
Kalsgrim Lodovka |
I hate to see Javell go, but I am still interested in continuing if our GM is. High level play can be tough on the players and GMs alike, but I am enjoying the story, the story telling and the characters. I can't imagine how hard it would be to convert the high level encounters to something in the range for an E6 to E8 game though.

Dreaming Warforged |

Guys, after careful thinking, I find myself unable to conjure the time and the will to continue with the game.
For now at least.
Should things improve and I wish to continue, I will send you a PM to gauge your interest.
Many thanks to you all for your commitment to the game. I hope we get to play again.
(I will render the campaign inactive over the weekend.)

Other Mastermind |

Hi All,
Before I commit to reviving our KM game, I'd like to discuss a few things to make sure we're all on the same page.
For each item, I'll make a separate post. I'd appreciate if you reply to posts so that we can keep a sense of the many parallel conversations. If you don't have an opinion on a topic, just let us know that you’re ok with it.
Nothing is set in stone. These are starting points. I’m happy to hear other suggestions.

Other Mastermind |

A. Running the Campaign
1. How many of you have read chapters 4, 5, and 6 of the AP?
2. I would like to adapt the chapters of the AP as needed. That being said, I do not wish to reinvent each event just for the sake of it, but some encounters need a bit of work, and I want to make sure you are ok with me reworking them when I think it’s needed. Also, there is a lack of integration between encounters. This is an important item. I want to make sure that you’re ok with me taking liberties with the AP.
3. Also, I wish to make it more about the characters and how they make the AP unique through their decisions, their kingdom-building, and their interaction with NPCs. I want to make it about their choices, not how well they run through pre-designed encounters. I wish to bring in NPCs the characters get to know over the years, places that they mold and shape through time and efforts.

Other Mastermind |

B. House-Rules
1. HP: I wish for the characters and the baddies to have more hp. For characters, I’m thinking 1/2 HD + roll. This means a d10 HD would be 5+1d5, etc.
2. Combat and Theatre of the mind: I’ve been thinking of ways to make encounters more easy to handle. I suggest we step away a bit from precise mapping and use broad mapping and descriptions, playing it a bit looser. This article is a good description of what I have in mind.

Other Mastermind |

C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.
Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.

Kalsgrim Lodovka |
A. Running the Campaign
1. How many of you have read chapters 4, 5, and 6 of the AP?
2. I would like to adapt the chapters of the AP as needed. That being said, I do not wish to reinvent each event just for the sake of it, but some encounters need a bit of work, and I want to make sure you are ok with me reworking them when I think it’s needed. Also, there is a lack of integration between encounters. This is an important item. I want to make sure that you’re ok with me taking liberties with the AP.
3. Also, I wish to make it more about the characters and how they make the AP unique through their decisions, their kingdom-building, and their interaction with NPCs. I want to make it about their choices, not how well they run through pre-designed encounters. I wish to bring in NPCs the characters get to know over the years, places that they mold and shape through time and efforts.
I haven't read 4, 5 or 6. I'm not particular about completing the AP as written verbatim. Originally when I started PbP, I wanted to 'collect' the APs by playing through all of them. I know now how unrealistic that is, both from the perspective of the sheer volume of APs and the flaws in the APs.

Kalsgrim Lodovka |
B. House-Rules
1. HP: I wish for the characters and the baddies to have more hp. For characters, I’m thinking 1/2 HD + roll. This means a d10 HD would be 5+1d5, etc.2. Combat and Theatre of the mind: I’ve been thinking of ways to make encounters more easy to handle. I suggest we step away a bit from precise mapping and use broad mapping and descriptions, playing it a bit looser. This article is a good description of what I have in mind.
I read the theater of the mind article, and I am good with that. When I started first edition D&D, that's how we did it because we didn't have the map and figurine supplies. It may slow down the combat in PbP some, but that is manageable.

Kalsgrim Lodovka |
C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.
I really enjoyed the kingdom building aspect, and I liked switching off with JdL on it. I'd be willing to take that up again.
When it comes to the wbl adjustment at each level, I think this AP more than any other lends itself to that approach. As leaders we would be making gifts of items, and being given gifts. It easily explains upgrades and items rotating in and out of our possession.

Javell DeLeon |

A. Running the Campaign
1. How many of you have read chapters 4, 5, and 6 of the AP?
2. I would like to adapt the chapters of the AP as needed. That being said, I do not wish to reinvent each event just for the sake of it, but some encounters need a bit of work, and I want to make sure you are ok with me reworking them when I think it’s needed. Also, there is a lack of integration between encounters. This is an important item. I want to make sure that you’re ok with me taking liberties with the AP.
3. Also, I wish to make it more about the characters and how they make the AP unique through their decisions, their kingdom-building, and their interaction with NPCs. I want to make it about their choices, not how well they run through pre-designed encounters. I wish to bring in NPCs the characters get to know over the years, places that they mold and shape through time and efforts.
I've read none of them. And that all sounds good to me.

Javell DeLeon |

B. House-Rules
1. HP: I wish for the characters and the baddies to have more hp. For characters, I’m thinking 1/2 HD + roll. This means a d10 HD would be 5+1d5, etc.2. Combat and Theatre of the mind: I’ve been thinking of ways to make encounters more easy to handle. I suggest we step away a bit from precise mapping and use broad mapping and descriptions, playing it a bit looser. This article is a good description of what I have in mind.
Still all sounds good.

Raveneau Delahaye |

A. Running the Campaign
1. How many of you have read chapters 4, 5, and 6 of the AP?
2. I would like to adapt the chapters of the AP as needed.
3. Also, I wish to make it more about the characters and how they make the AP unique through their decisions, their kingdom-building, and their interaction with NPCs.
1. I have read chapters 4, 5 and 6... though not in massive detail and it was a few years ago now. I have a vague recollection of overall themes, but no real specifics.
2. Absolutely no problem with liberties small or large being made within the AP.
3. Similarly no issues with this approach. Fleshing out the bones (so to speak) helps to make a more satisfying and involving experience. A roleplaying choice is a lot more weighty when it's less 'left or right at the intersection' and more of a 'Sophie's Choice'.

Raveneau Delahaye |

B. House-Rules
1. HP: I wish for the characters and the baddies to have more hp. For characters, I’m thinking 1/2 HD + roll. This means a d10 HD would be 5+1d5, etc.2. Combat and Theatre of the mind: I’ve been thinking of ways to make encounters more easy to handle. I suggest we step away a bit from precise mapping and use broad mapping and descriptions, playing it a bit looser. This article is a good description of what I have in mind.
1. No issues with this. 1/2 HD + roll is the way that another of my DMs runs things and it works quite well.
2. For PbP I do like theater of the mind as an approach. So no issues there. Some of the corners in the system need a bit of sanding off to fit it in, but with a good trust betwixt DM and player it's a rewarding approach and allows (IMHO) for a bit more of a cinematic approach to storytelling.

Raveneau Delahaye |

C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.
I never quite read into the detail of the kingdom rules, so I'm happy to support as a qualitative comment maker and decision discusser.
For loot - thoroughly in support.
As a side note - I think I lost my notes for Raveneau, so I'll need to rebuild him as well.

Javell DeLeon |

C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.
As far as Kingdom, I'd be willing to continue it the way me and Kalsgrim were rolling with it. It was fun!
Loot is fine with me.
And hello my peoples! Good to see you all again! And thank you DW for digging this one out of the historic archives and wiping the dust off and getting this one rolling again.
Good times!

Other Mastermind |

@Raveneau: No worries. Let us know when the character is ready. There will be some discussion IC first as you had managed to get Drelev to surrender. That will give you some time for crunch.
@Javell: I don't mind, but I kind of like having the whole campaign in one thread. Let's see what the others think.
On another note, I haven't heard from Merten, so my guess is that the party will be Kriger, Kalsgrim, Malaswyn, and Raveneau; a melee ranger, an archer paladin, a cleric, and a magus.

Raveneau Delahaye |

Elf Magus (Spell Dancer) 10
Feats:
Arcane Strike: as a swift action, gain +3 to attack and damage for 1 round.
Blindfight: reroll miss chance due to concealment. Invisible attacker gets no advantage against me. No need for Acrobatics skill checks to move at full speed while blinded.
Combat Expertise: can take a -2 on attack and CMB to gain +2 to AC.
Disruptive: DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity
Dodge: +1 dodge bonus to AC
Weapon Finesse: can use Dex mod instead of Str for melee attacks with eligible weapons.
Traits:
Racial Traits:
Favored Class – 6 of magus arcana, 4 of HP
Skills: (2 + Int)
Acrobatics: 10 Ranks
Knowledge (Arcana): 10 Ranks
Knowledge (Planes): 5 Ranks
Perform (Dance): 10 Ranks
Ride: 5 Ranks
Spellcraft: 10 Ranks
Use Magic Device: 10 Ranks
Class Abilities:
Weapon and Armor Proficiency: all simple and martial weapons. Light armor which can be worn without incurring the normal arcane spell failure chance.
Spell Combat (Ex): As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su): whenever casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spell Recall (Su): swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Arcane Movement (Su): whenever casts a magus spell, gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell's level until the beginning of his next turn.
Dance of Avoidance (Su): while wearing light armor or no armor, gain a +2 insight bonus to Armor Class.
Improved Spell Combat (Ex): when using the spell combat ability, receive a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex): counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats.
Magus Arcana: (3 +1 FC)
Close Range (Ex): can deliver ranged touch spells as melee touches.
Lingering Pain (Su): can spend one arcane pool point as immediate action after hitting target with weapon. All damage is considered continuous damage for concentration checks prior to magus’ next turn.
Spell Blending (Ex): select one spell from wizard spell list and add to spells known. Or two spells if level is 1 lower than highest I can cast. (Ray of Sickening, Touch of Gracelessness)
Disruptive (Ex): gain Disruptive as a bonus feat.
Arcane Pool:
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
Knowledge Pool (Su): At 7th level, when a magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the magus spell list as if it were in his spellbook and can prepare that spell as normal that day. If he does not cast spells prepared in this way before the next time he prepares spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he prepares spells again.
Spell Dance (Su): expend 1 point from arcane pool as a swift action to gain a +30 enhancement bonus to his movement rate and a +6 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute.
Once per spell dance as a swift action, may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. Or can take a swift action to use dimension door as a spell-like ability once during a spelldance.
Known Spells:
1st: Burning Hands, Magic Missile, Mount, Ray of Enfeeblement, Shield, Touch of Gracelessness, Ray of Sickening 6 +2 +2
2nd: Cat’s Grace, Frigid Touch, Pilfering Hand, Scorching Ray 2 +2 +2
3rd: Displacement, Force Punch, Greater Magic Weapon, Lightning Bolt, Ray of Exhaustion 2 +2 +2
4th: Stoneskin, Wreath of Blades
Gear:
+1 agile shortsword
4 x mithral daggers
+2 Darkleaf Studded Leather
Rod of Thunderous Force (1/day can slam rod against ground. 20ft burst – DC 19 Fort save or fall prone and be deafened for 1d4 rounds. Wielder unaffected. Force and sonic effect)
Belt of Tumbling (+4 Competence on Acrobatics to move through threatened space)
Tunic of Careful Casting (+2 on Concentration checks)
Acrobat Slippers (retain Dex to AC while climbing, running or using Acrobatics to move on narrow surfaces / uneven ground. Also +2 competence to CMD against trip and on Reflex saves vs falling prone)
Cloak of Resistance +2
Vambraces of Defense (+1 Deflection to AC. 1/day as immediate action, deflect a ranged weapon as if with Deflect Arrows feat)
Found my almost there crunch build from before - reposting it here for easier reference. Most likely I'll stick to it pretty close at any rate.

Malaswyn Tyddewi |

A. Running the Campaign
1. How many of you have read chapters 4, 5, and 6 of the AP?
2. I would like to adapt the chapters of the AP as needed. That being said, I do not wish to reinvent each event just for the sake of it, but some encounters need a bit of work, and I want to make sure you are ok with me reworking them when I think it’s needed. Also, there is a lack of integration between encounters. This is an important item. I want to make sure that you’re ok with me taking liberties with the AP.
3. Also, I wish to make it more about the characters and how they make the AP unique through their decisions, their kingdom-building, and their interaction with NPCs. I want to make it about their choices, not how well they run through pre-designed encounters. I wish to bring in NPCs the characters get to know over the years, places that they mold and shape through time and efforts.
1. I read the whole thing in 2010 when it came out, all I remember is
2. I thought everyone adapted APs. I'm cool with that.
3. Sounds good.

Malaswyn Tyddewi |

B. House-Rules
1. HP: I wish for the characters and the baddies to have more hp. For characters, I’m thinking 1/2 HD + roll. This means a d10 HD would be 5+1d5, etc.2. Combat and Theatre of the mind: I’ve been thinking of ways to make encounters more easy to handle. I suggest we step away a bit from precise mapping and use broad mapping and descriptions, playing it a bit looser. This article is a good description of what I have in mind.
1. Sure
2. I enjoy the tactical elements of combat where my casters can use battlefield control options and have to weigh pros and cons. I'm cool with less mapping but would hope to keep a sense of space and environment.

Malaswyn Tyddewi |

C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.
Kingdom: I didn't have a chance to get involved much before, I would welcome it.
Loot: this is cool but I would like one exception: if someone gets a really cool piece of kit which is too valuable, they should be able to keep it (maybe pay a third of wealth for it at each level until they've paid it off or reached an acceptable level?) as it's part of the story.
I know some APs include artefacts, for example, and it would be weird to give a staff of the magi to a minor acolyte just before fighting a dragon (for example).

Malaswyn Tyddewi |

Also, I should have made clear that if you have house rules you would like to suggest, feel free to do so.
I have a house rule I always preferred: channel energy is a wild surge of power so, just like Beta channeling, it always heals living and harms undead at the same time.
The cross-over with that is that feats like selective channeling are taken out of the game.It's more powerful but creates tough decisions - if I heal you, I heal the monster!

Other Mastermind |

Other Mastermind wrote:C. Accounting
Kingdom: We do as we did before. Either some players are into it and run it on the separate thread, or we use a more descriptive approach.Loot: No accounting of loot. Characters get WBL when they reach a new level, which they can spend as they see fit, with a maximum of 33% of WBL on a single item.
Kingdom: I didn't have a chance to get involved much before, I would welcome it.
Loot: this is cool but I would like one exception: if someone gets a really cool piece of kit which is too valuable, they should be able to keep it (maybe pay a third of wealth for it at each level until they've paid it off or reached an acceptable level?) as it's part of the story.
I know some APs include artefacts, for example, and it would be weird to give a staff of the magi to a minor acolyte just before fighting a dragon (for example).
Agreed, campaign artefacts are not part of WBL.

Other Mastermind |

Other Mastermind wrote:Also, I should have made clear that if you have house rules you would like to suggest, feel free to do so.I have a house rule I always preferred: channel energy is a wild surge of power so, just like Beta channeling, it always heals living and harms undead at the same time.
The cross-over with that is that feats like selective channeling are taken out of the game.It's more powerful but creates tough decisions - if I heal you, I heal the monster!
At this point, I would say why not. What are others thinking?

Other Mastermind |

Other Mastermind wrote:The game ended with the surrender of Drelev. As a result, everyone should be level 11, with the equivalent WBL.Cool! It will give me a chance to re familiarize myself with Kal. :)
A lot of material has been published since we last played. Let me know if you wish to make some changes.

Malaswyn Tyddewi |

Kalsgrim Lodovka wrote:A lot of material has been published since we last played. Let me know if you wish to make some changes.Other Mastermind wrote:The game ended with the surrender of Drelev. As a result, everyone should be level 11, with the equivalent WBL.Cool! It will give me a chance to re familiarize myself with Kal. :)
As a summoning-focused cleric, I'm tempted to change to the Herald Caller archetype and switch-up some feats. A lot of cool summoning stuff has come out lately.
Would that be cool?

Other Mastermind |

Other Mastermind wrote:Kalsgrim Lodovka wrote:A lot of material has been published since we last played. Let me know if you wish to make some changes.Other Mastermind wrote:The game ended with the surrender of Drelev. As a result, everyone should be level 11, with the equivalent WBL.Cool! It will give me a chance to re familiarize myself with Kal. :)As a summoning-focused cleric, I'm tempted to change to the Herald Caller archetype and switch-up some feats. A lot of cool summoning stuff has come out lately.
Would that be cool?
Yup.

Javell DeLeon |

As far as channel energy harming/healing, it's all good to me.
Should we re-roll our hp's then or do we just go with the new way from 11th level on? Personally I'd have no issues re-rolling because of the simple fact it is a win-win for us. :)

Javell DeLeon |

Cool.
I'd like to make a couple changes if it's cool. There may be a different feat or two I'd rather have and I'm not really sold on the Alt race trait I took as I was initially. I'm thinking of disregarding it and just taking the extra skill points back.
And if possible, can we alter the current magic items we have? For instance: I have a +1 Flaming Greataxe. Could I rework it to a +2 only? Scratching the Flaming part of it? Or possibly rework it to simply a +1 and use that cash to possibly add something somewhere else that might be more beneficial?
1d5 ⇒ 3
1d5 ⇒ 5
1d5 ⇒ 1
1d5 ⇒ 1
1d5 ⇒ 4
1d5 ⇒ 1
1d5 ⇒ 5
1d5 ⇒ 3
1d5 ⇒ 5
1d5 ⇒ 3

Other Mastermind |

Cool.
I'd like to make a couple changes if it's cool. There may be a different feat or two I'd rather have and I'm not really sold on the Alt race trait I took as I was initially. I'm thinking of disregarding it and just taking the extra skill points back.
And if possible, can we alter the current magic items we have? For instance: I have a +1 Flaming Greataxe. Could I rework it to a +2 only? Scratching the Flaming part of it? Or possibly rework it to simply a +1 and use that cash to possibly add something somewhere else that might be more beneficial?
Yes, all of you can pretty much have an almost clean slate.

Javell DeLeon |

Alrighty then. That'll work.
And as far as Merten goes, I'm pretty sure he's long gone. He hasn't posted since 2014.
Too bad Set doesn't do pbp anymore. He'd be cool to get back into the mix. Heck I don't even know if he's still around. But that's probably because I don't go to the "talky" threads. And I've got them all closed down. :P

Other Mastermind |

Let me know when your sheets are done. Details such as equipment can take a bit longer, as there shouldn't be combat just now.
Finally, and this will have a greater impact on your characters, I've always been attracted to the notion of free feats. I don't like tax feats too much. Let me know what you think about having a set of free feats. Check this document out as a starting point for discussion.
On my end, I'll prepare a short recap of the campaign.

Other Mastermind |

List of NPCs
Oleg Leveton:
Svetlana Leveton:
Bokken: Eccentric potion-maker.
Jhod Kavken: Blind priest of Erastil. Serves at the temple in the forest.
Kesten Garess: Brevoy's envoy to help guard the trading post. Currently in Providence.
Ox Nowicki: Has regained consciousness thanks to Jhod and the temple's powers and is serving Erastil at the Temple.
Garrick Nowicki: Retainers of Kalsgrim Lodovka, Garrick has fallen to Adventurer's Sickness. Currently in Providence.
Corso Gaczi: Masterful person of quality.
Davor Mason: Half-Orc Inquisitor of Gorum.
Janku Tolliver: Priest of Milani.
Dalteh, Sidrix, Joms: Guards accompanying Kesten.
Tuck: First captured bandit.
Norkyl: Sootscale Kobold lieutenant.
Adams: Friendly enough druid with a big bear.
Tyg-Titter-Tut and Perlivash: Small helpful but playful fey.
Ayles, Jeb, Falgrim, Jex: Captured bandits at the Stag Lord fort.
Akiros: Captured lieutenant of the Stag Lord, currently in Tzatzfjord.
Nadhalia Lebeda: Rescued captive of the Stag Lord, currently in Providence.
Jamandi Aldori: Emissary of the Swordlords of Restov.
Baron Hannis Drelev and his wife Pavela: Leader of the Iron Wraiths settling the Western regions.
Baron Maegar Varn: Master of Varnhold to the East.
Loy Rezbin and Tara Rezbin: Founders of Tzatzlfjord.
Casseopex the Plentiful: Archbanker of Abadar, savior of Malaswyn.
Kisandra Numesti: Survivor of the Tiger Lords’ attack on Fort Drelev.
Terrion Numesti: Knight of Brevoy, former commander of Fort Drelev’s garrison.
Sepoko: King of the Boggards.
Rhooak: Boggard emissary and guide.
Satinder Morne: Owner of the Velvet Underground brothel in Fort Drelev.
Armag: Leader of the Tiger Lords tribe.
Frieland’s Current Leadership
Ruler: Kalsgrim Lodovka (+5, Economy, Loyalty or Stability); The ruler is the primary leader of the kingdom.
Councilor: Svetlana Leveton (+2, Loyalty); The councilor ensures that the will of the citizenry is represented.
General: Tuck (+4, Stability); The General commands the kingdom’s armies and is a public hero.
Grand Diplomat: Lukasz (+4, Stability); The Grand Diplomat oversees international relations.
High Priest: Malaswyn Tyddewi (+5, Stability); The High Priest guides the kingdom’s religious needs and growth.
Magister: Servayn Krolz (+7, Economy); The Magister guides a kingdom’s higher learning and magic.
Marshal: Garick Nowicki (+3, Economy); The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Royal Assassin: Davor Mason (+4, Loyalty, -1 Unrest/Upkeep); The Royal Assassin can serve as a public executioner, a headsman, or a shadowy assassin.
Spymaster: Corso Gaczi (+4, Economy, Loyalty or Stability). The Spymaster observes the kingdom’s underworld and criminal elements and spies on other kingdoms.
Treasurer: Janku Tolliver (+4, Economy); The Treasurer organizes tax collection, and manages the treasury.
Warden: Kriger Eilifson (+7, Loyalty); The Warden leads the kingdom’s defense and city guards.
Summary of Important Events
The Battle of the Stag, where the Stag Lord’s reign of terror is brought to an end.
The Founding of the Barony of Frieland, Lamashtan, 4709.
The Kobold Compact, with Chief Sootscale.
The Freeing of Varnhold.
The Centaur Peace, with Aecora, Queen of the Nomen Centaurs of Dunsward Plains.
The Duchy of Frieland celebrates its third year, Lamashtan 4712.
The Battle of Tatzlford, where a force of Drelev soldiers, Tiger Lords barbarians, and trolls are repelled thanks to a warning from Kisandra Numesti.
The Battle of Hooktongue Lake, where Sepoko, the Boggard King, surrenders and promises collaboration. His emissary Rhooak is to help the party find Fort Drelev.
The Battle of Fort Drelev, where, with the help of Satinder Morne, the Baron is brought low.

Kalsgrim Lodovka |
It looks like we have:
Kalsgrim, Human Paladin (?)
Raveneau, Elf Magus (?)
Malaswyn, Elf Cleric (Herald Caller)
Kriger, Human Ranger (Guide)
With Merten unavailable, we are down a dedicated arcane caster again. Are we good to move forward like that?
I am considering three options for Kalsgrim and would love some advice if anyone has some.
I am looking at keeping him a straight paladin, or adding the Tempered Champion archetype, the Oath of the People's Council archetype, or even adding both (since they don't conflict). The Oath would give him more of a support role, less combative (since smite goes away). The Champion would put him more solidly in the archer camp. Any thoughts?

Malaswyn Tyddewi |

hitpoints: 1d4 + 4 ⇒ (1) + 4 = 5
hitpoints: 1d4 + 4 ⇒ (3) + 4 = 7
hitpoints: 1d4 + 4 ⇒ (3) + 4 = 7
hitpoints: 1d4 + 4 ⇒ (2) + 4 = 6
hitpoints: 1d4 + 4 ⇒ (3) + 4 = 7
hitpoints: 1d4 + 4 ⇒ (1) + 4 = 5
hitpoints: 1d4 + 4 ⇒ (4) + 4 = 8
hitpoints: 1d4 + 4 ⇒ (4) + 4 = 8
hitpoints: 1d4 + 4 ⇒ (1) + 4 = 5
hitpoints: 1d4 + 4 ⇒ (3) + 4 = 7