As the title says. We are on 3rd module so you will be starting at level 9. Kingmaker is sandboxish AP and I don't hand hold. (Though I have only killed 1 pc so far). The party currently has a Sorc (going Dragon Disciple), Ranger (going Arcane Archer), Alchemist (that mauls everything) and a witch... who does witchy things. Below are house rules if you have questions feel free to post/PM. Please post/PM interest. This won't be first in first out. Character details: 20 point buy All pazio races and classes allowed, but the stranger the race/class the more backstory I want. Little story needed for a human fighter, but I more if you want to play a ratman, a gunslinger, etc... House rules: Max health at level 1 plus con score and at level 2 max hp plus con bonus. After that roll for hp, reroll 1s. 1 race trait, 1 campaign trait, and 1 other trait Campaign traits should be either the kingmaker ones or one the following campaign traits from the other adventure paths: Outlander - RotR, Seeking Adventure - LoF, Student Survivalist(Oleg) - JR, Rescued(Svetlina) - JR, Eye for Plunder - SSh and Exchange Agent - ShSt, There is one Athletics skill that covers both climbing and swimming No evil characters I don't do exp, the group will level every 2-4 sessions. It's just easier for everyone. Everyone gets one additional skill point but it can only be spent in craft, knowledge or profession, for role playing. I will probably limit the more game breaking spells (wish/teleport/scry/fly/etc...) Banned spells Magic Jar Limp Lash Critical Rules: Attacks: Max crit damage on double 20s, double 1s are a fumble(effect determined by DM) Saves; 20s No effects, 1s max effects Skills: 20s add 5 to the roll(or 15 for untrained knowledge) and -5 for 1s. So still not autofails but close.