
DM Talomyr - Kingmaker |

A couple of comments on the recruiting process:
1) I don't believe this has come up as of yet, but please only one submission per potential player.
2) As I said in the initial post, I have a strong preference for Core races, but may be willing to accept one "oddball". At most there would be one, but there is not a guarantee of one.
Fair or not, but in the spirit of transparency, submissions that are for a non-core race will be gathered into what will effectively be a pool of their own and whittled down before being compared to the remainder of the pool of core race candidates.
@Faelar Braegen - If you want to submit the goblin, feel free, but the halfling may stand a better chance.
@Captain Ford - An interesting concept, certainly one I would entertain but within the strictures described above.
@Inlaa - Lizardfolk are certainly in the region, and I kind of like where you are going with a concept, but as I said to Captain Ford above please be aware of the strictures described in item 2 above.

DM Talomyr - Kingmaker |

Yeah, I figured as much on the archetype, but I figured I'd ask. I want to use Abjurant Champion PrC from (I think) Ultimate Mage? I'd be using that as a Magus, probably, if allowed. I'd definitely use the Kensai with this archetype for a sort of unarmored swordmaster kind of deal. I'm still kicking around a ton of ideas though.
Also, I have a possible idea for an Android. I'll do some thinking about what I want to do.
I have the book in question and will have to look at the prestige class in question again when I get a chance before giving it the old thumbs up/thumbs down.
As to the android, Numeria isn't that far away, so I could at least see it as a possibility. Be aware of how an oddball race may alter your chances at being selected.

Azih |

I have a character that's been in one great great Kingmaker game that died and since then I've been trying to find my pistolero a good home! She's got the flavour of someone who would grow up to be a pretty amazing sheriff but is a very young adventurous type at the moment. If that's alright by you I'll rework her for this recruit's character creation.
She'd make a great Marshall or re-flavored Royal Executioner (in the amazing game we called it a 'Keeper').
Edit: I did see that gunslingers are alright in page 1 :). I'll get her ready.

Morrigyn |

I would like to submit Morrigyn for consideration. She's a recycled alias so if anyone notices anything off pl;ease let me know. Her backstory does connect with things in one of the middle books somewhat but I promise I don't really know much about those events and I'm good at keeping IC and OoC knowledge separate. She is a crossblooded sorceress who will function as a face character and enchantress with some control capability and greater damage output later on.
Let me know if there are any tweaks that should be made and otherwise everything is in the alias.

Inlaa |

A couple of comments on the recruiting process:
2) As I said in the initial post, I have a strong preference for Core races, but may be willing to accept one "oddball". At most there would be one, but there is not a guarantee of one.
Fair or not, but in the spirit of transparency, submissions that are for a non-core race will be gathered into what will effectively be a pool of their own and whittled down before being compared to the remainder of the pool of core race candidates.
@Inlaa - Lizardfolk are certainly in the region, and I kind of like where you are going with a concept, but as I said to Captain Ford above please be aware of the strictures described in item 2 above.
Thanks. I'll write up a full character sheet for the lizardfolk and post it soon. I appreciate at least having the opportunity to use the character, so I'll take the risk.

WarforgedMan |

Thank you Rhonir, I must've missed it while scanning through stuff.
I present my Investigator, Khosis Aeranae. A bastard of the Surtova hailing from the Northern city of Port Ice. A former criminal now blackmailed by his uncle into serving him (for the time being). I apologize if it is a lot to read through, I really loved the character idea when I made him and I hope to get to use him in this campaign. The fluff contains not just the usual information but also where I see him doing best for rulership and how he works with parties.
Male Half-Elf Investigator (Empiricist) 1
LN Medium humanoid (elf, human)
Init: +5 Senses: Lowlight Perception: +6 (+7 to locate traps)
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Defense
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AC TAC FF:
HP 9 Fort +1 Ref +5 Will +3
Special Defenses:
Elven Immunities: immune to magic sleep effects & +2 against enchantment spells and effects
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Offense
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Melee
. . unarmed +3 (1d3+2/x2)
. . estoc +3 (2d4+2/18-20x2)
. . dagger +3 (1d4+2/19-20x2)
Ranged
. . shortbow +3 (1d6/x3)
. . dagger +3 (1d4+2/19-20x2)
Speed 30 ft.
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Statistics
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Str 14 (+2) Dex 16 (+3) Con 12 (+1) Int 18 (+4) Wis 10 (0) Cha 8 (-1)
Base Atk +0 CMB +2 CMD 15
Feats EWP: Estoc, Weapon Finesse
Skills Perception +6 (1), Stealth +7 (1), Bluff +8 (1), Diplomacy +8 (1), Sense Motive +4 (1), Disable Device +7 (1), Craft: Alchemy +9 (1), Spellcraft +8 (1), Linguistics +8 (1), Climb +6 (1), Swim +6 (1), Kn: Local +8 (1)
Languages Common, Elven, Draconic, Sylvan, Goblin, Orc, Giant
SQ Ancestral Weapons, Fey Thoughts: (Fly & Swim), Elf Blood, Keen Senses, Elven Immunities
Traits Bastard, Student of Philosophy, Reactionary, Attached: Family (Drawback)
Favored Class +1 to Inspiration Rolls (1/4)
Combat Gear: dagger, shortbow, estoc, studded leather
Mundane Gear: formulae book with book lariat, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, 2pp, 11gp, 9sp, 10cp
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Special Abilities
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Alchemy: Info is here.
Inspiration: 4/4 – 1d6 – An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
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Spellcasting
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Investigator Formulae Known (CL 1; concentration +5)
1 – Cure Light Wounds, Shield, Long Arm, Enlarge Person, Expeditious Retreat, Disguise Self
Spells Slotted
1st –
Spell Per Day
1st – 1 + 1
Born in the frozen trade hub of Port Ice, Khosis was the son of an illicit affair between Sigurd Surtova and Tessara Aeranae. The former a member of the ruling family that had now escalated itself into rulership and the latter a renowned alchemist. The two had become close when Sigurd, desperate for a son and looking for alchemical concoctions to improve his virility, came to Tessara’s shop upon the port. Taken aback by the alchemist’s beauty and then overwhelmed by her intelligence, Sigurd fell in love with the elf. Tessara had found the man to be charming, quick to laugh and witty enough to keep up with her sharp tongue. An affair blossomed between the two which led to Khosis being delivered late one spring.
Unlike most who would be considered a bastard, Khosis was not forgotten and left to wonder his heritage nor was his mother paid for her silence while Sigurd disappeared. The man had a sense of honor that was rare amongst the nobility and made sure to spend them with the half-elf boy who had his eyes, watching him grow as a man. The two of them would have long discussions, about life, philosophy, the arts, and the politics of nobles. There was no son born between Sigurd and his wife, leading the man to believe that he was not the one that was barren. He had been maneuvering himself for years now into positions of power and now had a lofty goal, to marry the alchemist after divorcing his wife and legitimizing Khosis as a scion of House Surtova. There were many tales told of the adventures that they would have, the hunting trips through the forests when Spring arrived or the additional spars they would partake in. Khosis grew enamored with this idea, his excitement building when his father’s wife passed away from illness one the harsh winters that came through.
However, the politics of nobles is a dirty and dangerous thing and Sigurd’s brother, Timeon, had plans for the land that his brother controlled. With no heir, no regent, the line of inheritance would land squarely upon him. During a voyage out upon the lake, tragedy struck and the boat was sunk by a freak storm. None could prove it was an assassination, none could say that his brother was involved. What had been promised to Khosis was taken away; power, prestige, wealth, a true family. His mother was distraught by this news and his father’s death affected her mightily. The quality of her supplies went down, she took to drinking to drown her sorrows, and (Khosis suspects) Timeon learned of his brother’s dalliances. Once reliable contacts seemed to shrivel up and disappear. Rival businesses had better contracts, quicker deals, and better supplies. His mother’s alchemy shop stayed open but they fell from their heights into a place of poverty.
Khosis did not stop learning though, hoarding the books his father had given him over the years and continuing to practice with his father’s favored weapon; the estoc. He studied the laws of philosophy, of logic and reason, learned the ways of science and magic partnered together. He learned his mother’s trade of alchemy and tapped into the arcane magic that flowed in his veins but that was not enough to rise them from their desperate state. In response, Khosis went to desperate measures.
Serving alongside brigands and pirates, Khosis would disappear for days at a time and venture out for nefarious purpose. He learned how to lie, to cheat, to steal, and become harder from the lessons he took from the world. Locks were challenges to overcome, guard shifts and routes were patterns to learn and defeat, and violence was a test of both reflexes and planning. Working with the criminal element put him in contact with a group of disgruntled individuals, people wanting their own power and freedom from the Houses. Allying with them, Khosis saw his opportunity to rise and take his birthright back from his uncle and assert himself as a proper noble within Brevoy. Yet it was this eagerness that was his undoing, as his uncle had eyes and ears throughout Port Ice and was prepared when Khosis made his move at last.
After a failed ambush upon his uncle, most of his conspirators had been killed or was set to hang. Locked away in the darkness of the prison, Uncle Timeon came to him and presented an offer.
”You are smart, too smart for your own good, but I have use of a man with your skill. There is something I want to have looked into for…opportunity. You will ensure that this expedition succeeds and lift yourself to more favorable positions. Understood?” The cruel man presented a piece of writing, a recruitment looking for adventurers to help settle in the Stolen Lands. At first, Khosis spat at the man which drew a laugh from the noble even as the guards drew their blades. ”That is what I expected, as stubborn as your father was. You both have the same eyes, you know. I wonder if his looked like yours when the knife found his back.” Taken aback by his uncle’s admission, Khosis found himself without words to say. ”Finally silenced that tongue of yours, did I? Think about it, if you die…who will take care of your mother? Next winter, she will freeze to death or become a whore to survive. Is that what you want?”
Leaning in with a wicked smile, the man continued. ”I will ensure your mother’s safety, take her as the family alchemist. She will survive the winters and it will ensure your loyalty to me. Betray me, and she will suffer before she passes on.” Stepping back from the bars, Timeon watched with a curious look. ”So…do we have an accord?”
It was with these thoughts that brought Khosis down along the dusty roads to the wild lands to the South, to the territory known as the Stolen Lands. He looked over the charter once more, his face grimacing at the memory of the prison and his uncle’s smug smile. ”I swear by the Savored Sting, I will pierce your heart with my blade and watch the life fade from your eyes, uncle.” Khosis murmured underneath his breath, folding the paper once more as he continued his journey.
Appearance:
Khosis stands at about 6’0 even and weighs approximately 170lbs. His hair is a shoulder-length white that retains the elven quality of being unusually straight and light. His eyes, however, are a charcoal black that almost seem to have flecks of amber within them. He has a lithe, strong body and does not appear to be physically weak or show a lack of endurance. It is easy to tell that his body is supple and quick.
His eyes show a sharp intellect and it can be seen in the way he scrutinizes everything, observing ceaselessly in all situations to ensure he has the most accurate information for the situation. There are piercing all along his ears, silver in color. He tends to dress in a mixture of a naval uniform and an alchemist’s coat, a majority which are colored black with white accenting. When travelling, he carries a shortbow along his lower back and a small quiver of arrows. A dagger is kept upon his chest more as a tool than as a weapon, as the long blade known as an estoc rests upon his hip. He tends to wear a black scarf as well, which has hidden pockets where he keeps a variety of items hidden
Personality:
Khosis is an incredibly intelligent and careful individual, relying on logic and facts rather than instincts and impulses. He tends to come off as very reserved and quiet at first, gauging his first interactions with others and letting them reveal more about themselves before he does. A former brigand, thief, and criminal, Khosis is quite adept at creating a persona for himself if needed and fitting into the world.
Those that earn his trust and respect, however, learn that he is loyal to a fault and holds himself to a strange sense of honor. He did his best not to harass the poor and destitute, he ensures to keep the most dangerous elements out of his neighborhood, and he does not betray those he works with ever unless they violate his moral code. A criminal he is, most certainly, but he does not enjoy killing innocents in cold blood. He couples this with a complete acceptance of underhanded tactics; blackmail, extortion, robbery, and eliminating a threat with a sharp dagger in the middle of the night are all sound maneuvers to him. He isn’t a bad man, just a realistic one, and is accepting that for the world to continue there must be realists amongst the idealistic. They need one another, in the end.
He truly enjoys showing off his breadth of skill and ability, proving himself to be a worthwhile asset and a calm head when emotions begin to boil over. All that goes out the window with the mention of Timeon Surtova, who he despises and constantly plots against to try to get back into the advantage. If given an opportunity to secure his mother’s safety and kill the man, he will take it without hesitation or regret.
Rulership Roles:
Firstly, I would love for Khosis to become the Spymaster. He is built to be a Spymaster and it’ll make interesting roleplay considering his situation. If that is not available, the Grand Diplomat would be interesting as well as he can be quite manipulative and shrewd to protect the kingdom. Lastly, if neither of those are available, he could be the Treasurer. It is a position of power and he is quite intelligent for it, though I think the former two use his abilities far more effectively.
Party Role:
Khosis is a great support character and will be focusing on increasing his Intelligence as much as possible, followed by his Dexterity. His damage will improve over time with equipment upgrades (Agile on the estoc, Inspired on the shortbow, etc.) and his inspiration powers will become more powerful as his intelligence improves and he gain access to more of his class features. Despite his low Charisma, Khosis is an excellent negotiator and spy and is easily able to convince others to do as the group wants with logic and reason. He also is a fantastic replacement rogue and with his alchemy set, can create a slew of concoctions to help the party. I have plans for him to pick up Brew Potion to help the party even further, especially once I can get more of the Potion Talents.

Aldizog |
I would like to submit a human cavalier. Will make an alias if accepted. Wulfric is a solid combatant with excellent face skills. I tried to tie the conceited aspect of his Order into his campaign trait and backstory. Is the Courtly Knight archetype allowed? It would be fitting for him.
Born to a lesser branch of the Orlovsky family, Wulfric used to have quite the temper. Resentful at his family’s relatively impoverished status, he was quick to remind people that he is a noble and should be treated as such. Insecure about his family’s status, he was obsessively concerned with being shown the proper respect. Wulfric spent most of his younger years bullying those weaker than he if they failed to treat him as a lord.
His approach began to change when he became a squire to Oswald Surtova, Knight of the Order of the Cockatrice.
“You have potential, boy,” said the knight. “You are ambitious, assertive, and strong. You don’t back down from anybody. But there’s more to life than that. Sometimes the way to get ahead is to appear to be a friend – or even, in some cases, to genuinely be one. You can’t beat respect out of everybody, after all. Make alliances, understand what motivates people, and use that to your advantage. Seek out opportunities for glory and perform mighty deeds. Make your name known by both friends and enemies, and rise above the rest of your inept family. And by Gorum, stop being so defensive about your lineage. It shows weakness. Act confident. You will earn renown in your own right.”
Wulfric took Sir Oswald’s advice to heart, and honed his courtly skills. He is normally polite and charming, and his threats are often more subtle. He's even taken to at least pretending to act noble and magnanimous, although in combat he is quite willing to use any underhanded tactic -- especially if there isn't a crowd watching. Recently knighted by Sir Oswald, he is looking to increase his own prestige, and accordingly has sought out adventure in the Stolen Lands.
Wulfric stands 5'9" and weighs about 190 lbs. He has broad shoulders, with a thick neck, long black hair, and a closely trimmed beard. He clothes are clean and well-made. He has a friendly, easy demeanor, and appears to be genuinely interested in whatever conversations he is engaged in.
Sir Wulfric of Eagle’s Watch
Human (Focused Study, Silver Tongue) Cavalier (Courtly Knight, Order of the Cockatrice)
N Medium Humanoid
Init +1; Perception +6
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DEFENSE
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AC 19, touch 11, flatfooted 17 (Chainmail +6, Dex +1, Heavy Shield +2)
HP 12 (1d10+2)
Fort +4, Ref +1, Will +1
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OFFENSE
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Speed 20ft.
Melee Cold Iron Longsword +5 (1d8+4/19-20), Lance +5 (1d8+4/x3), or Alchemical Silver Mace +5 (1d6+4/x2)
Ranged Javelin +2 (1d6+4/x2)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 13, Wis 12, Cha 13
BAB +1; CMB +5; CMD 17
Feats Intimidating Prowess, Skill Focus (Sense Motive)
Traits Noble Born (Orlovsky), Seeker
FCB Cavalier +1 skill point
Skills (6 per level) Perception +6, Ride +5, Diplomacy +9, Sense Motive +9, Bluff +8, Intimidate +10
Background Skills Handle Animal +5 (+9 Mount), Linguistics +2
Languages Common, Goblin, Orc
Special Challenge 1/day (+1 damage, -2 AC vs all other foes, +1 morale to damage if only one threatening foe)
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WARHORSE “LEGEND” (Charger Archetype)
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AC 15 (+4 natural, +1 armor, +1 Dex, -1 size)
HP 15 (2d8+6)
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Speed 50 ft (35 with rider)
Melee Bite +3 (1d4+3) and 2 hooves +3 (1d6+3)
BAB +1; CMB +5; CMD 17
Fort +5, Ref +4, Will +1
Feats Toughness
Equipment
Chainmail, Heavy Wooden Shield, Cold Iron Longsword, Lance, 2 Javelins, Alchemical Silver Light Mace, Padded Barding, Pathfinder’s Kit (backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, waterskin, one week's worth of trail rations, whetstone), Riding Kit (bit and bridle, saddle, saddlebags, saddle blanket, 2 days feed), Sunrod, Silk Rope, Grappling Hook, Traveler's Outfit, 15 gp

Azih |

Hey so this is my submission. Jenya Poole Human Pistolero from just south of the Stolen Lands (Jovvox).
As far as party role I see her being a reliable mid ranged attacker and a Marshal law-woman of a budding new kingdom. Later on to flesh her out I'm imagining she becomes an inquisitor of Desna after five levels of Pistolero. She's pretty well rounded even as a gunslinger though as she has really good wilderness skills.
Her personality is very enthusiastic to begin the game. Growing up in a gnomish town has made her pretty carefree and adventurous. Being a Desnan also makes her pretty close to the CG side of NG. I think as she runs into bandits and the like she's going to become more solidly NG and a good fit for a lawperson.
Advancement Choices
1st: Pistolero Gunslinger HP FCB
STATISTICS
STR: 10 DEX: 18 CON: 12 INT: 13 WIS: 16 CHA: 10
Base Atk +1; CMB +1 (+1 BAB +0 STR) CMD 15 (10 + 1 BAB +0 STR +4 DEX)
Female Human (Jovvox) Pistolero 19 years old.
LN Medium (Humanoid)
Init +4 (+4 dex); Senses Normal; Perception +7 (+3 wis +1 rank +3 class)
Favored Class: Pistolero
Racial Modifiers: +2 DEX
Languages: Common, Gnomish.
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor + 4 dex )
HP 12 (1d10(10) + 1x1 con + 1x1 class bonus)
Fort +3 (+2 base +1 con), Ref +6 (+2 base +4 dex), Will +3 (+0 base +3 wis)
OFFENSE
Speed 30 ft.
Range 20 feet
Masterwork Pistol +5 (1d8/x4) 1d20+9 1d8 (1 BAB +4 DEX )
Melee
Dagger (1d4/x2) 1d20+1 1d4 (1 BAB + 0 STR)
Space 5 Reach 5
Space 5 ft., Reach 5 ft.
SPECIAL ABILITIES
Race:
Human Bonus Feat
Human Extra spell point
Class:
Gunsmith: Gain battered pistol.
Grit: Grit points equal to Wis bonus (3), regain with crit hit, kill, and daring deed.
Deeds:
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
TRACKED RESOURCES
Ammo:
Regular 20/20
Cold Iron Blanched 20/20
Silver Blanched 20/20
Paper Cartridge 20/20
Grit: 3/3
Traits
First:
Starchild - +4 trait bonus on Survival checks to avoid getting lost
**Jenya's wanderlust and love of looking up at the starry night sky naturally leads her to the worship of Desna and the gift of always finding her way home**
Second:
Campaign: (Issian)
Tough minded - +1 trait bonus on all Will saves made to resist mind-affecting effects
**It takes a tough mind for a human to endure with good humour the pranks and chaos of living among a community of gnomes. Jenya takes after her Ma in this**
Feats
Class: Gunsmithing
Craft Firearms for half price, Craft Ammo for 10%, cartridges for 50%, Restore broken firearm in one hour, spend 300 to upgrade pistol to masterwork
Human: Point Blank Shot
gain +1 bonus on attack and damage up to 30 feet
First: Precise Shot
No -4 penalty for shooting into melee
Skills
6 ranks per level (4 class +1 human +1 int)
+2 Background skills
Adventuring:
Ranks
Acrobatics +8 (1 rank, 4 dex, 3 class) Rank 1
Climb +4 (1 rank, 0 str, 3 class) Rank 1
Disable Device +5 (1 rank, 4 dex) Rank 1
Perception +7 (1 rank, 3 wis, 3 class) Rank 1
Sense Motive +4 (1 rank, 3 wis) Rank 1
Survival +7 (1 rank, 3 wis, 3 class) Rank 1
No Ranks
Bluff +0 (0 cha)
Diplomacy +0 (0 cha)
Disguise +0 UNTRAINED
Escape Artist +4 (4 dex)
Fly +4 (4 dex)
Heal +3 (3 wis)
Intimidate +0 (0 cha)
Ride +4 (4 dex)
Spellcraft UNTRAINED
Stealth +4 (4 dex)
Swim 0 (0 Str)
Use Magic Device 0 (0 cha)
Background:
Ranks
Craft:Alchemy +5 (1 rank, 1 int, 3 class) Rank 1
Kn:Enginerring +5 (1 rank, 1 int, 3 class) Rank 1
No Ranks
Appraise +1 (1 int)
Handle Animal UNTRAINED
Linguistics UNTRAINED
Sleight of Hand UNTRAINED
GEAR/POSSESSIONS
Weapon:
Pistol (corded) - 'Misfire' From Jovvox junkheap, made the cord herself. 0.1 gp | 4 lbs
Dagger - Only for very dire emergencies. 2 gp | 1 lbs
Ammo:
Alchemical Cartridge - paper (20) - Each shot reminds Jenya of the dire state of her wallet 60 gp | 0.
Bullet - Firearm (20) - Rolling lead 2 gp | 0 lbs
Black powder (20) - Grinding dangerous chemicals 20 gp | 0lbs
Powder Horn 3gp - 'Cause 10 doses just might not be enough | 3 lbs
Cold Iron blanched bullets (20) - Ma insisted on making a blanch for me to be prepared 42 gp | 0 lbs
Silver blanched bullets (20) - See above 12 gp | 0 lbs
Armor:
leather armor - Pretty standard, not very exciting, accessorised with a duster and a bandolier though 10.5 gp | 15 lbs
Adventurer's outfit - Started out with this. Pretty much from Ma. 0 | 8 lbs
Misc:
Kit - Gunslingers From Ma. Includes gunsmith kit and powder horn. This stuff is in her backpack and gets dropped when it comes to combat 26 gp | 31 lbs
Compass She doesn't *really* need it because of her connection to Desna. Still every little bit helps when you're trekking in the wilderness. 10 gp | 0 lbs
Alchemy
1 vial acid, 2 vials alchem fire - From Ma. On her bandolier | 50 gp | 3 lbs
Masterwork Backpack 50 gp. This was supposed to be a gift from the same gnome friend as she left Jovvox. She later found out that he'd pickpocketed her for the price. Gnomes... *sigh*
--
1 potions of CLW - From Ma. Hasn't had to use it yet but Jenya doesn't think that good fortune can last. 50 gp
--
Remaining Funds 2.4 gp
Full Load 67 lbs (Medium Encumbrance)
Combat Load 32 (Light Encumbrance)
Jenya hails from the mostly gnomish settlement of Jovvox, located in the chaotic River Kingdom. Her mother, who raised Jenya herself, runs a successful local alchemist’s shop there and Jenya, bright and inquisitive, was an eager and willing student. She spent her youth spending running errands for her mother and helping to run the shop and, even though she longed for adventure and travel, was content enough to learn the basics of alchemy at her mother’s knee. Her fingers were nimble and her mind was sharp and it seemed like she would succeed her mother as alchemist and shop-keeper.
She would have too if it wasn’t for a discarded gun she found in a trash heap outside one of the many factories, specializing in cheap and poor quality weapons, that make up a large part of the Jovvox economy. She noticed it during a regular delivery run of acid and other substances from her mother’s shop to the factory and, even though it was obviously rubbish, something about its exotic curves and handsome profile appealed to her greatly. She inquired within and learned that the gnomish weapon-smith who ran the place had got it in his head to experiment with making firearms. To say the experiments had gone poorly would have been an understatement and the pistol, flung outside in a fit of pique, was the latest failure.
With permission Jenya retrieved the battered gun and thus began her obsession.
With her mother’s help, as well as that of the many metal workers and weapon-smiths around, Jenya tinkered and toyed with the gun, trying one thing or the other, until finally, learning its habits and quirks, she managed to get it working. She could have used her newly learned skills to become an accomplished gunsmith in her hometown but her wanderlust caught a hold of her. Her gun (nicknamed ‘Misfire’) could be her ticket out of Jovvox and out into the wider world that she yearned to see. Her natural dexterity and determination served her well as she taught herself to become an expert markswoman. Finally when she thought herself ready she bid her mother farewell and set out to fulfill her dreams of travel and adventure.
Originally planning to journey to Absalom to become a Pathfinder Jenya instead learns that the Swordlords of Restov are looking for adventurers to explore the Stolen Lands. Changing her plans the young woman decides to travel straight North to seek that charter instead of South West. It's on the road north that she falls in love with the splendor of the night sky and the worship of Desna.

Gramork |

Gramork here with his aforementioned Human Slayer Vladimir Snow-Surtova I know you said full aliases were not needed but here it one anyway. Ive never played kingmaker before so if my choice of noble family he is a bastard of is problematic let me know and ill change it.
@Warforgedman, Hello Viktor. Ladruca sends his greetings and best wishes.

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Thank you Rhonir, I must've missed it while scanning through stuff.
I present my Investigator, Khosis Aeranae. A bastard of the Surtova hailing from the Northern city of Port Ice. A former criminal now blackmailed by his uncle into serving him (for the time being). I apologize if it is a lot to read through, I really loved the character idea when I made him and I hope to get to use him in this campaign. The fluff contains not just the usual information but also where I see him doing best for rulership and how he works with parties.
** spoiler omitted **...
Lolz two Half-Elf former criminals.

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This is my submission, Ion Ardelean, an explorer born in the small town of Grayce in the Ustalavic province of Caliphas, near the border with Lastwall.
I see him playing a front-line combatant, protecting the rest of the party by taking on the brunt of the enemy's attack.
Male Human Fighter (Two-Handed) 1
LG Medium humanoid (human)
Init: +7
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Defense
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AC: 17 TOUCH: 11 FF: 16
HP 16 (1d10+2(Con)+1(Favored Class)+3(Toughness))
Fort +4 Ref +1 Will +0 (+1 vs. Enchantement)
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Offense
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Melee
* Unarmed +5 (1d3+4/x2)
* Scythe +6 (2d4+6/x4)
Ranged
* Chakram +5 (1d8/x2)
Speed 30 ft.
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Statistics
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Str 18 (+4) Dex 12 (+1) Con 14 (+2) Int 11 (+0) Wis 10 (0) Cha 12 (+1)
Base Atk +1 CMB +5 CMD 16/15FF
Feats: Weapon Focus (Scythe), Toughness, Improved Initiative
Skills: Climb 4, Intimidate 1, Linguistics 1 (0+1), Ride 2 (1+1), Survival 4 (1+3), Swim 4.
Languages: Common, Sylvan
Traits: Pioneer, Reactionary
Favored Class: +1 to HP
Combat Gear: scythe, chakram, common x2, four-mirror armir
Mundane Gear: horse, common dungeoneering kit, fighter's kit, riding kit, signet ring, 40 gp
Common dungeoneering kit includes:
Two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs.
Fighter's kit includes:
A backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Riding kit includes:
A bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount.
From a young age, he received weapons and survival training from his father, a retired officer from the Ustalav army. For a long time, together with Andrei and Iosif, he considered joining the military, much to his father's satisfaction. Disciplined and courageous, Ion had all the makings of a successful career officer.
At age 14, returning home after spending four days with his father, doing survival training in the wild, they informed the rest of his family that he would not, in fact, be joining the military. They were pressed for an explanation, but refused to provide one, both for the reason why Ion would not join the military, and for the bright green scar on his father's forearm.
One week later, he left town on horseback, accompanying a trade caravan heading to Taldor. The leader of the caravan's guard, who served with Ion's father in the army, had taken him on as an apprentice.
Three years have passed, and Ion is now living in Brevoy, resting after his most recent caravan trip. He's heard that the Swordlords are looking for adventurers to explore the Stolen Lands. It sounds to him like the adventure of a lifetime.
Thank you for your consideration, I'd love to play!

JDPhipps |

I know it'll affect my chances at being selected, but I've really fallen in love with the concept as an Android magus. I'll be going with Kensai/Bladebound, and will stick with that class all the way unless Abjurant Champion is indeed an option. I don't know of anything super gamebreaking about that class--it's pretty much just intended to make using spells like Mage Armor and Shield viable at higher levels--and if allowed to use the class I'll probably flavor it as something to do with his nanites.

Godwyn Blaecwulf |

Submitting a (very) lessor noble, Aldori Swordlord who is a native of Restov. As a swashbuckler, he should be a decent tank who can do some DPS. So no barbarian...but at least he'll be able to talk and will fit into the AP better. I'm also fully aware that a scimitar or rapier would be a much better choice, but the dueling sword fits better thematically.
My plan is: Lvl 1-2: Swashbuckler
Lvl 3: Urban Enlightened Destined Bloodrager
Lvl 4+ Swashbuckler
The reason for the 1 level dip is because it will give him Prestigitation (keeps his clothes clean!), +10ft movement, and +4 dex as a free action without any raging side effects.
But mostly it is for keeping his clothes clean.
Please see crunch and background below.
Name Godwyn Blaecwulf
Race Human
Alignment Neutral Good
Class Swashbuckler
Str (10) Dex (18) Con (14) Int (10) Wis (10) Cha (16) Fort (+2) Ref (+6) Will (+0) HP (13) Initiative (+4) AC (19/14/15) CMB (+2) CMD (15)
Combat
* To Hit: +7
* Damage: 1d8+4 (19-20 Crit, x2)
Traits
* Sword Scion (Free Aldori Dueling Sword and +1 attack/CMB with longsword or Aldori Dueling Sword)
* Lessor Noble (You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.)
Skills
* Diplomacy: 1 skill point (+8)
* Acrobatics: 1 skill point (+7 with ACP)
* Bluff: 1 skill point (+7)
* Perception: 1 skill point (+4)
* Sense Motive: 1 skill point (+4)
Background Skills
* Knowledge Nobility: +5
* Sleight of Hand: +8
Feats
* Swashbuckler Finesse (At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use his Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.) Class Feat
* Weapon Focus (Aldori Dueling Sword) Lvl 1 Feat
* Slashing Grace (When wielding Aldori Dueling Swords, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.)
Equipment
"The characters will start at first level and with maximum wealth for their class." So 600 gold + 100 for trait.
* Aldori Dueling Sword (Free from trait)
* Masterwork Chain Shirt (250 gold)
* Masterwork Buckler (155 gold)
* Fighter's Kit (9 gold, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 day trail rations, waterskin)
* 2x Noble's Outfits (75 gold each. One designed for traveling. It is black and dark blue, so that stains from the road do not appear easily. The other is more courtly, and is white/light-blue. Both come with matching jewelery)
* 136 gold
Deeds 3 panache (regains 1 point for each critical hit or killing blow)
* Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
* Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
* Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Growing up in Restov, Godwyn was raised with exaggerated tales of his bloodline and the riches that are ripe for the taking within the Stolen Lands. He was also trained by his father in the art of the Aldori Swordlord, as he had become a tutor to make ends meat. With news of an expedition to the forgotten lands forming, and Godwyn's training being recently completed, he immediately signed up. His father remained silent, offering neither encouragement or warnings. For he was far too conflicted to give either.
Personality
Outwardly Godwyn is gregarious and confident. This is in part to mask his insecurities in living up to his father's high expectations and his goal of proving himself worthy of his noble blood.
Appearance
Godwyn is a blond human who stands at 5'9. While not strong by any means, he is lithe and nimble. He fights as an Aldori Swordlord, using his speed and skill rather than brute strength. He wears the finest of clothing and armor, as there is little left that his family owns.
Goals
To succeed where his father failed.
To find a lost family heirloom in the Stolen Lands: an enchanted Aldori Duelingsword that belonged to his family.

Uthraed |

I am reworking John Logger the human fighter who focuses on intimidation, cutting down trees, and drinking. I have a couple questions 1. When taking the pioneer trait is that a light or heavy horse. And 2. Is there somone in town who could have recruited him? His back story has him meeting the man or woman in town and being recruited by them.

DM Talomyr - Kingmaker |

Applicants so far (in no particular order):
Arcane:
Aest - Arisl'ariel Tathmir (Elf Occultist Arcanist)
Drogeny - Morrigyn (Human Crossblooded Sorcerer)
Divine:
Blue Drake - Bron "Wolf Arrow" (Human Druid)
Aiden Ramisg - Senan (Half-Elf Treesinger Druid)
Skilled:
Jesse Heinig - Ivo Crownwheel (Gnome Unchained Rogue)
WarforgedMan - Khosis Aeranae (Half-Elf Empiricist Investigator)
Martial:
Chapel36 - Rhonir (Half-Elf Wild Shadow Ranger)
Azih - Jenya Poole (Human Pistolero Gunslinger)
Gramork - Vladimir Snow-Surtova (Human Slayer)
Zahariel - Ion Ardelean (Human Two Handed Fighter)
Aldizog - Sir Wulfric of Eagle’s Watch (Human Courtly Knight Order of the Cockatrice Cavalier)
Jovich - Lord Christian D'Elagante (Human Courtly Knight Order of the Dragon Cavalier)
Uthraed - John Logger (Human Fighter)
Grumbaki - Godwyn Blaecwulf (Human Swashbuckler)
Captain Ford - Colt R. Warwick (Human Order of the Dragon Cavalier)
Expessed Interest (Various States of Completeness)
Faelar Braegen - (Halfling Order of the Paw Cavalier)
Trinam - (Bard)
Cuàn - (Divine Paragon Cleric)
TheSilverDreamer - (Lamplighter Investigator)
Tundran - (Cavalier)
Guy St-Amant
Master Han Del of the Web - (Elf of Half-Elf Hooded Champion or Fortune Finder Ranger)
Simeon - (Aldori Swordlord Fighter)
ElegantlyWasted
colin spear - (Arcane Archer)
Diamondust - (Diviner)
Narrater - (Magus)
JDPhipps - (Android Blackblade Magus)
The Chess
Inlaa - Zaqar (Lizardfolk Ranger or Barbarian)
TheSuperDodo
Kaavek - (Cavalier or Cleric)
Dreaming Warforged - (reformed bandit or a bastard Surtova daughter)

DM Talomyr - Kingmaker |

I would like to submit a human cavalier. Will make an alias if accepted. Wulfric is a solid combatant with excellent face skills. I tried to tie the conceited aspect of his Order into his campaign trait and backstory. Is the Courtly Knight archetype allowed? It would be fitting for him.
** spoiler omitted **...
Sorry I missed your question. Yes, the courtly knight archetype is fine.

John Logger |

I have finally gotten to a computer with internet and was able to upload the work I had done on John. So here he is. Wasn't sure who to tie him to so I left his old friend Binderbook in there as a place holder. I still have to buy some adventuring gear and about that horse from the pioneer trait I'm hoping for heavy but if your ruling is light I guess a sway backed mare would work for John.

Zaqar |

Okay. Here is Zaqar.
I'll put his backstory and appearance in spoilers below, though they're also available on this alias's link. I haven't filled out his equipment, attacks, or defenses on this website yet, but I do have them filled out in Mythweavers. His Mythweavers sheet is here, by the way.
The Flamehearts took great pride in their ancestral links to the red dragons. They placed great pride in their sorcerers and believed it was through their draconic bloodlines that they drew their strength. Indeed, their chieftan was bright red in color and could breathe fire like the great beasts that sired the tribe. Under his rule, the Flameheart tribe worshiped the dragon gods alongside Gozreh, venerating them for their wisdom and power.
This never sat well with Zaqar, even as a youth. He always took great pride in being a lizardfolk, moreso than in any ancestry shared with giant beasts. He always believed that strength was something that belonged to one's self, that came from the self, and that it was strength that made a warrior great. Of course, this led to some tension between Zaqar and his fellow tribesmen, but he nevertheless proved to be a loyal and steadfast warrior to his chief.
But it was not his pride or his deeds in battle that proved Zaqar's downfall. No: it was simple lust. He allowed himself to be smitten with the chief's daughter, and the two of them were caught in the act of lovemaking the night after a glorious raid. Zaqar was seized and beaten, and it was only his status as the child of one of the tribe's greatest warriors that he was spared. He was cast out from the Flameheart Tribe and told never to return to their tribal lands.
Angry and cursing his chieftan's name, Zaqar wandered the River Kingdoms for some time, making the best of the opportunities that presented themselves to him. He became self-sufficient, hunting for food and stealing whatever he thought might prove useful. Eventually, he began learning the language of humans, and the common tongue became known to him; and he found himself both fighting and talking his way out of trouble. But what changed his fortune most was when he chose to side with a heavily armored man against a group of bandits, believing the fight to be unfair. Apparently, the man was a knight from Brevoy, and he saw potential in the lizardfolk warrior.
The knight introduced Zaqar to civilization, and the lizardfolk was awestruck but the world he discovered. Cities of stone rising into the air, walls as tall as great hills, weapons of iron mass produced for war... And of course, the courtesans, the taverns, the endless opportunities and excitement were all tantalizing to the lizard from the marsh. He at once threw himself into a maelstrom of decadence, and then found himself in the knight's employ, fighting bandits and beasts to make enough coin to get himself drunk and empty his coinpurse all over again.
And the lizardfolk found more than just some hedonistic pleasures and an empty coinpurse in Brevoy: he found himself a God worth worshiping. Gorum, the embodiment of battle itself, possessed all the qualities that Zaqar came to admire in this strange land he found himself in. Gorum would not allow weakness. Gorum cared only that his followers proved themselves strong and worthy of his blessings, and that they fought bravely and with a vengeance. This was something that Zaqar could believe in, something that Zaqar believed was missing in the religion of the lizardfolk tribes.
In Gorum's name, Zaqar pursued gold and glory, no longer allowing himself to be bound simply to the knight that brought him to Brevoy. He became a mercenary, taking whatever job seemed the most bold, the most challenging, and the most likely to end with him holding a fistful of gold.
Before long Zaqar had developed a reputation as a formidable combatant and as a skilled woodsman. His knowledge of the River Kingdoms in particular was useful to his employers. So when a certain Lord Surtova decided it was time to deal with banditry in the Lost Lands once and for all, Zaqar's name appeared on the list of potential candidates...
Zaqar has a voracious appetite for worldly pleasures, an appetite discovered in the cradle of civilization. He loves earning gold and spending it. Hearty food, expensive jewelry, and powerful ale all are worthwhile things to obtain in his eyes, and he finds himself craving ever-mounting pleasures as he experiences more of the world beyond his village. Women, too, he would not mind spending time with, though most of the women he has met would not spend such time with him even for very hefty sums of gold. He is, after all, a bipedal lizard.
But there is more to Zaqar than just partying and fighting. He is a deeply troubled creature, still angry at his banishment from his tribe, and yearns to prove himself and perhaps even take the chiefdom for himself. Moreover, he wants to introduce his new God to his people. Gorum's way is the way of strength, and strength is what the lizardfolk need if they ever wish to truly claim a part of the River Kingdoms for themselves.
And while Zaqar's history may be one of raiding and stealing and mercenary work, he is not a dishonorable person. When he swears to do something, his words carry weight. When he makes a promise, he will keep it. When he signs a contract, he intends to fulfill it.

Inlaa |

As an aside: while not a true Skill Monkey, Zaqar has 6 skill points per level (+2 more from Background skills) and +1 for his intelligence score. His present skills with ranks, factoring in armor check penalties and all that, are:
Climb: +4
Diplomacy: +4 (+1 more vs. bandits and such)
Intimidate: +4 (+1 more vs. bandits and such)
Know (Geography): +5
Know (Local): +5
Know (Nature): +5
Linguistics: +2
Perception: +5
Survival: +5 (+6 when tracking)
And he also has a +8 in swim with his armor on thanks to being a Lizardfolk.
EDIT: Ack, I just realized I left out some stuff on the character's personality. Let me fix that.

Faelar Braegen |

Once I am home I shall stat up my Cavalier, just wondered if I could make the character and then if I happen to select a Trait that is pointless, could I change it for a different one?
My character will be protecting the "squishies" if they like to be in combat, such as a Lightly armoured healer / close combat style Arcane.

DM Talomyr - Kingmaker |

Once I am home I shall stat up my Cavalier, just wondered if I could make the character and then if I happen to select a Trait that is pointless, could I change it for a different one?
My character will be protecting the "squishies" if they like to be in combat, such as a Lightly armoured healer / close combat style Arcane.
I don't think that would be a problem.

Inlaa |

Once I am home I shall stat up my Cavalier, just wondered if I could make the character and then if I happen to select a Trait that is pointless, could I change it for a different one?
My character will be protecting the "squishies" if they like to be in combat, such as a Lightly armoured healer / close combat style Arcane.
This actually brings up a really good point.
Once people are chosen, may anyone that's chosen be allowed to change their trait and/or archetype selection to A) better fit the party or B) better suit your idea for the setting? For instance, if someone chose a Leadership-related trait and you then said "I'd actually rather not have the PCs take Leadership," it would be fine to switch away from that, yes? Or for a character to take an archetype that lets them deal with traps if nobody in the party can deal with traps?

DM Talomyr - Kingmaker |

I know it'll affect my chances at being selected, but I've really fallen in love with the concept as an Android magus. I'll be going with Kensai/Bladebound, and will stick with that class all the way unless Abjurant Champion is indeed an option. I don't know of anything super gamebreaking about that class--it's pretty much just intended to make using spells like Mage Armor and Shield viable at higher levels--and if allowed to use the class I'll probably flavor it as something to do with his nanites.
After thinking about it a while, I'm going to say no to anything from 3.5. I just don't want to open that particular Pandora's box.