| Quince Medvyed |
I doubt anyone would object to another character of any type. We do currently have a Druid and an Oracle.
The current players are:
Quince- Gestalt Oracle / Bloodrager - Very much a face character
Lykan- Gestalt Druid (Nature Fang) / Shifter (Mooncaller) - Wildcard all around Skirmisher.
Unchained Monk 5/Evangelist of Irori 2 - Likely soon to Gestalt into something.
Beyond that we have a crap ton of NPCs both GM run and former players many still in Kingdom roles. Among them are those who are building families. Dodging specters from their past. Who might need to retire, move or focus on something specific.
Kingmaker is different from a lot of games cause it has the Kingdom building element to it and the goal of the central characters is explore, and take control of a frontier region. Some players love the adventure and don't care much about the kingdom mini-game. Some want both.
What we don't have represented among the PCs is a full arcane caster. We have some former players who were, some NPCs who are, but no PCs. We also have no rogue or rogue type characters, sure some former players or NPCs but no players.
| GM Wolf |
VMC is Variant Multi-Class.
I don't use it, but others really like it.
IIRC, basically, you trade away some normal advancement feats in order to gain specific abilities from a given (second) class at those levels instead.
It is the pre-cursor to the 2nd Ed Dedication option.
I would be open to Variant Multi-Class. Though it could not overlap another class, when you gestalt.
| SqueezeMeNow |
Okay, so it doesn't look like my oracle would step on toes. Plan for him to be more of a healer and buffer. I'll have to put something together that could eventually accommodate gestalt. Poor little kobold going to have os much thrust upon him.
Next few days will be extremely chaotic with work and moving domiciles, but I will try to get him done before the weekend. When I will be out of town. >_<
| Quince Medvyed |
I was considering a druid/bard gestalt, but if full arcane classes are needed I'm happy to do druid/sorcerer (with the fey bloodline, of course).
We don't have any bards either!!!! Don't let me chase you off. Also seriously Bard is a natural fit for the character you already made.
I was just pointing out we don't have a full arcane caster among the players.
The kingdom or the team don't NEED anything. There are many NPCs that have become allies and settled into administrative duties within the kingdom. So with whatever team gets pulled together we will likely have it covered if we have a gap.
The goal is to have players fill roles both in the exploration and action of the traditional game. As well as the kingdom roles that are part of the background of Kingmaker and the largest motivating drive of the campaign.
| GM Wolf |
There is no deadline though we can only take 5 players. We have 2 so far, then add Nowruz, that would make three.
We already have 3 PCs, but the odds are against us. We will lose one player during creation. We will lose 1 player after the first week of playing and we will lose 1 player after a month. If you stay longer than that you likely will stick with the game. I think I have gone through 100 PCs by now, about 10 a year sounds right. Quince was an original players so he has been around a long time!
Vesi go with bard, I agree with Quince it will fit your character better! But it is still your choice, having a bard inspire us is a major boon!
| GM Nowruz |
Thanks for the consideration and explanation! :-D Give me a couple of days. Happy holidays!!
1st Set: 5d6 ⇒ (6, 3, 2, 2, 1) = 14
2nd Set: 5d6 ⇒ (3, 5, 1, 6, 3) = 18
3rd Set: 5d6 ⇒ (1, 3, 3, 6, 2) = 15
4th Set: 5d6 ⇒ (1, 4, 6, 5, 4) = 20
5th Set: 5d6 ⇒ (2, 5, 2, 3, 4) = 16
6ht Set: 5d6 ⇒ (6, 2, 1, 5, 6) = 20
7th Set: 5d6 ⇒ (6, 1, 1, 3, 5) = 16
Read through the recruitment rules just now. Rolling.
1st: 11
2nd: 14
3rd: 12
4th: 15
5th: 12
6th: 17
7th: 14
Dropping 1st roll. Taking 4 from the 5th roll of 12 and adding to the 2nd roll of 14.
Final stats:
8
12
14
15
17
18
| Quince Medvyed |
We have defeated Vordakai the lich, but much of the Nomen Heights has yet to be explored outside of what was previously explored and claimed by Varnhold before the Vanishing. But there is still lots to find.
I have been updating our Google Slideshow, with current info. Rearranging some of it and adding a bit more flavor. My goal is for it to be one stop resource for the campaign.
A look around the desk links to all sorts of things including our cities, people, foes, the Kingmaker Players guide, maps, the various charters and our the Greenwatch Compact our founding document.
Reckless
|
Hey, another GM Wolf Campaign! How exciting.
5d6 ⇒ (5, 4, 6, 5, 6) = 26 17
5d6 ⇒ (6, 3, 2, 1, 3) = 15 12
5d6 ⇒ (3, 4, 3, 4, 2) = 16 13
5d6 ⇒ (1, 4, 1, 5, 4) = 15 13
5d6 ⇒ (1, 1, 2, 6, 5) = 15 13
Change 1 of the 13s to 12 and make the 17 an 18.
I'm thinking of putting forward a wizard or arcanist of some kind.
| SqueezeMeNow |
I have settled on an oracle that, if he lives to make gestalt, will add Paladin to his build. That sounds like the smoothest transition available without mucking the build/backstory up too much.
My internet access is going to be limited the rest of the week, but hopefully with an offline forum template and what I have so far I can still get him finished and submitted this weekend.
Mechanically, there will be a lot of channel energy and lay on hands. Mostly the latter in combat for action economy. Since kobolds can buff that and diplomacy through the roof with racial stuff. Story wise, he was an odd little kobold that didn't fit in and was the weak link out when slavers hit. Eventually got sold to a good leaning cleric of Abadar who groomed him and had him work off his debt. Personality will be that of an overly helpful healer and peacemaker who tries to abide by the rules of Abadar's church... which don't always go together since Abadar's faithful aren't supposed to be selfless. Of course, he is a simple little guy, so he can be paid in things like pickled fish. :3
| Quince Medvyed |
I have settled on an oracle that, if he lives to make gestalt, will add Paladin to his build. That sounds like the smoothest transition available without mucking the build/backstory up too much.
My internet access is going to be limited the rest of the week, but hopefully with an offline forum template and what I have so far I can still get him finished and submitted this weekend.
Mechanically, there will be a lot of channel energy and lay on hands. Mostly the latter in combat for action economy. Since kobolds can buff that and diplomacy through the roof with racial stuff. Story wise, he was an odd little kobold that didn't fit in and was the weak link out when slavers hit. Eventually got sold to a good leaning cleric of Abadar who groomed him and had him work off his debt. Personality will be that of an overly helpful healer and peacemaker who tries to abide by the rules of Abadar's church... which don't always go together since Abadar's faithful aren't supposed to be selfless. Of course, he is a simple little guy, so he can be paid in things like pickled fish. :3
Cool.
If you want to be from the neighborhood. The Sootscale Kobolds mine silver for us. They mine it we get it to market and the profit is shared. That sort of arrangement just screams for a friendly Abadaran to take notice.
| Quince Medvyed |
The GM has allowed other unchained classes. I doubt it would be an issue.
Adding some arcane is a great plan.
You could even make a 7th level multi-class character that gets into Arcane Trickster then gestalt. An arcane trickster would not have a lot of higher level ninja abilities but you could gestalt it with something full BAB.
A ninja/wizard for a few levels and then into Arcane Trickster who then gestalts into Slayer would be pretty awesome Slayer would even let you back into ninja tricks.
| GM Wolf |
I dont see a problem with unchained ninja.
Okay folks it looks like we have our 5 applicants, also it looks like we have 2 players returning! So you have 7 days!
Please check in everyday with any questions you have, also find a way you are connected to a PC or NPC. The kobold has this as ambassador of the kobold. One of you are cousin to the Duke. And things like that.
| Kevros Droverson |
Hello all, Kevros "Kev" Droverson, Warden of the Sword, is returning to PC status.
So adding to Current Player Character list above, he is a modified ...
Fighter Archer/Life Warsighted Oracle of Erastil
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Quince- Gestalt Oracle / Bloodrager - Very much a face character
Lykan- Gestalt Druid (Nature Fang) / Shifter (Mooncaller) - Wildcard all around Skirmisher.
Unchained Monk 5/Evangelist of Irori 2 - Likely soon to Gestalt into something.
| Jason "Rion" Prince |
| 1 person marked this as a favorite. |
Versatile human aerokineticist 7 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +10
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 83 (7d8+42)
Fort +10, Ref +8, Will +3
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Offense
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Speed 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Spell-Like Abilities (CL 7th; concentration +8)
. . Constant—feather fall
Kineticist Spell-Like Abilities (CL 7th; concentration +8)
. . Constant—fly
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, extreme range, flurry of blasts
. . Blasts—air blast (4d6+9), electric blast (4d6+2 electricity), thunderstorm blast (8d6+13 ½ electricity and ½ bludgeoning)
. . Utility—air cushion, air's reach, basic aerokinesis, celerity, elemental whispers, elemental whispers, greater, skilled kineticist, voice of the wind, wings of air
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Statistics
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Str 10, Dex 17, Con 20, Int 10, Wis 12, Cha 13
Base Atk +5; CMB +5; CMD 18
Feats Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA]
Skills Appraise +7, Fly +16, Intimidate +10, Knowledge (nature) +9, Lore (AIR) +10, Perception +10, Use Magic Device +10
Languages Common
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (air), gather power, infusion specialization 1, internal buffer 1, versatile human[ARG]
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Special Abilities
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Air Blast (Sp) Level 3; Burn 0
Air Cushion (Sp) Constantly under the effects of feather fall.
Air's Reach (Su) Air talents have range doubled.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Celerity (Sp) Grant ally haste for 1 rd, or 1 rd/level if accept 1 burn.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Electric Blast (Sp) Level 3; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Flurry of Blasts Multiple blasts, each dealing reduced damage
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Thunderstorm Blast (Sp) Level 3; Burn 2
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Voice of the Wind (Sp) Whispers can act as message or whispering wind
Wings of Air (Sp) You are constantly under the effects of fly.
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Tempest CR –
Small air elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 14, flat-footed 18 (+3 Dex, +7 natural, +1 size)
hp 41 (2d10+2)
Fort +6, Ref +8, Will +2
Defensive Abilities air mastery, improved evasion; Immune elemental traits
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Offense
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Speed fly 100 ft. (perfect)
Melee slam +9 (1d4+1)
Special Attacks deliver touch spells, whirlwind (10-20 ft. high, 1d4+1 damage, DC 14)
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Statistics
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Str 12, Dex 17, Con 12, Int 9, Wis 11, Cha 11
Base Atk +5; CMB +5; CMD 18
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills Acrobatics +7, Appraise +6, Escape Artist +7, Fly +23, Intimidate +6, Knowledge (planes) +3, Perception +9, Stealth +11, Use Magic Device +6
Languages Auran; speak with animal (same kind only), speak with master
SQ empathic link
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Elemental Traits Elementals have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Whirlwind (10-20 ft. high, 1d4+1 damage, DC 14) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Thank you - Rion would be a lot of fun for me!
| Jason "Rion" Prince |
| 1 person marked this as a favorite. |
That is some crazy stuff right there Rion. I have never looked through the Occult classes. So you are a flying lightening blasting mutant with an air elemental pet.
Well 'fun' was really the key word; this character has the virtue of me trying out the Greater Elemental Whisper: I've never had a kineticist who fully manifested what is basically an Improved Familiar. Was fun even reading about it. Makes the whole scouting & recon piece even cooler.
| Kevros Droverson |
| 1 person marked this as a favorite. |
That is some crazy stuff right there Rion. I have never looked through the Occult classes. So you are a flying lightening blasting mutant with an air elemental pet.
Occult was Paizo's answer to Psionics since there is, for some unknown reason, disdain for Psionics that has expanded decades since their creation.
Rolls eyes.
Nothing wrong with Occult nor Dreamscarred Psionics and all the iterations before it.
If the GM and players know how to handle true Psionics, there are no problems.
| Quince Medvyed |
Hello GM and everyone! I love the details in the presentation! ;-)
Thanks I started it about the same time as I had do my "Google Virtual Classroom" for work. I was like this is fun. I saw some fun Roll20 landing pages and set in to making one on Google slides.
My secret fear is that because its a click and find layout as opposed to just a slide show that some information isn't seen. Click everything and watch for your cursor changing that is the key to finding all the fun.
| Dalanthiel |
| 1 person marked this as a favorite. |
Here is Smiles-a-lot’s gnome. In the process of building him I built the arcane side first and he is a bladebound/kensi magus vmc cleric. The ninja part will come once he gestalts.
Anyway, everything is done except his background. Will finish that up this weekend.
Painting in broad brush strokes he is a worshipper of Count Renalc and Twixtel stole the black blade, thinking is was Vesper’s Rapier in order to help free the missing god. He stole the sword but lost his shadow in the process. He joined the gnomish expedition to come to the stolen lands because Vesper’s rapier is supposed to reappear in the Stolen Lands.
Anyway, if you would rather him start as a ninja and gestalt when he I finds the black blade I can make the change pretty quick.
Also, I tried an arcane trickster build but couldn’t land on anything I liked.
Happy New Year!
| Quince Medvyed |
| 1 person marked this as a favorite. |
Here is Smiles-a-lot’s gnome. In the process of building him I built the arcane side first and he is a bladebound/kensi magus vmc cleric. The ninja part will come once he gestalts.
Anyway, everything is done except his background. Will finish that up this weekend.
Painting in broad brush strokes he is a worshipper of Count Renalc and Twixtel stole the black blade, thinking is was Vesper’s Rapier in order to help free the missing god. He stole the sword but lost his shadow in the process. He joined the gnomish expedition to come to the stolen lands because Vesper’s rapier is supposed to reappear in the Stolen Lands.
Anyway, if you would rather him start as a ninja and gestalt when he I finds the black blade I can make the change pretty quick.
Also, I tried an arcane trickster build but couldn’t land on anything I liked.
Happy New Year!
He sounds cool. No worries I suggested arcane trickster simply as a means to keep spells and sneak attack going while being able to gestalt into a full BAB. This build has more flavor and does that anyway!
| Quince Medvyed |
Here is Smiles-a-lot’s gnome. In the process of building him I built the arcane side first and he is a bladebound/kensi magus vmc cleric. The ninja part will come once he gestalts.
Anyway, everything is done except his background. Will finish that up this weekend.
Painting in broad brush strokes he is a worshipper of Count Renalc and Twixtel stole the black blade, thinking is was Vesper’s Rapier in order to help free the missing god. He stole the sword but lost his shadow in the process. He joined the gnomish expedition to come to the stolen lands because Vesper’s rapier is supposed to reappear in the Stolen Lands.
Anyway, if you would rather him start as a ninja and gestalt when he I finds the black blade I can make the change pretty quick.
Also, I tried an arcane trickster build but couldn’t land on anything I liked.
Happy New Year!
If you want to start as a ninja (or a gnome that has skills that folks in our world would describe as ninja). We just rescued the village of Varnhold. We are hoping to Annex Varnhold on the next Kingdom turn. Lake Silverstep is one of the Hexes that is included with Annexing Varnhold.
Meaning if you wanted to start as a Ninja we are a few days travel from the lake and you can find the blade that activates your Magus-ness.
Easy introductions would include:
You were in Varnhold when the lich Vordakai took the villagers away and were rescued along with the villagers after spending a few weeks in a soul jar.
You recently learned the news that the sword you are searching for is about to appear along Silverstep Lake and you learned that Greenwatch forces are going to be exploring the area around Varnhold.
In either case the Hex with the Lake is among those we have to explore. The addition of a friendly to the team would make exploring around there first not a hard request.
| Quince Medvyed |
| 1 person marked this as a favorite. |
| Dalanthiel |
| 1 person marked this as a favorite. |
If you want to start as a ninja (or a gnome that has skills that folks in our world would describe as ninja). We just rescued the village of Varnhold. We are hoping to Annex Varnhold on the next Kingdom turn. Lake Silverstep is one of the Hexes that is included with Annexing Varnhold.
Meaning if you wanted to start as a Ninja we are a few days travel from the lake and you can find the blade that activates your Magus-ness.
Easy introductions would include:
You were in Varnhold when the lich Vordakai took the villagers away and were rescued along with the villagers after spending a few weeks in a soul jar.You recently learned the news that the sword you are searching for is about to appear along Silverstep Lake and you learned that Greenwatch forces are going to be exploring the area around Varnhold.
In either case the Hex with the Lake is among those we have to explore. The addition of a friendly to the team would make exploring around there first not a hard request.
Great idea. I’ll re-work him as a ninja. Thanks so much for your Haela and Input!
| Lamaar |
Hello, thanks for your patience.
My character Lamaar is finished! :-) A Warpriest of Erastil.
Please see his stats in my profile and his background below. In case you have any suggestions then I can of course make changes!
Have a great week!
I. Born into slavery and sacrifice in the church of Asmodeus in Egorian
Lamaar was born in the capital of Cheliax: Egorian, the City of Thorns. His mother and many other women were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding tortured slaves with the planar creatures that the sorceress brought to the material plane. Lamaar and his brother in particular are the unfortunate children of a slave that was forced to copulate again and again with celestial outsiders. During conception his mother was killed and brought back to life so often that Lamaar’s life force - the product of dark rituals of torture, death and rebirth - still has a link to the positive energy that carried his mother to eventually give birth.
Lamaar’s mother was a broken woman and although she gave him love and tried to secretly teach him about her roots in the Stolen Lands, she was not able to endure the dark rituals and eventually died so that she could not prevent the Asmodean indoctrination that Lamaar and his brother faced day to day. As Egorian is the heart of the faith of Asmodeus, and the largest concentration of devil worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and thus this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian.
Lamaar can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of his siblings had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves was made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened.
Although Lamaar was a worshiper of Asmodeus, seeing his ‘family members’ die made Lamaar realize that sometimes rules only served those in power. Being asked to give up something dear as a sacrifice, the life of a newly born or older ‘sibling’, triggered something inside of him that made him emotionally connect to the community of slaves around him! He was only a boy at that time but nonetheless he started to revolt against his oppressors and the wish to gain freedom for his brother and the only family he knew grew stronger every day.
~
II. Freedom and joining the community of Erastil in Rostland
Maybe it was fate or maybe it was Old Deadeye’s plan but one day a concerted strike on the evil sorceress’ hideout by the Bellflower Network and Pathfinder Society led to the freedom of all slaves including Lamaar himself and his brother. During the fight the evil sorceress and almost all those that had hurt Lamaar and his family were killed by the hands of the slaves and the agents that were trying to break the slave’s chains. The satisfaction that Lamaar felt at that time was his first taste of the connection that can be built with others and the strength that this provides to all those that are part of a community! After that the liberated slaves were able to see the world outside of the hell that they called life for the first time.
It was initially hard for Lamaar, his brother and the other slaves to reclaim their new life but it was a human follower of Erastil from Brevoy, Stan Wol, who was part of the group that liberated him that really took Lamaar and his brother under his wing. Stan over time became almost like a father because Lamaar and his brother had simply never met anyone who opened their eyes and showed them the truth — that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. This also led to Lamaar opening his eyes to the lessons of the Elk Father that Stan taught him.
In the years after his escape Lamaar and his brother stayed together with Stan in Rostland which makes up the southern half of the nation of Brevoy. Here a small group from different races prayed to Erastil and lived off the land as a strong community that raised Lamaar and his brother with the simple sensibilities that hard work wins well-deserved gains, and that it is important to uphold charity and compassion, and that he has to value personal and familial honor. Although there were several occasions that separated Lamaar and his brother from Stan, Lamaar was always nervous and wanted Stan to remain near him.
~
III. Living the life of a soldier in Molthune and choosing his own path
So when Stan decided that it was time to move on, Lamaar and his brother followed. First they spent years in Qadira where Stan, Lamaar and his brother aided a small community of Erastil to build a future and battle the enemies of the faith. Later Stan decided to return to his own homeland in Molthune with a dream to aid this rising power on the shores of Lake Encarthan by enlisting in the national army. Here Lamaar and his brother received their formal training as Molthuni arsenal chaplains and became warpriests. In the Arsenal District in Korholm Stan, Lamaar and his brother were part of an elite force that bolstered Molthune’s military by focusing on the militant aspects of their god.
But eventually Lamaar realized that he had to start following his own goals! He had a heartfelt desire to return to his roots and although he did not remember much about his mother, he still remembered her stories of the Stolen Land where she grew up with her parents and siblings in a secluded farm. His brother had other plans and thus they had to say goodbye for the first time!
Lamaar has now started the journey to his mother’s birthplace. He does not know why but the nearer and nearer he gets to the Stolen Lands, his mind is more and more flooded with visions of his mother. Memories about her that he cannot associate to anything that he knows about her are somehow pushed into his consciousness by a force that he does not understand. Lamaar is uncertain about what is going on, but he has heard that much has changed in the region that his mother called home. And somehow something inside of him - maybe even his connection to his god - is pointing at Elkhart, the new center that has been created in the Stolen Lands. This is his destination!
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| Quince Medvyed |
Hey guys I figured I would share this here.
When I leveled up to level 7 recently the GM mentioned that we are using the Elephant in the Room Rules which make a number of the feat tax feats obsolete or changes them. This will mean for a few of you that you will get to pick some additional feats.