
Hagrin |

Ok then, lets give it a wirl.
5d6 ⇒ (4, 5, 1, 1, 6) = 17- 15
5d6 ⇒ (5, 2, 5, 1, 2) = 15- 12
5d6 ⇒ (5, 6, 5, 6, 1) = 23- 17
5d6 ⇒ (5, 6, 4, 5, 6) = 26- 17
5d6 ⇒ (1, 6, 2, 5, 6) = 20- 17
5d6 ⇒ (6, 1, 2, 1, 6) = 16- 14
5d6 ⇒ (1, 5, 6, 6, 6) = 24- 18
18, 17, 17, 17, 15, 14
Wow... Let me see what I can pull out of my hat with these absurd rolls...
Fortunately I've got some time on my hands ;)

Brother Henric |

OK here we go!
5d6 ⇒ (3, 3, 5, 1, 6) = 18 14
5d6 ⇒ (5, 6, 2, 2, 3) = 18 14
5d6 ⇒ (4, 6, 1, 6, 1) = 18 16
5d6 ⇒ (2, 5, 4, 4, 2) = 17 13
5d6 ⇒ (1, 4, 1, 2, 1) = 9 7
5d6 ⇒ (1, 5, 1, 3, 3) = 13 11
5d6 ⇒ (2, 4, 3, 3, 2) = 14 10
So 14,14,16,13,11,10
ok taking 1 from 13 adding to 11 +2 racial going on dex for:
Str 10
Dex 16
Con 12
Int 12
Wis 16
Chr 14

Xara Ozolins |

Hmmm...you mention exotic mount.
So tempting to instead use my gnome sylvan sorcerer/synthesist who uses a roc animal companion. I kind of made him for a Jade Regent game (if one came available)...
Nah! I'm really starting to like Xara, and think she'll be interesting. She's been updated to your stat system.

Xara Ozolins |

Hmmm...now you really got me thinking. Xara can easily have Handle Animal (huge Charisma and class skill). Would you be okay with a giant falcon, reskinned as a giant crow (to fit with Grandmother Crow)? How much of her starting treasure would I have to spend to say that she has one, given that she reared and trained it herself?

GM Wolf |

Hagrin would you be willing to trade one of your 17s for one of Henric's 14s. I got a free weapon for you. ;)
If you don't want to that is fine.
Giant falcon eggs are worth 1,500 gp each on the open market. I would be fine with it being reflavored as a crow. 500 gp I would say you would have to pay one way or another.

![]() |

5d6 ⇒ (6, 2, 2, 4, 1) = 15
5d6 ⇒ (4, 1, 3, 5, 6) = 19
5d6 ⇒ (5, 1, 3, 5, 1) = 15
5d6 ⇒ (6, 1, 6, 6, 5) = 24
5d6 ⇒ (3, 6, 1, 1, 4) = 15
5d6 ⇒ (1, 4, 6, 2, 1) = 14
5d6 ⇒ (3, 5, 2, 2, 6) = 18
So from this I got 12, 15, 13, 18, 13, 14. Change a 13 to a 12 so that I can have a 16 instead of a 15...
I can dig this...
Str 10 = 12(-2 racial)
Dex 18 = 16 (+2 racial)
Con 12
Int 14
Wis 13
Cha 20 = 18 (+2 racial)

Koldur of the Axe |

5d6 ⇒ (5, 5, 6, 3, 4) = 23 Actual - 16 (+2 Racial con) <18>
5d6 ⇒ (6, 5, 3, 1, 2) = 17 Actual - 14 <14>
5d6 ⇒ (6, 3, 1, 1, 6) = 17 Actual - 15 (-2 racial cha) <13>
5d6 ⇒ (2, 6, 6, 3, 3) = 20 Actual - 15 (-1) <14>
5d6 ⇒ (4, 2, 2, 2, 5) = 15 Actual - 11 (dropped)
5d6 ⇒ (1, 1, 4, 3, 5) = 14 Actual - 12 (+2 racial wis) <14>
5d6 ⇒ (1, 6, 3, 5, 6) = 21 Actual - 17 (+1) <18>
Finally success. After much struggles and laboriously inputing in the coding I got this.
Am I right? I don't think i can go through another round of fat thumbs again lol.

![]() |

stats: 5d6 ⇒ (5, 5, 2, 5, 1) = 18 =15
stats: 5d6 ⇒ (6, 1, 6, 2, 4) = 19 =16
stats: 5d6 ⇒ (5, 2, 4, 5, 3) = 19 =14
stats: 5d6 ⇒ (5, 4, 4, 2, 3) = 18 =13
stats: 5d6 ⇒ (6, 4, 6, 4, 5) = 25 =17
stats: 5d6 ⇒ (1, 1, 1, 2, 2) = 7 =5
stats: 5d6 ⇒ (5, 2, 3, 3, 2) = 15 =11
Str 17 (+3) => 20
Con 14
Dex 11
Int 13 (-3) => 10
Wis 15
Cha 16

GM Wolf |

Campaign Traits assume a lot more about your
character’s backstory, but they are meant to help serve as
inspiration for a player working to create a detailed and
interesting history for her character.
Bastard (limited to human characters):
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. 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.)
Issian:
You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest
south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance
of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for
matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism
and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Sword Scion:
You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you
feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Though not as wordy, perhaps some of you can help me with the description, I want to do some traits with divine focus.
Troubled Healer:
Though you have always tried to do you best to take care of others it always turns the worst for you when you try to help.
Gain another use of your divine healing, +1 on healing checks for your effort you continue to learn what you can to heal others. Heal is never classified as as a class skill.
Celestial Blessings:
You know the will of a celestial, by one form or another a celestial can and does contact you at least weekly. It tries to guide you the best it can but sometimes social moores can get in the way of the right thing to do. -1 to bluff but +1 on diplomacy checks. Diplomacy is always a class skill for you.
Scourge of Evil:
You have always had a mission in your mind of defeating evil and staying to the tenements of good the best you can. You know you may have to pay for atonement, but as long as evil is expunged the celestials will sort it out. You have gained the ability to smite evil and later to detect evil. If you already have this ability gain it once more per day. You can never turn off your detect evil, and will never ask questions before smiting an evil entity. -5 to diplomacy checks or other social checks done with evil aligned individuals for your party, as they hold you back and want to smite it. Though you will follow your group's actions by holding you back, never harming them physically. :)

He Who Pays His Debts |

Here are some traits from Curse of the Crimson Throne, in that AP all of the players start out with an the same enemy a Crime Lord by name of Gaedren Lamm. Maybe some of these could be adapted. Edit, sorry about the weird formatting I just copy and pasted the traits from the player's guide's PDR.
Drug Addict
Someone you know has become addicted to shiver, a drug
distilled from the venom of dream spiders. The drug
induces sleep f illed with vivid dreams, during which the
user’s body often shakes and shivers, giving the substance
its street name. Shiver is particularly dangerous for the
desperate, for its promises of dreams and oblivion are
often viewed as the only alternative apart from suicide
for escaping a dreary life. You’ve always thought of
shiver as a problem of the lower class, but then someone
you know overdosed on the stuff. You’ve done a bit of
investigating and have learned that the one who got
your friend addicted in the f irst place was a crimelord
named Gaedren. Unfortunately, the guards seem to be
more focused on the bigger dealers. They don’t have time
to devote many resources to what they’ve called, “a bit
player in a beggar’s problem.” It would seem that if his
operation is to be stopped, it falls to you.
Addicted Friend: The addict is a friend or lover who
might or might not have survived the overdose. Your
research into the drug scene and local politics has given you
a respectable education in street knowledge. You gain a +2
bonus on Knowledge (local) checks or Gather Information
checks (choose one when selecting this trait).
Personal Addiction: You were the addict. You blame
Gaedren for your brush with death and hate how his
drugs are causing similar problems among other youths.
Fortunately, your body recovers quickly from toxins, and
you have a +1 bonus on Fortitude saving throws.
Framed
Someone you know and love was accused of murder. A
supposed eyewitness account from a local fisherman
seemed to be enough to seal the case, but the accused
had enough alibis that sentencing wasn’t immediate.
Someone confronted the fisherman and discovered he was
intimidated into providing false witness and forced into
planting the murder weapon by the actual murderer—a
local crimelord named Gaedren Lamm. Lamm’s thugs
killed the fisherman before he could recant his testimony.
Although this removed the key witness and resulted in the
accused being set free, the stigma was enough to badly
damage his reputation. If you can find Gaedren, you’re
sure you can find evidence that ties him to the murder and
can clear the accused’s name.
Family Honor: The person framed was a family member,
perhaps a father or brother. You managed to trick the
fisherman into revealing the truth with your skilled
tongue, and thus gain a +2 bonus on Bluff checks.
Dropout: You were the one accused. Although you were
eventually freed when a friend confronted the fisherman
and got the truth, the damage had been done. You were
forced to leave your school (perhaps the Acadamae)
or church. As a result, you were forced to self-train
and promised yourself you would become better at your
chosen profession despite the spurning of your peers. You
gain a +2 bonus on Spellcraft checks.
Love Lost
Someone you loved was knifed to death in a dark alley one
night. You were called to the scene by the Korvosan Guard
to identify the body, and as rough as that was for you, you
also noticed a ring was missing from the body. Whoever
murdered your loved one stole that ring—you’re convinced
of it. You’ve done some investigation on your own and
recently found the ring for sale at a local merchant.
Although, to your great frustration, you can’t afford yet
to buy it back, the merchant did tell you from whom he
purchased the ring: a man named Gaedren Lamm. It seems
likely this criminal is the one who killed your loved one,
or at the very least knows who did. The only problem is
finding him.
Orphaned: The murder victim was
your only surviving parent. You had to
grow up fast to take care of your siblings
or to handle your family’s matters and were
forced from an early age to support yourself.
You gain a +2 bonus on one of the following
skills: Craft, Perform, or Profession.
Widowed: The murder victim was a
lover. With your lover’s death, a part of
you died as well, leaving you haunted,
grim, and prone to dark musings. You
gain a +2 bonus on Intimidate checks.
Missing Child
You suspect that a child you know has
been abducted by Gaedren. Whatever the
relationship, you’ve heard rumors about
Gaedren’s “Little Lamms,” and of how
the old man uses children as pickpockets
and agents for his crimes. You’ve even heard rumors
that the child you’re looking for has been spotted in the
marketplaces in the company of other known
to be cutpurses and pickpockets.
Although the Korvosan Guard has
been understanding of your plight,
yet it has its hands full with “more
important” matters these days, it
seems, and has not yet been able to
learn anything more about Gaedren. No
one else is interested in bringing Gaedren
down and rescuing his victims—that
task falls to you. Yet where could the old
scoundrel be hiding?
Missing Sibling: The missing child is
a brother or sister. Although everyone else
has given up hope, you believe your sibling
still lives out there. Your constant search for
the missing sibling has developed into great
skill at rumor mongering and f inding
information from others. Gather
Information and Sense Motive are
always class skills for you.
Missing Son or Daughter: The
missing child is your own son
or daughter, a niece or nephew, or
the son or daughter of your superior or
employer and one you had been charged with protecting.
The child was abducted during a trip to the market or
some other daily event. Long hours spent searching for
rumors and your stubborn will to continue grant you a +1
bonus on Will saves.
Unhappy Childhood
You spent a period of time as one of Gaedren’s enslaved
orphans. Maybe you were abducted from your
parent’s home or during a trip to the
market. Perhaps the irresponsible matron
who ruled your orphanage traded
you to him in return for a desperately
needed loan of money. Or perhaps
you, like most of Gaedren’s slaves, were
merely a child of the street who succumbed
to his promise of regular meals and a roof in
return for what he said would be “a little light
work.” Whatever the case, you spent several
years of your life as one of his “Little Lamms”
before escaping. You’ve nursed a grudge for the
old man ever since.
Tortured: Gaedren tortured you and left
you for dead on a garbage heap after
you made one too many errors.
Your scars and memories have
honed your reaction speed and
make you rather jumpy. You gain
a +1 bonus on Ref lex saves.
Religious: You found a holy
symbol of the god you worship today
while on a job for Gaedren and, intrigued by
it, you snuck off to attend services. When Gaedren found
out, he beat you to within an inch of your life and broke
your holy symbol. Your faith let you block out the pain,
and you escaped his control and took shelter in the church,
where you spent the rest of your youth. You gain a +2 bonus
on Concentration checks.

Hagrin |

Hagrin would you be willing to trade one of your 17s for one of Henric's 14s. I got a free weapon for you. ;)
If you don't want to that is fine.Giant falcon eggs are worth 1,500 gp each on the open market. I would be fine with it being reflavored as a crow. 500 gp I would say you would have to pay one way or another.
Of course GM Wolf, I've got no issues about that - the more balanced we are with each other, the best. Instead of that weapon... How about making me KING? :D
Brother Henric, I hereby offer you... a 17!! ;)
My stats will then be 18, 17, 17, 14, 15, 14

Koldur of the Axe |

5d6 ⇒ (5, 5, 6, 3, 4) = 23 Actual - 16 (+2 Racial con) <18>
5d6 ⇒ (6, 5, 3, 1, 2) = 17 Actual - 14 <14>
5d6 ⇒ (6, 3, 1, 1, 6) = 17 Actual - 15 (-2 racial cha) <13>
5d6 ⇒ (2, 6, 6, 3, 3) = 20 Actual - 15 (-1) <14>
5d6 ⇒ (4, 2, 2, 2, 5) = 15 Actual - 11 (dropped)
5d6 ⇒ (1, 1, 4, 3, 5) = 14 Actual - 12 (+2 racial wis) <14>
5d6 ⇒ (1, 6, 3, 5, 6) = 21 Actual - 17 (+1) <18>
Str 18
Dex 14Con 18
Int 14
Wis 14
Cha 13
ok Back and am now fleshing out Koldur and possibly rewritng his fluff somewhat. Wasn't fully satified with it the last time round.
Hitpoint Roll: 1d10 ⇒ 5

Xara Ozolins |

Xara's most costly "item" is probably Reafan, her giant crow steed. If you want a more traditional item, her most expensive is her half-charged wand of enlarge person at 375, followed by her MW breastplate at 350.
She has no distinguishing marks or tattoos, save for her unusual silver hair.
She quite enjoys Graedl's Tea House in Restov. While she is proud of her peasant roots, she also works hard to appear "better" than she is, sipping tea at a tea house, instead of ale at a rough tavern. It's a dichotomy of character she could never admit to herself: being both proud and ashamed of her low-brow upbringing.

He Who Pays His Debts |

Here are some more ideas for campaign traits these are all from the AP Wraith of the Righteous. Again the odd formatting come from me just copy and pasting form the Player's Guide free PDF.
Chance Encounter: You always tended to get in over your
head as a child, but your biggest youthful misadventure
was the time you “accidentally” found yourself behind
enemy lines in the Worldwound. You probably never
would have made it back home to Kenabres if not for the
help of a mysterious woman who helped you trick your
way through a group of cultists. The woman never told
you her name, but you remember her beauty and a deep
sense of sadness she seemed to carry with her. Her skill
with the bow was impressive as well, but the thing you
remember most about her was the symbol of Desna she
wore—she often held onto it without seeming to realize
it, as if the connection to the goddess was something she
clung to in a sense of need, as someone might clutch at
a rope while dangling over a vast pit. She left your side
a few moments before you were picked up by a patrol of
crusaders, who finished the job of escorting you back to
safety, and you’ve never seen her again. Ever since, you’ve p
just been lucky when it comes to trickery. Once per day,
if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand,
or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even
if it is worse. Associated Mythic Path: Trickster. Multiple
Characters: You and other characters were all saved by the
same mysterious woman in your childhood. This could
have been the same event, or she could have saved you on
separate occasions—the discovery that someone else was
saved by the mysterious stranger has resulted in a long
friendship (or perhaps friendly rivalry) with the others
she rescued.
Child of the Crusade: Your parents were members of
the crusade, as were their parents before them. (If you
are an elf, gnome, or other long-lived race, these could
be brothers or cousins instead, since it’s possible that
the Worldwound simply didn’t exist at a time before
you were born.) The righteousness of the crusades
sometimes feels as if it runs in your very blood, and
it bolsters you against demonic inf luence. Your
parents may be alive still, or they may have perished
on a mission—that choice is up to you. You grew up
knowing them, though, and their zeal and devotion to
the crusade is the primary reason you feel the same way.
They’ve told you of other family members who have also
been involved in the crusade, and it’s not uncommon
for you to meet a distant cousin or long-lost aunt, uncle,
or other family member while traveling among the
border towns of Mendev. This strong family tie bolsters
your mind and sense of belonging to the crusade. Once
per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse. Associated Mythic Path: Marshal.
Multiple Characters: If other characters take this trait,
you should all be related—you can be siblings,
cousins, or even more distant relations, but you
should all be aware of this shared lineage.
Exposed to Awfulness: When you were
a child, you were nearly slain by a demon
that managed to make its way through the
wardstones into the lands beyond. The
demon was slain before it could kill
you, but you lingered at death’s
door in a coma for weeks
before waking. Ever since
then, you’ve been
unusually hale
and hearty, as if
your body had
endured its brush
with awfulness
by becoming
supernaturally fit. But
still, the scars (whether
physical or purely mental) of
your brush with death remain,
and nightmares of what could
have happened often plague
your sleep. Something,
be it your own
personal force of
will, some strange
“infection” from the
assault, or perhaps
a combination of
both, has made
you stronger than
before. You’re not
sure what to make of
the theories that you
survived this exposure
to awfulness because
you yourself have
some trace of demonic
heritage that helped
give you the advantage
you needed to survive—
but whatever it was, you’re
glad for it! Your strange resistance to demonic attacks
persists to this day. Once per day when you fail a saving
throw against an effect created by a demon that would
kill or physically incapacitate you, you can immediately
reroll that saving throw as a free action. You must take
the second result, even if it is worse. Associated Mythic
Path: Guardian. Multiple Characters: You and any others
with this trait are related, if only distantly. You could be
siblings or cousins—a condition that perhaps lends
some credence to the theory that all of you share
more than just a common bloodline.
Riftwarden Orphan: You bear a strange
birthmark on your body—something you’ve
learned is the Sign of the Seeker’s Spiral, a
rune associated with the secret society known
as the Riftwardens. You have researched this
rune, and have learned that the mark
sometimes appears on the children of
Riftwardens who have been exposed
to particularly strange planar
energies. Unfortunately, you never
knew your parents, for you were
raised by a foster family in
Kenabres. Your foster family has conf irmed
that both of your parents were Riftwardens,
and has further conf irmed that your parents
went missing on a secret mission into the
Worldwound less than a month after you
were born. You’re not sure what happened to
them, but you’re certain they’re dead—and
your gut tells you that the one who murdered
them yet lives! In any event, you’ve long felt
magic in your blood, and casting spells comes
easily to you. You gain a +2 trait bonus on all
concentration checks. Associated Mythic Path:
Archmage. Multiple Characters: You should be
siblings with any other character that takes this
trait, so that you share the same missing parents.
Your parents could even be foster parents.
Stolen Fury: You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual’s purpose may have
been, it didn’t work out the way your captors
envisioned—rather than corrupting your soul,
you absorbed the ritual’s energy and made it your own
before you escaped to safety. Ever since, you’ve been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changed—
it’s as if you’ve f inally managed to come to terms with
your past and have turned the ritual’s aftereffects to
your advantage, following the old adage of what doesn’t
kill you makes you stronger. You’ve been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons. Associated
Mythic Path: Champion. Multiple Characters: You and any
other PC who takes this trait were all part of the same
ritual, and it was only by working together that you
managed to escape—further, the support of your fellow
ritual survivors has played a key role in your coming to
terms with it, and you retain a close bond of friendship
(or perhaps a friendly rivalry) to this day.
Touched by Divinity: As long as you can remember,
you’ve had an unexplainable interest in one deity in
particular. One of your parents may have been a priest
of this deity, or you may have been an orphan raised
by the church, but these alone cannot explain your
deep connection to the faith. You’ve always felt calm
and at ease in places holy to the deity, and often have
dreams about the god or goddess visiting you—most
often in the form of a sacred animal or creature. Your
faith is strong, even if you don’t happen to be a divine
spellcaster—if you are a divine spellcaster, you should
be a worshiper of this deity. You begin play with a silver
holy symbol of your chosen deity for free. In addition,
choose one domain associated with your chosen deity.
You gain the use of that domain’s 1st-level domain spell
as a spell-like ability usable once per day (CL equals
your character level). Associated Mythic Path: Hierophant.
Multiple Characters: If other characters choose this trait,
you should all work together to decide what deity you’re
associated with—it should be the same deity shared by
all of you. You might even share the same dreams.

GM Wolf |

The campaign traits that I stated are up for grabs. You may select one of them for your character. This is besides the two that you have already chosen. Thus you will have 3 traits in total.
I kept some of the campaign traits from Kingmaker out for they did not fit into my idea of where I want you to go.
I do not like the Curse of the Crimson Throne campaign traits.
You may select a drawback if you want, you may get a bonus, we will see.
Henric if you take his offer, you lose a 14 and gain a 17.
No I will not decree who becomes a ruler, that will have to be decided by the group. :P
______________
A few more campaign traits:
Blade of Mercy (Sarenrae):
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Cleansing the Twisted (Sarenrae):
You have studied well the many religious texts that chronicle Sarenrae’s neverending struggle against Rovagug and his monstrous offspring. Your fighting style works particularly well when you utilize slashing weapons against aberrations. You gain a +1 trait bonus to slashing weapon damage against all aberrations.
Wisdom in the Flesh (Irori): Your meditation on the nature of strength and speed allows you to focus your thoughts to achieve things your body might not be able to do on its own. Select any Strength, Constitution, or Dexterity-based skill. You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you.
Missionary:
You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the
church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. Your faith is keenly interested in being represented in the creation and placement of a temple. This campaign trait is particularly suited to worshipers of Sarenrae or Eristal. The region is known to have old sites and an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. You’ve joined this band in hopes of helping to establish a new temple in the soon-to-be revitalized area. You’ve been selected for your dedication to the church and your strong social
graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.
Also the ones above are acceptable:
Touched by Divinity:
Riftwarden Orphan:
Exposed to Awfulness:
Child of the Crusade:
Chance Encounter:

Xara Ozolins |

In that case, I will add Touched By Divinity, adding comprehend languages from Andoletta's Knowledge domain as her SLA.
Question: the trait says you get a silver holy symbol. Andoletta's is a willow walking stick, and her priests usually have an actual walking stick. I thought it would be amusing that the haft of her longspear be willow and double as her holy symbol, but with this trait, maybe a pendant that looks like a walking stick?

Koldur of the Axe |

Koldur has being updated.
I would like to have Koldur setup in a fort of which where Loldur trains the warriors sent to him by the King. Consider it the training area for the Kingdom's Soldiers.
As for Mounts, I'm interested in Pegasi and would like to incorporate that Iron Peaks (Name of Fictional Training area) would have an aerie of Pegasi there. They are friendly with Koldur while he on the other hands ensures that no poaches or hunters manages to steal their young. This also has the reward of letting him release tension and destress.
Sometime along the way I would like to take Leadership and obtain a Pegasi as s mount.
Having a somewhat base to set up from also gives more chances for others to have interacted with Koldur though not on the road. I would like Koldur to be known as quite a scrapper.
How's that GM?

GM Wolf |

Xara a pendent that is the size or length of your hand. That would work.
Looking good Koldur, the cost of rearing a Pegasus is going to be in the range of at least 1,000 gp. Though you might call it a boon from the king, you still would have to pay along those lines out of your wealth.
Down the road when you get Leadership as a feat that could very well happen, acquiring a Pegasus mount.
Thanks Henric! That is an option, or you may roll your HP.

Koldur of the Axe |

I'm going to be writing the backstory for it in a couple of minutes time. Fluff is up though I can improve on it even more.
Boon from a King? I'd write as a charge of teh current king to do x and accomplish y sorta quest.
That said, as Kingmaker homebrew. I am not interested in being King. I am Bronn to your Tyion, Mountain to *cough*Joffrey*cough*, you get the idea.
As for a pegasus now? I have 1000gp lol seeing that I haven't spent on anything much besides basic kits, armor and weapons.

![]() |

Hey GM, first off I wanted to say Happy B-Day, hope it was good. Second I am going to withdraw my interest. I realized that the next month is going to be far too hectic for me. Instead of trying to keep up I would rather see this PBP be successful and I would just cause problems or hold the group back. Good Luck guys! No hard feelings I hope.

He Who Pays His Debts |

There should be a monastery in the mountains somewhere. A monatery is important for my character's backstory. I could have met the Lizardman monk there. I would also like to suggest the use of the Professor from the Carrion Crow AP as an NPC. He has spent years wondering around researching undead and other things that go bump in the night when not teaching at the unversity. The Carrion Crow AP starts with him dead but in our campaign he could still be alive and teaching at the university in the capital and that could be another link in the chain that binds our characters together.
I've included a note in my background how D studies history, myths and ledgends at the university in his spare, whether or not we included the Professor.

Hagrin |

Ack! I am struggling with time to get my character up... I've been mulling over my Arcane Trickster idea, but it doesn't seem to spell out that heroic attitude GM Wolf stated he was looking for in his OP for the recruitment.
Think I am reverting to my initial Inquisitor idea, and I may go ranged since we don't seem to have much going in the way of ranged damage.
Or I turn full circle, and bring my Barbarian down from the mountains, with ideas of expansion and Conan style kingdom carving :D
If I still have time, that is...