Call to Arms: Kingmaker: Legacies of Dust


Recruitment

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On the walls of Oleg's Trading Post, amidst a few handwritten posters with vague descriptions of kobolds, a traitor, and a very large boar is a sign that looks different from the rest, written in strong script.

Wanted: Two adventurous types to join an ongoing expedition into the Stolen Lands already in progress. Excellent pay and advancement opportunities, up to and including rulership! Defeat undead, bandits, and other undersirables while taking the Stolen Lands for upcoming settlement.

-The Solicitor
(The Solicitor is an equal Opportunity employer.)

~*~*~

I am in need of two self-motivated new players for a Kingmaker (with a twist) game in progress that is nearing the completion of the second fight. Real life and absences have conspired to slow the game down, but we have an enthusiastic group looking to make their mark on the Stolen Lands.

I expect players in my game to be team oriented, enthusiastic, and willing to commit to a post per day. I've probably been too lenient in the past waiting for people to come back... that have dropped off the face of the internet, and it's slowed down the game ;)

Feel free to read up on the campaign in progress. A short synopsis of the changes I have in store is that unlike traditional Kingmaker, there are no Fey and various other things have taken over their niche (and story elements.)

Will our group be successful? Or shall their names be lost to ranks of the Kings of Dust, those unfortunate souls who have tried to claim the Stolen Lands, and failed? Without strong allies, it will surely be the later...

If interested, or if you have questions, respond here or PM me.


I might be interested in this

What are the current players playing?

What are the character creation rules?


Interested, but can't seem to find character creation guidelines - presumably because this thread is taking up the recruitment slot.


Quite interested! If possible could you PM me details? Normally I'd be a bit more active about seeking them out but in typing on my phone at work so I'm a bit limited!


I am interested, I just need details.


interested myself do need creation details though

Scarab Sages

the same as everyone above, much interest, what does the party need and how do you prefer charectors made?


Submitting Ullarian, an Elven Wizard with the Spellsage archetype. He's a decent diplomat, a passable archer, and has a once a day spell nuke (at this level a 5d6 burning hands) and would likely load up on craft feats - since his archetype gives access to the bard, cleric, and druid spell lists, though that makes it sound a lot better than the ability actually is:p

I've basically gone for a 20 point buy build, I'll happily make any adjustments needed :)

I should note that I have made use of crafting, both for scrolls and a bow, he is able to take 10 and succeed for these - with Crafter's Fortune - so I hope that's reasonable. Trying to avoid being that Wizard crossbow toting wizard who can't hit the broadside of a barn :)

Ullarian Stats:
Ullarian Greystained
Male elf wizard (spell sage) 1 (Pathfinder RPG Advanced Class Guide 133)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
. . rapier +1 (1d6+1/18-20)
Ranged composite longbow +3 (1d8+1/×3)
Wizard (Spell Sage) Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), gravity bow[APG]
. . 0 (at will)—dancing lights, daze (DC 14), detect magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 19, Wis 9, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative, Scribe Scroll
Traits - custom trait -, extremely fashionable
Skills Diplomacy +8, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +8, Perception +1, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ elven magic, focused spells
Combat Gear scroll of color spray, scroll of gravity bow, scroll of infernal healing (x2); Other Gear arrows (40), blunt arrows[APG] (20), composite longbow (+1 Str), dagger, rapier, artisan's tools, backpack, bandolier[UE], bedroll, chalk, flint and steel, ink, inkpen, signal whistle, soap, spell component pouch, spellbook, trail rations (5), twine (50')[APG], waterproof bag[UE], waterskin, 1 gp, 16 sp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Focused Spells (1/day) (Su) When casting a spell can increase CL by 4.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Background:
Born in Kyonin, Ullarian was an indolent youth who preferred the verbal parrying of philosophy and debate to the more structured teaching of magic. Interested in alternative syustems of government he travelled to Andoran where he met and fell in love with and married a passionate young woman named Sorriel. Settling in Andoran he earned patronage through lectures, and with occasional work as a bowyer - augmented by the little magic he had picked up over the decades. He had four children with Sorriel, two girls, and two boys.

When Sorriel died, despite his, grown, children's concern Ullarian withdrew within himself, gave up his lectures, and became a recluse. In his isolation he blew the dust from his old spellbook and began to study and expand upon the magics within. Five years since the death of his beloved and Ullarian has become a pale immitation of his former self, faded visibly, choosing to fill the hole in his heart with a thirst for magical knowledge; But everywhere in Andoran reminded him too much of his lost love, so he has set out for the Riverlands seeking to test his magic, and perhaps bring a little order to the chaos.


What are the rules for character creation?

Sovereign Court

I am interested, GM, and would like to see if Ivan's background here would mesh with what you have in mind:

Background:

Born many autumns ago, Ivan’s life is one of turbulence, passion, and perseverance.

********

”Mother!”

Her blood flowed down the platform, dripping off the edges to nourish the grass. While his mother’s head rolled to a stop, her son fell to his knees, life taken from the one who gave it to him. Sobbing, he couldn’t not resist the hands that tore his palms from his eyes, shackling them before he was hoisted and carried away.

The vision came to him like it was yesterday as Ivan looked at the paper in front of him. A sheet unfulfilled. A promise unrequited. The charter was a fresh start, a new beginning. An initiation to their ends. Brushing his medium-length maize hair out of the way of the small script, the half-breed’s piercing emerald eyes pored-over the details, more as formality than necessity. It’s ready. The time is now.

Dabbing the quill in the inkwell, his nimble wrist paused, deciding which style of writing to make his first of many formalities in this region. Stately, but elegant. A hint of history in the serifs. Carefully, the half-elf crafted his name onto the space. Reverently, he looked inward at the emptiness in his heart. If only completing such a gap were as easy…

”Forty-four past a hundred, boy! Desna’s stars you’re slow with products!” Cynthia had little patience for mistakes, but she kept the young adult on his toes. He and the other “mutts” were enduring another one of the well-educated naturalist’s gauntlets through arithmetic. Apparently, not knowing the total of a dozen dozens off the top of his head would be the “death” of him. He rolled his eyes as the boy next to him snickered at the antics. Arlem. The teen had arrived about when he did, and the two had gotten along in most cases, becoming fast friends in their remote setting. The human was a natural to learning of all sorts, though he preferred alchemical and magical pursuits. Apparently, multiplication was also near the top of the list.

”Lis, what if I wanted one of that amount’s three pieces?” Their teacher was speaking to Listhala, the oldest of the three students, who seemed not too keenly interested in the inquiry. ”Then you’d have to find-out how much that was.” Her wrinkles increasing in anger, the students smiled at the rebuff, knowing the lesson was over. Ivan leaned back on the grass under the oak tree, looking up at its branches. He thought back to his recently-departed friend, Tancred, who’d left to join the faithful of Shelyn. He would’ve made it more interesting. In all actuality, Ivan would have been looking at Tancred the entire time, but interest would have abounded…

The quad wandered back to the lodge, the “Huntsmaster’s Haven”. In reality, the structure served as an underground terminus for highborn affairs with commoners. The students – products of these trysts – were sent there to be cared-for and prepared for a middling life far away from causing political disaster. Shipments of coin and manufactured supplies came every so often by one of two deliverymen, meat and pelts were provided by Huntsmaster Korus, and his wife, Cynthia, provided much vegetation and tailoring. While she tutored the young adults in matters of nature and academia, Korus taught the group swordplay, bargaining, and some of life’s hard lessons. Though the residents may have resented how strict their overseers could be at times, the pair became like parents to them after a while.
In the spring, a different set of deliverymen came – remarkable in their own right for more than one came at the same time. With them, the bore a package for Ivan – and, evidently, planned to give him one of the horses. In the package were some supplies for surviving in the wild, some money for surviving in the city, and a ring and letter that may have been the boy’s ultimate downfall.

My beloved son,

Soon, my time with you will end, and this letter is meant to find you after you have become ready to set out on your own. I want a good life for you, a life of your choosing. But to properly choose one’s path, you must know the truth about your life in as much as I can say here.

Though many do not respect of Priestesses of Calistria, it provided for us, keeping our bellies full and our feet warm. Over the years, you may know I served different men. Powerful men. One of these was your father. I did not tell you this when you were a child, for you would not have understood. I regret not telling you face to face before our time was robbed. Please forgive me.

Not all of these men were evil, and not all of them were kind. Some of the latter group recently created a scandal they did not want to come to light. Having witnessed pieces at work in this scandal, they could not leave me be. Being well-known as I was, they needed to frame me for the noble boy’s death. I imagine mine will come soon. Though our time together on Golarion will be taken from us, I know we will meet again. I look forward to that day.

You have the rest of your life to live though. I have secured what I could for you, tried to give you the choice of what to do in your days. In doing so, I struggled over the past many hours of whether to include the ring in your package. It belonged to your true father, and you are his son. You are headstrong, and I know you would have found your way back to the truth anyway, so I saved you the nights of doubt, but know this: They are dangerous men, my son. They are my end in this cell, and they may well be yours if you pursue the darker of Calistria’s paths. The choice is yours. As a mother, I urge you to take the lighter of the goddess’s roads.

I wish I could see you one last time. May all the gods smile on you.

All my love,

Gretchen

He shuddered as the emotions from that day ran through him. Ivan felt the ring in his pocket, the ring from the box.

The noble markings were unmistakable: It was a signet ring. My traitorous father resides in a manor somewhere while my mother dies to cover his sins? Though he was beside himself, screaming, crying, and pacing, the deliverymen were silent. The lodge’s couple watched him from a distance. When he finally packed his things and took one horse with confidence, Korus shook his head. ”The fool. It will be his death.” His wife remained silent, but cheered inside. End their filth. While the others were supposed to be out gathering herbs, they had gotten sidetracked. The screams drew their attention, and they watched unobserved from a bush near the edge of the denser woods. Listhala and Arlem exchanged glances. We have to follow him.

Ivan realized he was squeezing the ring with immense force, so hard it was hurting his hand. They will pay for what they did to my mother. Everything they held dear would be stripped from them, just as they took his life with his mother away. He chose Calistria’s path of revenge. But that doesn’t mean I don’t love you, mother. I can’t just let them defile your memory like that. Ivan didn’t seek to commit wonton acts of slaughter though. No, instead, they will live through the suffering like I have.

He felt nothing but dark confidence when holding the ring, but the moment when his eyes set to the hilt of his rapier, the minutest of doubts arose. I will finish this and return to you, Tancred. I must. The rapier his confidant gave him during his journey to the River Kingdoms from Druma reminded him of the lighter path of love he postponed walking.

With that wistful though, the silver-tongued scion donned his initiative and stowed his emotions. Let us begin…


Dot.


Throwing my elven enchantress into the ring. Not sure creation rules yet, but here are the story concepts and background for her. She's been in a couple of other traditional Kingmaker games, but has never gotten very far in before the PbP has died out.

Description:
Ansha is a tall, slender elven maiden who looks to be no older than a human girl of eighteen or nineteen winters, with long legs and an hourglass figure. Her long hair is a strikingly pale blond bordering on platinum, brushed meticulously and often bound into a long, elegant ponytail by a simple blue hair-ribbon; when unbound, her hair cascades over her shoulders like a cloak reaching just past her butt. Her almond eyes are a deep emerald, bright with intelligence and often twinkling with amusement. Her voice is charmingly soft and velvety, with the melodic sound common to all elven voices.

She is achingly beautiful and her features, much like her frame, are delicate, with a small, perfectly formed nose and lips that are quick to curve into a disarming smile full of unspoken promises. Her skin is smooth porcelain, and is barren of tattoos or other markings. She walks with the grace and poise of a noble debutante, and has a confident air about her, as if she is used to getting what she wants.

She most commonly dresses in a green bodice and underbust corset, with a matching side-slit skirt. Black fingerless gloves that end just beneath her elbows cover her arms and she wears similarly-dyed leather boots that end just beneath the knee. Her pointed ears are pierced with a pair of platinum studs through each arch, each holding a small jade carving of a camellia flower; and pendant earrings of gold dangle from each ear, clasping a small emerald in their raindrop-shaped frames. She wears an intricate choker at her throat, silver chains holding in place a gold frame inset with a larger emerald; additional silver chains drape across her bare neck; dangling among the chains is a small gold disc etched with the elven rune for the first two letters of her given name. A larger gold disc inset with three small teal tourmalines hangs from a chain connected to the smaller disc, and another chain falls from that disc into her cleavage. She wears three gold bracelets on her right arm, two of them loose hoops and the other worn tighter against her wrist; and several gold and platinum rings adorn the fingers of her right hand.

Personality and motivations:

Ansha is a flirt who uses physical and magical charms to get what she wants out of life. She is flighty, impulsive, inquisitive and loves being the center of attention. A true hedonist, she is extremely open to new experiences and is willing to try almost anything at least once.

In the wake of her adoptive parents' deaths, she has slowly had her memories return, and she realizes that in addition to the fact that she can never go home again, she has been living a lie for years. Although her primary motivations are pleasure and power (and the pleasure that comes from having power over others--particularly their minds), she is also aware of the numerous enemies she has, and has found it in her best interest to surround herself with people willing and able to aid her should any of those enemies catch up to her.

Background:
Ansha is the only daughter of Lord Elroth and Lady Elizaera Saeralyan of the noble House Saeralyan, native to Iadara in Kyonin. The House was rather inconsequential in matters of politics, though it does manage to maintain a level of wealth suitable to their station, and it was precisely this inconsequentiality that lead the morally-bankrupt enchantress Elizaera to form a pact with Our Lady in Shadow, Nocticula, the patron of succubi: in return for increased powers of seduction and enchantment, Elizaera would bring the entirety of the House under the demonlord's sway. She succeeded, the whole family came to worship Nocticula secretly and the family's fortunes rose. For her part, Elizaera became the mastermind behind the family, and she was granted a measure of a succubus's power: an otherworldly beauty that could cause those around her to stare in fascination without regard for their surroundings.

When Ansha was born, she shared this same otherworldly power as her mother, but it was decided that she would not be told about the family's pact with Nocticula until she was older, for fear that she might accidentally let something slip, as only a child might. So she was raised as a master manipulator in her own right, and she grew up to be a young elven debutante who knew how to get what she wanted from most anyone. Despite this, she never quite shared the moral degeneration of her mother--probably in large part due to the friendships she formed with other more goodly aristocratic elven children, like her friend Inari Gloamingdusk.

The end of her childhood came early for the young Lady Ansha when her parents decided that she was old enough to reveal the family's dark secret and to include her in the pact with Nocticula. But Ansha stumbled upon them in the midst of a profane ritual several days before her parents were ready to reveal the family's secret to her, and she fled home. Pursued by a summoned succubus, the young Lady Saeralyan was captured and subjected to defilements that shattered her mind and left her with a form of trauma-induced amnesia called dissociative fugue.

But before she could be returned to her family, she was rescued by the married elven adventurers Baelyth and Sahtara. The married pair, for their part, took the elf in and cared for her much as if she were their own daughter. Eventually, they settled with their ward in the wilderness of the River Kingdoms, living in a secluded cottage far from the eyes of any pursuers Ansha may have had.

Life on the frontiers of the River Kingdoms was hard, but it was the only life that Ansha knew now--though occasionally the feeling that a fog shrouded part of her memory gnawed at her.

In the end, it was simple bandits that destroyed Ansha's newfound home life. While away from home, a group of bandits stumbled upon the cottage and attempted to intimidate Baelyth into giving them the family's valuables. A fight started, and though her guardians fought well, Ansha arrived home just in time to find Baelyth dead and the sole surviving brigand fighting with Sahtara.

Ansha cried out, and Sahtara looked up at the sound. The brigand capitalized on the distraction then to run Sahtara through, her unarmored body collapsing onto the forest floor. Tears clouding her vision, Ansha then burned the man to death with a fan of flames.

Overwhelmed with grief, the elf paid her respects to the guardians whom she had taken for mother and father. She knew she couldn't survive in the wilderness alone, so she began making preparations to leave for Restov. It was while gathering supplies for the journey that she stumbled across an old chest. Opening it, she found a pool of fine greenish cloth among a pile of clothing. She lifted the pool up, and it flowed down into the shape of an evening gown...and her vision began to swim as forgotten memories surged up from her unconscious mind.

She re-lived the entirety of her life in Kyonin in a moment, right up to the night that a summoned succubus had subjected her to such defilements of mind and body. She remembered who she had been, and what had been done to her. Baelyth and Sahtara were not her parents--she was not their daughter. She was Ansha Saeralyan, and her mother consorted with succubi. Shaken, and her very identity in crisis, Ansha headed for Restov.

Reimmersing herself in the pleasures of civilization, Ansha increasingly felt drawn to understand who she had been. Mindful of the dangers returning to Kyonin would pose, she turned to the ancient past instead, and tales she remembered of long-lost holds in the south. So it was that when she heard of an expedition into those lands, she found herself volunteering.


So I'm definitely interested. The characters I'm most interested in playing now in Kingmaker are an Unchained Monk, or a Gunslinger (Bolt Ace). I actually played Kingmaker before, and we made it two books in before the game fell apart.

The Unchained Monk would be a follower of Irori, and would be in it for the challenge of taking on the vast armies of bandits, as well as the uncertain nature of the task ahead. Seeing her transition to the later portions of Kingmaker would be a hilariously good time.

The Bolt Ace would be a mercenary with a preference for fighting people at extreme ranges, and a murky history as a town guard.

Let me know if you like me for it.


Here is the Character Creation Guideline. I think I updated it fully, but if there's anything that doesn't fit, let me know.

Right now, the party is a melee Slayer, a melee Occultist, and a Summoner. The party definitely needs a healer (preferably a cleric or someone else with Channel Positive energy.)

Sovereign Court

Per Ivan's profile, he serves as a skill monkey (social focus) and support character. From what I saw, I don't believe that role is taken. Secondary, though not primary, healer. And morale cheerleader! Don't forget that important bit.


Elvara got +9 in both bluff and diplomacy so she can handle a bit of social stuff. That said I've always wanted to play out dual rulership and had hoped that might eventually happen with one of the characters that left. As such I wouldn't mind a character with a decent charisma who would at least be open to the idea. Inspire Courage wouldn't go amiss either since we got 3 melee characters already (if you count the Eidolon).

Sovereign Court

Elvara Rivers wrote:
Elvara got +9 in both bluff and diplomacy so she can handle a bit of social stuff. That said I've always wanted to play out dual rulership and had hoped that might eventually happen with one of the characters that left. As such I wouldn't mind a character with a decent charisma who would at least be open to the idea. Inspire Courage wouldn't go amiss either since we got 3 melee characters already (if you count the Eidolon).

I certainly do count the Eidolon - they go toe-to-toe with the best of them!

Dual rulership sounds interesting, though I did not mean to usurp your current aspirations. Ivan's blood is thick with revenge, and if that is sated, he could content himself with not sitting in the high seat.

If chosen, Inspire Courage will sound across the fields!.. let's just hope it doesn't inspire our enemies.


Doesn't your archtype replace inspire courage though? Not that it matters much of course... Well developed characters are more important than builds. Though some healing would be nice...

Sovereign Court

Elvara Rivers wrote:
Doesn't your archtype replace inspire courage though? Not that it matters much of course... Well developed characters are more important than builds. Though some healing would be nice...

As the class ability? Yes. There's more than one way to inspire courage though, and giving the party extra wealth while making their charm more mesmerizing via fast talk may well be worth its weight in gold, gold used to afford healing. It's also worth noting morale bonuses don't stack, and as Ivan will be providing some of those in the ATK/DMG/saves department through spell, they would overlap but not stack with the ability "Inspire Courage" anyway.

I'll be happy for Ivan to pull his weight for healing, though he is not a channel energy character. With regards to damage, he feels prevention is best. A skillful offense can obviate the need for recovery, and charm and beauty can be as effective as cannons.

Silver Crusade RPG Superstar 2013 Top 8

I have applied for another Kingmaker PbP and am waiting to find out if I have been accepted. If I don't make the cut I'd love to apply with that character here.


At this rate, anyone willing to jump on the grenade and make a cleric will probably get an auto-in as long the final result is passably presented :p.

Almost tempted do so. Have this vague concept for a mute, bald-shaven mercenary cleric (of the payment for every service rendered variety, not the for-hire sort) with his holy symbol tattooed on his forehead for the world to see, and the words "Payment Due" tattooed in Common across the palm of each hand, while the words "Payment Made" are inked across the back of each hand in the same language.

The only thing holding me back are the stats. Wisdom and Charisma are pretty much required at 16 each from the start, so that the stats gains for level increase can reach the minimum WIS needed for 9th-level spells, as well as the CHA needed for optimum daily channel uses. And on 20 points, that leaves squat for any other stats to rise beyond a piddly minimum.


@Ivan: As I said, mechanics is not the most important thing, but since you started it... I'm not aware of any bard spells that inspire courage doesn't stack with (it's competence, not morale), it's also much friendlier for action economy at higher levels. I've yet to see a GM have NPCs use appraise and atm no one else in the party would benefit from the save debuff, but that doesn't mean fast talk can't be useful. The archtype might still be a good (and more importantly fitting) choice for your character though.

@Reconstructor Fleet: Out of the two proposed options I feel a Bolt Ace would be better than a Monk as we already got essentially 3 melee characters, but no ranged ones. That said, we already got one purely martial character and two with some martial abilities(), so a character with some non-martial abilities (spells, skills or extracts or otherwise) might not be a bad idea.

@TheNine (or anyone else wondering): I feel any of the following would be a good fit mechanically:
1) Someone with significant healing abilities (cleric, oracle, shaman, maybe warpriest)
2) Pretty much any character with a split focus between martial and other stuff (bard, mesmerist, skald, magus, inquisitor, hunter, druid, warpriest, alchemist, investigator etc). A 4th level caster (Paladin, Ranger, Bloodrager) is probably fine too.
3) A full arcane caster would probably work well too (given we also get someone decent at healing)
4) A ranged character probably isn't a bad idea, though as mentioned above I at least would prefer some casting if that was the case.
5) Personally I would love it if someone else also wanted to play out the dual rulership idea, though of course that is just my opinion and not that of the GM or the other players.

Sczarni

I will have a cleric of Desna to view later this afternoon.

Gotta say, I love Kingmaker,and with a good group it's amazing fun!

Full disclosure : I ran a face to face group through the AP, all the way except for the last few encounters. I can easily separate in game from metagame knowledge, but understand if that is an issue with you, GM.


At the moment I'm looking at multiple options.

One is a Ratfolk Cleric (Cardinal) of Hanspur. He'll be pure casting focused and less on channelling. His combat presence beyond spells would be more or less non-existent.

Another would be a Bard (Sorrowsoul) and devotee of Naderi. It would be an Elf or another long lived race scarred by the loss of many lovers over the course of his/her life.

Also looking at other options but I'm nothing solid yet.

Sovereign Court

Elvara Rivers wrote:

@Ivan: As I said, mechanics is not the most important thing, but since you started it... I'm not aware of any bard spells that inspire courage doesn't stack with (it's competence, not morale), it's also much friendlier for action economy at higher levels. I've yet to see a GM have NPCs use appraise and atm no one else in the party would benefit from the save debuff, but that doesn't mean fast talk can't be useful. The archtype might still be a good (and more importantly fitting) choice for your character though.

Ah, right you are! The ATK/damage portion of Inspire is competence; it's the save bonus that's morale, and I'd assumed the whole set was the same as the morale portion was mentioned first.

As for not using appraise, have the PC's been haggling for deals? The idea behind fast talk in that sense is one presses a vendor into second-thinking if his items are really worth that much, and with the ability active, they concede they aren't. Works the same way on the other foot when trying to sell something. As Ivan will have to haggle others for support in reclaiming his "rightful" heritage, the ability has a thematic fit as well, like you mention.

Your precision speaks well to the caliber of the group; you've only made me more covetous of a spot, even though it seems Ivan might not be the perfect fit!


I'm not a fan of alias bloat so I won't make an alias for him unless he's selected, but here is Galen Orlovsky for your viewing pleasure! He's a cleric of Desna, a member of House Orlovsky looking to start his own journey and prove himself a worthy member of his house. If you'd like to take a peek at my PbP style, check out this post right here. Elven Fighter who is completely dedicated to his people interrogating an assassin that killed one of them.


Elvara Rivers wrote:
Personally I would love it if someone else also wanted to play out the dual rulership idea, though of course that is just my opinion and not that of the GM or the other players.

That does sound like an interesting idea, though given that all of the PCs have a hand in the leadership of the kingdom, it probably wouldn't have a whole lot of mechanical impact.

But it could make for interesting RP. In a KM pbp game years ago, the GM had the idea that an NPC would be the ruler, but we had worked it out that that character and my character had been 'more-than-friends' who would eventually co-rule the kingdom. Sadly, that game was hosted off-site and it died fairly quickly thanks to player attrition.

Sczarni

Alamina the Traveler

Female Human Cleric of Desna 2

CG Medium humanoid (human)

Init: +2; Senses: Perception +9

Speed: 40, Languages: Common, Sylvan, Celestial, Aklo, Draconic

DEFENSE

AC 18 (Armor +4, Dex +2, Shield +2) Touch 12 FF 16

HP 15 (2d8+2)

Fort +4 Ref +2 Will +6

OFFENSE

Melee: Starknife +1 (1d4 19-20/x2) Range 20

Ranged: Crossbow +3 (1d8 19-20/x2) Range 80, Ammo 20+

BAB 1 CMB +1 CMD 13

STATISTICS

Abilities: Str 10 Dex 14 Con 12 Int 13 Wis 16 Cha 14

SQ: Favored Class (Cleric), Agile Feet (6/day), Bit of Luck (6/day)

SA: Channel Positive Energy (1d6, DC 13, 7/day, Exclude 2 targets)

Feats: Selective Channeling, Extra Channeling

Traits: Dangerously Curious, Seeker

Skills: Diplomacy +7, Heal +7, Knowledge (Geography) +5, Knowledge (Religion) +5, Linguistics +5, Perception +9, Sense Motive +8, Use Magic Device +8

Combat Gear: alchemist fire (2), acid (2), oil (3), antitoxin (3), tanglefoot bag (2)

Scrolls: CLW (4),

Equipment: chain shirt, heavy wooden shield, starknife, morningstar, crossbow, 20 bolts, backpack, belt pouch, flint & steel, torch (3), rations (7), waterskin, silver holy symbol, bullseye lantern, healer’s kit, silk rope, climber’s kit

Coin 111 gp

Spells Prepared (CL 2, Concentration +5)

Orisons: Create Water, Detect Magic, Light, Spark

1st (DC 14): Bless, Cause Fear, Shield of Faith, LongstriderD,

Description: Alamina is a slight, dark-haired Varisian woman. Very often smiling and happy, she moves with a skip in her step and the grace of a dancer. She wears her long dark hair up in braids, with a brightly colored scarf covering it. Small medallions dangle from the hem, and small bells dangle as earrings. She wears a beautiful worked silver medallion of Desna’s holy symbol over her chain shirt, under her dark red woolen cloak. The rest of her clothing ranges from dark brown to tan, well worn and cared for, stained with mud and the dust of the road. Bright blue eyes stand out from her olive complected skin, with just a handful of freckles cast across her nose.

Background: Alamina, like many Varisians, lives a nomadic life. She has covered a large portion of the continent, on foot, horseback, or from the back of a wagon with others of her kin. Several months ago, the band she had joined fell under the sway of a rather cruel and greedy Sczarni family, the Frenzelli’s. Seeing the change of leadership as her cue to take off on her own, Alamina gathered up her belongings and a sack of coins she felt were her due, and left in the night.

Oleg’s is just the latest of her stops on her travels through the world, and the notice advertising for adventure and expeditions into the Stolen Lands is just the thing to pique her interest.

Rulership: Alamina would serve well as either Marshal or High Priest, but anything that requires Charisma could work as well.


Ullarian Updated Statblock:
Ullarian Greystained
Male elf wizard (spell sage) 2 (Pathfinder RPG Advanced Class Guide 133)
N Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 16 (2d6+4)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . rapier +2 (1d6+1/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Wizard (Spell Sage) Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 15), color spray (DC 15), gravity bow[APG]
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 19, Wis 9, Cha 7
Base Atk +1; CMB +2; CMD 15
Feats Improved Initiative, Scribe Scroll
Traits - custom trait -, extremely fashionable
Skills Craft (bows) +10, Diplomacy +9, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (religion) +8, Perception +1, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ elven magic, focused spells, spell study
Combat Gear scroll of calm animals, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, cure light wounds, entangle, entangle, entangle, entangle, entangle, faerie fire, feather fall, murderous command, ray of enfeeblement, ray of enfeeblement, remove fear, speak with animals, touch of the sea, scroll of color spray, scroll of gravity bow, scroll of infernal healing (x2), scroll of silent image, sleep, vanish (CL 2nd); Other Gear arrows (40), blunt arrows[APG] (20), dagger, mwk composite longbow (+1 Str), rapier, bandolier[UE], blanket[APG], blanket[APG], chalk, flint and steel, ink, inkpen, masterwork artisan's tools, masterwork backpack[APG], signal whistle, soap, spell component pouch, spellbook, trail rations (5), twine (50')[APG], waterproof bag[UE], waterskin, 67 gp, 4 cp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Focused Spells (1/day) (Su) When casting a spell can increase CL by 4.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Study (1/day) (Su) Spontaneously cast Brd/Clr/Drd spell over 1 rd/spell level, costs 2 slots of same level or higher.

Background:
Born in Kyonin, Ullarian was an indolent youth who preferred the verbal parrying of philosophy and debate to the more structured teaching of magic. Interested in alternative syustems of government he travelled to Andoran where he met and fell in love with and married a passionate young woman named Sorriel. Settling in Andoran he earned patronage through lectures, and with occasional work as a bowyer - augmented by the little magic he had picked up over the decades. He had four children with Sorriel, two girls, and two boys.

When Sorriel died, despite his, grown, children's concern Ullarian withdrew within himself, gave up his lectures, and became a recluse. In his isolation he blew the dust from his old spellbook and began to study and expand upon the magics within. Five years since the death of his beloved and Ullarian has become a pale immitation of his former self, faded visibly, choosing to fill the hole in his heart with a thirst for magical knowledge; But everywhere in Andoran reminded him too much of his lost love, so he has set out for the Riverlands seeking to test his magic, and perhaps bring a little order to the chaos.

Writing PBP Sample:
Bandits are 1st level Warriors based off the following link, but equipped with shortswords instead of cutlasses
http://www.d20pfsrd.com/bestiary/npc-s/npc-0/human-pirate-buccaneer

Ullarian watched the three men move to surround him, his grey eyes narrowed, long ink smeared fingers stroking absent mindedly against his thumb. There were three of them, unkempt, bleary eyed ruffians, practically the norm for this lawless land,

"Well look at this boys if we don't find ourselves in the company of an elvish Prince - though he's a drab one! What do you say "My Lord" why don't you let your humble servants unburden you? We'll gladly lighten your load of any coin, and I'll carry that bow my ownself."

"Gentlemen let us consider the situation at hand. Three men have accosted an elven mage with the fires of magic at hand. Given the information available, and relative positions, I estimate a 3 in 4 chance that the aforementioned mage can eliminate 2 of the three men, immolating them in fiery conflagration,"

"Here now!"

"That leaves us with a one on one confrontation between our elven mage, a being who has had two hundred years to train in sword and spell, and the one of you he deems least dangerous. But the elf appears unarmored, and is not possessed of the hulking build one might associate with a warrior, our last man standing might reasonably believe his chances of victory to be high, that is should he be able to best the elf, and should he be able to bring down his foe before further magic can be brought to bear. Let us suppose he succeeds, need we examine the "victory" or can we simply conclude that it is in neither side's best interest to continue this encounter?"

The bandits exchanged uncertain glances, the youngest mouthing "conflagration?"

"Hah, big talk elf, how about you prove your some sort of mighty wizard? Because I smell b%$&~&*!!"

"I am ready to cast a spell as soon as one of you takes further offensive action, performing another spell would be disadvantageous. If my attire, nature, countenance, and words are not sufficient then I am satisfied the odds favour me enough in our current scenario. It is in neither of our interest to fight, the risk simply do no out weigh the rewards..."

Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

"Enough talk, get him lads!"

Ullarian's finger's flicked as he chanted, "Averias Fuego!"[ extending his upturned palm and producing a torrent of roaring flame to engulf the older two men!

Taking the brunt of the inferno head on both men's blackened forms collapsed to the ground in smoking ruins.

Burning Hands DC 15 Ref: 5d4 ⇒ (2, 2, 1, 3, 2) = 10
Ref B1: 1d20 + 2 ⇒ (7) + 2 = 9
Ref B2: 1d20 + 2 ⇒ (9) + 2 = 11

The youngest of the ruffians, but found his rusty blade cutting through only air as the nimble elf swayed away stepping back and swiftly notching an arrow. Ullarion let his shaft fly, lips tightening as it whistled harmlessly past his foeman's shoulder.

There exchanged continued in grim silence, enraged young bandit against ancient emotionless elf until with a lunge the man scored a viscious slash across Ullarian's forearm. With an irked exhalation the wizard dodged back again, his right hand relinquishing its grip on his bow to dart into a small pouch upon his hip producing a shower of coloured sand that burst forth into an array of scintillating rainbow colours in his opponents face!

Stunned by the onslaught of brilliant hues the young bandit collapsed, convulsing sporadically.

I was hoping that I could demonstrate his ability to cure by burning 2 spells for a cure light wounds, but the rolls foiled that idea.

After taking a moment to examine his wound Ullarion moved forward and somewhat reluctantly slammed the young man's head into the road until he was in no doubt it was more than his magic rendering the boy unconscious. Then he checked the other two men, finding both still living and doing his best to ensure they would continue to do so - assuming their companion were to care for them upon waking.

After searching through the men's possessions, taking their valuables for his trouble, Ullarion gathered up their weapons and carefully buried them in fallen leaves a few hundred feet away out of sight of the road before resuming his journey.

B3 vs Ullarian: 1d20 + 4 ⇒ (7) + 4 = 11
Ullarion vs B3: 1d20 + 5 ⇒ (5) + 5 = 10
B3 vs Ullarian: 1d20 + 4 ⇒ (1) + 4 = 5
Ullarion vs B3: 1d20 + 5 ⇒ (7) + 5 = 12
B3 vs Ullarian: 1d20 + 4 ⇒ (6) + 4 = 10
Ullarion vs B3: 1d20 + 5 ⇒ (6) + 5 = 11
B3 vs Ullarian: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
B3 Will: 1d20 + 1 ⇒ (3) + 1 = 4 Unconscious Blinded Stunned: 2d4 ⇒ (4, 2) = 6 Stunned: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

I'm interested in playing. First thing off the type of my head is my female fighter Breaga "Bregs" Urthadar.

I'm also thinking of a small-sized druid on a riding dog. I once tried that in 3.5, but the game died. Maybe make them a cavalier, haven't played that yet.

Though being new, I don't have writing samples from other games and fear that hurts my chances.


Saiman wrote:

I'm interested in playing. First thing off the type of my head is my female fighter Breaga "Bregs" Urthadar.

I'm also thinking of a small-sized druid on a riding dog. I once tried that in 3.5, but the game died. Maybe make them a cavalier, haven't played that yet.

Though being new, I don't have writing samples from other games and fear that hurts my chances.

I'm in the same boat and just made up a littrle scenario from my character's journey to Oleg's Tradepost.


For your consideration. Gabriel Hightower, Warpriest of Abadar, formerly of the Restov city watch.

Scarab Sages

I will have a fighter1 rogue 1 Set up to be an archer for you in the morning able to handle the ruler role, the consort role, the general role or the enforcer role.

rp sample:

Things seemed to be getting worse and worse by the moment. He could still hear the cries of the children in his ears as he rode through the rain. He wasnt sure how he had come to be this despicible wretch. He had to be somewhere near Brevoy by now, though with the heavy rain he couldnt see much more than a dozen feet around him. The horse he had stolent away on stopped suddenly its sides heaving.

Come on girl, just a bit further... He thought as he tried to get off the horse in a hurry, he certainly didnt want to have to slog through the mud any further than he had too... His scowl deepened as the horse collapsed though eyes half rolling into its head a small amount of reddish foam formed at its mouth. So the arrow had peirced its lung it would seem.

Earlier that week

"Oy look, its that caravan heading to Sarain...just like the lord said it would be, lets earn our pay boys..."

Their leader 'captain' Cral Hookhand said to the slightly hidden group. If his words werent enough he let out a shrill whistle and the band of bandits he led opened fire with their bows and crossbows.

longbow: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 ⇒ 1

He drew a bead on one of the trail men on horseback and loosed his arrow...


Okay, I have a ranger who might be interesting, I'll write more tomorrow.

Backstory:

Difficulties be damned, that was his father’s motto. He had taken it seriously and as an apothecary in Restov, he had struggled to keep the business going. By rights it should have done well enough, but local competition made things difficult. Algund remembered how meat had disappeared from their table, then wine turned to water. Finally bread and butter became a delicacy, and debt collectors grew ever more insistent. His father was not one for smashed knees, and he had his five children, including Algund, then only 7, to look after. So one day they fled.
Somehow they had managed to survive the first hard winter alone in the Stolen Lands. Though they had tightened their belts considerably, they had managed to set up a decent homestead, and it seemed they were far away enough from bandits or any of the worse things which lurk in the Stolen Lands. They had spent years there, and grew to prosper. His older siblings had to spend more time working the fields, but Algund prefered to roam ever further. Occasionally his youngest sister would join him, and she became a great source of joy in his life. By the time he was an adolescent he had begun to roam far, and bring other families to join them, so that they became a tiny germ of civilization far from the beaten path. Algund had learned the importance of community, and though he was introverted and unlovely, he had made many good friends. Then the plague came. His father could have cured it, but he lacked ingredients, for which Algund and several of the villagers were sent to get. By the time they got back, it was too late. His last memory of his family was watching his sister die, for which he blamed himself.
His companions dwindled, yet even as they did they began to learn to live homeless in the wild. Algund learned to shoot a bow and to set traps, to track prey and purify water. He remembered them well, the three who were then left. Ulrad was sometimes a brute and could at times be quite mean, but he meant well, and wouldn’t have survived without the others. Androg had been tall and strong, good with a bow and respectful of Algund, though perhaps it was more out of fear than love. For at this time Algund began to grow strong and fast, and was the best hunter of the group. Androg had a son named Andvir, who, like Algund, could read and write rather well. The two of them had been friends before the plague, and Algund often wondered what became of Andvir. For they had been separated in a storm, and Algund had then had a life altering encounter.
He was searching for his companions when he happened upon a group of outlaws. He joined with them, for he could not remember the taste of bread or the feel of a bed. He called himself Neithan, for he did not wish to be Algund, not when he was with such cruel folk. It had not ended well. They had no permanent camp, and the villages they raided were all poor. Algund, was not proud of everything that he did, but he did it nonetheless, and his life improved somewhat. Then one of the villages resisted. It was really just a few men with pointy sticks who didn’t want to give up their last sack of grain, but it had caused their leader, of the name Orleg, to fly into a rage. He was a terrible man who Algund hated, but he helped him cut down the resisting men nonetheless, for Algund had grown calloused to his own evils. Then Orleg had dragged out a young girl, no older than Algund’s sister had been. Orleg died beautifully. The rest of the outlaws turned on Algund, evil folk, and he almost died escaping. When he returned, the girl was still alive, in fact, she did not have any particularly serious physical wounds, and might have lived. Upon seeing Algund she killed herself with a knife.
Algund hardly wanted to go on living, and wallowed in despair and loneliness for many days. But difficulties be damned, he vowed never again to hurt an innocent person, and made his way to the nearest village. He found joy in helping those he deemed good and even greater joy in hurting those who deserved it. Once again he grew to be happy. With his dark past behind him, Algund dedicated himself to establishing a real foothold in the Stolen Lands in order to eradicate banditry and evil.

Description and Personality:

Algund has long hair, jet black, and tied back in a ponytail. His dark skin appears mildly dirty, and he has a rather unkempt appearance, with a slightly shaggy beard. His knuckles are noticeably scarred, as though he has had more than once to fight with his fists, and his torso is covered with scars, mostly stab wounds. He is missing part of his left pinkie finger. He is slightly below average height 5’8’’, with a narrow waist and broad shoulders, and very powerfully built, weighing around 180lbs.
Algund is, by most definitions, a rather good person. He may be a little prone to blurting out things he doesn’t really mean, but when he thinks about what he says it is usually positive. He has a hard, penetrating gaze, but it looks for the best in people. If they are good, then he will go out of his way to be helpful and nice, and will not do anything to hurt them in a major way. If he considers a person to be bad, however, he will show absolutely no mercy or remorse. Most people he considers good, even someone who at one point is trying to kill him might be perfectly justified and he believes that everyone deserves a second chance.
Except himself. His self-consciousness is obvious and is expressed in his shyness and constant attempts to be better. When he fights he occasionally simply takes a blow he could have dodged or blocked, and some of his scars are self-inflicted. Recently he has felt that he can be a positive force, and so his self-destructive tendencies are limited.

Statblock:

Algund the Wronged
NG Human Ranger 2
Init +3; Perception +7
Defense
AC 18; Touch 12; Flat-Footed 16; (10 +2 dex +6 armor)
HP (HD) 2d10+4=19
Fort +4; Ref +5; Will +2
Offense
Ranged +4 Composite Longbow +3 (1d8+3 x3) or +2/+2 Composite Longbow +3 (1d8+3 x3)
Melee +5 Greatsword (2d6+4 19-20) or +4 Greatsword Power Attack (2d6+7 19-20)
Speed 20 ft
Space 5 ft; Reach 5 ft
Statistics
Str 17, Dex 14, Con 13, Int 12, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Rapid Shot (Ranger Bonus), Power Attack, Quick Draw (Human Bonus)
Traits Survivor, Pioneer
Skills Perception +7; Stealth +4; Survival +8 (+9 tracking); Knowledge (Nature) +6; Climb +4; Swim +4; Handle Animal +4; Sense Motive +8; Knowledge (Geography) +5; Knowledge (Dungeoneering) +5, Lore (Stolen Lands Bandits) +5; Ride +6; Intimidate +4
Languages Common, Elven
Combat Gear Masterwork Breastplate, Composite Longbow +3, Greatsword, 40 Common Arrows, 20 Blunt Arrows, Dagger
Other Gear backpack, bedroll, 5 days of provisions, 50 ft. of hempen rope, grappling hook, 5 torches, flint and steel, paper, pencils, chalk, red white & green, small mirror, shovel, whistle, 3 acid, 2 alchemist's fire, 95 gold coins, 50 silver coins, Horse

Wild Empathy: Can influence animals as though using diplomacy with a modifier of +0.
Tracking: +1 to survival rolls made to track
Favored Enemy Human: +2 on bluff, knowledge, perception, sense motive, survival, attack, and damage vs humans. Can make knowledge checks untrained.
Combat Style Archery: Rapid Shot as bonus feat

Scarab Sages

nice background Algund... i was going to go with something very simular >.>

Scarab Sages

Parsifal Priam:

Male Half Elf Fighter 1/ rogue 1

NG Medium humanoid (Half elf)

Init: +3; Senses:low light vision Perception +6

Speed: 30, Languages: Common, Elven, dwarven

DEFENSE

AC 17 (Armor +4, Dex +3, Shield +0) Touch 13 FF 14

HP 20 (1d10+1/1d8+1 FCB +2)

Fort +3 Ref +5 Will +0

OFFENSE

Melee: morningstar +3 (1d8+2 20/x2)
Dagger +3 (1d4+2 19-20/x2) range 10 ft

Ranged: Masterwork composite longbow str+2: +5 (1d8+2 20/x3) range 110ft
Ammo:

BAB 1 CMB +3 CMD 16

STATISTICS

Abilities: Str 14 Dex 16 Con 12 Int 13 Wis 10 Cha 14

Racial traits:Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Senses Racial Traits

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Other Racial Traits

Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

SA: Sneak attack +1d6; Trapfinding;

Feats: Point blank shot, Precise Shot

Traits: Brigand trait (campaign) +1 trait bonus on bluff,diplomacy,intimidate,sensemotive when dealing with Brigands or other lawless criminals
Merchant (social) +1 trait to appraise + sense motive checks when dealing with bargaining for goods, appraise is always a class skill

Skills: Acrobatics* +7, Appraise(BG Skill) +7, Bluff +6, Diplomacy +6, Disable Device* +7, Escape Artist* +7, Intimidate +6, Perception +6, Profession Merchant +5, Ride* +7, Sense motive +7, Sleight of hand* +7,Stealth* +7, Survival +4

Combat Gear:

Equipment: Rogues kit: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.

Masterwork Composite STR +2 longbow, dagger, Masterwork Chain shirt, morningstar

Arrows: (20)Blunt Arrows (B) Can beused to do non lethal damage with a -4 penalty
(40) Normal Arrows (P)
(20) Whistling Arrows (P) These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within the arrows flight path out to 500 feet.

Coin 85 gp

Description: Parsifal is a half elf of average height (5'11") with a athletic frame and shoulder length blond hair. While he prefers to be clean shaven his recent troubles in life have him wearing wearing stubble. When he puts his mind to it, he can be very good looking, when he takes the time to worry about such things.

Background: Parsifal was born to a wealthy merchants daughter and an elven traveler in Galt before the troubles began. He was raised on the principles of the merchantile industry even if he seemed better suited to guard caravans than run them at first. That all changed when the chaos of the revolution struck Galt. He was away at the time when the mob stuck his grandfathers home, killing him and his mother. By the time he returned home and discovered what had occured it was too late to do anything about it really... except find a good perch and get revenge on two of the mob's ringleaders.

Unfortunately he was not as good as he could have been had patience been something he was interested in. He barely managed to escape the block, and found himself north of Galt in the River Kingdoms with very little to his name besides some equipment. For a time he moved from bandit group to bandit group, though the life didnt suit him. In truth the life disgusted him, but at the time he had no other recourse it was steal and survive or probably perish in the wilds.

That all changed a few month's ago. The cargp in caravan they were supposed to take down for a local leader wasnt what they were told... and he was appaled when the trade goods that were supposed to be in the caravan actually ended up being a homesteading group. The murder and rape that began to occur made him snap, and he fled north torwards Brevoy after three of his former comrades fell to his arrows.

He had a small amount of money saved up and a burning desire to do something right with his life now.

Rulership: Parsifal could fill in to roles as a leader, consort, general, or Royal enforcer. His highest modifier is Dexterity, though Str and Chr are tied for next. The only stat he doesnt have any bonus is in Wis.

I believe I have everything in order, Look forward to your decision or any feedback you might have. This would be my 2nd try at a kingmaker, the first I was in made it barely past the trading post. If selected I will make an alias, thanks for your consideration.


Hey, this is Raven Sirkas, a rough-and-tumble mercenary with a ruthless streak almost as big as her sword! It's definitely a fun, memorable game, with cool characters and a downright amazing DM.


LOL, well you do all seem to be having some Smexy fun ;)


My eidolon was pretty much renamed to that, though I forgot to update my sheet.

Grand Lodge

I have a character from a previous Kingmaker that fizzled out a cleric(currently 4th level but can bump her down) and a Skald(1st level can bump them up)

Cleric is definitely the High Priest or possibly a Councillor,consort or diplomat

The Skald is ready for a variety of roles be it Diplomat, Counsellor, Spymaster, General, Consort, or Magister


I think either could work Critzible, just make whichever one you want to play the most (though there are currently a lot more people applying without significant healing abilities than with).

Grand Lodge

Cleric is a Cleric of Shelyn known as Lady Ionnia Orvlosky who has come south to teach and preach her goddesses word. She also wants to build a place that her and her daughter can live and grow. She is a proponent of peace and love, but is not above having to fight to resolve the situation when peace fails.

Bor the Stormbringer is the exiled son of the famous Ulfen raider known as Bannock the Bold. A man who brazenly raided ships from Cheliax. That was before he was slain in battle and his family exiled to avoid the ire of the Cheliaxians. In doing this the young Bor with his family settled in Varisia. Bor himself went with his Uncle Rosteg the Rude through the land or Nimbral and onto the journey to the Lastwall. Bor was taught the legends of his people and his family and with it stirs his fellows into greater feats to fight those better. What went wrong was he and his uncle were caught and tortured before being sold to Molthune. Still small Bor escaped and made his way to the River Kingdoms using his skills and strength to his best ability. Once there he began to like his life and when the word went out some adventurers had come to clean the borderlands he went to look for them to offer his services and hopefully redemption.

or something like that

Grand Lodge

Ionnia it is, will have to do some rearranging but all in all should be doable.


Okay here she is Ionnia


I changed my mind on the Cleric, he ended up being a Dwarven Cleric of Alseta. He dreams of building a massive cathedral to the Welcomer with shrines and temples to many other gods connected to it as well as a massive complex to house foreign dignitaries.

As far as role goes I'd be looking at several options: High Priest, Marshall, Treasurer and Warden. If if he'd not be High Priest he would still play a great roll in the nation's religious community but, like his goddess, he does not desire to be in charge.

His name is Tophar Golka and he's one of the few remaining Golka Dwarves after the Vanishing. He himself was away studying with Alseta's clergy in Kyonin at the time of the Vanishing. With Toval Golka as heir to Brevoy's House Garess he hopes to build a strong relation with at the very least House Garess and preferably all of Brevoy.

EDIT: He is still under construction but the groundwork is there.

EDIT2: As the character creation guidelines allow submitting 2 character ideas I'll probably submit a 2nd at some later point as well. That character would be either a Feyspeaker Druid or a Fey Trickster Mesmerist.


And character two Bor the Stormbringer!


Thank you TheNine, all of the backgrounds in this game look well chosen, so I figured I'd do best to blend in.

I just finished reading through the gameplay so far, it looks quite enjoyable. It seems to have a good balance between roleplaying opportunities and keeping a quick enough pace. I am very interested in the character's pasts and hope to be a part of this campaign.

Algund would like to be a Marshal first, then Warden, and finally possibly Royal Enforcer. While he is not strictly lawful he does enjoy punishing criminals and wants to prevent others from suffering as he has.

As far as party composition goes, I observe that you now find yourselves absent ranged characters. Algund can fill this role as well as being able to fight in melee when necessary. He can eventually provide some minor spellcasting, and has quite a few uses outside of combat. These include tracking, influencing animals, and sneaking about. Algund also has a +8 sense motive skill, without which your party is liable to be lied to, as none of you have ranks and two of you have negative wisdom scores. He cannot cast healing spells, but he can use a wand of cure light wounds with the best of them.


Looks like we have an impressive collection of people applying. A few people have messaged interest but haven't posted, so I'll give a bit of time. We're wrapping up with the combat though and soon will be a good place to to insert people.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

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Going to have to pass on this one, unfortunately. Trying to make a mute cleric is effectively impossible when every spell of value to a party has a verbal component attached, and Still Spell isn't usable until 3rd level. Sure, I could roleplay him as having some goofy vow of silence that applies to everything but spellcasting, but that's not quite the same thing.

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