"Finally, some physical maps! Now exploring these wilds won't just be a matter of memory. As for this fellow...a mystery he is. Those headhunters we fought carried poison, so an encounter with them would explain these tainted wounds. I wonder who he was for them to want him dead, too."
Colwyn claims the map and the masterwork thieves' tools.
Anything that isn't immediately claimed, I'll add to the Party loot.
Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10
Richard raises an eyebrow "Why have you been going off memory? I don't think I've shown you the map I've been working on have I?" Richard takes out what seems to be an early draft of a map he's been making of the area. He adds a few notes from the new map. "I've still got to map this area when we're done exploring."
Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image
Mykhael said a short prayer for the mysterious corpse before he rooted through the man's belongings. Nothing caught his eye and he passed on scavenging from the dead man.
Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Colwyn the Toad wrote:
"Are we still returning to Oleg's to turn Tuskgutter here into sausage?" he growls. "Or are we going to investigate these camps first?"
Niadroub Kliip walks over from the dead man to consult with Colwyn and Richard while looking at Richard's map.
"This new map says there are kemps here(hex 26)and here(hex 35). Let's avoid the kemp next to where we think the Steg Lord's base is(hex 36). Let's look at this kemp(hex 26) since we're out here,
and the goo beck to Oleg's."
Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10
"I wont argue with that. Elenna was able to keep the last few boars fresh for a while."
Getting his own horse he smiles at Colwyn. "I'll give you a copy of the final one... we'll need your in put for future planning. If this does all pan out your insights will be invaluable. You've got the experience that would make planning out roads and patrols a lot more effective, thats just the obvious bits. I am sure you've got some ideas on other areas."
Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image
Mykhael took a look at the map and suggested, Best if we double back and approach from the north." He looked to his companions, "We know that way is clear."
Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
20 then down.
Elena Voritzova wrote:
I'd be game to go: 26 - 27 - 28 - 22 - 16 - 10 - Oleg. Explore the first 4 and then just walk through the others.
That will take days. Remember, we have to "explore" for at least 8 hours to claim the hex. We need get the boar back to Oleg. I WILL NOT MISS OUT ON MY HEAD CHEESE, ELENA.
With the aid of your newly found map it doesn't take long for you to reach the area marked as the camp. You can smell a campfire cooking something, and just make out faint chatter.
Newmap up top. Hidden camp. You are coming in from the NE (Top right corner).
Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10
Richard keeps his voice low. "Let's take a moment to let the spellcasters cast any spells they need. The spell Elena casts that has the plants grasp at them would be quite useful here I suspect. Even so most of the bandit's we've faced so far have had plenty of ranged weapons. Perhaps some of the more covert of us could move forward into good positions for when Elenna's spell goes off."
"Are these bandits?" he whispers harshly. "I'll creep forward and eavesdrop on their chatter. Knowing my luck, we're about to ambush some noble's retinue, and my head will end up on the chopping block for treason."
Colwyn sneaks into the undergrowth and tries to listen in on what these strangers are discussing, looking for hints that they are bandits or headhunters.
Both the men on watch stiffen and call out an alarm as Colwyn slips closer in an attempt to listen in on their conversation. "Some bastards trying to spy!" Is the call.
Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10
@Elenna I would have said Colwyn in case something happened while he was scouting but that ship has sailed I think....failing that Niadroub or Xantria?"
Richard moves up in front of and to the side of Mykhael with his sword out to harass the sentry. He suspected the man would back off but likely it would be closer in towards their camp where he hoped Elena would cast her spell. If he drew a melee weapon, well he had two targets to contend with.
Cleric 4 | HP 27/27 | AC 21 : TAC 13 : FAC 18 : CMD 13 AC 24 : TAC 17 : FAC 17 : CMD 17| Fort +5 : Ref +5 : Will +8 | Perc. +13 (DV 60') : S.M. +8 : Initiative +3 | Move 20' | Longbow +7, 1d8 | Wand 28
GM_DBH wrote:
You all cast your spells before this started.
Richard Harmon wrote:
@Elenna I would have said Colwyn in case something happened while he was scouting but that ship has sailed I think....failing that Niadroub or Xantria?"
Okay... prior to combat then I will cast shield of faith on Niadroub and barkskin on Xantria.
"Well... they don't seem to like visitors," Elena remarks.
She draws out her holy symbol and raises it to the sky. "Father Deadeye, raise the plants against thy enemies!"
The plants of the campsite begin to grow and entangle those within the site.
Casting entangle. DC 14 Reflex to resist. The green circle is the AoE... it's shaped like Pac-Man so you can see where the middle is. Also making a single move south.
Male Richard's Map Vig 7, HP: 53/53, AC: 21, FF: 17, Touch: 15, CMD: 21 CMB: +7 Fort:+4, Ref:+10, Will+6, Initiative +4, Per +10, SM +10
Richard tries to keep the pressure up against the man he and Mykhael had been assailing. Climbing over some of the logs he slashes at the man with his blade.
Male Human Arcanist 10 ~ AC 20* (t 15, ff 15*) *-4 if no mage armor | F+6, R+8, W+11 | Init +9, Per +9 | A.R. pts 13/13 | HP 72/72
Elena Voritzova wrote:
GM_DBH wrote:
Only Elena can still see Teal as he lines up his shot on Niadroub
"Niadroub! Watch your back!"
The army drilled a move-before-thinking reflex into Niadroub Kliip. At Elena's shout, he starts running as the arcane power in him reflexively boils to the surface, and he moves. Stepping through a crack in reality, he finds himself facing his attacker from the rear. He unleashes a color spray at the now-revealed bandit.
Spending 1 arcane point for dimensional slide; color spray is DC 14 vs. Will
And hopefully, that log he's behind will grant him some cover.
Female Aasimar (Angel-Blooded) Fighter (Aldori Swordlord) 4 | AC 18 (t 13, ff 15) | F+6, R+5, W+2 | Init +3, Per +4 | HP 5/39
Parrying the bandit's sword, Xan flowed immediately into another strike, intending to finish him off.
Full Attack:1d20 + 8 ⇒ (16) + 8 = 24 Damage:1d8 + 2 ⇒ (4) + 2 = 6
Teal is no longer stunned, but still blind, he drops his bow and draws his Shortsword.
Attack:1d20 + 2 ⇒ (16) + 2 = 18 Blindness:1d100 ⇒ 94He also misses due to being blind.
Human (Taldan) Oracle (Spirit Guide) 2 | HP 35/35 | AC 19/14/15 | CMB +6| CMD 19 | F +3| R -0| W +4| Init +4 Per +1 Image
Realizing that Richard is out numbered Mykhael turns toward the fray and stabs his spear at the closest bandit and advised, "Now would be a good time to surrender."
My second table has lost their Cleric over the break and needs someone who can cover the healer role for the party.
Currently we have in the party:
1 Fighter.
1 Rogue.
1 Vigilante.
1 Bard/fighter.
1 Arcanist.
Starting level is 5th.
The Crunch:
20 point buy.
All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me.
No 3PP.
No Evil alignments.
I am adding new parts so previous experience isn't a problem.
Maximum HP's and gold for your class at 1st level, roll once for hps for every level after that, if it's no good take the average.
1 or 2 paragraphs telling me about your character
2 traits, you don't need to take a campaign trait at this stage, but you can if you want. No drawbacks!
Any questions or clarifications just ask.
Looking for a quick recruitment, so closing by 17/1/19.
hello DBH! I've not been able to play kingmaker yet, so I'll see if I can write up anything for this.
just a couple of questions,
1. What is the main deity of the kingdom?
2. What is the alignment decided on?
3. Are the members leaning towards a more industrial power, or one that can more easily coexist with nature and the like?
4. When you say healer, do you mean HP damage, ability damage, or both? Dedicated healing with some support(like cedric), or would being able to use a CLW wand, and throw around a couple emergency heals be the basic requirement?
I had a character at one point for a Kingmaker game that would fill the role you want nicely I think, not sure where she is but I'll try to find her after work tonight.
Hello. I've got a really oddball character for you. Would you be opposed to a faun fey character? I've built the race in race-builder to hopefully be balanced, but I could change it around if needed. If not, that's okay.
Using the build rules as written, here is my very poor Cleric. Not much to tell about him, he is a basic heal bot that tries to keep the party going. As normal, if picked I'll give him a name, make an alias, and provide a little backstory.
healer:
Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +3 (1d4/19-20) or
. . cold iron scimitar +3 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Acrobatics -7 (-11 to jump), Diplomacy +15, Heal +10, Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Other Gear chainmail, heavy wooden shield, cold iron dagger, cold iron scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], mess kit[UE], pot, silver holy symbol of Sarenrae, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Sarenrae, 8 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sorry for going quiet, my health is very bad at the moment. I will update everyone as to how things are after Monday and the Doctors appointment.
I will answer the questions though.
The last Cleric was a worshiper of Erastil. Party is generally of good alignment and don't really worry too much over religion, as long as religion doesn't bother them too much.
They haven't really decided on more than lets get the kingdom up and running, still too early to see where they're going. Big on second chances though. They have recruited a lot of NPC adversaries.
The party wants a dedicated healer, the bard already can throw a few CLW's around and use a wand.
On Gold yes take maximum for 5th level, sorry about that I just copied my details from the starting recruitment.
Ok, I'm working on someone. As a means to connect with the party, I am thinking about the character living in the wilds and joining the new settlement. Is that okay, or should I use a different excuse?
This is an introduction to the character, Arvydas Vanduovicius. He's going to be either an Oracle or Shaman (not sure yet). The story will be tweaked to your directions and to intertwin possible traits (which I haven't even considered yet).
Background:
Arvydas was born in the Stolen Lands, though his parents were originally from Brevoy’s countryside. Followers of the old religion worshipping the spirits of the land, superstition and xenophobia made them flee their homeland and seek shelter in the wilds.
From a young age, he showed the same talent as his father to sense the spirits and nature forces. Bodan instructed the young boy in an attempt to make the old religion endure. Arvydas inherited his father’s talent and his mother’s wisdom, so he ended up being a very capable shaman.
The Stolen Lands is not a nice place to be, though, filled with natural hardships and rough people. However, thanks to their talents for survival and spirit-talking, they managed to live off the land and scare most of the bandits inhabiting the zone, even befriending the most benevolent of them.
One day, his old father talked to him, making him know of the King Surtova edict to dispatch people to the Stolen Lands and form a new country. ”Child” he said, ”these people are coming to these lands and there’s nothing we can do about it. But there is certainly something that we should do, and that is to ensure that our religion does not die with us.” So he was entitled to make the faith persist through time.
He left his home and family, in pursuit of the Brevoy expedition, with the aim to find a niche for him in the founding of the new country and thus spread the old faith or, at least, try to gain the hearts of the people so they won’t see it as something to be feared.
Arvydas
The young Arvydas,in his twenties, is a healthy man, not very strong or agile but still capable of surviving in the wilds. The isolation in which he grew up took some toil, and he’s not the most fluid of speakers, but he shows a great common sense and is always willing to help as much as he can when someone is in need of medical care, something that has earned him a reputation in his homeland and the respect of peasants, bandits and smugglers alike. This inclination to help and heal doesn’t mean he will hesitate to use his gifts for defense, though, and those who have tried to rob or kill him or someone under his protection have discovered that the spirits of the land are quite nasty beings to deal with.
Arvydas’s is seeking the group to establish himself and his faith in the settlement. Not to make the Old Faith a dominant religion, but just to gather together all who still worship it and avoid the masses from growing false beliefs upon it. His actions, therefore, are going to be his best weapon to gain the people’s heart.
Thanks for the answer and delays for that reason are completely understandable.
HP:1d8 ⇒ 6 HP:1d8 ⇒ 2 Use average instead.
HP:1d8 ⇒ 7 HP:1d8 ⇒ 4
*EDIT*
There, all finished. One thing I had thought of doing when I originally made this character as a part of the story is that one of her siblings had gotten bored and come looking for her. I had thought of taking leadership when that happens and have the sibling as a follower though if youdon't want that feat taken then maybe as just an NPC or something along those lines.
Garen grew up in Rostland. As the second son of a successful merchant he stood to inherit very little. To avoid strife within the family he was promised to the church of Erastil early in his childhood. He grew up in the church growing in prowess and religious fervor. He puts a premium on family and looks to make the lands safe for those pursuing the proud traditions of farming and trade. The call to reclaim the lands to the south have brought him to the wilderness to bring civilization and faith to those who would be barbarians.
Updated heal bot with average gold wealth and background skills. Feels better to have all my healing kits now. Ready to save the world.
healer:
Unnamed Hero
Male aasimar cleric (merciful healer) of Sarenrae 5 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 41)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 28 (5d8)
Fort +4, Ref +1, Will +6 (+1 trait bonus vs. mind-affecting effects); +2 vs. death
Resist acid 5, cold 5, electricity 5, issian
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4/19-20) or
. . mwk cold iron scimitar +4 (1d6/18-20)
Special Attacks channel positive energy 8/day (DC 17, 3d6)
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—daylight Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—rebuke death (1d4+2)
Cleric (Merciful Healer) Spells Prepared (CL 5th; concentration +7)
. . 3rd—create food and water, cure serious wounds[D]
. . 2nd—cure moderate wounds[D], communal protection from evil[UC], lesser restoration, suppress charms and compulsions
. . 1st—cure light wounds[D], endure elements, remove fear, unbreakable heart[ISWG] (2)
. . 0 (at will)—create water, detect magic, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Healing
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 20
Base Atk +3; CMB +3; CMD 13
Feats Fey Foundling[ISWG], Quick Channel[UM], Selective Channeling
Traits issian, schooled inquisitor
Skills Diplomacy +15, Handle Animal +10, Heal +12 (+13 circumstance to treat wounds or deadly wounds, +14 to treat poison, +15 to treat poison, +16 dealing with humanoid pregnancy or birth, +15 to treat common animals, but +1 to treat other creatures), Knowledge (religion) +9 (+11 to identify abilities and weaknesses of creatures), Perception +4, Profession (midwife) +10, Spellcraft +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ combat medic, mercy (mercy: sickened)
Combat Gear healer's kit, snakebite kit[UW]; Other Gear +1 holy reliquary mithral agile breastplate[APG], +1 holy reliquary mithral heavy steel shield, cold iron dagger, mwk cold iron scimitar, handy haversack, antidote kit[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], leeching kit[APG], mess kit[UE], midwife's kit[UE], pot, soap, spell component pouch, stretcher[UE], surgeon's tools[UE], torch (10), trail rations (5), veterinarian's kit[UE], waterskin, wooden holy symbol of Sarenrae, 1 gp
--------------------
Special Abilities
--------------------
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Mercy: Sickened (1 creatures) (Su) When the merciful healer channels energy she can remove the sickened condition from one or more living creatures that she heals within her channel energy burst. Feats and effects that affect a paladin's mercy also affect this ability.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
@Jereru. Your background is fine. Oracle or Shaman work well, especially a Shaman with the life spirit. I've made one for another game with that and she's a very good healer as well as having water as her wandering spirit. So nature as his main and a life wandering spirit would fit your background.
@Everybody else. Some interesting and varied characters.
At this stage the Kingdom is less than a year old and just getting started. One main town and a couple of small settlements. They have a treaty with the Kobolds and the Lizardmen for peaceful coexistence.
That was one of the possibilities, yeah, a shaman Life/X or X/Life.
Another possibility, which I am considering, would need some special approval from you. I'll present my case.
The build would start as an Oracle. The chosen archetype would be Pei Zin Practitioner. It's a Tian Xia flavoured archetype, and that would be the first thing: to reflavour it just as someone who uses herbalism to heal.
Then, to get that nice koldun feeling of talking to spirits, I could just fluff it OR use also the Spirit Guide archetype.
BUT, the Spirit Guide and Pei Zin both replace class skills. Technically, that would be illegal, but I guess there should be no problem in letting Pei Zin substitute any skills gained through the spirit feature and the Spirit Guide archetype for its own thing (which is: no extra skills in exchange for the ability to use Profession:Herbalism instead of Craft:Alchemy). That would also require your approval, of course.
With this, Pei Zin would grant a feature similar to Lay on Hands, while Spirit Guide would give the flavour of a spirit managing guy (yes, and hexes, but instead of revelations, so I guess that's more or less even).
Ok, working on a cleric of Abadar, not sure if they will be ranged or melee for combat, non-healing roles, probably ranged. Question, would you allow composite crossbows? (Like the longbow?)
He will be LN likely, with a merchant background focused on fixing the most important issue of the kingdom, its written laws, its monetary system, and its trade/economy. For walls require funding, guards require payrolls, and so on and so forth.
He will also have a small flair for the extravagant, though always tempered with functionality
Zelera - Female Human Cleric of ?
Garen Williamson Male Human Paladin (Hospitaler) of Erastil
[b]???-/b] Male Aasimar cleric (merciful healer) of Sarenrae.
And a number of possibles. I'll close the re-recruitment on Wednesday. So if you want to join get building. :)
I am one of the players in the game - from my part, thanks a lot for all the ideas put forth so far.
I am curious to know a bit more about your characters - how do you see yourself playing them, both in the group and out of it, both in combat and out of combat?
Stuff like group dynamics, interacting with NPCs, things like that - how do they pan out for your character?
I think I will formally withdraw, while I am interested in a law abiding pc for kingmaker, I just don't think a cleric or divine magic class is really getting my attention, especially for this AP.
Garen feels that he and the clerics of Erastil are to set an example for others to follow. He offers support and encouragement to anyone who is of the faith or not and works his best to support those around him whether it be in combat or out.
In combat he is more of a defensive fighter utilizing his heavy armor to allow him to drive directly into the enemy. He tends to go after the larger of the foes but only calls on his smite when the situation is dire. He will sacrifice a moment in combat to heal his companions if needed.
Outside of combat Garen is polite but persistent if there is something he wants. He is typically friendly, always giving thanks to Erastil and looking for opportunities to bring others to the faith. Garen does not however tolerate lies and has become rather good at discerning them (sense motive 10).
Zelera is a woman on a mission, she was tasked by The Lantern King with making sure that this burgeoning kingdom is one that will respect nature and the rights of the fey that may reside within it's borders and to keep the place from becoming stodgy and boring.
Out of combat she is meant to be a fairly social character who can serve as the face of the groups when needed but primarily is a source of spiritual guidance and a little chaos. She is likely to prank people if she feels they are being too rigid or full of themselves and while this could cause some problems for everyone she would see this as a necessary thing. None of this would be harmful really, more embarrassing. While I would generally have her trick the other PCs as well as NPCs if she felt it was needed I would refrain from that if the group preferred.
In combat Selera is meant to be a support/controller. She can provide some buffs and will have healing available but she is meant to use magic to turn her enemies against themselves and debuff them. She won't be able to do much damage in combat but she isn't meant to and you seem to have that covered already anyway. I may end up picking up the feats for star toss style to give her a bit more usefulness in that regard.
Also note that while she is technically human Zelera does not see herself that way. She fully believes she is one of the fey and she is on her way to becoming one. She already has the Fey Obedience feat and I will likely move her into the Feysworn PRC next level which has a number of things it can do as it levels up that should provide her with more durability and utility.
I am curious to know a bit more about your characters - how do you see yourself playing them, both in the group and out of it, both in combat and out of combat?
Stuff like group dynamics, interacting with NPCs, things like that - how do they pan out for your character?
My character is pretty much just a heal bot to keep you all alive so that you can keep progressing. While he is pretty good at diplomacy (because he needs charisma for channels), he can take the front line on discussions and negotiations or auto assist anyone else that cares to do it. I don't anticipate ever hitting stuff, but can if I have to. He is more about being merciful and redeeming and forgiving the evil (i.e. he wont channel to harm) and he sees the good in everyone.
Sonny has seen much and lived a rough life. He is understanding of others problems and looks to lead them out of their bad places and into be productive members of society, like he was shown. He is ready to forgive and help those who want it but ready to put down those who don't. Much like his goddess he believes in redemption but hates undead.
In combat he is a caster. He will use his spells to help and only enter combat if needed. He will heal both with spells and channels if needed.
Out of combat he is social and diplomatic. He tries to get along with everyone because you can't redeem someone who hates you.