
GM Mustache |

The is a recruitment thread for the Kingmaker AP. The game has been running since March 2018 and we just ended book 1. We lost our druid, and need 1 replacement player to make a party of 6. You will join us right at the start of book 2.
First important note: We play this game in Discord, so you must be willing to do that. It is play by post and not live.
Second important note: We are just starting the kingdom building phase! That means spreadsheets. I want someone who loves spreadsheets! If you can say that with a straight face, then please apply. This also means you have to be willing to use a computer to play. If you only have a cell phone and no computer access, please don't apply.
Race: Core races.
Level: 4
Point Buy: 15 pts.
Classes/Archetypes: Paizo only. The party needs someone who is healing capable and willing to heal once in a while. We don't need a dedicated healer but you are welcome to make one. (Erastil is the primary god in this campaign). We already have a fighter, skald, witch, ooze shifter, and alchemist.
Traits: Two traits, one from the players guide and one other.
Skills: We'll be using the Background Skills system, which must include a profession.
Equipment: The GM will pick equipment for you to be equal with the rest of the party.
HP: Max HP at level 1. After that, you roll and GM rolls, and you keep the better of the two. We'll do this after you are selected for the party.
Background:
A good background story shows me you know how to write. Please give a few paragraphs about your life and why you want to join a wave of colonists who are heading toward the Stolen Lands to help create a barony! Feel free to bring a family along.
Other Odds and Ends:
1. Poison/Disease: We will use the unchained rules of these.
2. Crit Cards/Crit Fumbles are in effect. So far that has only helped PCs because the cards only apply to named monsters and always apply to you. Crit fumbles need to be confirmed to draw a card and are rarely confirmed.
2. We use Roll20 for battles.
4. Kingdom Building and Mass Combat: It will mostly use the rules from Ultimate Campaign but I will be homebrewing various aspects.
Posts: One a day minimum, and more is better.
Submission: No need for a full alias. Give me your character concept and background story, and tell me how much you love spreadsheets and your desire to play this with a computer and not a cell phone.
Deadline: 11/21 (one week). The current party will help me pick the new player.

GM Mustache |

No leadership roles have been decided! Though the new person coming in will not be the baron, that makes no sense. The party is primarily good, but Arlen has very interesting views. (technically she is evil but isn't the kind of evil that starts pvp fights or steals from her friends, if you know what I mean)

haydenmccullen |

I'm interested in making a Cleric of Erastil, if your team hasn't already recruited Jhod to be high priest. :)
I know and love spreadsheets. Straight face. I am willing and able to run kingdom management.
I love Kingmaker and have been wanting to play it for a long time, but haven't gotten the chance.
I use Discord and a PC both, so no worries there!

haydenmccullen |

Here's the fluff:
Brill Kavken
Human Cleric (Herald Caller) 4, Lawful Good, age 23.
Brill is the nephew of Jhod Kavken, the disgraced Cleric of Erastil who pointed the party toward the Temple of the Elk and their eventual conquering of the Greenbelt. When Jhod’s friends took control of the region via the charter granted by Restov, he regained his purpose and his vision, but he still doubts his ability to understand the will of Erastil. In his desire to avoid making the same mistakes that led to his failure in the past, he has sent a letter back home to recruit his nephew.
While the two have not seen each other in years, Brill followed much in his uncle’s footsteps, finding a devotion to Old Deadeye at an early age and a deep-seated belief in tradition and helping the common people that was much in contrast with the Taldorian norm. Instead of the traditional, more martial route, Brill studied the Heavens and the Outer Planes, learning how to summon holy beings to do Erastil’s will. When he received the letter, he saw the chance to both bring honor to his god and to carve a niche of civilization out of the unforgiving wilderness - exactly in tune with the desires of Erastil. He set out to accomplish just that, bringing his newly-pregnant wife Elena along for the ride.

hustonj |
Dot. I know I submitted an Erastil-based divine caster to another ad recently. I need to see if I can find it again.
Edit: Found the character. Will require quite a bit of story rework based on location, but I think the character is a long-term solid contributor. Fighter (Archer) 2 / Ecclesitheurge of Erastil for the rest. Already a 20 point build. 1 level short.
Like I said, I need to rework the story for location.
I do not love spreadsheets, but am a programmer by training and a manager by position, so I know quite a bit about how they work, how to use them, and how to find tricks I might need . . .. I am very comfortable using them.
More, like the updated story, will have to wait until after I am home and on my computer instead of on my phone.

hustonj |
Modified the material for the Ecclesitheurge Archer of Deadeye. Some changes could be discussed.
I like the idea of learning the languages of those he meets, but it might make more sense to train Diplomacy than Linguistics, for example.
Potential Kingdom role? He's really heavy Wisdom, so any of Councilor, High Priest, Marshal, or Treasurer, though the first two are far better personality matches.
Faolan Birgerson:
Despite the obvious Ulfen heritage, and his height, standing roughly 6' 1", he does not have the bulk most expect Ulfen men to display. He's just too thin. He probably weighs little more than 160.
He is without armor, but is armed. A bow, arrows, and a common sword are visible.
The young man seems relaxed and approachable. He's quick to smile, and quicker to listen rather than control a conversation.
As Faolan was practicing with the bow one day, working hard to get the form the way he had been told, Uwe laughed as he interrupted the practice. He took the bow from the youth's left hand and put it in his right, turned the boy 180 degrees in place, and then stood in front of him and talked to him, encouraging him to get the feel of the bow this way, to allow his body to bend the bow and release the string. He kept Faolan distracted, even as the youth tried to do everything backwards from how he had been taught. From a 20 arrow end, 12 were in the target, and 3 gathered roughly around the center. But his left arm was already tired, unused to the work of bending the bow instead of holding it. Uwe's visit ended only a couple of days later, and he wandered back out into the Gronzi Forest.
Faolan quickly learned to use a bow left-handed, and picked up some skill witha few other weapons. He didn't seem to have a great deal of talent for combat, but he learned the skills. There's always someone bigger, someone faster, someone smarter, someone who knows more. You have to work to take best advantage of what you have, not to face their strength, but to use yours against their weakness. Faolan was sent to join the hunting parties and the patrols meant to protect the logging camps fomr bandit raids. He blooded himself against bandits only a few months after Uwe figured out he was left-handed.
When Uwe returned, Faolan had filled in. Not as much as anyone might have hoped, but some. This time Uwe worked with him more directly, breaking him of the habit of drawing and aiming, and teaching him instead to bend and flow. It was an entirely different way of using the bow, but it looks identical to the average person. While they were going through these lessons, they talked of community, and family, and service to those around you. Faolan learned that Uwe was a Cleric of Deadeye, and began learning what that meant. As Faolan internalized the new archery style, Uwe asked him to spend some time wandering with him instead of continuing to supplement the vialage's patrols.
The Cleric and his new apprentice wandered the surrounding area, avoiding the large cities, but stopping in every small village and hamlet they could find. Uwe showed Faolan the difference a single man could make in the lives of others by caring and helping, by working with neighbors to get them to work together. He began educating the young man about the known gods, the history and depth of Erastil, and his relationship with the other gods. Eventually, near Restov, Uwe made a point of stopping in a crossroad and asking Faolan which way he thought they should go. Thinking there was another lesson at hand, the youth pointed South, a direction he hadn't been, ready to defend it as an opportunity to see and learn more. Uwe smiled and clasped his arm. "A good choice. When we meet again, tell me what you've learned." And the older man turned in the opposite direction.
During his wanderings, Faolan heard of Jhod and the lost temple to Erastil, and he decided he should see if he could find either ot learn more about Deadeye and the history of the land he was wandering.
Faolan currently has no long term plans, but is wandering, learning about people, about community, and about Erastil as he travels. He is not inherently a loner, finding the time on the road to himself a period of forced reflection. A period where he learns less about people and community than he would prefer. Falling in with a group trying to do good should be a very positive thing for him.
Speed 30'
BAB+3 Melee+3 Ranged+4 Longbow+8 CMB+3 (Str+0, Dex+1, Wis+4, Weapon Focus (Longbow))
Standard
sword?
longbow?
Full
longbow (w/ Rapid Shot)?
Point Blank Shot - +1 Attack/Damage on ranged combat when target within 30'
Precise Shot - No penalty for ranged combat when target in melee
Deadeye Bowman - With longbow, ignore cover provided by 1 intervening person when ONLY 1 person provides cover
HP ? (1x10+d10+2d8+4xCon+0)
AC11 T11 F10 CMD14 ( Dex+1, Str+0, BAB+3)
Shield of Faith - adds +2 Deflection for 2 minutes
Fort+7 (Base+3, Base+3, Con+0, Rostlander+1)
Ref+1 (Base+0, Base+0, Dex+1)
Will+7 (Base+0, Base+3, Wis+4)
1 Detect Magic
2 Light
3 Purify Food and Drink
4 Enhanced Diplomacy
** Level 1 ** DC 15
D Divine Favor
1 Deadeye's Lore
2 Shield of Faith
3 Abundant Ammunition
Touch of Good (7/Day) You can touch a creature as a standard action, granting a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Blessing of the Faithful ("at will") As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn.
Calming Touch (7/Day) You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions.
Channel (7/Day) 1d6 DC 15
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 1-Acrobatics 1+0+0
+ 0 Appraise 0+0+0
+ 2 Bluff 2+0+0
+ 0-Climb 0+0+0
+ 7+Craft (Bowyer) [background] 0+4+3
+ 0 Craft (other) 0+0+0
+ 2 Diplomacy 2+0+0
+ 2 Disguise 2+0+0
+ 1-Escape Artist 1+0+0
+ 1-Fly 1+0+0
+ 4 Heal 4+0+0
+ 2 Intimidate 2+0+0
+ 5 Knowledge (Religion) 0+2+3
+ 7 Linguistics [background] 0+4+3
+ 9 Perception 4+4+0+1 Hawkeye
+ 2 Perform (any) 2+0+0
+ 1-Ride 1+0+0
+ 4 Sense Motive 4+0+0
+ 7 Spellcraft 0+4+3
+ 1-Stealth 1+0+0
+11 Survival 4+4+3
+ 1-Swim 1+0+0
Languages Known: Skald, Taldane, Draconic, Dwarven, Hallit, Varisian
1 Point-Blank Shot
F Precise Shot
H Weapon Focus (Longbow)
F Erastil's Blessing
3 Rapid Shot
**Traits **
Campaign: Rostlander: +1 trait on Fortitude Saves
Religion: Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Granted Powers
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—divine favor, 2nd—align weapon (good only), 3rd—prayer, 4th—holy smite, 5th—dispel evil, 6th—planar ally (archons only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Community (Home)
Granted Powers
Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.
Domain Spells: 1st—alarm, 2nd—shield other, 3rd—glyph of warding, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes’ feast, 7th—guards and wards, 8th—cure critical wounds (mass), 9th—miracle.
Alterante Domain Spell Lists:
Animal Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
Plant Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Hit Die: d10.
Class Skills
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, Hawkeye +1
Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Hawkeye (Ex)
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.
This ability replaces Bravery.
Hit Die: d8
Class Skills
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Table: Cleric
Level BAB Fort Ref Will Special Spells Per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1+1 — — — — — — — —
2nd +1 +3 +0 +3 4 2+1 — — — — — — — —
Class Features
The following are class features of the cleric.
Weapon and Armor Proficiency
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.
Ecclesitheurge’s Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Ulfens typically know Skald and Taldane.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Cleric
Base Race 4th Start
0 10 +0 10 +0 S 10 +0
3 13 +0 13 +0 D 13 +1
0 10 +0 10 +0 C 10 +0
0 10 +0 10 +0 I 10 +0
7 15 +2 17 +1 W 18 +4
5 14 +0 14 +0 H 14 +2

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All right, a submission from me as well! Here we have Grolsch, our friendly neighborhood aspiring Dwarf 'warlord', seeking to rebuild the forgotten Dwarven holds and dwarven community of the stolen lands.
Classes: Fighter 1, evangelist cleric x.
Alignment: probably neutral good.
-------
Background:
Mining just wasn't for meant for Grolsch. Nor was blacksmithing, though they sure as mythril made sure he wouldn't disgrace his race's lineage if it ever came to it. The elders of Brunderton would say he'd listened to one too many bards, that the stolen lands were cursed, and that nothing there ever lasted. And if there was something like a fool's errant for any dwarf, if would be spending time on something you knew wouldn't last wafter you passed on. His own clan even threatened to disown him.
But he still left.
Deep down, he couldn't ignore the visions, the paragraphs of the old and dusty tomes speaking of magnificent dwarven fortresses housing forges tended by the best of the masters. They were still out there, somewhere in the stolen lands - relics of a time when the regional Dwarves weren't content with mining pretty stones for some spare change, but stood tall and proud; protecting the shield road throughout all of the lands and forging true masterpieces meant to last.
And if everyone else had chosen to forget about it - he'd remind them. It was time to reclaim their old heritage.
Torag had told him so in his dreams.
(A/N yeah, I know I forgot to put something related to Dwarven alcohol in there, so I named the character after a Dutch beer Brand :) Though 'Groltz' was actually my first D&D character).
-------------
In-combat build concept: A reach melee character who uses teamwork feats and trip feats to grant allies additional melee attacks and bonus to to-hit and damage for all weapon rolls to end fights quicker. In case that fails, he is a near full-caster cleric who will be prepping a lot of healing spells. The drawback is that his channel divinity will be very weak (is a number of levels lower than the normal cleric's channel and less uses) and he isn't a human, so he will be slowish on the feat progression. However, I've made a lot of humans in the past and wanted to try something different.
-Alternatively or additionally, instead of the trip feats he could take the healer's hands feat and skill unlock: heal at level 5 (if allowed in this game) for a boatload of extra healing.
Domain: kind of depends on the group needs, but leaning towards Glory/heroism.
Traits: Will be Rostlander and 1 other.
Stat build: It will be str/wis > con/int > dex >>>>> cha.
Probably:
16 12 14 13 16 5. (I kind of regret having to go with 5 charisma as I think it's a bit cheesy to go with pre-racial 7's, the rp implications of cha 5 notwithstanding, but considering the build needs all 5 other stats to work and with point buy 15 I don't really have an alternative. Unless the GM is Okay with waving the requirement of combat expertise for the trip feats, in which case I could buy the charisma back to 7 by dropping int to 10).
Spreadsheets: Well, I had to use them quite a bit during medical school so I'm okay with using them :P

eriktd |

Hi, GM Mustache. I got inspired thinking about it and decided to write up a character for your consideration. I'm willing to play on Discord using a computer and I enjoy fiddling with spreadsheets.
All her life, she was shunned and scorned for her physical appearance-- husky and plain, to put it kindly-- but since she is a scion of her noble family's house, she was expected to be influential and charming. As a young girl, she prayed every day to the goddess of beauty to make her pretty, but alas as she grew older she became even uglier. She felt she had no place at her family's estate, and started to exile herself from their company.
She built a play-fort in the forest and pretended it was her castle. She imagined all sorts of courtiers and subjects who lived there, but none of them were human. Her realm was a court of monsters, and she was their queen. She had heard legends that there were fairies living in the forest, and sometimes she thought she could hear them drawn to her domain, spirits taking roles in her play. In this land she felt paramount, and she treated with visiting dignitaries wisely and kindly, confident in her authority.
In dreams, she pictured Shelyn taking great pride in her barony, appreciating the beauty of her imagination. Over time, she came to believe that she had been blessed by the goddess, and given a peculiar task. The Eternal Rose desired her to bring her message of love and joy to all the ugly creatures of the world, to the monsters of the untamed wilderness, that in her worship they could become beautiful. She transformed her forest hideaway into a shrine where all wild creatures were welcome, and soon they began to appear when she called them.
Her parents were amazed when they came to find her; at home she was dour and morose, but in the wild she was witty, articulate, and even imposing. They concluded that she had indeed received a divine blessing, this new confidence, though she was still very homely and uncivilized. They allowed her to spend more and more time at her rustic chapel, and helped her decorate it appropriately. Perhaps she would make something of herself after all, they thought.
When Verity came of age, her parents arranged to send her to the capital, with the hope that she would influence the nobles to their family's benefit. There she joined the king's guard, where she ceremonially wielded Shelyn's glaive in defense of his majesty's person and court (and several times prevented violence). When word reached them of Rostland's sponsorship of a new kingdom in the Stolen Lands, King Noleski decided that he should send his own envoys to join them. Verity humbly begged the king to allow her to represent him, and to lead the expedition to the new country. Surprisingly, he agreed.
Verity is in love with Brevoy's king, and wants desperately to impress him. This is her opportunity to show him what a worthy partner she would make, she believes. She also feels very strongly that Shelyn has given her this chance for a reason: to bring her faith to all the twisted and misshapen creatures of the wild, and with her blessings show them the way to true beauty. Traveling with her are a train of Brevoyan merchants, clerks, farmers, and laborers all seeking a new life in the south-- as well as one or two unusually monstrous citizens who have converted to Shelyn's worship and hope for better treatment in a new kingdom.
Name: Verity Medvyed
Race: Human (Issian)
Alignment: NG
Class: Inquisitor (Monster Tactician) 4
Abilities: Str 16+2 (+4), Dex 13+1 (+2), Con 14 (+2), Int 7 (-2), Wis 14+2 (+3), Cha 7 (-2)
AC: 18 (+2 DEX, +6 armor), touch 12, flatfooted 16
Saves: Fort +6 / Ref +3 / Will +7* (+1 vs fey)
Initiative: +5
BAB: +3
Weapons: glaive +7 [-1] (1d10+6 [+3] slashing damage, x3)
Racial Traits: Dual Path (+2 to two ability scores)
Feats: Summon Good Monster; Paired Opportunists*, Power Attack
Traits: Inner Beauty (+4 Bluff/Craft/Diplomacy/Perform 1/day), Noble Born (Medvyed)
Skills: Bluff 1+6, Diplomacy 4+6* (+2 vs fey), Intimidate 1+8, Knowledge (Arcana) 1+1* (+WIS monster lore), Knowledge (Dungeoneering) 1+1* (+WIS monster lore), Knowledge (Geography) 1-2, Knowledge (Local) 1-2* (+WIS monster lore), Knowledge (Nature) 1+1* (+WIS monster lore), Knowledge (Nobility) 4-2, Knowledge (Planes) 1+1* (+WIS monster lore), Knowledge (Religion) 1+1* (+WIS monster lore), Linguistics 2-2, Perception 4+6, Profession (courtier) 1+6, Sense Motive 1+8, Survival 2+6* (+2 track)
Languages: Common (Taldane), Giant, Sylvan
Inquisitor Abilities: domain (Conversion), domain power (Charm of Wisdom: use WIS for Bluff/Diplomacy/Intimidate), monster lore (add WIS to appropriate Knowledge checks), stern gaze (half level to Intimidate/Sense Motive), summon monster ii (standard action, lasts 1m/level, 3+WIS/day); cunning initiative, detect alignment, expanded summon monster (giant weasel, stag, trumpeter swan), track (half level to appropriate Survival checks); solo tactics
Inquisitor Spells Known:
orisons: acid splash, detect magic, disrupt undead, guidance, light, read magic
1st (4/day): bless, charm person (DC 14), divine favor, heightened awareness, keep watch
2nd (2/day): blistering invective (DC 15), honeyed tongue
Equipment: breastplate, glaive
Kingdom role: Verity would make a good Councillor, General, or Warden. I wonder if your house rules would allow Verity to accept a Charisma-based role in the kingdom and use her Wisdom score in its place? Shelyn's charms allow her to use Wisdom for most Charisma-based skills, so it would be very appropriate for, say, the Grand Diplomat.

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I'd like to offer one last-minute alternate character option for myself rather than my Dwarf submission, Grolsch.
My other idea was to make a character based on 'the Storyteller' from the pathfinder kingmaker RPG from steam (I've played that game up to what I think is rougly a third of the way, before massive bugs got in the way. I was interested to see what the game is like in pen and paper, which is why I'm currently hoping to join one of thos campaigns).
The idea of the storyteller, or an apprentice storyteller in this case, is that he is an Elven (or half-elven) lore keeper from Kyonin. The storytellers have a special ability to glean the history of an item, just by holding it. Their primary interest is in seeking out and retaining the lost lore of the world, even outside of Kyonin. Since the background of the stolen lands is supposedly that no settlement there has ever lasted, there is bound to be a rich treasure of significant archeological findings there. Perhaps it is even a graduation project of sorts for this character, to earn the title of true Storyteller. To spice things up, there isperhaps a rival apprentice storyteller having chosen the same or an adjacent area/country in an attempt to outdo him.
The above is a rough draft since I am writing this from work and are a bit short on time. I could easily flesh this out more later.
Technial build:
-This is a flavor build based around the Time Oracle. Time Oracles have an ability that alows them to 'glean information from ages past', effectively to reroll knowledge checks, which IMO fit perfectly with the above concept. The archetype to go along with this is Elven Lore keeper, which fits thematically but is also potentially pretty good, as it allows him to pick up a number of arcane spells due to his knowledge on lore, which will be used to pick up support or buff spells. He will probably use the healer's hands feat and the skill unlock: heal feat (if GM allowed) to shore up his healing abilities so he can be a good main healer without a healing mystery (life).
Alternatively, I could make him a life oracle lore keeper and just max knowledge: history (which would be by far the best healer but slightly less flavorful), or a lore oracle lore keeper and focus on all the knowledge checks (the best overall knowledge build, probably).
I'll be playing this build mostly as a role-playing focussed one. It is not intended to be super powerful or extremely optimised (I expect the dwarf to be better in combats), but more of an oppotunity to focus on improving roleplaying. If allowed, I'd grab the inner sea worldguide, pick a date from the past and try to figure out a short story on something offered to him on the spot. Or longer ones for more significant items, if I have the time to prepare that.
Lastly, you asked for some indication of writing skills. I can't really put that across well enough in a few paragraphs, but I have written a few stories on fanfiction before, which I think are fairly decent:
https://www.fanfiction.net/u/1519960/Dieuwtjin
It is an old profile, but it has some new stories. I guess my weakness when writing is that I tend to be a perfectionist and that writing long stories doesn't mix well with medical school, which is why they are unfinished, bot for a proof of concept they should do :')

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I seem to be unable to edit the above post. I noticed I had forgotten the name of the character and had the gender locked on male. However, I could either go with Alavor, a more serious-leaning and task-devoted male version of the character, or Elisys, a more energetic and free-spirited female version. (though I have to admit I am bad at emulating a female voice, so pick option 2 at your own peril :) )

GM Mustache |

It's really hard to say no to people because I am a softie, and some of you I know from other games. So the greatest apologizes to you and I appreciate everyone putting the effort in.
If it makes you feel better i am going to be launching a post-apocalyptic kingmaker style game sometime in the next few months that will be for 16 people, so keep an eye out for my name in recruitment thread.
The person myself and the party choose to play with us is haydenmccullen. I sent you a PM with instructions.