
Amavin Zephyra |

Amavin can probably fit in with most teams though. She tries to do a mixture of controlling the site of any combat alongside flat blasting to remove some grouped up enemies. Out of combat, she acts as a party face to defuse tricky situations as best as she can. She's very much a humanitarian sort of character if that helps somewhat.

Azrael the Avenger |

tbh, Azrael would get along with just about anyone... as long as they weren't TOO chaotic... I'd be happy to team up with anyone here...

Alysandra Janus |

As discussed with the GM, Coalhouse, Alysandra, et. al. will not be part of any group to start with.

Aolis Greenborn |

Aolis is a pure spellcaster and a battlefield manipulator more then anything else. He rarely blast with spells, using magic missiles for damage when he is not throwing buffs and debuffs or just messing with the enemy in general.
As for Sacha, she is a dex melee magus. She can fly at will, heal everyone once per day, and react faster then most (+10 init). Both are NG so their flexible and can work with anyone. Granted each has their leanings but still rooted firmly in NG. Sacha leans a bit towards lawful while Aolis a bit towards neutral.

Aramil Wellys |

Aramil is a Strength-based Magus who focuses on damage and debuffs. He can Intimidate in the social sphere, but usually leaves the rest to others. He's going a more heavily armored route. He's NG and firmly believes in giving second chances where applicable and when someone is genuinely repentant - even if the law says otherwise.
He would likely come into conflict with Axhammer on things like that, so we may not be the best "adventuring together for years" duo.
Porablum is a bard and as such, can do some performing and buffing, some illusions, shoot her bow, fight with her rapier. She's got the face skills, as well, and can go for every kind of Knowledge. She is CG, and very talkative. She's very much a free spirit with a kind heart.
Ideally, I think he's team up with others from Restov, although he has 10 years of adventuring in the River Kingdoms and Galt to have met people in.

Elliomander Ostarian |

Ok. There's 14 of us, so that makes two parties of 5 and one of 4. I can't do it on my phone but could someone make a list of mains sorted into roles? Maybe: melee; range; arcane; divine; face; scout? And (maybe someone else) a list of cohorts sorted the same way? Then we can start sorting parties by role?
I know a few are joining later but we can sort them now and then work on the story. (Fluff wise I could see myself in a party that had no melee, and crunch wise I do a bit of summoning so we could have gotten away with it for the most part; but I also like the idea of RPing that we had another member that we lost recently, either to death or a disagreement or whatever.)

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Okay, sorry for my delay... very busy, forgot all about this!
Personally, dagit is stubborn. He is a grump who would likely try to get his point in with a hammer. Otherwise he works well with others, especially humans. Like most dwarves, he is sour with elves.
Selinah is the opposite. She is kind and thoughtful of everyone. Although she is deaf. She may at times seem distant or gone.
Dagit is a debuffer, his concept is to control the field. He is nice enough to heal those who need it, and he finds undead vile. He will use spells to make it easier for his allies to take care of things. He will be swinging his mace when he can, but will otherwise let his more confident allies take care of things.
Selinah is more focused on healing. She will aid the fallen as much as possible. She will otherwise act defensively, casting spells to fool her enemies.

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Axhammer Rocknose is a tankish character, who excelles at not being hit >.> <.<
I will most probably use feats to get a animal compainion mount so that he isn't slow as dirt. [15 foot movement speed is the worste >.<]
He has some spells that he can use to heal the party, and is a paladin so he can lay on hands as well. So there is healing to be had if need be.
The Cohort Alexander Burfoot, has the abiliity to share healing he recieves with his mount and one adjacent ally 2 times a day for 5 rounds, making group healing easier after a fight, him and his mount excell in creating road blocks that the baddies find hard to get around. When he challenges something he adds his level to damage, and some bonuses to saves.
Neither character is optimized to do anything really interesting, other than of course not getting hit. Thier damage is suboptimal, their defenses as well, nothing is too terribly optimized about either to be honest, and I don't know what role other than "tank" they could fill except maybe backup healer?

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Titian is the typical mounted shining knight, if he can charge his damage is impressive. He has a good armor class, but the real tank is his mighty steed. In combat he can boost charges, and/or boost flanking.
Out of combat he is a decent diplomat and also able to help with the animals.
Fr Ezekiel is a summoner specialising in summoning good creatures.
He also has an trusty animal companion and can work well together to hold the line.
Booth are lawful good.

Coalhouse Porter |

Both Coalhouse and Alysandra are 'high-end hirelings' - which means they wisely try to not get involved with combat at all!! However, since they are more than willing to haul the stuff of crazy people (i.e. 'Adventurers!!') they wind up in the middle of it more often than they'd like.
Coalhouse is a scout/utility sort; he doesn't have trapfinding, but he's not bad at taking them apart, popping a lock, hiding something, spotting things, gauging a room, and making people back off. He can also carry another 105 lbs before being moderately encumbered - and can carry up to 1380 lbs total. He is an excellent person to flank with, and knows how to hold his own in close-quarters combat. Incidentally, presuming Enforcer works with Improved Unarmed Strike, I'd like to take that instead of the extra rogue talent.
Alysandra is absolutely a Face; her skills, spells, and abilities are primed for 'social combat', though some of her abilities do apply to group defense against a bunch of sorts of spells (sonic and language-dependent spells as well as pattern/figment illusions), and can aid in the success of others (enchantment (charm) and illusion (figment, glamer, and shadow)). She is longsword-level competent with the Aldori dueling sword she wears, but no more than that. With an AC of only 16, for obvious reasons she'd prefer to keep out of close combat and, probably, just use her bow.
Though neither of them have magical weapons, their mithral ones tend to do the job pretty well.
Had an idea for an alternate minor magic item - a 'quick-release clasp', which would allow them to drop most of what they're carrying without damaging it. (You know, for those Medium/Heavy load situations that they're likely going to find themselves in ...)

Azrael the Avenger |

Azrael is a paladin and as such, of course LG, but unlike some paladins, he's personable and friendly, only turning overly serious about things when confronted with evil or a mission of vengeance. He'd get along with anyone except the extremely chaotic... Oh, he'd get along with them well enough on a personal level, but there could be conflicts on how to handle certain situations. As for his combat role, I guess he can tank, though his AC could be better and hopefully in time it will be.
His cohort, Hareth, is a zen archer, and also LG with paladin levels as well. As a half-elf raised by humans, he has no preconceived notions for or against any particular racial groups. He is even more lax than Azrael in regards to who he gets along with and such, though not as open and friendly on the surface. He definitely takes more of a combat support role, being primarily a ranged fighter.

Hareth |

Oops, my bad, switched some stats around and forgot he no longer qualified for feat... will take care of that when I get home tonight.

Coalhouse Porter |

Coalhouse's revision (finally caved to the GM and went from Dex 18/Cha 8 to Dex 16/Cha 12 ;) ) is up, though I'm still working on revising the followers.

Alysandra Janus |

I've begun a Character Competence Sheet for the game over on Google Drive, and I'm putting in SOME information on the characters of the people who have already posted; go there, fill in your characters. Corsario wanted (wants) us to have seperate aliases for our cohorts, so you lot with the cohort-in-the-leader's-alias go get that done. ;) (And if Corsario wants to put that link into the header or campaign info ... cool!!)
Character Name / Crunch: Link it!!
L / C: L for Leader, C for Cohort.
Ratings in the competence areas (enable, control, heal, etc.) are 0.25 (for a little), 0.5 (for reasonable), and 1.0 (for main). Probably nobody will have a total more than 2.0 ... ?

Alysandra Janus |

Mmmm, lots of activity on the sheet. *sits back and watches people filling stuff in* Yeah, I expected that sort of thing for the magic people, Nate - the sheet represents, I think, your 'typical daily preparation'.
Also, when you get done with your characters - and don't forget to fill in the 'associated with' bit as well as any other notes / links (like your cohort's info being currently on your main character's page), copy and paste those lines into the appropriate other sheet, 'leaders' or 'cohorts'.
Added 0.75 in the competencies - a 'good second-line' in the area. (Coalhouse isn't a front-line fighter, but he's a good second-line, so to speak ...)

Aramil Wellys |

I think I filled it out right. I assume "enable" means buff spells, yes?
This is a really useful sheet, by the way. Especially for dealing with a large number of people like this.

Alysandra Janus |

I will unabashedly confess I swiped the original version from a previous recruitment, then tossed in mods as necessary for this campaign.
And yeah, Enable = Buffing your allies, by one method or another. Everything is regardless of how you do it - so Ranged might be archery (for the zen archer) or spells (for the sorcerer). A wizard with a large spellbook might have a good spread of almost everything; remember, a fireball is battlefield Control just as much as an alchemical trap.
Interesting Overall Stats:
Humans: 15
Elves: 3
Dwarves: 1
Gnomes: 2
Halflings: 1
Half-Elves: 3
Half-Orcs: 3
Males: 21
Females: 7
Be equally interesting to see some of the leader/cohort breakdowns ...

Aramil Wellys |

So, if a Wizard or Summoner summons creatures that fight primarily in Melee, it would technically count towards the Wizard's melee competence. Interesting.
I don't quite see where debuff spells would fall in the categories on the sheet. Would they be Control (weakening the enemy) or Enable (indirectly benefiting your allies)?
Interesting Leader Breakdowns:
Humans: 7
Elves: 2
Dwarves: 1
Gnomes: 1
Halflings: 0
Half-Elves: 1
Half-Orcs: 2
Males: 13
Females: 1
Cohort Breakdowns:
Humans: 8
Elves: 1
Dwarves: 0
Gnomes: 1
Halflings: 1
Half-Elves: 2
Half-Orcs: 1
Males: 8
Females: 6
Were those the kind of leader/cohort breakdowns you were thinking of?

Alysandra Janus |

Specifically the male/female ratios, yes. And 'debuffing' the opposition counts towards Control.

Coalhouse Porter |

Heh. It all depends on circumstances, my dears.
Still waiting on ginganinja, Grogimus, Jovich, The Orc Next Door, and William Nightmoon to fill in their sections.

Aolis Greenborn |

Intimidate can be ok or useless depending on how the DM rules certain things. I just don't like that if you roll badly or enemies make their save that the DC jumps by 5 every time after the first.

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At what level?
EDIT: Ah, just noticed, Magus. Yes, at lower levels, spells are overpowering. I was talking actual fighting (no magic). At higher levels, I would own a Magus though.
Well he said fighter ;-) I am not even convinced on that.. but...

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Fighter once it has the correct feat chain, can chain together intimidates, power attacks, sunders, and other maneuvers in which you cripple the oppenent. Adding on to that the fact that you can Silence/Deafen/Exhast..or any other 3 combinations on a crit. You can in fact make it to the point that after 1 crit the otherside is dead if its a caster.
Lets also not forget to mention that with Dirty Tricks, he can steal the magus weapon then hit him with it. All while increasing the DC to cast Defensively by 4, and increasing all concentration checks by 10... That nets the Fighter with a 95% chance of canceling a caster. And anytime the caster fails to cast, the fighter gets an AOO, which can be a power attack sunder[which nets another free attack]
Destroying your opponents gear, is an effective strategy
Axhammer while not as effective as a fighter, will be going semi that route with the weapon enhancement that increases the concentration check after he hits something, and more than likely will be buffing and assiting his animal companion. [still need a name for it though]

Sacha Caligari |

Yeah in a fight without magic a magus will lose. But that is sort of the point of being a magus. A fighter against a magus with magic, the fighter will lose. A melee fighter is no good against a magus, magus don't have to get close. A ranged fighter will lose because they can get close with ease. But that is only putting it in the most basic terms, alot of factors go in and their is no catch all answer for any of it.
What I can say now is that Sacha can fly at will, to escape or close the distance, add a +20 to her first attack when she makes it, and heal herself. To name a few tricks, she is one tough and cunning cookie. Beware. ;)

Amavin Zephyra |

Heh. It all depends on circumstances, my dears.
Still waiting on ginganinja, Grogimus, Jovich, The Orc Next Door, and William Nightmoon to fill in their sections.
Perhaps you could explain what sections you are still waiting on?

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Yeah in a fight without magic a magus will lose. But that is sort of the point of being a magus. A fighter against a magus with magic, the fighter will lose. A melee fighter is no good against a magus, magus don't have to get close. A ranged fighter will lose because they can get close with ease. But that is only putting it in the most basic terms, alot of factors go in and their is no catch all answer for any of it.
What I can say now is that Sacha can fly at will, to escape or close the distance, add a +20 to her first attack when she makes it, and heal herself. To name a few tricks, she is one tough and cunning cookie. Beware. ;)
Thats all well and good, but can you make your concentration check/cast defensively at +25+4+2+15+double spell level?, if the answer is no then the fighter wins, if the is yes then the fighter loses

GM Grog |

I think I will have to bow out, someone brought up something to my attention.
The character is unable to be played as a feat I took didn't clearly word itself in herolab, I should have checked my books but didn't as I just don't like getting them out of thier cases. Taking away the animal companion will cause him to be a hindreance to a group of adventurers.
Sorry to waste everyone's time coming up with an idea that doesn't work.

Azrael the Avenger |

Grog - sorry to hear.. Axhammer seemed pretty cool...

GM Grog |

Ikr?
The entire Idea was something I had played around in my head, a Gnome fighting off Bleakness through force of personality and Law.
However to make him effective enough to not be a hinderance I needed to get some way of dealing damage, that however isn't possible.
Unless the GM/ST allows me to attempt to create something else, its pretty much dead in the water

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I for one would love to keep you!
Actually we are melee heavy, your paladin has not to do major damage. Maybe as healer or assister? Help with flanking, protect the casters.
Meaningful is not always top dps or hps!

GM Grog |

In the attempt to make the character middling affective, center of the road per say, I ended up not reading a feat line in the book and relied on Herolab so I wouldn't have to break out my books.
My damage is suddenly 1d8+3, 1d8+8 vs evil or chaotic.
I gave up Spells entirely on the paladin side, as I wanted thematic. The power of his faith made him hit harder, made him push better, made him as a person Better.
Even taking that into account hes still not likely to hit without help, which was a problem, which I attempt to fix by getting an animal companion which could flank with him, and did [though I am ashamed to admite] More damage than he could really ever hope to do.
The Incombat idea was to tie down 1 or 2 creatures/enimies so that others would be protected, that now is no longer feasible, at all. Since most Creatures can simply walk past him and take his AOO, and make a quick line to the back of the party where the casters are working.
Hes slow, doesn't do damage, and easily ignored. That isn't a good tank, it isn't even a viable tank
.....I really liked the character too, had started writing about him and his past life during my breaks and any downtime i had

Aolis Greenborn |

What's the feat? Their are a few ways to get animal companions.

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What was the problem with the feat?
About tanking... yes, sometimes you feel like the bad guys "know" you are not a threat, ignores your tank, and move towards the "squishy" ones.
But we can talk about it, and make the bad guys go towards your tank, and stay there. I don't see that as a big issue.