Kingmaker. Replacement character need. 4th level start.


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Again thanks for the heads up Elena - I do have another build which dips Lore Warden but... I guess it won't be dipping anymore :P

In any case, I have re-crunched Reknar (dipped Ranger instead) - am still in doubt regarding a few skill points, magic items and one Feat (pondering swapping out Combat Reflexes for Iron Will), but otherwise good to go I believe.

I'm going to gracefully withdraw from this one - my muse is eluding me on this one.

Don't envy the GM's final choice as some superb concepts kicking around.

Good luck all and happy Kingdom making :)



GM_DBH wrote:
@Leinathan Unchained all the way.

I take this to mean "must used Unchained version if it exists." Is that correct? I was just about to submit a character with a level in Urban Barbarian - should I redo?

Much though I really enjoyed reading the thread so far, I'm not going to get my character done in time. Good luck to all the great characters submitted. Damn technology, parenting and work!

Reknar Heldergast wrote:
Again thanks for the heads up Elena...

No worries.

Straight Ranger with a human favored enemy is probably a good way to go. Overall crunch looks fine. High STR and a two-handed reach weapon is pretty solid.

I like your character build and would like to see a character like this in the game.

There's still the issue of your background though which is really hard to wade through. It jumps around a lot and is hard to follow. This is what I gather from what I read:

* Reknar killed his father at a young age, but somehow escaped being executed.
* He joined a mercenary company of some kind and rose in the ranks.
* After serving under an incompetent commander he and his friend Lucian deserted.
* He went to Absalom, studied magic, and joined the Pathfinder Society.

This is fine overall but seems completely unrelated to the AP we are in. You should come up with a reason your character is in the Stolen Lands. If you want your character to be a Pathfinder I doubt the GM will have a problem with that but it is unlikely to have much of an impact on the game.

I also note that your character has the "Noble Born: Medvyed" trait. Normally the Noble Born trait is for characters who have the trappings of nobility, and I don't get that vibe from your backstory.

So here are some questions you should think about:
* What was it like growing up as a half-orc in a powerful noble house that is almost entirely human? Why was your family willing to accept you as one of their own? (If you can't answer these, maybe Bastard, Brigand, or Pioneer would be a better trait).
* Why wasn't Reknar executed for the crime of killing his father? (FYI Brevoy has the death penalty for robbery so murderers are definitely in trouble if they are caught)
* Where was this mercenary company operating? How did Reknar come to join?
* How did he end up in the Stolen Lands? And how will he meet the party?

Here's the submissions I see, in no particular order:

Reknar Heldergast Half-Orc Ranger/Bard
Brigid Auf Whitehelm Human Fighter (archer)
Rortum Earthshaker Oread Monk
Jing The Bandit Catfolk Bard
Flaith Medvyed Human Bard (animal speaker)
Arden Kain Brandt Human Fighter/Cavalier
Lord Christian D'Elagante Human Cavalier/Swashbuckler
Davian Battlebeard Dwarven Druid (Saurian Shaman)
Tordgandr Half-Orc Skald
Gaerdal Ironhand Gnome Bloodrager (Id Rager)

Did I miss anyone?

To be clear, since other archetypes are indicated, it's a Spell Warrior Skald -- no pointless inspired rage here.

Will post actual backstory tonight after daughter goes down.

Elena Voritzova wrote:
Reknar Heldergast wrote:
Again thanks for the heads up Elena...

No worries.

** spoiler omitted **...


I'm gonna reply bit by bit because in my head it all ties in - some of it was in one of my first recruitment posts, and it is easily overlooked under so much text :D

You've got the gist of it, and I didn't describe every single thing because I prefer that players don't start out knowing all the details about each other and their past lives - I like it more as a way to explain how the character acts, and hinting at why it is so. That's why I throw around excerpts of him talking, arguing, thinking, mixed up with some portions of his storyline. Because it feels more real and similar to how you get to know someone in real life (granted the purpose of the background is game related, but even so it is something I like doing).

That being said, Reknar is in the Stolen Lands because he felt a pull to return home, or maybe Lucian nudged him into it - in any case, he feels he has clearly left unfinished business behind, and he hasn't seen his mother in AGES. I guess he is apprehensive at the thought of facing her after what he has done. He's not sure, and I am not sure also.

That is why he had the 'Noble Born: Medvyed' trait - his mother is/was a Medvyed thrown out of the family house, because of what the family considered an insurmountable shame - her mad passion with Reknar's biological father (whom he knows nothing about) and a son born without a marriage, from a father no one seems to know...

The one he killed was his foster parent, who seemed like an outstanding guy at first (or maybe he actually was), but turned out otherwise over the years... Until Reknar couldn't stand it no more.


* Fact is, the family did not accept him - he did not grow in the powerful noble house, and even prefers no one knows he has ties to them. But he IS one of them by blood, or at least that was what his mother told him. So you are probably right, the Bastard trait does seem to make more sense - it is what he is after all. However, the trait description is not a perfect fit - at least for now, Reknar is not and does not want to make any claims. His penalty to Charisma could be due to... Feeling some sort of scorn for the nobles because of what happened to his mother and himself?
* He wasn't executed because then I would not have a character to play :D No seriously, I did not hammer out every single detail about his arrest - maybe he ran off and was captured somewhere else, and not brought back to Brevoy? My favorite idea is that his mother was able to somehow use the family influence to save him from execution.... At what cost we do not know.
* I did not envision him in a mercenary company, but in some actual military force (haven't decided which because it did not strike me as relevant for his story), where he became a grown man, learning that there are some you can count on and others not so much. It made him even more callous, the fact the ones he allowed close got mostly wiped out because of an idiot;
* I don't know how he would meet the party - I had in mind him just now returning to the Stolen Lands, but maybe he has been there for some time already? Did you guys enlist the aid of any mercenary type NPCs during the first pat of the game? I could easily picture Reknar riding along with them (depending on their actions), or maybe even having been captured by bandits, and released by you? Or it could be that he knows someone in the group from their childhood? Maybe the party is looking to recruit a bodyguard type of guy to roll along with them (Reknar wouldn't object, as he is probably low on cash :D) - I've read a portion of the game, and about your characters but I didn't want to impose on how he would drop in the game if ever recruited. I felt if you guys and GM_DBH would want Reknar around, we could figure out something together. I understand it is not straightforward, because of who the character is, but for me it is part of the fun.

Hope yet another wall of text has contributed to clarify some stuff about him :P


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The Hall wrote:
GM_DBH wrote:
@Leinathan Unchained all the way.
I take this to mean "must used Unchained version if it exists." Is that correct? I was just about to submit a character with a level in Urban Barbarian - should I redo?

Sorry, I was telling Leinathan that Unchained was fine. If you don't wish to use Unchained then you don't have to.


Small correction even though it might hurt my chances, Jing's submitted crunch and Story are for a Ranger build.

For your consideration, Bitnek of the Sootscales, Kobold Bard. He is not a front-line fighter, but he does have buffs, magic and masterwork bongos.

Bitnek was always different from the other kobolds in his tribe - mellower than his hatchmates, more content to hear the sounds of the world than to practice trapmaking. As he grew, he found he was able to use what he called "the rhythm" to create magical effects. This made him useful to the tribe, although his spontaneous poetry slams were not that popular and he remained something of an outsider.

When Tartuk arrived, Bitnek could sense that the foreign kobold was bad news. But unable to either oppose his magic directly or gather enough support to stage a coup, he decided to withdraw, initially volunteering for scouting expeditions and eventually just moving away and living on his own. When news reached him that Tartuk has been ousted, he returned to find out what had happening. Intrigued by the story of the adventurers who had aided the tribe and now had an alliance with them, when Chief Sootscale asked for a representative to assist their new allies (and to make sure they held up their end of the agreement), he raised his claw and was quickly chosen. (Whether this was for his diplomatic skills, or because the tribe was being reminded of his poetry was never stated)

I'm just typing in his crunch now, and I'm fine with adjusting the background to fit the world better.

My character is just a straight cavalier.

Updated Crunch:

Tordgandr Brokenfang
Male Half-orc Skald (Spell Warrior) 4
NG Medium Half-Orc (Human, Orc)

Init: +2, Senses: Darkvision, Perception: +7
Languages: Common, Orc.
Birthday: Rova 20
Deity: Sarenrae
Tordgandr stands just under 6'6" tall, with long limbs and a lean frame that almost deny his orcish blood. His ash-coloured face is framed by thick, black hair, well-kept and well-cut, that cascades in layered waves, flowing down until it touches his shoulder blades. He has a handsome face, despite the shade of his skin, his mixed blood giving him a strong brow and jawline, rather than the broad face and flat nose common amongst many halfbreeds. His eyes are the green of jade, and seem to almost sparkle with mischief -- a sensation reinforced by his crooked half-smile, accented by just the one small tusk rising over his lip on the right side.

Tordgandr's first memories are of Auntie Sharal's home for orphans in Restov, one of a dozen children taken in by a kindly old devotee of Andoletta... and they were, generally, good ones -- if a bit crowded. Sharal made sure her wards were well looked after, providing them with warm beds (even if he had to crawl over three other beds to reach his), nutritious food, an education (by commandeering her friends to help) and, maybe most important of all: love.

Thanks to Auntie Sharal, Tordgandr grew up knowing that he was special - Sharal having repeatedly told him the romantic story of his birth -- of how his mother, a paladin of Saranrae had redeemed his father, seeing something special in the young bladesman who had simply been taken in by a charismatic Bandit "Lord". His father, Sharal told him, made the best of his second chance, going from brigand to aspiring Swordlord in only a few short years... until he fell trying to capture some of his former associates. Tordgandr's mother, unable to remain in Restov and face her pain and loss headed north with the Crusaders, leaving her young child in Auntie's care, promising to return for him after working through her grief.


AC 21, Touch 11, Flat-footed 20 (Uncanny Dodge), CMD 17
(+7 armour, +1 dex, +3 shield)
HP 33 (4HD - 11 [FC],7,8[FC],7)
Fort: +6, Ref: +2, Will: +4
Speed: 20 ft. (4 Squares)

- Masterwork Longsword +8 (1d8+3[+4]/19-20) {Slashing}
- Warhammer +6 (1d8+3[+4]/x3) {Bludgeoning}
- Dagger +6 (1d4+3[+4]/19-20) {Piercing,Slashing}
- Spirit Wisps +6 (1d4+3) {Negative Energy}

Special: Arcane Strike, +1 damage, weapons count as magic

- Masterwork Composite Longbow +5 (1d8+3/x3) {Piercing, 110' range increment}
- Dagger (thrown) +4 (1d4+3/19-20)

Base Atk: +3, CMB: +6
Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial.

Arcane Strike: As a swift action, imbue weapons with arcane power - count as magic and +1 damage/5 caster levels.
Lingering Performance: The effects of your skald raging song persist for two rounds after you cease your performance.

Bonus Feats:
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell
Sword Scion (Campaign Trait) [Longsword]
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword and gain a +1 bonus on all attacks and combat maneuvers made with such weapons.

Arcane Temper (Magic Trait)
Your have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Strength 16, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 16
SKILLS (4+int+skilled = 6 per level) + 2 Background Skills per level
Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-1] = 0.0 + 2 + 0 -3(AC)
--Jump [+2] (Agile Breastplate)
Bluff [+2] = 0.0 + 2 + 0
Climb* [+6] = 1.0 + 2 + 3 -0 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
--Versatile Performance (Oratory)*: +10
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-1] = 0.0 + 2 + 0 -3 (AC)
Handle Animal [+2] = 0.0 + 2 + 0
Intimidate* [+12] = 4.0 + 3 + 3 + 2 (Intimidating)
Knowledge (Untrained)[+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Dungeoneering)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Local)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Nature)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Planes)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Religion)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Perception* [+7] = 4.0 + 0 + 3
Ride [-1] = 0.0 + 2 + 0 -3 (AC)
Sense Motive [+0] = 0.0 + 0 + 0
--Versatile Performance (Oratory)*: +10
Spellcraft* [+8] = 4.0 + 1 + 3
Stealth [-1] = 0.0 + 2 + 0 -3
Survival [+0] = 0.0 + 0 + 0
Swim* [+4] = 1.0 + 3 + 3 -3 AC
Use Magic Device* [+7] = 4.0 + 3 + 3

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+1] = 0.0 + 1 + 0
Artistry (Poetry)* [+5] 1.0 + 1 + 3
Craft [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Geography)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (History)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Linguistics [+5] = 1.0 + 1 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Perform (Oratory)* [+10] = 4.0 + 3 + 3

MAGIC (Skald; CL 4; Concentration: +8)
Level 0: [6 known]: -- (At Will) (DC 13) Dancing Lights, Detect Magic, Ghost Sound, Grasp, Message, Prestidigitation.
Level 1: [4 known]: -- (4/day) oooo (DC 14) Comprehend Language, Cure Light Wounds, Grease, Timely Inspiration.
Level 2: [2 known]: -- (2/day) oo (DC 15)Heroism, Mirror Image.
Intimidating (Ex)
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Human Raised (Ex)
Some half-orcs raised as humans lack their cousin's ferocity and training in orc weapons, but pick up a bit of their human parent's skills. They gain the human's skilled racial trait. This racial trait replaces weapon familiarity and orc ferocity.

Armored Casting (Ex)
You can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex)
A skald adds half his class level (minimum 1) to all knowledge checks.

Raging Song (Su) (12 + 2 FC rounds/day -- ooooo ooooo oooo)
A skald is trained to use music, oration and similar performances to inspire his allies. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action [Move: 7th/Swift: 13th], but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may even learn bardic masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he failes this check, the attempt still counts against the daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song, and at the start of each ally's turn in which they can hear the raging song, the allies must decide whether to accept or refuse the effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

- Weapon Song (Su) (+1 bonus)
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60'. At 5th level, and every 5 levels thereafter, this bonus increases by 1. The maximum bonus gained is based on the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons or +2 to four or more. Fifty pieces of ammunition count as a weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if her were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.

These bonuses can also be used to add any of the following special abilities to the weapons enhanced by the song: dancing, defending, distance, flaming, frost, cleaving, ghost touch, seeking or speed. Adding these special abilities consumes an amount of bonus equal to the special ability's cost. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon may already possess, but duplicate special abilities do not stack. If an effected weapon is not magical, at least a +1 enhancement must be added before any other special abilities can be granted. The bonus and special abilities granted are determined when the song begins and cannot be changed until the song ends and another begins. This replaces the inspired rage raging song.

- Song of Marching (Su)
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorated allies within 60 feet, who may hustle (CRB 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for the hour.

Rage Powers:
- Spirit Totem, lesser (Su)
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. The slam attack is made using the Barbarian's full Base Attack Bonus, plus the charisma modifier. The slam deals 1d4 negative energy plus the barbarian's charisma modifier.

Uncanny Dodge (Ex)
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does his lose his Dex bonus to AC if the attacker is invisible. He still loses his dex bonus if he is immobilized or if an opponent successfully uses the feint action against him.

Versatile Performance (Oratory)
The skald may use Performance (Oratory) in place of Diplomacy and Sense Motive checks.

Well Versed (Ex):
At 2nd level, a skald becomes resistant to sonic effects. The skald gains a +4 bonus to saves made against bardic performances, as well as sonic or language-dependent effects.

GEAR (86L/173M/260H) --
+1 Agile Breastplate [1550gp - 25 lbs], +1 Heavy Darkwood Shield [1257gp - 5lbs]; Masterwork Longsword [315gp - 4 lbs]; Masterwork Backpack; outfit (traveller's); Masterwork Composite Longbow (Str +3) [700gp - 3lbs]; Warhammer [12gp - 5 lbs]; Dagger; Dagger; 40 arrows, 4 grappling arrows; Scrollcase; Wand of Feather Step (50); Wand of Expeditious Retreat (50).

Backpack (Masterwork) [ bedroll, mess kit, soap, trail rations (5 days), waterskin (filled), whetstone, silk rope (50') ];
Scrollcase [ Cat's Grace; Eagle's Splendour; Delay Poison; Invisibility ]
Waterproof Bag (Belt) [ Flint and Steel ];
Pouch (Belt) [ Chalk (1 Piece) (x5); ];

Apologies -- baby did not go down gently tonight -- here's the final crunch for Tordgandr (having spent the rest of the money, fixed a few small errors) -- but the backstory isn't finished.

I mean, I know what it is, I just didn't have time to write it to my usual standard.

For evidence of what that is, feel free to check my aliases -- I've been playing on these boards for 8 years now (playing PF since the playtest, table-top RPG gaming for more than 30 years now) -- inclauding several campaigns that I was pretty pleased with and very sad when the GMs no longer had time to run them, such as the Age of Worms under GM Blood. (That said, I'm still participating in a Dresden RPG game here that dates back to 2012 at least..)

So, the abridged version (which I'll flesh out in the unlikely event that I'm selected:)

Reader's Digest Version:

Tordgandr's basically a boy raised relatively comfortably, well educated but has a head filled with pretty stories that made him want to be a hero like he thought his parents were -- and then having his romantic ideas burned away -- seeing that the story he was told was, like so many romantic tales, built on kernels of truth with the edges shaved off, leading him to look into things and seek the truth... including finding that his father was considerably less reformed, and returned to the brigand's life rather than dying a noble death -- and that it was the betrayal that drove his mother north (never to return). A bit of teenaged rebellion as a result, including leaving his studies -- signing up to work caravans under one of Auntie Sharal's old friends from her "interesting days", a dwarf named Horgra -- who gave him time, helped him learn to fight, then finally gave him a kick in the rear so he'd stop feeling sorry for himself and actually live up to the ideals he once held, in his earlier idealistic days. Unfortunately, he missed the call for the Charter during that period, having been on the road with the caravans. Still, between wanting to make something of himself, wanting to be someone worth telling stories about, like the ones he'd spend years learning -- Tordgandr headed into the Stolen Lands, hoping to find and join the expedition, despite them having left weeks earlier -- and finding a small bit of adventure resulting in saving a small group of pilgrims from a small band of orcs and escorting them to safety -- before tripping over the Trading Post -- which is when he was able to actually follow the trail of the expedition.

In the end, Tordgandr's actually still a romantic hero wannabe -- or, rather, is one again, after his little crisis and two years on the road -- he's basically come to realize that the world needs heroes -- both people who will act when needed, but also as stories to tell to inspire folks and create or maintain hope -- and so he's trying his best to be one... and sees the expedition into the Stolen Lands as exactly the sort of opportunity that leads to those sorts of stories. He's not naive anymore (mostly), and so he wants to believe the best of people, but that's tempered by the realization that even the rare few who have the best intentions can fail or have moments of weakness -- and that the "best intentions" are often few and far between.

Updated list (added Bitnek the kobold and made some corrections):

Reknar Heldergast Half-Orc Ranger/Bard
Brigid Auf Whitehelm Human Fighter (archer)
Rortum Earthshaker Oread Monk
Jing The Bandit Catfolk Ranger
Flaith Medvyed Human Bard (Animal Speaker)
Arden Kain Brandt Human Fighter/Cavalier
Lord Christian D'Elagante Human Cavalier
Davian Battlebeard Dwarven Druid (Saurian Shaman)
Tordgandr Half-Orc Skald (Spell Warrior)
Gaerdal Ironhand Gnome Bloodrager (Id Rager)
Bitnek Kobold Bard

Anyone else?

Better, more complete statblock here!

Davian's Statblock:

Male Dwarf Druid (Saurian Shaman) 4
Init +1; Senses n/a;


AC 18, touch 11, flat-footed 19, +4 vs AC
(armor 8, deflection 1, Dex 1/0, natural 0, size.)
hp 31; fast healing X; regeneration X (conditions)
Fort +5, Ref +2, Will +7;


Spd 20 ft., other movement types
Melee Club, Shillelagh +7 (2d6+6) and
Bite (Transformation) +7 (1d6+4)
2 Claws (Transformation) +2 (1d4+3), rake
Space 5 ft.; Reach 5 ft.
Spells Known (CL 4th):
2nd (3/day)
1st (4/day)
0 (4/day)
Spells Prepared (CL 4th):
2nd Campfire Wall, Aspect of the Bear, Aboleth's Lung
1st Produce Flame, Shilleglagh x2, Commune with Birds (DC 14, x3 [if multiple prepared])
0 Detect Magic, Create Water, Purify Food+Drink, Flare (DC 13), spell name (DC XX)


Str 16, Dex 12, Con 12, Int 10, Wis 16, Cha 9
Base Atk +3; Grp +6
Feats Heavy Armor Proficiency, Power Attack
TraitsBlessed, Simple Disciple (craft:bows)
Skills Skill +Craft: Bows (background)+7, Handle Animal+6, Heal +8, Knowledge: Geography +5, Knowledge Nature +5, Perception +10, Spellcraft +7, Survival +10
Languages Common, Dwarven, Druidic


Totem Transformation (Su) At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:

Movement (+10 enhancement bonus to land speed)
Scales (+2 natural armor bonus to AC)
Senses (low-light vision, scent)
Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Tactics Subdomain, Seize the Initiative (Su)Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Amulet of Mighty Fists +1
Sleeves of Many Garments
Lamellar Stone Coat

Also, if it makes a difference, as far as posting history is concerned, I've been on the boards here since 2015, and been in a Hell's Rebels game almost that long. I've been playing RPGs since about 2002.

Only a couple of hours to go. If you're working on a character better get them in quick!

Reknar Heldergast wrote:


Reknar Heldergast wrote:
* Fact is, the family did not accept him - he did not grow in the powerful noble house, and even prefers no one knows he has ties to them. But he IS one of them by blood, or at least that was what his mother told him. So you are probably right, the Bastard trait does seem to make more sense...

The Noble Born trait implies that not only are you a member in reasonably good standing of that noble house but also that you don't mind that other people know it. If Heldergast was a junior house of house Medvyed then this would make sense.

But if your character has a bad rep or a chip on his shoulder about the nobility then Bastard is much better. Also mechanically it is good... +1 to all Will saves is very nice. A character with the Bastard trait need not have any desire to be recognized as a noble; he could just have contempt for the whole institution.

Reknar Heldergast wrote:
* He wasn't executed because...

He could just be on the Lam, having escaped justice.

But Brevoy executes murderers and wouldn't think twice about executing a half-orc. They actually execute for a lot of less crimes too.

If you go the "on the lam" route, you might want him to be from the north end of Brevoy to reduce the number of bounty hunters looking for him. :)

Reknar Heldergast wrote:
* I did not envision him in a mercenary company...

Brevoy is pretty primitive and is the most "Medieval" of the nations in Avistan. So they don't really have a professional standing army as such, instead relying on noble knights and feudal levies supplemented with mercenaries. But since you made it all the way to Absalom you could have been in another nation's army, like Taldor or Molthune or Cheliax. Or Razmiran! That could be interesting.

Reknar Heldergast wrote:
* I don't know how he would meet the party...

We haven't dealt with any mercenaries really but we did just clean out a bandit hideout. The GM could probably slip you in there as their prisoner, since we haven't quite left.

Recruitment has closed, I'll go over the applicants and have the lucky soul up in about 12 hours.

Elena Voritzova wrote:

Anyone else?

This guy?

Whoops! I wasn't able to finish up. Sorry about that!

Sorry for how late I am everyone. Once again my dreams of a quiet weekend have been dashed cruelly.

After consulting the party Reknar Heldergast is the selected player. Please post on the discussion thread and we'll work on your joining the the team.

Thank you everyone who applied, as always a lot of good applications made this a hard job.

Thanks a lot GM_DBH and players for taking me on board!

I know there were a lot of very good applications, so good luck to all the others in finding games, and making those characters come to life.

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