by an illusion (pattern) or illusion (figment) can use the bard’s Perform check in place of their saving throw, after the saving throw is rolled, if the Perform check is higher. If a creature is already affected by an illusion, it gains another saving throw, but must use the bard’s Perform check.
Inspire Courage (Su) Can use bardic performance to grant allies a +1 morale bonus on saving throws against charm and fear effects, as well as a +1 competence bonus on attack and damage rolls.
Versatile Performance (Ex) Can use Perform (oratory) in place of Diplomacy and Sense Motive checks.
Well-Versed (Ex) Gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
--------------------
Backstory
--------------------
A diplomat and trained speaker for the Sootscale tribe. His role was chosen for him the moment he was born, as it was determined that he was not of the warrior stock. There was magic in his blood nonetheless, magic that gave his words power. Out of necessity, knowledge of the common tongue was practically driven into his skull, so that he could properly communicate with the big people. As more and more humans that coveted the Stolen Lands arrived, the need for a negotiator arose. Chief Sootscale all but tossed Deekin out into the world, telling him to solve their dilemma. As it would turn out, bandits had little interest in diplomacy. More than once Deekin was caught or nearly killed, but each time he would escape with his hide intact. He was eventually forced to return to his chief to report his humiliating failure; fortunately, by the time he had, there were pressing matters on the Sootscale’s mind.


I'm having a tough time deciding but I'll have a verdict for you all sometime today.


Pathfinder Adventure Path Subscriber

Exciting! :) Thanks for the consideration, in any case.


Ok guys I think we're going to go with Clousuk Sootscale. I really appreciate the submissions I received and it was very tough to pick a submission this time round.

-Posted with Wayfinder


Pathfinder Adventure Path Subscriber

Aw, beat out by a kobold! :P Well, happy gaming, all!

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