
Blaydsong |

Hey all!
I'm looking to fill a spot in my RoW game that I'm running, as we lost one of our members. The group, as it currently stands is as follows:
Human Fighter (Aldori Defender)
Human Bloodrager (Crossblooded)
Human Acrtic Druid
They all just became level 2, and there are a few different options that could fit. But someone with at least some amount of healing would be helpful, if not a fully dedicated healer.
Build rules are fairly straight forward:
- 20 point buy.
- For Races/Classes/etc, if you can find it in the Archives of Nethys, then it’s good with me. Anything else will be on a case-by-case basis. Keep in mind that this AP goes places that would make characters that can't pass as human a hindrance.
- For now, just assume max gold for a level one character. There hasn't been a ton of loot yet, so it shouldn't over balance things too much.
- Two Traits, one of which must be Campaign.
- Background Skills
- Max HP at first level. Roll average after that (whichever is higher). I allow re-rolls, depending on your HP dice.
The ability to use Roll20 is a must, as that's what I use for combat and exploration maps. If you have issues in Roll20, I'd appreciate making room for those that don't. This is my tool of choice, and it's what I know.
Thanks in advance for your consideration. I'll be leaving recruitment open for at least a few days. Probably closing it at midnight on Feb. 19th (MST). If you have any questions, please feel free to ask.

Blaydsong |

Dot for interest
Psychic classes are good to go.
No Elephant in the Room Feat taxes...
I know people like the EitR alternate rules, and I'll admit that they are interesting. But I'm not confident enough in my abilities to add something new into the pot.
Would you consider a half-orc cleric of Sarenrae? Working on it, and should have the character up in a day or so.
I don't have any issue with it, but keep in mind that it will definitely make you stand out (green skin is hard to hide, as is that toothy grin).

pad300 |
What is the day and time? If the time fits, I'd be happy to try out a Human or Skinwalker druid.
Odd question, but it's listed above the forum.
Sunday, 6th of Erastus, 2713 AR; approx. 10 am.
I think that KiwitheKiwi's thinking that you guys are playing as a group using Roll20 as a virtual meeting space, not play by post. So he wants to know what day of the week and what time...

Blaydsong |

KiwiTheKiwi wrote:What is the day and time? If the time fits, I'd be happy to try out a Human or Skinwalker druid.Blaydsong wrote:I think that KiwitheKiwi's thinking that you guys are playing as a group using Roll20 as a virtual meeting space, not play by post. So he wants to know what day of the week and what time...Odd question, but it's listed above the forum.
Sunday, 6th of Erastus, 2713 AR; approx. 10 am.
AH! That makes more sense. Yeah, we're just using Roll20 for the maps. Game is played here in the forums.
I'll dot with interest. Clarification: I'm looking at a rogue or summoner possibly. Unchained versions preferred by you? I don't care either way just want to make sure I build according to your guidelines.
As far as Unchained vs. not, it doesn't really matter to me. While I don't want to prevent anyone from submitting a character, keep in mind my suggestions in the main post.

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Hi, Jujo was in a Reign of Winter game that died early (we were in the lodge). I am submitting him for this game. If he gets selected, I update him to level 2 with the game's specifics.
He is a gnome bard (prankster archetype) who can play the skill monkey, arcane caster and semi-healer. But more umprtantly, he makes sure the spirit of the party never goes down. With him around, nothing is ever boring!
I'd be willing to adjust feats/skills/spells according to the party's needs.

Satu Varis |

Hi!
Always wanted to play ROW, but never made it far, so i'm gonna try here with this character.
The overall idea is paladin/oracle with a slight oradin concept, providing healing and combat abilities.
Archetypes and a mix of winter and life oracle will make this fun to play!
The character brings quite some healing that will scale and other fun abilities.
Not yet completely finished.

Blaydsong |

Is a drawback allowed for an extra trait?
Yessir, though I reserve the right to naysay a specific drawback. As long as it fits the character, I'm usually fine with it.
How is the existing group with rogue stuff?
As far as skills in general we are 'okay'. We do not have an official trapfinder, so that could also be handy (honestly didn't occur to me when I posted, so bad on me), but it might be something that can be circumvented. That said, the last trap they found by walking right into it, sooo..... :)
Can we use the crafting rules for things like alchemy? That would be assuming I took 10 plus my modifier to create anything.
While there is nothing officially stating it, I have heard through other sources that this AP can be light on appropriate time/place to craft. I don't want to take anything away from the players, but just a soft warning that crafting may wind up a bit lacking. That said, if it's something that people want to do, and we can find some time to squeeze in, I'll certainly try my best to do so, as long as it doesn't disrupt the game in general.
@Jujopotamous Jumbomanic the 3rd - That, sir, is a name! Thanks for the submission. I'll be looking at them a little closer in the next day or two (it's currently 11:40pm here).
@Satu Varis - Thanks! Looking forward to readying more!
@Assembler - Looking forward to ready more!

Herkymr the Silly |

Kirstel - healing oracle/shaman
Human (Kellid) oracle 1/shaman 1 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8)
Fort +1, Ref +2, Will +7; +1 trait bonus vs. arcane spells
Resist cold 2
Speed 20 ft. (15 ft. in armor)
Melee longspear +0 (1d8/×3) or
. . shortspear +0 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Base Atk +0; CMB +0; CMD 12
spell info
Oracle Spells Known (CL 1st; concentration +4)
. . Mystery Life
Shaman Spells Prepared (CL 1st; concentration +4)
S spirit magic spell; Spirit Life [/spoiler]
--------------------
--------------------
Str 10, Dex 14, Con 10, Int 10, Wis 16, Cha 16
Feats Extra Channel, Extra Revelation[APG]
Traits northern ancestry, superstitious (kellid)
Skills Acrobatics -1 (-9 to jump), Craft (alchemy) +5, Diplomacy +8, Heal +12, Sense Motive +8, Sleight of Hand +1, Spellcraft +5, Stealth +0, Survival +8
Languages Common, Hallit
SQ oracle’s curse (lame), revelations (healing hands, life link), spirit animal (snowy owl named Cloud)
[spoiler=Gear] [/b] adhesive strip [UW], cooking powder; hide armor, longspear, shortspear (5), adventurer's sash, flint and steel, masterwork backpack [APG], tindertwig (5), trail rations (3), traveler's outfit, wandermeal[UE] (4), waterskin, 69 gp, 8 sp
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[spoiler=Special Abilities]
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to sight-based and opposed Perception checks in shadows or darkness You gain the Alertness feat while your familiar is within arm's reach.
Healing Hands (Ex) +4 Heal, improve effectiveness of Heal skill
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Life Link (1 max bonds, 110 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Shaman Channel Positive Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (snowy owl named Cloud)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
--------------------
Cloud CR –
Snowy owl
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 6 (1d8); fast healing 1
Fort +2, Ref +5, Will +6
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee talon +5 (1d4-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
[b]Skills Acrobatics +3 (-5 to jump), Diplomacy +0, Fly +7, Heal +4, Perception +10, Sense Motive +4, Sleight of Hand +5, Spellcraft +0, Stealth +19 (+23 in snow), Survival +4; Racial Modifiers +4 Perception, +4 Stealth, +4 Stealth in snow
SQ empathic link
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Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
From the borders of the realm the mammoth lords through northern Irrisen and in to the land of the Linnorms, Kirstel’s tribe of kellid humans wandered and struggled for a living. A small tribe, some 40 souls, it remained small because of the harsh life and the harsher environment. Kristel was about 20 years old when he was injured by a grizzly bear while out with several hunters. He was nearly killed due to the injuries and bears marks from them still. Of the injuries, his right leg was the most mangled mass many of the tribe had ever seen. The tribal shaman thought that the young kellid would lose his leg if not his life. Fate had a different call for him. He healed partially still half dragging his foot when he walked. His curse became a sense of strength to him as he found that the Gods had blessed him with the power of life. He better understood it and concepts like advanced healing and even god-granted healing soon became his norm.
As he healed and regained his mobility, the tribal shaman sought guidance from the spirits of the ancestors. It came in the form of a snowy owl that landed on Kirstel’s shoulder one day. The shaman, seeing things for what they were, accepted the call to teach Kirstel his art and magics. He had an adept and eager student in the young man. As fast as the young man could absorb it, the teachings came aided by the spirits and the gods in tandem. Humility replaced his once proud manner as he learned that hunting would not be his lot in life and accepted what had been brought to him.
One fateful day, Kirstel was down at one of the rivers about a mile from his the tribes encampment , when he heard sounds of fighting. He hurriedly finished replacing his clothing from the “bath” he had been taking and headed back to camp. He found the bodies of most of the males in his tribe and many of the women as well. Scattered among the dead were wizards and witches from Irrisen. This appeared to have been another slaving raid. The tribe had been able to avoid these till now but had heard of such and come upon the remains of such raids before. He followed the tracks to the lake around white throne in Irrisen before coming to an area to heavily populated for his comfort or safety.
Now without a tribe, he wanders seeking a new home and new companions. He seeks to continue in the path of the shaman and develop his oracular gifts as the gods grant them. This is how he wandered in to Heldren several years after the destruction of his tribe.
I will post something about his looks and personality later today. I took the liberty of using craft alchemy to make my cooking powder (dc 15) and reduced the price to crafting price. If thats not ok then I am more than willing to change the costs back.
I plan on taking an alternating shaman and oracle level as I advance. WIth the focus on healing and utility. I will not be a melee combatant but will stay at a distance with ranged weapons.

pad300 |
Casimir Froeland
Party Role: Face, future Knowledge Monkey, buffing, healing
- This is subject to revision as needed to better fit into the current state of the campaign
Casimir’s father, Piotr, was a mercenary battlefield surgeon (Irreseni and Kuthite, who raised Casimir in the faith). Esmerelda, his mother, was camp follower who stole Piotr’s heart. They settled together in the south as Esmerelda was no fan of the cold and raised their children (Vladimir (older brother), Casimir & Inga (younger sister)). Casimir was born in Golsifar (2690 AR), he is 23.
He learned surgery from Piotr and more than a bit of performance from Esmerelda. He came into his craft as a bard apprenticing to Feolgaf Ravenswing, who had retired to Golsifar. It was Feolgaf who taught him to listen for the voices of solid things (trait), and pointedly didn’t tell Casimir where he learned himself.
As the younger son, he knows he will not inherit Piotr’s medical practice, and is rather glad. He wants to see the world and adventure like the stories he learned from Feolgaf. When word reached Golsifar of the weird weather and the lady’s disappearance, he knew this was his chance. He purchased the only cold weather outfit in town, and rushed to Heldren. He was crushed to have missed out on the initial search party! Thankfully, it appears he’s in time for a second chance!
5’10”, black hair, green eyes, pale skin. Grampus, his skunk familiar is almost always on his shoulder; he wears a high ruffed collar that Grampus can hide in if he’s feeling shy..
Charming, gregarious, has a smile for everyone. Always glad-handing, willing to talk about anything and nothing. Loves to tell stories. He has a phobia of spiders and insects (entomophobe).
Casimir Froeland
Bard 2 (Duettist)
Male Human (favored class: bard)
Init + 2 = +2 (dex)
Speed 30 ft
Defense
AC : 16 = 10+2 Dex +4 armor
HP 17 = 8 (d8 maxed at first) + 2 x 2 (con) + 5 (1d8)
Fort +5 = +0 Bard (2) +2 Con+1 trait +2 Familiar
Ref +5 = +3 Bard (2) +2 Dex
Will +3 = +3 Bard (2) +0 Wis
CMD 13 = 10+1 Bab+0 Str +2 dex
Cold Resistance 2
Offense
Melee: Longspear (***), Cestus (***)
Ranged: Shortbow (***)
BAB : +1
CMB : +3 = +1 Bab +2 Str
Stats
Str 14 = 14 (5 pts)
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 12 = 12 (2 pts)
Wis 10 = 10 (0 pts)
Cha 15 = 13 (3 pts) +2 racial
Feats : Flagbearer (1st), Healer’s Hands (Human Bonus), Lingering Perfomance (3ed), Signature Skill (Heal) (5th)
Traits : Northern Ancestry (campaign), Battlefield Surgeon (religion, Zon Kuthon), Entomophobe (drawback), Voices of Solid Things (regional)
Skills (6+1 (human)+1(int)) /lvl +2 FCB = 18 (skill roll NOT INCLUDING ACP)
Perception (+5= 2 Ranks +3 trained + 0 wis),
Spellcraft (+6=2 Ranks +3 trained +1 int),
Use Magic Device (+7 =2 Ranks +3 Trained +2 Cha),
Intimidate (+7 =2 Ranks +3 Trained +2 cha)
Bluff (+7 =2 Ranks +3 Trained +2 Cha) (plan to retrain this at level 6, when I get my 2nd versatile performance)
Heal (+5 =2 Ranks +3 trained +0 wis)
K Planes (+6=2 Ranks +3 trained +1 int),
Disable Device (+7 = 2 ranks +3 trained + 2 cha ) (Voices of solid things)
Stealth (+7 = 2 ranks +3 trained+ 2 dex )
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Perform (Oratory) (+7 =2 Ranks +3 Trained +2 Cha) This does Diplomacy and Sense Motive as well.)
Perform (Act) (+7 = 2 ranks+3 trained +2 Cha)
Languages : Common, Kellid, Skald
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Versatile Familiar (Ex): At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapons (52 gp): Cestus (5gp), Cold Iron Longspear (10 gp), dagger(2 gp), Sap (1gp), Whip (1gp), Short Bow (30 gp), 20 Arrows (1gp), 20 blunt arrows (2 gp)
Armor (60 gp): Leather Lamellar (60 gp)
Equipment (30.61 gp): Explorer’s outfit, Cold weather outfit (8gp), tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), poncho (5 sp),
Leather Skunk Barding (10gp)
26 gp
I’d like to get a Healer’s kit, but I don’t have 50 gp left
L1 (DC 14, 2+1): Grease, Cure Light Wounds
Grampus
Skunk Familiar (protector)
Equipment: Leather barding
Feats: Bodyguard, Combat Reflexes

Herkymr the Silly |

Kirstel picture
This is the picture that I found that I am using for Kirstel.
His skin tones almost match the white hair of this wanderer but the feeling of ancient wisdom prevails. The head is shorn of all but a mohawk like strip that is kept in a braid. His head has runes and symbols that appear to be tattoos but are not. The symbols came when he first began to show oracular powers and the symbols appeared after Cloud his shamanic spirit guide came to him. He keeps his face clean shaven and although rugged his clothes are well kept and clean.
The gait of this man is more a shuffle than a stride. His right leg still is mangled from some incident in his past and rarely leaves the ground even when he is walking. He relies on a longspear to help support him while walking. He never complains nor mentions his injury and this has one him the admiration and friendship of many.
Nature has a way of weeding out the weak and the wounded. These wounds and weaknesses don’t always appear physically. While Kirstel understands that it is necessary to rely only upon yourself, yet nature rewards the pack and he respects nature’s ways. He often keeps his own counsel until he is sure of the wisdom and knowledge of those around him. He offers suggestions and opinions but has no qualms as to whether the advice is followed. He understands that often advice is worth what you pay for it and so is experience. You will learn from one either way you choose.
His experiences and environment he survived in could easily have left him bitter, instead they left him with a desire to better what is around him. This however might mean the use of morals that some deem evil or good. These are a vague concept to him as in nature it is merely the necessity to survive that drives everything. The necessity to survive also drives Kirstel and so he leaves “moral” judgement to others and judges’ things on how they will help him and his “pack” survive. If it helps then it works and if it doesn’t change it till it works and improve where you can on the method used to “make it work.”

Blaydsong |

Hey All! Appreciate all the submissions, so far!
Recruitment will be closed at midnight tonight. If you have haven't submitted anything yet, please do so before then. Any one who has already submitted will be given a bit of extra time to fine tune and solidify their characters. A final decision will be made shortly after the weekend (Monday/Tuesday).
Again, if you have any questions, feel free.

Blaydsong |

Thought that I would just quickly consolidate the current submissions.
Jujopotamous Jumbomanic the 3rd (Anthorg)- Gnome Bard (Prankster)
Satu Varis (Hayato Ken) - half-elf oracle /paladin
Kirstel (Herkmyr the Silly) - Oracle/Shaman
Casimir Froeland (pad3000) - Human Bard (Duettist)
@Herkmyr the Silly - That link you provided for the picture seems to be broken.

Herkymr the Silly |

Thought that I would just quickly consolidate the current submissions.
Jujopotamous Jumbomanic the 3rd (Anthorg)- Gnome Bard (Prankster)
Satu Varis (Hayato Ken) - half-elf oracle /paladin
Kirstel (Herkmyr the Silly) - Oracle/Shaman
Casimir Froeland (pad3000) - Human Bard (Duettist)@Herkmyr the Silly - That link you provided for the picture seems to be broken.
hmm not sure why I'll check it and hopefully get it fixed.

Satu Varis |

Made some changes and added backstory.
Kind of feat starved with the ranged combat.
Mainly changed the archetypes to remove options that wouldn't have worked really and added some more helpful ones.
Probably would take 4 levels of oracle of winter with spirit guide into life, rest paladin.
That will give a good healing ability but also combat abilities and some other fun stuff.

Blaydsong |

A little late, but I'm here to announce that recruitment has been officially closed.
Thanks to those who submitted characters. I'll be taking the weekend to look over the submissions and discuss them with my current players. I will have a final verdict for you all withing the next few days.
Thanks again!

Oriol Argerich |

Made some changes and added backstory.
Kind of feat starved with the ranged combat.
Mainly changed the archetypes to remove options that wouldn't have worked really and added some more helpful ones.
Probably would take 4 levels of oracle of winter with spirit guide into life, rest paladin.
That will give a good healing ability but also combat abilities and some other fun stuff.
Hi Satu, one of the players here and I hope the GM is fine with us chiming in.
I'd like to strongly advise you against going this route. I do not know which player the GM will pick, so it is better if we cover our bases.
Oriol is a fighter and his sole purpose is dealing damage through combat. Junan is a bloodrager and while he has a bit more versatility, the bloodrager list is mostly aimed towards more damage. Nutar is a druid focused on elemental fire damage. He can heal a bit, but his main thing is barbecuing our foes.
We NEED a healer. We DO NOT NEED another combatant. We have already plenty of damage and adding more with a paladin will not help at all! Only four levels in Oracle will give you only level 2 spells and this is nothing. At higher levels we'll have either to depend on Nutar (which will have to change his role) or have to buy tons of potions and wands.
I've played dedicated healers before and I'm fine with them, but I know it is not something everyone believes to be fun. Nevertheless, it is what we currently need.

Oriol Argerich |

You're right, there's only gonna be 2 levels of spellcasting.
Healing will take place over life link and shield other though, then lay on hands and channel energy.Im not sure what's your message here.
Is your request that the next player plays a healer only character?
No, not "healer only", but rather a character whose main purpose is healing. There is a big difference. We are not asking for the additional player to do nothing until we need a band-aid, but when we need it, this player will have to be capable of helping. A single class cleric/oracle (a small dip is ok in another class) would be a perfect example: You have many tools to heal the other players, but when healing is not needed, you still have a lot to do.
Life link and shield other is damage transfer, not healing, and while helpful with such limited healing capacities, when you reach low life, we all get TPKed. By level 10 as an Oracle 4/Paladin 6, your most potent healing spells are CMW for 2d8+4 (13 average) on the oracle side and CLW for 1d8+3 (7.5 average on the paladin side. Your channel will de 2d6 (7 average) on both sides. Your healing hands will be 3d6 (10.5 average). A full caster would have CCW for 4d8+10 (28 average).
Oriol and Junan will probably have at least 94 and 104 hp (this is average roll, without considering a belt). If any of us go down, you'll need between 8-12 rounds to bring us to full fighting conditions and most of your resources.
CR 10 monsters are already capable of dealing around 50+ damage each round...
The way I see it, you are sacrificing a lot of healing potential (something we certainly need) for becoming an archer to deal damage (which we do not need). When we are in a pinch and really need your help, you probably won't be able to help.

Satu Varis |

Your assessments aren't quite correct actually.
Doesn't matter, i can see your point good enough.
I could be convinced doing a full oracle, or with a level of sorcerer maybe, or with 2 levels of paladin.
Not sure if that is worth the building and time investment now though, since recruitment is already closed and there seems to be a favorite already.

Blaydsong |

Yes. Sorry to keep you guys waiting. Was going over the applicants with my other players, and just took some time.
The tally was actually pretty close. Personally, I always enjoy see what character creations people come up with, and hate to have to choose, but that's how these things work. :)
In the end, the vote came down to one character.
Casimir Froeland by pad300. Please report to the discussion thread!
Thank you to everyone else that took the time to submit a character. I appreciate the time that was put in. I always hang onto names for future recruitment, should it come up.
Also, for those that still want to get into a game ASAP, I did notice that there's another recruitment thread for a new game of RoW.
Either way, thanks again and good luck!