Kingmaker: The Destined Duo Recruitment.


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Oops. Lets use the right alias, shall we? :-)

Here is my (pauljathomes) application. All the details should be in my profile.

Rogato Medvyed is a male glaive wielding druid who has managed to combine the worship of Nature and of Shelyn into a nearly seamless whole


Ok. Here's my background. I decided to write it in first person. I may or may not change the name. I find coming up with a good character name is always so hard.

Lindsay Braveheart:

Oi, my name is Lindsay. I hail from the northern parts of Brevoy. And I mean the north, in a small village with no name along the coast of the Lake of Mists and Veils. I’m a typical red-headed Issian hellion with fire in my veins for adventure. My great grandfather was a bastard of some king long forgotten. So you might say that I have a bit of royal blood in me too, or so my family claims. Aside from that wee tidbit, I come from a long line of hearty hunters and the women of my clan have always been bountiful. I’m the youngest of seven siblings and all have mastered the wilds in one way or another.

So it comes with not a small bit of embarrassment that I can’t shoot a bow for a wit. My brothers say I have two right feet, and two right hands I suppose. I always seem to be tripping over myself and can’t aim for s@%$e. As a child, I was mercilessly teased for being the only Braveheart who couldn’t hit the broadside of a bear but that only drove me to get stronger. I focused on my strengths, literally. I took up the sword with the focus of a mad-woman and now I can fell a birch in a single swing and can out arm wrestle the largest male in my village.

My favorite pastime has always been sitting by the bonfire with the elders when they told their nightly stories. I’m quite intelligent but I’ve never been bookish. Most of what I know, I’ve learned from these stories and I memorize as much as I can so I can pass down this knowledge to my own litter one day. I’ve learned of all the plants, animals, and monsters of the world; and of royalty from far away kingdoms I’ll never visit; and of the stars and the moon and what lies ever beyond that. But most of all, they spoke of Erastil, the god of hunters and gatherers and patron deity of our small tribe. I do my best to follow his teachings but Old Deadeye must roll his eye in Requius at my marksmanship.

When the herald came around announcing that Rostland was issuing charters to take back the stolen lands, I felt it in my soul that this was my calling. I’ve always been itching for adventure in this village where the most exciting thing to ever happen was a wild boar ran through the courtyard. I can certainly handle a few bandits on my own and I’ll establish myself as a hero of the land. Then I can show my clan that I am brave enough to uphold the Braveheart family name.

And my stats again to keep it all in one post for convenience.

Stats:
Lindsay Braveheart
NG Female Kellid Human Skald/Slayer 3
Medium Humanoid (Human)
Deity: Erastil
Init -1; Senses: Perception +7
=====================================
DEFENSE
=====================================
AC 15, touch 9, flat-footed 15 (+6 armor, -1 Dex)
hp 30 (3d10)
Fort +3, Refl +2, Will +4 (+5 vs. mind-affecting)
=====================================
OFFENSE
=====================================
Speed 20 ft.
Melee:
_____masterwork greatsword +9 (2d6+6; 19-20/x2)
_____masterwork dagger +8 (1d4+4; 19-20/x2)
Ranged:
_____masterwork composite longbow (+4 Str) +3 (1d8+4; x3)
_____masterwork chakram +3 (1d8+4; x2)
Special Attacks: sneak attack (1d6)
Spells Known: (CL 3rd; Concentration +6)
_____0 – Detect Magic, Ghost Sound, Light, Mending, Spark, Summon Instrument]
_____1st – Cure Light Wounds, Ear-Piercing Scream (DC 14), Expeditious Retreat, Feather Step
=====================================
STATISTICS
=====================================
Str 18, Dex 8, Con 11, Int 15, Wis 13, Cha 17
Base Atk +3; CMB +7; CMD 16
Feats: Power Attack (1st), Cleave (3rd), Scribe Scroll (C), Weapon Focus (Greatsword) (B), Furious Focus (B), Lingering Performance (B)
Skills: (Total 36 Adventuring, 6 Background) (+12 Adventuring, +2 Background/Level)
_____Acrobatics (Dex) (A, C): +3 (+1 Rank, +3 Class, -1 Dex)
_____Appraise (Int) (B, C): +6 (+1 Rank, +3 Class, +2 Int)
_____Bluff (Cha) (A, C): +7 (+1 Rank, +3 Class, +3 Cha)
_____Climb (Str) (A, C): +8 (+1 Rank, +3 Class, +4 Str)
_____Diplomacy (Cha) (A, C): +9 (+3 Rank, +3 Class, +3 Cha)
_____Disable Device (Dex) (A, C): +5 (+3 Rank, +3 Class, -1 Dex, -2 ACP, +2 Circ.)
_____Disguise (Cha) (A, C): +7 (+1 Rank, +3 Class, +3 Cha)
_____Escape Artist (Dex) (A, C): +1 (+1 Rank, +3 Class, -1 Dex, -2 ACP)
_____Heal (Wis) (A, C): +5 (+1 Rank, +3 Class, +1 Wis)
_____Intimidate (Cha) (A, C): +7 (+1 Rank, +3 Class, +3 Cha)
_____Knowledge (Arcana) (Int) (A, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Dungeoneering) (Int) (A, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Engineering) (Int) (B, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Geography) (Int) (B, C): +8 (+2 Background, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (History) (Int) (B, C): +8 (+2 Background, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Local) (Int) (A, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Nature) (Int) (A, C): +8 (+2 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Nobility) (Int) (B, C): +8 (+2 Background, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Planes) (Int) (A, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Knowledge (Religion) (Int) (A, C): +7 (+1 Rank, +3 Class, +2 Int, +1 Bardic)
_____Perception (Wis) (A, C): +7 (+3 Rank, +3 Class, +1 Wis)
_____Perform (String) (Cha) (B, C): +12 (+3 Rank, +3 Class, +3 Cha, +1 trait, +2 Circ.)
_____Ride (Dex) (A, C): +1 (+1 Rank, +3 Class, -1 Dex, -2 ACP)
_____Sense Motive (Cha) (A, C): +8 (+2 Rank, +3 Class, +3 Cha)
_____Stealth (Dex) (A, C): +1 (+1 Rank, +3 Class, -1 Dex, -2 ACP)
_____Survival (Wis) (A, C): +7 (+3 Rank, +3 Class, +1 Wis) / +8 Track
_____Swim (Str) (A, C): +6 (+1 Rank, +3 Class, +4 Str, -2 ACP)
Traits: Issian (Campaign), Armor Expert (Combat), Talented (Social)
Languages: Common, Elven, Giant
Special Qualities: bardic knowledge, versatile performance, well-versed, studied target, track
Raging Song: (10 rounds/day)
_____Inspired Rage, Song of Marching
Rage Powers Known: Reckless Abandon
Slayer Talents: Trapfinding
=====================================
EQUIPMENT
=====================================
Weapons: masterwork greatsword, masterwork dagger (2), masterwork longbow (+4 Str), masterwork chakram (2)
Armor/Clothing: masterwork agile breastplate, explorer’s outfit
Equipment: masterwork violin, masterwork thieves’ tools, silver holy symbol, spell component pouch, bedroll, flint and steel, iron pot, masterwork manacles, mess kit, mirror, silk rope, waterskin, fishing kit
Consumables: cold iron arrows (40), trail rations (5)
Containers: masterwork backpack, belt pouch
Mount: light riding horse, riding saddle, saddle bags
Coin: 0 gp
Carrying Capacity: Light 116, Medium 233, Heavy 350
Total Load: 80
=====================================
SPECIAL ABILITIES
=====================================
SKALD CLASS FEATURES

Bardic Knowledge (Ex)
Cantrips
Spell Casting
Raging Song (Su)
_____Inspired Rage (Su)
_____Song of Marching (Su)
Scribe Scroll
Versatile Performance (Ex)
Well-Versed (Ex)
Rage Powers (Ex)
_____Reckless Abandon (Ex)

SLAYER CLASS FEATURES

Studied Target (Ex)
Track (Ex)
Slayer Talents
_____Trapfinding
Sneak Attack (1d6)

I'll make an alias on the Paizo website if I get picked. I'm just about finished running a 4 year long Curse of the Crimson Throne campaign. And I'm excited about relaxing from the GM side for awhile and picking up a PC. This campaign sounds like it'd be great fun.

Silver Crusade

Peachbottom wrote:
I'm just about finished running a 4 year long Curse of the Crimson Throne campaign

That is some achievement!! Congratulations.

Its (unfortunately) rare for an AP to actually go all the way to completion. Its a LOT of work for the GM.


Does help if I remember to paste the backstory to the character...

Personality:
Colette is a product of her family name, Orlovsky through and through. A cool headed and balanced individual who carefully weighs all of her options, she can still quickly respond to a situation if an immediate response is needed. She is not cruel, but neither does she have the cares of the individual at heart, balancing the greater good and stability against the needs of the few.

Backstory:
Being the second daughter of a senior branch of the Orlovsky noble house, Colette grew up wanting for nothing. Her every whim became manifest, her wants and desires taken care of at every turn. This is not to say she had a good childhood, her mother having long given to neglecting her emotionally, her father away for much of the year at this court or that, only the old butler a constant in her life.

Every time Colette would frustrate yet another governess, old Mortimer would take to one knee and explain to her what she had done wrong and why she shouldn't act so. Every time she was being an unreasonable brat, he would gently chide her and explain why good girls do not act in this manner. And when she would hurt herself, or she would have some setback in life, he would be there to scoop her up and make her feel safe.

And so Colette grew into a woman of unmatched beauty, though she did indulge in many a curious dabling with esoteric lore and ancient ruins. She would patron many a dig and purchase many a tome with her sizeable allowances. She could have happily stayed in this nature of life if it wasn't for one event that would change her life forever. Mortimer, the long doting servant and surrogate father figure passed on to the grand vault. Not from some truly tragic event, but to Pharasma's tender mercies and old age. But, being a spoiled woman of means, Colette did not take this news well.

Colette spent years putting in for clerics, necromancers, and any other who could give her the ability to reach her lost friend. None could help for it had been his time. Finally, in a fit of desperation and maybe a small amount of madness, Colette did perform an ancient ritual she had found in one of her long forgotten tomes. Making a deal with the gods, Colette bound her soul and her will to the needs of the gods if only they would give her back her long dead friend. As the world seemed to break around her, an emissary of Abadar stepped forth from the cracks she had created in reality and offered her a contract. Though she did look through the whole of the print, she found no clause that she could not abide. And so, Colette is now bound to the soul of Mortimer, and he to her. Now, she only has to fulfill her end of the bargain.


Appearance:
Colette is a young beauty, the kind that comes but once in a generation. Sun kissed skin from many days out exploring and a delicate build make her most desirable. But it is the twinkle in her eyes that trap those who stare too long, the promise of hidden gems and treasures uncountable in the keymarks in her eyes.

Direction as co-ruler:
Fair but stern, an iron fist in a velvet glove.


Hmm... I'll see if I can come up with something good, and bug my buddy into the same.

4d6 ⇒ (6, 4, 1, 3) = 14 | 13
4d6 ⇒ (3, 2, 6, 1) = 12 | 11
4d6 ⇒ (2, 1, 1, 5) = 9 | 8
4d6 ⇒ (6, 6, 1, 1) = 14 | 13
4d6 ⇒ (3, 4, 5, 3) = 15 | 12
4d6 ⇒ (1, 3, 4, 6) = 14 | 13
4d6 ⇒ (2, 4, 2, 6) = 14 | 12

Welp, I just burned a good bit of negative dice karma. Have fun, guys.


Thanks. Also as some others may have said, I created the character female, but is easily altered for male, if you like the character but need the opposite gender.


Weller Helfdayne

Background:
Born in the snowy bays of the Northlands, Weller was the child of a House Garess guardsman and an Ulfen warrior maiden. The two were married swiftly and she chose to remain with her husband in in Brevoy. Together they raised four children in the cold north reaches: Weller, Edric, Bronn and Cessily. And with the exception of Weller, embraced the Brevoy culture just fine. Even marrying in some cases and having a normal life in Greyhaven.

Weller, however, idolized the stories of his mother's homeland. Of tales of raids and warriors, strength of arm forging the world before him. He dreamed of traveling to Halgrim and being a part of the world his mother left behind. Instead she regaled him with tales of great wars, heroes who sailed on frozen seas and the creatures that crawled along the frosted edges of the Linnorm Kingdoms.

Unlike his sibblings he was ridiculed and often looked down on for embracing his Ulfen blood. It didn't help matters that unlike his brothers and sister, he retained the pale complexion and blonde hair more common to Ulfen rather than the tanned skin and brown hair of his father and siblings. Often picked on for being a "Kellid Savage" by some of the other youths, Weller grew up with a motivation to exceed beyond his tormentors.

He wanted to bring honor to not only his father's name, but to his Ulfen ancestors as well. Hearty people who prized skill at arms and bravery, he wanted to prove himself worthy of them both. When he was old enough he began trying to find a way to attend one of the Aldori academies in Brevoy. He worked hard to find a patron who could help pay his tuition so he might attend, but he still met the same rejection. Yet he was determined to be a soldier like his father and his mother's people.

When he reached twenty he decided to train under a local school he could afford in hopes it would give him the necessary skill to impress a wealthy patron. For two years he trained with a drunkard who rarely had a kind thing to say to him. Often dismissing him to do odd training exercises like attempt to catch fish with his hands or climb trees to find soft bark. Still, Weller endured. He made money serving drinks at a local tavern, paying most of it to his teacher.

One day, during a sudden snowstorm, his teacher sent him out to collect dry wood from the nearby forest. Grumbling at the old fool's request, he went anyway. However when he got there he stumbled into a horrible scene. The House Garess tax collector was beset by robbers. Half his guards were dead, the others fighting hard to protect the Lord's taxes. Weller drew his sword and ran in, killing two men before they realized he was there.

In the ensuing battle, Weller's skills for tales and jest came in handy as he helped to rally the beaten guards to finally drive back the remaining thieves. In the chaos he was mistaken for an Aldori, however he corrected the collector and explained he was simply a student to a school mostly unrecognized by the Aldori swordpact.

In gratitude to the service of House Garess, Weller was given a finely crafted dueling sword with his mother's house sigil on the pommel as well as a suit of armor crafted for House Garess scouts. He was funded to travel to Brevoy to begin at a local school, but once there news of the explorers to travel into the Greenbelt reached him. Instead he changed course, thinking that if his skills could be used to help expand the country, then what better way to honor his ancestors on both sides of his family.

Religion:
Weller is easy to adapt to several gods, so if that's an issue I have no strong ties to a religious order for this character. Maybe that can change over time, but right now it's a non-thing for me.

Personality/Rulership:
Weller is someone who reveres the stories his mother told him about the North and of the legacy of his family. So he has a strong tie to that aspect. However much like the Ulfen in the tales he cares more about prosperity of his people than dictation of their lives. He would be unorthodox and possibly (depending on the other person) considered the kinder of the two as he has no want to be feared by those who he rules unless they give him individual cause to.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I have the background mostly figured out; just need to get the crunch altogether. I'm waffling on it quite a bit. I think I will put something together and submit it with the assumption that I can reconfigure if necessary depending on the other character if you like my backstory well enough to pick it.


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm really excited to present my submission to you. I've been working on this background for a Kingmaker campaign for a while--since before I even saw your recruiting thread. Conveniently, I think it is an even better fit for your campaign than for most Kingmaker campaigns.

His name is Eladan.

Background:
Eladan was born in Brevoy to a Kellid tribeswoman named Kala. The product of a tryst with a local noble lord. When Kala informed the lord of the boy's existence, he tolerated the boy with occasional gifts and audiences. The lord had an affection for the boy, but he did not love him. Not as his own son. Kala decided to return to her tribe before Eladan reached puberty. Eladan grew up in the tribe. He was mentored by the tribal shaman and went through the tribe's initiation rites. He soon realized that his destiny lay elsewhere. With the shaman's blessing and his mother's tears he left to return to Brevoy.
Some impulse drove him to seek out his father. His father recognized him;. he recognized his stature as well. But still did not love him, and still did not accept him as his son. Eladan, unsure what he was seeking from his father, left him.
He wandered Brevoy and met a ranger. The ranger took him in and taught him the ways of the woods. Eladan came to befriend an Elk. The elk was unusually intelligent and talented. Eladan grew in stature still. Although he knew that Brevoy was where he needed to be, he did not know why, and he still felt that he was meant for something more.
When the call came for adventurers to reclaim the stolen lands, he answered it, and was selected. He returned to his father...

He looked his father in the eyes "Father, I am going to reclaim the stolen lands."
His father looked at him and raised an eyebrow. "Are you now? That would be quite an accomplishment; quite an accomplishment indeed.. You may yet earn the right to bear my name." He gave the young man a patronizing smile.
"I have no interest in bearing your name."
His father stepped back in shock, as if struck across the face. With nothing further to say, Eladan left his father's quarters.
Outside he met his half brother. It was evident to him that his brother had been listening at the door. He shook his head in disgust at his brother's excuses and made his way to leave.

In the courtyard he met his half-sister. They embraced and she talked to him as he made his way to the stables.
"My brother tells me you are going to reclaim the stolen lands." He nodded to her. "He is afraid of you, Eladan." He looked at her in surprise.
"Why?"
"Because he sees your strength. You have what he does not. He is afraid you will take his place." Eladan lets out a sigh of disgust and shakes his head.
"His place is no place for me, sister. But if he stabs me in the back he may have much to fear from me. I must go, sister. My duty awaits. Be well." And with that, he departed.

Description:
Eladan is a well built man on the cusp of his prime. He wears his long dark hair tied back when in the city. But otherwise he lets it grow long. In the warmer months he wears a sleeveless jerkin with a hood. in the colder months, he adds a cloak. His face is hard and strong, but kind. His gaze is resolute and steely. His eyes show a powerful force of will behind them. He is taller than average with dark brown eyes. Scars and tattoos cross his arms. He carries a longbow, javelins, a spear, and a sword. He has a strong, sharp nose and a sharp chin. His facial profile is wider than average. He has a strong brow and dark eyebrows.
His posture is confident and upright, with his shoulders wide, and his arms at his side, his legs spaced out. He walks with grace.
When he focuses, his eyes, it is almost as if they could burn like fire.

I'm not an artist, so no picture.

Personality:
Humble and soft-spoken, in contrast to his Taldane heritage. But quietly confident. He knows who and what he is.
Eladan prefers not to speak first. He is not bright and he knows it. He makes his decisions through intuition. He leads through charisma and willpower. and he knows better than to make a difficult decision with out the counsel of those he trusts that are wiser and smarter than him. His willingness to listen, serves him well in many difficult situations. He is unafraid of eye contact. He builds strong rapport without having to say much, partly by maintaining strong eye contact with the people he speaks to.

Goals:
Make a name for himself. Possibly establish a new house. He certainly wants to lead people. He feels he was destined to lead.

Eladan's fairy tale trope is that of the King or Warrior in waiting. He is in my mind akin to Strider; Aragorn. He is only waiting for the right time to scend. Unlike Aragorn, he does not know what he is waiting to ascend to: he does not know who his dunedain are, either. All he knows is that at the right time, he will know what to do. He knows this not out of pride, arrogance, or a dark desire to rule or control. He simply knows in his heart that he was meant to lead.
Eladan does not realize how important it is to him to "prove himself" to his father. He feels destined to lead, but he is not self centered about it. He wants to lead people to a greater purpose than his own destiny.

I like to make up some NPCs for my characters when I can think of some; it helps me know who my characters are. You can incorporate them into the campaign or not.

NPCs:
* Father: Lord Domani Surtova; LN.
Always liked Eladan but never loved or accepted him. Eladan is strongly motivated to not be like his father, although he also has a subconscious desire to impress his father or to somehow surpass his approval.
* Mother: Kala of the Night Hunt Tribe; NG Barbarian.
A fierce warrior. It is from her that he gets his mighty force of will. She is the one who always told him that he was made for more and was destined for greatness. Taught him to be strong, courageous, and determined.
* Tribal Chieftain Father Figure: Nonket of the Night Hunt Tribe; NG Shaman.
Taught him how to be a man and helped to instill him with confidence.
* Brevoy Woodsman Father Figure: Sverk; LN Ranger.
Taught him how to truly master the wilderness. Says he is too old to join him now but could be persuaded to join him in the Stolen Lands later on.
* Half-Brother: Oritian Surtova; LE
Eladan's brother takes after his father, but with fewer good qualities. He is afraid of Eladan. Because Eladan speaks so little, his motives are hard for people to read. So the half-brother reads the worst into them. He is afraid that Eladan wants to take his place as the first heir of their father. He is not above making assassination attempts on Eladan's life if he hears that Eladan's repute is growing.
* Half-Sister: Euphemne Surtova; NG
Eladan's sister has a good heart. She does not have the strength of will to oppose her brother or her father. Her mother was a much weaker woman than Kala; it is almost a miracle that she was born with as much goodness as she was. Regardless, she loves Eladan better than either her brother or her father. She does what she can to protect him.

Secrets:
Eladan knows that he is a bastard and who his father is. But it is not common knowledge at all; most likely only people in Ice Port would know this.
Eladan does not know about the danger he is in from his half-brother.

Memories:
Eladan remembers bouncing on his father's knee as a toddler. He also remembers playing a chess-like game with him as a school-age boy. He remembers his father smiling at him. He also remembers the pangs of anguish that other boys got so much more time and attention from their fathers than he did from his.
Eladan remembers the lullaby his mother sang him every night until he was too old for it. He hums it to himself sometimes when he is doing menial tasks.

I went all-in on the Erastil idea for my Crunch and I really like how it turned out.

BUT I think Hunter/Warpriest works well for a number of other Good or Neutral deities as well, and could re-spec for any of them as necessary. I'm really happy with the Hunter/Warpriest combo, but I feel flexible on it. I also considered Ranger/Cleric, which would be fun, and I could go for a different combo to de-emphasize religion if desired. I would stick with Ranger or Hunter for one half for sure, though--this guy is definitely a woodsman through and through.

Crunch Sketch:
Eladan/b]
Hunter/Warpriest 3
NG Medium humanoid (human)
[b]Init
+3; Senses Perc +11, SM +11,

--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (10 base + 3 Dex + 4 Chain Shirt + 1 Buckler)
HP 24/24
Fort +3, Ref +6, Will +9

--------------------
Offense
--------------------
Speed 30 ft.

Melee
Melee attacks will go here

Ranged
+9 composite longbow 1d8
cold iron, piercing damage

Space 5 ft.; Reach 5 ft.

Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
18, 17, 16, 15, 11, 8
Str 17
Dex 16
Con 11
Int 8
Wis 20
Cha 15

Base Atk +2; CMB +5; CMD 18

Feats
Human bonus feat: Point Blank Shot
Level 1 feat: Rapid Shot
Campaign bonus feat: Erastil's Blessing
Campaign non combat bonus feat: Endurance
Warpriest: Weapon focus (longbow)
Hunter bonus combat feat: Precise Shot
Level 3 feat: Quick Draw
Warpriest bonus combat feat: Deadly Aim
Hunter bonus teamwork feat: Volley Fire

Traits
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Natural Born Leader: all cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Languages
Common, Kellid
Sylvan, +2 languages common to creatures in the wilds of Brevoy or the Stolen Lands (consult with GM)

SQ
(Forester) Hunter
Lvl 1: Animal focus, nature training, orisons, wild empathy
Lvl 2: Bonus feat, track
Lvl 3: Tactician, teamwork feat

5 level 1 spells per day
6 orisons known (TBD in conjunction w/Warpriest Orisons)
4 level 1 spells known (aspect of the falcon, faerie fire, gravity bow, longstrider)

Warpriest
Lvl 1: Aura, blessings (minor), focus weapon, orisons, sacred weapon
Lvl 2: Fervor 1d6
Lvl 3: Bonus feat

4 orisons (prepared daily)
5 level 1 spells per day (prepared daily)

Skills 24 ranks = level 3 * (6 Hunter - 1 int + 1 skilled + 1 favored class + 1 campaign)
+8 Diplomacy (3 ranks + 3 class + 2 Cha)
+8 Intimidate (3 ranks + 3 class + 2 Cha)
+4 knowledge local (2 ranks + 3 class - 1 Int)
+4 Knowledge, nature (2 ranks + 3 class -1 Int)
+3 Knowledge, religion (1 rank + 3 class - 1 Int)
+11 Perception (3 ranks + 3 class + 5 Wis)
+11 Sense Motive (3 ranks + 3 class + 5 Wis)
+3 Spellcraft (1 rank + 3 class - 1 Int)
+9 Stealth (3 ranks + 3 class + 3 Dex)
+11 Survival (3 ranks + 3 class + 5 Wis)

Background Skills
+6 Handle Animal (1 rank + 3 class + 2 Cha)
+3 Knowledge, geography (1 rank + 3 class - 1 Int)
+2 Linguistics (3 ranks - 1 Int)
+8 Profession, woodsman (1 rank + 3 class + 5 Wis)

Combat Gear
MWK Composite Longbow (+3 strength rating if GM allows)
A bundle of cold iron arrows
MWK Chain Shirt
Buckler
Cold iron longsword
silvered warhammer
Cold iron longspear
Spiked gauntlet(s)

Other Gear
Adventuring gear (TBD if accepted)


So here's my Red Draconic Blood Arcanist // Vanguard Slayer, Vala Surtova. She's mostly finished, with I believe just equipment to go.

Question: is mithral armor okay, or should I downgrade to normal masterwork? It doesn't matter too much to me either way.

Here's the broad background, plus a few ways she could go as far as specifics:

Spoiler:
Growing up a Surtova has been both a blessing and a curse for Vala. Before their relatives took the throne of Brevoy, Vala was able to live comfortably in Port Ice as a distant member of a noble family - a strong and influential one, no doubt, but nothing particularly special, at least to her. But then, when she was 14, the Vanishing happened: the Rogarvias disappearing off the face of Golarion, leaving none other than the Surtova to take the reins of Brevoy. This shifted not only the balance of power in the nation, but also the mindset of those now seen as its stewards. Even though Vala's immediate family is nowhere near the line of succession, they are still Surtovas, and they must be representative of the greater noble house. In an instant, Vala's life turned from one of freedom and leisure into one of utter hell, at least to her. Forced to learn the cutthroat ways of the Surtova diplomatic life - including literal throat-cutting - Vala grew to become disillusioned with her new life in Port Ice. It was about this time, however, that she manifested her draconic blood, no doubt from some diplomatic marriage far up the family tree. She wholeheartedly threw herself into the study of her new talents, hoping to find a way to use it to leave Port Ice. It's been almost a decade since then, but her opportunity seems to have finally arrived...

variation 1: CG
history - Frustrated with the cutthroat nature of Issian politics, Vala sought an outlet to prevent such a culture from arising in the surrounding lands. Casting off her Surtova name, she eagerly took up the charter, hoping to bring the freedom that she'd had in her youth to the people of the Stolen Lands.
ideal deities - Shelyn, Cayden Cailean, Milani
personality - Vala has turned out quite far from the cunning diplomat of the Surtova mold. Ever friendly and helpful, Vala values freedom, and not just her own. Her every thought weighs the best interests of others above herself, though she's aware enough to not make needless sacrifices. She's far more likely to try and talk out a situation than fight, but she's not afraid to use full force once blades are drawn.

variation 2: CN, the original and "purest" version of the character
history - Seizing the chance to escape from Port Ice, Vala joined the expedition to the Stolen Lands with little in the way of expectations. Without much of a goal beyond leaving home and not going back, she's content with just being along for the ride, but it would seem that the fates have a different path in mind for her.
ideal deities - Nethys, Gorum, Cayden Cailean, maaaaybe Calistria
personality - Vala isn't particularly aware of what she's getting into; she's just happy to be out of the stuffy Port Ice, being able to finally use what she's learned so far. She has no grand plans for taming the Stolen Lands, nor any real ambitions of rulership. Mercurial and strongly independent, Vala can be a bit difficult to deal with at times, but she can be fiercely loyal to those who put in the effort to befriend her.

variation 3: CE, my favorite, but perhaps the least likely to actually work in an actual game
history - Feeling stifled by life in Port Ice, Vala sought an way to lash out at the world around her. She found this in the expedition to the Stolen Lands, a perfect opportunity to unleash her pent-up frustration. She's ready to bring conquest via a wave of blood and fire to the south, and maybe once she's ready, to bring it back home.
ideal deities - Gorum, Dahak
personality - Strength and power, there is nothing greater. This can only come at the expense of others - there can only be conflict in life, and in every conflict, there must be a winner and a loser. The winner grows stronger; the loser falls by the blade. Vala, of course, always seeks to be the victor. That is not to say that she stabs her allies in the back and charges suicidally into fights against overwhelming foes, for those are paths to becoming the vanquished. She may seek violence over diplomacy, but she respects strength over all else.

variation 4: NE, in case anyone else wants to have (or be) a necrobuddy
history - While still in Port Ice, Vala joined a cult of Urgathoa worshipping the goddess's gluttonous and indulgent aspect, seeking a taste of her previous life of leisure. Over the years, as Vala dug to deeper depths than even the cult could satisfy, her arcane studies took on a distinctly necromantic flavor. Now, she seeks to bring her hidden life to the Stolen Lands, creating a land where it can be practiced freely and openly.
deity - Urgathoa
personality - Hedonistic, calculating, and cruel, Vala generally views those lesser beings around her as merely tools to an end, pretending to value their life and liberty but usually plotting behind their backs for the day that they outlive their usefulness. However, she's well aware that she can't do anything alone, so she's always on the hunt for a strong, trustworthy companion or two to share her life and power with.

Hopefully that's enough for you to work with. Thanks!


Peachbottom wrote:
I'll make an alias on the Paizo website if I get picked. I'm just about finished running a 4 year long Curse of the Crimson Throne campaign. And I'm excited about relaxing from the GM side for awhile and picking up a PC. This campaign sounds like it'd be great fun.

Congrats! that's a fun milestone. I am getting close to that myself. We just started book 6 in Curse of The Crimson Throne this weekend. It's my first time GM'ing an AP and it feels good to have the finish line in sight!


Hmm,
4d6 ⇒ (6, 6, 6, 6) = 24|18
4d6 ⇒ (6, 6, 4, 5) = 21|17
4d6 ⇒ (4, 6, 4, 5) = 19|15
4d6 ⇒ (1, 6, 3, 5) = 15|14
4d6 ⇒ (1, 1, 6, 5) = 13|12
4d6 ⇒ (2, 6, 1, 3) = 12|11
4d6 ⇒ (5, 6, 5, 3) = 19|16

So after the 12 drops to an 8, [18, 17, 15, 14, 08, 16]
I've been loving the Alchemist class recently, but I need to think about what I want to pair it with


presenting Kain Brandt, for your perusal. Not sure what I will do for gestalt. (please ignore the griffon stat block in the alias, its there because I intend to get a griffon when able, and I originally statted it out for a level 5 iron fang game, and would rather not delete it entirely.

4d6 ⇒ (1, 5, 6, 2) = 14
4d6 ⇒ (2, 3, 6, 3) = 14
4d6 ⇒ (4, 6, 4, 5) = 19
4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (5, 1, 5, 3) = 14
4d6 ⇒ (3, 1, 3, 1) = 8
4d6 ⇒ (4, 4, 2, 1) = 11

10, 13, 13, 12, 14, 15,

hmmm. a pretty meh 20pt buy hahaha. Though not terrible I suppose...


Alright! Finally got everything in place! ^_^
So here is Daniella Aldori


Let's do one of these to keep things clear. Shout out if I missed you!

.

.

Submissions So Far

Male
Eladan - Human Hunter / Warpriest
Rogato Medvyed - Human Druid / Swashbuckler
Trakas Aeramirdal - Human Magus / Swashbuckler
Weller Helfdayne - Human Skald / Swashbuckler

Female
Colette Orlovsky - Human Bard / Summoner
Daniella Aldori - Tiefling Cavalier / Warpriest
Fianna StormSoul - Changeling Barbarian / Witch
Kyron - Kitsune Bard
Lindsay Braveheart - Human Skald / Slayer
Vala Surtova - Human Arcanist / Slayer
Valmoria - Human Monk / Witch


Everyone's put together such great characters. I don't envy the GM choosing. I do wish more GMs tried to organize these smaller games though. Personally, they are more appealing.


It actually surprised me when I saw there were more female characters than male characters submitted thus far.

Anyway, here is my submission, Rhys Valjarsky Aldori, a young, somewhat arrogant, and hotheaded Swordlord eager for the excitement of exploring and taming the Stolen Lands. He is a Fighter (Aldori Defender)//Red Dragon-Blooded Sorcerer (Eldritch Scrapper), who will be taking levels in the Aldori Swordlord prestige class on the Fighter side once he gets to that point. I will likely alternate between the prestige class and the base class depending on whether or not I feel I need more defensive or offensive options.

I will create an alias if I am selected.

Crunch:

Rhys Valjarsky Aldori
Human (Taldan) fighter (Aldori Defender) 1//Sorcerer (Eldritch Scrapper) 1//Gestalt 1
NG Medium humanoid (human)
Init +3; Perception +5
Favored Class: Sorcerer
FCB: +3 Skill Points
----------------------------------
DEFENSE
----------------------------------
AC 15 (19), touch 14, flat-footed 11 (15) (+4 mage armor, +3 Dex, +1 dodge, +1 natural)
HP 33 (3d10+3)
Fort +4, Ref +4, Will +4; +1 vs fear
Special Defenses bravery +1, defensive parry +1; resist fire 5
---------------------------------
OFFENSE
---------------------------------
Speed 30 ft.
Melee masterwork aldori dueling sword +9 (1d8+2/19-20)
Melee light mace +6 (1d6+2)
Melee cold iron dagger +6 (1d4+2/19-20)
Ranged composite longbow +6 (1d8+2/x3)
Ranged cold iron dagger +6 (1d4+2/19-20)
Special Attacks martial flexibility 4/day
Spells Known (CL 3rd; Concentration +7)
1st-level (6/day) - mage armor, magic missile, magic weapon, shield
0-level - acid splash, detect magic, light, mage hand, prestidigitation
Bloodline Draconic
----------------------------------
STATISTICS
----------------------------------
Str 14, Dex 16, Con 13, Int 13, Wis 8, Cha 16
Base Atk +3; CMB +5 (+7 disarm); CMD 18 (20 disarm)
Traits Aldori Caution, Arcane Temper, Sword Scion
Feats Combat Expertise, Dodge, Eschew Materials, Exotic Weapon Proficiency (Aldori Dueling Sword) (free combat), Improved Disarm, Iron Will (free non-combat), Weapon Finesse, Weapon Focus (Aldori Dueling Sword)
Skills (Total=Ability+Ranks+Class+Misc)
Acrobatics (Dex) +6=3+3
Climb (Str) +6=2+1+3
Handle Animal* (Cha) +8=3+2+3
Intimidate (Cha) +9=3+3+3 (Free Skill)
Knowledge (arcana) (Int) +7=1+3+3
Knowledge (engineering)* (Int) +6=1+2+3
Knowledge (nobility)* (Int) +3=1+2
Perception (Wis) +5=-1+3+3
Ride (Dex) +7=3+1+3
Spellcraft (Int) +7=1+3+3
Swim (Str) +6=2+1+3
*-background skill ranks
Languages Common, Hallit
SQ cantrips, draconic resistance
Combat Gear 2 flasks alchemist’s fire, 2 flasks acid, Gear masterwork aldori dueling sword, masterwork chain shirt, light mace, cold iron dagger, composite longbow (Str +2) with 20 arrows, 20 cold iron arrows, combat trained light horse, riding kit (bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed), fighter’s kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), 10 days trail rations, 13 days worth of feed, tent, ink, inkpen, journal, signet ring, explorer’s outfit, cold weather outfit, courtier’s outfit, 50 gp jewelry

Backstory:

Rhys Valjarsky was born to Vigor Valjarsky Aldori and his wife, Eilara. Vigor was one of Restov’s famed swordlords, as well as an instructor at the Aldori Academy. Growing up in Restov among what were considered the city’s aristocracy means time spent learning not only letters and numbers, but also playing at being a swordlord. While the students of the dueling academies fight duels in Restov, so too do the children, although their weapons are more often than not sticks or wooden swords. Every child claims to be Baron Sirian Aldori or one of the other legendary swordlords who once ruled Rostland. The children had little technique - they mostly whacked at each other with wild swings that missed as often as hit, and Rhys had more than one bruise or broken bone growing up. Still, they never missed the chance to play pretend, and all of them dreamed of one day entering the Aldori Academy and becoming as famous as the swordlords of old.

When Rhys turned 10, his father began teaching him how to actually use a dueling sword, as opposed to the wild swings of childhood. Rhys was surprised to learn that skill with a dueling sword was less about how hard you hit, and more about how you hit. It was more akin to dancing than brawling, with footwork just as important as swordplay. More importantly, however, was a duelist’s attitude. Most of the young duelists Rhys had watched swaggered around Restov, boasting about their prowess and flourishing their swords to delight onlookers and intimidate their foes. His father taught him that while such confidence in one’s abilities was important, that confidence should come from the knowledge of one’s own skill. Many young duelists made the mistake of estimating their skill as greater than it was, and when they lost a duel to someone they perceived as inferior, their self-image was so thoroughly shattered that they often shied away from further duels and fell into anonymity.

For 5 years, Rhys learned from his father, until his 15th birthday, when he applied to the Aldori Academy, seeking to follow in his father’s footsteps. He was accepted, both because of who his father was and because he demonstrated enough skill. Shortly afterwards, Rhys began demonstrating some signs of magical ability. This caused a bit of an uproar within the Academy. Some of the instructors thought Rhys should be dismissed from the academy, as his magical abilities gave him an unfair advantage over other students. Others said that as long as he avoided the use of his magic when dueling or training, it caused no issues. In the end, the instructors decided that the best way to determine whether or not Rhys could continue his training was through a duel. They decided that Rhys would finish his first year of training. Upon its completion, he would duel one of his classmates, the best they could find. If he completed his training and participated in the duel without using any magic, he could stay. He did not have to win the duel, but he could not use magic. Throughout this debate, Rhys’s father stayed silent, with no word on which way he felt - not even to Rhys.

Since Rhys couldn’t control his magic, when he wasn’t training with the sword, he worked to control his spellcasting ability. If he used magic in the heat of the duel, when his emotions were running free, he would lose his chance to become one of the Aldori. He needed to be able to control the magic so it was used when he wanted it used, not just slipping out. Such a divided focus caused his study of the sword to suffer, however, and as the end of the first year of training approached, he was only in the middle of the pack in terms of his classmates’ skill. His opponent, and the best duelist in his class, was Alak Khavarsky, who had not had Rhys’s parental ties that aided him in entry to the Academy.

On the day of the duel, Rhys was nervous. This duel would decide his very future - whether or not he was to continue his training, whether or not he would ever be worthy of the Aldori name, and whatever his future held. He prayed to Erastil he had learned enough control over his magic that it would not spill out during the duel. He didn’t pray for victory, since that should be in his own hands, but the other surely would not be a problem. His prayers completed, Rhys donned his armor, picked up his dueling sword, and stepped into the dueling arena.

It seemed that everyone in the Academy was in attendance that day, and based on the energy of the crowd, more were looking to see him fail than succeed. Alak already stood across the dueling ground from him, a smile on his face, for he knew Rhys was his inferior, and expected him to fail. They hadn’t spoken much, but he knew Alak had a chip on his shoulder and felt that Rhys had been granted his position at the Academy based more on his name than his actual ability. Taking a deep breath, Rhys strode towards the middle of the ring, meeting Alak and their judge for the fight, Headmaster Garen Aldori himself. The headmaster announced the duelists’ names, the rules of the duel, and then instructed them to draw. Once both had drawn and assumed their readied stance, the headmaster told them to begin.

Rhys won the day. He lost the duel - Alak had more of the Aldori fighting style put together than Rhys did, but Rhys knew enough to give him more of a fight than he was expecting. By the time Alak finally landed the winning blow to draw blood, a slash across Rhys’s left cheek, respect had replaced contempt in his eyes, and his heavy breathing showed that if he had not succeeded then, the duel may very well have gone Rhys’s way. Rhys’s victory came in that his magic had not surged out uncontrollably. There had been a couple of times where it was close, and he’d worried it would, but he managed to keep it from happening, and finished the duel without using magic once. He could remain in the Academy and continue his dream of becoming one of the Aldori. His father had a look on his face that Rhys knew was a combination of pride in Rhys’s accomplishment, along with disappointment at his failure to win the duel.

It was also the beginning of his and Alak’s friendship. They still competed to be the best, as every student in the Academy did, but the two never fought another duel over the years. Each of them would serve as second to the other in other duels, as well. By the time they graduated from the Academy, they were the best and second best duelists of their class, and sometimes it was hard to tell which was the better.

Rhys also continued to develop his magical abilities. At first his goal was to avoid allowing his magic to emerge during duels, but eventually he began to see other uses for it, and how it could help during combat. He never used magic for dueling, but he still worked on refining it and figuring out how to use it in other situations. After all, you never knew when you would need the ability to make your weapon magical, or to conjure a magical bolt of force. You never knew when you might need to fight something besides a duel, after all.

Rhys graduated from the Aldori Academy at the age of 20, winning his duel to become one of the Swordlords. Having attained his dream of becoming a Swordlord, Rhys found himself with time on his hands. He enjoyed dueling, but his skill intimidated others. He began to feel...bored...of his life. Alak was feeling much the same way, although for him it was more a drive to prove himself. They talked, and decided it was time for adventure - after all, Sirian Aldori hadn’t become the first Swordlord by studying in an academy and dueling on the streets. The two of them, along with three other young duelists, left Restov for the border of Brevoy where it met an area known as the Stolen Lands, looking for bandits who preyed on those that journeyed the South Rostland Road.

They found the bandits. Or, rather, the bandits found them. During the night, while Rhys was on watch, they crept towards the camp, intent on killing the young duelists and taking their belongings. They may have succeeded, but one of them stepped on a twig, which broke with a loud crack. Rhys called out the alarm and conjured a magical shield of force as the bandits, realizing they were discovered, rushed out of the woods, screaming like the devils. Alak woke quickly and gained his feet, sword in hand, while the others got up more slowly, as the three bandits were quickly upon them and two others fired arrows towards Rhys. Alak faced one bandit with a wicked axe and a shield, while Rhys faced a mountain of a man with a massive, rusty sword that looked like it could easily cut him in half.

Rhys lost track of the others in the melee, but he could hear the sounds of fighting, although the arrows stopped firing shortly. The sheer brutality and rage of the bandit’s attacks was nothing Rhys had ever encountered, and for a few precarious seconds it was all he could do to keep from being overwhelmed. Then, however, he noticed a quirk to the man’s fighting style, and he adapted, striking the man’s left arm, and then putting a hole in his right thigh, all while avoiding the huge swings of the greatsword. He finally managed to disarm the man of his sword and run him through. With the bandit down, he took stock of the situation. Alak’s original opponent was down, but now he fought a man with a club who appeared in danger of braining him. He could tell by the way Alak moved that he’d already taken one blow, and his ribs were likely injured. Of their other three companions, two lay still, and one lie on the ground, holding his leg. Two of the three who’d come to fight in melee were down, as was one of the archers. That archer picked up his bow from where he had dropped it to face another student, and took aim at Alak’s back. Desperately, Rhys held up his hand and fired a bolt of arcane energy that knocked the bandit back and felled him just as Alak finally finished off the one with the club. The bandit’s arrow went wide.

Alak and Rhys took stock of their situation. Two of the bandits were still breathing, although they quickly finished them off. Alak was having trouble breathing, having taken a hit to the chest from the club-wielding bandit. Rhys was unharmed, but of their three compatriots, one had a broken leg, another was dead, and the third might not survive the journey back to Restov. Alak and Rhys treated what wounds they could, and the next morning began the trip back. It was not quite the triumphant return they had hoped for. One of their companions was dead when they returned, and the second died of his wounds before he could receive treatment. Alak vowed never to go bandit hunting again. Rhys, however, was not quite willing make that commitment. A week spent living rough, coupled with a life or death fight, had awoken something inside of him. Rhys wanted to go out again for adventure.

Alak wouldn’t go with him, and Rhys didn’t want to go solo, so he settled back into life in Restov for a few years. The itch was still there, though. He started riding with Restov’s guards on patrols outside the city. Alak began spending more time in taphouses, listening to those Swordlords who felt the time was right to break free from Brevoy’s control - for Rostland to become its own nation again. Rhys appreciated the sentiment, but thought it was a good way to end up dead. Restov - and, by extension, Rostland - couldn’t be free of Surotvan control without allies, and they currently had none. So, once he heard of an expedition to explore and claim the Stolen Lands, he leapt at the chance to join. He tried to convince Alak to come with him, but memories of their disastrous bandit hunting trip made him refuse. In the end, Rhys signed on all by himself, hoping there would be enough interest he could get a few people to help him - especially a priest to do some healing.

Now, the moment has come, and Rhys rides forth to conquer and settle the Stolen Lands in the name of Restov. He looks forward to the chance to exercise his strength, and the excitement of the adventure, of fights that stirred the blood in life or death situations. This would be an epic adventure.

Appearance & Personality:

Rhys stands just shy of 6 feet tall and weighs a solid 185 lbs, with brown hair and blue eyes. He dresses predominantly in plain black breeches, white shirt, and green high-necked coat with black embroidery and a black and green traveling cloak, but for special occasions and duels has been known to change his coat for red with thread-of-gold embroidery and a flashy black cloak lined in red.

Rhys has a certain amount of ingrained arrogance - both from his skill and his magic coursing within him. He thinks of himself as charming, and he can be, but because of his arrogance, he more often comes across as demanding. He can also be stubborn and hotheaded, quick to accept or issue a challenge of a duel. He sometimes shows a lack of good judgement, especially in potentially dangerous situations where there’s a chance of life or death.

His alignment can slide anywhere from LG to LE, and there are several deities that work for him. I went with Erastil, since Erastil is the biggest faith in Restov, but his backstory should work with Abadar, Cayden Cailean, Pharasma, or most other good and neutral aligned deities. I am also willing to switch Rhys's gender, if you like the character but need a female instead.


I also must admit, the idea of playing a two PCs adventure looks really great, and the idea of them being king and queen is even more appealing.
Good luck to everyone :)


Here's my alias for Redlan Lebeda. All the fluff is done along with the basic build outline (classes + stats), but as I'm currently in the middle of moving apartments I don't have time to do all the crunch right away. Should I be lucky enough to get selected, I should have plenty of time to take care of that then.

Best of luck to everyone!


The characters background is finished. I will adjust some equipment and do some fine tuning of the background. I was trying to get it finished before Monday when Paizo does their maintenance. Scheduled maintenance rarely goes as planed.


Isn't that the truth?


How long until the recruitment closes, I have an idea I just have to get around to building it when I get time.

Sczarni

1 person marked this as a favorite.

The 9th


I wanna make a character that is strong and otherworldly beautiful, but rather simple-minded.
Can I do Angelkin Aasimar with a -2 Int added?

Quote:

Angel-Blooded (Angelkin)

Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Ancestry Angel
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Sczarni

That would be what I would have chosen. Given that Pitborn for Tiefling has the exact same boons.




The Magnificent Adonis Orlovski:

Male Angelkin Aasimar Unchained Monk (Scaled Fist) 3 / Bard (Geisha) 3
LG Medium outsider (native) and humanoid (human)
Init +3, Senses darkvision; Perception +7
=================================================
DEFENSE
=================================================
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 Cha)
hp 36 ((3d10) +3 con +3 fcb)
Fort +4, Ref +4 (evasion), Will +4 (+4 vs bardic performance, sonic, and language-dependent effects; +2 vs sleep, paralysis and stunning)
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee Flurry of Blows +7/+7 (1d8+8/1d8+6)
Melee mw fighting fan +8 (1d4+4/x3)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day)-Hideous Laughter, feather step, Saving Finale, Grease(DC 14)
0th (at will)-detect magic, ghost sound (DC 13), light, mage hand, message, prestidigitation
=================================================
STATISTICS
=================================================
Str 18 (16+2), Dex 13, Con 13, Int 7 (9-2), Wis 12, Cha 18 (16+2)
Base Atk +3; CMB +7; CMD 23
Feats Dragon Style, Enforcer, Improved Unarmed Strike, Intimidating Prowess, Lingering Performance, Power Attack, Scribe Scroll, Stunning Fist, Weapon Focus (Unarmed Strike)
Skills Acrobatics +13, Bluff +10, Craft (Calligraphy) +3, Fly +13, Intimidate +14, Knowledge (Local) +2, Knowledge (Nobility) +3, Perception +7, Perform (Dance) +13, Sleight of Hand +5, Use Magic Device +10
Traits Savant (Dance), Reactionary, Noble Born (Orlovsky)
Languages Common
Gear
SQ Bardic Performance (14 rds/day), Stunning Fist (3/day, DC 15), Ki Pool (5/day), Alter Self (1/day, CL 3)
=================================================
SPECIAL ABILITIES
=================================================

Spoiler:
Racial (Angel-Blooded)
Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled
Spell-Like Ability Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Monk (Scaled Fist)
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A monk need not have any of the prerequisites normally required for these feats to select them.
A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level.
Draconic Might Any of the scaled fist's class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Evasion (Ex) At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Flurry of Blows (Ex) At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
Unarmed Strike (Ex) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Fast Movement At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Bard (Geisha)
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Geisha Knowledge
A geisha adds half her class level (minimum 1) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (act, dance, oratory, percussion, string instruments, or sing); she may make checks with these skills untrained. This replaces bardic knowledge.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Tea Ceremony (Su) By spending 10 minutes preparing an elaborate tea ceremony, you may affect your allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony's effects last 10 minutes. You must spend 4 rounds of bardic performance for each creature to be affected.
Versatile Performance (Dance) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Misc
Noble Born You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.”
Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”
Savant (Perform (Dance)) Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
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.
Background Skill 3x Perform (Dance), 1x Knowledge (Nobility), 1x Craft Calligraphy, 1x Sleight of Hand


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BACKGROUND
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Adonis is a prime specimen amongst men. More than six feet tall, all muscles and a smile that can charm a dragon are his major selling points. And he is very successful. No woman can withstand him once he puts on his courtship display. A flex of his muscles, a seductive dance and they all melt.
He grew up as the third son in the Orlovsky familiy, he couldn't be bothered with politics and didn't have any immediate claim to anything interesting, so he decided to move around a bit. Officially he went on a diplomatic mission, but in reality he just moved from one bed to the next. Through Galt and Taldor he eventually reached Oppara, the City of Empire and the home of the Kitharodian Academy, one of the largest bardic colleges on Golarion. It was more due to the beautiful students than the drive to learn that he enrolled for 1.5 years, before he got bored and dropped out again. During this time, he had a brief affair with a priestess of Shelyn who tought him to appreciate the beauty in everything. So he did. And foremost he appreciated his own beauty and started to believe of himself to be Shelyn's gift to all women on Golarion.
During his time at the academy and his childhood he was educated well. Except he wasn't the most clever and the only thing he really could remember were the songs and melodies. And the fighting, even though he shunned any weapons and armor. Through his sheer self-esteem and self-confidence he was able to beat up about almost anyone with his bare hands. Needless to say that he performs even better the more female onlookers he could impress. Another reason to not wear any armor - he could simultaneously beat someone up and arouse a potential mate with his sweaty and muscular body.
Adonis is no sleazy creep, he definitely knows how to seduce a woman properly with all courtly procedures if necessary. And he loves them all truly.
His specialty move is called 'Tea Ceremony'. An elegant procedure of preparing oneself for what lies ahead that works in many situations. He may use it with a woman, but he has often performed it with allies before a battle, too. It involves a strict protocol of silent meditation, self-reflection of the inner beauty and a calming tea. The latter is mostly for form's sake, though.

When returning home, Adonis was already a seasoned adventurer and instead of getting back into the complicated familiy affairs, he decided to prove himself and bring glory to his name. An expedition into the storied Stolen Lands seems like just the test to see, what the Orlovsky is really worth.


double post, too slow for an edit.

I wanted to add potential mates for Adonis:
-Valmoria, because of her wonderful hair,
-Fianna StormSoul, because she likes it rough,
-Daniella Aldori, because she doesn't need a helm to hide her true beauty,
-Vala Surtova, because she's flaming hot
-Lindsay Braveheart, because we can happily sing and dance together
-and of course, the foxy Kyron
-then there is also my 2nd cousin Colette Orlovsky, who appears to have serious childhood issues...


Glad I seem to be the first choice :)


I'm surprised Daniella is as far up on the list as she is.
I would also like to say that, his attempt at courtship would be amusing. With how Daniella is the more stoic type.


4d6 ⇒ (1, 4, 1, 4) = 10 9
4d6 ⇒ (6, 5, 5, 6) = 22 17
4d6 ⇒ (5, 6, 5, 5) = 21 16
4d6 ⇒ (5, 6, 1, 3) = 15 14
4d6 ⇒ (6, 3, 2, 4) = 15 13
4d6 ⇒ (4, 2, 6, 5) = 17 15
4d6 ⇒ (2, 2, 5, 3) = 12 10

17, 16, 15, 14, 13 8

Thinking about a half-elf fighter/rogue.


@Ellioti a little case of daddy issues never killed anyone. ;)


And here is my submission - Ilena Meriweather, an Investigator / unmounted Cavalier.


Annnd here's an update on this. The men and women are now tied. Women are still up by 1, hilariously I forgot to add myself to the list.

.

.

Submissions So Far

Male
Adonis Orlovski - Aasimar Bard / Monk
Eladan - Human Hunter / Warpriest
Redlan Lebeda - Human Cavalier / Magus
Rhys Valjarsky Aldori - Human Fighter / Sorcerer
Rogato Medvyed - Human Druid / Swashbuckler
Trakas Aeramirdal - Human Magus / Swashbuckler
Weller Helfdayne - Human Skald / Swashbuckler

Female
Colette Orlovsky - Human Bard / Summoner
Daniella Aldori - Tiefling Cavalier / Warpriest
Fianna StormSoul - Changeling Barbarian / Witch
Ilena Meriweather - Human Cavalier / Investigator
Kyron - Kitsune Bard
Lindsay Braveheart - Human Skald / Slayer
Vala Surtova - Human Arcanist / Slayer
Valmoria - Human Monk / Witch


It looks like there's a lot of great candidates here, so I'll go ahead and officially withdraw my interest. Good luck everyone!


Just having trouble coming up with a decent character, and with all these other great entries I’ll withdraw my interest, have fun!


I'll submit calardan here, a scaled fist unmonk/draconic sorcerer(eventually going into dragon disciple). He came to brevoy seeking glory, and for the promise of nobility. After all, he already knows he is destined for greatness, and what can be greater than taming your own kingdom?

(I originally made this character for a WotR game, but I think he can fit very well into a kingmaker game)

Sczarni

A little less than five hours till Recruitment is officially closed. It may take me a couple of days to pick my players. I apologize that it is gonna take longer than normal for me, I had a surgery and I have been having a few complications with it so things have taken longer than normal on all fronts.


Still very interested. Good luck everyone.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm sorry to hear about the complications. That sucks.

I look forward to seeing who is picked, but take your time to get back on your feet as necessary.

Sczarni

I just wanted to say, I apologize this is taking so long. It's a bit more stressful feeling with only two players vs four to six. So, I just wanted to assure everyone that I am still around and am working to make my decision.

I apologize for my indecisiveness and the delays due to health.


We understand and it is not a problem. I do not think many here would be upset if you did go to four or six players..lol
It may help you with your decision.

Silver Crusade

Take as much time as you need. And don't overdo things, if your health precludes you from starting now we'll all understand


No worries, take the time you need. Best of luck to everyone.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

As I said before; no rush.


Agree with everyone else - take your time, your health comes first of course.

Though I hope my bad luck with GM health isn't spreading to recruitments too, that would be bad for everyone...heh


I will be retiring my submission, got picked in other games. Best of luck guys!


Absolutely understood, GM. Between surgery, recovery, and the high quality of submissions, I don't think anyone expected you to make a quick decision. I'd rather you took the time to have the right group for this take on the AP, even if it ends up not including me.


Hope you feel better.


As much as I was looking forward to this game, I joined another for now, so I'll be withdrawing my submission. I'll let one of the other great applicants have a better chance. Good luck everyone.

Sczarni

Thank you guys for understanding. Yea, unfortunately the surgery I had has a long and rough recovery but I am managing even with a couple of setbacks.

That said, it took me quite some time and a lot of consideration. There were plenty of really good submissions but I have found my two players and they have been notified. Thank you guys so much for all the effort you put forth.

I was overwhelmed to say the least at the quality of characters presented and if I had the time and energy I would have done more than one table but I don't think I have it in me at this time. Thank you all so much!

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