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Dotting for interest.
The character I'm thinking of is a ranged, bomb-throwing alchemist. I like characters capable of crafting and I figure with Kingmaker's a perfect place to do it.
Since the ARG has subsequently come out, is anything from there available? Understandable if not, just thought I'd ask. I'm looking at tiefling if available, but human otherwise.
As for background traits, I'm looking at Bastard, Bandit, or Pioneer, although the first is only an option if he's human. His main motivation for exploring the Stolen Lands is the chance to gather new alchemical ingredients for his creations as well as secure a safe place to experiment.
Some very interesting characters cropping up, make sure if you are planning on applying to get a full character written up as i unfortunately connot ok an idea, it has to be a sheet i can look over.
I noticed someone asked what races are allowed and i'll let anything through thats not grossly unbalanced, however if you make a lizardfolk wizard and theres an elf wizard with anequally good backstory i'll be inclined toward the elf. So anything exotic better be amazing.
Recruitment closes in just over a days time so get your applications in!
In my experience, having a fighter and a paladin in the same party is a luxury. :) I've played tabletop games with no combat characters at all; it simply means that the group needs to look for other ways to overcome obstacles, rather than using brute force. :)
Here's my application. There are a few details missing (feats, spells, etc) that I'll fill in should I be chosen.
Hadassah heard the voice over the din of the morning market and quickly dove behind a stall, working her way around the market slowly, trying to find a place with a good view of what was going on. It was definitely Jacob speaking.
A chorus of laughter had broken out in the center of town. Two guards dressed in silver plate bearing the crest of the Medveyd, and a third dressed in gold gilded plate, obviously the captain, hushed the crowd.
"We are to return Hadassah Savat to Swordlord Medvyed. Now." The larger of the two guardsmen, clearly tired of the conversation loosened his sword in its scabbard. "If you have seen her, please tell me where I may find her, else clear the way."
"Aye, I have seen her, what of it? Is there a reward," Jacob took a moment to suck some of the filth from his blackened teeth before continuing, "If I tell you where she is, will there be a hanging?"
"Likely not, however; if I don?t start getting some straight answers hanging might just be the solution I have been looking for. Where is she?"
"Meh, stop giving them a hard time, Jacob, you know damn well that she and that filthy mother of hers slept in the inn's stables last night." Carlotta spit the word 'mother' as if it were some insult or perhaps a bitter poison just tasted.
"Here she is!" a small boy yelled from across the square, pointing out Hadassah and jumping up and down excitedly, as if he had just won some game. "Look, she is running away!"
Roars of laughter erupted again as Hadassah lept from her hiding spot, covered in much, filth and rags. She began running full tilt for the woods.
"I knew there was going to be a hanging, well after them you fools," laughed Jacob swatting the rump of a guard's horse. "She is getting away!"
The thunder of the hoofbeats leaving town echoed in her ears. Soon, a burning sensation began to creep into Hadassah's lungs, dodge under that branch, over that stump. She was quick and agile. Men on horses couldn't ride the narrower trails, she just needed another half mile. The pain in her legs was increasing with every step. Hadassah was small and lean. A lifetime spent begging in the gutters had left her small and weak, even by halfling standards. Down there, horses can't run over the rocky dried creek bed. Her hair had gone white before seventeen. Only another couple hundred yards, I am almost there. Her lungs were on fire as she bolted down a new path, sliding down a hill, under some brambles. A fox hole, I can fit in there. With the last of her strength, she charged up the hill she was so close.
"Got ya!" the guards large, beefy, armored hand clamped down around her neck dragging her up off her feet and across the pommel of his saddle. "Come on dearie, back to the captain."
Hadassah squirmed and twisted in the grip of the huge human, but he was faster than he looked and soon she was done. It had been days since her last meal, and she had no more energy to fight.
Unceremoniously, the guard dropped Hadassah from his saddle into the muck of the square.
"Hadassah?" asked the Captain.
"Hadassah Savet?" The captain looked confused as he asked again.
"Aye. I am, what of it?"
"People of Coldbrook, are you certain that this is Hadassah Savet?"
Again the raucous howls lf laughter, "Aye. We are certain," snickered Jacob.
"Very well. Being identified by the people of this . . ." The captain hesitated, his distaste obvios on his face, ". . . village, and being found in the time and place described herein, and as you have proclaimed your own self to be Hadassah Savet,"
"Need me to fetch the rope?" interrupted Carlotta. The people gathered in the square cheered loudly.
The captain removed his helm, golden curls toppled down to frame his weathered and scarred face. Piercing blue eyes honed in the bitter old woman. The captain's cool glare silenced her, and she quickly retreated behind her husband, Jacob. The din of the crowd died as quickly as it had erupted.
"Being satisfied that you are indeed Hadassah Savet," he continued, unfurling the parchment tucked into his belt.
"Lady Hadassah Savet, Governess of Coldbrook and its environs, and beloved of the Medvyed," he read, "you are hereby ordered to accompany my captain to my keep for further instruction." Finishing, the captain shot Jacob and his wife a final withering glare. "However, if you wish, we do have time for a hanging, my Lady."
So, there was a request for a more melee-bruiser style character. Here I present a ranger:
Speed: 20 ft (base 30 ft)
AC: 19 FF: 17 T: 12
Unarmed Strike: +4, 1d3+3
Longsword: +4, 1d8+3/19-20
Spiked Quickdraw Light Shield: +4, 1d4+3
Dagger: +4, 1d4+3/19-20
Shortbow: +3, 1d6/19-20
Dagger: +3, 1d4+3/19-20
Climb +8 (-6)
Handle Animal +3
Stealth +6 (-6)
Swim +7 (-6)
Improved Shield Bash
Favored Enemy: Humanoid(Human) +2
Spiked Quickdraw Light Shield
Map Making Kit
Hemp Rope (50 ft.)
Flint and Steel
Flint and Steel
Trail Rations (8 days)
Alchemist's Fire (1)
Money and Valuables
Various pieces of cheap jewelry (10 gp)
Scarf (5 gp)
Kapenia (15 gp)
Age: 20 years
Height: 6 ft. 0 in.
Weight: 190 lbs.
Appearance: Ordezi is a Varisian man just entering the prime of his life. Black scrubble covers his cheeks and chin and his long black hair is kept tied up by multiple loops in a long braid. Multiple tattoos cover his body and he dresses in brown and green clothes with a splash of orange. Various pieces of cheap jewelry pierces his ears and nose, and a couple of rings adorn his fingers. The most notable piece of clothing he wears is a bright orange and green scarf that he keeps tied around his waist.
Background: Ordezi shifted uncomfortably in the somewhat more ostentatious than he was used to chair that had been provided for him. "Tell you about myself? I thought you called me here... Alright, here goes, I guess. I never was much of the storyteller."
"I was born across the length of the Inner Sea region in the city of Magnimar. I didn't live the entire time there, mind you. I was born in my parents caravan and I ended up traveling the length of that land, several times over. I remember the days of climbing the bluffs and hills of the land, running through its forests, and generally trying to worry my mother and father as much as possible." He smirks at that thought and his eyes grow distant for a moment.
"However, we couldn't have spent our entire lives in that place. My parents said that Desna had called them to leave their, our, caravan, and to travel far away. I think I was 5 at the time that we left. I still want to make my way back there someday, climb on the spires and just remember the land. Maybe when I'm older." He shakes his head. "Back to the story... So, we had left our homeland behind, traveling to the east, until we reached Lake Encarthan. My parents sold their wagon in order to help finance the construction of a flatboat. We apparently had relatives amongst one of the fleets. Distant relatives, to be sure, but relatives none the less."
"We were welcomed warmly and lived amongst the boats for a number of years. It was during my stay there that I began to learn more about surviving off the land and began training to defend myself. They favored lighter armor and weapons than my heavier frame seemed to support, so it was decided that instead of the styles they favored, ones that worked well on the shifting decks of the boats, I was to be trained in a more solid style, something more suited to land-based combat." He chuckles to himself. "However, there wasn't anyone in the fleet that favored such a style. Oh my, did they ever talk that one out. I'd say it was a week before it was decided that an outsider would be hired to teach me. I was against it, but they'd have none of that. The elders had made the decision and my parents had gone with it, so I was stuck. They hired a mercenary, most likely a bandit, or maybe a former one, to teach me to fight. Austwick did just that, often leaving me with vicious bruises. He wasn't a kind master, but he made sure that I understood the movements and could repeat them reflexively. Once he was done, he left." He stops for a moment, in thought. "Wierd man, he was."
"After some time, probably when I was around 15 or 16 years, the other members of the fleet found out why my parents had left Varisia. Apparently, they were thieves, and ones of quite some skill. They had robbed a couple of powerful and rich figures in Magnimar in Varisia and they were eventually identified. We had fled before the authorities had managed to catch us. Most of the fleet didn't care, but a couple of unscrupulous figures saw a potential for profit. They managed to get word back to Magnimar of my parents location... I had been out, scouting ahead of the fleet, when agents from Magnimar had arrived at the fleet." He pauses, a look of sadness, pain, and rage darkening his face. "They slew most of the members of the fleet and burned the boats. My uncle and a cousin, their names I will no longer speak, were the only survivors. They were also the informants. When I found them, they were weeping on the shore, a bag of gold sitting nearby them. They told me the tale, professing that the didn't think that the entire fleet would be punished. Disgusted, I struck my uncle, knocking him unconscious. My cousin scrambled away from me and a picked him up, hoisting him into the air by the neck and crotch, before throwing him into the river. My eyes streaming with tears, and my burning anger abated for the moment, I took the purse they had been given and left the two there." He stares coldly at the floor for a bit, as if living through the encounter again.
"It wasn't a day before a pair of bandits attempted to rob me. I laughed coldly and slew them both. I took a nasty wound from the exchange though, and sought a nearby town to recover. It was there, while I was recovering, that I found that there was a bounty on the bandits." He grins. "So, I took up my sword and bow and started hunting them. Sure, it wasn't easy, but with patience, a good sword arm and eye, and some ingenuity, you can pick them off, one by one. Here's the thing, though. As I worked, I made maps, which I found I could sell as well. So now I had two sources of income, one reliable and one not so much. I'll leave you to guess which is which." He grins again and there's a sparkle in his eyes. "I worked my way around the River Kingdoms, although I found that Brevoy gave more consistent work. Perhaps its the fact that they've got a 'single' ruling power."
He leans back in the chair. "So, that's my story. What was it that you wanted to meet with me about anyways? I get a little anxious around such fancy places as this."
Hello all and thanks for the applications, i'm sorry to everyone who did not get selected but let Maksim be an example that staying at it will eventually pay off.
I've decided to go with Maksim and Vael, could you both set your stats out in your character info like the other group members and just pop a post in the discussion thread to let us know you will be joining us. It mah take a little while to hit a spot we can introduce you but i will try to kove it along so your not sat waiting too long.
|Egan 'Little Fire' Thermogauge|
Welcome guys! Glad to have you and I am looking forward to RP with you both.
Ego-Is there anyway I could re do Silva as a melee class since we now have 2 casters, an archer caster, and a dex based fighter? I would be fine even having Silva become an NPC and introduce the new guy when we join the two new PCs. We have plenty of ranged attack, a face, and heals now. I would make sure the new crunch is OKed by you if this is possible. We have had a lot of change and I would like to change my guy.
We're reopening recruitment for an arcane caster, we seem not to have much luck with them sticking around. Any caster is fine but as i mentioned in the very first post summoners are something of a chore unless the players math is spot on.
Applications close on friday, good posting history and backstory will be looked on favourably, start at level 2 with standard cash per level.
here is my submission for a wizard.
Male Human Wizard (Shadowcaster) 2
NN Medium Humanoid (human)
Init +1; Senses Perception +3
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (2d6+2)
Fort +1, Ref +1, Will +4
Speed 30 ft.
Melee Masterwork Dagger +2 (1d4/19-20/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Wizard (Shadowcaster) Spells Prepared (CL 2):
1 (4/day) Magic Missile, Mage Armor, Sleep (DC 14), Burning Hands (DC 14)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Penumbra
Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Fast Learner, Scribe Scroll
Traits Bandit (River Kingdoms) (Escape Artist), Brigand
Escape Artist +6
Knowledge (arcana) +8
Knowledge (local) +7
Profession (sailor) +5
Sense Motive +2
Sleight of Hand +2
Languages Common, Draconic, Dwarven, Elven, Goblin, Shadowtongue
SQ hand of the apprentice (6/day), shadow spell slots (shadow spell slot), shadow spells, specialized schools (universalist)
Combat Gear Potion of cure light wounds, Scroll of Identify (CL 2), Scroll of Mage Armor (CL 2), Scroll of Shield, Scroll of Stone Shield (CL 2); Other Gear Masterwork Haramaki, Crossbow bolts (10), Light crossbow, Masterwork Dagger, Ioun torch, Backpack (empty), Belt pouch (empty), Flint and steel, Ink, black, Inkpen, Soap, Spell component pouch, Spellbook, compact, Waterskin, 47 GP, 3 SP, 8 CP
Crossbow bolts - 0/10
Hand of the Apprentice (6/day) (Su) - 0/6
Masterwork Dagger - 0/1
Potion of cure light wounds - 0/2
money - 47gp, 3sp, 8cp
Bandit (River Kingdoms) (Escape Artist) +1 to Escape Artist checks, Escape Artist is always a class skill for you.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o
Even as a small boy he proved useful in lureing unsuspecting merchats in for the raid. He would pretend to be either drowning or injured and his mother would appear distraught. his father would wave the unsespecting victim over for help and then they would strike.
Vincenz had two younger brothers, twins, that eventually started to prove their worth in stealth and setting traps along the river banks. but they were also reckless, and they eventually got into more trouble than the family could handle. everyone was forced to disperse.
Vincenz managed to bluff his way into the comapny of a travelling mage. With him Vincenez discovered he had a knack for magic and soon was his apprentice.
Time went on and Vincenz along with his mentor Veoden had several adventures together, though none really life threatening but solving who's been stealing a farmers apples, or just providing magic tricks for the children.
But it wasn't long before Vincenz's past would catch up with him. He was recognzed at a small river port by some merchants. Veoden stood up to them protecting Vincenz but the merchants quickly overpowered the old mage and came after him.
Vincenez made a run for it but now armed with magic he managed to escape into the stolen lands. He made a few contacts with some brigands there but He really wanted to be rid of that lifestyle. He had hoped he could find a group that would accept him or village that he could call home.
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. suffocation or hot or cold environments), Ref +5, Will +1
Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 vs. exhaustion)
SQ riding [trick]
Other Gear Bedroll, Bit and bridle, Mess kit, Riding saddle, Saddlebags (empty), Trail rations, 2 CP
Trail rations - 0/1
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hi there DM Ego, a couple of questions:
- as we're submitting level 2 characters, would you like us to make a hp roll for second level on this page?
- should we begin with regular max starting wealth, go off the WBL table, or some other figure?
Also, I'll wait till I've got my alias done, but I'll put a little section in there in case you don't like my combination of traits, with one trait swapped and details on changes to my background.
Looking forward to having my submission in soon,
|Randragoran Eliamantara VII|
Hmm... what? Oh yes yes. Another recruitment for Kingmaker. Let's see... Yes, I think I shall try and join this group.
Built for an earlier kingmaker recruitment. Just need to up him to level 2.
Edit: Upped him to level 2, and spent the extra 1k gold to get muleback cords, because weight is a freakin pain with 8 strength.
Looking forward to playing with the selected character.
|Randragoran Eliamantara VII|
|Randragoran Eliamantara VII|
Here is an arcanist I created specifically for this game and this adventure path. I based the background on the campaign trait I took, "Bastard". Although the Surtova name is very big in Brevoy, I also assume it is also an expansive one and the character was probably related to a minor branch of the house.
In the interests of full disclosure, I have had mild exposure to the Kingmaker Adventure Path in the past. About a year ago, I was in a tabletop group that played the first book of the AP before stopping. I am not sure at what point in the adventure your game is now, but it seemed a good opportunity to get involved and see where that story was going. If you prefer to have a player who doesn't risk having a spoiler from the first AP and you are still in it, that is understandable. The other submissions here are pretty cool.
Presenting Caelius Nicos for your consideration.
Currently built as 15pt first level rogue I am/will be taking his second, and all further levels, in tactician fighter. The campaign trait is currently noble:Lodvoca but the exact family can be altered to suit.
Full sheet behind the alias.
Thank you for your consideration.
|Mumbata of Bonuwat|
When the call was announced earlier this year that Brevoy was seeing explorers and hero’s to map the Stolen Lands, it was more than Sune could resist. She fled the following night, leaving a hastely scrawled note explaining where she went to her parents. It took her several weeks to reach Brevoy, and upon arriving she had learned that the caravans and groups had already been selected in her absence and departed. Heart heavy with disappointment but still trying to remain optimistic she opted to place her name on a list of possible replacement guides and explorers. The following weeks were both tedious and exciting. Each morning she would return to the muster square to check if her name had been selected only to be turned away again and again. Finally, with her carefully horded reserve of funds running out, she made her way back to the square for the last time before returning back to the Gronzi Forest, only to learn that of the earlier selected groups was seeking an Arcaneist. Taken back by her luck, she quickly pointed out that she was already prepared to travel, and would be happy to leave. Between a careful mix of diplomacy and bluffing, Sune was selected as a replacement, and so begins her adventure.
AC 11, Touch 11, Flat-Footed 10
hp 16 (2d6+4)
Fort +3, Reflex +1, Will +2
Spd 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and. .
Ranged Dagger +2 (1d4-1/19-20/x2) or
Light Crossbow +2 (1d8/19-20/x2)
Str 8 (10, –2 Racial), Dex 12 (10, +2 Racial), Con 14, Int 12, Wis 8, Cha 18 (16, +2 Racial)
Base Atk +1; CMB +0; CMD 12
Feats: Simple Weapon Proficiency, Eschew Materials, Spell Focus (Enchantment), Alertness, Varisian Tattoo (Enchantment)
Traits: Rostlander (Campaign), Extremely Fashionable (Equipment, Diplomacy)
Carrying Capacity; Light 26lbs, Medium 27-53lbs, Heavy 54-80lbs.
Total Weight: 23lbs (Light)
Bluff +9 (+1 Rank, +3 Class, +4 Ability, +1 Trait)
Diplomacy +13 (+2 Rank, +3 Class, +4 Ability, +1 Trait, +3 Familiar)
Knowledge (arcane) +5 (+1 Rank, +3 Class, +1 Ability)
Knowledge (nature) +5 (+1 Rank, +3 Class, +1 Ability)
Spellcraft +5 (+1 Rank, +3 Class, +1 Ability)
Use Magic Device +9 (+2 Rank, +3 Class, +4 Ability)
Languages: Common, Sylvan, Gnome
Favored Class (Sorcerer): +4 Skill Points
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Kitsune Magic: Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Gregarious: Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Rostlander (Campaign Trait): Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Extremely Fashionable (Equipment, Diplomacy): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate, and Diplomacy becomes a class skill.
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Varisian Tattoo (Enchantment): you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained is Daze.
Bloodline Arcana (Fey): Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Familiar Tattoo (Thrush): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Alertness: +2 bonus on Perception and Sense Motive checks
Ray of Frost
1st Level Spells, 5/day DC 15
Charm Person (DC 19)
Dagger - 2 Gold
Light Crossbow - 35 Gold
Crossbow Bolts (20) - 2 Gold
Explorer's Outfit - Free
Potion of Cure Light Wounds (2) - 100 Gold
Wand of Mage Armor (20 Charges) - 300 Gold
Adventureing Gear - 27 Gold
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Manacles (average lock; break DC 26, Disable Device DC 25, Escape Artist DC 30)
Gold On Hand: 464 - Gold
I am submitting Sune Okino a Kitsune Sorcerer with the Fey Bloodline and Tattooed Sorcerer Archetype. I picked this combination for several reasons. First off, from what I understand about Kingmaker a character that has a strong leaning towards the 1st world / untamed nature would thematically fit well, hence the choice of a Fey-like creature (Kitsune) and the chosen bloodline. The reason for the Tattooed Sorcerer is that I felt fit particularly well with a Kistune, who for most intents and purposes has a Eastern feel.
Mechanically Sune was created for several roles. First off mechanically she is an amazing face character. With a +13 in Diplomacy and a +9 Bluff, people really tend to like her. Combine this with her Gregarious ability and she really starts to shine. She can also make friends from enemies using her Charm Person (DC 19). She has two knowledge skills, Nature and Arcane respectively. Finally for combat Sune will focus more on battlefield control and less on pure damage. Initally this will be via Grease However at later levels she will also spells such as Entangle, Hideous Laughter and things like Dominate Person she can really affect the battlefield.
In closing, thank you for your consideration. I also to note that I am a team player, I have no issues taking magic item creation feats or spells that will improve the overall effectiveness of the party.
My apologies for not posting sooner but i've had a busy weekend with the family and i've been reading the submitions inbetween. The party are currently making their way back to town so an introduction should be able to be done early this week. I'm just waiting for the players to let me know what they think and i'll post again.
Thank you for your interest and patience.
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