Kingmaker. Replacement character need. 4th level start.


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The party has just finished book 1 and is currently engaged in getting their kingdom details sorted to their liking.

The party currently is:
Male Human Vigilante.
Male Human Rogue.
Changeling Female Cleric of Erastil.
Male Human Arcanist
Aasimar Female Fighter (Swordlord).

The Oracle of Nature has ghosted on us and so we are looking for another player to round out the group.

You can present any character you think could bring something to the party.

Character details:

20 point buy.
All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me.
No 3PP.
No Evil alignments.
I am adding new parts so previous experience isn't a problem.
Maximum HP's for your class at 1st. Use the average after that.
You start with the gold for a 4th level character.
Background skills are being used.
1 or 2 paragraphs telling me about your character
2 traits, as it's starting book 2 you don't have to take a campaign trait if you don't wish to. No drawbacks!

Any questions or clarifications just ask me.

Recruitment will close on the 8th.

Here is the campaign thread for your browsing. The shadows behind throne

Hi! Let me present Brigid of Whitehelm, a veteran of Book 1 of Kingmaker. The game fizzled a very short way into the second book several years back. Brigid is a fighter specialized in archery. She's stoic, having survived a great tragedy in her village far to the north -- something that she does not speak of, even though she wears the pain of the tragedy like another suit of armor.

Several snippets of her memories are in the profile, so you can check those out and get a sense of my writing style.

It looks like you've got a fair amount of archery in your group already. I could change a couple things to give her a little more emphasis on her zweihänder (two-handed sword), if that's the group consensus.

Hi, what would be your thoughts on a Skinwalker probably Rage-bred (were-boar). I have been planning to use one in something for a while. I was thinking perhaps a barbarian, but maybe even a bloodrager if the charisma penalty isn't too much of a hindrance.

I have this picture I saw and I am burning to breath life into it.
And I think a sorcerer is the perfect fit for it, especially the imperious bloodline.

I will definitely dot in and have something up tomorrow evening.

Here is Rortum Earthshaker. He is an Oread Unchained Monk. I've been kicking around a couple of characters to help out your group since I saw this thread pop up hours ago.

I finally settled on a melee focused striker. Looks like most of your folks are ranged except for the Aldori Swordlord, so I thought it'd be helpful to have another front line fighter.

I tried to design a character that wouldn't steal the spotlight either, coming into an already established game the last thing I wanted to be was the Knight in Shining Armor trope.

Figured a wandering monk would be able to lend a hand in the fight to retake the stolen lands and help build a temple/Monastery to Irori down the road if he makes it that far.

I went with a pretty generic background that ties him to the area and could have implications later on if the road was chosen to be taken.

Description: About average human height, his oread features are most noticeable in the slightly rocky texture to his skin, his slate gray eyes and hair. He is well built and far denser than he looks due to his Oread Nature.

Background: Rortum Earthshaker was born to a well-off family of merchants out of Brevoy though being born as an Oread was seen as a rather scandalous affair to the family. Because of this he was shipped off to a temple of Irori to live a life of seclusion and become a monk. He dedicated himself to understanding Irori’s ideals, though bullied for being different it taught him to better understand self-dedication and harmony.

After being granted the opportunity to leave the temple and explore the outside world he immediately set out to return home. Though he barely remembered his family he felt confident he’d recognize them when he saw them. It was not to be, his family turned him away, disowning and telling him to never return. That was 10 years ago. Having since moved on he travels the northern Inner Sea area communing with nature and seeking out that self-perfection and balance that Irori touts. He often will stop in villages and toil away on farms to help out commoners as best he can. Trying to understand different ways of life is one of his paths to Self-Perfection. When he speaks its a deep, rumbling voice. He is pretty much always chewing on a stick of Cinnamon, one of his few guilty pleasures. As much as he knows he should shirk the habit, he loves the taste of it.


My Halfling Hunter ,Tiber Pinefoot, was in a home game that fizzled shortly into book 2 but I would love to continue them along in a PBP style. dotting here and will introduce him for consideration soon.


New Crunch:

Jing the Bandit
Catfolk ranger (shapeshifter) 4 (Pathfinder RPG Advanced Player's Guide 126, Pathfinder RPG Bestiary 3 47)
N Medium humanoid (catfolk)
Init +4; Senses scent; Perception +10
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 32 (4d10+4)
Fort +5, Ref +8, Will +2
Speed 30 ft., climb 20 ft.
Melee +1 spear +7 (1d8+4/×3)
Ranged mwk throwing axe +9 (1d6+2) or
mwk throwing axe +9 (1d6+2)
Special Attacks combat style (thrown), favored enemy (humans +2)
Ranger (Shapeshifter) Spells Prepared (CL 1st; concentration +2)
1st—returning weapon[UC]
Str 14, Dex 18, Con 13, Int 12, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits affable, bandit (river kingdoms)
Skills Climb +13, Diplomacy +7 (+9 to gather information.), Handle Animal +7 (+9 vs. Fenrir while worn), Heal +5, Intimidate +8, Knowledge (local) +8, Knowledge (nature) +8, Perception +10, Profession (cook) +8, Ride +7, Stealth +12, Survival +10 (+12 while tracking specific animal and to get along in the wild), Swim +5; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Sylvan
SQ cat's luck, hunter's bond (wolf named Fenrir), track +2, wild empathy +4
Other Gear +1 chain shirt, +1 spear, mwk throwing axe, mwk throwing axe, animal call (wolf)[ACG], belt pouch, blanket[APG], crowbar, fishhook, fishing net, flask, flint and steel, masterwork backpack[APG], silver holy symbol of Erastil, snuffbox, bone[ACG], string or twine[APG], waterskin (2), whetstone, winter blanket, bison (combat-trained), bear trap, bear trap, bear trap, bear trap, carnivore feed (per day), exotic riding saddle, saddlebags, shovel, silk rope (50 ft.), trail rations, 1,206 gp, 3 sp, 9 cp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Bobo CR 4
Large (Animal)
Init +0; Senses Low-Light Vision, Scent ; Perception +8
AC 17, touch 19, flat-footed 17 (+8 Nat, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
Speed 40 ft.
Gore +10 (2d6+12)
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs trip)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Feats: Endurance, Improved Bull Rush, Power Attack
Other Gear bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], carnivore feed (per day) (5), exotic riding saddle, saddlebags, shovel, silk rope (50 ft.), trail rations (20)
Special Abilities

Stampede, trample (2d6+12, DC20)


Fenrir CR –
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +1 (+9 to jump), Perception +5, Stealth +5, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, hunting
Other Gear mwk chain shirt, medium tent[APG], training harness[ARG], whet bone
Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Updated Backstory:

Jing grew up as part of a bandit troupe around the edges of Brevoy. It could even be said that his family was once a part of the problem that caused the issues that made the Stolen Lands the way they were. However, that family has either died, run scared, or moved onto better pastures. It was a few years ago where Jing managed to steal a bison that was pulling one of the wagons of a merchant caravan. It was badly injured and mad as hell. However, Jing had a feeling that with enough encouragement and training, it'd make a fine pet and mount. Two years later, five goring incidents that left a few nasty scars, and countless hours of attempting to teach it to behave...and Jing has a nasty tempered semi controllable steed. If perhaps it wasn't for the wolf pup that he had reared alongside it, Jing would have probably lost complete control and likely been killed.

It was from these weird beginnings that Jing found himself riding on towards Oleg's old trading post. He'd heard that the Bandits of the area had been subdued and the Stag Lord's reign was over. It took a lot of pacing back and forth over what to do, but these woods had become his home and he'd not give up his home to outsider or other bandits alike. He made his way with a large bag of coin in tow to pay reparations and then some. IF he couldn't be with his family, and he didn't want to leave his home, then he knew he'd have to find some way to change and become a part of the new order that was taking over his homeland.

So this character was also once a part of a kingmaker. He's been remade a few times since then and this is actually probably the nicest background he's had. This is an interesting idea I had, I've never seen a reformed bandit join any group for a Kingmaker campaign. (Apart from doing so from the very beginning and proving to the fledgling group that they had already renounced their ways.)

I figured, with the conclusion of the first book there would be a least some bandits attempting to turn over a new leaf and this felt like an interesting story to play out.

My character is willing to offer up 500g to Oleg's trading post in an attempt to show his sincerity for making up for his former thieving and ready to pledge his spear and axes to the group to further their goals.

@Wilhelm Shieldbreaker. No problems with a Skinwalker. Rage-bred are known in the region in fact.

Silver Crusade

Possibly considering a cavalier as a submission or an air or earth kineticist not sure yet.

May I introduce myself Flaith Paon Lebeda.
A proud member of one of the greatest Brevoy Noble Houses.
Sorceress of the Imperious bloodline with focus on evocation and Intimimancer extraordinaire.
Holding the Flag of Brevoy she is able to support her comrades by her mere presence.
Out of combat a skilled Diplomat and face-man.

Grand Lodge


Dotting for interest Completed 1st Book previously in a pbp here on the boards that came to a premature end, but alas that character (ex-bandit Half-Elf Wildshadow Ranger), though perfect for KM, bears too many similarities to your group's cleric of Erastil.

As such am thinking of a (dwarven) Skald whose been drawn to the group's fledgling kingdom on repute of their deeds.

Would a kobold character be acceptable? I see you allied with the tribe. I have a kobold bard idea I've been wanting to use for a while.

@Black Dow. Skald is a good class.

@Rabscuttle. Kobold is fine.

So far we have:

Stalwart - Brigid Auf Whitehelm - Human Female Fighter. {ooc]Needs to drop a level.[/ooc]
Codanous - Rortum Earthshaker - Oread Male Unchained Monk.
Jing the Bandit - Jing the Bandit - Catfolk Male Ranger (shapeshifter) 4.
Helikon - Flaith Paon Lebeda - Female Human Sorcerer (Imperious Bloodline).

Wilhelm Shieldbreaker - Skinwalker (Rage-bred) Barbarian or Bloodrager.
Friendly sauce - Halfling Hunter to adjust.
rorek55 - Cavalier
Black Dow - Dwarf Skald.
Rabsuttle - Kobold Bard.

Thanks for the interest, and the interesting applications.

I'm running this game on two tables, the other table had a different path through book one and finsihed it sooner. They are now into the 4th month of kingdom building and enjoying it so far. :)

The table you're joining has just completed book one, and is very invested in the kingdom building and political side of the game.

I will be running these games as long as I have players, or RL doesn't throw something too nasty at me.

Cool. I've been through the first book of Kingmaker a couple of times but never gotten far into Rivers Run Red. How about this for a concept? He's a gnome illusionist with a penchant for shadow spells who grew up in the Witchmarket and accidentally came to the Stolen Lands. The reason he's sticking around? He finds the building of a city to be totally fascinating- this guy will talk your ear off about the need for proper irrigation and sewer maintenance, he would love to hear about the concept of zoning (which has yet to be invented), and will spend hours studying historical treatises on the proper balance of trade versus domestic industry.

Sarzuket (Zook, for short) Palepartlinger's people have lived in the Witchmarket for as long as anyone can remember. His ancestors and relatives have run dozens of different shops over the centuries, picking up different wares as opportunities came their way and interests waxed and waned. Zook's parents are shade merchants, selling shadows, illusions, and spirits to the discerning buyer. He grew up at their feet, learning the delicate manipulation of smoke and shadows along with his letters and animals.

Unfortunately, as learned as Zook is at the inner turnings of shadowcasting and the Witchmarket's back alleys and darkened doorsteps, he was not ready when one day he found himself left behind in the rude landscape of the Stolen Lands. To this day he does not know how he got left behind when the fey caravan moved on from the little city in the woods but he's glad he is where he is. How else would he ever have gotten involved in the fascinating world of civil engineering?

Here is my character. Figured I'd add some flavor as you why he is level 4 in his background.

Basically, he has been through a lot, and seeks to put a close on his past life and put his skills to use further in trying to make sure what happened to him and his, does not happen to others.

He is around 35 or 36 and while exceptionally grufg Has a pretty kind heart. He doesn't do it for the glory, he does it because he cares and it's right.

Will be cavalier. Possibly with a dip into dragon

Hi GM_DBH, I would like to throw my hat in the ring with Reknar here.

There is a lot of stuff written in the alias as it is a concept I am really fond of, so I just add to it whenever I can find the time. You can read it all or not, it just helps me get a clear picture of who Reknar is in my head :D

Do you have any specific idea on how the new characters will join up with the group?

Reknar is a bastard Medvyed, born out of a mad passion between his mother (Arianna Medvyed - she took the name Heldergast afterwards) and someone she never ever told him about. She was thrown out of the family house just because of that single mistake, but found solace with another man who cared for her and was willing to accept her son as his own. Or so Reknar thought for many years (see more in the alias)...

In spite of the influence others have had on him, mainly his only friend Lucian, he has grown to be a cynical and callous man - he is s.l..o...w....l.....y changing but it is a very long process which may never see its conclusion. His ideals have always been those of trust and friendship, but through the years these have been shaken and broken until almost nothing is left.

Even if most of the time Reknar tries to do 'the right thing', he has a hard time trusting others, or fighting for higher ideals. He tries, but it does not always come naturally to him.

Returning home after all these years is a mixed sensation - he has no idea what he will find, and definitely is not interested in using the Medvyed name, but there is an undeniable pull he cannot explain.

Mechanically he is a mix of several things - I see him as some sort of army sergeant used to barking orders almost without realizing it (how I imagine his 'Inspire Courage'), but at heart he is a mixed melee/support character with a decent skillset from all the years he has spent traveling the world.

The crunch is about 95% complete, with some skill ranks left to spend, as well as some languages to decide upon (was expecting maybe your input on this).

I think the character can make for interesting interactions exactly because of him being so distant from idealism or kingdom building whatsoever - he is an improbable one to be found among such endeavors, and that is exactly why I would like to see him there.

Eeeeesh, I ended up writing a tad more than I wanted - apologies for the wall of text. Any questions about the character, shoot!

@GM_DBH: Black Dow here - Had a wee change of thought as I've read through the game thread and OOC of the campaign. Think the Ranger character I'd discounted would actually be a decent fit.

With that in mind here's my pitch: Duška Umírajícíkrev a Half-Elf Wild Shadow Ranger, who has a weird fey vibe mixed with her harrowed background.

Claim to fame in the original pbp was her killing the Stag Lord with her second arrow (huge crit) and earning the moniker of The Wild's Long Shadow.

We also called our fledgling nation Stagfall (hence her title in profile) - but if selected I'd happily rejig her as necessary.

Duška planned to act as an envoy to the wild and fey denizens (an angle I'd be keen to continue) but also as a warden of its borders and huntress of its foes.


Would need to drop her Drawback - most likely at the expense of her half-elven race trait.

Not sure if she's under balanced from a wealth p.o.v. but again I'll easily revisit.



Grand Lodge

Going to recycle my old mesmerist character who has a connection to one of the PC be it a sibling or previous acquaintance.

Just wanted to point out, this character is obv. Recycled, I will update his stats if selected.

Will adjust.

By now, Reknar has been through other recruitments, and even played tidbits of games here and there, never with much continuity.

More or less like the character itself, his has been a hard path to travel so far :)

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Hi, guys.

Elena is one of the characters currently in the game. She is a cleric of Erastil with an archery focus. So let me tell you a bit about what the party is like and what we could use.


Firstly, basically all the characters that engage in normal weapon combat are DEX-based. Some more than others. The one STR-based fighter we currently have uses an Aldori sword and will probably be getting Weapon Finesse eventually. Most of our front-liners are also switch-hitters, so we've got ranged combat fairly well covered, even though no single character is really great at it.

We only have two casters, myself (a cleric) and an arcanist. Combats tend to be dominated by regular combat with a few spells here and there.

We have a fair bit of skills covered, but only one skill monkey (a rogue). The rest of us mostly get 2+INT skills per level.


I would prefer a new character not be trying to outdo an existing character in some kind of area so here are things that I'd like to see:

1. A tanky STR-based fighter. While we're pretty good overall, we don't have a high-STR two-hander around. None of us does that much damage on a hit, and none of us uses heavy armor.

2. A nature guy. Elena has some nature-y skills but isn't that great at them (thanks to low skill ranks). Some of the other characters do too but we could use more.

3. Party buffing. Elena casts bless now and then but that's the only real party buff we have right now. A Bard's Inspire Courage would be very popular with this party. A Cavalier's Teamwork Feats might also work in this regard. Note that a Skald's Raging Song doesn't really help guys with DEX builds and that's most of the party.

4. More Spells. With only two prepared casters out of five characters we don't cast too often before we run out of spells. Another caster could be useful, especially if he uses a different spell list.

I know it's hard to cover all of these bases in one character (though I would like to see someone try!). But they should give you some ideas.

Hi Elena,

Thanks for the feedback and pointers - I'm hoping Reknar would be able to fit a large portion of what you pointed out, but this won't be about tooting my own horn :D

As far as his combat role goes, he is definitely a melee fighter type (kinda of a gish based on Bard), and the plan is to keep him going as a Bard from here onward - he won't hit as hard as a Barbarian or Fighter, but he will be able to hit hard, all the while keeping the versatility provided by the Bard spells, skills (can't live without skills) and abilities (I like them all, and that is why I decided not to take any archetypes). Heck, he can easily pick up a composite longbow, zap a wand of Gravity Bow, couple it with Inspire Courage and function as a half-decent archer when needed.

I am trying to make him a guy who can walk the walk but also talk the talk.

On a side note, and I may be shooting myself on the foot with this but... I will be going on vacations from the 20th until the 30th June. Will have access to internet, and will probably be able to post here and there during those 10 days, but inbetween family, SUN, beach, swimming pool and summer beverages, the posts will have to wait a tad ;)

With the GM´s permission I will reflavor Flaith into a bard.

Grand Lodge

I think I will bow out of this one.

Helikon wrote:

With the GM´s permission I will reflavor Flaith into a bard.

No problem, go for the music. :)

Elena Voritzova wrote:

Elena is one of the characters currently in the game. She is a cleric of Erastil with an archery focus. So let me tell you a bit about what the party is like and what we could use


4. More Spells. With only two prepared casters out of five characters we don't cast too often before we run out of spells. Another caster could be useful, especially if he uses a different spell list.

I know it's hard to cover all of these bases in one character...

I don't know if I can get all the bases, but I'm building this guy to be an illusionist with a minor in summoning. So he can cast from the back line and call up Aurochs or Babaus to soak up damage. I know there's already an Arcanist in the group but Wizards get access to utility spells before Arcanists do, and this is PbP so it's slow going between levels.

As far as the kingdom building side goes, I'm making him with an eye toward making him Spymaster- that's a nice pinch hitter kingdom role that can contribute to a number of rolls. There's also Magister and Treasurer- I could see this guy being a Treasurer type since he's into city planning and budgets and stuff like that. I'm also fairly familiar with the kingdom building rules, having gotten to this point in the game a couple of times before, though never far into the second mod.

Kain has the strength based fighter down for sure! And as a cavalier will have some small party buffs. (Banner, possibly tactician)

@Elena: Cheers for the feedback and pointers - definitely food for thought...


Flaith is the niece of Lord Medyved, the Lord of the northeastern Brevoy.
His lands are heavely forested and the Medyved wouldn´t want it any other way.
Flaith loved always the stories the old and venerable castle bard Jackomo told, of mighty fey deep in the woods, of elven princes and magic animals. Of Dragons roars and fey music.
Her father Phelan encouraged her kinship and took her with him to his hunts. During the evenings she would tell him the stories she heard from Jackomo, in her clear voice and with enough patos to make his comrades roar in laughter or weep, depending on the story.
Over the years Flaith apprenticed to Jackomo and learned his art, becoming a true bard herself. She has woven her art with her faith and all cats are her friends.
Proudly she wears his patchwork cloak, a departing gift of his, when she left Brevoy west to travel the lands and learn new poems, sagas and epics.
Two months earlier she returned to her uncle´s castle, to learn that the stolen lands would be reclaimed. Cursing herself for missing the opportunity she quickly took a horse and raced south, to join the expedition. For what is an expedition without a bard, what is an epic adventure without someone to tell it!

Flaith, as a bard, is an excellent buffer. Thanks to her flag she even ups it, as with her inspire courage she adds +2 to hit and damage already, raising to +3 at level 5.
She also has quite a few buff spells to offer.
Using her longspear she can also contribute to melee, mainly to aid the other melee characters.
As a Medyved she is also knowledgeable in the wild, with decent survival and knowledge nature abilities and the ability to influence animals like a druid.
Last but not least she is an excellent party face, with very high diplomacy and intimidate skills and also high sense motive.
Something that the party could lack.


Ouch...hmm, I reckon I could remake as a bard. It's not too difficult and I do love the class. ~taps chin~ Give me a minute and I'll see what sparks.

I'd have to make a different character to be sure because it'd be difficult to have a Bandit backstory as a Bard (Not saying it's impossible. Just not the easiest.)

Edit:I think I'm just gonna stick to my guns and go with what I submitted. It'll probably hurt my chances to not do a bard but I think a Thrown Weapon Ranger, former Bandit sounds cool....and fun!

Oh, Kain will be going for the gallant archetype, NG, and either order of the lion, or order of the blue rose.

At level 5 I will likely want to take the monstrous mount feat.

I've read most of the gameplay thread, and what Elena said stuck out to me too.

I haven't made an alias yet but I'm currently working on a Saurian Shaman druid that ticks all of those boxes pretty nicely. Spoilers for organization.

Backstory, Davian Battlebeard:
Dwarves aren't particularly common up in the Realms of the Mammoth Lords, so dwarf saurian shamans are particularly rare, though even ignoring that Davian is an odd duck for a dwarf and a druid. He's relatively clean-shaven, his hair is usually neatly combed, he has no trace of an accent, and he wasn't born underground or in the woods, but in Kenabres. His philosophy on urbanization is pretty against druid orthodoxy as well. "Well, way I see it, if a bear sleeps in a cave or a termite sleeps in a tree or an ape makes tools and those things are natural, why are dwarves and humans and gnomes unnatural for doing the same things, only better?".

This attitude and his growing druid powers and expertise tend to ingratiate him with the leaders of settlements he comes across, from hamlets to city-states.

People of all sorts come to support or join the crusaders against the Worldwound, and upon seeing one such volunteer transform into a tyrannosaurus to go toe-to-toe with an attacking glabrezu, striking it with fire and acid rain called from the sky all the while, Davian immediately decided that it was the most spectacular thing he had ever seen, and begged to learn how from the old elf who had done it. Amused at the notion of a dwarf doing such things, he agreed.

Davian has traveled for a long time, hoping to teach others to be as fascinated by the obscure parts of the natural world as he was, or at least to broker peaceful relations between warring elements in nature (which is how he prefers to think of a druid's duty, rather than devotion to some vague and arbitrary sense of 'balance' "Who's to say that the current state of affairs is where it's 'supposed' to be anyhow? Why assume that nature needs there to be fewer houses and more trees? Clearing ladder fuel prevents forest fires and death and suffering, after all.") While dinosaurs are his personal passion, he'l happily talk about just about anything with anyone willing to listen.

Mechanics and/or Where I want this guy to go:
Right now I'm into using either Vermin Form or Saurian Totem to gain Bite Attacks/rake to go with my Amulet of Mighty Fists to do a bunch of damage. Once that runs out I can use shillelagh to do pretty much the same, since my Stength will be at least 16, probably 18. At higher levels once I actually get wildshape and really transform into dinosaurs I'll get even nastier with spells like Strong Jaw and feats like Vital Strike and I'll be tearing things in half with my teeth, plus all the usual druid goodies like flying, scouting, camping, buff spells, and nature stuff. Come 5th level I can also summon dinosaurs/reptiles as a standard action, meaning all sorts of nastiness.

Reknar Heldergast wrote:

Hi Elena,

Thanks for the feedback and pointers ...


You're welcome.

I note you went with the Lore Warden archetype of fighter. Is that for the Combat Expertise bonus at second level? Is combat expertise important for your build?

If not I would suggest maybe go with Slayer or Ranger for those first two levels. You still get a bonus feat at 2nd level, plus even more skills than Lore Warden gives you. And you get either Favored Enemy or Studied Target. And you would still have medium armor proficiency so you could use a mithral breastplate and still cast spells.

Arden Kain Brandt wrote:
Here is my character...

Hi, Arden.

When I look at the crunch of your character I see stats for a monk. Don't think that's what it's supposed to be.

Helikon wrote:
Flaith, as a bard, is an excellent buffer. Thanks to her flag she even ups it...

Helikon/Flaith: Flagbearer is a good feat, though it does render the bless spell completely redundant.

The one thing I would suggest thinking about is that you may be overdoing it on your Charisma. Unless you're going to throw a lot of spells with saving throws a high CHA isn't that necessary for a bard, and you could be short-changing yourself on other stats. A 16 is all you need to get access to every level of spell. The party doesn't have fantastic face skills right now, but they're not terrible either.

Sarzuket Shadowcaster wrote:
I don't know if I can get all the bases...

Hi, Sarzuket. I do like small characters and the party doesn't have any right now. I play a gnome in another KM game.

I wouldn't worry too much about kingdom roles. But I suppose it's worth mentioning that the guy we are trying to replace was probably going to be the general.

Derz wrote:
I haven't made an alias yet but I'm currently working on a Saurian Shaman druid ...

Hi, Derz.

A druid is one of the classes that occurred to me as I typed that up and it is pretty east to make a STR tank druid. Stoneplate is a thing.

One thing I'd mention though is that we are in the cold north and I doubt there are many dinosaurs around. We certainly haven't encountered any in the game. If you find yourself having to obtain a companion that may be an issue.

Working on something new to add to the heady mix above - Kolvig Golka: Dwarven Brawler (Beast Wrestler)...

Should have a profile pitch up by the end of the day

Might be a reach but worth a tilt :)

Elena Voritzova wrote:

Helikon/Flaith: Flagbearer is a good feat, though it does render the bless spell completely redundant.

The one thing I would suggest thinking about is that you may be overdoing it on your Charisma. Unless you're going to throw a lot of spells with saving throws a high CHA isn't that necessary for a bard, and you could be short-changing yourself on other stats. A 16 is all you need to get access to every level of spell. The party doesn't have fantastic face skills right now, but they're not terrible either.

Hello Elena, many thanks for the feedback!

I did put some thoughts in my application.
- The flagbearer feat is meant to make it redundant. It is a passive ability, does not count an action, works in a surprise round and, and that´s the biggest draw gives the cleric a chance for something better! ;-)
I also made Flaith a bit weaker on the combat side, especially to give the others more chance to shine!
Using combat reflexes I can contribute to a battle and still cast spells.
I made the mistake once to make a real combat monster as I came into a new group. Never again. I prefer to be as supportive as possible.
;-) But I think I will change Lingering performance to Arcane Strike, this will add a bit combat strength without sacrificing utility.
And I plan to work with Grease, Glitterdust and other High DC spells.
And my favorite Blistering Invective. :-)

Elena Voritzova wrote:
Reknar Heldergast wrote:

Hi Elena,

Thanks for the feedback and pointers ...


You're welcome.

I note you went with the Lore Warden archetype of fighter. Is that for the Combat Expertise bonus at second level? Is combat expertise important for your build?

If not I would suggest maybe go with Slayer or Ranger for those first two levels. You still get a bonus feat at 2nd level, plus even more skills than Lore Warden gives you. And you get either Favored Enemy or Studied Target. And you would still have medium armor proficiency so you could use a mithral breastplate and still cast spells.

Hi Elena. Believe me I understand your reasoning - I have 'many' times pondered what would be the best option for Reknar, and I have come to the conclusion it honestly can vary (usually Slayer, Ranger, Fighter or even Brawler are all options which work for what I have in mind).

The Lore Warden option is simply because:

- Dipping two levels in Fighter offers me three feats (it is a lot), which go a long way in shoring up Reknar's combat ability from the get go. Brawler would offer me two feats for the same two levels, while Ranger and Slayer would offer me but one;
- I hate not having skills, and Lore Warden does combine the above with the 4+Int skills per level (granted Slayer or Ranger would be an improvement on this = +4 skill points);
- Combat Expertise not only increases my defense ability (I will probably never wear anything heavier than Breastplate) but also paves the way to several combat options like Improved Trip, but also for Spring and Whirlwind Attack;
- Thematically, I wanted to play Reknar as a guy evolving from a sword wielding grunt, to a more veteran , experienced and pondered man. One who understands the value of strategy, and values what he can learn from others (be it through experience, or reading about it in a book).

That's about it. They could all work but usually I end up returning to the Fighter option on Reknar. Also, Studied target will be a +1 bonus and eat up a move action forever, it will never improve. In this aspect I do prefer the Favored Enemy ranger ability - that flat +2 is VERY good even in the long run, but the net gain over two more feats (as a Fighter) seems small...

In any case, only the character concept is kinda more definitive - the crunch is something I am always working on (Maybe one level of Lore Warden and one level of Slayer does it? I grab 2 more skill points and the Studied Target ability in exchange for those two feats? :D).

Oh and yes, you are spot on regarding the Armor Proficiency - it is something I would definitely like to work around (was even considering not taking a Campaign Trait and grabbing Armor Expert instead to be able to wear Mithril Breastplate without penalty. But... The Trait seemed more appropriate).

And the last thing I noticed is I missed combat Reflexes - I will have to add it in. In combat, one of the roles I want Reknar to have is offering a protective circle to those that need it - Reach + Combat Reflexes + AoO.

Damn... I always end up writing too much about this character... Hope that answered your questions?

Since people are posting their half-formed ideas for feedback, allow me to post Tordgandr -- he's a city-raised half-orcish skald (I was already pretty down the skaldish rabbit-hole when I saw Elana's first post, but then, figured that he was still useful because he's a spell-warrior -- so he'll enchant the party's weapons/ammo).

The intent was to have someone who could buff/boost the party (giving everyone flaming/frosting weapons, for example, while also sharing rage powers -- like, at the moment, providing spirit-wisps to punch enemies that get close -- which is a force multiplier for melee characters, and defensive help for ranged characters), while also being a respectable (if not perfect) melee character who also offers some magical help (was still playing with spells, but going for ones that help him boost the others).


Tordgandr Brokenfang
Male Half-orc Skald (Spell Warrior) 4
NG Medium Half-Orc (Human, Orc)

Init: +2, Senses: Darkvision, Perception: +7
Languages: Common, Orc.
Birthday: Rova 20
Deity: Torag
Torgandr stands just under 6'6" tall, with long limbs and a lean frame that almost deny his orcish blood. His ash-coloured face is framed by thick, black hair, well-kept and well-cut, that cascades in layered waves, flowing down until it touches his shoulder blades. He has a handsome face, despite the shade of his skin, his mixed blood giving him a strong brow and jawline, rather than the broad face and flat nose common amongst many halfbreeds. His eyes are the green of jade, and seem to almost sparkle with mischief -- a sensation reinforced by his crooked half-smile, accented by just the one small tusk rising over his lip on the right side.

AC 19, Touch 11, Flat-footed 18 (Uncanny Dodge), CMD 17
(+6 armour, +1 dex, +2 shield)
HP 33 (4HD - 11 [FC],7,8[FC],7)
Fort: +6, Ref: +2, Will: +4
Speed: 20 ft. (6 Squares)

- Masterwork Longsword +8 (1d8+3[+4]/19-20) {Slashing}
- Warhammer +6 (1d8+3[+4]/x3) {Bludgeoning}
- Dagger +6 (1d4+3[+4]/19-20) {Piercing,Slashing}
- Spirit Wisps +6 (1d4+3) {Negative Energy}

Special: Arcane Strike, +1 damage, weapons count as magic

- Masterwork Composite Longbow +5 (1d8+3/x3) {Piercing, 110' range increment}
- Dagger (thrown) +4 (1d4+3/19-20)

Base Atk: +3, CMB: +6
Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial.

Arcane Strike: As a swift action, imbue weapons with arcane power - count as magic and +1 damage/5 caster levels.
Lingering Performance: The effects of your skald raging song persist for two rounds after you cease your performance.

Bonus Feats:
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more levels higher than the target spell
Sword Scion (Campaign Trait) [Longsword]
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city's heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword and gain a +1 bonus on all attacks and combat maneuvers made with such weapons.

Arcane Temper (Magic Trait)
Your have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Strength 16, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 16
SKILLS (4+int+skilled = 6 per level) + 2 Background Skills per level
Class Skills are italicized, Trained Skills marked with *

Adventuring Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Acrobatics [-1] = 0.0 + 2 + 0 -3(AC)
--Jump [+2] (Agile Breastplate)
Bluff [+2] = 0.0 + 2 + 0
Climb* [+6] = 1.0 + 2 + 3 -0 (AC)
Diplomacy [+2] = 0.0 + 2 + 0
--Versatile Performance (Oratory)*: +10
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-1] = 0.0 + 2 + 0 -3 (AC)
Handle Animal [+2] = 0.0 + 2 + 0
Intimidate [+12] = 4.0 + 3 + 3 + 2 (Intimidating)
Knowledge (Untrained)[+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Dungeoneering)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Local)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Nature)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Planes)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (Religion)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Perception* [+7] = 4.0 + 0 + 3
Ride [-1] = 0.0 + 2 + 0 -3 (AC)
Sense Motive [+0] = 0.0 + 0 + 0
--Versatile Performance (Oratory)*: +10
Spellcraft* [+8] = 4.0 + 1 + 3
Stealth [-1] = 0.0 + 2 + 0 -3
Survival [+0] = 0.0 + 0 + 0
Swim* [+4] = 1.0 + 3 + 3 -3 AC
Use Magic Device* [+7] = 4.0 + 3 + 3

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Appraise [+1] = 0.0 + 1 + 0
Artistry (Poetry)* [+5] 1.0 + 1 + 3
Craft [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Geography)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Knowledge (History)* [+7] = 1.0 + 1 + 3 + 2 (bardic knowledge)
Linguistics [+5] = 1.0 + 1 + 3
Perform (Untrained) [+3] = 0.0 + 3 + 0
Perform (Oratory)* [+10] = 4.0 + 3 + 3

MAGIC (Skald; CL 4; Concentration: +8)
Level 0: [6 known]: -- (At Will) (DC 13) Dancing Lights, Detect Magic, Ghost Sound, Grasp, Message, Prestidigitation.
Level 1: [4 known]: -- (4/day) oooo (DC 14) Comprehend Language, Cure Light Wounds, Grease, Timely Inspiration.
Level 2: [2 known]: -- (2/day) oo (DC 15)Heroism, Mirror Image.
Intimidating (Ex)
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Human Raised (Ex)
Some half-orcs raised as humans lack their cousin's ferocity and training in orc weapons, but pick up a bit of their human parent's skills. They gain the human's skilled racial trait. This racial trait replaces weapon familiarity and orc ferocity.

Armored Casting (Ex)
You can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex)
A skald adds half his class level (minimum 1) to all knowledge checks.

Raging Song (Su) (12 + 2 FC rounds/day -- ooooo ooooo oooo)
A skald is trained to use music, oration and similar performances to inspire his allies. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action [Move: 7th/Swift: 13th], but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may even learn bardic masterpieces.

A raging song has audible components, but not visual components. Affective allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he failes this check, the attempt still counts against the daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song, and at the start of each ally's turn in which they can hear the raging song, the allies must decide whether to accept or refuse the effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

- Weapon Song (Su) (+1 bonus)
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60'. At 5th level, and every 5 levels thereafter, this bonus increases by 1. The maximum bonus gained is based on the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons or +2 to four or more. Fifty pieces of ammunition count as a weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if her were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.

These bonuses can also be used to add any of the following special abilities to the weapons enhanced by the song: dancing, defending, distance, flaming, frost, cleaving, ghost touch, seeking or speed. Adding these special abilities consumes an amount of bonus equal to the special ability's cost. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon may already possess, but duplicate special abilities do not stack. If an effected weapon is not magical, at least a +1 enhancement must be added before any other special abilities can be granted. The bonus and special abilities granted are determined when the song begins and cannot be changed until the song ends and another begins. This replaces the inspired rage raging song.

- Song of Marching (Su)
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorated allies within 60 feet, who may hustle (CRB 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of teh hour, otherwise its effects end, but only 1 round of raging song is expended for the hour.

Rage Powers:
- Spirit Totem, lesser (Su)
While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. The slam attack is made using the Barbarian's full Base Attack Bonus, plus the charisma modifier. The slam deals 1d4 negative energy plus the barbarian's charisma modifier.

Uncanny Dodge (Ex)
At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does his lose his Dex bonus to AC if the attacker is invisible. He still loses his dex bonus if he is immobilized or if an opponent successfully uses the feint action against him.

Versatile Performance (Oratory)
The skald may use Performance (Oratory) in place of Diplomacy and Sense Motive checks.

Well Versed (Ex):
At 2nd level, a skald becomes resistant to sonic effects. The skald gains a +4 bonus to saves made against bardic performances, as well as sonic or language-dependent effects.

GEAR (86L/173M/260H) -- 2400gp -- 1900 spent
Masterwork Agile Breastplate [550gp - 25 lbs], Heavy Darkwood Shield [257gp - 5lbs]; Masterwork Longsword [315gp - 4 lbs]; Masterwork Backpack; outfit (traveller's); Masterwork Composite Longbow (Str +3) [700gp - 3lbs]; Warhammer [12gp - 5 lbs]; Dagger; Dagger; 40 arrows, 4 grappling arrows

Backpack (Masterwork) [ bedroll, mess kit, soap, trail rations (5 days), waterskin (filled), whetstone, silk rope (50') ];
Waterproof Bag (Belt) [ Flint and Steel ];
Pouch (Belt) [ Chalk (1 Piece) (x5); ];

Elena Voritzova wrote:

Hi, Sarzuket. I do like small characters and the party doesn't have any right now. I play a gnome in another KM game.

I wouldn't worry too much about kingdom roles. But I suppose it's worth mentioning that the guy we are trying to replace was probably going to be the general.

Ha. I've done a Medvyed ranger and a dwarf fire druid in other KM games. I figured a gnome wizard would be a nice change of pace. Sarzuket here actually turned out to be 50/50 summoning/illusions, so in combat he'll primarily be a back line full caster who throws pets at monsters. Then he'll make illusions of more monsters to scare them into surrendering (not that D&D monsters ever surrender).

Fair enough about the kingdom roles, just figured I'd mention it.

Since we're talking, I looked at all the PCs' backgrounds and thought that if Sarzuket got picked we could do something to link up Elena and Zook. He grew up in the Witchmarket so there's a chance he knew Elena's mom or maybe she has some siblings she doesn't know about.

So the character is adjusted and ready to go.
I have sent an message to the DM about his background.

The character fits in the front line group but is not your tank or hulk smash type. With the Archetype I do get a a few percs that help with the AC and avoiding the hits. Can deal a good amount of damage thanks to precise strike and a high Dex.

The character is not a nature type of guy but has ranks in survival if that would help out at all.

Buffs: well we have a few that could help with the party.
Challenge gives a +2 Circumstance bonus to attack to all allies against the target he challenges.
Then there is the ability to give out precise strike as a teamwork feat and this stacks with other precision damage abilities.
Not to mention the banner when it comes into play but that is a morale bonus and will not stack with bless. It is a little better than bless and also increase in power as the character levels.

Sorry! I haven't had time to sit down and re-work his crunch. (was traveling most of this past week/weekend) should have it -mostly- fixed tonight.

Reknar Heldergast wrote:
Hi Elena. Believe me I understand your reasoning ....


Reknar Heldergast wrote:
- Dipping two levels in Fighter offers me three feats (it is a lot)...

Why do you say three? Normally you get two bonus feats from taking two Fighter levels, but the Lore Warden's Skill Over Strength ability eats one of them, so you end up with only one bonus feat. Which is the same as what you would get from Ranger or Slayer.

Reknar Heldergast wrote:
- Combat Expertise not only increases my defense ability...

Keep in mind the Lore Warden archetype only gives you Combat Expertise for free if you take six levels of it. The Skill Over Strength ability that you get at 2nd level lets you count as if you had combat expertise for qualifying for other feats, but doesn't actually give you the feat.

Reknar Heldergast wrote:
In this aspect I do prefer the Favored Enemy ranger ability - that flat +2 is VERY good even in the long run, but the net gain over two more feats (as a Fighter) seems small...

If I were choosing between slayer and ranger I would probably go this way too.

But as I mentioned, if you take Lore Warden you are only getting one bonus feat (and you lose all the armor proficiencies except light armor) so the only question is whether the Skill Over Strength ability is as good as the ranger class abilities that you get at 1st and 2nd level, plus the armor proficiencies.

You might be using an out-of-date version of the archetype.

Lore Warden Archetype


Elena Voritzova wrote:
Reknar Heldergast wrote:
Hi Elena. Believe me I understand your reasoning ....
** spoiler omitted **


Elena, you are right... I was using an older version of Lore Warden... Thank you for noticing that. Was not aware there was a new version since the end of 2017.

Am now re-crunching Reknar (probably with a Ranger dip) ;)



I bet I could whip something up pretty quick. I'll get back to you tonight :)

Quick character idea before I head away to my second job. I will flesh this out with a backstory, appearance, and full statblock when I get home tonight.

Gaerdal Ironhand
gnome bloodrager (id rager) 4
Str 16, Dex 12, Con 15, Int 12, Wis 8, Cha 14

Every gnome has a core passion that drives them forward and staves off the Bleaching. Discovering that passion is key to a gnome's success and survival, and fostering it is what gives a gnome longevity.

For Gaerdal, it is service. Helping another individual realize their dreams through a unique gnomish perspective and a bit of elbow grease is what helps Gaerdal get up in the morning. However, recently, their master disappointed them (perhaps the King of Pitax set them up as a fall guy in some local gambit, or perhaps their master was a Galtan noble who was beheaded during the Red Revolution) Left for dead and masterless, the Bleaching started to take over Gaerdal's body... until they met the PC leader and found a new lease on life under a young, new, charismatic baron.

With high Strength for a gnome and the Dedication emotional focus, Gaerdal will specialize in wrecking s@!& in melee combat with a big weapon. Using traits and feats I'll do my best to give him a secondary skills-based focus. As a psychic caster, he has occult unlocks as well, adding a bit of utility.

I'm looking at stacking another archetype on there, either bloody-knuckled rowdy or steelblood.

QUESTION: What's the status on Unchained in this game? Could I use the Unchained barbarian's bonus instead of the base barbarian's bonus?

Damn, whilst trying to change the picture for my Bloodrager Rage-bred, I accidentally deleted the profile! Going to see if I can get it redone in time, but i'm not sure I will manage everything. Kit shopping might have to wait.
Going off Elena's suggestions:
1. He will be a Str-based fighter, fairly heavy hitting with some good trip/disarm possibilities and a lot of reach (+5ft from bloodline, + another 5ft from enlarge person (his goto spell)). He won't be a heavy armour type, but will have a lot of HP (somewhere in the region of 36+4 for shape changing and +8 for raging, so fairly tanky!

2.With low int he won't be great at knowledge skills, but good survival, perception and handle animal (+ a speak with pigs and boars SLA)

3. Party buffing. Initially a bloodrager's spells are mostly self buffing at best, however they can be more party based at about 7th level and onwards.

4. More Spells. Well a couple more, but again these are self-buffing really.

Anyway had better crack on!

@Leinathan Unchained all the way.

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