
GM_Coreyllon |

Hello,
I just took over a Kingmaker campaign and we are looking for one more character. I hope to keep the recruitment open for a week since there is only one spot left. The game was built using some unique character creation rules (located below) and we will be following them.
Also please include a brief history of how you came to the area and why you would be looking for potential allies. I am not looking for novels, just a reason to be there and care.
This has been a pretty slow moving campaign. I hope to get it moving at a more reasonable clip moving forward so that we can see the story unfold.
The group is still in book 1. They have defeated the Stag King, but there are some areas to explore. While the recruitment runs I am going to review what is left and then we will plan to hit the key scenes before moving to Book 2.
Characters begin at level 4.
Abilities. Use the following array: 15, 14, 14, 14, 12, 12.
Traits: 3 traits, one must be a Kingmaker campaign trait. No drawbacks.
Races: This is a tough one, I don't want to limit this too much. I had a great time playing a suli. Monster races are out of course. No goblins, no kobolds, no strix, no full-blood orcs, etc. Your kingdom will be mostly populated by humans, so races that can pass as human are best, but races that are allies to humans should be fine.
Alignment: I place minimal emphasis on alignment. However, I'm not at all interested in running an evil campaign, so no evil alignments. Your character should be a good team player, regardless of alignment.
PS: The current group leans towards chaotic, but as long as you can get along with the group and are non-evil it should not be an issue.
Background skills in play.
Starting wealth is 6000 GP.

Mightypion |
Dippity Dot! Hmm, level 4, charisma heavy with 2 full casters?
I think I have an inactive character I can repurpose for an Urban Skald (less boni but does not mess up spellcasting).
Quick quesion, are people already using Aldori dueling blades?
I could be either highish AC in mellee or just be more of a support character with a reach weapon.

GM_Coreyllon |

@Irnk- I have not looked at all Archetypes so this is subject to potential change. But for the most part I am open to most Archetypes. If someone pulls out an oddball one that I am unfamiliar with and have an issue with, I will let you know. But overall Archetypes should be fine.
@Mightypion- There is a character using Aldori dueling Blades. Emerging guns would be fine, but I am pretty sure Kingmaker predates all of the Paizo gun rules so I would not expect to find anything in the campaign.

Mightypion |
1 person marked this as a favorite. |
Accessing Leashed-In, your Abyssal mercenary provision service!
Greetings Mortal, while we have no idea how you even know of this as a level 4 character, there certainly will be some type of explanation!
Accessing known capability group of "Kingmaker" composed of
--
Andreas Eisfalke von Ulm
Noteable skills: Bluff (11); Handle Animal (12); Kn Local (9); Ride (11); Sense Motive (8); Diplomacy (11)
Expected damage per round: (assuming power attack and 2 handed operation of Bastard sword)= 1d10+9=15,5 DPR
Defensive capabilities: AC 19/17/12, mounted combat, Fort 6 Ref 3 will 2
--
AkelinaKoenrigNESurtova
Notable skills:Acrobatics(11); Kn Arcana (9); Perception (8); Sleight of Hand (8); Spellcraft (9)
Expected damage per round: Shocking grasp magus, therefor a lot, unless you are a superior demon like me, but you arent, puny mortal reading this! AB+9, d6+4 damage, 7ish without expending resources.
Defensive capabilities: AC 20/16/14, some defensive options from spells, Fort 6 Ref 8 will 5
--
RhavanielRhavi
Notable skills: Appraise (12); Dipomacy (14); Craft (alchemy)(20); Disable device (12); All knowledge (16) although a couple are higher; UMD (12); Spellcraft (15); Sense motive (12);
Offensive capabilities: d6+4 bombs, d8+3 dueling sword, spellcasting otherwise
Defensive capabilities: AC 20/18/12, some defensive options from spells, Fort 5 Ref 8 will 4
--
RhillkaCloudhopper
Notable skills: Bluff(11); Diplomacy (12); Kn. Arcana (9); Spellcraft (9); Stealth (7)
Offensive capabilities: Dedicated blaster sorceror, physical attacks irrelvant
Defensive capabilities: AC 14/11/13, some defensive options from spells, Fort 3 Ref 5 will 7
Note: AC should be 15/11/14 assuming 16 DEX is correct.
--
Running overall assessment:
Face skill missing: Intimidate. Lore skill missing: None. Various adventure skills missing: None. Stealth insufficient for clandestine approaches. Martial ranged capabilities limited. Healing capabilities limited.

Mightypion |
I will be entering a twfing hand crossbow warpriest.
Will be reasonably stealthy, can fight effectivly at range and can scout well.
Just dont ask her who exactly she worships, but she will gel with a chaotic party, being chaotic neutral herself.
Edit: found a way to be CN and not worship a Demon Lord yay, praise be the cult leader archetype!
Oh boy that is featintensive!
Are any types of feat tax in effect? I think not correct?

Jackob Mulle |

You say you have an Oracle & a Sorcerer, what Mystery is your Oracle? For that matter, what Bloodline is your Sorcerer?
Nature mystery Spirit Guide Oracle to be precise. Wood is probably the better mechanical choice but Jackob will always be a nature boy.
(Fades back to the discussion thread...)

Irnk, Dead-Eye's Prodigal |

So the reason I was asking is that I have a character I originally worked up for a Shattered Star PbP that finally wound down from inertia about mid-way through the Second Book. I had so much fun with her & I think I could re-work the core 'character' to fit in Kingmaker.
Mech-wise Seer Oracle with the Whimsy Mystery & the Pranked Curse. Think Merlin from Disney's 'The Sword in the Stone', but a Halfling Woman.
With a Figment Sage familiar, 'cause you gotta have the smart-ass 'imaginary friend' that helps you remember stuff you forgot...
(I can just make that work by fourth level.)

hustonj |
TLDR: dot
Looks like an archer, a strongman, or a "pure" support (buff/debuff or bard) is the closest thing to a hole that needs filling.
I started to apply to this at the last known replacement recruitment, but had to withdraw because life happens.
I expect I will provide a submission this weekend.

Sigurdr "Snake in the eye" |

Mightypion WIP submission: Send there from Brevoy as reinforcements, after sparring with Mrs. Aldori and impressing her with being genuinely hard to hit.
Mechanical TLDR:
--Mutagenic Mauler 3/Steelblood 1
--Will be able to afford a +1 plate armor and a +1 shield, resulting in pretty high AC.
--will typically flurry with a Scizzore (to be later replaced by his unarmed strikes), and then trip something with his "off hand" second unarmed strike.
--Will actually be ok at stealth, as the real ACP shoul just be a 4.
--Does not require any particular items.
-- 5 skill points is sufficient for intimidate, stealth, some acrobatics and a smattering of other skills.
--Weaknesses: Pits, mobility, limited contribution to ranged combat. Medicore will save.
Personality:
--Pretty laid back, self ironic, a bit mischevious, highly protective of "squishies" which is everyone who isnt him.

hustonj |
Working on a half-orc slayer who used to work for the Sczarni, and has recently been forced to take a break from that life.
Kingdom role could well be Warden. He knows a little something about the Warden's targets, after all.
Primarily ranged, with some melee back-up.
I need to formalize the background floating through my head, but it is late enough it will have to wait.

Ravanel Sagewing |

Here's my submission, one Ravanel 'Rave' Sagewing. Her family has lived in Rostland for 3 elven generations, and well, it's time to see what's going on to make the region such a mess and deal with it!
Ravanel would probably make a good Warden by inclination.
She'll want to be in melee, though she'll be well-suited to skirmishing/shock trooper work. I'm aiming for the silliness of Dex to damage with her longsword next level. Going for the classic BECMI Elf class vibe here :)

Sigurdr "Snake in the eye" |

Kingdom role: Probably general or warden? He isnt terrible at wisdom based stuff
Possible interactions:
--Andreas:
Infantry vs cavalry banter. Andreas also seems to be a knightly combatant, while Alexandr is pure combat pragmatism. Should be fun to rp.
Alexandr also has issues finding a horse that can properly carry him.
--Akalina:
Always a pragmatist, Alexandr will seek to cash in on protecting a noble daughter. Could get funny down the line.
--Ravaniel:
May think she is a bit of an air head, she may think that he is a beefcake, both are probably right. Should get along just fine.
--Rilka:
Would think she is adorable, being perhaps about 1/4 of his bodymass. Likely be quite protective.

hustonj |
I present Marik Kinza, NG M Half-Orc Slayer (base), former Sczarni enforcer turned law enforcement.
{editing to add a summary similar to the current PC presentation}
Notable Skills: Acrobatics/Intimidate/Stealth +11; Climb/Craft (bowyer)/Perception/Sense Motive/Survival/Swim/(plus 3 knowledges) +9
Expected DPR: Str Orc Hornbow (Attack+10) for avg of 10 DPR (can be nonlethal at no penalties to hit)
Defense: Well, ranged combat, primarily, AC 17/14/13. F+5/R+8/W+3
Marik Kinza
The green tint to his skin is usually the first thing people notice. That gets them started dismissing him as just a half-orc. The combination of his jaw being larger than a human's, his ears pointed, and being just past the upper norm in height for half-orcs reinforces the idea that he is a physical threat. His deep reddish hair, nearly brown, is shorn close. His gear looks simple. A hide shirt instead of anything more substantial and basically a big stick with a skull attached to the end of it both reinforce the prejudice that he is from a simpler place, with less education and sophistication.
Those who think to look closer will note the high-quality of his backpack, the leg quiver with a flap closure but no sign of a bow, and that he and his gear are all as clean as circumstances allow.
The combination made for some interesting contradictions. Marik was encouraged to look and be threatening, except to the other members of the caravan, where any aggression against the full-blooded Varisins was harshly punished. This taught him how to be passive and subservient, and then become bold and aggressive as quickly as an acceptable target presented itself.
The caravan had been working mostly in Southern Brevoy for several months when things went South. They tried to openly raid another caravan on the road, at night, of course, but it was a trap laid for them by the Swordlords, and most of the Sczarni were either captured or killed. Marik was captured, but they recognized he was too young, even for a half-orc, to have chosen the life, and he was given a chance at redemption. He spent the next 6 years working with Nepia Salis, an Erastallian Sherriff working Southern Brevoy.
Nepia, and her allies, taught him more of the world, and changed his outlook significantly. He learned to work with them to track down criminals and bring them to justice. He learned to work within a community that actively supports each other instead of living as a slave in all but name. He grew into a strong member of their team.
Recently, he heard of some of the exploits of a group in the Stolen Lands, and their ongoing efforts to tame not just the land, but also the unruly brigands and thieves which had been claiming it. He asked Sherriff Salis for leave to go aid them, and was surprised at not only receiving permission, but encouragement and celebration that he had come so far since he was given to her for redemption.
Some historical names for Marik:
Potential Sczarni survivors (and their status 6 years earlier):
Sinfoy Birt - F Varisian child - sister to Uriah
Uriah Birt - M Varisian young teen - brother ot Sinfoy
Eladon Raglass - M Varisian wheelwright and blacksmith
Bohemas Tobutt - M Varisian child
Hester Keet - F Varisian Harrow reader
Part of Sherriff Salis' team:
Nepia Salis - F Taldane Sherriff and Eratallian
Viducia Canina - F Taldane Cleric of Erastil
Didian Aldori - M Taldan Aldori Duellist assigned to support Sherriff Salis as a learning opportunity
Patron Diety: Erastil
Type: Humanoid (Human; Orc)
Favored Class: Slayer
Age: 19 years
Heitgh: 6' 4"
Weight: 247#
Speed 30', 30' w/o pack
Melee +6, Ranged/Finesse +8, CMB+6/+8 (BAB+4, Str+2, Dex+4)
Standard Attacks
+1 Orc Hornbow +10 for 2d6+3 over 80' @ x3, P
[Ranged, WF, +1, Str(+2)]
Darkwood Ork Skull Ram +7 for 1d10+3 @ x3, B, Reach
[Melee, MW, 2-Handed]
Kukri +6 for 1d4+2 @ 18+, S
[Melee, Light]
Jaguar's Grace: Any attack can be nonlethal at no penalty; still get Sneak Attack dice
Point-Blank Shot: +1 ranged attack/damage w/i 30'
Precise Shot: No penalty for ranged attack into melee
Sneak Attack: +1d6 vs enemies denied Dex w/i 30'
Studied Target: +1 attack/damage
AC 17, T14, FF13, CMD20 (Armor+3, Deflection+0, Dex+4, Dodge+0, Natural+0, Shield+0, BAB+4, Str+2)
HP 32 (10 + 3x6 + 4xCon+1)
Fort +5 (Base+4, Con+1)
Ref +8 (Base+4, Dex+4)
Will +3 (Base+1, Wis+2)
2 Ranger Combat Style (Precise Shot)
4 Jaguar's Grace
6 <Ranger Combat Style (Point Blank Master)>
8 <Jaguar's Pounce>
10 <Ranger Combat Style (?)>
12 <Jaguar's Protection>
14 <Rogue Talent (Improved Evasion)>
16
18
20
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+11-Acrobatics (Dex) 4+4+3+ACP
+ 1+Bluff(Cha) 1+0+0(+1 Brigand)(+1 Studied Target)
+ 9-Climb (Str) 2+4+3+ACP
+ 9 Craft (bowyer) (Int) 2+4+3 {Background}
+ 1+Diplomacy (Cha) 1+0+0(+1 Brigand)
+ 1 Disguise (Cha) 1+0+0
+ 2 Heal (Wis) 2+0+0
+11 Intimidate (Cha) 1+4+3+1 Brute+2 Intimidating[+1 Brigand]
+ 9+Knowledge (dungeoneering) (Int) 2+4+3(+1 Studied Target)
+ 9 Knowledge (geography) (Int) 2+4+3 {Background}
+ 9+Knowledge (local) (Int) 2+4+3(+1 Studied Target)
+ 9+Perception (Wis) 2+4+3(+1 Studied Target)
+ 4-Ride (Dex) 4+0+0+ACP
+ 9+Sense Motive (Wis) 2+4+3(+1 Brigand)(+1 Studied Target)
+11-Stealth (Dex) 4+4+3+ACP
+ 9+Survival (Wis) 2+4+3(+1 Studied Target)(+2 Track)
+ 9-Swim (Str) 2+4+3+ACP
ACP: -0 w/ Pack, -0 w/o: * indicates ACP applied to net bonus
Languages Known: Common (Taldane), Orcish, Giant, Goblin
1 Point-Blank Shot
ST Precise Shot
3 Weapon Focus (Orc Hornbow)
5 <Rapid Shot>
ST <Point Blank Master>
7
9
11
13
15
17
19
Traits
Campaign: Kingmaker: Brigand: +1 trait on Bluff, Diplomacy, Intimidate, Sense Motive vs brigands, thieves, bandits & ilk
Basic: Combat: Reactionary: +2 trait on Initiative
Race: Half-Orc: Brute: +1 trait Intimidate
FREExxxx Explorer's Outfit (8#, Sturdy boots, leather breeches, belt, shirt, gloves, cloak, scarves)
2630.0.0 +1 Orc Hornbow Str (+2) (7#, 2d6/x3/80'/P) - quiver
xx60.0.0 Arrows x60 (9#) - quiver
x515.0.0 Darkwood Orc Skull Ram (10#, (1d10/x3/B/Reach)
xxx8.0.0 Kukri (2#, 1d4/18+/S)
x170.0.0 MW Hide Shirt (18#, +3/+4/-0/15%/30')
1800.0.0 Efficient Quiver (2#)
xx50.0.0 MW Backpack (4#)
xx75.0.0 Ioun Torch (-) - pouch
xxxx.1.0 Bedroll (5#) - pack
xxx1.0.0 Belt Pouch (.5#)
xxx1.0.0 Flint and Steel (-) - pouch
xx10.0.0 Silk Rope (5#, 50') - pack
xxx2.0.0 Waterskin x2 (8#) - pack
xx50.0.0 MW Manacles (2#, DC35 Escape Artist, DC28 Break) - pack
xx80.0.0 Good Lock (1#, DC30 Disble Device, on manacles) - pack
5452.1.0 Spent for 65.5# (40.5# w/o Pack)
547.9.0 coin on hand
Light <= 58# [66#] (By armor)
Medium <= 116# [134#] (+3/-3/20'/x4)
Heavy <= 175# [200#] (+1/-6/20'/x3)
Alignment: Any.
Hit Die: d10.
Parent Class(es): Ranger and rogue.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 1st studied target, track
2nd +2 +3 +3 +0 Slayer talent
3rd +3 +3 +3 +1 Sneak attack +1d6
4th +4 +4 +4 +1 Slayer talent
5th +5 +4 +4 +1 2nd studied target
6th +6/+1 +5 +5 +2 Slayer talent, sneak attack +2d6
7th +7/+2 +5 +5 +2 Stalker
8th +8/+3 +6 +6 +2 Slayer talent
9th +9/+4 +6 +6 +3 Sneak attack +3d6
10th +10/+5 +7 +7 +3 3rd studied target, advanced talents, slayer talent
11th +11/+6/+1 +7 +7 +3 Swift tracker
12th +12/+7/+2 +8 +8 +4 Slayer talent, sneak attack +4d6
13th +13/+8/+3 +8 +8 +4 Slayer's advance 1/day
14th +14/+9/+4 +9 +9 +4 Quarry, slayer talent
15th +15/+10/+5 +9 +9 +5 4th studied target, sneak attack +5d6
16th +16/+11/+6/+1 +10 +10 +5 Slayer talent
17th +17/+12/+7/+2 +10 +10 +5 Slayer's advance 2/day
18th +18/+13/+8/+3 +11 +11 +6 Slayer talent, sneak attack +6d6
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry
20th +20/+15/+10/+5 +12 +12 +6 5th studied target, master slayer, slayer talent
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
Advanced Talents: At 10th level and every 2 levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.
Swift Tracker (Ex): At 11th level, a slayer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice his normal speed while tracking, he takes only a –10 penalty instead of the normal –20.
Slayer's Advance (Ex): At 13th level, a slayer can once per day move up to twice his base speed as a move action. He may use Stealth as part of this movement, but takes a –10 penalty to his check for doing so. At 17th level, he can do this twice per day.
Quarry (Ex): At 14th level, a slayer can as a standard action denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a slayer can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he gains a +2 insight bonus on attack rolls made against his quarry, and all critical threats against his quarry are automatically confirmed. A slayer can have no more than one quarry at a time, and the target must be selected as a studied target. He can dismiss this effect at any time as a free action, but he cannot select a new quarry target for 24 hours. If the slayer sees proof that his quarry is dead, he can select a new quarry target after 1 hour.
Improved Quarry (Ex): At 19th level, the slayer's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Slayer (Ex): At 20th level, the slayer becomes a master at capturing or killing his studied targets. As a standard action, he can make a single attack against a studied target at his full attack bonus, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Fortitude saving throw or suffer the additional effect. The DC for this save is 10 + 1/2 the slayer's level + the slayer's Intelligence modifier. Whether or not the target succeeds, it cannot be targeted by this ability again (by any slayer) for 24 hours.
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
+ Race Level Gear Current
14 +0 14 +0 14 +0 S 14 +2
15 +2 17 +1 18 +0 D 18 +4
12 +0 12 +0 12 +0 C 12 +1
14 +0 14 +0 14 +0 I 14 +2
14 +0 14 +0 14 +0 W 14 +2
12 +0 12 +0 12 +0 H 12 +1

Jared Thorne |

I present Marik Kinza, NG M Half-Orc Slayer (base), former Sczarni enforcer turned law enforcement.
Oh dang... I was thinking LG Half-Orc Paladin/Fighter or Brawler/uRogue... with Orc Hornbow... Aldori Dueling Sword & Unarmed Strike.
Range mostly, but also Diplomacy.
A little bit... picking and choosing class and archetype features.
Divine Hunter, Holy Guide, Sniper, Scout.

Ventiine |

I changed my mind when I rediscovered a character I had. I fell in love with the idea a while ago and forgot about it. She's a herb witch (support) with a hedgehog familiar. She can craft healing and restoration potions, as well as buff and debuff with her cackling. I'm not the type to min-max so you'll see she has some fun RP things on her sheet
My submission: Elvina Naieath

GM_Coreyllon |

We are looking for 1 person. If I get enough in the week I am tempted to just do a second table as I appreciate the time it takes to get good entries together when there is only room for one. I am going back and forth on this though so I make no promises.
I plan to give the players a day to give insight and to pick the player on Saturday.
I will come up with a list of who has applied tonight so people can see what has been submitted.

hustonj |
1 person marked this as a favorite. |
One of my standard recruitment comments:
The goal is for games to run as long as possible. I would rather miss a table that several people get to enjoy for the long haul than get onto a "bonus" table that ends up over-stressing the GM, and everybody ends up losing out.
Now, don't get me wrong, I still want on that first table! I would just rather not have the GM over-extend to be nice about not being able to accept everyone to that first table.

GM_Coreyllon |

Complete Characters
Caerwyn Callandril as Caerwyn Callandrill- Rogue (Scout) 3/Fighter 1
Mightypion as Alexandr Vladimirovich Androv- Mutagenic Mauler 3/ Steelblood 1
Lathiira as Ravanel Sagewing- Magus (Spell Dancer 4)
Hustonj as Marik Kinza- Ranged Half-Orc Slayer
Vetiine as Elvina Naieath- Witch 4
Interest
Brightberry- I have thought about this Brightberry, but I do not think a Leshy fits into the original character creation. So I am going to have to say no to a Leshy.
Irnk- Oracle?
Jared Thorne- Ranged Paladin (Divine Hunter)
Thomas Leafbearer- Mystic Theurge
FreeRadical- Wizard?
Evindyl - ?
I think that is everyone. If I missed you, please let me know.

hustonj |
Brightberry is from mahuffma.
Caerwyn Callandril was submitted by Vanulf Wulfson.
Thomas Leafbearer is a clerical alias for Mokshai.
Ravenal Sagewing was submitted by Allen Dawson.
Jared Thorne is being submitted by Hassan Ahmed.
You've not gotten used to looking past the aliases to the core account, yet, I see. You'll get there.

Sigurdr "Snake in the eye" |

GM_Coreyllon wrote:Sorry that I missed your question Jared. I have no problem with a paladin that Sneak Attacks and Snipes. It would be good to find a god that would align with that somehow for story purposes. But mechanically, have a ball.Thank you!
I once had a similar concept, here is my list for deities that could work. As far as I know, they dont have established Paladin codes.
1: Erecura
2: Kelinahat
3:Tanagaar
4:Zohls
5:Chaldira
6: Neith
7: Debatable Kerkamoth
8: Probably really cool for a Kingmaker campaign:
Magdh

Brightberry |

Complete Characters
Caerwyn Callandril as Caerwyn Callandrill- Rogue (Scout) 3/Fighter 1
Mightypion as Alexandr Vladimirovich Androv- Mutagenic Mauler 3/ Steelblood 1
Lathiira as Ravanel Sagewing- Magus (Spell Dancer 4)
Hustonj as Marik Kinza- Ranged Half-Orc Slayer
Vetiine as Elvina Naieath- Witch 4Interest
Brightberry- I have thought about this Brightberry, but I do not think a Leshy fits into the original character creation. So I am going to have to say no to a Leshy.
Irnk- Oracle?
Jared Thorne- Ranged Paladin (Divine Hunter)
Thomas Leafbearer- Mystic Theurge
FreeRadical- Wizard?
Evindyl - ?I think that is everyone. If I missed you, please let me know.
I am deeply saddened, but I understand. It's a little left field. Thanks for letting me know before I invested too much time into converting him. You guys enjoy!

Jared Thorne |

Jared Thorne wrote:I once had a similar concept, here is my list for deities that could work. As far as I know, they dont have established Paladin codes.GM_Coreyllon wrote:Sorry that I missed your question Jared. I have no problem with a paladin that Sneak Attacks and Snipes. It would be good to find a god that would align with that somehow for story purposes. But mechanically, have a ball.Thank you!
Thanks... realizing my concept (not just sneak paladin) is probably not the best for this table, with he current cast. And, there is also a very similar character submission, from a combat perspective.
But, thank you and GM_Coreyllon!
Have fun ALL!