Carrion Crown: Dead Men Tell No Tales

Game Master Vanulf Wulfson

From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror!


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With my Skull and Shackles campaign currently languishing in the doldrums I’ve decided to start up another campaign. I’m looking for four players (a 5th spot has already been reserved) to join me in the Carrion Crown adventure path.
Recruitment will end February 22nd @ 6pm. CST.

The Rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.

• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.

• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

• Feats: Any feat from any Paizo publication will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

• Traits: Character's will start with two traits, one of which MUST be from the Carrion Crown’s Player's Guide.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will have the option to roll for their hit points or to accept the average for their class (rounded down on even levels, rounded up on odd) whichever is greater.

• Starting Gold: Characters will start with Maximum starting gold for their base class.

If you have any questions, feel free to post them here or PM me and I'll answer them as quickly as possible.
Thank you for your interest.


When would you consider starting your campaign? I've never played a by post game, but I've been told by a friend that they're actually pretty fun.


Recruitment closes on the 22nd so I would expect to have the game up and running within a couple of days after that.


Most of the PbP's I've played in and run have been that way. If that's not exactly your cuppa then feel free to go no further.

Grand Lodge

I hope you find players though, i just had a bad experience with carrion crown.
I played abit into the first "area" with a party, and it quickly became obvious we werent going further if the DM ran the module as written. :(
We were all fairly new and didnt expect certain methods of encounters...

Read: The party didnt think of making use of things the module thought players would use.


Personally, I'm cool about the second trait being a campaign trait. It's what ties the character to the Path, in a way.


So gonna be a necromancer


I've not done play-by-post in several years, and never on these boards. What kind of posting rate is expected?


I would hope for at least once a day, excepting weekends, but real life often has a knack for getting in the way so I won't freak out if we don't hear from a player for a couple of days.


Here's my application. A ranger that I developed for another Carrion Crown recruitment. He still has background skills listed so if those aren't allowed I'll remove them. The background information is still in the format required for the other recruitment, but I can change it if that's a problem.

Grand Lodge

I do have a slight interest in this, so if i find that i have a spot for this game in my schedule... ill see what i can write up.
Is "Sin Wizard" allowed?
As in the "get +2 spell slots for 1 school, ban 2 schools".

I was thinking "evoker (admixture)" or "Wrath(evocation) Sin Wizard".

Ill see if i can include this game in my schedule this weekend hopefully. :/ Just alot to deal with this week that i need to check first.


Either of those would be fine.


Yes! I would be interested. I got to start Carrion Crown and it died in the first evening in gameplay.

What is the 5th players class?


Changeling Oracle of Life


Ok so no need for an healer. My PC for the other game was an Oracle but there are some many other options. I will think on it and try to submit something this weekend.

I know that area has a lot of undead in it and some Lycans but what are some of the others. Dragons, Orcs, Goblins, Giants, ect?

Also what are some of the big factions in Ustalav? And is it ok to be tied to them? Are they going to see a lot of use in this campaign.


I know they aren't supposed to be very good, but Kineticist looks like fun. That cool?


Applying Ladrengil Annúmben, a Magus Bladebound.

Regards to Enlightenment:

Elves in purple garments utter a song both solemn and sad. This is a farewell song in Kyonin, the music that marks the departure into the afterlife, the music that would mark Ladrengil on her decision of leaving the homeland to discover a new one. The funeral ritual on that winter afternoon in Calistril, that marked the way out of her father in his next life.

Now, the life, the pursuit, the other way opens to me, finally I got rid of my last, of my fate. She thought looking to that full moon.

Since her early childhood the life of Ladrengil was marked by changes and traumas that followed, and, because this she became an awkward between other elven children in Kyonin, and decades after in Erages. Unlike the others, the time of transition and understanding of revelation, "The Brightness", never start in a overflowing way.
Her mother and maternal uncles died violently by Shevaroth forces during military conflict a long lost years. At this point, her father had left his little daughter alone after that event to take up a surveillance post on border of Tanglebriar with a high rank among the rangers.
Alone in the village of Erages, Ladrengil studied and understood the world around her, the magic that shaped the world of elves and all Golarion. Lonely she ventured yourself among the ruins of several great stone towers of ancient elven origin and discovered forgotten entrances beneath the rubbles that steered her via subterranean passages.
Gradually she specialized in magic items and artifacts, legends and arcane knowledge, and in the small fishing village her knowledge became known. She didn't anything more than that recognition and "pride" conquered.
The destinations were crossed on a night that Ladrengil investigated the ruins far away from village. In one of the forgotten tombs, a countless centuries buried, she found something that hitherto was not ready to understand. Something caught her attention and her desire was awakened. A precious scimitar notched with nobility runes from lost elven dynasties that recount back the Age of Darkness.
In that same night her father perished in combat.
In Greengold, the second largest settlement in Kyonin and the only official entry point into the elvish kingdom for non-elves, Ladrengil embarked, said goodbye of the place where she was born, grew up, and saw her entire family die. She no longer felt part of that world, that place. She was alone at last, the only companion now was the strange scimitar found in the ruins of Erages. She named the sword of Aimee, her only companion on her journey.

(...)

In the fog-shrouded streets of Caliphas one of the few elvish woman in Ustalav night roads looking for clues to better understand the world around her. A tip led Ladrengil Annúmben to an old antiquary in Barragoro Road, a place that maybe she could find ancient books with elven runes inscribed.
A few months passed away to she get used to the city dominated by humans, but she didnt figure on much future in this place, so, she will trying to follow on the coming weeks to Karcau, where, thinks, her tattoo skills could be more valued, a new place to continue her martial and arcane studies. Therefore, she aim to collect as soon as possible, the objects of interest for her researchs.
But dont on that night...

The fog is so heavy, I cant even note where I step ... this air is thick and hot, it´s reminds me arcane signs ... someone ... She stops.

Steps into darkness, she knows she isnt alone. So, she turn in the opposite direction, knows that an night when the fog hides the moon the danger may be on peeks.
Claws and blood cross the fog, the elf is hit and suffers with the consequences of her foolish attitude on that night. Rapid movements hides a, icy, wet, strange creature.
But isnt on that way she will perish. Ladrengil doesnt scream, doesnt manifest any sound, just quickly draws her scimitar on a moviment and strikes a very strong blow against the monster that lurks in the fog. She sees a stinking and clotted blood that trickles down by the sword on her fist.
She waits prepared for the next attack, and this did not delay. But on this time the reply from Ladrengil is mixed with a sign-mystic movement.

"మోర్టె ద్వారా మోర్టె అల్మాస్ మోర్టె ద్వారా మోర్టె"

At the moment of her scimitar hits the target a touch from her hand, which glows with blue energy, makes the target suffer with the spell cast.
Slapped, the creature runs away with fear, now, the monster become the prey. The stench of his blood is that tab the elf, on seconds Ladrengil reaches and strikes the ultimate blow with her ancestor scimitar, tearing the throat of the monster.
The Ladrengil´s curiosity made ​​her take the remains of the creature to the rented room in the city. On the next day she sought information in Quarterfaux Archives about what had attacked him. It was when she met Professor Lorrimor. He helped her for a few weeks to analyze and conserve the body, in this meantime the two were able to share experiences and discover that the creature, a type of undead, deformed, and with animal traits, apparently had no logical reasoning. So, the undead was acting on impulse, or sent by someone!

Sheet:

Ladrengil Annúmben
High Fantasy (20 point)
Valley of Stars of West Sunset
Female Elf Magus Bladebound 1
LN Medium
Init +3; Senses Low-Light Vision, Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 9 (1d8+1 Favored Class)
Fort +2, Ref +3, Will +1 {+3 vs enchantment, immune to magic sleep}
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +2 (1d6+2/18-20x2) {+1 to confirm critical hits}
Ranged Longbow +3 (1d8/x3) {+1 to confirm critical hits}
Special Attacks
Special Abilities Arcane Pool 5, Malleable Magic
Magus Spells (CL 1st; concetration +6)
1st [3]- Shield, Feather Fall, Blend
0st (at will) [2] - Detect Magic, Disrupt Undead
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 10, Int 17, Wis 09, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Skill Focus (Use Magic Device)
Traits Subject of Study [Undead], Anatomist
Skills Craft Tattoos (Int) 3 [3], Intimidate (Cha) 4 [1+3], Knowledge (arcana) 7 (Int) [1+3+3], Knowledge (dungeoneering) (Int) 7 [1+3+3], Spellcraft (Int) 7 [1+3+3] {9 to identify magic items}, Use Magic Device (Cha) 7 [1+3+3]
Languages Common, Elven, Draconic, Sylvan, Celestial
Gear Scimitar (15gp/4lbs), Longbow (75gp/3lbs) and Quiver (20 arrows) (1gp/3lbs), Leather armor (10gp/15lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs), 17gp
--------------------
Special Abilities
--------------------
Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.
This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Spells
_____________Cantrips A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
_____________Spellbook A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.
0º Spells [All] - 8 pages
1º Spells [7] - 7 pages
Blend, Enlarge Person, Chill Touch, Feather Fall, Grease, Mirror Strike, Shield
--------------------
Traits
--------------------
Subject of Study Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type: Undead. You gain a +1 bonus on damage rolls against creatures of this type.
Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
--------------------
Racial
--------------------
Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.


dot. Def. thinking occultist.

Dark Archive

Hmmm, interested. Will most likely try a class I have not tried yet, maybe a bard. Been studying up on them for another time. See what I can do.


I'm going to guess; no Lycanthropes or other Templates?


And here's my guy. I keep hoping to get him into a game, because I love Carrion Crown to pieces. Fair warning, though: I have run it from start to finish.


Here is my submission. I'm still checking over it and fixing any small hiccups I find, or doing slight changes, but most of it is done and will stay. Let me know your thoughts!


Gunther was made for this, but hasn't been used yet. Obviously he needs to be de-levelled.

Grand Lodge

Heres the rough sheet, any questions? :)

Character Sheet:

Raogar "Sparky" Breezewind

A cheery elf with a penchant for making things not-whole.
Some call him a natural in the art of magic, some call him a danger...
Whatever his way is, it does bring result.

Elf (Overwhelming Magic, Alternate racial (Spellfocus: Evocation))

HP: 6

8 Str
16 Dex
10 Con
20 Int
10 Wis
8 Cha

Wrath (Evocation) Sin Wizard (Banned Schools: Conjuration, Abjuration)

-------------

Traits:
(Magic) Magical Lineage (Battering Blast, -1 Metamagic modifier)
(Campaign) Inspired by greatness (Battering Blast, +1 CL)

-------------
Skills:

(Wizard) 1+3+5 Spellcraft
(Wizard) 1+3+5 Linguistics
(Int) 1+3+5 Knowledge: Arcana
(Int) 1+3+5 Knowledge: Religion
(Int) 1+3+5 Knowledge: Dungeoneering
(Int) 1+3+5 Knowledge: Nature
(Int) 1+3+5 Knowledge: Planar
(FCB) 1+3+5 Knowledge: Local

----------------------

Languages:

(Elf race languages)
Common
Elven

(Int bonus languages)
Draconic
Gnoll
Gnome
Goblin
Orc

(Linguistic 1 Rank)
Necril

-------------------

Bonded Object: Ring

-------------------

Feats
1:
Spellfocus: Evocation
Spell Specialization: (Magic Missile, +2 CL)

---------------------

Spells known:

0:
All (allowed) Cantrips

1:
(Wizard starting Spells)
Ear-piercing Scream
Magic Missile
Identify

(Int Bonus Spells)
Keep Watch
Magic Weapon
Feather Fall
Floating Disc
Heightened Awareness

----------------

Spell Slots:
0:
Light
Prestigation
Detect Magic

1:
(Normal Slot) Magic Missile
(Int Slots) 2x Magic Missile
(Sin Slots) 2x Magic Missile

-----------------

Equipment:

(rough list for now)

Iron Gauntlets with lead mixed in the metal.
(Cosmetically) Plated Robes
Helmet
Backpack
Spellbook
Ink
Pen
Some Paper
Bag
Spellcomponent Pouch

Grand Lodge

I should have added "true neutral" too :)


Would tengu be allowed? Would want to take Claw Attack and Glide racial traits in place of swordtrained and gifted linguist. Basic idea is for a tengu alchemist vivisectionist/chirurgeon who is seeking to "improve" himself from his natural "beastly" state; discoveries would focus on self-surgery, such as Preserve Organs and Spontaneous Healing. Would be working towards Master Chymist prestige class, probably with a dip in Barbarian as his attempts to remove his bestial nature have unforeseen results.

If this sounds workable to you, let me know, and I'll write up a submission.

Dark Archive

Is a Psychic okay?


@Nutcase Entertainment: You are correct, no templates.

@♠Spade♠, GM_Rorek, & NenkotaMoon: Yes, any of the Occult classe are acceptable.

@goodwiki: While I don't want to stifle anyone's creativity, just remember Usatlav is a very insular, xenophobic place. The farther you get from the mainstream races the more prejudice you're likely to encounter.


Omar Bogbreath Weapon Master application.


This guy didn't make the cut in another CC thread. Here's to hoping he does here.


GM Wulfson wrote:
@goodwiki: While I don't want to stifle anyone's creativity, just remember Usatlav is a very insular, xenophobic place. The farther you get from the mainstream races the more prejudice you're likely to encounter.

Noted. Are we allowed to take a drawback, or no?


Here is Furnok of Ferd the second. Undead fighting ranger.

Furnok:

Full Name : Furnok of Ferd

Race: Human(Ustaluv)

Classes/Levels : Ranger (Skirmisher)1 (hp favored)

Gender M

Size M

Age 18

Special Abilities :

Alignment: NG

Deity : Eristal

Location In trouble

Languages Common

Occupation : Bounty Hunter

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 13
Spd: 30/20
Init: +8
AC: 17 ( 5 armor shield)/Touch 12 /FF15 )
BAB: +1
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +2

Weapons:
Lucerne Hammer +4 1d12+4 BP Brace,Reach (+1 against threatoned foes, +2 against undead)
Longbow +3 1d8/x3 100 ft (+1 against threatoned foes, +2 against undead)
Falchion +4 2d4+4 18-20 (+1 against threatoned foes, +2 against undead)

Skills: (7 level)
Perception (1+2+3) 6
Survival (1+2+3) 6
Stealth (1+2+3) 6
Know-Geography (1+3) 4
Know-Nature (1+3) 4
Climb (1+3+3) 7
Swim (1+3+3) 7
Ride (1+2+3) 6
Handle Animal (1+3) 4

Feats:Improved Initiative, Combat Reflexes
Traits: Chance Savior(+2 Initiative),Axe to Grind(+1 damage against threatened foes)
Special Abilities: Favored Enemy(undead) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Flint&Steel
1 gp 9 sp


Here's my sheet.

sheet:

Harkin Ballard
Male Human Kineticist(Aero) 1
Chaotic-Good Medium Humanoid(Human)
Init +5; Perception +5

Defense
AC: 16; Touch: 13; Flat-Footed: 13; (+3 armor, +3 dex)
HP:
12
Fort +6; Ref +5; Will +1

Offense

Speed: 30ft.
Melee:
Ranged:
Air Blast 1d6+6 30ft range
----------Air Blast 1d6+5 120ft range

Special

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Elemental Focus: Air
Kineticists who focus on the element of air are called aerokineticists. Aerokineticists often control air flow or electricity, specializing in mobility and ranged combat.

Class Skills: An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.

Wild Talents: 1st—aerial adaptation, air cushion, air shroud, air's leap, air's reach, basic aerokinesis, gusting infusion†, pushing infusion†, thundering infusion†, voice of the wind; 3rd—aerial evasion, celerity, engulfing winds, magnetic infusion†, torrent†, windsight, wings of air; 4th—cyclone†; 5th—air shroud (greater), chain†, windsight (greater); 6th—suffocate, wind manipulator; 7th—cloud†; 8th—weather master.

Infusion: Extended Range

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.

Kinetic Blasts
Kinetic blasts comprise simple and composite blasts.
Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Air Blast

Element(s) air; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You batter a single foe with a gust of air.

Statistics

Str: 10, Dex: 16, Con: 16(18), Int: 10, Wis: 12, Cha: 8
Base Atk: 0; CMB: 0; CMD: 13
Feats: Point Blank Shot, Precise Shot
Skills: Acrobatics(Dex) 7[1+3+3], Disable Device 6[1+3+3-1], Perception(Wis) 5[1+1+3], Stealth(Dex) 6[1+3+3-1], Use Magic Device(Cha) 2[1-2+3]
Languages: Common
Combat Gear: Studded Leather Armor
Other Gear: Thieves' Tools, Backpack, Waterskin, Blanket, Bedroll, Rations(x2), 4sp

Traits
Chance Savior:
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Vagabond Child (Urban):You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.


Dotted. Will work on something during the day.

Dark Archive

GM Wulfson wrote:

@♠Spade♠, GM_Rorek, & NenkotaMoon: Yes, any of the Occult classe are acceptable.

I see dead people XD


Dotting for interest.


Well here is my "Faith" Psychic. Got pretty much everything except some background information.


My submission: Doctor Audubon Cawthorne, Tengu Alchemist; please see alias profile for character details.

I have not chosen my favored class bonus yet; will Craft: Alchemy actually be of much use in the AP? The general summary makes it seem that it maintains a "race against time" theme, which makes me think dropping skill points into a Craft might not be the best option.


I have been picked for another campaign so I'm withdrawing my application. Best of luck to everyone and enjoy!


A half-elf on the run from his past, he went to one of the few places that he felt no one would be willing to follow him: Ustalav. Like many half-elves, Aramil grew up never being completely accepted by either his elvish father or his human mother's family. So the less than accepting nature of Ustalav isn't overly upsetting to him. Besides, better to have a whispered insult at your back than a dagger any day. Aramil found himself tied to some bad people and once he realized just how unsavory they were he left. He also robbed them and left some hints about where the local guardsmen could find a rather large stash of stolen goods. Since no good deed goes unpunished one of the gang's leaders managed to escape punishment and as a result Aramil has spend the last few years on the move. But Ustalav represents a chance to do something good and hopefully earn a little cash doing it.

Stat Block:
Aramil Nethuani
Half-elf swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (elf, human)
Hero Points 1
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +1, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4-1/19-20) or
. . wakizashi +6 (1d6-1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +0; CMD 14
Feats Weapon Focus (wakizashi)
Traits anatomist, chance savior
Skills Acrobatics +7, Bluff +7, Perception +6, Sense Motive +4; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, ability scores, swashbuckler finesse
Other Gear studded leather, buckler, dagger, wakizashi[UC], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 104 gp
--------------------
Special Abilities
--------------------
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for the purpose of meeting feet prerequisites.


Here is my submission Ulfric Bjarnasson, a Spell Warrior Skald. The information is also in my profile.

I assumed I could scribe the 4 scrolls in my inventory if not I will change that.

For the Carrion Crown Campaign Trait I had to use D20 so if there is more fluff to it I would like to know for the game.

Statistics:

Male Half Orc Skald (Spell Warrior) 1
NG Medium Humanoid (Orc)
Init +3; Senses Perception +4
------------------------------
DEFENSE
------------------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 dex, +1 shield)

hp 9

Fort +3, Ref +2, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Longsword +3 [1d8+3 19-20/x2] or Morningstar +3[1d8+3 /x2] or Dagger +3[1d4+3 19-20/x2]

Ranged sling +1 [1d4+3 /x2] 50 ft or Dagger +3 [1d4+3 19-20/x2] 10ft
------------------------------
STATISTICS
------------------------------
Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 14

Traits

Chance Savior:
Benefit: You gain a +2 trait bonus on Initiative checks.

Outcast: Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

Feats

Scribe Scroll (Item Creation)
You can create magic scrolls.

Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Skills (4 class, 0 int, 1 favored class bonus)

ACP -3

Acrobatics†* +1 = DEX 1+0+0
-----------------------------
Appraise† +0 = INT 0+0+0
-----------------------------
Bluff† +3 = CHA 3+0+0
-----------------------------
Climb†* +3 = STR 3+0+0
-----------------------------
Craft†(Alchemy) +0 = INT 0+0+0
-----------------------------
Diplomacy† +7 = CHA 3+1+3
-----------------------------
Disable Device* +1 = DEX 1+0+0
-----------------------------
Disguise +3 = CHA 3+0+0
-----------------------------
Escape Artist†* +3 = DEX 3+0+0
-----------------------------
Fly* +1 = DEX 1+0+0
-----------------------------
Handle Animal† +3 = CHA 3+0+0
-----------------------------
Heal +1 = WIS 0+1+0
-----------------------------
Intimidate† +5 = CHA 3+0+0+2
-----------------------------
K (Arcana)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Dungeoneering)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Engineering)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Geography)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (History)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Local)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Nature)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Nobility)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Planes)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
K (Religion)† +1 = INT 0+0+0+1 (Bardic Knowledge)
-----------------------------
Linguistics† +0 = INT 0+0+0
-----------------------------
Perception† +4 = WIS 0+1+3
-----------------------------
Perform† +7 = CHA 3+1+3
-----------------------------
Profession†(scribe)+1 = WIS 1+0+0
-----------------------------
Ride† +2 = DEX 2+0+0
-----------------------------
Sense Motive† +1 = WIS 1+0+0
-----------------------------
Sleight of Hand* +1 = DEX 1+0+0
-----------------------------
Spellcraft† +0 = INT 0+0+0
-----------------------------
Stealth* +1 = DEX 1+0+0
-----------------------------
Survival†(trait) +5 = WIS 0+1+3+1
-----------------------------
Swim†* +2 = STR 2+0+0
-----------------------------
Use Magic Device† +3 = CHA 3+0+0
-----------------------------

*ACP applies to these skills
† Class Skills
Non-Standard Skill Bonuses

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Outcast: Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

Languages Common, Varisian

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Improved Counterspell: At 1st level, the spell warrior receives Improved Counterspell as a bonus feat. This ability replaces scribe scroll.

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.

When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
Weapon Song (Su): A spell warrior gains the following raging song, allowing him to grant enhancement bonuses and special powers to his ally's weapons.

Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 for one weapon, +4 for two weapons, +3 for three weapons, or +2 for four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if she were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding any of these special abilities consumes an amount of bonus equal to the special ability's base price modifier. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, and duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Spells:

------------------------------
Spells Known
------------------------------

0th (at will) DC 13
Light: Object shines like a torch.
Detect Magic: Detects spells and magic items within 60 ft.
Know Direction: You discern north.
Message: Whisper conversation at distance.

1st (2/day) DC 14
Ear Piercing Scream
Grease

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Money
Gold: 7 Silver: 9 Copper:

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 153-230 lb.
Equipment [Total Weight = 76 lbs]

Lamellar(Leather) Armour [25 lbs]
Light Wooden Shield [5 lbs]
Longsword[4 lbs]
Morningstar [6lbs]
Dagger [1 lbs]
Sling Bullets x 10 [5] [pouch on right hip]

Backpack [2 lbs]

-mess kit [1 lb]
-waterskin [4lbs]
-flint and steel [0 lbs]
-Bedroll [5 lbs]
-Rope, 50 ft [10 lbs]
-trail rations x 5 [5 lbs]
-Ink [0 lbs]
-Ink Pen [0 lbs]
-Parchment x 46 [0 lbs]

Bandolier [Left Shoulder to right hip]

-Slot 1 taken by dagger
-Slot 2 - Scroll Case [1/2 lb]
--- 2 x Scroll of Grease
--- 2 x Scrool of Ear Piercing Scream
-Slot 3 - Scroll Case [1/2 lb]

Spell Component Pouch [2 lbs] [on left hip]


Her backstory is done. Went more for the horror mystery sort of thing since it's an occult class and we are going to Ustlav. Excited.


Here's my submission, Catrine "Cat" Valeriev. Starting as an (unchained) rogue, and eventually heading into Arcane Trickster through Admixture Evoker, her favored class. (I've included her spellbook ahead of time, even though she won't be able to truly use it until she gets that first Wizard level.) She can, if absolutely necessary, fill the role of the party's sole arcane caster, but will be immensely better off if she doesn't have to. I'd like to hold off on making an alias unless I get in, since there doesn't seem to be a requirement to have one to submit.

Edit: Fixed the HP. Math fail >_<

Background:
Ustalav is well known for being a dangerous place. Foreigners hear stories, but the locals are far more intimately familiar with the hazards, both the human and the inhuman. Catrine, or Cat as she prefers to be called, lost both her parents to a werewolf attack at the age of sixteen. While she survived the incident, she was scarred, physically and mentally, by the experience. The other locals, incorrectly fearing she might have been spared because she had become a werewolf herself, shunned her completely. Suddenly and utterly alone, she had to learn how to fend for herself, or die. She got by as best she could by turning to petty theft. It wasn't something she was proud of doing, but pride didn't put food in her stomach. She learned quickly out of desperation, but made her fair share of mistakes along the way.

Her last mistake, however, would turn out to be a blessing in disguise. After casing what appeared to be an empty house for a few days, she approached in the middle of the night and picked the lock. It was a surprisingly difficult lock, but that only made Cat certain that whatever was inside would be worth her time. She eventually succeeded and crept inside, only to be immediately confronted by the house's resident. That resident, Professor Lorrimor as it turned out, was impressed by her skill and, rather than turn her in, immediately hired her to accompany him as a lockpicker and trapsmith on an upcoming expedition. He offered her more money than she'd ever had, as well as covering her expenses. Cat immediately accepted, immensely grateful for the opportunity and her continued freedom.

Cat proved good at her job, good enough to hire many more times. While she travelled with the professor's groups, however, she came to admire the magical power of some of the others he hired. So many of their talents and spells looked like they'd be of enormous help in her own job, and so she'd spend most of her down time talking with the wizards, trying to gain insight into how they did what they did. At first they were skeptical about her chances of learning, but she proved to be surprisingly adept at understanding the magical theory. So far she's been unable to produce so much as a cantrip, but that hasn't stopped her from procuring a spellbook of her own and practicing on a daily basis. She's close to a breakthrough, though, she can feel it.

Stat Block:

Catrine "Cat" Valeriev
Female Human Rogue (Unchained) 1
N Med Humanoid (Human)
Init +7; Senses perception +4
--------------------------------
Defense
--------------------------------
AC 15, touch 13, flat 12 (+2 armor, +3 dex)
HP 13 (1d8+5)
Fort +2, Ref +5, Will +0
--------------------------------
Offense
--------------------------------
Speed 30'
Melee cold iron dagger +3 (1d4+1 / 19-20)
Ranged cold iron dagger +3 (1d4+1 / 19-20)
Sneak Attack +1d6
--------------------------------
Statistics
--------------------------------
Str 12, Dex 16, Con 14, Int 16, Wis 10, Cha 8
BAB +0; CMB +1; CMD 14
Feats Weapon Finesse, Improved Initiative, Toughness
Languages Common, Draconic, Abyssal, Celestial
Skills Acrobatics +7, Appraise +7, Climb +5, Disable Device +10, Escape Artist +7, Knowledge (Arcana) +4, Knowledge (Local) +7, Perception +4, Sense Motive +4, Sleight of Hand +7, Spellcraft +4, Stealth +7
SQ Trapfinding, Finesse Training
Combat Gear potion of cure light wounds (2), oil of magic weapon, potion of air bubble
Other Gear 4 cold iron daggers, leather armor, mwk thieves' tools, spellbook, spell component pouch, backpack, 31gp
--------------------------------
Traits
--------------------------------
Magical Knack: Wizard (+2 CL, up to HD)
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
--------------------------------
Spellbook
--------------------------------
Level 0 - all except Enchantment and Necromancy
Level 1 - shocking grasp, vanish, alarm, detect secret doors, grease, burning hands

Dark Archive

I'm planning on submitting a dirge bard, taking inspiration from the emo scene. Unfortunately I couldn't find a good avatar to use - nothing with heavy bangs and/or dyed hair with colored highlights to set the visual tone.

What do people normally do in this case?


Going to be submitting this character for your approval.


Here is Searok Ironbeard, a male dwarven Barbarian (Invulnerable Rager 1). I just have to equip him, pick the traits and write his background/description.


Dhampirs allowed DM?


I will apply here as an unchained rogue.


I am currently in a carrion crown game but as replacement, so I missed the first part! I would love to apply my battle wolf riding gnome. I'll change out his trait and money once I know if I'm in :) everything is in the profile.

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