I'm not sure if the AP asked for it, or if was the DM's idea... But my favorite idea for a recruitment was one where the DM essentially outlined the characters (role, purpose, mandatory trait)... I didn't make the cut.
Another very sweet recruitment was very thematic, the steampunk environment was detailed and we were asked to craft iconic/archetypal (general meaning, not PF) characters that could contribute. Everyone was getting fancy, I went for the "brute" (with a twist of course). Reminded me of League of Extraordinary Gentlemen. I made the cut.
Background is important, but don't ask for overkill. And, I wouldn't keep the recruitment open for overly long.
Hmm... Rejection cam take its toll. Apply to new game recruitments, but try the lower hanging fruit to start. Fill a new or vacated slot in an existing game.
Typically, you know what they need and they want the slot filled quickly, to keep/get the game moving.
That said, most of the above applies.
Read requiremts carefully... Looking for good and bad signs. Stay away from drug screenings, credit checks and cavity searches. Some folks are quite invasive. Others are a pleasure. Stick to your guns, so long as you're being reasonable.
If your don't like something, walk.
Oh, no whining! Stating your character was made for an AP, that died.. doesn't help.
Kicking it around... I think we're going vanilla. Rogue/Fighter.
If it doesn't directly progress the character "core" concept (excuse pun), it's not needed.
Uncanny Dodge, just seems too Goblin to miss out on by taking Trapsmith (which seems too smart)?
And, although I like Dragoon and Unbreakable and they give bonus feats, none progress the idea of "Dervish Dance" (scimitar) and "Deadly Aim" (crossbow or bow, or anything else).
Sorry to think out loud.
Archetypes: Rogue (Trapsmith), Fighter (Dragoon or Unbreakable).
@DM - Are either of those two archetypes OK for the Fighter aspect? He'll most likely only be going up to 2nd Level Fighter.
Trapsmith - Smarter, curious, tinkerer... uses wit to his advantage (setting traps). He's good as devices and valued for his skill. Something he picked up from the Halfling (background).
Dragoon - Imagining him on a Goblin Dog, or Worg at later levels. Speed, ferocity, rescue, stealth.
Unbreakable - Small but unexpectedly tough and fit, marathoner... indomitable spirit, never gives up.
Koda - So Confusey:
Koda did bad. Flutter-by shaman says so.
Longshanks-child tried steal food from Koda and friends, then say 'purr-mish-un' thing. I not see any purr-mish-un thingy. Liar!
Why halfling give Koda nice curvy sword and teach him how to dance? Why if Koda not supposed protect food and shiny-sparkles?
The places he goeses are nice and big and have shiny things to take. But, Koda misses home. Home where ma-ma and puh-pu left him and running off... cowards! Hmm... wait. That not Koda, that bees Pogus. Maybe Pogus misses home and the Muckeaters. But, Pogus no more.
Maybe Koda... that what longshanks call him, just like to be with his goblins peoples. Maybe with Muckeaters he go see nice places too.
Koda will find way home... or where Pogus used to live.
EDIT: Quick Question rgds Rules - The crossbow point-blank damage bonus, is that for the "Small" versions or the "Medium" versions? My concern is: if small, then Humans might have higher bonuses? And if medium, we should have less? Sorry for the trouble.
Koda - CN Rogue/Fighter
Before adulthood, Koda who was not Koda yet... was orphaned by a group of long-shank privateers (when his parents ran and abandoned him). But, they could not bring themselves to kill the intelligent eyed goblin-child. So, they took him along as they traveled.
He was an oddity, a mascot and eventually an apprentice... as his natural skills and tendencies developed and he proved himself useful. Developing precociously as goblins are wont to do, it was not easy. There were good times and bad.
Having proven his worth, he'd earned his freedom. And, when the group was once again near his native homelands, he made his way "home". With heavy suspicion, he was taken back by Muckeaters.
Koda is more trusting and less hateful of long-shanks. He does like being back among his own kind, but he knows there is a big world out there and he wants to see it.
He's fiercely loyal of his friends, though sometimes this makes him reckless when they are in danger. He doesn't seek out evil or darkness, mostly he's along for the ride. As if he's comparing life on the outside to this... life on the inside.
He doesn't let on that he can read, or understand so many languages.
Mechanically, Rogue/Fighter... Crossbow (Deadly Aim, eventually) & Scimitar (Dervish Dance). Maybe a Trapsmith (rogue archetype).
Probably 80/20 Rogue/Fighter.
I was actually thinking a reformed Gnoll Ranger (now CG) who retains his old Humanoid (Human) Favored Enemy. It seemed thematically appropriate.
Maybe it's meta-gaming, but I'd thought you may encounter more Gnoll baddies that Human. Eh.
I'd thought, "a reformed Gnoll, who becomes a Ranger and targets his old 'friends'..." He knows and is intimate with their cultural tendencies, habits, anatomy, desires, etc... fears.
Biblical, Cain, brother kills brother...
Stat monger here, but will roll the bones.
4d6 ⇒ (5, 2, 2, 4) = 13
4d6 ⇒ (3, 4, 3, 6) = 16
4d6 ⇒ (6, 3, 5, 6) = 20
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (5, 2, 6, 1) = 14
4d6 ⇒ (2, 1, 1, 5) = 9
4d6 ⇒ (3, 2, 1, 4) = 10
Limited to 1 try?
4d6 ⇒ (1, 5, 2, 3) = 11
I'm not into "foibles" and prefer heroic, but we'll see...
Sorry for the trouble, bowing out here... Hoping the rest of you have fun!
@Hassan Ahmed - I would note we already have a Marshal pretty much complete. I just need to go through it with a comb to make sure everything's in order.
I'm OK with passing the Paladin Torch if it's OK with you (DM and Edeldhur). I may not be able to complete my character in time. R/L conspires. Wedding this weekend, not mine, but in it... time consuming.
If I can't come up with a concept, for the roles left... that's fine. If I need to wait until there's an in game opening, that's fine too. You all seem great.
My stats are looking like this... 12, 18, 14, 11, 12, 14.
Divine Hunter/Warrior of the Holy Light, multi-class into Rogue early, maybe Roof Runner. Light armor and ranged combat (primary), adding stealth, acrobatics when he can.
If Holy Light is an integral part of your build... you can have it. I can see Guardian, Champion, Marshal.
Idea is to build a network/movement.
That's sorta what I meant... Paladin-wise (or was leading up to it).
Thinking background includes an "order" that walks the line between shadow and light. Secretive, mysterious, vigilant against things that go bump in the night. But, when it comes down to it... They unleash (unexpectedly) the Holy Light.
And, of course it's not an excuse to be chaotic or neutral, selfish or evil. It's just a dirty job, but someone's gotta do it.
I'll probably get blasted, but...
Would you consider starting @ Level 2? Some multi-class concepts are difficult to portray with a single level.
For instance, Brawler 1/Knife Master 1.
While everyone else is keeping their distance, this bad-azz is closing and getting his hands dirty. Maybe a young kid, who has nothing left to lose.
Likable protagonist finding himself in a bad situation.
Asim ibn Sabbah - Bodyguard
The leader of a barbarian yet powerful bedouin-esque confederation of desert tribes... sends his first and only son to serve as bodyguard. There is no greater pledge of fealty and show of support.
Human - Male - Barbarian 1/Unbreakable 3/Rogue 1 (Knife Master)
Hmm, loving the idea of the game.
But, concept might be too much... Barbarian 1/Unbreakable 3/Ranger 1 (progressing in Ranger).
Son of a tribal chieftain and an "urban" woman, sent to as a attache. Unite, bring peace to the tribes and the non-tribal folks. Prove himself.
High Dex/Con. Endurance, Die hard.
Bow, then javelin, then melee... with Opening Volley feat.
Rhino Hide Armor, for +2d6 when charging (on foot or mounted).
Arghhhh teasing myself, won't have time to finish up.
Good luck, ALL!