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I'd like to offer a duet campaign for one player (you) and one GM (me), set in and around Kaer Maga. My goal is to create a story with you that engages us in and around the City of Strangers, experiencing its mysteries, allying (and fighting) its residents, and learning to be better gamers (I'm always trying to improve).
Starting Level: 3. We'll use the "Fast" experience track
Races: Any Paizo-Published
Ability Scores: 20 Point Buy, or roll 4d6 six times, dropping the lowest roll each time.
Classes and Archetypes: Any Paizo-Published
I'm actually more interested in hearing about your character's core motivation, so please list your alignment as follows: "NAME is a Law/Chaos Good/Evil CLASS whose purpose in life is to _____ ______." Feel free to have fun with this - some examples include:
You will begin play with 6 Prestige Points. These are generic, and not tied to any particular Faction.
Traits: 2 Traits from Paizo-published materials. There are no campaign traits.
Backstory: Answer these two questions, please:
Play Location: Now that the Roll20 App is out for the iPad, I'm open to playing there instead of here for either asynchronous or live-chat play. Given the options for Macros and character sheets there, it's not a terrible option for somewhat easier play. Otherwise here is fine, posting one or two times per day or so. Please submit character options here first before we resolve this question.
Combat: This will primarily be theater of the mind, but I'm not opposed to making maps as necessary.
NPC Companions: Any NPC you encounter could potentially join your party if their motivations are appeald to and you can convince them to follow you. If this happens, you'll take control of them during combat situations and certain skill checks, but I'll manage their personalities and conversation with you. I'm feeling inspired by Pillars of Eternity at the moment.
"Yes, and...": This will be a game where I will take your words at face value. If I think that what your character is trying to do requires a skill check, then I'll either roll it for expedience or ask for it. Mostly I want to work with you to tell your character's story, and not just make you tag along for my story.
Recruitment open for a week or so - I'll close by April 10th at the latest, though if I get a lot of submissions I might close that early. Let me know if you have questions - happy building!
4d6 ⇒ (6, 2, 4, 1) = 13 12
4d6 ⇒ (1, 1, 1, 6) = 9 8
4d6 ⇒ (3, 6, 6, 1) = 16 15
4d6 ⇒ (6, 1, 5, 5) = 17 16
4d6 ⇒ (4, 5, 6, 6) = 21 17
4d6 ⇒ (4, 2, 3, 3) = 12 10
I have an idea, and will work with these stats to work on a submission.
A very unorthodox and curious idea. I've been away from the boards for a long time, but the itch is re-emerging. Might as well see where it takes me.
4d6 ⇒ (4, 3, 4, 4) = 15 12
4d6 ⇒ (5, 2, 1, 5) = 13 12
4d6 ⇒ (4, 4, 3, 2) = 13 11
4d6 ⇒ (6, 1, 4, 1) = 12 11
4d6 ⇒ (6, 1, 2, 6) = 15 14
4d6 ⇒ (2, 5, 1, 5) = 13 12
13-pt equivalent. Yikes.
I'll have to meditate on it a bit and see if anything strikes me. Probably just take 20, though.
EDIT: forgot to drop the lowest. My rust must be showing.
2d10 ⇒ (8, 3) = 11 for HP
Why come to Kaer Maga?
Where would you go if your Queen, whom you loved enough to sacrifice your own beauty for the mere chance to serve, had died at the hands of treasonous bastards?
Where would you go if you Commander, whose very hand struck away your beauty so that you may better serve your Queen, had died trying to fulfill the legacy of the dead Queen?
Where would you go if your sisters-in-arms, equal in sacrifice and duty, had all perished in service to that quest?
Where would you go if you too had died, alongside your sisters, following your Commanders orders, trying in vain to fulfill the legacy of the Queen, slain by idiot librarians, and then found yourself in the body of the most beautiful woman who ever lived-- a woman whose glory erected the very monument your sisters and Commander died in-- the woman whose fame and beauty outstripped the fall of every nation into abject darkness-- whose face is found throughout Varisia-- the very Runelord of Lust, Sorshen?
Of course I came to Kaer Maga. Where else in all of Varisia would a monster like me go?
Human (Azlanti, Pureblooded) fighter 3
LN Medium humanoid (human)
Init +2; Senses Perception +4
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 36 (3d10+15)
Fort +7, Ref +3, Will +6 (+1 vs. fear)
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +9 (1d8+4/19-20)
Ranged composite longbow +5 (1d8+3/×3)
Str 19, Dex 14, Con 18, Int 12, Wis 17, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Blind-fight, Iron Will, Power Attack, Shield Focus, Weapon Focus (longsword)
Traits armor expert, azlant fanatic
Skills Acrobatics -5 (-9 to jump), Bluff +0 (+10 to lie, +5 to feint, -5 to pass a hidden message), Climb +1, Handle Animal +4, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (history) +6, Perception +4, Profession (soldier) +7, Sense Motive +4, Survival +7, Swim +1
Languages Azlanti, Common, Thassilonian
SQ armor training 1
Combat Gear potion of cure light wounds (4), potion of shield of faith +2 (4), universal solvent, durable arrow (35); Other Gear half-plate, heavy steel shield, composite longbow (+3 Str), mwk longsword, mask of stony demeanor, sleeves of many garments, bedroll, belt pouch, flint and steel, masterwork backpack, mess kit, pot, silk rope (100 ft.), soap, torch (10), trail rations (5), waterskin, 404 gp
Armor Expert -1 Armor check penalty.
Azlant Fanatic (Knowledge [history]) You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Blind-Fight Re-roll misses because of concealment, other benefits.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Sleeves of many garments Transform current clothes into any non-magical new form.
Upon review and reflection, I think this character might be suitable for such an open and introspective campaign. Take the crunch in it's entirety with a grain of salt; I'm preparing all the necessary adjustments to the correct level as we speak.
Buying magic items within those budgets is always tough, though: not a lot of options below the 1000 gold mark. gonna have a few wands at this rate, most likely. That is unless you're willing to flex a little on the gold breakdown between categories.
I need to find a primer on Kaer Maga, but I THINK I can explain her backstory sufficiently once I read up on it. Just let me know if anything's a no-go, or if you'd like me to carry on, GM.
Honestly, I wasn't thinking much in the way of big magic items, but for permanent ones, there's limits on what counts for each category and still fits the budget, especially for a full caster. Armor is out; weapons are MW at best. I just expect a little variance in each category where a wand isn't a feasible choice. Nothing crazy; no spending it all on one item or anything.
But alright, I'll go ahead and finalize the changes then. for now, here's the basic 'answers' to the above posted criteria.
Kaoriko is a neutral sorceress whose purpose in life (she hopes!) is to fulfill a forbidden legend and safely free her people from their self-imposed secrecy.
She grew up in Kaer Maga, but has since spent time outside of it, living an adventurer's life.
She is closest to her mother, despite the fear and the distance between them caused by her growing powers.
Crunch to be updated shortly.
Crunch updated; fame/infamy and starting prestige under vital stats. Also made slight narrative tweaks to backstory for consistency's sake. Had a little over 330gp left when purchases were complete, but I feel like the inventory is balanced for the stated criteria. Let me know if anything is incorrect, unclear or unacceptable for the submission.
Sorry if my layout is wonky; it's just what I already had on hand and took less effort to get it cleaned up than completely starting over. It's nonstandard, but hopefully isn't too hard to navigate.
Also, you were right: Kaer Maga fits surprisingly well with what I have in mind; perhaps even better than you know...heh heh.
Color me very intrigued and interested. I am a writer (nothing much published but those who have read my work generally offer good reviews) and years ago (decades really) I wrote a fantasy adventure novel that started as a role-playing exercise with a friend. I created two characters and told him the basic plot idea. He created scenarios for my two PCs to interact with and that led to the writing of the novel. So I'm excited by the prospect of trying something similar, not necessarily to turn it into a book, but that is a possibility depending on how things go.
I've been role-playing since 1st edition D&D and am quite familiar with Pathfinder. I'm also enjoying a number of PBP games, which is all I really have time for (tried PFS, but didn't really care for the sporadic nature of it and the fact that one played with different players most of the time). I also have read a bit about Kaer Maga, so this sounds like a lot of fun.
First ideas for a character:
•Probably a cleric or paladin or combo of both. I have a PhD in religion and so I always like a character who is involved in religion.
•Probably LG (or CG if I don't go with a paladin).
•Probably high charisma to facilitate leadership and attracting followers.
•Probably living in the Bottoms and involved in the freeing of slaves.
•Probably female, although may go either way.
•Probably human or half-elf. Possible an Assimar or catfolk.
It will take me a few days to work out the basics, so I'll post something in a day or two if you are still accepting proposals.
Feel free to look at the posts I've been making in the PBP games I'm in currently. It will give you an idea of how I like to write dialogue and describe both external and internal aspects of what the character is doing/thinking. It should also confirm that I can post daily. My work schedule affords me chunks of time most days to post to the various campaigns I'm in.
Edit: Might offer an alternate character, a likeable rogue, living by his/her wits, perhaps a con artist.
Also here is the 4d6 rolls for possible use instead of the 20-point build:
Ability: 4d6 ⇒ (6, 1, 3, 3) = 13
Ability: 4d6 ⇒ (6, 4, 2, 1) = 13
Ability: 4d6 ⇒ (4, 2, 1, 4) = 11
Ability: 4d6 ⇒ (3, 2, 2, 4) = 11
Ability: 4d6 ⇒ (4, 6, 3, 2) = 15
Ability: 4d6 ⇒ (2, 4, 3, 5) = 14
Pretty low. Only 3 results of 6 out of 24 attempts. I'll do the 20-point build.
Thanks for the interest, folks! I'll be looking over more of your ideas here soon.
@Kaoriko: Thanks - I'm glad the setting is a good one.
@Clebsch73: Thanks - I'm curious, what's your subfield in the study of religion? I know other folks who have gone through such programs.
@Algar: multi-classing is fine. Thanks for checking!
An excuse to participate in a character building exercise? Sounds fun!
Ophira Aedra is a Neutral Good Blackblade Magus whose purpose in life is to unlock the secrets in her heritage that cursed her with the blade that was found in her hand the day that her fencing teacher died.
A duel to was her final examination, and rather than pick any of the ones she usually used, she found herself choosing a rapier that had not been used, it seemed, for a very long while. She thought it a gift from her father, as it had been placed across her chair in her room the day of her examination. During the examination, her teacher had severely underestimated the quality of the blade. A maneuver designed to break the blade did not, and their overconfidence caused the following maneuver to run them neatly onto the blade.
The incomprehension on her teacher's face haunts her still. The sense of amusement that was not hers frightened her even more. The weapon that killed her teacher has not left her side, despite no one knowing where it came from and attempts to rid herself of the weapon only found it by her side the next morning.
So she began searching for knowledge.
• Her closest relationship was with her doting father, who would often give her gifts, or indulge her wants. She travels because of that, though he requires letters weekly, with mentions of potential items for trade.
Ability: 4d6 ⇒ (2, 5, 6, 6) = 19= 17
Ability: 4d6 ⇒ (4, 1, 5, 4) = 14= 13
Ability: 4d6 ⇒ (6, 1, 4, 3) = 14= 13
Ability: 4d6 ⇒ (6, 5, 1, 3) = 15= 14
Ability: 4d6 ⇒ (5, 1, 6, 6) = 18= 17
Ability: 4d6 ⇒ (5, 3, 6, 4) = 18= 15
I am interested. I will go with 4d6. EDIT: Straight down the line.
4d6 ⇒ (6, 6, 1, 4) = 17 = 16
4d6 ⇒ (1, 1, 4, 4) = 10 = 9
4d6 ⇒ (4, 4, 6, 6) = 20 = 16
4d6 ⇒ (1, 5, 1, 4) = 11 = 10
4d6 ⇒ (6, 2, 4, 6) = 18 = 16
4d6 ⇒ (4, 2, 2, 5) = 13 = 11
HP: 2d10 ⇒ (10, 8) = 18
Okay, I wanted an investigation sort of character and seriously considered an Investigator. Then I was thinking of a book I recently read wherein one of the characters was an investigator and hired a professional boxer to be his muscle on a particularly hairy investigation. That got me thinking what if the boxer found himself in a position that he needs to solve a mystery(ies) and doesn't have an investigator. This campaign is going to take place in and around Kaer Maga which is a full on city with a scary complexity that is unfit for most people to go poking around in it's underside (both figurative and literal).
I decided there and then that a middle-aged brawler was the ticket. I've never even looked at a brawler before, so I went to see what they're about. Looking at the archetypes I noticed Mutagenic Mauler and thought, 'What if he has been fed mutagens for years to enhance his physical prowess and is addicted to them? What if he was let go by his promoter for being too old to fight? What is he is having trouble scrounging up money to pay for his addiction? Let's really make matters worse. What if his alchemist has disappeared?
Now at this point I am thinking that the character is human, a towering, ginormous Ulfen who came south and through some misfortune or another, found himself stranded in Kaer Maga needing to make money and becomes a brawler. Maybe it was destitution or slavery. It was then that I noticed there is an Ulfen Beast Wrestler archetype. Okay, let's say that he's put into the ring with wild animals and other beasts. He trains to fight them. They start pumping him up with mutagens so he can keep up with these greater creatures. Let's even say that they gave him feral mutagens and he could grow claws of his own.
As he gets older, they realize that he is never going all the way. They've promoted him as the Great Bear of the North. People know him as such and expect him to fight beasts as a beast himself. What if the promoters had him fighting a grizzly bear? Hey, there's another archetype; Wild Child. Let's say he has trained with a bear to put on shows that make it look like they are actually fighting.
Crap! Ulfen Beast Wrestler conflicts with Mutagenic Mauler over AC Bonus and with Wild Child over Maneuver Training. Okay, drop UBW, but keep the flavor. How to do that? Wait, wait, wait. He has a secret. The alchemist never provided him with feral mutagens. He had claws, but they were always his. He's a shapechanger. Not a full on lycanthrope. A Skinwalker. Ha! a bear-kin skinwalker.
Okay, he pretends that mutagens give him bestial abilities. I give him Animalistic Affliction as a racial trait and (with permission) give him the campaign trait Blood of Giants to account for his truly awesome size. He has crap for dexterity, so Tribal Scars (technically Realm of the Mammoth Lords, but I feel it works well for an Ulfen viking, too) for his first level feat and Toughness for 3rd level.
So total stream of consciousness brainstorming there. I'll write up the proper background tonight.
Thanks for the interest, folks! I'll be looking over more of your ideas here soon.
@Clebsch73: Thanks - I'm curious, what's your subfield in the study of religion? I know other folks who have gone through such programs.
I have a master's in physics. My dissertation focus was on science and religion. The degree program had a focus on social ethics.
Regarding my character, I did some creative investigation of possible characters and am working on a female aasimar cleric 2/bard 1, with an aim towards the Mystic Cultist PC (see sourcebook Champions of Righteousness, on Empryreal Lords).
Will probably be cleric 4 / bard 2 before can take the prestige class, which also requires a roleplaying event that could provide a plot element down the road.
Will also try the feat obedience from the same sourcebook, with her obedience being toward Arshea. For background, she will have grown up in The Bottoms, with the whole community looking after her, protecting her from kidnapping by slavers and from those who would try to take advantage of her. She will be a cleric of both Cayden Cailean and Arshea, living in The Bottoms, serving the people and joining into activities of the community to free slaves and save people from other perils of poverty and the chaotic cityscape that is Kaer Magazine.
I will be doing an alias tonight and will fill in the details there. Let me know if anything proposed would be disallowed or need to be altered. Thanks.
(Using a 20 pts buy for the moment will probably Roll later if character goes trough and interest the DM)
GRIM THE WANDERER
Urban Barbarian 1/ Ragechemist 2
Medium Tiefling / Outsider (Native)
Init +2; Senses Perception +7, Darkvision 60 ft
AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 natural armor)
hp 31 (2d8+1d12+3)
ER Cold 5, Electricity 5, Fire 5 Fort +6, Ref +5, Will +1
Armor Chain Shirt, Light
Spd 30 ft/x4
Melee Glaive-Guisarme +5 (1d10+4) 20/x3 brace, reach, see text
Melee Small Claws +5 (1d4+3) 20/x2
Special Attacks Tiefling Claws (PFARG 169), Bomb  (PFAPG 26)
Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 8
BAB +2, CMB +5, CMD +17
Feats Arcane Strike (PFCR 118), Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Shield Proficiency (PFCR 133), Throw Anything (PFCR 135)
Skills Acrobatics +6, Appraise +7, Bluff +2, Craft (alchemy) +9, Diplomacy +4, Disable Device +5, Intimidate +3, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Linguistics +7, Perception +7, Stealth +3, Survival +5
SQ Sneaky (PFBty 264)
SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Discovery (PFAPG26), Mutagen (PFAPG 26)
MC Rage Mutagen (PFUC 25)
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Magical Talent (Magic) (PFAPG 329)
Languages Abyssal, Common, Draconic, Elven, Infernal, Thassilionian
Grim was an orphan who grew up in the area between two different cities
He survived these years because the was a long stronger then the rest of the kids that lived in the streets.
At 16 not really wanting to stay and enlist with the local thief guild
The next night, besotted with cheap ale and languishing in a humor most foul, Grim signed off and became a mercenary
He had been captured fighting in the Yerasol's about a year before the end of the company's engagement contract. Shortly thereafter he was bought from the work camp, a shell of his former robust self. He had lost over 80 lbs from his former 160+ pounds, and sleeping sores and unhealed cuts left his body a mass of scar tissue. He also had a slight limp from an improperly set broken ankle, but he was alive, and on a wagon headed for who knows where....
In the camp: bad treatment, little food, lots of work was the daily routine. The only person who showed some compassion was another prisoner given the task to keep the prisoner in working condition was an alchemist. He took Grim as a helper for the heavy lifting. The alchemist was also task to experiment on corpse and bodies from time to time. They had an escape plan has the alchemist was trying to make a mutagen that could be taken by others. But he was purchased before all that came to happened.
Those who exhibit special knowledge or skill useful to the laborers are treated with respect and given appropriate task. The Alchemist did his best to act as a doctor to all, amongst other "skilled, specialty" workers. My character being very strong and strong willed intervened to rescue the old man from a beating as he refused to carry out an vivisection asked. He insulted the Taskmaster and got himself a great beating (ankle broken) And that is where the relationship began. (in fact not quite as the alchemist has treated him a few times before for whip lashes.) Working with the alchemist they both came in with a plan. He would try to synthese his mutagen extracts in order for non alchemist to be able to use them in order to be stronger so that they would be able to escape one night (And so a team of specialty people was chosen to carry out the Great Escape Plan (think about the WW2 movie). On the day they were going to carry out a bunch of slaver traveling from Crsiol to Yragol stop at the Labor camp. They had suffered a bandit attack and figure they could replenish some of the lost slave / guard with what they could find. He was purchased amongst 10 others. The other were able to carry out the Great escape anyway while my character was taken to a big city and acted as a guard caravan on the way. Once more the caravan was attacked by bandits but the exhaustion was to hard and non of them prevailed and non of them surrendered. They fought to the last men bitterly non wanted to be grough back to to live again in the camp if the bandits took them back there.
As the bandits went around collecting ears for the reward they got less than expected. A body just wasn't there.
Grim arrived in Kaer Maga ,the Asylum Stone, Kaer Maga has served as a refuge for exiles, misfits, and ne'er-do-wells fleeing persecution and prosecution for thousands of years, and is known throughout Golarion as a place where anyone can fit in, and where anything can be bought and sold.
Thiw would be the place to hide and stay for a while as he return to the original place the research and discoveries his old mentor made in his Formulae Book. Although he didn't understood everything he knew his mentor was close to making new discoveries about the Alchemical Undead he worked once long time ago when he was a disciple.
Grim's task was to complete the project (maintain intelligence in an alchemical sustained undead body) or if he failed he was to destroyer all trace of this research
the ancient texts of the Chymists of Life in Death was recovered from a deep forgotten Chamber in the Godsmouth Ossuary Learning the secret formulae should take considerable time and effort, and would obviously be opposed by the church of Pharasma, should they get wind of it. (it is left to the GM to detail the alchemical processes involved, as well
as any repercussions that might result from using such forbidden knowledge
An acolyte of no great distinction in the church hierarchy, Svilennius stumbled upon a secret entrance to the sealed lower levels of the Godsmouth Ossuary deep in a disused area of the catacombs in Kaer Maga. What he found there changed his life forever—in an ancient Thassilonian temple to Pharasma beneath the active levels of the ossuary, Svilennius discovered proscribed books from a heretical sect calling itself the Chymists of Life in Death. These tomes dealt with the creation of the undead through alchemical rather than magical means, which the sect believed provided a loophole around Pharasma’s prohibition against undead creatures.
(The Info from the ancient text of the Chymist of life in death comes from an Official Pathfinder Module i Played a while ago: The Godsmouth Heresy)
I have spent as much time as I have to spend today developing the character profile, which has most of the crunch. I still have to add the background and the other things you requested such as goals, but I'll get to those next. I like to get the crunch done before I work on the background, so I know what things to account for. But if you want to look over the character's main abilities, those are fairly well defined. I've got some ideas for background and goals already worked out, drawing on ideas from the Blood of Angels and Champions of Righteousness source books.
Regarding format, I have an i-Pad and would be willing to try connecting through that. My schedule is shifting every five weeks and so posting in PBP gives me more flexibility. I also have the program d20Pro on my home computer and would be able to connect through that.
Melees would go much more quickly through a program like that if you care to program the details of the opponents and if we can find time to synch up.
I've added a lengthy background piece in a spoiler at the top of her profile. I'm still working on equipment, but I should have something ready toward the end of the recruitment window.
Also, here are the rolls for 2nd and 3rd level hit points, both d8.
Bard Hit points, 2nd level: 1d8 ⇒ 8
Cleric Hit points, 3rd level: 1d8 ⇒ 6
While I'm at it, let me answer some of the questions you asked us to answer:
Backstory: Answer these two questions, please:
•Did you grow up in Kaer Maga, or did you come here from somewhere else?
Airinós grew up in Kaer Maga (see background for details).
•With whom do you have the closest relationship (parent, sibling, lover, spouse, mentor, enemy, etc.)?
Eternas, a silvanshee agathion, who has acted as a kind of celestial guardian, teaching her celestial and informing her about the planes of the aasimars, particularly Nirvana, and is responsible for Airinós' trait magical knack.
please list your alignment as follows: "NAME is a Law/Chaos Good/Evil CLASS whose purpose in life is to _____ ______."
Airinós is a Neutral Good Cleric/Bard whose purpose in life is to attain enlightenment and so earn the right to have her soul transformed into an agathion and reside in Nirvana. Her more immediate goals are to help those in the Bottoms remain free. Toward that end, she wants to establish a mystery cult to her deity Arshea (see p. 43 of Champions of Righteousness, Veiled Mystery Cult.)
My character, as promised. A level 3 Human Paladin, cast out from the Linnorn kingdoms because he has a weird religion that has manifested as politics.
Frekir is a Lawful Good Paladin who is looking to achieve three things.
1. Find his long-lost brother in Kaer Maga
2. Make it with the daughter of a local caravan merchant
3. Bring Law (of some kind) to Kaer Maga (the character himself doesn't fully understand the scale of this last one).
Any other questions, don't hesitate to ask.
I finished up the details, so this character is pretty much ready to run if you choose her. Goals and such are listed in an earlier post and the rest can be found on the profile, including background, and the mechanics of feats and class features. I've enjoyed creating this character and hope I get a chance to explore Kaer Maga with her. At the start, she is somewhat naïve, although she has a clear understanding of what evil exists, she has not had to deal with it directly very much. She takes the view that evil is not something to be extinguished but managed and possibly redeemed.
She will be easily drawn into adventures provided she sees an opportunity to do good and help others who are vulnerable. She'll have an easy time drawing other like-minded individuals to help, and she has a way with animals, so she can also potentially get help from trained animals she has worked with.
I see her as someone who does not go out of her way to seek power, but I can see events thrusting power upon her, as she advances and becomes more a powerful force for good. She will likely try to achieve balance between good forces who want to impose a lawful good order on things and those who want to ignore all law and free slaves whatever the costs. If so, the fun will be what happens if she has to make a choice.
I'd also like to see her get involved in some kind of romance.