
|  Rosc | 
 
	
 
                
                
              
            
            Congrats to everyone who was selected!
Second, both areas are very trap heavy and I was surprised to see no Rogue submissions, except one. I have an opening for a trap specialist, anyone not selected can resubmit such a character in the next couple of days if they would like to still play and do so with that type of character.
Hey, if it's alright I've got another character sitting around that was my Plan B in case I changed my mind on the Swashbuckler. It isn't exactly a Halfling Rogue, but she can definitely play the part.
After completing her apprenticeship into alchemy, the self-proclaimed Doctor Meiosa set out to peruse her own interests. While her master favored narcotics, Meiosa took to the surgeon’s scalpel, delighting in exploring anatomy and becoming obsessed with ways to improve the forms of those less fortunate. Taking after the ‘Old Faith,’ she set out to new lands to find exotic creatures and study them for ways to completely transform the human body – starting with her own.
As her experiments intensify, she will shift to attacking with natural weapons. Mutagens and elixirs will further modify her Ship-of-Theseus body until she’s bringing to bear a form that’s as Mostrous as anything the party fights. She may delve into mild themes of body horror, though I can leave that by the wayside if it would be better for the party. And her faith in Lamashtu is more of a minor personal thing and the party's goals DEFINITELY hold priority in any conflict of interests. Either way, things might get pretty wild with all the changes.
In terms of roles for the kingdom, her strength and physical appearance meal she has a shot in the military or enforcement, but her intellect means she can serve in some kind of strategic position as well.
A muscular woman of partially Garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps.
Dr. Meiosa
Female Beastmorph Alchemist 1
N Medium Humanoid (Human)
Init +6; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee longspear +4 (1d8+6), dagger +4 (1d4+4)
Ranged 5 javelins +2 (1d6+4), bomb +2 (1d6+2 fire)
Extracts prepared (CL 1st; concentration +3)
1st -  cure light wounds, enlarge person
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats (b)Brew Potion, (b)Throw Anything, Iron Will, (b)Improved Initiative 
Traits (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disable Device +6, Heal +5, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Perception +5, Spellcraft +6, 
Languages Aklo, Common, Osiriani
Combat Gear leather armor, acid
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (cracked), thieves' tools, 7 gold
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Special Abilities
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Alchemy Allows for the creation of alchemical items. Details here.
Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Bombs[b] Meiosa can throw a bomb with a range increment of 20 feet three times per day. These bombs deal 1d6 plus her intelligence modifier in fire damage. It also deals splash damage equal to the bomb’s minimal damage. Creatures caught by the splash can make a Reflex save (DC 12) to take half damage.
[b]Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st:cure light wounds, enlarge person, polypurpose panacea, reduce person

| Raok the Leaper | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            I have rejigged Raok slightly to give him Disable device.
His background suits as he is the ambassador of his people due to his youth where he spent much time amongst the humans.
He learned to get past the traps set so that he could survive with his friends.
I altered his Dex to be 18 and his Wis to 17 to emphasise his dextrousness.
With a Disable Device of +9
Climb Speed, meaning he can spiderman his way around and small size he is the ideal being to get in and help the group get past those nasty perils.
Plus he is also a Wisdom based caster which means he has a high perception of +7.
He can see in the Dark and is as stealthy as the wind +12
and in the end he can even throw in a few healing spells with a good word for the great Jalaijatali.

| Ran Voder | 
 
	
 
                
                
              
            
            Second, both areas are very trap heavy and I was surprised to see no Rogue submissions, except one. I have an opening for a trap specialist, anyone not selected can resubmit such a character in the next couple of days if they would like to still play and do so with that type of character.
I submitted the druid Radek. I've got this guy whose concept is that he's Golarion Indiana Jones from Almas University in Andoran. He can easily slot in as a cartographer hired to accompany the expedition to chart the maps, his personal interest would be finding some maguffin that rumor says was lost in the region.
Archaeologist Bard
Primary combat role: ranged/buffing
Primary party role: Knowledge skills/exposition for the DM and finding/disabling traps

| Sven Langebukk | 
 
	
 
                
                
              
            
            There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.
From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.
------
Also because I find it interesting...
Humans
* Pyros – Human Swordlord (Front line melee)
* Veniir – Human Paladin (Front line melee)
* Meredith – Human Cavalier (Front line melee)
* Cassia – Human Slayer (Front line melee)
* Daxiana – Human Ranger (Ranged)
* Elina – Human Cleric (Divine)
* Stanislaw – Human Warpriest (Divine)
Elves and Half-Elves
* Aelbourne – Half-Elf Rogue (Skill/Support)
* Piret – Half-Elf Investigator (Skill/Support)
* Elenaril – Half-Elf Druid (Divine)
* Athrehon – Elven Sorcerer (Arcane)
Dwarves and Gnomes
* Sven – Dwarf (Front Line Melee / Support)
* Maevus – Gnome Druid (Divine)
Exotic/Rare Species
* Gaxi – Kobold Sorcerer (Arcane)
* Ikit – Ratfolk Magus (Front Line / Arcane)
Quite interested for the last member, a trap specialist, to see where they fall in this!

| Athrehon | 
 
	
 
                
                
              
            
            There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.
From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.
Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."

| Sven Langebukk | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Sven Langebukk wrote:Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.
From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.
Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.

| Gaxi the Everburn | 
 
	
 
                
                
              
            
            Gaxi can absolutely take a trait that gives Disable Device as a class skill and replace the skill rank from Spellcraft to Disable Device. He might not be as good as an actual rogue but it works.
Alternatively, if the DM is okay with it, I can retool Gaxi to be an eldritch scoundrel rogue archetype.

| Piret Kersna | 
 
	
 
                
                
              
            
            Athrehon wrote:Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.Sven Langebukk wrote:Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.
From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.
Piret traded away Trapfinding by taking the Natural Philosopher archetype. She does still have Disable Device in class though and it's trained. Her bonus is +7 currently.
This leaves magical traps not covered. With EitR rules a Rogue dip doesn't do much at all for Piret. I could probably work in a 2 level dip into Slayer, but I'd really need to wait until after 3rd level for that so no Trapfinding until 5th level when she would get a Slayer Talent.

|  Harter Lebeda | 
 
	
 
                
                
              
            
            Sven Langebukk wrote:Athrehon wrote:Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.Sven Langebukk wrote:Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.
From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.
Piret traded away Trapfinding by taking the Natural Philosopher archetype. She does still have Disable Device in class though and it's trained. Her bonus is +7 currently.
This leaves magical traps not covered. With EitR rules a Rogue dip doesn't do much at all for Piret. I could probably work in a 2 level dip into Slayer, but I'd really need to wait until after 3rd level for that so no Trapfinding until 5th level when she would get a Slayer Talent.
Investigators also get it at level 1, btw.

| Cassia Rivers | 
 
	
 
                
                
              
            
            The Archetype alters it. And with Piret's previous point in mind, it would be better for us to go with a second rather than waiting five levels for her to have it.

| Tsia Troian Malynova | 
 
	
 
                
                
              
            
            
Shhh all of you, I just tooled Raok to be Trappy, let the GM at least reject me as the last pick before you go changing.
I know, right?!? XD
It's a bit weird, I think, that occultists get Disable Device natively without a way to deal with magical traps (given that much of their shtick is dealing with arcane/occult doohickeys), but I'm trying to make it work for Tsia.
One expedient I'm thinking of leaning on, in part (along with UMD shenanigans), although mainly tongue-in-cheek, until she can get her hands on the right gear, is making use of the options for summon monster spells for Calistrians: they can get tiefling rogues out of summon monster II, and with occultists' base power for conjuration implements, servitor...
Tsia: "I love work! I can watch people work all day!"
The party: "..."
(Bis): "Shouldn't you be ... doing something?"
Tsia: "Of course! I'm supervising." :)
She's a born courtier, so I guess it's sort of a "Great maids have little maids, upon their staff to help 'em, and these small maids have lesser maids, and so ad infinitum," situation.
Apart from the magical artifacts angle with the occultist, it may be a bit strange that a lady and lady's companion like Tsia might have some skill with lockpicking and trap-dodging and whatnot, but I think it fits the outsider perspective I'm trying to find for her, as an Ilverani from Casmaron who wandered out of the east. Back home she might be eminently respectable, but here she's a weird, opinionated foreigner, and she's run into enough villains that she's found it highly convenient to know how to pick a lock or quietly cut the wire leading to a signal bell.
"I beg your pardon. I thought we had agreed, 'What happened in Pitax, stays in Pitax?'"
*Discreet cough.* Anyway, apart from some adjustments to her gear, I can probably move a skill point (and occultist focus) to boost her Perception. Leaning to delaying her first rank in Bluff, and leaning into the ingénue persona.

| Tsia Troian Malynova | 
 
	
 
                
                
              
            
            I just want to make it clear. I am looking for a trap specialist, not just someone with the skill. The DCs on these traps tend to scale quickly by early-mid level. That means almost definitely the Rogue character class, with good perception.
Thanks for the clarification!
Hmm. I do have the vague outlines of an eldritch scoundrel rogue somewhere in my folder of character ideas (with a splash of warpriest planned, for background purposes), but honestly I don't think I'm feeling an absolute rogue right now.
I kind of like the idea of a definite weakness in the form of a certain innocence even in an otherwise perceptive character, but I can also patch up Tsia's Wisdom (with a bit off her Strength) and look for traits and/or drawbacks to sculpt her character a bit more in the direction I'd like, if possible.
But I can understand if that's still a bit too wishy-washy!
I would be thrilled if you think I've made a compelling case, but if not, I'll reiterate my best wishes and trouble you no further on the point. Enjoy the campaign, in any case! *Curtseys.* :)

|  Maeric Velthor | 
 
	
 
                
                
              
            
            Alright, This is Degnax's new submission a Half-elf (Drow Heritage) Unchained Rogue trapsmith. backstory and character sheet are all in his bio found here Maeric
He is a Scout/Frontline/Trap Specialist with an 11 to perception and 10 to disable device (11 before ACP). I was thinking of diving into making traps too as a fun addition during downtime. His most probable kingdom role would be spymaster, but any dex based roll would suit him as well
as I stated in my first submission, I'm almost completely new to the kingmaker campaign, having only played a brief portion of the videogame before my game crashed. I'm not new to pbp but I haven't had a lot of luck in campaigns lasting long so my overall experience is still fairly low. I am able to post daily for the most part, with the exception of things happening in life. Thank you for giving us a second chance at a submission!
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
 
                
                 
	
 