
Rhiann Sokol |

Well, it looks like after a month of silence, the Kingmaker Curse has struck again, and another intrepid band of adventurers is left without a GM.
The ongoing Game and Discussion threads can be found linked to this Recruitment thread. We've got 4 active players seeking someone to run this campaign. We're currently at level 2, still early in our exploration of the Greenbelt.

GM ST |

Recruitment open for an arcane caster for an ongoing 1E Kingmaker game.
Build Rules:
- Level 2 (2,211 XP on the medium track)
- 20 point buy
- Hit Points: PFS rules (max at level 1, half-HD-plus-one at subsequent levels)
- Alignments: Any non-evil
- Races: Core only
- Classes, Archetypes, & Prestige Classes: Any Paizo
- Traits: 1 Kingmaker campaign trait, 1 trait of your choice (no drawbacks)
- Alternate Rules: Variant Multiclassing yes, Background Skills yes (2/level), EITR Feat Taxes no
- Starting Gold: 1,000 gp
- The more backstory & personality details, the better!
About Us:
I am at least the fifth GM for this poor Kingmaker game, which has still barely left the ground. The Party Consists Of a caster/support cleric of Pharasma, an archer rogue/slayer, a melee tank fighter, and a melee face rogue. These brave adventurers are currently in Book 1 and (not much of a spoiler) exploring the Stolen Lands.
If you have any questions, ask away! Looking to fill ASAP, but recruitment will be open until at least Friday, May 9th at midnight EST.

DeathQuaker RPG Superstar 2015 Top 8 |

I'm interested, I've got a hedge mage witch who was in a Kingmaker game that recently died, but I might instead rejig a elemental sorcerer I've been itching to play.
I'm rolling with a standard disclaimer these days for PBP apps, FYI:
Due a few kerfuffles, albeit rare, I feel it best to post an about me/disclaimer:
I am an experienced poster who generally can post once a day to every two days. I will communicate when I can't post or if I have concerns that can be easily resolved through civil discussion. I can point to prior GMs and players who can vouch for me as a player if needed.
I've also gotten into disagreements with some GMs--and chose to leave games as a result--over one of two issues:
1. I advocate for player agency; save for obvious circumstances (e.g., consented-to botting, GMs performing standard issue Perception or Sense Motive checks for PCs, GMs summarizing combat actions already made, mind control), players should describe their own PCs' actions, feelings, and reactions, and neither GMs nor other players should write those things for them.
2. Given we are in a public global forum full of strangers, I do not wish my PCs to engage in scenarios involving flirtation, propositions, romance, affectionate or intimate touching, sex, abuse, or harassment. If someone for narrative reasons wants to go in that direction, I expect the player/GM to reach out to me about it first out of character before posting it in game.
I have also left a small handful of times because of burnout or a character was not feeling right for a game. In those cases I always discussed the issue with the GM well ahead of time to avoid ugly surprises.
If any of that you feel would be problematic, please let me know not to apply. Thank you.

Lucanor |

Ridge here, This is Lucanor! Human Transmuter Wizard with the Bastard trait. I can change which house he is a bastard of but I never see House Khavortorov get much use so I thought I'd try that :)
Mechanics in profile but as for the backstory and such?
Wall of text awayyyyy
Backstory:
House Khavortorov is not of the greatest Noble Houses of Brevoy, rather it was a Rogarvia subject House of once minor status that served well that now vanished ruling House. While it is known, when it is known at all, for its fine knights and warriors; it hovers below such Houses as the Garess, Lebeda, Medvyed, Orlovsky, and Surtova. It is now showing ambition as it seeks to rectify that. They hope one day their motto of “We won’t be saddled” will be as acclaimed as any. This is important to know if you wish to comprehend why a pie-bald bastard child was so unwelcome by at least a few members of House Khavortorov.
Lucanor was not born to some harlot for hire, or even high class mistress, but rather an honest merchant woman who attended a masked gala wearing, by chance, the same mask as Hadrian Khavortorov’s wife Klementine. Indeed, Klementine meant to visit her husband there but got decidedly ill from bad crab. She sent a message saying she might cancel, but when Hadrian saw a woman wearing a Raven mask as his wife as supposed to, he assumed she had made it after all. Morgalla, Lucanor’s mother, did not intend to play any other woman false, and only knew that a man in an eagle mask was quite Amorous and charming and thought it but his play. One night of bliss, and she’d be done. Only after the event, when masks were pulled off, did the two realize the horrible mistake they had made.
Of such stuff are farces and tragedies alike conceived from. SPEAKING of conception, while it was just one tryst, that proved enough. Morgalla found herself pregnant with a nobleman’s child. In a panic, she did approach Lord Hadrian and Lady Klementine. Hadrian had already told his wife of his indiscretion, and begged her forgiveness. In this, Lady Klementine took this news like a champion, pondering only for a moment the murder of her husband, before she managed a cooler head and forgave him thinking it one and done. Naturally no one was happy when complication in the form of pregnancy arose! This could shame the house, but Lord Hadrian, and his wife, were people of honor, true to their knightly heritage. They agreed that the child would not be abandoned or denounced and might present himself when he came of age and perhaps given a small tower on an acre or two. Come what may. They did however, ask it be kept under wraps for a few years and only a handful of people knew the truth. This skittishness about immediate transparency was to cause no end of trouble for Lucanor. But then, trouble marked him from the start, quite literally.
The sages and scholars called the condition that afflicted the boy Vitiligo; a skin condition where stark pale patches weave great patterns through darker skin. Not long after his birth, Lucanor, a perfectly healthy child in many ways, began to exhibit this to greater extremes. The rich olive hues he had gotten from his mother were rendered abstract by near albino like displacement. Morgalla raised her son to stand strong and proud against bullies and such, reminding him that he was of a noble line, and noble men do not cry save when it is fashionable to do so or perhaps when posing for melodramatic sculpture! The young boy took this to heart, stiffened his discolored upper lip, and endured the sleights and insults of ignorant boys and girls his age who sought to mock him with it.
He was above all that. Besides, one day he’d have a tower or a manor or something and rub it in their faces! So there!
Unfortunately for all involved, save one rotter we’ll get to in a minute, Lady Klementine and Lord Hadrian died in a carriage accident during a surprise storm! Without their verification, it would be hard to press a claim of Lucanor’s true heritage, or the land promised him. He considered making his plea anyway, using the one token of proof he’d been given. That was, of course, when his half Brother Trajan Khavortorov sent a message that might be summed up thusly: “Show yourself in our halls and press your claim, and your mother won’t live another week.”
Trajan might have been born of an honorable lord and a gracious lady, but his proverbial apple had fallen so far from the parental trees that it arguably fell off a cliff, bounced twice, and got lost in a swamp. He HAD learned from his parents notes that he had a half brother, but he was not going to lose one acre, one SHACK to some speckled bastard.
Lucanor, already knowing his chances to sway the rulers of the hot headed house that he was kin to them and promised a small estate was somewhere between chances that ran slim chance to fat chance; would not risk his mother’s life. He went on, finished an apprentice ship with a wizard rankling at the treachery of his dishonorable half brother. Recently though, he received another letter. One that claimed that it knew his secret, and while it could not help him directly, it could advise him how to help himself. There was trouble in the stolen lands, and a bandit lord needed slaying! Do that, and more, and being a hero might wash away the stain of his birth, and his ‘deformity’.
And so our young hero to be has hastened to the Stolen Lands to do just that. He is unsure who sent that second letter, but he believes they are right. His mother, still a merchant, has since moved on from Brevoy and is out of Trajan’s reach, or so Lucanor believes. Now is the time to prove himself every inch as honorable and good a noble as his late father was!
Personality: Lucanor is angry, angry at his treacherous half brother, angry at his lost birthright, and angry at a world that took a father he idolized even if he only met the fellow twice that he recalls. Like any decent young man, he bottles it up DEEP inside for processing or breakdown later. He is dignified, honorable, and practices noblise Oblige when he can. He gives his word rarely but keeps it when he does. Lucanor prefers to treat others with justice and feels responsible for those that put their trust in him.
He also is fascinated by transmutation because it lets him quite literally change his spots. There is some self loathing in him he hides right along side his anger. While Lawful good, he may eventually 'lighten up' in the right company
Description: Lucanor 's mother was of mixed heritage, but chiefly Varisian, and Lucanor reflects that with his platinum blond hair and what would be olive skin if not for the Vitilgo. While it shifts over the course of the year, it rarely eases, and there is a crescent moon of albino like flesh on the right side of his face. This causes many to top and stare, but he is not hideous by any means. He tends to wear robes as befits a wizard, or fine clothes as befits a noble.

GM ST |
2 people marked this as a favorite. |

Answers & comments:
Since the theme of my submissions lately seems to be reusing old aliases, I might draft up an Aphorite Pact Witch of Axis.
Before you get too far in, please keep in mind that this is for Core races only. But otherwise a pact witch is fine.
I'm rolling with a standard disclaimer these days for PBP apps, FYI:
** spoiler omitted **
If any of that you feel would be problematic, please let me know not to apply. Thank you.
I don't foresee any of that being a problem. As written, Kingmaker isn't exactly heavy on romance. And I do try my best not to speak for people, although having never played with you (that I can tell) I don't know what lines you draw.
Ridge here, This is Lucanor! Human Transmuter Wizard with the Bastard trait. I can change which house he is a bastard of but I never see House Khavortorov get much use so I thought I'd try that :)
Mechanics in profile but as for the backstory and such?
Wall of text awayyyyy
** wall of text omitted **
Looks awesome! House Khavortorov is fine, I don't think it will break anything.

Dare Ashborn |

Okay, then, here's my submission (this is DeathQuaker): Half-Orc Eldritch Scrapper Fire Elemental Sorcerer.
She is set up for potentially dipping 1 level into ranger or fighter down the line and then going Eldritch Knight, but I can also stay straight sorcerer or do as the party needs (but I feel like Kingmaker is a good AP for a slightly more rugged caster).
The campaign trait that suited her background best was brigand, so I added the 100 gp given by that to the total wealth allowable. Hope that's okay; if not I can adjust.
Personality-wise she can be bit brash and hot tempered, but at her root she wants to protect people, and she (and I) will endeavor to have her get along well with the party. She has a lot of chances to mature across this AP's story. I didn't design the character for Kingmaker originally but I think she would work in it very well. She in fact was originally in a ROTRL game that fell apart, so if you want to see roleplaying samples, her past posts should suffice.

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Here is my submission!
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Male Half Gnome Arcanist 2
N Medium humanoid (Gnome)
Init +1 ; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 Size, +0 Natural Armor, +0 Deflection, +0 Shield)
hp: 18 (2d6+6 Con +2 Favored Class)
Fort +3, Ref +1, Will +2
Defensive Abilities: +4 AC vs Giants, +2 to save vs Illusion spells and effects,
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Offense
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Speed: 20 Ft
Melee: Walking Stick (small club) +1 (d4-1; x2)
Ranged: See Spell +3 Touch (by spell)
Spellbook: All 0-level spells; 1st level- Endure Elements, Protection from Evil, Shield, Color Spray, Vanish, Ray of Enfeeblement, Feather Fall, Liberating Command,
Spells (CL 2; Concentration +5)
Level 0 (-):[5] Acid Splash, Detect Magic, Read Magic, Haunted Fey Aspect, Open/Close
Level 1 (3/3): [2] Color Spray, Shield
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Statistics
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Str 8, Dex 12, Con 16, Int 16, Wis 8, Cha 16
Base Atk +1 ; CMB -1 ; CMD 10
Racial Abilities:
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice (Nature). This racial trait replaces hatred and obsessive.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity. PPC:HftF
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Class Abilities:
Arcane Reservoir (4/5): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Armored Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
Consume Spell: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Traits
Pioneer: You begin play with a horse. Also, choose one of the following skills: Perception—you gain a +1 trait bonus on this skill.
Master Illusionist: You gain a +1 trait bonus on caster level checks with illusion spells and a +1 trait bonus on Will saves to disbelieve illusions.
Feats:
Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Skills: Climb +1 [0], Knowledge: Arcana +8 [2], Knowledge: History +8 [2], Knowledge: Nature +10 [2], Knowledge: Planes +7 [1], Knowledge: Religion +7 [1], Linguistics +8 [2], Perception +7 [2], Spellcraft +8 [2]
Languages: Common, Gnome, Sylvan, Draconic, Elven, Giant, Ancient Thessalonian, Necril
Combat Gear: Walking stick (Club) [0 gp, 1.5 lbs], Ioun Torch [75 gp; - lbs]
Gold: 843 gp Silver: 4 Copper:
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Tracked Resources
-------------------- Weight Cost
Traveler's Outfit 1/1 2.5 (0 worn) Free!
Horse (Miles) 1/1 Free!
Military Saddle 1/1 60 gp
50 ft rope* 1/1 5 10 gp
Rations* 7/7 3.5 3.5 gp
Waterskin* 1/1 2 1 gp
Backpack, Common* 1/1 1 2 gp
Bedroll 1/1 2.5 0.1 gp
Spell Component Pouch 1/1 1 5 gp
*= Carried in pack.
Total Weight 16.5 lbs (14 lbs in pack) // 20 lbs or less Light / 21-43 medium / 44-60 heavy
Tocash is a young gnome with the vim of an explorer roiling him. He was born in the capital of Rostland and he grew bored of the city life. He heard that a group was sent to explore the Stolen Lands. Rumors of fey and other strange creatures enchanted Tocash. So he mounted his trusty horse Miles and set out to be a pioneer in these new unexplored lands.[/background]
[spoiler=What does Tocash bring?[/b]
Tocash is an arcanist who is focused on Illusion magic. Illusion brings a lot of Utility and his Arcanist exploits will allow him to add some extra offensive abilities depending on the target. Because of the utility in damage from Exploits, Tocash can also provide a good source of future buffs.

GM ST |

Votes are in!
Without further ado: Dare Ashborn, please check into the Gameplay and Discussion threads!
* * * * *
To everyone else, thank you so much for applying.
In submission order: Lucanor would've been the winner in a ranked-choice situation; all of us thought you were a top contender. Tocash would've been really cool to see in action (I like tricksters and illusionists), you just needed more roleplaying info. Oscur Kompros was my top pick when it came to mechanics; your build would work well in this campaign, and even with this party. Ultimately, it came down to who we thought would be the most interesting if they joined these existing characters.
See you all on the boards!