
GM Wolf |

We are looking for a few brave souls to join our campaign. We are about to start a new chapter in Kingmaker and some of our present player's situations have made it so that they can't play at the moment.
We are looking for players who are willing to be apart of a unique strike force:
You may have been out of Varnhold when the Vanishing happened, having a stake in the new settlement you go back to the other settlement for aid.
Another option is to be a wandering adventurer sent by Restov to look into the lack of communication from Varnhold. You were to told to check in with the settlement of Greenwatch. To either find out if they knew of anything and possibly gain help in the search for the truth.
You may have been a trader by day but an adventurer by night, you lost a family member to the Vanishing and you are hoping they are home as you continue your rounds as a trader.
Hopeful applicant, you have been milling around Restov, or the countryside, and trying to find a great time to join Greenwatch. Then this situation drops in your lap and you see it as a great way to show your worth!
There are many other options but these four seem prominent.
We are looking for 4 to 6 players. If you stick with the game long enough you will get the chance to gestalt as well!
We have:
Slayer(Butterfly Blade) 5/Arcanist 5
Oracle/Bloodrager 5
and many NPCs, though at present they will likely take more of a background emphasis.
Creation Rules:
I am not a fan of the buy out systems, so roll 5d6 seven times. Taking the three highest of the 5 rolled and adding them together. Six of these will be your stats. Please show the dice rolls on the recruitment page.
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.
2 Traits, and one campaign trait. You may take a drawback trait to gain another trait too!
11,000 but your background story is where you can gain more!
Most costly item: 6,000 gp.
Create a quick blurb about your appearance.
The more interesting your background story the more bonuses you might stumble upon or requests granted. Make connections between yourself and other NPCs and PCs. After all you will be carving out a kingdom together. Such connections could be nobility, guilds, entities, dragons, magical beasts, gods, societies, towns, the townsfolk, the people in charge, etc.
I've long thought that character backgrounds are where players should offer plot hooks to the DM instead of the other way around, you then have more buy into the campaign.
Original Campaign
Recruitment will close once we have 10 applicants or 5 days after we have four. Whichever comes first.

wanderer82 |

I've always thought the storyline behind Kingmaker was very compelling, and the idea of playing a Varnhold survivor seems like an excellent RP opportunity.
5d6 ⇒ (6, 6, 6, 4, 6) = 28 = 18
5d6 ⇒ (3, 2, 6, 1, 6) = 18 = 15
5d6 ⇒ (2, 6, 2, 4, 4) = 18 = 14
5d6 ⇒ (6, 4, 6, 4, 4) = 24 = 16
5d6 ⇒ (1, 2, 6, 5, 2) = 16 = 13
5d6 ⇒ (2, 2, 4, 6, 4) = 18 = 14
5d6 ⇒ (4, 4, 3, 4, 6) = 21 = 14
That is an amazingly workable set! Now to brainstorm...

Cuàn |

I always liked Kingmaker. In a slight variant on the backgrounds you mentioned above, I'd be looking at making someone who wanted to move to Varnhold but found it devoid of people so he left again and looked for another place to settle.
5d6 ⇒ (1, 1, 2, 6, 6) = 16 14
5d6 ⇒ (1, 4, 6, 3, 3) = 17 13
5d6 ⇒ (5, 1, 4, 3, 1) = 14 12
5d6 ⇒ (4, 4, 1, 6, 6) = 21 16
5d6 ⇒ (4, 3, 6, 5, 1) = 19 15
5d6 ⇒ (6, 5, 2, 6, 5) = 24 17
5d6 ⇒ (6, 5, 3, 5, 2) = 21 16
Nice rolls.
Any rules on races and classes?
Is Combat Stamina (for Fighters) allowed?

pad300 |
Lots and lots of q's
The statement " If you stick with the game long enough you will get the chance to gestalt as well!" - does that mean you want non-gestalt builds for now?
What classes available? (Many people prohibit the occult classes for example. Others only allow unchained Rogue/Barb/Summoner... )
Are you using any optional rules? (eg. Background Skills or Elephant in the Room feats)
Impact of item creation feats on starting gold/cost of items?
I can't say with any certainty I'm in. I'm not fond of Gestalt.
Roll A: 5d6 ⇒ (1, 5, 2, 4, 1) = 13
11
Roll B: 5d6 ⇒ (2, 3, 3, 3, 2) = 13
9
Roll C: 5d6 ⇒ (1, 2, 6, 3, 3) = 15
12
Roll D: 5d6 ⇒ (6, 2, 1, 6, 3) = 18
15
Roll E: 5d6 ⇒ (6, 2, 3, 3, 3) = 17
12
Roll F: 5d6 ⇒ (3, 1, 3, 1, 5) = 13
11
Roll G: 5d6 ⇒ (4, 2, 4, 5, 6) = 21
15

GM Wolf |

Honestly I don't know anything about Combat Stamina for Fighters.
Correct you will be making a character that has 5 levels in one class or you make a character with two classes equalling 5 levels. You may be able to gestalt later when you find or create a special event.
I am open to most classes. I have not played with any occult classes so be prepared to answer questions if you do. I would prefer no 3pp material and no gunslingers.
Yes to Background skills. Also yes to Elephant in the Room feats.
Yes you are more than welcome to create your own items but only up to 6,000 gp of your starting value.

Captain Generica |

Str: 5d6 ⇒ (1, 3, 5, 3, 6) = 18 14
Dex: 5d6 ⇒ (5, 5, 4, 4, 3) = 21 14
Con: 5d6 ⇒ (2, 6, 2, 2, 1) = 13 10
Int: 5d6 ⇒ (6, 6, 5, 3, 1) = 21 17
Wis: 5d6 ⇒ (3, 2, 4, 4, 1) = 14 9
Cha: 5d6 ⇒ (5, 6, 4, 1, 3) = 19 15
Spare: 5d6 ⇒ (5, 4, 6, 1, 3) = 19 15
Hoho, I can definately have some fun with these numbers! I like to roll in order, and I think I'll keep the low wisdom instead of trading it for the 15! Now what to play...

Taimat |

Dotting!
5d6 ⇒ (4, 5, 4, 6, 1) = 20 - 1 - 4 = 15
5d6 ⇒ (6, 2, 3, 5, 2) = 18 - 2 - 2 = 16
5d6 ⇒ (1, 2, 4, 4, 4) = 15 - 1 - 2 = 12
5d6 ⇒ (1, 6, 5, 2, 6) = 20 - 1 - 2 = 17
5d6 ⇒ (4, 4, 3, 4, 3) = 18 - 3 - 3 = 12
5d6 ⇒ (3, 6, 5, 4, 5) = 23 - 3 - 4 = 16
5d6 ⇒ (3, 1, 6, 6, 6) = 22 - 1 - 3 = 18
18, 17, 16, 16, 15, 12, 12

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For Fun. It's another Kingmaker campaign after all.
I could craft another head scratching build which may or may not be useless.
Let's see.
1) 5d6 ⇒ (3, 2, 2, 1, 3) = 11 8 <----Weakest Link out.
2) 5d6 ⇒ (3, 6, 3, 6, 5) = 23 17 gains 1 to 18
3) 5d6 ⇒ (6, 2, 3, 1, 5) = 17 14 gains 2 to 16
4) 5d6 ⇒ (6, 6, 1, 2, 3) = 18 15
5) 5d6 ⇒ (5, 5, 4, 5, 6) = 25 16
6) 5d6 ⇒ (5, 5, 3, 5, 3) = 21 15 drops 1 to 14
7) 5d6 ⇒ (2, 3, 4, 5, 2) = 16 12 drops 2 to 10
18,16,15,16,14,10
All in All, no that bad.
Gestalt makes it very tempting...
Does the party in question has any particular requests?

The Archlich |

Dotting and interested! Count my application as well :)
5d6 - 5 + 3 ⇒ (3, 4, 6, 2, 5) - 5 + 3 = 18
5d6 - 5 ⇒ (4, 2, 3, 6, 4) - 5 = 14
5d6 - 3 ⇒ (2, 2, 2, 1, 2) - 3 = 6
5d6 - 3 ⇒ (6, 2, 4, 2, 1) - 3 = 12
5d6 - 2 - 3 ⇒ (1, 1, 3, 3, 4) - 2 - 3 = 7
5d6 - 6 ⇒ (4, 6, 2, 4, 6) - 6 = 16
5d6 - 4 ⇒ (5, 6, 1, 3, 3) - 4 = 14
Love the rolls and have several ideas to try for kingmaker! I’ll choose a concept and present it here soon.

KingHotTrash |

I'm intrigued and a couple of my games had certainly died. I'll do some dice rolls and then ponder a concept.
5d6 - 2 - 2 + 3 ⇒ (3, 6, 2, 5, 2) - 2 - 2 + 3 = 17
5d6 - 1 - 1 - 3 ⇒ (6, 1, 1, 5, 2) - 1 - 1 - 3 = 10
5d6 - 4 - 4 ⇒ (4, 4, 5, 6, 5) - 4 - 4 = 16
5d6 - 4 - 4 ⇒ (5, 4, 5, 4, 6) - 4 - 4 = 16
5d6 - 1 - 3 ⇒ (1, 6, 4, 3, 4) - 1 - 3 = 14
5d6 - 3 - 4 ⇒ (4, 4, 4, 3, 4) - 3 - 4 = 12
5d6 - 1 - 2 ⇒ (5, 5, 1, 2, 2) - 1 - 2 = 12
Those are some fairly solid rolls. I will need to read over the original campaign some and think on what kind of combo I'd like to go for.

CaptainFord |

I have a character from another Kingmaker game that I quite enjoyed. I think I could retool him easily for this. Let's see if I can get some stats to make him work.
5d6 ⇒ (4, 5, 6, 6, 3) = 24 -> 17
5d6 ⇒ (6, 6, 4, 4, 5) = 25 -> 17
5d6 ⇒ (4, 5, 2, 2, 6) = 19 -> 15
5d6 ⇒ (5, 6, 3, 4, 4) = 22 -> 15
5d6 ⇒ (2, 1, 1, 2, 4) = 10
5d6 ⇒ (2, 1, 2, 4, 4) = 13 -> 10
5d6 ⇒ (6, 1, 1, 4, 6) = 18 -> 16
Why, yes. Yes, I can DEFINITELY make it work with that.

Sensen |

Color me interested, though I echo the hesitance about gestalt from above.
5d6 ⇒ (4, 5, 2, 2, 2) = 15 -> 11
5d6 ⇒ (3, 3, 2, 1, 1) = 10 -> 8 oof
5d6 ⇒ (3, 5, 3, 3, 4) = 18 -> 12
5d6 ⇒ (1, 5, 5, 2, 6) = 19 -> 17
5d6 ⇒ (1, 2, 6, 3, 6) = 18 -> 15
5d6 ⇒ (5, 2, 4, 5, 4) = 20 -> 14
5d6 ⇒ (5, 2, 2, 1, 1) = 11 -> 9
Oof. Some good scores, some not too good.
I'm planning on a Hooded Knight Cavalier, so we'll see if he's, well... good enough.

Diamondust |

5d6 - 2 ⇒ (1, 1, 6, 4, 4) - 2 = 14
5d6 - 3 ⇒ (5, 2, 5, 3, 1) - 3 = 13
5d6 - 3 ⇒ (3, 5, 2, 1, 3) - 3 = 11 take 3
5d6 - 5 ⇒ (2, 5, 5, 5, 3) - 5 = 15 add 3
5d6 - 2 ⇒ (2, 3, 1, 1, 2) - 2 = 7
5d6 - 3 ⇒ (2, 4, 2, 1, 5) - 3 = 11
5d6 - 4 ⇒ (4, 1, 4, 6, 3) - 4 = 14
str 8, dex 14, con 13, int 11, wis 18, cha 14
I'll just leave this here. Going to create an Aasimar Druid who worships The Green Mother, a fey Eldest. Will gestalt to Cleric when I can. Will be Neutral if Neutral Evil is a problem.

JonGarrett |

Heya BloodWolven. Let's see what happens with this;
5d6 ⇒ (5, 2, 6, 4, 1) = 18 - 15
5d6 ⇒ (3, 5, 6, 2, 4) = 20 - 15
5d6 ⇒ (5, 6, 4, 4, 3) = 22 - 15
5d6 ⇒ (1, 2, 3, 5, 4) = 15 - 12
5d6 ⇒ (6, 6, 4, 5, 2) = 23 - 17
5d6 ⇒ (2, 5, 6, 6, 4) = 23 - 17
That's a pretty heroic series of rolls that would let me build almost anything. Hrm.

trawets71 |

stats: 5d6 ⇒ (2, 1, 2, 1, 4) = 10 8
stats: 5d6 ⇒ (5, 5, 4, 1, 3) = 18 14
stats: 5d6 ⇒ (5, 6, 4, 5, 4) = 24 16
stats: 5d6 ⇒ (4, 6, 4, 2, 4) = 20 14
stats: 5d6 ⇒ (3, 6, 6, 4, 4) = 23 16
stats: 5d6 ⇒ (1, 3, 4, 4, 2) = 14 11
stats: 5d6 ⇒ (3, 6, 4, 6, 1) = 20 16
I've a gestalt fighter/dragon disciple i've wanted to try but i'm running a non-gestalt DD currently so I may try something else.

Captain Generica |

Hey uh, before I go particularly deep into creating this build, what's the DM's opinion on sneak attacks with ranged spells? Because I know an FAQ said that you'd only get 1 sneak attack per spell cast, but that seems kind of out of left field considering archers would get sneak attacks for every shot they could fire, so why wouldn't scorching ray?

hustonj |
5d6 - 1 - 2 ⇒ (5, 6, 1, 2, 2) - 1 - 2 = 13
5d6 - 2 - 4 ⇒ (5, 5, 2, 4, 5) - 2 - 4 = 15
5d6 - 1 - 3 ⇒ (5, 1, 3, 4, 5) - 1 - 3 = 14
5d6 - 1 - 2 ⇒ (2, 1, 4, 2, 2) - 1 - 2 = 8
5d6 - 1 - 2 ⇒ (2, 1, 5, 5, 5) - 1 - 2 = 15
5d6 - 2 - 2 ⇒ (3, 2, 6, 3, 2) - 2 - 2 = 12
5d6 - 1 - 4 ⇒ (5, 4, 5, 6, 1) - 1 - 4 = 16
So 16. 15. 15. 14. 13. 12.
Seems like a low set for the style. Meh. Doesn't mean it is. Still an impressive array!
I'll have to see if I am inspired.

GM Wolf |

RAW: You only gain precise damage once per round.
Of course this is from my knowledge and memory, not from what is written... Looking into this...
I am going to have to cut active recruitment here! We have over 10 applicants. Now to see how fast you all can finish your crunches and backgrounds. Focus on those first!
Let the five days commence! That does give you the weekend, if that time constraint doesn't work for you please send me a PM.
I can't wait to see what you will provide for my viewing pleasure! XP

hustonj |
The two characters have the traditional roles covered between them. No inherent holes. Guess I'll have to look elsewhere for inspiration.
Figure I should build a character that plans to be non-gestalt, and can then be excited and happy if something comes up. Building the character to wait for becoming gestalt would just be setting yourself up for frustration.
Just an opinion.

Sindri Cindermage |

Captain Generica here, with a completely different direction! I noticed that we could be a little light on healing, so I pulled out my pocket pick for favorite healing build, the phoenix blooded sorcerer! Room to someday get gestalted into some divine class to indicate his god's approval, and if it doesn't happen? Well we've always got big fireballs :)
LG Phoenix Bloodline Sorcerer 6 Gnome [Favored class sorcerer hpx6]
HP: 38 BaB 3 AC 18 T: 14 FF: 14 Fort: 5 Ref: 5 Will: 5(10 vs charm/compulsion)
Str: 14(-2) 12
Dex: 14 14
Con: 10(+2) 12
Int: 17 17
Wis: 9 9
Cha: 15(+2+1+2) 20
Gnomish Features:
Pyromaniac: +1 CL to fire spells, and to elemental bloodline abilities, 1/day Dancing Lights, Flare, presti, produce flame
Low Light Vision
Blended View: Darkvision 60ft
Sound Mimicry: Make a bluff check, to replicate a sound, +4 on the check if listened for 10 minutes, if listener is unfamiliar, they take a -4 to sense motive
Gift of Tongues: +1 to bluff and diplomancy, gain two languages per linguistics point
Academic: +2 to knowledge arcana
Skills: Ranks Stat Class Misc Total
Bluff: 6 4 Y 2 15
Diplomancy: 6 4 Y 2 15
Knowledge Arcana: 6 3 Y 2 14
Spellcraft: 6 3 Y 0 12
UMD: 6 4 Y 0 13
Background:
Linguistics: 6 3 N 0 9
Craft(Pottery) 6 3 Y 0 12
Sorcererous Features:
Arcana: make any fire based spell do 1/2 damage as healing instead
1st Level power: Blood Havoc +1 damage per die rolled of evocation spells
3rd level power: Blood Intensity: Can add 5 to the level cap once +1 per 4/levels past 3rd/day
Eschew Materials
Bonus spells: Color Spray, See Invisibility
Traits:
Rostlander: +1 to fort saves
Irrepressible (Cha to will against charm and compulsion)
Affinity for the elements: (Atreia, +1 to the DC of fire spells)
Trustworthy: +1 trait to bluff checks, and +1 to diplomancy and it's a class skill
Occult Bargain: Take a -1 to concentration checks, and must name Atreia by name to regain my spells for the day
Feats:
1st: Spell Focus Evocation
3rd: Spell Specialization (Fireball)
5th: Mage's Tattoo, Evocation (Dancing lights x3)
Languages: Common, Gnome, Sylvan, Terran, Aquan, Auran, Ignin, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Celestial, Infernal, Abyssal, Necril, Aklo
Stuff: 11000
+2 Cha band, mixed with a headband of social competence (5500)
+1 Mithral Buckler (2005)
+1 Silk Armor (1180)
+1 Cloak of Resistance (1000)
+1 Ring of Protection (2000)
A red gemstone of unknown properties
285 Left
Spells:
Cantrips:
Detect Magic
Ray of Frost
Spark
Ghost Sound
Message
Presti
Level 1's(8/day) DC 16/18
Obscuring Mist
Ray of Enfeeblement
Enlarge Person
Burning Hands +2 CL
Color Spray
Level 2's(6/day) DC 17/19
Scorching Ray +2 CL
Web
See Invisibility
[Flaming Sphere]
[Spontaneous Immolation]
[Blur]
Level 3's (4/day) DC 18/20
Fireball +4 CL
[Haste]
Fire is Sindri's second favorite thing in the world, the first being the acquisition of new languages. Gnomes are not particularly common in the Rostland area, and as such, Sindri became a bit of a local celebrity. Always feeling a closeness to fire, instead of his gnomish ancestry for illusion, and having no interest in tinkering, his parents had no real idea what to do with him. Still, they cared for this strange gnome as best they could, and as his power over flame grew, so did his local fame.
An apology from fire for burning so hot. That was the way that Sindri described his flames. They burned wounds away, almost as if they were fueled by the pain that they destroyed. In researching the origin of his power, Sindri came across Atreia, the Lambent King, benevolent elemental lord of fire. His tenants of healing through burning away corruption spoke to Sindri, and it was then that he believed himself to be the chosen of Ateria. He took on the name Cindermage, and decided then to make it his lifes work to live up to the edicts of the Lambent King, to provide warmth to those who do not possess it, and to provide flame to those who deserve it.
He offered his services to the local lords, House Rogarvia, as a combination healer and translator. His knowledge of other languages was greatly augmented by his ability to naturally pick up on accents and his general likability. As such, he was offered a small retainer, and lodgings to call his own. Quickly, he became friends with one of the Rogvarian children, Chesti, who shared the gnome's penchant for burning things. Sindri attempted to temper the child's lust for arson, and turn it to more productive uses, to mild success. Although Cindri was no wizard, he was quite familiar with the theory surrounding it, and taught Chesti some skills to manipulate flame. Still, as the years went by, and Chesti grew to a young man of 20 years, Sindri and Chesti remained close friends, often discussing their future plans together, where Chesti would be head of house Rogarvia and Sindri would be a trusted advisor. Chesti even went as far as to take a red rock from the treasury, and gift it to Sindri. It radiated magic, but neither Sindri's studies, nor Chesti's records could determine what it was meant to do. Nevertheless, the red gem spoke to them, calling to both of the flame-touched youths.
When the vanishing happened, no one was more upset about it than Sindri. His best friend had been seeming stolen by forces beyond his control. Sindri refused to entertain the notion that Chesti would have left without telling him, and so the only reasonable alternative left was that he must have been kidnapped. Sindri increased his already borderline feverish daily devotions to Atreia, but to no avail, his god had no answers for him. Rostland moved on from the vanishing, but Sindri never did. While Sindri has no particular loyalty to house Surtova, he appreciates what they have done to maintain peace in Brevoy. However, he can never accept the new king as being his own.
Perhaps the stolen lands would hold information on what happened to his old friend. 10 long years have passed since that day, and Sindri grows all the more determined to not let his determination burn out. Already he has worn out what welcome he might have had back in Rostland. He will burn a path through the stolen lands if it means finding the answers that he seeks. Armed with flame, and total certainty in his mission and his deity, Sindri is a powerful mage, made all the more dangerous by his deeply rooted devotions. Still, he knows in his heart of hearts that there are some lines he is unwilling to ever cross.
Sindri's loot:
All of Sindri's items have a story behind them
Sindri's mithril buckler: His mother was an enchanter of some skill, and his father made impressive shields. Sindri asked his parents to make for him a shield that could withstand the savagery of the stolen lands, although he did not have much coin at the time. He hopes that the love of his mother and father will be enough to see him through this adventure.
Sindri's charisma band: To talk to others was one of Sindri's great joys in life. However, in his enthusiasm for meeting new people, he would often overshare, and say something that would turn his prospective friends away. As such, he comissioned for himself a headband that would augment and supliment his ablity to speak to others, warning him before he made a social faux pas. This turned out to be invaluable, for although Sindri speaks over 15 languages, he has not studied cultural mannerisims quite as rigourously...
Sindri's silk armor: The story behind Sindri's silken armor is very simple: he was granted a set of Rogvarian livery, and was so proud of it that he had it enchanted to protect against rips and dirt.
Sindri's cloak of resistance: Sindri and Chesti used to go out on adventures together. Once, while venturing into the stolen lands slightly further than may have been advised, both boys fell prey to a plant, that mesmerized the both of them with swirling hypnotic patterss. Sindri came to his senses after a day had passed, and realized that both he and his friend were covered with vines. Enraged, he blasted the plant with flames, and dragged his delerious friend back to safety. Afterwards, they decided that bolstering their mental defenses might be a good idea...
Sindri's ring of deflection: Sindri was very briefly married once, to a lesser Rogarvian noble-woman. She had never met Sindri before the ceremony, instead hearing of him exclusively through Chesti's recountings. What Chesti had forgotten to mention however, was that Sindri was a gnome, which caused the wedding to be called off. Still, Chesti's wedding present to Sindri had been a ring engraved with the Rogarvian crest, which Sindri held onto, and had enchanted once the vanishing had occured, to protect the ring from tarnishing.

GM Wolf |

Taimat: Well if my memory serves me correctly it depends on how it is given. For an unchained rogue it changes to weapon focus and they still gain the finesse training at 3rd level. Point me in the direction you want to go and I will look into it. I won't give a blanket statement.
It all depends on the character! I have enjoyed making a monk/paladin non gestalt!
Captain that just sounds wonderful, and that is without looking at the character! XP
headband of social competence
Nice! Welcome to the campaign, you may go to discussion to meet the Wardens of Greenwatch! Though likely at the local bar rather than an official meeting that will happen later.

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For Fun. It's another Kingmaker campaign after all.
I could craft another head scratching build which may or may not be useless.
Let's see.1) 5d6 8 <----Weakest Link out.
2) 5d6 17 gains 1 to 18
3) 5d6 14 gains 2 to 16
4) 5d6 15
5) 5d6 16
6) 5d6 15 drops 1 to 14
7) 5d6 12 drops 2 to 1018,16,15,16,14,10
All in All, no that bad.
Gestalt makes it very tempting...Does the party in question has any particular requests?
Hmm in that case.
Only drop 2 from 12 to make a 14 a 16.17,16,15,16,15,10
Let's see about going wild. like really wild.

Diamondust |

Female Aasimar Druid (Menhir Savant) 5 of the Green Mother
Neutral Evil Medium Outsider (Native)
Aasimar Druid who worships The Green Mother, a fey Eldest. Flavouring Aasimar to be a fey influence rather than celestial heritage (no mechanical changes). Will gestalt to Cleric when I can, if the Green Mother deigns to notice her devotion. Could go neutral, or neutral evil, in truth it will mostly be more neutral but certainly bordering evil. Emulating the Green Mother, she will be a seductive manipulator, seeking to learn people's secrets and use them for her own or the kingdom's purposes. Starting off she seems neutral, but interacting with society she will develop her true personality. I see her taking leadership for the kingdom building and perhaps forming and leading a guild of courtesans that use their skills to gather information on nobles and other influential people for schemes involving manipulation, blackmail and political maneuvering. The main evil part is that she enjoys the 'game of houses' and asserting control on others for her benefit (and the kingdom's). Regular adventuring would be quite normal and she would fit in seamlessly.
Happy to answer any questions.
Delilah looks a little different than a regular human. Her ears are slightly pointed, her blue eyes almost seem to glow, dark glossy hair flows over her slender frame to her waist with skin of a pale blue tinge. She wears clothes that match the greens and browns of the land.
Before she was born, her father, Derrin, had a secret tryst with a fey woman. He had been charmed to follow her and give her a child. A year later a baby wrapped in blankets showed up on his family's doorstep. Neither his wife or children suspected a thing, adopting the baby to care for it despite its strange features. Derrin suspected, seeing the familiarity in the baby with that of the fey he remembered. As she grew, suspicions mounted when his wife noticed similarities between Delilah and her father, eventually ending in an emotional confrontation that saw Delilah sent away, being disowned. The young teenager had lost everything and fled from Varnhold into the wilds of the river kingdoms.
In the wild all alone, she was shadowed by a fey, protected from the dangers. This fey was her half-brother and took the form of a wolf and became her companion until such time as she would be able to fend for herself (will retrain animal companion whenever she achieves gestalt). Together they roamed, staying clear of settlements for the most part, unless by necessity.
Years later, Delilah was now a beautiful young woman. She had learned much about the fey and had found a certain resonance in herself with the Green Mother. She grew tired of being alone and decided she would associate with people more often, disregarding her half-brother's reluctance. She headed for her father's home village of Varnhold, intending to confront her estranged family and found only a ghost town.
She is now trying to find out what happened and if possible help get them back.

wanderer82 |

Hahaha, a druid/healer was the concept of my initial build, and the first two applicants in are a druid and a healer! That said, it has actually helped evolve the concept, and I will be submitting a Human Ranger 2 / Shaman 4, that serves as an archer, healer, and battlefield controller. He will be from the Gronzi Forest in Rostland, under House Medvyed, raised as a servant of the Old Ways. Working on the background now, and I think it is coming along well. Will follow with crunch after.

Oxnard Kettlebeak |

Ability: 5d6 ⇒ (4, 1, 5, 1, 3) = 14 10
Ability: 5d6 ⇒ (3, 4, 1, 5, 3) = 16 12
Ability: 5d6 ⇒ (1, 6, 4, 2, 1) = 14 12
Ability: 5d6 ⇒ (4, 2, 3, 6, 4) = 19 14
Ability: 5d6 ⇒ (1, 6, 5, 6, 4) = 22 17
Ability: 5d6 ⇒ (6, 1, 3, 6, 4) = 20 16
Ability: 5d6 ⇒ (1, 6, 1, 4, 5) = 17 15
So. . . 12, 12, 14, 15, 16, 17- pretty solid set!
Going to have to take a look at my list of characters I'm dying to play and see what I can gin up.