Seeking Divine Caster and / or Trapfinder for Kingmaker (PF1E)


Recruitment


Hello!

Looking for 1-2 players to join ongoing Kingmaker PbP campaign. We are well into Book 2: Rivers Run Red. The party has established their fledgling kingdom and currently consists of:
Sir Andreas Eisfalke Von Ulm - Human Cavalier - Ruler
Rillka Cloudhopper - Halfling Arcanist - Councilor
Albert Malek Garess - Human Magus - General
Saoirse Oparaeal - Aasimar Bard - Spymaster
Link to Campaign

I have been supplementing the party with a GMPC Crossblooded Sorceress, Seraphina Medvyed and NPC Kesten Garess, reworked into a High Guardian Fighter. There is another Medvyed associated with the party (former player, now background NPC). Both of these will likely fade into the background with the party filled out to 5-6 players again.

I am the latest in a long line of GM's and I have my heart set on an Erastilian. This campaign was designed to strongly favor Erastil's faith and I want to GM the content devoted to his followers. So while many faiths would aptly fill the role of Divine Caster for the party, I will favor Erastilians for selection.

Trapfinding cannot derive from the Trap Finder trait from Mummy's Mask as you can only have one campaign trait and that will be from the Kingmaker Player's Guide.

Here are the build rules, wealth for a 5th level PC is 10,500 gp. This is also a good campaign with downtime for crafting if your character might be so inclined.

DM Rostam wrote:

Character Creation Rules:

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.

We will be using the Kingdom system from Ultimate Campaign.

The Downtime systems from UC will be in play as desired.

Background skills in play.


Hey GM Bluedove, I would like to throw my hat in the ring with a possible Half-Orc Sacred Huntsmaster Inquisitor of Erastil.

I chose Inquisitor over Cleric because the Sacred Huntsmaster gives me a 'wilder' feeling, along the lines of Herne the Hunter, and also because the 2+Int skills per level from the Cleric just make me want to cry.

Also noticed the group does not seem to have any specific ranged attackers, so he would fill that niche.

What sort of Animal Companions would you allow? Any chance a Roc could be on the table? Yep, I would love the chance for some occasional flying and shooting a bow - how cool is that? :D

Also, are you/the group more interested in a full-on dedicated divine healer, or someone with divine capabilities would fit the bill?

Not planning on playing him as a trapfinder though, just for the sake of clarity.


I'm interested.

Specifics are pending, but Kingmaker is one of those campaigns that call for nature based characters. And those well rounded stats also call for those classes that need many abilities. As I was clicking around a bit, I found a druid archetype that would even allow me to start with trapfinding, so I can cover all the bases. It's called Nature Fang and it gives the druid some slayer powers (and trapfinding can be acquired via a talent).

I need until tomorrow to put the whole character together.


Same as Viniir. Just need a bit of time


I'd love to get this guy into another Kingmaker game. He's a 5th level Oracle, lifelink healer with a battle pet; he casts control spells and heals while his cat tanks.

Background wise, he's a cast-off Medvyed foundling who trained in alchemy with Bokken (that can be changed if that wouldn't work with your Bokken), who kind of just wandered the land looking for people to help with his healing abilities until he was recruited by the kingdom leaders.

In his established background he is just spiritual with a strong connection to the land but I can easily tweak that to make him a follower of Erastil- he's already the kind of guy who wanders around and helps out, healing sick animals, helping do chores and handyman work, pulling stuck carts out of the mud, generally doing what an Erastilian would do to encourage simple, everyday settlers and small communities. He's basically a follower of Erastil already.


I can see I already have some stiff competition, but I will stick to my guns! My character would looks something like this (Zen Archer 3/Inquisitor X):

Krezen:

Krezen
Half-orc inquisitor (sacred huntsmaster) of Erastil 2/monk (qinggong monk, zen archer) 3
LG Medium humanoid (human, orc)
Init +7 (+9 during surprise rounds); Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 19, touch 18, flat-footed 16 (+1 armor, +2 Dex, +1 dodge, +5 Wis)
hp 43 (5d8+15)
Fort +11, Ref +8, Will +14
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee cold iron brass knuckles +5 (1d3+2) or
. . unarmed strike +5 (1d6+2)
Ranged or
. . +1 adaptive composite longbow flurry of blows +9/+9 (1d8+3/×3) or
. . +1 adaptive composite longbow +10 (1d8+3/×3)
Special Attacks flurry of blows, perfect strike 3/day, zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +7)
. . At will—detect alignment
Inquisitor (Sacred Huntsmaster) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—cure light wounds, divine favor
. . 0 (at will)—acid splash, create water, detect magic, guidance, light
. . Domain Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 20, Cha 12
Base Atk +3; CMB +5; CMD 23
Feats Boon Companion[UW], Dodge, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Traits fate's favored, pioneer
Skills Acrobatics +10 (+14 to jump), Climb +6, Craft (bows) +10, Handle Animal +7, Intimidate +10, Knowledge (history) +5, Knowledge (nature) +7, Knowledge (religion) +7, Perception +13, Ride +10, Sense Motive +13, Survival +12, Swim +6; Racial Modifiers +2 Intimidate, +1 Perception
Languages Common, Draconic, Orc
SQ animal companion (roc (bodyguard) named Arheaxx), eyes of the hawk, fast movement, monster lore +5, orc blood, shared vigilance, stern gaze +1, track +1
Other Gear +1 adaptive composite longbow, cold iron brass knuckles[APG], bracers of armor +1, cloak of resistance +1, headband of inspired wisdom +2, masterwork bowyer tools
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (roc (bodyguard) named Arheaxx)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sacred Huntsmaster) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (2d20, 3/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
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.
Sacred Tattoo +1 to all saves.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

And his Animal Companion would be:

Arkheaxx:

Arheaxx
Roc (bodyguard)
N Medium animal
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 28 (4d8-4)
Fort +3, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +5 (1d6+2), 2 talons +5 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 9, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +5; CMD 20
Feats Combat Reflexes, Power Attack
Skills Acrobatics +5 (+1 to jump), Fly +10, Perception +6
SQ animal focus, shared vigilance, tenacious guardian
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fly (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Tenacious Guardian (Ex) Remain conscious as long as you are adjacent to your master.

Some notes on how I see the character - I envision he would have been a wanderer, in his early stages of 'adventuring', and that is probably how I would 'pitch' him if we were level 1. But since we are level 5, I would say his wondering brought him to the Stolen Lands some time ago - he kept mostly to the fringes, avoiding human contact as much as possible, and quite content and at ease in the wilderness. Mostly acting like an unseen protector, leaving food for the people if he came across a starving family, or firing a few arrows from the concealment of the forest to shoo away bandits besetting travelers.

Maybe he heard or saw some of the deeds accomplished by the PCs, and that caught his attention? Maybe he saw their relevance in the region, and the fact they are trying to build something new? It would give him a chance to be there from the beginning, offer guidance and assistance in making sure the path threaded is a solid one, the leadershiop is strong, and the Old Ways respected. Just some ideas.

Mechanically he is more an archer and a survivalist than a healer, and there is really not much way around it - he will probably always be more of a survivalist and an archer than a healer. He will have access to the main healing spells, and can use curative items. But I do know that puts me at risk in the 'healer' category - I accept it :D

The Roc is still Medium sized by the way - he only gets Large at level 7.

I do love the character, and I think he can be interesting to play. Wish he would have some more 'Nature-attuned' abilities so to speak, but I guess that would have to be a different class altogether. Maybe I should consider a Zen-Archer/Druid. Hmmmmm, never tried it before, could be interesting. Though Druids actually lack access to stuff like Restoration, etc. Don't they?

Grand Lodge

I may have a few trap based characters at my disposal


I would like to present Hrafen Vormenghast, Halfling Sorceror and Brewer, for consideration for the roll of trapfinder.

He has both Perception and Disable Device, and can temporarily gain Trap-finding to deal with the disabling of magical traps thanks to Aram Zey's Focus.

His spells also pack a wallop ;-)


2 people marked this as a favorite.

Tempted to try with a centaur cleric

Centaur of Disease Control


Hey gang, I took another look at the Campaign, and the pace seems too slow to garner my full commitment. So I will bow out from the run. Good luck to the other applicants!


All right, here is my submission.

I assumed HP is 1/2 max HP + 1 after 1st level, but I can adjust if it isn't the case.

This is a Nature Fang druid. He trades out wild shape for slayer talents, which I used to get trapfinding. He is still a (full) divine caster and a follower of Erastil, even if he doesn't draw power from Erastil himself.

As for party role, he is an ok melee and great spell support. As a dwarf he gets a lot of cool defensive stuff (like saves vs spells and poisons). He also gets bonuses vs giants and goblinoids which are a thing in this campaign.

The only thing he loses is the druid bonus vs spells from fey which is also a thing in the campaign, but he gets so many defensive abilities that I don't think anything is missing.

At level 5 I went with Craft Wand, and I added some wands crafted by myself. If this isn't allowed, I'll remove them.

Character sheet:

STR 14, DEX 14, CON 16, INT 12, WIS 18, CHA 10

Male Dwarf
Medium Size
NG Druid 1 (Nature Fang)
BaB +3
Init +2; Senses: Perception +12 (add Stonecunning), Sense Motive +4, Darkvision 60ft
CMB +5 (3BaB +2str)
CMD 17 (3BaB +2str +2dex) (add 4 vs bull rush or trip while standing on the ground)
Favored Class Druid
FC bonus: +5 HP

Defense
AC 17/19, touch 13 flat-footed 15/17 (+4 Armor +2 Dex +2 Shield (when worn) +1 Deflection) (add 4 vs giant subtype) (add 1 vs traps)
HP 48 (8 + 20 (5*4 druid) + 15 (5*3 con) + 5 (5*1FCbonus))
Fort +9 (+4 base +3 Con +1 Trait +1 Resistance) (add 2 vs poison) (add 4 vs spells and spell-like abilities) (add 1 luck vs traps)
Ref +4 (+1 base +2 Dex +1 Resistance) (add 4 vs spells and spell-like abilities) (add 1 vs traps) (add 1 luck vs traps)
Will +9 (+4 base +4 Wis +1 Resistance) (add 4 vs spells and spell-like abilities) (add 2 vs charm and compulsion) (add 1 luck vs traps)

Offense
Speed 30 ft
Melee 1H mwk warhammer +6 (1d8+2/20x3 bludgeoning)
Melee 2H mwk warhammer +6 (1d8+3/20x3 bludgeoning)
Melee 1H mwk battle axe +6 (1d8+2/20x3 slashing)
Melee 2H mwk battle axe +6 (1d8+3/20x3 slashing)
Ranged touch attack +5
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Divine magic
CL 5
Concentration (CL + Wis): +9

DC: 14+spell level

Level (slots): Prepared + Domain slot
Cantrips (-): Create Water, Detect Magic, Guidance, Purify Food and Drink
1 (4): Burning Disarm, Cure Light Wounds, Entangle, Goodberry + Obscuring mist
2 (3): Animal Aspect, Barkskin, Spider Climb + Fog cloud
3 (2): Cure Moderate Wounds, Dominate Animal + Call lightning

Domain
Weather (Storms subdomain)

Storm Burst (Sp):
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Talents
Level 4 - Trapfinding

Other abilities and SQ
Spontaneous Casting:
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Trackless Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Studied Target (Ex):
At 1st level, a nature fang gains the slayer’s studied target class feature. At 5th level and every 5 levels thereafter, the nature fang’s bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.

This ability replaces nature sense, wild empathy, and woodland stride.

Slayer Talent:
At 4th level and every 2 levels thereafter, a nature fang selects a slayer talent. Starting at 12th level, she can select an advanced slayer talent in place of a slayer talent. She uses her druid level as her slayer level to determine what talents she can select.

This ability replaces wild shape.

Sneak Attack (Ex):
At 4th level, a nature fang gains sneak attack +1d6. This functions as the rogue sneak attack ability. If the nature fang gets a sneak attack bonus from another source, the bonuses on damage stack.

This ability replaces resist nature’s lure.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex):
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Traits:
Rostlander
Armor expert
Birthmark (Erastil)

Feats:
Lvl 1 - Steel Soul
Lvl 3 - Spell Focus (Conjuration)
Lvl 5 - Craft Wand

Skills:
ACP -1
Disable Device +9 (5 Ranks +2 Dex +3 CS -1 ACP) (add 5+2 against traps)
Heal +9 (5 Ranks +1 Dex +3 CS)
Knowledge (nature) +10 (5 Ranks +2 Int +3 CS)
Perception +17 (5 Ranks +4 Wis +3 CS +5 Competence) (add 2 against traps)
Survival +12 (5 Ranks +4 Wis +3 CS) (add 5 Competence when tracking)

Background skills:
Craft (Weapons) +10 (5 Ranks +2 Int +3 CS)
Knowledge (geography) +10 (5 Ranks +2 Int +3 CS)

Languages: Common, Druidic, Sylvan

Equipment:
Wealth: 234gp 9sp
Common items
Mwk battleaxe, mwk warhammer, mwk hide armor
Heavy wooden shield
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Thieves' tools, Healer's kit (10)
Magic items
Cloak of resistance +1
Ring of protection +1
Pearl of power (1st)
Spectacles of Understanding
Lens of Detection
Trapspringer’s Gloves
Wands
Cure Light Wounds (50)
Feather Step (50)
Endure Elements (50)

Background:

Vinni Stoneclaw was born into a merchant family. Although his dwarf family can trace its roots to dwarf nobles many generations ago, at some point they have broken from the lineage to be more travelers than builders, which means that they left their privilege to become more down to earth. Still bearing the noble name, they traveled for many generations until feeling at peace in the south of Brevoy.

Vinni has always felt happy being a part of a community and loved being in open spaces. He was born with a birthmark that resembled a bow and arrow, which strenghtened his resolve once he accepted Erastil to worship. Although his parents wanted him to help more with the store, his uncle Peddah always told him that being a Stoneclaw means following one's dreams, not doing everything that's expected of you. Since early on, uncle Peddah was always an important reference for young Vinni, and it was he who taught Vinni to craft weapons. It was when the two were smoking one afternoon when Vinni met a young man named Carlos. He was a bit lost and hungry. It turned out that Carlos was a bastard child from house Lebeda and was given to the druids for training. However, he was completely incapable.

Vinni could not help but go to Carlos' aid. After feeding and warming the young man, Vinni heard his stories. He felt that the druids had a lot more to offer him than his family. With a nod from uncle Peddar, Vinni took Carlos into the forest and without much effort managed to find the druids. He also asked to stay, and be trained. Although the druids were skeptical, they accepted given Vinni's great resourcefulness and common sense.

Vinni grew and learned much faster than Carlos. He struggled a bit with the magical and supernatural side of druidism, but slowly progressed, stubborn as dwarves usually are. However, his training was interrupted. The druids were called to help with some trouble happening in the south. Bandits were getting bold and destructive. Vinni was appalled when he saw the destruction. Nature was completely disrespected, rivers were stained with blood and entire areas were being burned down.

Although the druids did heal the land, they kept telling Vinni that their job is to protect nature in the most balanced way. That did not sit right with the young dwarf, as he believes in a more direct approach. He decided to give up some empathic connection with the natural world to become a champion of nature. He did stay with the druids some extra time, as they kept telling him he needed more training, but at some point, he remembered the words of uncle Peddah. He was the one to craft his own path. The druids begrudgingly accepted, especially considering that Vinni had always been a bit a fish out of water, with his worshipping a god such as Erastil.

After visiting his uncle briefly to tell him of his plan, he set out to go south, to find the people who had vanquished the bandits, and were trying to set a new society in the Stolen Lands. Uncle Peddah gave him two weapons and a piece of armor he had crafted himself, and wished him well. Vinni adjusted the backpack on his back, and started walking towards his future.


I have Rhona a Trapper Ranger Dwarf. I will up sacel her and change her to fit into the campaign


Malylev, the Little Lion wrote:
In his established background he is just spiritual with a strong connection to the land but I can easily tweak that to make him a follower of Erastil- he's already the kind of guy who wanders around and helps out, healing sick animals, helping do chores and handyman work, pulling stuck carts out of the mud, generally doing what an Erastilian would do to encourage simple, everyday settlers and small communities. He's basically a follower of Erastil already.

I'm not opposed to a convert, but be aware he wouldn't keep Desna's Shooting Star divine fighting technique. Those are faith specific.

Also with the stat array, he'd be pulling 18 max for Cha.

Veniir wrote:

I assumed HP is 1/2 max HP + 1 after 1st level, but I can adjust if it isn't the case.

This is a Nature Fang druid. He trades out wild shape for slayer talents, which I used to get trapfinding. He is still a (full) divine caster and a follower of Erastil, even if he doesn't draw power from Erastil himself.

At level 5 I went with Craft Wand, and I added some wands crafted by myself. If this isn't allowed, I'll remove them.

That is the default minimum HP in my games, you can roll and take the result if it's higher, leave if it's lower.

Craft Wand would be quite useful, I'm fine with your starting crafted wands.


May I inquire that if you DO allow a centaur application, what CR do you think? According to race builder it's +1

I'm just curious, otherwise I'll think of something else. Our power has been out all week, it should be back today


1 person marked this as a favorite.

I gots an ol' skinwalker (witchwolf) cleric of Erastil that I could rework for this game, if'n you still need a divine caster. Leans into the archery stuff and a little wilderness survival.

If you are interested, I'm happy to roll the sheet back and use your stat array to rebuild the character.

Also, fun character interaction if you have done books 1 & 2 before:
Being a wolf skinwalker means an automatic interesting dramatic interaction with Jhod, given his history with werewolves.

Also also, hello, Saoirse! I know you!


(I finished rebuilding according to the campaign's standards just to make sure there are no snags.)


I will have something by morning.


Can we use Aasimar variants? I'm Thinking of being a Garuda-Blooded Aasimar. What about Alternate SLA. Can we have them? Do we need to roll those or can we just pick one?


HP: 4d8 ⇒ (6, 1, 3, 3) = 13 keeping the 6 the rest I will use 5's(1/2d8+1) for a total of 29


This is FairyGM's character. I Still need to select equipment and spells. But I also need sleep. And now I realize I need a new avatar.


Can I use Lamellar (horn)? It's an eastern armor so I thought I'd ask.


GM bluedove wrote:

I'm not opposed to a convert, but be aware he wouldn't keep Desna's Shooting Star divine fighting technique. Those are faith specific.

Also with the stat array, he'd be pulling 18 max for Cha.

Happy to change around whatever needs changing if you choose him for the game. Background and concept won't change all that much regardless; Green Faith and Erastil are pretty closely related and he's not going to be a mainliner with or without Shooting Star.


Seth86 wrote:
May I inquire that if you DO allow a centaur application, what CR do you think? According to race builder it's +1

Apologies, I didn't mean to imply the character concept would be acceptable, just that I found the pun amusing. More so since I was in the middle of The Stand. XD

The party has spoken and gifted my greedy little heart with two Erastilians!

Vinni Stoneclaw and Veronica Ferra, please come on over to Discussion and say hello. The party will be back in town with an event shortly.

Thanks to everyone who expressed interest and submitted a character or concept. Good luck and Happy Gaming! ^_^

Community / Forums / Online Campaigns / Recruitment / Seeking Divine Caster and / or Trapfinder for Kingmaker (PF1E) All Messageboards

Want to post a reply? Sign in.