
GM Wolf |

6th level characters. You get 20,000 gp to start and no item more than 7,500. Hp max at first level, then roll for the rest. If you roll a 1 you may re roll.
Sable is a GMPC. Players have asked that NPCs all be in the background. They will be until asked to help. Also unless you have a connection to a NPC it will be very hard to get them to join your group let alone help out.
This is Kingmaker just a homebrew zombie/black magic version. You are in the Stolenlands and the group has made their capital city and beginning of the kingdom/colony. Many of the locations in the game have been shifted or replaced with other encounters.
I would strongly suggest connecting yourself somehow to one of the previous PCs or NPCs. Please contact them via PM or here and get those creative juices flowing.
Presently no PC is in a ruling position on the council. Maybe Koldur. Kingdom building has not been a focus for this game. Though with interest that can change.
New players if you can connect to each other that would be great, being related to just helping each other get to the Stolenlands or somewhere in between. Have fun and PM me when you have your introduction post ready. The sooner the better.

![]() |

Interestingly, I had a Kingmaker PC in a campaign that died with a randomly rolled backstory. It focused majorly on an undead theme that wasn't in the normal campaign, so seeing this, I have to admit I'm interested. He was intended to be an arcane trickster Rogue/Wizard which also seems to be what you're looking for. Let's see about the character creation...
Stats#1: 5d6 ⇒ (1, 2, 4, 6, 1) = 14 > 12
Stats#2: 5d6 ⇒ (1, 1, 1, 5, 5) = 13 > 11
Stats#3: 5d6 ⇒ (2, 1, 6, 2, 3) = 14 > 11
Stats#4: 5d6 ⇒ (4, 6, 5, 6, 6) = 27 > 18
Stats#5: 5d6 ⇒ (4, 2, 3, 2, 3) = 14 > 10
Stats#6: 5d6 ⇒ (6, 5, 1, 3, 5) = 20 > 16
Stats#7: 5d6 ⇒ (3, 2, 3, 4, 1) = 13 > Drop
Well, not exactly the best rolls... especially for the MAD melee trickster I was hoping for. I'll think on it as moving points out of the 18 into one of the 11's makes an 18 16 14 12 11 10 array possible, or 18 18 14 12 11 10 if a race is used with two stat bonusses. Actually, 18, 16, 14, 12, 10, 8 pre-race is definitely better.

Ventiine |

Looking at player profiles, I assume all the answers to my questions are yes except for the last one.
1: 5d6 - 1 - 3 ⇒ (4, 5, 6, 3, 1) - 1 - 3 = 15
2: 5d6 - 1 - 3 ⇒ (5, 6, 6, 3, 1) - 1 - 3 = 17
3: 5d6 - 1 - 3 ⇒ (3, 5, 3, 4, 1) - 1 - 3 = 12
4: 5d6 - 3 - 5 ⇒ (5, 5, 6, 6, 3) - 3 - 5 = 17
5: 5d6 - 1 - 2 ⇒ (2, 4, 3, 5, 1) - 1 - 2 = 12
6: 5d6 - 1 - 2 ⇒ (2, 3, 1, 2, 4) - 1 - 2 = 9
7: 5d6 - 2 - 2 ⇒ (2, 2, 6, 2, 2) - 2 - 2 = 10

GM Wolf |

I will authorize the use of Malefex due to its great RP possibilities!
1. Roll 5d6 seven times, drop the lowest two rolls from each, then drop the lowest of the seven rolls.
Roll 5d6 seven times. Each roll subtract the lowest two rolls.
5d6 ⇒ (5, 5, 5, 5, 2) = 22 = 5, 5, 5, 5, 2, = 5+5+5 = 15
Now you may take up to 3 points away from one ability score and give it to another... taking 3 from the 13 and giving 3 to the 15
Old Scores/Conversion: 12, 14, 15=>18, 10, 18, 13=>10
New Scores: 12, 14, 18, 10, 18, 10
In the 'race and class' slots in your alias, put in spoilers to show vital information and skills.
2. 2 standard traits, 1 campaign trait, and 1 drawback.
3. No background skills.
4. For HP, max hp at 1st-level, then roll for subsequent levels and reroll once should you roll a 1. If you get a second 1, you are stuck with it!
5. Players still need to pick a favored enemy!
6. Players should come up with some kind of weakness. It could be something as simple as a paranoia. I am scared of spiders.
Or you could take extra damage versus silver. You get to choose if you want help ask!

Cuàn |

I will authorize the use of Malefex due to its great RP possibilities!
Nice. I'll be looking at making a Duskwalker Malefex.
In his past life he would have been an anthropologist studying what was going on in Galt while it was on it's way. His study was perceived as prying and that landed him under a guillotine, though he was spared from the Final Blades.Or at least, that's what the psychopomps that sent him back told him. No telling if it's truth, partial truth or a complete lie.
He came back to the world in Daggermark, where he lived alone and unnoticed on the city's streets, surviving by begging and stealing. When he looked older, Duskwalkers age at strange rates, he got pulled into the famed assassin's guild of his home town. He never had a knack for the guild's beloved poison and would stand out in a crowd due to his appearance yet he was a master at causing what appeared to be accidents and getting away. He used both of those talents to escape Daggermark.
Since then he has been all over the River Kingdoms and the neighbouring lands, including another narrow escape in Galt where he went to find traces of his supposed past life.
EDIT: Oh, and my rolls.
5d6 ⇒ (4, 3, 4, 3, 6) = 20 14
5d6 ⇒ (2, 3, 6, 2, 1) = 14 11
5d6 ⇒ (3, 1, 2, 3, 5) = 14 11
5d6 ⇒ (3, 1, 6, 4, 4) = 18 14
5d6 ⇒ (3, 1, 6, 4, 3) = 17 13
5d6 ⇒ (6, 1, 6, 6, 2) = 21 18
5d6 ⇒ (5, 3, 5, 3, 2) = 18 13
sort of decent, will probably use that option to move numbers but not sure how just yet.

Cuàn |

Slight change of plans, I'm making my character a Changeling instead of a Duskwalker. Not entirely sure what subtype yet, if any.
That also changes the idea for the character's background, though much stays the same (still grew up on the streets of Daggermark and the such).
What changes is that the man that got guillotined is her father and it actually was a final blade that got him.
The idea is that her father was a Gray Gardener who was married to a Changeling and kept in touch with her after her hag transformation as their love an mutual interests remained. The coven her mother was part of was in contact with a Night Hag and the idea was that my character's father would sell souls taken by final blades to the night hag.
However the plan fell through when her father's fellows found out. Her father was arrested and executed and both her mother and the night hag were forced to flee. During the run my character's mother dumped her outside an orphanage in the first big city she encountered after leaving Galt, which so happened to be Daggermark. My character was about 4 back then.
Her weakness would be tied to this and would more be an outside factor than a weak spot on her end: My character is actively being hunted not just by her own mother but also by the night hag. While her mother simply wants to turn her into a hag the night hag has more complicated plans, which are unknown to my charracter.
A question: I'm planning to take the Arcane Malignancies drawback. Should I roll for that or just pick one?

Thesius Monteblanc |

5d6 ⇒ (4, 6, 5, 6, 5) = 26=17
5d6 ⇒ (3, 5, 4, 1, 4) = 17=13
5d6 ⇒ (1, 2, 4, 3, 2) = 12=9
5d6 ⇒ (2, 5, 4, 2, 5) = 18=14
5d6 ⇒ (3, 6, 1, 3, 6) = 19=15
5d6 ⇒ (1, 1, 3, 2, 4) = 11=9 (Drop)
5d6 ⇒ (6, 6, 2, 6, 3) = 23=18
9, 13, 14, 15, 17, 18
That's a nice array. I'll take a look into some possible characters to bring to the game and be back within 24 hours.

Kazmanaught |

Howdy! A very flavorful character that has been bouncing around in my head sounds like they'd be perfect for this game! Let me get some stats up, finish up the details, and get it in to you. Admittedly they're a cleric so it might be some steep competition, but worst case scenario I've finally got the idea out of my head!
5d6: 5d6 ⇒ (4, 6, 2, 2, 4) = 18 14
5d6: 5d6 ⇒ (6, 2, 4, 6, 1) = 19 16
5d6: 5d6 ⇒ (4, 5, 2, 6, 6) = 23 17
5d6: 5d6 ⇒ (1, 2, 3, 4, 4) = 14 11
5d6: 5d6 ⇒ (1, 2, 3, 1, 1) = 8 6(No)
5d6: 5d6 ⇒ (6, 5, 3, 4, 2) = 20 15
5d6: 5d6 ⇒ (2, 3, 2, 2, 6) = 15 11
HP: 5d8 ⇒ (8, 7, 4, 3, 2) = 24
One Father Myzna Fairbrooks, coming up!

Cuàn |

roll for that.
should be fun.
Ok, here goes.
1d100 ⇒ 85
So constantly growing claws that give a -2 on Escape Artist and Sleight of Hand due to growing too long too fast. That would explain her constantly getting caught when picking pockets as a child.
And might as well add HP rolls:
5d8 ⇒ (7, 1, 8, 5, 4) = 25
reroll the 1:
1d8 ⇒ 4
so 28, nice.

Cuàn |

Here is a gearless version of my character.
She pretty much is a switch hitter, using a bow at long range and unarmed strikes at close range. The focus will be on ranged attacks but she has a decently strong melee option.
In combat she'd focus on punishing enemies, debuffing them and getting attacks on those that attack allies.

![]() |

I am going to withdraw my interest. I can't think of a character I really like for either role, and the original concept I had was not one I could make with my rolled stats. Especially put against the other current PC's/GMpc's who have virtually all stats nearly or above 20 with multiple 24's. Best of luck with the game!

Thesius Monteblanc |

After some thought and consideration, I was thinking of putting forth a Naiad Seducer (Witch). The establishment of the kingdom has drawn it’s attention out of fear for it’s river home. It has come forth to plea for the protection of it’s sacred space.
The creature in turn would help with navigating the river and supplying the people would their arcane powers.
Would this fit in well?

Thesius Monteblanc |

I was having issues with that, so I have changed over to a human vellemancer (witch) whose is designed to buff his party, debuff his enemies, and work on crowd control.
The concept is that the character has fled the Worldwound due to his parents having died there some time back. Feeling unattached to the place, he has chosen to set out to where no one knows him.
Having lost his parents to the Worldwound, he has a strong aversion to demons and their followers.
While capable of using weapons, he prefers to keep his distance and allow his magic and allies to do the work.
Race: Human
Class: Witch (Vellemancer) 6
Ability Scores:
Equipement: Cackling Hag's Blouse, Headband of Vast Intellect +2, Ring of Sustenance, Ring of Protection +1, Rod of Extend Magic (Lesser)
Feats: Extra Hex (Cackle, Fortune, Protective Luck, Swamp's Grasp)
Hexes: Evil Eye, Slumber
Traits: Bruising Intellect, Pragmatic Activator, Riftwarden Orphan, Haunted (Drawback)

Ventiine |

Here is Fiona, the arcane sorcerer. She might turn from a half-elf to a tiefling. Tieflings seem more thematic with accidentally setting things on fire.
Also, her stats are currently a 20 point buy. If selected, I'd translate it to the rolled ones (which are higher)

Koldur of the Axe |

I am going to withdraw my interest. I can't think of a character I really like for either role, and the original concept I had was not one I could make with my rolled stats. Especially put against the other current PC's/GMpc's who have virtually all stats nearly or above 20 with multiple 24's. Best of luck with the game!
Ermm I'm a PC. My highest is 20.
Just saying you know....

Cuàn |

And then I found a way to build her as I originally intended but picking a Malefex Knock that, in a vacuum, is probably one of the worse ones. Bela switched to improvised weapons. It's a better feat for someone who grew up on the street, alone and had to improvise when she botched yet another attempt at picking someone's pockets.
Gear is still underway.

GM Wolf |

Slight change of plans, I'm making my character a Changeling instead of a Duskwalker. Not entirely sure what subtype yet, if any.
That also changes the idea for the character's background, though much stays the same (still grew up on the streets of Daggermark and the such).
What changes is that the man that got guillotined is her father and it actually was a final blade that got him.
The idea is that her father was a Gray Gardener who was married to a Changeling and kept in touch with her after her hag transformation as their love an mutual interests remained. The coven her mother was part of was in contact with a Night Hag and the idea was that my character's father would sell souls taken by final blades to the night hag.
However the plan fell through when her father's fellows found out. Her father was arrested and executed and both her mother and the night hag were forced to flee. During the run my character's mother dumped her outside an orphanage in the first big city she encountered after leaving Galt, which so happened to be Daggermark. My character was about 4 back then.Her weakness would be tied to this and would more be an outside factor than a weak spot on her end: My character is actively being hunted not just by her own mother but also by the night hag. While her mother simply wants to turn her into a hag the night hag has more complicated plans, which are unknown to my charracter.
A question: I'm planning to take the Arcane Malignancies drawback. Should I roll for that or just pick one?
2d100 ⇒ (13, 25) = 38 You may pick one of the three including the one you rolled.
-----
Do we have a list of applicants? I don't see very many official characters. If needed we can extend the time for those who have shown interest but we won't be accepting any new entries.

Ironperenti |

I was pondering submitting a Fighter/Ranger archer with trapfinding. If willing to wait, I can knock it out by Friday. If not, I understand, late to the party and all. Just in case:
5d6: 5d6 ⇒ (4, 6, 5, 3, 4) = 22 = 15
5d6: 5d6 ⇒ (4, 6, 3, 2, 6) = 21 = 16
5d6: 5d6 ⇒ (5, 2, 4, 3, 3) = 17 = 12
5d6: 5d6 ⇒ (4, 5, 6, 3, 1) = 19 = 15
5d6: 5d6 ⇒ (3, 5, 5, 1, 6) = 20 = 16
5d6: 5d6 ⇒ (4, 5, 2, 5, 4) = 20 = 14
5d6: 5d6 ⇒ (3, 3, 3, 3, 1) = 13 = 9
array 16 - 16 - 15 - 15 - 14 - 12
take 1 away from a 15 and give to the other
new array 16 - 16 - 16 - 14 - 14 -12
HP: 5d10 ⇒ (4, 9, 7, 4, 4) = 28

GM Wolf |

I was pondering submitting a Fighter/Ranger archer with trapfinding. If willing to wait, I can knock it out by Friday. If not, I understand, late to the party and all. Just in case:
[dice=5d6]5d6 = 15
[dice=5d6]5d6 = 16
[dice=5d6]5d6 = 12
[dice=5d6]5d6 = 15
[dice=5d6]5d6 = 16
[dice=5d6]5d6 = 14
[dice=5d6]5d6 = 9array 16 - 16 - 15 - 15 - 14 - 12
take 1 away from a 15 and give to the other
new array 16 - 16 - 16 - 14 - 14 -12[dice=HP]5d10
I think we are good with waiting as we have one application as of now. It is troubling when applicants don't voice anything. So if you are an applicant make a shout out. "Me, PICK ME!"
So sorry folks I have been busy with work, getting my class ready, and trainings. I have been rather exhausted getting home and my naps have turned into sleeping a lot!

Ironperenti |

For your consideration
Beorn Blackmane Male Human
NG Fighter (Skirmisher) 5, Ranger (Trapper) 1
EST
Beorn grew up in the south of Brevoy. He was taught to hunt and trap by his father. It was a wild area and they had to deal with bandits, undead, orcs, goblins, lizardfolk. Beorn found that the undead disgusted him and the ferocity of the orcs intrigued him. He actually collected an orc horn bow from a fight and began to practice with it finding it rather to his liking.
In his travels he has met with Brother Willum. They have shared a cookfire on more than one occasion and shared tactics with the bow. He has also met Henric Dolvia but does not know him overly well.
Brevoy is his home and he will do anything he can to help the security of the small country.
Beorn, like his father, has a head full of unruly black hair and a beard to match so that they come by the name Blackmane naturally. He covers his chain shirt so that only his brown and green tunic can be seen. He chose the orc horn bow for the power and so to the great sword in case anything gets too close. Typically he still sticks with the bow but there are moments.
Initiative +5 (Dex +5)
AC 22, touch 17, Flat Footed 15 (+5 Dex, +5 Armor, +1 deflection, +1 dodge)
HP 56 (38 + 18 Con)
Fort +10/11 Ref +9/10 Will +3/4
Speed 35ft (35' in armor)
Melee
MW Cold Iron Greatsword +10/+5 (2d6+4/19-20x2)
Ranged
Orc Horn Bow +1 (STR +3) +14/+9 (2d6+7/20x3, range 70')
w/DA +12/+7 (2d6+11/20x3, range 70')
Str 16 Dex 19/21 Con 16 Int 14 Wis 14 Cha 12
BAB +6 CMD 23 CMB +9
Starting Stats
Init Str 16 Dex 16 Con 16 Int 14 Wis 14 Cha 12
Cost
Race Dex +2
Level Dex +1
Total Str 16 Dex 19 Con 16 Int 14 Wis 14 Cha 12
1H. EWP Orc Horn Bow
1. Point Blank Shot
1F. Precise Shot
3. Rapid Shot
5(4F). WF Orc Horn Bow
5. Wpn Spec: Orc Horn Bow
Future:
7. Deadly aim
7(6F). Many Shot
9. Snap Shot
9(8F). Improved Critical Orc Horn Bow
11. Improved Snap Shot
11(10F). Greater Weapon Focus
Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Rostlander: hardy, +1 Fortitude saves
Skill Points = 49 (4*5 Ftr + 6*1 Rngr + 2*6 INT + 6 Race + 5 FCB)
Acrobaitcs* 10 (3 rank, 4 Dex, 3 class)
Climb* 10 (4 rank, 3 Str, 3 class)
Craft* Bowyer 6 (1 rank, 2 Int, 3 class)
Disable Device* 13 (6 rank, 4 Dex, 3 class)
Handle Animal* 8 (3 rank, 2 Wis, 3 class)
Heal* 8 (3 rank, 2 Wis, 3 class)
Intimidate* 5 (1 ranks, 1 Cha, 3 class)
Know: dungeoneering* 6 (1 rank, 2 Int, 3 class)
Know: Engineering* 6 (1 rank, 2 Int, 3 class)
Know: Geography* 6 (1 rank, 2 Int, 3 class)
Know: Nature* 8 (3 rank, 2 Int, 3 class)
Perception* 15 (6 rank, 2 Wis, 3 class, 1 trait)
Profession*
Ride* 10 (3 rank, 4 Dex, 3 class)
Spellcraft*
Stealth* 13 (6 rank, 4 Dex, 3 class)
Survival* 12 (6 rank, 2 Wis, 3 class, 1 trait)
Swim* 7 (1 rank, 3 Str, 3 class)
Common, Draconic, Sylvan
Armor: A skirmisher is proficient with light armor and shields but not with medium armor, heavy armor, or tower shields.
Wilderness Training: A skirmisher relies on his skills and the element of surprise rather than the heaviest shields and armor. He gains Acrobatics and Stealth as class skills. In addition, the skirmisher gains a number of skill ranks at each level equal to 4 + his Intelligence modifier, instead of 2 + his Intelligence modifier
Light Infantry Training: A skirmisher fighting in a light infantry unit learns to avoid fire from enemy artillery, siege weapons, and spellcasters. He gains a bonus on Reflex saving throws against attacks that deal half damage on a successful save (such as the fireball spell) but not against traps, natural hazards, or environmental effects. replaces 2nd level feat. gaining a +1 bonus on saving throws of the appropriate type. This bonus increases by 1 for every 4 levels beyond 2nd.
Reconnaissance Training: A skirmisher operating in heavily trapped or naturally hazardous areas learns to expertly avoid them. At 2nd level, he gains a +1 bonus on Reflex saving throws to avoid traps, natural hazards, and environmental effects. This bonus increases by 1 for every 4 levels beyond 2nd. replaces bravery.
Mobility Training: At 3rd level, a skirmisher learns to be more maneuverable while wearing light or no armor. He gains a +1 dodge bonus to AC while wearing light or no armor and while carrying no more than a light load. Anything that causes the skirmisher to lose his Dexterity bonus to AC also causes the skirmisher to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +4 at 15th level). In addition, a skirmisher gains an enhancement bonus of +5 feet to his base speed. At 7th level, the bonus increases to +10 feet. This benefit applies only when he is wearing no armor or light armor, and when he is carrying no more than a light load. replaces Armor Training.
Weapon Training: +1 hit/dmg with bows.
Favored Enemy: Undead +2 hit/dmg
Trapper adds Disable Device to class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Movement 30'
Size medium
Bonus Feat
Skilled: bonus skill pt per level
Belt Pouch (loose change, caltrops, chalk x10, signal whistle, flint and steel, whetstone, ioun torch) 3#
Handy Haversack (candles x10, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, alchemist fire x6, oil flask, healer's kit) 5#
Mithral Chain shirt +1 (AC 5 Max Dex 6 ACP 0)
MW cold Great sword 8#
Dagger .5#
Orc Horn Bow +1 STR+3 7#
Cloak of resistance +1
Belt of dexterity +2
Ring of protection +1
Efficient quiver
Arrows x60
Donkey
Pack Saddle
cooking kit
bedroll
hooded lantern
Flask of oil x5
shovel
sledge
battle axe
Arrows x40
Rations x5
Torches x5
Waterskin
Riding Dog (Strider): six tricks
Light Load 76, Medium Load 153, Heavy Load 230
Total Gear Weight: 42.25 pounds, Light Load
PP 350 GP 53 SP 0 CP 0

GM Wolf |

First I want to start this off with a positive note: I appreciate all of the players that have stuck through my hard times. I know my absences can be trying at times.
To sum it up in as few words as possible I am sorry for the lack of communication. I have been dealing with depression, the new school year, and making sure none of it affects my priority #1: my son.
Yeah work has been crazy as a lot more work has been put into teaching these last two weeks.
I have date night with my wife tonight. So I plan to make some major posts and then continue updating later in the evening.
-----
Applicants please re post your application. I don't even know who is still there!

GM Wolf |

I think we are good with waiting as we have one application as of now. It is troubling when applicants don't voice anything. So if you are an applicant make a shout out. "Me, PICK ME!"
So sorry folks I have been busy with work, getting my class ready, and trainings. I have been rather exhausted getting home and my naps have turned into sleeping a lot!
What do you mean no one said: "Me, PICK ME!"

Ironperenti |

ME, PICK ME!
Beorn Blackmane Male Human
NG Fighter (Skirmisher) 5, Ranger (Trapper) 1
EST
Beorn grew up in the south of Brevoy. He was taught to hunt and trap by his father. It was a wild area and they had to deal with bandits, undead, orcs, goblins, lizardfolk. Beorn found that the undead disgusted him and the ferocity of the orcs intrigued him. He actually collected an orc horn bow from a fight and began to practice with it finding it rather to his liking.
In his travels he has met with Brother Willum. They have shared a cookfire on more than one occasion and shared tactics with the bow. He has also met Henric Dolvia but does not know him overly well.
Brevoy is his home and he will do anything he can to help the security of the small country.
Beorn, like his father, has a head full of unruly black hair and a beard to match so that they come by the name Blackmane naturally. He covers his chain shirt so that only his brown and green tunic can be seen. He chose the orc horn bow for the power and so to the great sword in case anything gets too close. Typically he still sticks with the bow but there are moments.
Initiative +5 (Dex +5)
AC 22, touch 17, Flat Footed 15 (+5 Dex, +5 Armor, +1 deflection, +1 dodge)
HP 56 (38 + 18 Con)
Fort +10/11 Ref +9/10 Will +3/4
Speed 35ft (35' in armor)
Melee
MW Cold Iron Greatsword +10/+5 (2d6+4/19-20x2)
Ranged
Orc Horn Bow +1 (STR +3) +14/+9 (2d6+7/20x3, range 70')
w/DA +12/+7 (2d6+11/20x3, range 70')
Str 16 Dex 19/21 Con 16 Int 14 Wis 14 Cha 12
BAB +6 CMD 23 CMB +9
Starting Stats
Init Str 16 Dex 16 Con 16 Int 14 Wis 14 Cha 12
Cost
Race Dex +2
Level Dex +1
Total Str 16 Dex 19 Con 16 Int 14 Wis 14 Cha 12
1H. EWP Orc Horn Bow
1. Point Blank Shot
1F. Precise Shot
3. Rapid Shot
5(4F). WF Orc Horn Bow
5. Wpn Spec: Orc Horn Bow
Future:
7. Deadly aim
7(6F). Many Shot
9. Snap Shot
9(8F). Improved Critical Orc Horn Bow
11. Improved Snap Shot
11(10F). Greater Weapon Focus
Frontier Forged: You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Rostlander: hardy, +1 Fortitude saves
Skill Points = 49 (4*5 Ftr + 6*1 Rngr + 2*6 INT + 6 Race + 5 FCB)
Acrobaitcs* 10 (3 rank, 4 Dex, 3 class)
Climb* 10 (4 rank, 3 Str, 3 class)
Craft* Bowyer 6 (1 rank, 2 Int, 3 class)
Disable Device* 13 (6 rank, 4 Dex, 3 class)
Handle Animal* 8 (3 rank, 2 Wis, 3 class)
Heal* 8 (3 rank, 2 Wis, 3 class)
Intimidate* 5 (1 ranks, 1 Cha, 3 class)
Know: dungeoneering* 6 (1 rank, 2 Int, 3 class)
Know: Engineering* 6 (1 rank, 2 Int, 3 class)
Know: Geography* 6 (1 rank, 2 Int, 3 class)
Know: Nature* 8 (3 rank, 2 Int, 3 class)
Perception* 15 (6 rank, 2 Wis, 3 class, 1 trait)
Profession*
Ride* 10 (3 rank, 4 Dex, 3 class)
Spellcraft*
Stealth* 13 (6 rank, 4 Dex, 3 class)
Survival* 12 (6 rank, 2 Wis, 3 class, 1 trait)
Swim* 7 (1 rank, 3 Str, 3 class)
Common, Draconic, Sylvan
Armor: A skirmisher is proficient with light armor and shields but not with medium armor, heavy armor, or tower shields.
Wilderness Training: A skirmisher relies on his skills and the element of surprise rather than the heaviest shields and armor. He gains Acrobatics and Stealth as class skills. In addition, the skirmisher gains a number of skill ranks at each level equal to 4 + his Intelligence modifier, instead of 2 + his Intelligence modifier
Light Infantry Training: A skirmisher fighting in a light infantry unit learns to avoid fire from enemy artillery, siege weapons, and spellcasters. He gains a bonus on Reflex saving throws against attacks that deal half damage on a successful save (such as the fireball spell) but not against traps, natural hazards, or environmental effects. replaces 2nd level feat. gaining a +1 bonus on saving throws of the appropriate type. This bonus increases by 1 for every 4 levels beyond 2nd.
Reconnaissance Training: A skirmisher operating in heavily trapped or naturally hazardous areas learns to expertly avoid them. At 2nd level, he gains a +1 bonus on Reflex saving throws to avoid traps, natural hazards, and environmental effects. This bonus increases by 1 for every 4 levels beyond 2nd. replaces bravery.
Mobility Training: At 3rd level, a skirmisher learns to be more maneuverable while wearing light or no armor. He gains a +1 dodge bonus to AC while wearing light or no armor and while carrying no more than a light load. Anything that causes the skirmisher to lose his Dexterity bonus to AC also causes the skirmisher to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +4 at 15th level). In addition, a skirmisher gains an enhancement bonus of +5 feet to his base speed. At 7th level, the bonus increases to +10 feet. This benefit applies only when he is wearing no armor or light armor, and when he is carrying no more than a light load. replaces Armor Training.
Weapon Training: +1 hit/dmg with bows.
Favored Enemy: Undead +2 hit/dmg
Trapper adds Disable Device to class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Movement 30'
Size medium
Bonus Feat
Skilled: bonus skill pt per level
Belt Pouch (loose change, caltrops, chalk x10, signal whistle, flint and steel, whetstone, ioun torch) 3#
Handy Haversack (candles x10, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, alchemist fire x6, oil flask, healer's kit) 5#
Mithral Chain shirt +1 (AC 5 Max Dex 6 ACP 0)
MW cold Great sword 8#
Dagger .5#
Orc Horn Bow +1 STR+3 7#
Cloak of resistance +1
Belt of dexterity +2
Ring of protection +1
Efficient quiver
Arrows x60
Donkey
Pack Saddle
cooking kit
bedroll
hooded lantern
Flask of oil x5
shovel
sledge
battle axe
Arrows x40
Rations x5
Torches x5
Waterskin
Riding Dog (Strider): six tricks
Light Load 76, Medium Load 153, Heavy Load 230
Total Gear Weight: 65.75 pounds, Light Load
PP 300 GP 71 SP 8 CP 0

Flouncy Magoo |

5d6 ⇒ (3, 3, 3, 4, 1) = 14 10
5d6 ⇒ (5, 6, 2, 6, 6) = 25 18
5d6 ⇒ (1, 6, 5, 4, 6) = 22 17
5d6 ⇒ (4, 4, 1, 1, 1) = 11 drop
5d6 ⇒ (4, 1, 3, 3, 6) = 17 13
5d6 ⇒ (6, 3, 4, 3, 2) = 18 13
5d6 ⇒ (5, 3, 1, 2, 4) = 15 12
Re-rolling in anticipation of our possible new classes. Much better!
I'll drop 3 from a 13, adding 2 to the 18 int, and 1 to the 17 dex.
So, 20, 18, 13, 12, 10, 10. Now Flouncy can hang! lol

GM Wolf |

6th level characters. You get 20,000 gp to start and no item more than 7,500. Hp max at first level, then roll for the rest. If you roll a 1 you may re roll.
Sable is a GMPC. Players have asked that NPCs all be in the background. They will be until asked to help. Also unless you have a connection to a NPC it will be very hard to get them to join your group let alone help out.
This is Kingmaker just a homebrew zombie/black magic version. You are in the Stolenlands and the group has made their capital city and beginning of the kingdom/colony. Many of the locations in the game have been shifted or replaced with other encounters.
I would strongly suggest connecting yourself somehow to one of the previous PCs or NPCs. Please contact them via PM or here and get those creative juices flowing.
Presently no PC is in a ruling position on the council. Maybe Koldur. Kingdom building has not been a focus for this game. Though with interest that can change.
New players if you can connect to each other that would be great, being related to just helping each other get to the Stolenlands or somewhere in between. Have fun and PM me when you have your introduction post ready. The sooner the better.

Jared Thorne |

Attribute rolls:
5d6 - 1 - 5 ⇒ (6, 5, 6, 5, 1) - 1 - 5 = 17
5d6 - 2 - 2 ⇒ (2, 4, 6, 2, 5) - 2 - 2 = 15
5d6 - 1 - 1 ⇒ (6, 6, 1, 5, 1) - 1 - 1 = 17
5d6 - 2 - 2 ⇒ (2, 4, 2, 3, 5) - 2 - 2 = 12
5d6 - 2 - 2 ⇒ (6, 4, 2, 2, 3) - 2 - 2 = 13
5d6 - 1 - 2 ⇒ (1, 2, 4, 2, 2) - 1 - 2 = 8
5d6 - 2 - 4 ⇒ (5, 4, 6, 6, 2) - 2 - 4 = 17
17, 17, 17, 15, 13, 12 (drop 8)
Looks like joining a party of 3/4 with Sable.

Tara Ravenheart |

It looks like the party could possibly use a healer of some sort. I will give it a toss.
5d6 ⇒ (5, 2, 5, 6, 4) = 22 = 16
5d6 ⇒ (4, 6, 2, 3, 6) = 21 = 16
5d6 ⇒ (6, 4, 1, 4, 6) = 21 = 16
5d6 ⇒ (6, 3, 1, 1, 4) = 15 = 13
5d6 ⇒ (5, 3, 6, 6, 4) = 24 = 17
5d6 ⇒ (1, 4, 5, 5, 3) = 18 = 14
5d6 ⇒ (4, 6, 5, 4, 5) = 24 = 16
17, 16, 16, 16, 16, 14
Wow, hell of a set. From the active characters, it looks like its a 7th level Gestalt game, is that correct? Any special rules, like Elephant in the Room or Background skills?

GM Wolf |

Sable is actually out. He is staying back as general.
Koldur was with the group but due to health concerns he is taking some time.
So you have Flouncy, Beorn, and Loarin.
Beorn is an archer, Flouncy is a sorcerer, and Loarin is a cleric.
7th level not gestalt yet. They keep missing events or locations for that.
Yes, Elephant in the Room.
No Background skills.
5d6 seven times, drop the lowest two rolls from each, then drop the lowest of the seven rolls.
Roll 5d6 seven times. Each roll subtract the lowest two rolls.
5d6 ⇒ (5, 5, 5, 5, 2) = 22 = 5, 5, 5, 5, 2, = 5+5+5 = 15
Now you may take up to 3 points away from one ability score and give it to another... taking 3 from the 13 and giving 3 to the 15
Old Scores/Conversion: 12, 14, 15=>18, 10, 18, 13=>10
New Scores: 12, 14, 18, 10, 18, 10
In the 'race and class' slots in your alias, put in spoilers to show vital information and skills.
2. 2 standard traits, 1 campaign trait, and 1 drawback.
3. No background skills.
4. For HP, max hp at 1st-level, then roll for subsequent levels and reroll once should you roll a 1. If you get a second 1, you are stuck with it!
5. Players still need to pick a favored enemy!
6. Players should come up with some kind of weakness. It could be something as simple as a paranoia. I am scared of spiders.
Or you could take extra damage versus silver. You get to choose if you want help ask!

Tara Ravenheart |
1 person marked this as a favorite. |

Thank you!
Okay, I am working on a concept based off this image:
halfling barbarian
It has this "witty-disney-viking" vibe that I feel would totally fit a halfling barbarian. Only, she's not quite a halfling after all... but rather a halfling-blooded angelkin aasimar, standing a might 3'9" tall! Still working through the details and formulating her backstory. As you said the PCs are not yet Gestalt, but could be soon, should I have a plan for the character's 2nd class? If so, should it also be a part of her backstory?

GM Wolf |

I forgot that they all had a tranformative event just recently. They are all gestalt presently. You will need to build in a great story and reason for your character to be gestalt otherwise I am sure something can be arranged soon enough when back in the kingdom.
The two of you might be encountered sooner than later.
Tara if you want to pop in and be one of the halflings in the caravan that would be cool otherwise they will find you later.