I have been thinking about what we need for a divine caster and have these thoughts to offer.
Brandark, Garrath - Survival. Combat: Up front melee
Elektra - Knowledge, Arcane support. Combat: Spells
Kelvin - Scout and traps. Combat: Mostly bow support, but can move into melee if needed.
New Person - Divine support, healing. Combat: ?
I guess the question is what kind of Combat support are we looking for in the new person? Spells (buff/debuff), Melee, Ranged.
I see the combat options breaking down as:
Ranna - Spells, ranged
Adamas - Melee
Calene - Sort of like Kelvin, either ranged or melee as needed.
As hard as it may be with three good candidates, go ahead and pick your choice here in this thread. I will act as the tie breaker should it be needed.
We did not get any other candidates today. These three have been good sports in the process. I applaud each of them for the way they play the game. It is almost sad that we have to pick just one.
All three are good candidates, so I propose this. Rank them, 1-3, with 1 being the top score. The person with the lowest total at the finish is the person chosen. It will make a tie less likely. Here are my choices, and it was really close 1-2 could have gone either way.
Close for me also and it looks like I am the odd duck in the group (normal for me!).
1. Adamas
2. Ranna
3. Calene
The big reason to me is that 1,2 can cast cure light wounds and the other cure spells at level spontaneously while 3 has to specifically memorize clw, etc because of the loss of spontaneous casting due to the archetype.
As we all said, RP is very good from all, so that was not a factor.
The Birthmark Trait is in the APG. And though the trait doesn't specifically mention that it replaces your Holy Symbol, it is somewhat implied, so I will permit it. However, I can't imagine a Cleric of Cayden Cailean without a tankard. :)
I am not familiar with the Merchant Family trait. What tome is this in? I permit Traits from the APG and Rise of the Runelord Player's Guide. However, I will permit this Trait with one exception, the party is already getting significant discounts from many merchants in Sandpoint. Your Trait will not increase the discounts already being received. There are merchants and conditions where the party does not receive the discounts, so this Trait will be significant in those cases. Should the party move past this AP, Magnimar and other locales will come into play.
I am taking this to the Discussion thread. The Sandpoint Jeweler is not interested in Erylium's dagger. Selling the dagger is a big event. It is worth a lot. Completion of the area you are in should be the priority. Once this is complete we can RP the selling of the dagger, plus at that point a lot more.
Brandark will find out the day before that the dagger is not something he trades in.
F Human Cleric (Evangelist) 3; HP 21/21; AC 16; CMD 14; Fort +4, Ref +4, Will +6; Init +3; Perception +3; CPE: 5/5; BP: 11/13
The Merchant Family is in the Rise of the Runelord's Player's Guide (Anniversary Edition). It's a slightly different version of the Favored Son/Daughter trait from the original player's guide. The main difference is the flavor, and a +1 on Knowledge (local) vs. increase in town wealth.
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
order of the dragon.
The reason I suggested a lantern, is that with 6 hours of light vice 20 minutes per cast. (level 2 :) )
Saves things going dark at the most inopportune time.
can always pop light for any fights.
The Merchant Family is in the Rise of the Runelord's Player's Guide (Anniversary Edition). It's a slightly different version of the Favored Son/Daughter trait from the original player's guide. The main difference is the flavor, and a +1 on Knowledge (local) vs. increase in town wealth.
That's the difference. I have it from the original AP. Then you are good.
By the way, the Ruby is the GM's thanks for making past 1000 post. Good job everyone for staying with it. Also, I needed to make the module a little richer anyway. It was designed for a four person party. You have five plus Shalelu. I have also increased the encounters some, so that XPs will stay fairly consistent with the module's advancement.
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)
If you live by the alps, you should have a white one.
I spent 4 years in Baden Sollengen back in the late 80's early 90's. :)
We had a couple of white xmas's there, but it wasn't a lot of snow.
F Human Cleric (Evangelist) 3; HP 21/21; AC 16; CMD 14; Fort +4, Ref +4, Will +6; Init +3; Perception +3; CPE: 5/5; BP: 11/13
My posting might be a touch slow this weekend, as I'm staying at my family's house for Thanksgiving. I'll still check in at least once a day, but figured I oughta mention it in case combat breaks out again.
F Human Cleric (Evangelist) 3; HP 21/21; AC 16; CMD 14; Fort +4, Ref +4, Will +6; Init +3; Perception +3; CPE: 5/5; BP: 11/13
HP:1d8 ⇒ 5
Central time as well, but my schedule can be a bit wonky between school and work. I work mornings on the weekends and Thursdays, but most other days I check fairly often.