Another minor update...... So far, Jultach has his character partially finished and will likely join in soon. Haven't talked to Yumiko out-of-game for a bit so not sure if she's still workin' on a PC or just busy IRL. But, I've grown more accustomed to running large groups so a potential 6/7-PC party isn't inimical to me. In any case, it looks like I'll probably be DMing until the party's gnome-related business in Kinrisar is finished, at least.
Hoy Ezieer! {:^D
I wouldn't mind ya joining the party, and at the moment there's still room. As for a PC......at present the party is chiefly neutral in bent, with Fleck the only good PC, Valdir and Argus as chaotic, and Zerash as lawful. Snake and Rolf have been taken out of the active group, Rolf going to follow Nylaethia's calling (or at least see if that's what it really was), and Snake has disappeared amidst the city without a trace. So Argus is the only NPC at present, and I may well ditch him if needed to make things run at a decent pace once the new PCs are integrated. Snake was the only evil PC earlier, though Zerash casts spontaneous inflicts and rebukes undead because it's basically required of Naeronites.
Any other necromancer concept would probably be inimical to Firehorse's potential paladin replacement for Valdir, but only if Firehorse does swap out his current PC. Otherwise, an evil necromancer (keep in mind that most or all undead-making spells are capital-E Evil) would not be impossible (dunno how Fleck would feel about it in-character, but the others probably wouldn't oppose it too much).
Zerash and Argus presently handle the healing (though both are rather mediocre with it at best), and the group has come into a large number of healing potions from the kobold clerics and adepts that served the juvenile green dragon the group just slew. Zerash can scribe some Cure Critical Wounds scrolls for emergencies if he must, anyway. So another healer isn't really required, though it never hurts to have another of course (literally!).
So, presently some sort of roguish or meatshield character would be most helpful, combat- and skills-wise. An arcane caster might be useful too; Fleck covers the enchantment, illusion, and transmutation stuff fairly well I think, and isn't too shabby at blasting or divining stuff, so a bard would probably be a poor choice in that they'd duplicate much of Fleck's focus. Otherwise, though..... A lawful evil or chaotic evil character might be too severe of a contrast with the group's inclinations, but other alignments could probably be made to fit. The group at present tends to try seeking wealth, fighting oppression/invasion, slaying lots of orcs/goblinoids, and taking care of personal matters (like helping Fleck check on gnomes in Kinrisar, helping Valdir fight off orcs invading the elven nation (I forget the name now, arg!), working with Magnus to save Tillich, and helping Rolf save some of his cousins or whatnot off the coast of Mittendien). Hrm. Generally, sneaking/scouting ability, raw melee power, or a capable mix of melee and ranged combat focus would be most useful; the first option or the last option would probably be best. Yeah, I know, that hardly narrows things down any. Ah well. {:^D
/rambling off, dangit