DM Patcher |
It has been a hundred years since the great war ravaged the Stolen Lands. Celtara, a now-lost nation of providence, arose from the middle of nowhere in the Kamelands, and within years stretched from the Nomen Heights to the Slough. A nation known for its open mind, it grew to become the centre of magical research and cultural openmindedness as its populace lived in harmony with a multitude of monstrous races. It was envy and fear that sparked the war. Brevoy allied with the rest of the River Kingdoms in an attempt to decimate the free-willed nation.
They barely succeeded.
The Stolen Lands are once again free. The River Kingdoms are in shambles, as the wrath of Celtara was fierce to behold. Brevoy struggles with a civil war. Word of hostilities betwixt Numeria and Mendev is plentiful, as are rumours that both nations desire to conquer Brevoy.
The Stolen Lands ache to be reclaimed, however. While many dangers still lurk in its marshes and forests, in its hills and lakes, a multitude of people have fled from the uprisings in Brevoy to settle down and find peace - for how long, only time will tell. . .
Welcome!
As the intro text suggests, this is the aftermath of a great war that has ravaged the Stolen Lands - ca. AR 4820.
I am looking for 4-5 players.
This campaign will be a rather sandbox-heavy campaign that utilises a slightly modified kingdom building ruleset. You do not have to know the rules beforehand, but be aware that it does consist of some management. In the beginning of this campaign, you will be settlers who found a new village somewhere in the Stolen Lands - but what happens beyond there is up to you. As the years pass, it is your choice if you wish to develop beyond a mere village into a city or nation. Other villages will be formed, other nations may arise, and greater threats still may pour upon the great plains of the Stolen Lands.
Will you succeed?
Character creation rules:
• Races: The standard races from the Core Rulebook will be permitted, as well as modified Goblin and Kobold races. Alternate racial traits from the Advanced Player's Guide (APG) will also be allowed.
• Classes: All Base classes from the Core Rulebook, APG and Ultimate Magic (UM) and Ultimate Combat (UC) will be allowed. Most prestige classes from the Core Rulebook, APG and Inner Sea World Guide (ISWG) will be allowed. Keep in mind that I am not fond of Druids or Synthesist Summoners.
• Archetypes: Most archetypes from the Core Rulebook, APG, UM and UC will be allowed. Other archetypes will require approval.
• Favoured Class: The alternate favoured class bonuses from APG will be allowed. If Paizo releases options for the Gunslinger, Magus, Ninja and/or Samurai, I will allow you to retcon your favoured class bonuses if desired.
• Alignment: I prefer the Good and Neutral alignments. More importantly, however, is that your character's goal is the success of the village/city/future nation - as such, evil characters may be permitted.
• Ability Scores: 15-point buy; no stat above 18 (prior to racial modifiers), no stat below 8 (after racial modifiers).
• Feats: All feats from the Core Rulebook, APG, UM, UC and ISWG will be allowed. Other feats must be approved.
• Traits: Characters start with one trait. Before the game starts, we will discuss the second trait. Other traits may be granted by the GM as the game progresses.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After first level, you roll for hit points.
• Starting Gold: Characters will start with average gold for their class.
• Words of Power: Will be permitted.
• Book of the River Nations: All feats and prestige classes from this book will be permitted.
• Note: As the GM, I have the last word. If I spot any blatant game-breaking cheese, I will ask you to change it. When errata is released for UM and UC, I will look at it and possibly enforce it as well.
• Another Note: I do have some suggestions for house-rules, and am very tempted to implement some of Kirthfinder's rules. If you are heavily opposed to this, feel free to say so - if you're in favour of the idea, then mention this too.
Kobolds of the Sootscale tribe had been integrated so thoroughly into the forgotten nation of Celtara, their social and mental aspects are now vastly different from those of regular kobolds. Once known as researchers, scholars and riflemen, now they are only somewhat accepted, as they still face stigma from those who are not native to the once-again Stolen Lands.
Racial traits
+2 Dexterity, +2 Intelligence, -2 Strength: Sootscale Kobolds are cultivated and nimble, but their small stature makes them weak.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Crafty: Kobolds gain a +2 racial bonus on a Craft skill of their choice.
Stalker: Perception and Stealth are always class skills for kobolds.
Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.
Breath Weapon: Choose an element. Once per day, a Kobold may breathe a 30-ft. cone that deals 1d6 points of chosen energy damage. This damage increases by 1d6 for every two levels the kobold attains. The targets receive a reflex save for half damage (10 + 1/2 level + Con).
Languages: Kobolds begin play speaking Draconic. Kobolds with a high intelligence score can choose any of these bonus languages: Common, Goblin, Orc and Undercommon.
Goblins of the Gargaraxan tribe had been integrated so thoroughly in the forgotten nation of Celtara, their social and mental aspects are now vastly different from those of regular goblins. Known as scouts, writers and brewers, now they are only somewhat accepted, as they still face stigma from those who are not native to the once-again Stolen Lands.
+2 Dexterity, +2 Wisdom, -2 Strength: Gargaraxan Goblins are perceptive and nimble, but their smaller stature makes them weaker than bigger races.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Normal Speed: Goblins have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Sneaky: Goblins gain a +4 racial bonus to Stealth checks.
Stalker: Perception and Stealth are always class skills for goblins.
Nimble Attacks: Goblins receive Weapon Finesse as a free bonus feat.
Swarming: Goblins are used to living and fighting communally with other goblins. Up to two goblins can share the same square at the same time. If two goblins that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Languages: Goblins begin play speaking Goblin. Goblins with a high intelligence score can choose any of these bonus languages: Common, Draconic, Dwarven and Orc.
Remember, your character's primary motivation should be amongst the lines of wanting a peaceful life, and wanting the village to succeed. This motivation can change as the game progresses, of course. Also, your character does not have to be from Brevoy or the Stolen Lands. Most of the people (NPCs) are.
If you have any questions, feel free to ask! If you have any concerns, raise them. If I missed something, feel free to make a fool out of me, point and laugh as I desperately try to cover up my shortcomings.
The modified Kingdom building rules are almost finished for beta-testing. If you have any questions about these, go ahead, but they become mostly relevant if you're selected.
Recruitment will end within a week.
Charzark "Twice Burned" |
Keddah here, presenting Andreev Brevic, the character I told you about before. I'm still working on the background trying to make it fit this alternate Golarion.
How long did Celtara exist? Maybe Andreev parents saw it still thriving and he believes if it gets a chance to be reborn he must protect it for the benefit of all who are good.
Josh Shrader |
I would Be intrested in Playing a Cavalier, or a Warlord (3rd party, Tome of Secrets, If you have/ allow).
Envisioning a Charsimatic Warrior, leadign the Charge and Inspiring his troops. Playing the Role of Guardian, Protector, and Diplomat, Might Multi-Class w/ bard to work toward the Battle Herald Prc
Doritian Rook NG, Human Cavalier, Order of the Dragon.
Jestem |
I would love to play in this, although the character concept I was looking into was an Aasimar, any massive objections? I will happily make the same character as a Human if that's preferred. Character would be a Paladin, looking to start a small Temple or equivalent of Erastil, whilst working to be on the frontline of the defence at the same time.
DM Patcher |
I would love to play in this, although the character concept I was looking into was an Aasimar, any massive objections? I will happily make the same character as a Human if that's preferred. Character would be a Paladin, looking to start a small Temple or equivalent of Erastil, whilst working to be on the frontline of the defence at the same time.
I'm not fond of Aasimars. I ask that you stick to the nine races listed. There is a paladin archetype that fits the Aasimar, though - the Empyreal Knight. It might not be the best archetype, but it does have the Celestial vibe to it.
The concept is fine, but I ask that you write out what you think a paladin's oath and code of conduct is - essentially, what actions do you imagine is right and good, and what actions would make the paladin fall? This is so we can come to an agreement of the code, as I will be rather strict about following the code.
I appreciate all the interest from everybody.
The Thing from Beyond the Edge |
I have been working on a couple of concepts (the first led me to the second) for religious based characters.
While searching through one of many battlefields a half-orc orphan stirred up many haunts and spirits of the dead which left their imprints upon his soul and threatened to consume him but he managed a form of control. Now, he counsels others to bury the dead (both literally and figuratively) and use them as a foundation upon which to build a future.
Alrich (male)
Half-orc
Oracle (Ancestor mystery, Possessed archetype, Haunted curse)
Feat: Extra Revelation (possibly Sacred Warrior)
Trait: Birthmark ("Blood Eagle")
S: 10
D: 14 5 pts
C: 10
I: 12 2 pts
W: 13 3 pts
Ch: 16 5 pts and +2 Half-orc
Skills
1. Knowledge (Religion)
2. Diplomacy
3. Craft (Alchemy)
4. Performance (Oratory)
5. Perception
6. Heal or drop intelligence to 10 and bump wisdom to 14
Note: As a player, the idea with the counsel he gives is to use it as a bond to rally together the denizens of the battle-scarred land. A common bond to forge a nation around.
@ DM Patcher
The first idea led to this second idea when trying to determine how playable and beneficial to the party the ancestor oracle would be. I came up with this concept after dismissing a cleric character due to not finding a god that fit the concept the way I wished for it to. Part of the concept is Inanna inspired. I hope this isn't considered a munchkin or cheese idea. If so, just ignore it and please give consideration to my first concept.
There were many battle-sites left by the war, perfect locales for witches specializing in spirits to work and harness power. One such witch, sought to harness and gather these powers to fuel her transformation to lichdom. She used a very young and pure of heart child as bait to draw these forces out for capture and harness. But, her prey finally got the best of her and killed her. In the fight, many of her siphons (similar to the haunt siphons from Carrion Crown) broke open. In a rush of spiritual force, many of them enveloped the poor child and transformed her.
Ninin (female)
Human (part Keleshite, part Garundi) or possibly Half-orc
Oracle (Life mystery, Possessed archetype, Tongues curse)
Feats: 1.Extra Revelation (Channel), 2. Selective Channel or Extra Channel
Trait: Sacred Touch
S: 10
D: 10
C: 14 5 pts
I: 10
W: 14 5 pts
Ch: 16 5 pts (and +2 for being human)
Skills:
1. Knowledge (Religion)
2. Perform (Oratory)
3. Diplomacy
4. Perception
5. Heal
6. Craft (Alchemy) or Survival
Ninin would urge that the dead be buried (both figuratively and literally) and that all work together to forge a common future that is better than the past. (Note: very similar to the concept for Alrich)
Possible future development: Choose the Eldritch Heritage feat for the Celestial Bloodline, so as to gain the Heavenly Fire power.
@ DM Patcher
If you feel one (or both) of these concepts interests you enough to see a full write-up, just say so. I will fully flesh it out and post it as an alias.
Thanks.
DM Patcher |
I guess I don't understand the Inanna reference, truth be told - nor how it would relate to munchkinism.
The first concept intrigues me more than the second one, truth be told, though the second one is more... safe for the sake of the party.
One thing I should mention is that... death will happen as the game carries on. And it will span across several years. That doesn't mean I'll kill characters whenever I can, but I won't fudge rolls to save anyone, and death is very likely final. I may simply remove ressurection spells.
Then again, this is only revelant once you're level 9+.
Also, one of the houserules I wish to implement: spontaneous casters do not receive slower spell progression than prepared ones - I.e., sorcerers and oracles receive 2nd-level spells at 3rd level, 3rd-level spells at 5th level, ect.
The Thing from Beyond the Edge |
"The first concept intrigues me more than the second one, truth be told, though the second one is more... safe for the sake of the party."
That is the dilemma I am trying to work out. Decisions, decisions.
"I guess I don't understand the Inanna reference, truth be told - nor how it would relate to munchkinism."
The Inanna reference was that she was a goddess of rebirth and fertility (closely related to the Life mystery, IMO. At least that is what inspired this character concept...) as well as having the title Queen of the Sky (Ninin could gain limited flight by choosing Improved Eldritch Heritage: Celestial Bloodline at 11th level).
The "munchkinism" would be that the Channel revelation (Charisma based, hurt undead and heal the party) and later the Life Energy revelation (Charisma based, hurts undead and heals the party) and drawing heavenly fire down from the sky as a ranged touch attack (Charisma based and gained from Eldritch Heritage which is a feat needing high charisma...) might start to add up. I normally try to build my characters in a manner that uses abilities complimentary to each other and which are based upon the same attribute if possible. I was worried that the potential to stack these together (just naming a couple above) might be what you were referring to as "munchkinism" earlier.
Should I just finish fleshing out the first for consideration or try both?
Also, did I miss a submission deadline somewhere?
DM Patcher |
With munchkinism, I tend to refer to builds that abuse a feat or multiclassing to become excessively powerful. Going for a flavourful build that in addition actually has synergy (such as your suggested build) is fine with me - I might consider it cheesy if its in-game effects are extremely powerful (I don't think it would be), but it has so much potential behind it as roleplay that, unless you're excessively overshadowing everybody else, it probably wouldn't be a problem to me.
Truth be told, I would prefer if you submitted only one character, but if you can't decide, flesh out both.
The deadline is ca. next week. It depends on numerous factors - in addition, I have an exam next Friday, which may induce some real-life stress. But you have a week, at least.
The Thing from Beyond the Edge |
With munchkinism, I tend to refer to builds that abuse a feat or multiclassing to become excessively powerful. Going for a flavourful build that in addition actually has synergy (such as your suggested build) is fine with me - I might consider it cheesy if its in-game effects are extremely powerful (I don't think it would be), but it has so much potential behind it as roleplay that, unless you're excessively overshadowing everybody else, it probably wouldn't be a problem to me.
Truth be told, I would prefer if you submitted only one character, but if you can't decide, flesh out both.
The deadline is ca. next week. It depends on numerous factors - in addition, I have an exam next Friday, which may induce some real-life stress. But you have a week, at least.
Thanks.
Given the time, I will probably flesh out both but submit one.
MisterLurch |
N-G Medium Humanoid (Human)
Init +1 (+1 Dex)
Senses Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. (+1 Dex, +1 Dodge)
hp 7 (1d6 +1)
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee: +1 Masterwork Quarterstaff (1d6)
Ranged: +1 Dagger (1d4)
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats (Human): Combat Casting
Feats (Level 1st): Arcane Strike
Feats (Bonus and Class): Scribe Scroll
Traits: Militia Veteran(Survival)
Skills: Appraise +8, Craft(Alchemy) +8, Knowledge(Arcana) +8, Knowledge(Planes) +8, Linguistics +8, Spellcraft +8, Survival +5
Languages: Common, Elven
SQ: Arcane Bond(object), Arcane School(Teleportation), Cantrips, Opposed School(Divination)
--------------------
SPELLCASTING (Wordcaster)
--------------------
Wordspells Per Day:
Level: 0 1
Spells: 3 2+1
Words Known:
Level 0: All
Level 1: TBD
Wordspells Memorized: TBD
--------------------
TRACKED RESOURCES
--------------------
Wealth - 11.77 gp
--------------------
Arcane School Powers:
Background to follow.
Mark Sweetman |
Subs thus far (apologies for anything incorrect or misleading):
MisterLurch - Human Wizard (Wordcaster)
Varash Ironskull - Ranger?
Daniel Stewart - ?
Andreev Brevic - Human Paladin
Josh Shrader - Charismatic Warrior?
Balodek - ?
Xzaral - Wordcaster?
Mark Thomas 66 / Kalaya - Human Witch
seekerofshadowlight - ?
Azure_Zero - ?
Jestem - Human Paladin?
The Thing from Beyond the Edge - Human / Half-Orc Oracle?
Lyle Brandt - Human Rogue (Scout)
Mark Sweetman - Kobold?
Hey Patcher, I was in one of your previous games and would very much look forward to gaming with you again.
Shocked and horrified that I am - no Kobolds are yet submitted - I will remedy that ;)
Dax Thura |
My submission is Jarix. He was first created for a prior Kingmaker game that died all too soon.
He's a kid fresh off the farm out to see the world for the first time. He's upbeat, naieve, and full of sorcerous power.
I'd like to try out the words of power with this character. I haven't decided between Draconic or Starsoul bloodlines.
History: Jarix was raised on a homestead on the Rostland Plains. He spent the days of his youth daydreaming of a life of high adventure. In his fantasies, after many years of adventure, he retired a powerful and wealthy lord. His powers manifest during a bandit raid against his home. The eruption of arcane energies threatened to consume him until he unleashed them upon his attackers.
After the attack, Jarix trained in the use of his new abilities and after much trial and painful error, was able to gain control of them. Shortly after coming of age Jarix left his family and home to begin to live the life of his dreams.
Jarix looks like the simple country boy he is. He wears sturdy, comfortable clothes and little ornamentation. He keeps his hair about shoulder length.
Description: Jarix is a young man out to see the world for the first time. Most everything is an adventure for him.
Mark Sweetman |
DM Patcher - would you allow me to submit a proposal using the Winter Witch archetype for a White / Silver Dragon aligned Kobold Witch with a weasel familiar?
Korvin |
"I hear that ya are wantin' to settle the former lands of Celtara. Well, if that's the case, Korvin's yer goblin! An' I'm sure me bein' a prince of Celtara may just be a smiiiiidgen of help."
Bluff: 1d20 + 6 ⇒ (12) + 6 = 18
This looks like it will be a awesome game. Here is my submission. Everything should be in the alias. DM Patcher, please let me know if I need to rework anything in the background (or character for that matter). I took a bit of artistic liberty based on what you had posted about the setting.
For quick reference: Goblin Rogue (Burglar & Chameleon Archetypes)
The Thing from Beyond the Edge |
@ DM Patcher
Will Advance Firearms be allowed?
Also, races typically limit the additional languages that can be chosen due to an intelligence bonus but those listed are not from a game world. So, would we be allowed to choose bonus languages from those that may be in the region (Skald from Brevoy, Varisian due to the number of Varisians in the area, Elven due to proximity to Kyonin, etc.)?
DM Patcher |
So are all the characters settlers, and is there any native human tribe or group at the time the settlement is set up?
The game starts ca. when you settle the first village. I'm not quite sure what you're asking for with the native human tribe, which may simply be me being tired because I just woke up.
DM Patcher - would you allow me to submit a proposal using the Winter Witch archetype for a White / Silver Dragon aligned Kobold Witch with a weasel familiar?
The Winter Witch is a very neat archetype. I will allow it.
@ DM Patcher
Will Advance Firearms be allowed?
A good question, and I neglected to mention in the char-gen rules. I am not fond of the gunslinger or its gun-related archetype with the exception of spellslingers - however, Celtara was a nation whose scientific advances was lead by a spellslinger, and had the infamous "kobold riflemen brigade."
Based on circumstances, I think I would put guns under the "emerging" status. Advanced firearms won't be disallowed, but I won't allow it at character creation either. You're very likely to find them, though, in the ruins of Celtara.
@Korvin: Character looks brill. Liking it. Good backstory.
I will look at the other submissions shortly. I have foods to nom.
DM Patcher |
dotting for interest. i am tempted with the modified goblin, rogue or ranger.
Without giving anything away, if i go with ranger may i get a hint as to what a likely favored enemy would be in this setting?
My apologies - I fail at reading sometimes.
Humanoids of most varieties will be abundant. Humans in particular. But there will be other creatures too.
Aberration, Dragon, Magical Beasts and Undead will all be likely monsters and dangers of the remnants of the Stolen Lands.
Alexei Robertovich Sadron-Kuzne |
Here are campaign specific changes:
Str: 10
Dex: 12
Con: 10
Int: 16
Wis: 15
Cha: 11
Traits: Hedge Magician.
That should be it crunch wise. Story wise, this is in addition to the stuff in the profile.
Alexei's family is connected. That's what they do. Originally affliated with the Lebeda family of Brevoy. When tensions with Celtara mounted, the family moved south to Andoran where they had friends in House Vaylen. Exposed to the mysterious artifacts and magical items trade by House Vaylen, Alexei became interested in the applications of magical items. This interest eventually lead to schooling in the prestigious Arcanamirium school of Absalom. Recently, House Lebeda has sent word to affiliates that the time appears right for rebuilding. Alexei has been sent due to his training.
The idea for Alexei is to multi-class wizard/cleric(Abadar) for a mystic theurge focusing on item creation. I would really like to play this character, as the kingdom building rules allow a lot more use of, and scope for, the item creation rules. I will not try to make problematic items, promise. I also would like to play Alexei. He's the first Alias I created, but hasn't been picked up yet.
One last thing, why no fey in the creature types?
DM Patcher |
I'm interested. I was in your previous go at Kingmaker (Peregrine Fetch), and I thought the game had a lot of potential, so I would like to give this a try. I'm currently thinking some kind of summoner, maybe a master summoner or maybe just the vanilla one.
Hello, Peregrine! I apologise for vanishing the way I did. I am happy to see you're interested in this.
Mostly because I am not fond of Fey. They require a particular mindset to roleplay... correctly, as it were, and I don't feel comfortable with them. As this is an alternate continuity to Kingmaker, the fey are either absent or were mostly eradicated. Doesn't mean you won't find some fey, but they won't be focal.
Also, regarding your past: Celtara was home to the university of Candlemere, lead by the great Professor Cain, a master wizard and foremost researcher, and one of the pioneers of the art of gun wizardry - it might be part of Alexei's motivation or mission, to recover some of these artifacts and find the research notes and such.
Alexei Robertovich Sadron-Kuzne |
I understand the role-play challenge of fey. Role-playing in general is what I find most difficult as a DM, or player for that matter.
You mentioned some houserules and some things taken from Kithfinder, anymore details on them? I'm particularly interested in changes regarding the economy system for the kingdom. Personally not the biggest fan of magic items being the driving force. It's not a bad system and works just fine, but I like my gold mines to do more and caster towers/black markets to do less.
DM Patcher |
** spoiler omitted **
Other houserules involve step progression (since we'll be playing with slow progression for experience), spontaneous casters progressing at a similar rate as prepared casters, and some other rules that I cannot remember quite at this moment.
As for the modified system, magic items cannot be sold unless you have a high enough city base value in the city; as an action, you can get rid of an item in a slot to free it, without gaining any BP. Magic items do break the game rather heavily, sadly.
They are some big changes, but all with the hope of making the game more enjoyable.
@MisterLurch: The only concern I have is that wordcasting, in my experience, is not a fantastic system when used with prepared casting - the character on its own doesn't stand out much as it is just a rough sketch of a character sheet. Nothing strikes me as wrong or over the top, though.
MisterLurch |
I have not tried out the words of power before, but would love to give it a shot. If you think it would be better I can remake him as a sorcerer.
This new way of understanding magic came so easily to Jericho that it was as if he already knew these words and simply needed someone to show him how they worked together. For six months Jericho was happy.
Jericho's new home of Ten Gem Barrows was attacked by a small horde of mercenaries. With Wizard Kreeg, Jericho came to the town's defense. The fighting was brutal and the town was quickly overrun; Wizard Kreeg took an arrow through the neck in the final assault and Jericho was struck in the head by a piece of a collapsing building.
When Jericho woke, he found the mercenaries gone, the townsfolk dead or gone, and most of the buildings in ruins. Not caring to try to explain to the officials that would inevitably come to investigate how he was the only survivor, Jericho rummaged through the ruins of several buildings until he found enough supplies to last for a while, dug his spellbook out of the ruins of the house he shared with Wizard Kreeg, and disappeared into the Stolen Lands.
Mark Sweetman |
Updated list of subs thus far (apologies for anything incorrect or misleading):
MisterLurch - Human Wizard / Sorcerer (Wordcaster)
Varash Ironskull - Ranger?
Andreev Brevic - Human Paladin
Josh Shrader - Charismatic Warrior?
Balodek - ?
Xzaral - Wordcaster?
Mark Thomas 66 / Kalaya - Human Witch
seekerofshadowlight - ?
Azure_Zero - ?
Jestem - Human Paladin?
The Thing from Beyond the Edge / Ninin - Human Oracle (Life)
Lyle Brandt - Human Rogue (Scout)
Mark Sweetman - Kobold?
Dax Thura - Human Sorcerer (Draconic or Starsoul)
Korvin - Goblin Rogue (Burglar and Chameleon)
J. Cayne - Summoner?
Alexei Robertovich Sadron-Kuzne - Human Wizard (going Mystic Theurge)
Tilnar - Goblin Ranger?
DukeRuckley - ?