
DM Rostam |

This is a rerecruitment for a Kingmaker Campaign that is currently at level 3. I am just starting to DM the game as its third DM, but 3 of the 4 players currently in the game have been with the game from the beginning, and all 4 players are heavily invested into continuing.
For this recruitment, you will have just been sent to a place named Oleg's trading post to reinforce the group that is currently working in the area. Other than that your background is what you want it to be.
The current characters are a sorcerer, inquisitor, and a cavalier.
Character Creation Rules:
Abilities. Use the following array: 15, 14, 14, 14, 12, 12.
Traits: 3 traits, one must be a Kingmaker campaign trait. No drawbacks.
Races: This is a tough one, I don't want to limit this too much. I had a great time playing a suli. Monster races are out of course. No goblins, no kobolds, no strix, no full-blood orcs, etc. Your kingdom will be mostly populated by humans, so races that can pass as human are best, but races that are allies to humans should be fine.
Alignment: I place minimal emphasis on alignment. However, I'm not at all interested in running an evil campaign, so no evil alignments. Your character should be a good team player, regardless of alignment.
We will be using the Kingdom system from Ultimate Campaign.
The Downtime systems from UC will be in play as desired. Except earning XP.
Background skills in play.
Since your character is new. The characters will start at third level and with average wealth for their class at level 1 (the current group has not advanced much gear wise).
Recruitment will run until September 14th. Then the existing players and I will select TWO more to join us and I will announce the selection on September 17.
If you have any questions ask away and I will answer as best I can.
EDIT - Also, please, please, please put your stat block in the same configuration as a monster stat block. HeroLab formatting is acceptable as well.

Papa-DRB |

Dotting for interest.
Stating up a "switch-hitter" Infiltrator Ranger.
Couple of questions, please.
1) Average wealth for a 1st level character. No bumps for gaining 2 levels? (I assume that is correct, just would like verification.)
2) Hit points?
3) "Assuming" that all Paizo material is in play.
4) How much background are you looking for?
5) Is the following format ok? I'll remove the outer spoiler and add spoilers for background and description for the character alias. Should be done in a few days.
-- david
Markis Sarakin
Male Human ranger 3 Archetypes Infiltrator,
NG Medium humanoid (human)
Init +4, Senses Perception +8
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge, )
hp 39 ((3d10)+9)
Fort +6, Ref +5, Will +3, +4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running, to avoid nonlethal damage from a forced march, to hold your breath, and to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments and to resist damage from suffocation.
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OFFENSE
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Speed 30 ft.
Ranged longbow +5 (1d8/x3)
Melee greatsword [power attack (two-handed)] +5 (2d6+7/19-20)
Melee greatsword +6 (2d6+4/19-20)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +5 (1d4+3/19-20)
Special Attacks Humanoid (Goblinoid) +2,
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TACTICS
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Temporary Effects power attack (two-handed),
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STATISTICS
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Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 12,
Base Atk +3; CMB +6; CMD 19
Feats Dodge, Endurance, Power Attack, Quick Draw, Rapid Shot
Skills Handle Animal +7, Intimidate +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +4, Knowledge (Geography) +7, Knowledge (History) +4, Knowledge (Local) +8, Knowledge (Nature) +7, Perception +8, Survival +8, Survival (Follow or identify tracks) +9,
Traits Reactionary, Rostlander, World Traveler (Knowledge (Local)),
Languages Common, Orc
SQ adaptation, bonus feat, combat style feat, humanoid (goblinoid), humanoid traits, skilled, track +1, wild empathy +4,
Combat Gear rations (trail/per day) (4),
Other Gear longbow, outfit (traveler's), studded leather, arrows (20) (5), backpack common, waterskin (filled), belt pouch, greatsword, dagger, 12.0 gp
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SPECIAL ABILITIES
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Adaptation (Ex) At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as aberrations. The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed. At 8th, 13th, and 15th-level, the ranger chooses another one of his favored enemy types and selects one adaptation from that type's list, as well as an additional adaptation from any one list of a creature type he's selected (including the one just chosen, if so desired). The infiltrator can only use one adaptation at a time. This class ability replaces favored terrain.
Background Skill (Knowledge (Engineering), Knowledge (Engineering), Knowledge (Engineering), Knowledge (History), Knowledge (History), Knowledge (History))
Bonus Feat Humans select one extra feat at 1st level.
Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Darkvision 60 ft.
Humanoid (Goblinoid) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Humanoid (Goblinoid) darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
No Racial Subtype You have chosen no racial subtype.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Rostlander You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.
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FEATS
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Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw
You can draw weapons faster than most.
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
PbP stats
Race Line in Profile:
NG Male Human
ranger
3
Archetypes(
Infiltrator,
)
Class Line in Profile
(HP 39 AC:16 T:13 F:13 Saves F:+6 R:+5 W:+3 CMB:+6 CMD:19 Init:+4 Perc: +8)
Created using PCGen 6.07.08 on Sep 8, 2018

DM Rostam |

Hello all, I am the one of the players in the game.
There is also a Bloodrager in the party.
Whoops, forgot about Annurian.
1) Average wealth for a 1st level character. No bumps for gaining 2 levels? (I assume that is correct, just would like verification.)
2) Hit points?
I've asked the players how they've been doing it for clarification. I'll let you know when I find out.
3) "Assuming" that all Paizo material is in play.
Yes, but if its not on the PRD please give me a link to it.
4) How much background are you looking for?
I prefer a concise, well written background. I won't put a length limit on it because if its really well written it won't feel long to read.
5) Is the following format ok? I'll remove the outer spoiler and add spoilers for background and description for the character alias. Should be done in a few days
That will work. Thanks

Cooper Hawkes |

Introducing, for your consideration, Cooper Hakes, Human (Kellid) Hunter and Mikeala, his mountain lion companion.
Cooper Hawkes
Human (Kellid) hunter 3 (Pathfinder RPG Advanced Class Guide 26, Ultimate Wilderness 187)
NG Medium humanoid (human)
Init +6; Senses Perception +9
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 26 (3d8+9)
Fort +5, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee club +5 (1d6+3) or
. . dagger +5 (1d4+3/19-20) or
. . falchion +5 (2d4+4/18-20) or
. . shortspear +5 (1d6+3)
Hunter Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, gravity bow[APG], lead blades[APG], longstrider, summon nature's ally I
. . 0 (at will)—create water, guidance, light, mending, resistance, spark[APG] (DC 12)
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Statistics
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Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 17
Feats Deadly Aim, Improved Initiative, Paired Opportunists[APG], Power Attack, Precise Shot
Traits armor expert, indomitable faith, pioneer
Skills Climb +9, Craft (bows) +5, Craft (leather) +5, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +7, Knowledge (geography) +5, Knowledge (nature) +7, Perception +9, Ride +7, Stealth +8, Survival +8, Swim +7
Languages Common, Hallit, Sylvan
SQ animal companion (lion (bodyguard) named Mikeala), animal focus (3 minutes/day), hunter tactics, nature training, shared vigilance, track +1, wild empathy +4
Other Gear studded leather, club, dagger, falchion, shortspear, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Erastil, 32 gp, 4 sp, 5 cp
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Special Abilities
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Animal Companion (animal companion (lion (bodyguard) named Mikeala)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Mikeala CR –
Lion (bodyguard)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 16 (3d8+3)
Fort +4, Ref +7, Will +3
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Offense
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Speed 40 ft.
Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)
Special Attacks rake (2 claws +6, 1d4+2)
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Statistics
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Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 18 (22 vs. trip)
Feats Light Armor Proficiency, Paired Opportunists[APG], Weapon Finesse
Tricks Attack, Attack Any Target, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +8 (+12 to jump), Perception +6, Stealth +8
SQ animal focus, attack any target, come, defend, down, guard, heel, shared vigilance, stay, tenacious guardian
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Stay [Trick] The animal will stay where it is.
Tenacious Guardian (Ex) Remain conscious as long as you are adjacent to your master.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
I've got some errands to run this afternoon but might be able to get a background up tonight or by tomorrow afternoon.

Drektan |

Hmmmm . . ..
I have this character that has tried to start this campaign a time or two, but never gotten as far as this group already has.
I've got quite a bit of rework to do (including rebuilding the character form scratch, as my normal details are missing in the stat block presentation).
I can easily stick tight to the slave thing, I would just be owned by house Medvyed, and Lord Tengar could have sent me, with a collection of books, perhaps, to serve as librarian and servant to Gird.
Catfolk Bard (Archivist), so that you don't have to go look.
Created for a Kingmaker in 2013, that didn't make it our of 2013. Applied for another in 2017, but was not selected. Time t0 try again?

Drektan |

I think I've got Fuzzbutt updated, to include the starting wealth and HP adjustments. I do it all by hand. I don't want to pay a third party to use material I've already purchased.
I welcome feedback.
Yes, he is taking the Catfolk Bard Favored Class option of +1/2 Bardic Knowledge per level, which puts him on twice the normal pace, or +1 per level!
Drektan knows things. Far more things than I do.

Kazmuk Doortsgarf |

Hi, here is Kazmuk for your consideration. I have both the sheet in this profile and a link to his actual sheet with a picture!
He is a dwarf forgemaster cleric coming from the village of Brunderton in eastern Rostland.
My intention is to serve as the party healer/support/crafter and perhaps as a secondary combatant. To be honest, the forgemaster archetype is not really good, but I'm far more interested in a good PC than a powerful one.
Only one question: is crafting allowed prior to the game? My initial equipment was bought according to a 'NO' as an answer, but since crafting stuff was always his job, I thought it was fair to ask. If so, he'd have a couple more gp to his name.

DM Rostam |

Summary of submissions so far:
Markis Sarakin - Druid - Submitted by Papa-DRB
Cooper Hawkes - Hunter - Submitted by Vanulf Wulfson
Drektan - Bard - Submitted by hustonj
Kazmuk Doortsgarf - Cleric - Submitted by Sir Longears
Dotted - Cleric/Witch - J Scot Shady
Busy first day, so I guess we will see what the rest of the week brings.
The only feedback I have so far would be for Drektan. Please make sure Gird is actually okay with your backstory. Also, given the river freedoms, I doubt that being or having a slave will be a positive aspect for the party.

Drektan |

Kinda what I thought, given the described relationship with Dad.
If the blind gift from Dad works against how you see that relationship from Dad's side, then, cool. I'll adjust.
It was just a really quick and easy bridge form the original story to the current party. I'm not above taking the easy route, at least sometimes.

J Scot Shady |

So, working out the cleric/witch and I came upon a question.
You are looking to allow access to downtime system (which is cool and fits the kingmaker AP I hear), does that include crafting? Is it limited in what you can craft? I am looking at currently having access to alchemy (via herbalism) and brew potion.Just curious if this will be usable. Thanks.

DM Rostam |

@J Scot Shady - Yes you can use the craft skills and feats during down time. Your only limit on crafting will the ones listed in the rules.
@Kazmuk - I am going to go with you can have use up to 1/2 your wealth to craft items before game start. Please note which items you've crafted in your stat block so I can do the accounting on it at game start. After that no need to keep track.

Kazmuk Doortsgarf |

@Kazmuk - I am going to go with you can have use up to 1/2 your wealth to craft items before game start. Please note which items you've crafted in your stat block so I can do the accounting on it at game start. After that no need to keep track.
I've updated my sheet with the crafted gear. I've broken it down so it would be easier for you to double check! Let me know if you would like anything else.
Normally I tend to make longer backgrounds and even provide the famous 10-minute background list to help flesh out my PCs, but since you asked for a more concise background, I've contained myself.

Darkwing_DM |

Thinking about dotting, however I have a couple of questions.
1. the class I'm thinking about taking gets leadership. (how do you feel about that or how do you think it would interact? im not really planning on using it for anything but flavor as a reluctant leader.)
2. posting history in the group or expectations for it?
3. how does the current group play, more chaotic, neutral, Lawful etc.?
4. it looks like your looking for a thief and a healer are my assumptions correct? or have you thought about the classes or open to any.

Bale Fire |

Sounds like a fun campaign. Put me down as interested.
I'm considering a few different classes, but wanted to ask something first. Do you have any objections against using the Gunslinger class (or just firearms in general) in this campaign, Rostam?
Like I said, I'm still throwing around ideas. But gunslinger was one of the classes I was considering.

ElterAgo |

I have some ideas and a couple of questions.
1) Is anyone other than the cavalier and inquisitor taking teamwork feats? Are they matching up together? I think a tight group with matching teamwork feats could be a blast!
2) How does the current group feel about pets/cohorts? Some like them, others feel they detract, some don't care.
3) Is the inquisitor a melee, ranged, or spy build? What deity?

DM Rostam |

Thinking about dotting, however I have a couple of questions.
1. the class I'm thinking about taking gets leadership. (how do you feel about that or how do you think it would interact? im not really planning on using it for anything but flavor as a reluctant leader.)
Leadership is fine with me.
2. posting history in the group or expectations for it?
I will be posting 1-3 times a week for 4 to 6 weeks while I take over the game. After that 1 post per day is the rough expectation (personally I try to post Monday, Tuesday, Wednesday, Thursday, and then once between Friday to Sunday)
3. how does the current group play, more chaotic, neutral, Lawful etc.?
From my brief over view the group is pretty neutral. Like the previous DMs I don't particularly care for strict alignment unless it intersects with your class features.
4. it looks like your looking for a thief and a healer are my assumptions correct? or have you thought about the classes or open to any.
I am open to any classes. Best two characters will get in and if that means the party is lopsided, well that's on the players to figure out.

DM Rostam |

Sounds like a fun campaign. Put me down as interested.
I'm considering a few different classes, but wanted to ask something first. Do you have any objections against using the Gunslinger class (or just firearms in general) in this campaign, Rostam?
Like I said, I'm still throwing around ideas. But gunslinger was one of the classes I was considering.
Gunslinger is fine.

DM Rostam |

I have some ideas and a couple of questions.
1) Is anyone other than the cavalier and inquisitor taking teamwork feats? Are they matching up together? I think a tight group with matching teamwork feats could be a blast!
2) How does the current group feel about pets/cohorts? Some like them, others feel they detract, some don't care.
3) Is the inquisitor a melee, ranged, or spy build? What deity?
I have prodded the players to jump in and answer these.

Drektan |

Well, not only has my wife decided we're moving, but my boss has decided I'm pulling a couple of extra work days during the same timeframe.
Combine that with keeping up with my existing games, and I don't think I have the time to rework Drektan's backstory in a way that will satisfy me, let alone anyone else.
Guess I'll need to wait a month or so before I look to add another game, again.
My apologies for wasting your time.
Looks like a good group. I think you'll manage to enjoy yourselves, regardless.

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I'm going to be submitting a character, but I'd like to ask the current party how they would feel about a Skald?
Skalds only work well with certain types of parties, and the current party seems to me to be a decent match. I'm not familiar with the party's workings though so they may see things differently.
If there's no enthusiasm for a Skald, I'll be submitting an unarchetyped archer bard instead.

DM Rostam |

Summary of submissions so far:
Markis Sarakin - Druid - Submitted by Papa-DRB
Cooper Hawkes - Hunter - Submitted by Vanulf Wulfson
Kazmuk Doortsgarf - Cleric - Submitted by Sir Longears
Dotted - Cleric/Witch - J Scot Shady
Dotted - Gunslinger?? - Bale Fire
Dotted - Druid - Bristor
Dotted - Bard or Skald - rdknight
Had some questions - Elter Ago
If I've either missed peoples questions or didn't put you on the list let me know.
@Drektan - No worries about time wasted. Good luck with the life changes!

Sir Andreas Eisfalke Von Ulm |

Greetings to all,
I am one of the players and I am here to answer ElterEgo...
1) Is anyone other than the cavalier and inquisitor taking teamwork feats? Are they matching up together? I think a tight group with matching teamwork feats could be a blast!
A: As far as I know...We are the only ones and that does not mean that those feats will be taken in the future. The teamwork feats have not come into play much but the current party works pretty well together.
2) How does the current group feel about pets/cohorts? Some like them, others feel they detract, some don't care.
A: I can not speak for others but for me...I do not mind if the pets/animal companions flow along with the character. I tend to not enjoy a game when the "pet" does more damage that the party as a whole.
A:Cohorts and leadership feat..to me it is a tool that you should not break. It is easy to do so. Run the cohorts around your actual character/background and you should be fine.
3) Is the inquisitor a melee, ranged, or spy build? What deity?
A: His deity is Kelinahat which would make me think he is leaning more towards the Spy build but would let Gird confirm that for me. I have seen him mostly in melee.
***NINJA GIRD STRIKES FIRST***
@rdknight
As a member of a Viking household within the SCA. I look forward to reading about your skald.
We are leaning towards a skills/thief/ranger (Disable Device/Stealth) type and a cleric/Druid as these are what the party needs. DM Rostam has said we will take the two best characters for the party. I Personally like more of a Role player instead of a Roll player. I will read backgrounds to get a feel for how well the character will mesh with the current group. I will also take into account your posting history and how you worked in other groups.
To help everyone out, these are the leadership roles that are currently being pursued or what the characters were designed for.
Ruler
General
Councilor or Magister
spymaster
Good luck to all.

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Here is the cleric/witch of Pulara I am submitting for consideration. I've looked at this build a few different ways and I feel this is the strongest yet. A solid healer, especially further down the road.
I do not have such an extensive record on PBP. I am currently running a closed Mummy’s Mask AP here on the forums and I was playing in a closed Crimson Throne one a while ago, but that was called off unfortunately. The reason I have decided to ramp things up on the PBP format is I have soured on the bad elements of Organized Play. There is little or no consistency, and even less attempts to actually RP or immerse in the story.
This immersion in the story and the character development with that story that I am now looking for. I am sure many people can crunch the numbers and make a mechanically superior character, but I want to see the character with skills chosen because the story shows he would have learned them (not because he can mechanically crush the roll).
I've looked forward to playing this AP for a long time, always thought the kingdom building aspect would be fun. Hope to get a chance to see it in action. Thanks.
[edit] The avatar selection has been shot for me all day so I will select an avatar for the character as soon as I can.

ElterAgo |

The inquisitor is a dex based melee build of Kelinahat.
He is lawful good will have an intelligence gathering based build and I have precise strike teamwork feat. I am open to coordinating later teamwork feat selection.
Does "...intelligence gathering..." include scouting and/or face skills?

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I submit for the GM and party’s consideration Roke Rostlander, male human feyspeaker druid. Hope you don’t mind I haven’t created an alias yet; already suffering from bloat in that regard.
Bastard son of House Lebeda, Roke was nonetheless decently cared for and was fortunate to be taken under the wing of his half-brother (and legitimate child), Zade Lebeda, when he wasn’t busy at the Temple. Roke began forays into the woods in an effort to get away from some less pleasant family business when Zade was away. Intensely curious and a lover of the wild places, Roke was once transported to the First World while exploring the woods near his home. He does not talk about his time there, but came back infused with the powerful life force of the First World, and also constantly harassed by unseen fey pranksters. He maintains his curious spirit and has a proclivity for feylike mischief-making. He is headed to the Stolen Lands as a companion to Zade, hoping to keep him safe in the wilds.
Leaving time in First World vague in case GM wants to use it as hook for anything
For the kingdom role, I would imagine Councilor or Grand Diplomat, but depending on how things develop High Priest could be an option too.
Roke Rostlander
Male human feyspeaker druid 3
NG Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 27 (3d8+9)
Fort +6, Ref +5, Will +7
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Offense
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Speed 30 ft.
Melee quarterstaff +2 (1d8+1/×3)
Druid Spells Prepared (CL 3rd; concentration +6)
2nd—barkskin[D], lesser restoration, warp wood (DC 15)
1st—cure light wounds x2, thorn javelin[D] (DC 14), heightened awareness
0 (at will)—create water, detect magic, guidance, stabilize
Domain: Thorns (subdomain of Plant)
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Statistics
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Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 17
Base Atk +1; CMB +2; CMD 14
Feats: Improved Initiative, TBD
Traits: Bastard (campaign), Dangerously Curious, Deft Dodger
Skills: Bluff +7, Climb +5, Diplomacy +7, Disguise +7, Handle Animal +8, Heal +6, Knowledge (geography) +7, Knowledge (history) +3, Knowledge (nature) +8, Knowledge (nobility) +3, Perception +7, Ride +6, Sense Motive +7, Spellcraft +8, Survival +7, Swim +5, Use Magic Device +9;
Languages: Common, Druidic, Elven, Sylvan
SQ nature bond (Thorns domain), trackless step, wild empathy +6, woodland stride
Gear: wand of cure light wounds (20 charges), acid (2), alchemist's fire (2);
+1 leaf armor, spear, cloak of resistance +1, backpack, belt pouch, blanket, flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 124 gp
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Special Abilities
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Druid Domain (Thorns)
Cruel Thicket (Su): As a standard action, you can cause the ground in a 5-foot-radius burst centered on you to sprout twisting, thorny vines. Any creature moving through it must travel at half speed or take bleed damage equal to half your cleric level; if you activate this ability in an area with numerous plants (grass, weeds, trees, etc.), the area also becomes difficult terrain. These effects last for 1 minute, after which the vines crumble to dust. Creatures able to move through natural undergrowth unhindered ignore the effects of this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Trackless Step (Ex): You do not leave a trail as you move through natural surroundings.
Wild Empathy +6 (Ex): Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex): Move through undergrowth at normal speed.
Feyspeaker Archetype
Fey Magic: The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on). At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.
A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.
This ability alters wild shape and spellcasting.
Fey Speech (Ex): At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus. This ability replaces nature sense and alters the druid’s base attack bonus, class skills, and skills ranks per level.
Wild Mischief (Ex): At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check). To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. This ability replaces the druid’s proficiency with medium armor.

Zade Lebeda |

I'm applying with this character, Zade Lebeda, a male human investigator (antiquarian).
Like many younger sons from minor noble families, Zade Lebeda was encouraged to join the clergy, and he spent many of his formative years in Silverhall's temple of Abadar. While his fellow acolytes concentrated on their prayers and devotions, Zade spent more time in the vaults of the temple, cataloging the many unusual items that had been left as tribute for the Wealthy Father. The young man found himself studying the mercantile system of Brevoy and lamenting the many inefficiencies that the tumult in the country caused in the country's economy.
As he aged, Zade grew increasingly estranged from his family, who rarely visited him at the temple. His only real point of contact was his half-brother, Roke. Zade admired his half-sibling's love of wild places, so different from Zade's own interests, and worked to protect Roke's interests when the members of the family born on the "right side of the sheets" attempted to mistreat him. The family's willingness to disregard his bastard brother ultimately helped convince Zade to leave the comforts of Silverhall and venture into the wilds with Roke.
Zade Lebeda
Investigator (Antiquarian) 3
LN Medium humanoid (human)
Init +3; Senses Perc +7 (+1d6), SM +5 (+1d6)
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Defense
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AC 15, touch 12, flat-footed 13
HP 24
Fort +4, Ref +5, Will +4, +2 vs spells and effects with the curse descriptor
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Offense
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Speed 30 ft.
Melee
mw cold iron morningstar +5 1d8+3 or
silver dagger +4 1d4+1 (19-20)
Ranged
mw composite showbow (+2 STR) +6 1d6+2
Investigator Spells Known (CL 3rd; Concentration +7)
1st (4/day) coin shot, enlarge person, heighten awareness, shield, comprehend languages, cure light wounds, monkey fish
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Statistics
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Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 16
Feats
Point-Blank Shot, Precise Shot, Weapon Focus (shortbow)
Traits
Rostlander (Campaign): +1 Fortitude saves
Eye for Quality (Religion): Your deity has granted you an uncanny ability to find the true worth of items. You gain a +1 trait bonus on Appraise checks, you don’t suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you.
Arcane Temper (Magic):You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Languages Common, Hallit, Skald, Varisian, Sylvan
SQ
Inspiration (1d6) 4/4, Trapfinding (+1), Expanded Inspiration (Diplomacy, Heal, Perception, Profession, and Sense Motive), Item Lore (An antiquarian can identify even the most esoteric objects at a glance. At 2nd level, he can discern whether an item is magical simply by studying it for 1 round. Once he identifies a magic item in this way, he can use Spellcraft to attempt to identify the properties of the magic item as if he had used detect magic. Furthermore, he can detect whether an item is cursed if his check to identify the magic item exceeds the DC by 5.), Curse Resistance (+2)
Skills
Acrobatics +6, Appraise +10, Climb +6, Diplomacy +, Disable Device +11, Escape Artist +6, Knowledge (all) +7, Knowledge (nobility) +9, Linguistics +7, Perception +7 (+8 vs Traps),Sense Motive +5, Sleight of Hand +6, Spellcraft +9, Stealth +6, Use Magic Device +7
Combat Gear
MW comp. shortbow (+2 STR), mw studded leather armor, mw cold iron morningstar, silver dagger, spiritbane spike, holy weapon balm (10 arrows), adamantine weapon blanch (10 arrows), 100 CI arrows, 20 silver arrows, 40 blunt arrows, potion of cure light wounds(x2), scroll of comprehend languages, scroll of monkey fish, wand of cure light wounds (50 charges), acid flask (x2), alchemist's fire (x2), holy water (x2).
Other Gear
holy symbol of abadar, cleric's kit, mw survival kit, mwk theives’ tools, rope 50’ (knotted), grappling hook
Full Sheet: Zade Lebeda
Zade is build to cover the Knowledge and rogue skills. He also provides ranged damage and light arcane support. (Due to his archetype, he can cast alchemist spells on other people.)
When it comes to kingdom building, Zade would be most interested in the role of Treasurer, though he could also serve Abadar as Magister.

ElterAgo |

Hmm... Since Gird is planning to take on the roles of scout and face, I don't want to step on his toes.
Cavalier and bloodrager should have melee covered.
Your party could really use some condition removal magic. However, I have done a several of those type of characters lately and I'm kinda burnt out on that.
Is the sorc a blaster or support build?
If the sorc is support, you could use some ranged ability.
If the sorc is a blaster, you could use some group buffing.

ElterAgo |

Ok, here is Som Voda. An Undine watersinger.
Bardic performance to buff during a fight. Secondary combatant at best. Should eventually be decent at knowledge skills and pretty dang good at face skills.
Will take a few combat and buff spells, but mostly utility.
Following is a rough build and background. Should make a pretty good diplomat. Wants to make river trade safer and more profitable. That will of course require patrol boats to keep down the riffraff.
Male undine bard (watersinger) 2/swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Advanced Race Guide 176, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 26 (3 HD; 2d8+1d10+6)
Fort +2, Ref +8, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Resist cold 5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee mwk undine weaponshaft elysian bronze trident +6 (1d8)
Ranged mwk underwater light crossbow +6 (1d8/19-20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, inspire courage +1), deeds (derring-do, opportune parry and riposte), panache (2)
Spell-Like Abilities (CL 3rd; concentration +5)
. . 1/day—hydraulic push[APG]
Bard (Watersinger) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—comprehend languages, hydraulic push[APG], liberating command[UC], saving finale[APG] (DC 13), slipstream[APG] (DC 13)
. . 0 (at will)—create water, lullaby (DC 12), message, open/close (DC 12), sift[APG], summon instrument
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Statistics
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Str 10, Dex 17, Con 14, Int 14, Wis 16, Cha 14
Base Atk +2; CMB +2; CMD 15
Feats Battle Cry (dirty Tactics Toolbox), Spellsong[UM]
Traits noble born - lodovka, stage magic, water-touched
Skills Acrobatics +4 (+0 to jump), Bluff +6, Climb +1, Diplomacy +6, Disguise +6, Escape Artist +4, Intimidate +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Perform (act) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (comedy) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (dance) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (keyboard instruments) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (oratory) +6 (+8 to use Countersong vs. creatures with the aquatic subtype), Perform (percussion instruments) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (sing) +6 (+8 to use Countersong vs. creatures with the aquatic subtype), Perform (string instruments) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Perform (wind instruments) +2 (+4 to use Countersong vs. creatures with the aquatic subtype), Ride +4, Sense Motive +7, Spellcraft +6, Stealth +4, Swim +12, Use Magic Device +6
Languages Aquan, Common, Elven, Gnome
SQ bardic knowledge +1, hydrated vitality[ARG], paranoid, swashbuckler finesse, undine bard, versatile performance (sing), watersong
Other Gear chain shirt, mwk underwater light crossbow[ARG], mwk undine weaponshaft elysian bronze trident, 91 pp, 5 gp
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Special Abilities
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+2 to countersong against creatures with the aquatic or water subtypes Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Battle Cry (Dirty Tactics Toolbox) Bardic performance during surprise round doesn't count toward daily round limit.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Hydrated Vitality (6 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Paranoid Aid Another DC 15 for attempts to help you.
Spellsong Combine spellcasting and bardic performance
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swim (30 feet) You have a Swim speed.
Versatile Performance (Singing) +6 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Watersong (One 5-ft cube) (Su) Use bardic performance to manipulate and control water.
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Som Voda loved growing up on the riverways. The freedom to travel and trade anywhere the water goes has always been a liberating adventure. Though it obviously has its darker side as well.
He learned that one needs to be able to make friends and allies everywhere in order to travel. Pirates and extortionists abound. You have to be able to tell who is really on your side, support them, and be supported by them.
"I will make a place where travel is... well if not safe... at least safer. Pirates congeal like muck in stagnat waters. But at least we can make an effort to dredge them out and let the water flow clean."
Please let me know what you think. I am more than open to suggestions.

Felix Sebastian Orlovsky |

I am a man of schooling brother's and sister's, a man of breeding. I bring with me a legacy of generations devoted to the art of leadership. Trust in House Orlovsky, for our loyalty is without question. Trust in me, and I will not hesitate. I will bring this land to heel, you will see profit from your decisions, and the world will remember the mark of Brevoy. What do you say? Do I have your trust?
Will be looking at the Grand Diplomat position if I can't pull ruler from the hat.

oyzar |

I'm interested in this, though there's fairly limited time to submit a character. An oracle with the seeker archtype would be able to cover both the needs for healing and the trap stuff without stepping on the toes of the Inquisitor for stealthy skill stuff (though would still have some face skills most likely).
Someone have already planned to go for the ruler role, who is it? I very much like the idea of dual rulership, so if that player is open for it, I could make a character suited for that. Though it depends on that player of course. Race and gender would match according to that.
Edit: I see that it's Sir Andreas Eisfalke Von Ulm going towards ruler.
@Sir Andreas: Would you be ok with me planning to build a character that could end up being romantically interested in yours? I would probably pick the lovesick drawback if that's available(are drawbacks available?). Your character travelled around helping people in his background. Perhaps your character somehow saved my girl before she started adventuring, perhaps he's the reason she did start?

Sir Andreas Eisfalke Von Ulm |

@Sir Andreas: Would you be ok with me planning to build a character that could end up being romantically interested in yours? I would probably pick the lovesick drawback if that's available(are drawbacks available?). Your character traveled around helping people in his background. Perhaps your character somehow saved my girl before she started adventuring, perhaps he's the reason she did start?
While the idea sounds interesting I am going to say no thank you.
I have part of my background that I had planned on developing in the future. Your romance background would directly crash that story line...LOL. You are more than welcomed to run that background but the romance part would be one sided.Plus my wife is not against my PBP games and I would love to keep it that way. LOL
She knows this is a game but I do not want any more headaches.

DM Rostam |

Summary of submissions so far:
Cooper Hawkes - Hunter - Submitted by Vanulf Wulfson
Kazmuk Doortsgarf - Cleric - Submitted by Sir Longears
Aurora Kaldtelys - Cleric/Witch - J Scot Shady
Roke - Druid - Bristor
Zade Lebeda - Investigator - ChesterCopperpot
Som Voda de'Morcaine - Bard/Swashbuckler - ElterAgo
Felix Sebastian Orlovsky - Oracle - Havocprince
Dotted - Gunslinger?? - Bale Fire
Dotted - Bard or Skald - rdknight
Thanks for interest Papa-DRB, sorry you have to drop out.
For a one week, 3rd level recruitment I am quite happy with the turn out. I hope I have been able to get to everyone's questions. If not please post them again.
Just a note, I am away on Friday, so while you can submit characters until the end of the day I won't be able to get to any of your questions. If you have any post them and I will get to them Thursday.