
WarforgedMan |

Kingmaker. I love Kingmaker.
5d6 ⇒ (1, 6, 2, 1, 3) = 13 = 11
5d6 ⇒ (6, 4, 4, 3, 3) = 20 = 14
5d6 ⇒ (6, 2, 5, 3, 6) = 22 = 17
5d6 ⇒ (1, 4, 6, 5, 6) = 22 = 17
5d6 ⇒ (1, 2, 1, 1, 2) = 7
5d6 ⇒ (2, 3, 1, 1, 4) = 11 = 9
5d6 ⇒ (5, 3, 5, 1, 2) = 16 = 13
That's a pretty decent roll. I'll work on my Investigator and consider what kind of class I want to pair him with.

GM_Panic |

Hi GM Wolf, hope all is well
So lets see what the dice gods say.
5d6 ⇒ (1, 4, 2, 3, 4) = 14 = 11
5d6 ⇒ (6, 6, 2, 1, 6) = 21 = 18
5d6 ⇒ (6, 6, 3, 1, 5) = 21 = 17
5d6 ⇒ (2, 1, 5, 3, 3) = 14 = 11
5d6 ⇒ (5, 5, 4, 2, 2) = 18 = 14
5d6 ⇒ (6, 3, 3, 4, 2) = 18 = 13
5d6 ⇒ (6, 4, 5, 6, 6) = 27 = 18
[18/18/17/14/13/11] That there, that is one epic Die roll.
Got to make something with that.
I love the Hybrid Investigator class so thinking I can make a great [Pass for human ] Aasimar [Peri-Blooded (Emberkin)] Investigator [Psychic Detective]/ Kineticist [overwhelming-soul]
Kind of investigator for good. Smart, Wise and Charismatic.

GM Wolf |

Someone please make a list of the submissions and applications! Include player, character name, character classes, and that should do it.
Panic you will need to get me the link for those classes.
Any questions? I see lots of rolling but not much for ideas or submissions. I will be making the deadline for submissions Monday midnight. Then I will start sorting out the possibles.

GM_Panic |

[18/18/17/14/13/11]
Race: Aasimar [Peri-Blooded (Emberkin)] [Pass for human]
Classes: Investigator - Psychic Detective L3 / Kineticist - overwhelming-soul L3
hope that helps GM wolf.

GM_Panic |

High GM Wolf
Here is the alt of Zal-azra Qlin-zra-Zal of just Zal
She looks like This
She is an NG Aasimar [Peri-Blooded (Emberkin) who is a fire based Kineticist - overwhelming-soul and Investigator - Psychic Detective.
She works investigating evil and crimes. She has strong on attack and skills, with some Small magics. She is best at close combat and ranged attacks with fire. I wanted to link her to the whole fire/flame theme.
I am still working her out fully but she is about 60% complete.
Hope you like her.

Yokaiboy |

heres a link to Ellyn Fields my Vigilante(Serial Killer), an ex assassin looking for a purpose in life and a place where she can find herself. Backstory is 50% done

Gaelden the Lost |

5d6 ⇒ (6, 4, 4, 2, 4) = 20 14+4=18
5d6 ⇒ (5, 5, 2, 4, 1) = 17 14
5d6 ⇒ (2, 6, 5, 2, 6) = 21 17
5d6 ⇒ (5, 1, 6, 2, 3) = 17 14
5d6 ⇒ (3, 3, 6, 3, 5) = 20 14
5d6 ⇒ (4, 6, 2, 4, 3) = 19 14-4=10
5d6 ⇒ (2, 2, 4, 1, 1) = 10 7
"One more twist to help your characters to have that little boost to be excellent in what you do. You may take away from one stat and give it to another. But the top stat cannot be more than 18. But only one time.
So for example you have 11 and 15. Take 3 away from 11 and give 15 those 3. So the 11 becomes 8 and 15 becomes 18."
Final Score:
Str (18) Dex (17) Con (14) Int (10) Wis (16) Cha (16) HP (25)
Aasimar Alternate Spell Like Ability: 1d100 ⇒ 95 +2 Diplomacy
HP Rolls: 2d8 ⇒ (4, 4) = 8
Classes and Planned Gestalt
Enlightened Paladin (1) / Sacred Fist Warpriest of Irori (2)
Str (18) Dex (17) Con (14) Int (10) Wis (16) Cha (16) HP (25) Fort (+7) Ref (+4) Will (+8) AC (17/17/13) CMD (19)
Armor Class
* Armor Class: 10 + 3 (dex) + 1 (cha) + 3 (wisdom) = 17
* Touch: 10 + 3 (dex) + 1 (cha) + 3 (wisdom) = 17
* Flat Footed: 10 + 3 (wis) = 13
Saves
* Fort: +3 (warpriest) +2 (paladin) +2 (con) +1 (trait) = +7
* Reflex: + 3 (dex) +1 (trait) = +4
* Will: + 3 (warpriest) + 2 (paladin) + 3 (wis) + 1 (trait) = +8
Combat
* To Hit: +6 (or +4/+4 with flurry) (+2 for divine favor)
* Damage: 1d6+1d4+5 (+2 for divine favor)
Aasimar Racial
+2 Wis / +2 Cha
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
* Alternate Spell LIke Ability: +2 Diplomacy
* Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Traits
* Campaign Trait: Bastard (You take a –1 penalty on all Charisma-based skill checks
made when dealing with members of Brevic nobility but
gain a +1 trait bonus on Will saves as a result of your
stubbornness and individuality. (The penalty aspect
of this trait is removed if you ever manage to establish
yourself as a true noble.))
* Combat Trait: Brawler (+1 damage with unarmed strike)
* Faith Trait: Fate's Favored (+1 all luck bonuses)
* Regional Trait: Quick Reactor (+1 reflex)
* Social Trait: Life is Toil (+1 fort)
Feats
* Lvl 1 Feat (Extra Traits)
* Lvl 1 Warpriest Feat (Improved Unarmed Strike as monk)
* Lvl 1 Paladin Feat (Improved Unarmed Strike as 1/2 level in monk: 1d6 total)
* Lvl 1 Warpriest Feat (Flurry of Blows: +0/+0)
* Lvl 1 Warpriest Feat (Improved AC: Wis to AC when unarmored)
* Lvl 3 Feat (Belier's Bite: +1d4 bleed damage with unarmed strike)
Skills 4 paladin, 4 warpriest
* Diplomacy: 3 skill points (+13 / +12 with Brevic Nobility)
* Perception: 3 skill points (+11)
* Sense Motive: 1 skill point (+7)
* Knowledge Religion: 1 skill point (+4)
Enlightened Paladin
* Confident Defense (At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.)
* Aura of Law
* Sense Perfection (as detect evil only detects ki)
* Personal Trial (Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day.)
Warpriest
* Fervor (At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. Or can use a swift action to cast a spell)
* Blessings (3 + 1/2 his warpriest level)
- Strength: Strength Surge (At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.)
- Healing: Powerful Healer (At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.)
Lvl 0 Spells
* Detect Magic
* Create Water
* Purify Food and Drink
* Spark
Lvl 1 Spells
* 3x Divine Favor (+2 hit and +2 damage for 1 minute)
- Can change into cure light wounds
Equipment
Wealth:
3,000 gp but your background story is where you can gain more!
Appearance
Gaelden looks like a nearly six foot tall, completely bald, male. This is not due to shaving, or any kind of personal grooming, as he has never been able to grow hair of any kind. He wears a simple suit of well worn clothing and has a durable, if old, pack on his back which holds all that he owns. While not bulky, he does radiate both a feeling of calmness and strength, with his muscles corded through constant use and training, and his eyes piercing through a lifetime of meditation.
Background
Gaelden is a bastard child of the noble house Surtova. His father, Choval Surtova, was the eldest son of Lord Rogval of house Surtova. His mother one of Choval's servants. Her name was Elanea, and she was a girl of striking beauty. She had hair that was said to be of woven gold and her eyes were likened to the waters of the Lake of Mists. His father did not fall in love with her so much as he fell into lust when he saw her working her family's fields. He went straight to her father, a hard working farmer, and offered to take her into his court where she would receive a far better life than any he could give her. Reluctantly the man agreed, both out of fear of angering his lord, and in the hopes that the noble had told the truth.
When Gaelden was sired, Choval was barely seventeen and his mother a year younger. While Lord Rogval cared not, Choval's mother was furious. She feared not only a scandal, but that her husband might follow suit, for she was jealous of the young serving girl. She demanded that they be permanently removed, an order which Choval flatly refused, for he had grown fond of the girl and guilt at her chosen fate gnawed at him. Rogval, to keep the family peace, determined a compromise. Both Gaelden and his mother were sent to Port Ice and placed on a ship that took them out of Brevoy and sent to an Ironian Monestary, with a healthy donation to ensure that they would be cared for (his son's insistence) and they would not embarrass the family further (his wife's insistence).
For eighteen years Gaelden and his mother lived in the monastery. For him, the life of an Ironian monk was all he knew, though in the dead of night when the lights were out, his mother would tell him of where he came from. For her, life was a bitter affair. She had convinced herself that Lord Choval loved her, and she blamed his parents for both their separation and the monastic life forced upon her. The only power she had left was to ensure that her son, at least, knew where he came from, for he was all that she had of the man whom she loved.
Through his teenage years, Gaelden devoured all knowledge that he could of his homeland. Which, to be honest, was not much, for the monks which trained him were loathe to tell him more than what was needed, and the books that they had were on religious matters. However, from these studies, he did learn that the monastery had once sent a delegation to Brevoy to convert the masses. The delegation had gone overland through the forgotten lands, but had never finished the journey. Within the wilderness they were lost and never heard from again. This was a tragedy, because the delegation had with them two artifacts of the temple. Bracers, which when worn made a monk's fists as hard as stone, a pair of deliquescent gloves, and holy robes worn by the delegation's leader. Gaelden begged the monastery's leadership to allow him to leave, to find what had happened to the delegation so that he might return the artifacts lost, and so that he might continue their mission of bringing the word of Irori.
His requests were refused, time and time again, until he turned twenty years of age. As he grew older, the power of his blood continued to manifest, and with it his desire to leave the monastery grew as well. With a prayer he could pour water from his cupped hands, he could make spoiled food fresh again, and he could heal the injured. Moreso, the training regimen of the temple did little to improve his skills. It became clear that his quest for perfection would best followed by going forth on his own. With integrity winning over fear of angering a noble house (as twenty years had gone by, and the memories of man fades with time), Gaelden was given permission.
With joy in his heart he left the monastery, with little more than his robes and some basic equipment for surviving in the wilderness. Relying more on the divine power within his blood to survive in the wilds than any skill, he has set off.
His goals are as follows:
1: To find the remains of the lost delegation and their artifacts
2: To bring the word of Irori to the people
3: To know more of where he came from
4: To make the world a better place than how he found it
What he brings to the party:
(1) More healing as a warpriest
(2) Close combat damage (paladin/warpriest)
(3) More face skills (it is kingmaker after all)
When he goes gestalt, he'll get a nice spike in power. It'll be a big jump in his BaB, AC and spellcasting. Until then he'll still be able to flurry and buff/heal.
Party wise, he is a second paladin in the group. But the difference being is that his is an Irorian one who preaches self-perfection instead of the usual paladin code (it's right there in the class description). He's also a second bastard child for the party, though for a different noble house and with different circumstances.
He also has a reason for being in the forgotten lands independent of the party. This gives him a reason for joining late, such as it is.
Finally, I've left the equipment out. GM: If possible I'd like for him to have found the first of the his temple's lost artifacts (an amulet of mighty blows +1). This would show him that he is indeed in the right place. The gloves and robes are just higher end equipment for him to get later on in his career.
If he hasn't found anything as of yet, he'll be starting with a ring of protection +1 and a cloak of resistance +1.

GM Wolf |

List:
Doomed Hero - nine tailed kitsume/fighter?
DM Aron Marczylo/Evelyn - Bard(Sound Striker/Song Healer)/Cleric*
Saashaa/Sulii/Alexand - Psychic**
Albion, The Eye/Grond - Male Half-orc bloodrager (primalist, spelleater) 3/oracle (spirit guide) 3
Grumbaki/Gaelden the Lost - Warpriest/Paladin**
Critzible/Lady Ionnia Orlovsky - Cleric*
Jovich/Zilybar Gnaz - Rogue(unchained)3/ Wizard(Illusionist)3 Gestalt
Yokaiboy/Ellyn - simar Vigilante 3
Fully done now:
Saashaa/Sulii/Alexand - Psychic
Albion, The Eye/Grond - Male Half-orc bloodrager (primalist, spelleater) 3/oracle (spirit guide) 3
Grumbaki/Gaelden the Lost - Warpriest/Paladin
Jovich/Zilybar Gnaz - Rogue(unchained)3/ Wizard(Illusionist)3 Gestalt
Yokaiboy/Ellyn - simar Vigilante 3
Withdrawn?
GM Panic/Lady Zal-azra Qlin-zra-Zal - Kineticist - overwhelming-soul L3 Investigator - Psychic Detective L3
If your character is fully gestalted that is fine, it was what I was looking for. If you have your character created not gestalted you will be gaining a boost.
I did make the adjustment to 4th level. If you haven't feel free to update to 4, or wait to see if you are selected, with 9 applicants, I will need to deliberate.

GM Wolf |

Please give me at least a day. Please post how you envision your character coming into the game. Also if you are fully gestalted make sure you have a good magical event explaining why you are a super saiyan now. ;) Just post these explainations here if it is not already in your background/crunch. Please say so if it is in your crunch.
Claptrap where is your submission?

![]() |

I will up grade Ionnia later making her a fighter, possible polearm master.
As for her role. First and foremost is spreading the word of shelyn to the river kingdoms. Her second is to secure a place that is safe to bring her daugther to her. One where she is safe and protected. While she can still spread the word of her goddess.All in all I want her to bring the lobe of her faith and its edicts as well as art and culture to a land in need while seeking to protect all who love and laugh with a safe haven against the dangers.
Thinking she would look to beong the kongdoms religious leader or even a possible diplomat or the cultural advisor.
Conceptually with her gesalt I see a sort of glaive welding dancer who on the field can rain a series of deadly blows while looking like a dance. Her movements making others keep out of her weapons reach so she can better tend to the wounded. Which would be her role as a melee healer/ buffer.

CL4P-TP |

Hia :)
I have not yet made a submission, I wasn't sure what I was building too and I had a bad case of builders block :/
I am going to make it my priority and see if I can come up with a combination that looks like fun and that I can attach a personality too here in the next few hours, if not, then my loss :(

Albion, The Eye |

Apart from a few choice spells and items (and some duplicate spells popping up for a reason I haven't understood yet), Grond is leveled up to 4 ;)
Grond
Half-orc bloodrager (primalist, spelleater) 4/oracle (spirit guide) 4/gestalt 4 (Pathfinder RPG Advanced Class Guide 15, 84, 85, 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
hp 43 (4d10+15)
Fort +9, Ref +6, Will +8; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]; Immune fatigue
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bardiche +9 (1d10+7/19-20) or
. . cold iron morningstar +9 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks blood casting, bloodrage (13 rounds/day)
Bloodrager (Primalist, Spelleater) Spells Known (CL 4th; concentration +6)
. . 1st (2/day)—shield
. . Bloodline Arcane
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +6)
. . 2nd (4/day)—cure moderate wounds, fog cloud, fog cloud
. . 1st (7/day)—cure light wounds, divine favor, enlarge person (DC 13), enlarge person (DC 13), protection from evil
. . Mystery Battle
. . S spirit magic spell; Spirit Battle Wandering Spirit
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 16, Wis 14, Cha 15
Base Atk +4; CMB +9; CMD 22
Feats Diehard, Endurance, Eschew Materials, Fast Healer[APG]
Traits brigand, dangerously curious, fate's favored
Skills Acrobatics -3 (-7 to jump), Climb +6, Diplomacy +9, Intimidate +9, Knowledge (dungeoneering) +8, Knowledge (local) +9, Perception +9, Sense Motive +9, Survival +7, Use Magic Device +10; Racial Modifiers brigand
Languages Abyssal, Common, Draconic, Giant, Orc
SQ arcane bloodrage, blood of life, bonded spirit, bonded spirit hex (battle master), disruptive bloodrage, fast movement, oracle's curse (lame), orc blood, revelation (war sight), spirit ()
Other Gear agile breastplate[APG], heavy steel shield, bardiche[APG], cold iron morningstar, crowbar, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), waterskin, 100 gp
--------------------
Special Abilities
--------------------
Arcane Bloodrage (Blur) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Battle Master (Ex) +1 attack of opportunity each rd (stacks with combat reflexes).
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bonded Spirit Gain a wandering spirit each day.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healer +1 Add half CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
War Sight (Su) Take your choice of 2 initiative rolls.

Wrecker Ralph |

Claptrap here.
Well here is about as far as I got, he is a human Tetori Monk with a bit of giants blood in him, he will be gestalted with either a Warden Ranger to emphasize his outdoorsy nature or rogue to round him out, and for strangler funsies.
He mainly fights with his hands, and by grappling, doing non-lethal damage.
He also has an permenant enlarge person. Hes your Big Friendly Giant :)
However thats about as far as I got before I ran out of time, so if you have to move on ahead without me, go ahead :(
[Rant=the Warden] I like the Favored Terrain ability of the Ranger. Its not the most powerful part of its kit but I love its flavor, and the Warden is the only archetype that focuses on it. But what does it give up? Everything else of value -__- Favored Enemy? Gone. Combat feats? Gone. Companion and capstone? Gone...
Sure you get your favored terrains faster and you can share it with your allies, but man do you give up a lot of your actual combat strength to do so :(
[/rant]

Wrecker Ralph |

Alright, if I still have the time, then I have mostly finished up the bare minimum for Ghan.
Also note; his name is Ghan the Fist, not Wrecker Ralph.
Here is a few "aspects" of him;
Tetori Monk: He grapples, holds his foes down and generally tries to knock out his opponents rather then kill them.
Warden Ranger: I debated on giving him this now or later, but I decided to give it to him now. It doesn't actually add much to his combat effectiveness, about +4 initiative, +1 BAB and +2 skills/lvl (for an entire class O.o) but it really enhances his wilderness survival aspect :)
Human: Ghan is a human with the Giant Ancestry trait, he also has a permanent Enlarge Person making him a really big, trollish looking guy. it all also adds together to give him a pretty decent CMB that should help with grappling tremendously.
Stunning Pin: Grab someone. Pin them to the ground. Proceed to knock them senseless >:)
As for his final feat, I'm not sure yet what to make it, I am thinking of either Power Attack to enhance his image of being a strong striker, or Skill Focus: Survival to emphasize his wilderness nature. Or something else entirely.
I have a few quick questions to help with further development;
1: I have 2 favored terrains. What would be some good favored terrains to chose? I basically want to live near where I start.
2: What is the general area called? Can you name a town somewhere in the area that I could come from?
Current progress:
Human Tetori Monk/Warden Ranger 4
TN Large Humanoid (Human) Initiative +2 Senses, Perception +0
--------------------
Defenses
--------------------
AC 12 Touch 12, Flat Footed 12 (+0 Dex, +0 Armor, -1 size, +3 Wis)
hp 54/54 (4d8+20)
Fort 8 Ref 4 Will 6 (+2 vs enchantment spells and effects)
Other Defenses
Deflect Arrows, Endurance
--------------------
Offenses
--------------------
Speed 40ft
Melee Unarmed Strike +9 (2d6+5/x2)
Ranged
Modifiers +4/+0 BAB, +5/+5 Str
----------------------
Spells
----------------------
Spells Per Day
1: (1/1)
CL: 1
Current Magical Effects
Enlarge Person
----------------------
Statistics
----------------------
Str 20, Dex 11, Con 16, Int 13, Wis 14, Cha 13
BAB +4 CMB +12 CMD +21
(+2/+2 Grappling)
Feats Endurance (bonus), Imp Grapple (bonus), Imp Unarmed Strike (bonus), Stunning Fist (bonus), Stunning Pin (bonus), Deflect Arrows, Mantis Strike, +1
Favored Terran Mountain (+4), Forest (+2)
Traits Bred For War, River Lander
Racial Traits Bonus Feat, Giant Ancestry
Skills (7 per level)
Climb +9 (1 Rank, +3 CS, +5 Str)
Escape Artist +7 (4 Ranks, +3 CS, +0 Dex)
Handle Animal +8 (4 Ranks, +3 CS, +1 Cha)
Heal +8 (4 Ranks, +3 CS, +1 Int)
Intimidate +8 (4 Ranks, +3 CS, +1 Cha)
K: Geography +5 (1 Rank, +3 CS, +1 Int)
K: Local +5 (1 Rank, +3 CS, +1 Int)
K: Nature +5 (1 Rank, +3 CS, +1 Int)
Perception +9 (4 Ranks, +3 CS, +2 Wis)
Survival +9 (4 Ranks, +3 CS, +2 Wis)
Survival (Track) +11 (4 Ranks, +3 CS, +2 Track, +2 Wis)
+2/+4 while within Forest or Mountain terrain to the following skills; K: Geography, Perception, Stealth, and Survival.
Languages Common, Giant
Gear
(Enarge Person: 450gp for hiring someone to cast a 5th lvl spell, 10gp for casting a 1st lvl spell, 2,500gp for material component) 2,960gp
0gp
----------------------
TRACKED RESOURCES
----------------------
Ki Pool (4/4)
Stunning Fist (5/5)
----------------------
Special Abilities
----------------------
AC Bonus add your Wis mod +1 to your AC.
Bred for War +1 CMB and +1 Intimidate.
Counter-Grapple You can make an AoO against a creature that attempts to grapple you unless it has the Greater Grapple feat.
Deflect Arrows you can negate 1 ranged attack per round. You must be aware of the attack and not flat-footed. You cannot use this against unusually large attacks, natural attacks or rays.
Endurance +4 to most environmental and non-lethal effects.
Evasion You take no damage from effects on a successful Ref save.
Fast Movement Gain a +10 Enhancement bonus to your move speed.
Favored Terran +2 bonus on initiative, Knowledge (geography), Perception, Stealth, and Survival skill checks while within Forest terrain. This bonus increases to +4 while within Mountain terrain. You leave no trail and cannot be tracked through these terrains.
Graceful Grappler You use your level in place of your CMB and CMD when grappling. You suffer no penalties on attack rolls and can take AoOs. You retain your Dex bonus when grappling.
Giant Ancestry +1 to CMB and CMD, -2 to Stealth.
Imp Grapple +2 CMB and CMD for grapples and you do not provoke AoOs when you grapple.
Imp Unarmed Strike You can deal lethal or non-lethal damage with your unarmed strikes and you do not provoke an AoO for doing so. Your unarmed strikes always deal full Str damage on a hit and you can use any part of your body to make them, and they count as manufactured weapons. Your unarmed strikes deal 2d6 damage.
Ki Pool Your Unarmed Strikes count as magical. Spend 1 Ki as a swift action to increase your move speed by 20 for 1 round or grant yourself a +4 Dodge Bonus to AC for 1 round.
Live in Comfort You can take 10 on any Survival skill within Forest or Mountain terrains, even if distracted. You can take 20 even if there is a chance of failure.
Mantis Strike +1 Stunning Fist attempt per day, +2 to Stunning Fist DC.
Maneuver Training Use your Level in place of your BAB for your CMB.
Permanent Enlarge Person CL 9, +2 Str, -2 Dex, -1 To Hit, -1 AC.
River Lander +1 Fort.
Still Mind +2 vs enchantment spells and effects.
Stunning Fist 1/round, as part of an attack action, you can force your target to make an additional DC 16 Fort save or be either stunned for 1 round or fatigued. A miss wastes this attempt.
Stunning Pin Whenever you successfully pin an opponent you can make a Stunning Fist attempt against him as a swift action.
Track +2 to Survival checks to track.
Terrain Bond all allies within line of sight and that can hear you gain a +2 bonus on initiative, Perception, Stealth, and Survival skill checks, and leave no trail while within Forest or Mountain Terrains.
Wild Empathy You can improve the attitude of an animal by rolling 1d20 plus your Cha mod over a period of 1 minute. You can also affect Magical Beasts with an Int of 1 or 2 by taking a -4 penalty.
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Encumbrance 0lb
Light 266lb, Medium 532lb, Heavy 800lb
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Ghan is a kindly soul. He always had a smile on his face and enjoyed playing with the other kids as he grew up. His family wasn't rich, in fact they were just a couple of farmers on the edge of one of the town in the Stolen Lands (Name pending) but, Ghan was big. Really big. He often towered over the other children and this, along with his asymmetrical and pudgy face made most of the adults suspect a bit of giants blood in him from somewhere, or a lot of giants blood, depending on who you asked.
This all would have been fine if it was not for Ghans enormous strength, for he had a strength and fortitude to match his great size and while Ghan was always kind, he was not always careful. One day, in a moment of careless play, he tackled one of the other kids and accidentally killed him. That was the first, and last straw. The villagers drove him out of the village with pitchforks and calling him monster.
Alone, Ghan wandered the badlands for a while until he stumbled on a small cave, in which he took shelter. This became his new home as he would roam out into the nearby prairies in search of food and furs. However there was something unnatural about this cave and in time Ghan grew larger and larger until he was over 10 feet tall. This increased height did nothing to diminish his dis-proportioned features and seemed to exaggerate his giant ancestry.
Ghan is a very large and wild looking individual. His dark brown hair is often shaggy and untrimmed, his pale skin is almost as tough as leather from all his time under the hot sun and rain. he also wears furs of different animals to cover his frame. His dark brown eyes are a little dim, he is intelligent, but not overtly so. He is very large, strong and sturdy, but not particularly nimble. He always has a smile on his face and he seems genuinely pleased to see people, new and old.
Ghan is a kind and gentle soul, he dislikes using his large frame to "bully" weaker people into doing things his way and he generally avoids using his strength in a confrontation. In a case where there is no choice (or he gets attacked for instance) then he will aim to subdue his foe, pinning him to the ground rather then outright killing him.
This isn't always possible however, and if he has no choice then he can turn killer in a heartbeat and then one of those large fists comes crashing down and it is over...
Ghan is extremely used to life out in the prairies and under the hot sun, and indeed he can get by easily and comfortably, even providing for others around him if the need arises. He can also guide others through the wilds, enabling them to traverse more easily all the while avoiding pitfalls.

GM Wolf |

ist:
Doomed Hero - nine tailed kitsume/fighter?
DM Aron Marczylo/Evelyn - Bard(Sound Striker/Song Healer)/Cleric*
Saashaa/Sulii/Alexand - Psychic**
Albion, The Eye/Grond - Male Half-orc bloodrager (primalist, spelleater) 3/oracle (spirit guide) 3
Grumbaki/Gaelden the Lost - Warpriest/Paladin**
Critzible/Lady Ionnia Orlovsky - Cleric*
Jovich/Zilybar Gnaz - Rogue(unchained)3/ Wizard(Illusionist)3 Gestalt
Yokaiboy/Ellyn - simar Vigilante 3
Fully done now:
Saashaa/Sulii/Alexand - Psychic
Albion, The Eye/Grond - Male Half-orc bloodrager (primalist, spelleater) 3/oracle (spirit guide) 3
Grumbaki/Gaelden the Lost - Warpriest/Paladin
Jovich/Zilybar Gnaz - Rogue(unchained)3/ Wizard(Illusionist)3 Gestalt
Yokaiboy/Ellyn - simar Vigilante 3
Withdrawn?
GM Panic/Lady Zal-azra Qlin-zra-Zal - Kineticist - overwhelming-soul L3 Investigator - Psychic Detective L3
Last requests:
The Chess/Andulian Vogh - brawler (snakebite striker) 4/hunter (feral hunter) 1/unchained rogue 3 (Well that is a poor choice, since you will either need to take a level off Brawler and pick a second class, thus only leveling in hunter and the new class from now on. Or just sticking to the two classes.)
Claptrap/Wrecker Ralph/Ghan the Fist - Tetori Monk/Warden Ranger
Forest, Hills, and Plains are the most porminent terrains. Town... not really, Restov is the biggest town nearby. I could come up with others if you can wait.

GM Wolf |

Big steps coming up... So many characters and I have to choose...
Sorry sleep and work has taken quite a bit of my time and I have been browsing characters when I can. Please answer the previous and next questions if it pertains to you to help me decide:
Doomed Hero: It is hard for me to choose you over another player who has a full fledged character made... can you make that happen?
Alexand: It looks like you will be puttying to sleep a lot. Am I wrong? You said your character will be evil and your sheet says CN, please explain.
DM Aron Marczylo: Please let us know exactly which character you will be playing and it looks like there might be some confusion.
Albion, The Eye: Since it looks like you don't want to make another Alias now, would you please post all the other information with your crunch again.
Gaelden the Lost: Are you really lost?
Lady Ionnia Orlovsky: What is the second class you plan to gestalt into?
Zilybar Gnaz:
Yokaiboy/Ellyn: How exactly do you cover up being evil? Then explain after being away from that life for a year and yet you are still evil?

Alluria Shadowtouched |

@ Gm Wolf
Is this still open for applies?
This Alias I write on was made for another gestalt Kingmaker that closed in the upstart. I'll just tweak it around to fit your creation rules but want to ask before I start doing to much.
Edit: Sorry I seem to have somehow skipped over the post where you set a deadline, must have scrolled to quickly.

Elena Voritzova |

Are you still open to applicants? If not, that's OK.
This is Elena Voritzova. She is a changeling cleric of Erastil, who is haunted by Gyronna and her hag ancestry. I created this character for another Kingmaker campaign but did not get in.
I will have to redo the crunch to fit your game but the character concept would remain the same. If Jhod Kavken is not a part of your game then we can come up with another NPC she might know. Obviously she got separated from him at some point.
She is a pretty straightforward cleric and for gestalt she would probably go into Ranger, since as a cleric of Erastil she uses a longbow.
5d6 ⇒ (3, 4, 4, 3, 5) = 19 13
5d6 ⇒ (4, 2, 1, 6, 6) = 19 16
5d6 ⇒ (3, 2, 3, 5, 6) = 19 14
5d6 ⇒ (5, 2, 5, 6, 1) = 19 16
5d6 ⇒ (5, 1, 5, 3, 5) = 19 15
5d6 ⇒ (6, 2, 1, 2, 6) = 17 14
5d6 ⇒ (1, 3, 1, 1, 4) = 10
2d8 + 8 ⇒ (5, 4) + 8 = 17 17 + CON hp
Decent rolls...
Edit: I probably can't post three times per day. Most of my posting will be after midnight EST due to my work schedule. If the thread is active at that time making multiple posts in that time period is not a problem. I find that in most of the games I am in I often have to hold back for fear of hogging the spotlight. So if the other people are posting a lot then I should be able to keep up.

Lady Ionnia Orlovsky |

Thinking Fighter(polearm master).
Ionnia having branched out into the wilds to build her goddess's faith in the harsh land of the River Kingdoms prayed and meditated constantly about how to better spread the word. As she journeyed Ionnia found clarity after seeing a Glaive while hearing the harmonious chripping of some birds she reached out to grab it.
Upon touching the weapon she was given flashes of moves. The intricate dance of beauty inspired by the goddess herself. This dance was one the earliest priests of her faith used to defend themselves and others. Such divine inspiration was truly a miraclious sign. From such a divine spark spurred her journey to not just spread the faith but to defend it

Yokaiboy |

The first one is easy, Ellyn spends most of the time in her social identity, a tn "rogue type " adventurer (see dual identity). The second one is more complicated and boils down to the interpretation of the alignment system, I view it as a combination of karma and the outlook on life, even if her outlook changed to Neutral, her karma is still evil (she has done some good, but not enough to outweigh the lives she has taken (she has been an assassin for more than a dozen years))

GM_Panic |

Withdrawn?
GM Panic/Lady Zal-azra Qlin-zra-Zal - Kineticist - overwhelming-soul L3 Investigator - Psychic Detective L3If your character is fully gestalted that is fine, it was what I was looking for. If you have your character created not gestalted you will be gaining a boost.
I did make the adjustment to 4th level. If you haven't feel free to update to 4, or wait to see if you are selected, with 9 applicants, I will need to deliberate.
Cool Great GM Wolf, :) I will un-Withdraw my PC and level her to 4th.
At 4th is is a bit good.:)
HP 3d8 ⇒ (2, 6, 5) = 13

Aurora Blackrose |

@Wolf: I'm a little lost on the rules (since I had assumed it was Gestalt 4th level?) but if multiclassing isn't allowed on the gestalt sides, I'd probably just keep Brawler/Rogue. ;)
You can multiclass with Gestalt, BUT all Gestalting Happens in Locked PAIRS.
Examples:Brawler+Sorc 3, Rogue+Cleric 1 is valid.
Brawler 4 + (Rogue 3+Sorc 1) is INvalid

Aurora Blackrose |

Brawler/Rogue
Brawler/Rogue
Brawler/Rogue
Brawler/HunterBy gestalt rules, these pairs above would be valid. If I'm understanding correctly, in this game, when you multiclass any side of the gestalt, you're forced to multiclass the other. Is that it?
The Above pairing you gave is are NOT Valid.
When one side changes, the other does as well.And ONCE a class pair is formed (i.e Brawler+Rogue), they are locked together and can not be used in another pair ever.
So if Brawler and Rogue were paired up, you can NOT pair rogue or brawler with any other classes when multiclassing.