The Dragon's Carrion Crown

Game Master The Dragon

An account of Rosalind Levatainn and Henric Xantian's travels throughout Ustalav.


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The Dragon wrote:
Arachnofiend wrote:

I could have sworn that last bullet point under Character Creation wasn't there when I checked last night... Oh well, sorry about that. Here is a link to Dianne's profile page.

1d54

I should think it was there the whole time. But it was sneaky, meant to make it stand out if people were paying attention.

Your sheet checks out. What happens if the Taldane military decides her leave is up?

My thought was that, when things get thick and she has good reason to stay and fight the encounters, she'll send a letter back to the military filled with flowery language detailing how she has a duty to finish what she has started and that a ranking officer abandoning the people of Ustalav in their time of need would surely be a defamation of Taldor's international prestige. Her lack of commitment to military life isn't a very well kept secret so I'd imagine her commanders would welcome that excuse to get her out of their ranks for a while; she'd really be more useful to them as a corpse that fought valiantly than she would be alive.


Zayne Iwatani wrote:
Sounds interesting and all the better since I have never played it. I have two ideas that could work. Owl and Jacob Romero. Obviously neither are legal since Owl is level 6 and Romero is a single class(thinking cleric gestalt for a magical powerhouse) but the backstories for both need only minor tweeking. Want to see what you think about them first before committing to an overhaul.

Both of those are interesting in their own ways. Jacob has some really neat potential for interactions with the plot, although I can't help but like Owl. I don't know if he's your best shot you at getting into the game, though. If you went cleric with Jacob, what would be your diety, do you think?

@El Ronza; Once again, I'm struck by how much I like the samsaran for backstory and RP quirk purposes.

Calon wrote:

I would like to throw my hat into the ring with Calon, an Elven Transmuter/Ranger. I started this campaign with him before (as a non-gestalt Transmuter) but it ended very early in the first adventure.

1d54

Calon checks out.

Rednal wrote:

That does assume she would be capable of calling something worse - given that Summoners can generally only call stuff below the CR of their enemies, I suspect that wouldn't be the case.

My understanding of the Carrion Crown AP is that a lot of horror is involved, but it does feature people who stand up to those terrors - going out to fight them instead of cowering under the bed, as it were. I built accordingly, trying to figure out what sort of personality might be necessary for a person doing that in Ustalav. XD

Spoiler omitted

Overall, it looks good. However, 3pp stuff that didn't come from dsp needs approval; and the realms beyond bloodline will not be approved as it stands. My concern is with the alien prescence ability; I can dig the fluff, manydimensional entity projected down into a threedimensional space and all that jazz, but permanent, undispellable concealment that creatures with special senses can't see through(the text isn't clear as to whether it'd foil True Seeing, but it might, depending on the exact language of that spell) have implications that I'd rather not deal with.

As an aside, I'm confused as to how you have 21 cha. Where's the +2 that I'm missing coming from?


Samsarans are a great race, and this character (as a straight investigator) is one of my favourites. I'll try to get him done when I'm home from work and get a RP post up!


Alien Presence? It's a spell-like power, so presumably, anything that negates spell-based concealment would still be effective - that specifically does include True Seeing. I'd be happy to cross out the concealment if it bothers you and have the dodge bonus as the only power there.

The bonus to CHA came from Blood of Angels book - specifically, the list of alternate Aasimar abilities. I swapped the spell-like power (Daylight) for +2 CHA and eating sunlight (that last one's mostly flavor in any campaign that doesn't worry about tracking food, and I thought it would be interesting for the fluff).


I believe the variant Aasimar abilities are very much an "ask a GM" sort of thing (the Tiefling equivalent requires a feat), but I'm more curious about how an Aasimar was born with a horrifying eldritch bloodline—I'm guessing there's a real fun genealogy tree in there somewhere.

Are there any Tian Xia APs? Because as interesting as Samsarans are, I'm not quite sure how I'd play one so far from home.


Jade Regent takes place in Tian Xia, but it actually starts in Sandpoint so you don't have any more reason to begin with an eastern-flavored character than any other AP.

I think Samsarans can fit fine into a regular AP though, especially since reincarnation isn't as foreign a concept to the Inner Sea as it was to Late Medieval/Early Renaissance Europe.


In this case, the celestial ancestor of her line was part of a group that regularly fought in the Maelstrom, and some of that chaos stayed with them when they went home. That chaos entered into the bloodline of Valissa's ancestors, and has been present the whole time, but it was masked by the stronger divine blood... which has finally flowed thin enough to allow the eldritch power to show itself.

...

That's what I'm going with right now, anyway. XD


In 3.5 it was Boccob, god of magic, arcane knowledge and balance. He truly fit so well. The Pathfinder counterpart is most likely Nethys. I am leaning towards him too. He would most likely be a Bonelord Archtype cleric and Necromancy specialist. Would you mind if he was also a weak but sentient undead or fluffed as one. I don't mean a lich but the original idea was that he makes a mistake in his first experiment in necromancy. It backfires and he ends up slowly losing all his flesh and organs until he is nothing but bone. He somehow retains his mind and full control but is now forced to hide his mistake and pretend to be alive. He goes so far as to pretend to eat and fake suffocation and pain. If not I can leave him human.


The Agent of the Grave prestige class gives you a great way to stat out slowly turning undead, either way.


It is actually something he is trying to reverse. He never intended to be dead. He likes being alive. Being able to feel, smell, and taste. He believes that part of the reason necromancers become evil is that they loose sight of what its like to be alive and no longer appreciate it. He doesn't want to become like that.


Starting gold: 5d6 ⇒ (6, 6, 5, 6, 4) = 27 x10 = 270 gp.

Yep. I can work with that.


Hoooooooo boy. I've yet to pick a feat (not sure where I want to take him combat-wise - first time around, he had Improved Initiative!) and gear, but here's Henric!

Statblock:

Henric Xantrian
Male samsaran investigator 1 / Slayer 1 / Gestalt 1
LN Medium humanoid (samsaran)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed (+2 armor, +3 dexterity)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2; +2 vs. death effects, negative energy effects, negative levels
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+3/18-20) or
. . sword cane +3 (1d6+2/x2)
Ranged shortbow +4 (1d6/x3)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day - comprehend languages, deathwatch, stabilize
Investigator Spells Prepared (CL 1st; Concentration +5)
. . 1st - disguise self, polypurpose panacea
Special Attacks studied target +1[/b]
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 13, Int 18, Wis 10, Cha 14
Base Atk +1[/b]; CMB +3; CMD 16
Feats
Traits anatomist, inspired by greatness (disguise self)
SKills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +7 (+8 to disable traps), Disguise +8, Heal +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +8, Perception +6 (+7 to find traps), Stealth +7, Survival +4 (+5 to follow tracks)
Languages Ancient Osiriani, Celestial, Common, Draconic, Infernal, Samsaran, Varisian
SQ alchemy, inspiration, lifebound, shards of the past (Disguise, Perception), track +1, trapfinding +1
Other Gear
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Anatomist +1 to confirm critical hits.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
[b]Inspired by Greatness (disguise self)
Chosen spell funtions at +1 caster level.
Lifebound (Ex) +1 to save vs death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Studied Target (Ex) Study target as move action, gain +1 to Bluff, Knowledge, Perception, Sense Motive, Survival, attack & damage rolls against it. DCs of Slayer abilities against it increase by 1.
Track +1 Gain a bonus on Survival checks to follow tracks.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

'Ten-minute' background:

Five background and concept elements important to Henric
1) As a samsaran, Henric has lived countless lives - his earliest memories are of what he surmises to be Earthfall - but over the milennia, the lines have become blurred. Memories and personalities push against one another, fighting for headspace, and a sussurus of whispers roils below his surface thoughts. He manages to keep this strange affliction under control, but in times of pressure, stress, or emotional surges, a previous version of him can rise. Combat and sexual acts seem to bring these bouts on most frequently, and Henric tries to avoid both.
2) A long lifespan has allowed Henric to spend several decades studying at Lepidstadt University, claiming his constant youth is from elven blood. His studies have spanned anatomy, history, linguistics, theology, and alchemy, and he is in the process of writing his thesis on the latter. His Lepidstadt scar crosses over his lips, just below his right nostril, but more readily apparent, his study has left him with an aloof, scholarly demeanor, verbose tendencies, and a low tolerance for stupidity.
3) One of his most dominant previous personalities is cruel. He realized this when he began studying anatomy and hearing whispers in his head of how someone "screamed so sweetly when I made that Y-incision", or "went into shock when I forced the phalanges apart". The whispers tend to be accompanied by visions, images of viscera, of heads lolling back with cut throats, of an eyeball being squeezed in a fist, of countless other ghastly sights. He has no clear memories of this life, and no desire to regain them - the creulties he may have committed are something he wishes to stay buried.
4) While disinterested in carnal acts - due to the unfortunate effect they have of causing a confusion of self, and as he learned the hard way, most women don't like it when the man in their bed begins speaking in tongues or confusing them with a rival attempting to assassinate him to gain power in the Taldan court - Henric does enjoy intelligent, well-mannered company, and would not be adverse to romance. However, he'd have to trust someone first, and that isn't something he does readily.
5) Henric dresses in a polished, refined fashion. He wears pressed trousers, buttoned shirts with waistcoats and silk cravats, sleeve garters, a frock coat, and an overcoat with several pockets. The pockets of his outer garment tend to clink with vials and small boxes, as he takes samples of various things - interesting molds and fungi, blood and ichor from various creatures, acidic excretions, even soil. He takes notes of everything in a meticulous, neat hand, switching between several languages to make decoding harder, as everything is potential material for his thesis.

Two goals that are important to Henric
1) Henric wants to know why his lives are blurring into one. Has he nearly found enlightenment? Or is his cycle of reincarnation coming to an end for some other, more sinister purpose? It it even coming to an end at all? He has questions, but no answers.
2) If he ever does find out what this cruel version of him wrought on the world, he has vowed to go to great lengths to set his previous actions right, if any appropriate course of action remains for him to take.

Two secrets about Henric, one he knows and one he is not yet aware of
1) Henric keeps his unusual heritage hidden as best he can. He mixes pigments which, when applied to his skin, allow him to pass for Varisian at first glance and under casual scrutiny, and has crafted a small stock of crystal lenses that sit over his eyeballs, giving the appearance of an iris and pupil. While there is nothing inherently sinister about his race, he knows how superstitious the people of Ustalav can be.
2) One of the tomes he studied at Lepidstadt didn't belong to the library, but to someone - or something - else. Though he's unaware of this, the book planted something in his mind, like a seed that will grow only when you don't watch it. This influence has been germinating for some twenty years now, slowly reaching maturity - something external. Something alien.

Four people that are tied to Henric - three are friends, and one is an enemy
1) Henric keeps in correspondance with his colleagues at Lepidstadt, particularly with Professor Munin, who shares his interest in the evolution of language throughout history.
2) Professor Lorrimor exchanged several letters with Henric, showing great interest in his affliction and alchemical abilities. Indeed, he was one of the few people to know what Henric is.
3) Twenty years ago, Henric saved the life of a small girl - Alisia la'Krinala - using his quick thinking and medical knowledge, as well as a good bit of luck. Now, Alisia is grown, and hasn't forgotten his actions - or his appearance. And indeed, he hasn't aged a day...
4) Gilderoy Marshall was the student who gave Henric his Lepidstadt scar, and swears to this day that what he saw was no imagining - that his blood was clear as morning dew. He's recounted the tale more than once when deep in his cups, trying to find out what Henric really is... and alerting several more knowledgeable people as to the presence of a samsaran near Lepidstadt.

Four memories, mannerisms, or quirks Henric posssesses
1) When meeting someone for the first ime - provided he doesn't confuse them with someone he knew hundreds of years ago - Henric immediately begins to study them. Even as he shakes the hand of a new acquaintance, he's watching their movements, scrutinizing their idiosyncracies, the patterns of their accent, their gait, the way they rub their forehead or roll their shoulders. He never stops studying - it also serves as a minor distraction from the voices and whispers.
2) Henric is ambidextrous, but favours his hands for different things - the left for fencing, as it helps to throw off his opponent; the right for writing and measuring.
3) He attempts to avoid touching his own skin as much as possible - while clothing helps, he sometimes has to make a concerted efeort to not touch his own face, which tends to slowly remove his pigments. This is particularly irritating when combined with his habit of rubbing his right cheekbone when deep in thought. Around people who know his secret, however, he is far more relaxed, readily rubbing his hands together, touching his face, or even taking off his jacket and rolling up his sleeves, showing the brown pigments fading to smooth, pale blue.
4) His last action before sleep every night is to drink one of his extracts - polypurpose panacea. It's the only way he can ignore the voices long enough to sleep.

Henric's previous profile can be found here, which has more background, appearance, and personality stuff. I'll get around to reconciling everything eventually.

So, GM... what do you think of this polished version? Questions? Criticisms? Suggestions?

It's now half past midnight, so in-character discussion post can wait 'til morning. >.>


Just and FYI the tiefling abilities don't require fiendish heritage as Paizo said when Blood of Angels came out that for all Purposes Fiendish Heritage no longer exist as a feat. You can search and find this.

I was playing this solo with a GM with a Gestalt Synth Summoner / Paladin. Only make it to the courtyard of the prison before the GM stopped posting. Let me see if I can throw something together.


I haven't been able to whip up a Life Oracle/Paladin anywhere near as deep and interesting-to-me as Rosalind has turned out, but at the same time Bloodrager has interested me far, far less than I hoped it would. At this point I'm torn between just sucking it up and going Oracle/Sorceror but taking a feat to have weapon proficiency in something, or going Paladin even if it doesn't entirely feel right. At least partially due to the fact I can't see Rosalind as Lawful Good at bloody all.

Edit: The Heirloom Weapon trait allows me to theoretically take proficiency with the specific version of a single weapon, I think I might do that.


Nidoran Duran wrote:
The Heirloom Weapon trait allows me to theoretically take proficiency with the specific version of a single weapon, I think I might do that.

Heirloom Weapon gives you proficiency in your starting weapon, but not in any upgrades (so if you Heirloom Weapon a Falchion and then upgrade to a +1 Falchion you wouldn't be proficient in it anymore). The longspear is plenty solid for a weapon of choice, and you can spend a feat to upgrade to a fauchard later if you wish.


Wait, upgrading the current, same weapon will ruin the proficiency? Well crap, forget that then. I'm back to the drawing board.


Heirloom Weapon:

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: When you select this trait, choose one of the following benefits:
•proficiency with that specific weapon
•a +1 trait bonus on attacks of opportunity with that specific weapon
•a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Note: You pay the standard gp cost for the weapon.

Looks to me like the weapon is upgradable but you would have to use the spell Masterwork Transformation. And if you loose it you loose the proficiency.


Its a work in progress but I made some background changes to incorporate the story a bit. This is Zayne


This sound like a really fun game. Would you be willing to ignore the alignment requirement for bards to allow an bard/paladin combo?

Choir boys with swords.


Wealth Roll: 5d4 ⇒ (3, 2, 2, 3, 3) = 13 130gp

Sir Gavin, Called "The Lion"
Male Angel Blooded Aasimar
Cleric 1, Aegis 1
Deity: Saranrae
LG Medium Outsider (Native)
Init +3;
Trait: Inspired by Greatness, Adopted(Dwarven)=Zest for Battle

--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18
(+8armor)
hp 10
Fort +5, Ref +1, Will +5

FCB: +1/2 Damage when channeling Positive Energy to Harm Undead
--------------------
Offense 30ft, 20ft in armor
--------------------

Great Sword +5(+6) 3d6+9(+11) 19-20x2

--------------------
Statistics
--------------------
Str 18, Dex 13, Con 17, Int 8, Wis 17, Cha 16
Base Atk +1; CMB +5; CMD 16

Feats:
Desperate Battler

--------------------
Astral Suit of Choice:
--------------------
Astral Juggernaut:
-Master Work Half Plate
Custimizations: 3pts.
-Hardy, Fortification: Both Free
-Powerfull Build 2pt
-Psionic Weapons 1pt

--------------------
Skills 3pts.
--------------------
Diplomacy +7 (1rank,3cha,3class)
K. Religion +3 (1rank,-1int,3class)
Spellcraft +3 (1rank,-int,3class)

--------------------
Special Abilities
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Alter Self 1/day
Channel Energy 6/day 1d6

--------------------
Racial Traits
--------------------
+2str,+2cha

•Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

•Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

-------------------
Domains:
-------------------
Fire: Firey Bolt 6/day 1d6+1

Sun: Add Cleric Level to positive energy channel to Harm undead. Undead can't add turn resistance to saves.

-------------------
Gear 10gp Remaining
-------------------
Oversized GreatSword 100gp
Pathfinder kit 12gp
Rope 100ft 2gp
Crowbar 2gp
Waterskin 1gp
Rations 6days 3gp

------------------
Spells
------------------
0: Detect Magic, Create Water, Guidance
1st: Burning Hands(D), Shield of Faith, Divine Favor

Backstory:

Gavin was born in the town of Tamrivena. His celestial heritage showed at birth. His parents were simple farmers and thought this to be a bad omen. For this the boy was left in the wilds assumed to be lost. Fate steped in and young Gavin was spoted by a dwarf down from the mountain to do some fishing. The dwarf took the boy back to his family and raised the boy. As time passed Gavin proved to be strong and blessed. He had a rare ability that could manifest forms over his body as hard as steal. His dwarven family was a bit fascinated and scared of such an ability. They told him of their ways and of the great god of creation Torag. Gavin became quite interested in faith and what that meant. So once able he set out on his own. He found the teachings of Sarenrae were best fitted for him. Since he has dedicated his life to helping the people of the region. Undead are known in these parts and the common folk have little to defend against such beast. Gavin roams and answers the calls of where he can help. He once had the honor to save an old schoolar traveling between Ravengro and Bladswell. This man was Professor Petros Lorrimor. He was impressed with young Gavin's bravory and ability. He said he would never forget the boy and it appears he has not. As Gavin has received a letter asking him to come to Ravengro for a reading of the Professor's will.

Hope you like, will make and alias if chosen. Thanks for the consideration and for running a game.


Posting intrest as either a Master Summoner//Necromancy Cleric or Juju oracle. I'm not ENTIRELY sure which. Either that, or recycle Isaac, but I'm not too certain about that.

Silver Crusade RPG Superstar 2014 Top 16

Jedoric wrote:

This sound like a really fun game. Would you be willing to ignore the alignment requirement for bards to allow an bard/paladin combo?

Choir boys with swords.

Bards in Pathfinder have no alignment requirement.


Here is the background and crunch for Gravedigger John.

He's a human Slayer(grave warden) + Inquisitor of Pharasma who served Professor Lorrimor as a bodyguard some time ago.

Crunch:

Gravedigger John
Human (taldan) slayer (grave warden) 1 / inquisitor of Pharasma 1
N Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee

Dagger +5 (1d4+4/19-20)
Scythe +5 (2d4+6/x4)

Dagger(power attack) +4 (1d4+6/19-20)
Scythe(power attack) +4 (2d4+9/x4)

Special Attacks
studied target +1 (1st, move action)
judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—disrupt undead (+wis mod to dam)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—detect magic, light, read magic, stabilize
. . Domain Final rest inquisition

--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 14, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Power Attack, Quick Draw
Skills Acrobatics -2 (-6 to jump), Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (nature) +3, Knowledge (religion) +3, Perception +7, Profession (gardener) +7, Sense Motive +7, Spellcraft +3, Stealth +2
Languages Common, Dwarven, Elven
SQ track +1
Combat Gear holy water (3)
Other Gear wide brimmed hat, heavy leather coat, heavy boots, bandoleer for potions/holy water across his chest.
breastplate, 2 daggers, scythe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, iron holy symbol of Pharasma, mess kit, pot, shovel, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 58 gp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Inquisitor Domain (Final Rest Inquisition) Deities: Iomedae, Pharasma, Sarenrae

Granted Powers: The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.

Traits:
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.

Fate’s Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Background:

”They killed Maybelle….”
-Gravedigger John

John comes from a family of morticians and grave diggers who have tended the dead in Chastel for several generations.
Seven years ago, when John was a boy of 14, the mortuary / family home was attacked in the dark of the night by a pack of ghouls attracted by the scent of fresh corpses.

The undead rampaged through the house, killing John’s father, mother, and two sisters. Not even the family dog Maybelle was spared from the hungry dead’s feasting.

John heard the screaming from the front room while he was in the family kitchen. He hid himself in a mostly empty water barrel before any of the ghouls entered the kitchen.

An hour after the attack began, a number of servants of Pharasma arrived at the home. They had tracked the ghoul’s passage from a hidden cave in the woods with the intention of putting the foul beasts down before they could do any harm in the town. Led by a priestess named Sister Mathys, the party of warriors and priests slew the ghouls with fire, sword, and holy power. Unfortunately, they were too late to save the rest of John’s family.

They found John shivering in his hiding place and took him back to the temple of Pharasma. They aimed to both heal him of any hurts and make sure that he had not been tainted with the sickness that the ghouls carry. They planned on quietly putting him down before he turned if they had to.

”We all end up in the same place … that’s what da’ used to say.”
-Gravedigger John

With no remaining family and without the means to support himself, John was taken in by the temple and made a ward of Sister Mathys. He proved useful for the church’s day-to-day activities because he lacked any squeamishness about handling or preparing dead bodies.

Wishing to do more to avenge the death of his family, John entreated on the temples martial clerics to train him in their methods of dealing with the restless dead. He proved to be an apt pupil, and his studies with weapons marked him as an exceptional young warrior. Sister Mathys did not let him focus entirely on martial studies and forced him to undergo religious studies as well. John studied well and developed a unique mix of the two paths that marked him as being chosen for some higher purpose.

“All who live must face her judgement”
-Pharasman Proverb

As part of his broader education on the outside world, two years ago John was sent to act as a porter, guide, and bodyguard for the esteemed Professor Lorrimor on one of his trips. The quirky old teacher took an interest in drawing John out of his shell and spent time with him talking about various subjects around the campfires at night. The Professor was visiting a number of small town graveyards across the countryside, reading tombstones and recording information as he worked on a genealogy project of some sort.

In a country gravesite near Ardis, while the rest of the group tended horses and set up camp, the Professor wandered off on his own. Noticing the old man was missing, John gathered up his scythe and hurried to find him. John found the old man cornered by a pair of ghouls between two old mausoleums near the back of the graveyard.
Striking from surprise, John cut down one of the ghouls from behind before either of them knew he had happened upon them. He quickly pulled the Professor behind him, putting himself between the old man and the undead creature.

The monster hissed in anger at seeing it’s fellow slain and readied itself to pounce on the young man. Likewise, John tensed as he crouched. His scythe was held low, cocked back and to the right, ready to strike when the ghoul made its move.

It was over in a moment. The ghoul launched itself at him and he swung his scythe at the same instant. The curved blade slashed across the ghoul’s belly, spilling entrails across the ground, before the creature’s claws could reach him.

“Not this year, Not yet.”
-Pharasman Proverb

The old man was effusive in his gratitude, offering up a bonus to John for saving his life and claiming that he would remember John in the future. John took the offered money and used it to buy a black enameled steel breastplate that would further protect him from the creatures of the night. For the rest, he figured that the Professor’s words were just that, words, and nothing more.

At least that’s what he figured until a fortnight ago when the letter arrived, informing him of the old man’s passing and that he had been named in his will.

John arranged leave from his duties at the temple in Chastel and set off to make the journey to Ravengo.

He now cuts a stark image striding down the road. He wears a wide brimmed hat and a long leather coat over simple clothes. His iron holy symbol of Pharasma is worn slung on a chain around his neck. He bears his scythe in his right hand, using it as a somewhat awkward walking stick. A pack of supplies and a bedroll hang on his back, and slung crosswise across the top of his pack is a shovel .
Passersby shy away from this grim-faced young man who so purposefully makes his way towards whatever destiny awaits him in Ravengo.

Mysterious Roll: 1d54 ⇒ 40


Gravedigger John's two secrets

Secrets:
(1) John thinks that he could have saved his younger sister from the ghouls when they attacked his house, but he was too frightened to act. He's never told anyone.
(2) He doesn't know that the ghouls were sent to his home to kill him specifically because of some destiny. The clergy of Pharasma suspect this, but have never told him.


Jedoric wrote:

This sound like a really fun game. Would you be willing to ignore the alignment requirement for bards to allow an bard/paladin combo?

Choir boys with swords.

Yes. Although I believe the bard alignment requirement was not ported from 3.5e. I might be wrong.

Nidoran Duran wrote:
Wait, upgrading the current, same weapon will ruin the proficiency? Well crap, forget that then. I'm back to the drawing board.

New house rule! The trait allows for proficiency with all weapons of the same type. It can't be used to pick up the traditional exotic weapons "worth" a feat. I.e. falcata and friends. Whip, kama or somesuch would be fine.

If exotic weapon proficiency is a feat, then proficiency with a single martial weapon can be a trait. Of course, I never understood why martial weapon proficiency was a feat for each weapon.

Rednal wrote:

Alien Presence? It's a spell-like power, so presumably, anything that negates spell-based concealment would still be effective - that specifically does include True Seeing. I'd be happy to cross out the concealment if it bothers you and have the dodge bonus as the only power there.

The bonus to CHA came from Blood of Angels book - specifically, the list of alternate Aasimar abilities. I swapped the spell-like power (Daylight) for +2 CHA and eating sunlight (that last one's mostly flavor in any campaign that doesn't worry about tracking food, and I thought it would be interesting for the fluff).

Ahh yes, it says it's an SLA. That's a somewhat strange way to go about it, most of the time the ability types aren't denoted, and they certainly are. Remove the concealment part of the ability, and it should be fine.

I'll just go ahead and say that switching your SLA for any of the statboosting options in the d100 table is not allowed, nor is the option that gives you a flight speed.

Ashe wrote:
*snip*

Sir Gavin looks good overall. What happened to your racial SLA?

Zayne wrote:
In 3.5 it was Boccob, god of magic, arcane knowledge and balance. He truly fit so well. The Pathfinder counterpart is most likely Nethys. I am leaning towards him too. He would most likely be a Bonelord Archtype cleric and Necromancy specialist. Would you mind if he was also a weak but sentient undead or fluffed as one. I don't mean a lich but the original idea was that he makes a mistake in his first experiment in necromancy. It backfires and he ends up slowly losing all his flesh and organs until he is nothing but bone. He somehow retains his mind and full control but is now forced to hide his mistake and pretend to be alive. He goes so far as to pretend to eat and fake suffocation and pain. If not I can leave him human.

Ah yes, I was thinking Nethys as well.

I'd prefer that he not be undead.

El Ronza wrote:

Hoooooooo boy. I've yet to pick a feat (not sure where I want to take him combat-wise - first time around, he had Improved Initiative!) and gear, but here's Henric!

[/b]Spoilers Omitted[/b]

Henric's previous profile can be found here, which has more background, appearance, and personality stuff. I'll get around to reconciling everything eventually.

So, GM... what do you think of this polished version? Questions? Criticisms? Suggestions?

It's now half past midnight, so in-character discussion post can wait 'til morning. >.>

I like it. Personally I'd go for two-weapon fighting or archery, although if you go for TWF, I'd probably wait untill next level, where you can pick up a ranger combat style.


Oh, wow, okay awesome that's great news. I'll whip up Rosalind once I'm finished cooking supper, then. I'm thinking maybe a scythe for some kind of overthought reaper imagery but I'll kick things around first and see. Depends largely on which point buy spread I go and where I put it all.


No problem! Here's the updated crunch - I swapped the CHA bonus for Understand Writing, which felt thematically appropriate. The other power isn't 'till Level 9, so it's not on here at all.

Spoiler:
Valissa
Female azata-blooded aasimar (musetouched) sorcerer (wordcaster) 1/summoner (master summoner) 1/gestalt 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 11, touch 10, flat-footed 11 (+1 armor)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +4; +2 circumstance vs. blinded or dazzled, +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks alien abscess, bleed
Summoner Spell-Like Abilities (CL 1st; concentration +5)
. . 14/day—summoning mastery
Sorcerer (Wordcaster) Words Known (CL 1st; concentration +5)
. . 1st (4/day)—friendship (DC 17), lock ward (DC 15), quiet
. . 0 (at will)—boost, decipher, distant, flame jet (DC 14), lengthy
Summoner (Master Summoner) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—grease, unseen servant
. . 0 (at will)—conjurer's toolbelt, detect magic, message, open/close (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 14, Int 16, Wis 15, Cha 19
Base Atk +0; CMB +1; CMD 11
Feats Eschew Materials, Meta Word Mastery
Traits birthmark, chance savior
Skills Diplomacy +7, Intimidate +8 (+10 circumstance vs. evil creatures), Knowledge (dungeoneering) +7, Knowledge (nature) +7, Knowledge (religion) +7, Linguistics +7; Racial Modifiers +2 Diplomacy
Languages Aklo, Celestial, Common, Draconic, Elven, Sylvan
SQ bloodline arcana: realms beyond, exalted resistance, halo, meta word limit
Other Gear silken ceremonial armor, backpack, bedroll, waterskin, 36 gp, 9 sp
--------------------
Special Abilities
--------------------
Alien Abscess (Sp) Touch inflicts 1 point of bleed damage per round.
Birthmark +2 save vs. charm & compulsion
Bleed (Ex) Attack causes additional damage at the beginning of the target's turn.
Bloodline Arcana: Realms Beyond (Ex) Charm and illusion spells have DC +2
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 y
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exalted Resistance (6) You have spell resistance 6 vs evil spells, or any spell cast by evil outsiders.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Realms Beyond Charm and illusion spells have DC +2
Sorcerer Meta Word Limit (4/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Summoning Mastery I (14/day) (Sp) You can summon monsters as a spell like ability, maintaining 1 even when Eidolon is summoned.
Understand Writing Understand anything written as if using comprehend languages.


Fiiiiiiiiine. Spoil sport.


Understand Writing?! *eyes Valissa warily and hides thesis* :P

Also, is there an easy way to make gestalt characters in Hero Lab? I typed mine all out by hand, which was a damn pain, let me tell you.

No qualms about using this alias, as he's already got a couple hundred posts from his last campaign.

And GM, I think two-weapon fighting sounds neat - most likely rapier and dagger, or longsword and dagger. Play up the Lepidstadt fencing part. =)

Now for some in-character posting...


Henric Xantrian wrote:

Understand Writing?! *eyes Valissa warily and hides thesis* :P

Also, is there an easy way to make gestalt characters in Hero Lab? I typed mine all out by hand, which was a damn pain, let me tell you.

No qualms about using this alias, as he's already got a couple hundred posts from his last campaign.

And GM, I think two-weapon fighting sounds neat - most likely rapier and dagger, or longsword and dagger. Play up the Lepidstadt fencing part. =)

Now for some in-character posting...

They're also big on pistols in Lepidstadt.

At any rate, I don't use HeroLab, but I've heard people say that you have to add it like a seperate class. Apparently by hand as well, much to said people's annoyance.

Fun fact; for my home campaign, I renamed the city Leipstadt. I suspect that there was a significance to the name that I mangled, but it seems to sound better to me. We'll go with the official Golarion version here, I think.


There is - download ShadowChemosh's Gestalt builder from the updates tab if you have it configured correctly. XD The math all seems to check out, and it's about as easy as you could possibly want.


So far I've seen notices of completion from the following people;

thunderbeard with Victorianna Whitecap, Gomish Oracle//Investigator
Arachnofiend with Dianne Lizbet, Human Magus//Investigator
Highonholywater with Burns, Ratfolk Ranger//Alchemist
Arnourtrou with Calon Nilmalad, Elven Wizard//Ranger
JoshB with Gravedigger John, Human Slayer//Inquisitor

The following people have expressed interest, and are in various stages of character creation(in chronological order of interest);
Cartmanbeck
LessPopMoreFizz
Lord Foul II
El Ronza
Nidoran Duran
Meeko
Rigor Rictus
Havoc Prince
Rednal
Mackenzie Kavanaugh
Zayne Iwatani
Ashe
Jedoric
Vagabonds

I'll post in the discussion as soon as I work out the post. Feel free to interact with each other as well as the NPCs, you know?


I believe I am done. Happy with how he turned out.


I have Crunch and I have Fluff - I heard Paizo is having trouble allowing Aliases to be created, but aside from that and the Harrowing roll, I think I'm done?

...

Unless I missed something else, anyway. XD;


Harrow roll: 1d54 ⇒ 45

And with that, Henric should be done. =) If I've missed anything, GM, please let me know!


@Henric: Two-Weapon Fighting is great for Slayers, because you're doubling your Studied Target and Sneak Attack damage. It also lets you take the amazing Improved Two-Weapon Feint feat.

My personal favorite weapon combo is Longsword/Shortsword, as it just feels a lot more menacing than Rapier Dagger. (Or Dueling Sword, if you want to take the incredibly powerful Dueling Cloak Adept trait).

I've also heard the easiest way to make gestalts in Herolab is to make two separate characters, then cut and paste relevant sections from each.


Also a Harrow Roll: 1d54 ⇒ 27

I hope its a dragon.


Well, I've taken weapon finesse as a feat, and I hope I don't end up regretting that. I'll use my 2nd-level Slayer talent to pick up TWF as a ranger combat style. It's a fun style, but feat-intensive. :/

I could probably swap my ability scores around a little. Slayer gives me access to medium armour, which is better than the investigator's light restriction. Longsword/shortsword doesn't exactly scream "elegant duelist", but could work better in the long run. I've grabbed a sword cane pistol for s~@#s and giggles as a ranged weapon, might get a better firearm when I have the funds.

As for dueling sword, I think the Aldori style is a bit too far geographically, but that is an amazing trait!

Managed to get a gestalt thing going in HL, thanks to Rednal's suggestion; new statblock in profile.


The Dragon wrote:

The following people have expressed interest, and are in various stages of character creation(in chronological order of interest);

Cartmanbeck
LessPopMoreFizz
Lord Foul II
El Ronza
Nidoran Duran
Meeko
Rigor Rictus
Havoc Prince
Rednal
Mackenzie Kavanaugh
Zayne Iwatani
Ashe
Jedoric
Vagabonds

I've been trying to put together a Varisian Arcanist/Investigator loosely based on 'female Sherlock Holmes + magic', but it's just not coalescing properly, so I'm thinking I'll withdraw and run a recruitment for a Kingmaker AP as my third active campaign rather than playing in this.


Hmm, Aldor is right across the Stolen Lands from Ustalav, but of course backstory is a good way to pick traits. And finesse is usually better if it gets you more than an extra +1 to hit; you could start off with TWF and grab Double Slice as your level 2 style feat if that's how you preferred to roll. (Sorry, I apparently have way too many cents to offer)

@Jacob: Oh, just got "Jacob Romero." Nice.


Offer all the cents! The ranger's ability to ignore prerequisites for style feats has me wondering if I should swap my strength and dex scores and go for strength-based TWF, since I won't need to keep boosting my dexterity.

And yeah, this character is very much role-play focused, and his traits reflect that. As one has to be a campaign trait, I've chosen anatomist because it seems to fit with his... Passenger.


Eh, I'll stop cluttering the thread here, but I'm happy to PM character-building minutiae to anyone interested.


I've built a gestalt character in herolab using the editor.

You essentially have to add all of the class features from one class to another to build a brand new class.

I'm not sure that works at all if you're combining two spellcasting classes.

In the end, it's far simpler to build each character on its own and then cut and paste the relevant sections from the output together.

That's what I did with Gravedigger John


Can't make an alias for her yet, but here is Rosalind's application in its entirety, including the backstory bit from earlier. I decided to drop the Black-Blooded archetype, just because as likely the only healer in the group it seemed better to focus on positive energy instead of needing to keep both up to snuff so that she could hear herself and her ally. I kept the aesthetic qualities and general creepy kooky s~#@ of it that I'd went with though, since I feel like it adds to her horror and the mystery (not be confused with Mystery, although that) of her powers.

Backstory:
Rosalind wasn't sure what began first; the voices, or the 'changes'. They likely came very quickly after one another, but she had pushed much of those memories aside, as it was a dark and confusing time that she had trouble being entirely certain the order of. All she knew was that in her early teens, something wicked manifested inside of her, something twisted and strange. Voices haunted her dreams, dozens if not thousands of writhing voices whispering in a vile tongue that she somehow understood with perfect clarity for someone who'd never spoken a word out of Common. When awake, magical energy surged within her, something inborn that her mage mother could make neither heads nor tails of in its sheer depth; she exhibited affinity for divine magic without a single prayer said. But with it came changes, flashes of intense emotion, temporary physical changes like the blackening of her flesh or coughing up ichor. Her blood had turned black and cold, but ran through her veins all the same.

She always knew she'd been adopted; the barren wizard, Roxanna, who'd given her a home made no secret of not having given birth to the girl, who she considered her own daughter nonetheless. But her changes invoked a fiercer line of questioning, and Rosalind soon learned that she had not been innocently adopted from an orphanage as a baby, but instead handed to the scholarly mage out of fear by a group of clerics who claimed the child was off ill birth and that no church could properly care for her. Roxanna had taken her in, given her a good life and a loving home but also kept a studious eye on her. For all the years she'd watched, all she could gather was that her daughter's heritage was some manner of aberrant, but unlike anything she'd seen before.

To the best of the wizard's ability, she trained her daughter in her inherent magic, fearful of what may happen if word of Rosalind's odd abilities got out. Few of the professors that Roxanna worked with were privy to Rosalind's sensitive situation, chief among them being Roxanna's dear friend Petros Lorrimor. Though he could provide little more information on her strange case than her mother could, he took an interest in it, their regular correspondence often including little notes about specific books that may contain some helpful information. It remained a curious case for the family friend, and as Rosalind grew older she began to correspond with the professor as well, even studying under him when she was of age to pursue a higher education (Campaign Trait: Teacher's Pet).

Roxanna's scholarly interest in her daughter's heritage soon rubbed off on the girl, who focused her study not only on expanding her talents whether it was a wise decision or not, but also in general academia. She didn't wish to remain the subject of others' study for her whole life, and hoped that by beginning down the path of scholarly interests herself, that she could uncover the secrets about her powers, understand herself and where she came from, and what it all meant. Perhaps even find her parents, wherever and whatever they were. There were mysteries to be solved, and she believed that the answer likely lay within the layered whispers that never ceased to haunt her dreams, if only she could tune into a single voice in the gibbering chorus.

When she became of age, Rosalind became an eager student at the University of Lepidstadt, where her mother taught. Her specializations were in magic and religion, hoping that some long-forgotten piece of arcane lore or dead faith may shine light on her heritage where merely studying what aberrations already existed would do her little good; perhaps the beings that called to her were more divine--or profane--than she realized, and that at least some of her magic had been granted by them. While her heritage could never be the subject of a proper paper due to Ustalav's fearful populace, Rosalind and her mother spent much of their time pouring together over any new tomes of forgotten lore they could in search of an answer. Someone had to have written something down, in the thousands of years since the written word's invention.

After a guest lecture in Caliphas, Roxanna sent word to her daughter that she was in possession of a book that she believed would finally have shed light on her secret and that she would return shortly. And she did, but with a blade in her back, body left carelessly in front of the University with all of her possessions on her person--but notably, no book--and no message left. Rosalind took it as a warning, vague and wordless, perhaps not even directed knowingly at a specific individual but left for her conspirator, whomever it was. It was enough to push her from her search, at least while she grieved her dead mother and put her into the ground.

It had only been a few weeks later when the magical letter appeared on her desk, telling her of her favorite professor's death. It was a much softer blow, but not easy for the young woman, already shaken by the death of her only family, to take. Still technically on bereavement leave from the university where she had become a research assistant without a professor to aid, she set out for Ravengro to pay yet another close to her farewell, with the hope that he had not encountered the same potential fate as her mother.

Personality, appearance, goals, etc.:
Rosalind stands tall and slender, a wiry frame that rarely ever seems to take on much fat regardless of her eating habits--something she's chalked up to another peculiarity of her likely-not-entirely-human heritage. Usually, she drapes herself in blacks and purples, covering as much of her body as she can. Her conservative manner of dress comes less from a sense of modesty, and more from a desire to hide as much of her pallid flesh as possible, to hide the black veins that run noticeably along her body, as well as to use dark colours to contrast the occasional 'shift'--the sudden and temporary darkening of a patch of her skin into a deep, dark black.

It's at its worst during combat or times of panic. When she reaches deep into her will to draw her magic, her usually purple eyes go completely black down to the sclera and her skin changes within a matter of seconds to a dark ashen shade. When she speaks in this state, she does so in a twisted, multi-layered chorus of voices, all speaking a slithering Aklo in unison as ichor drips freely from her mouth. It's what marks her in her eyes as some manner of a monster, and knows that however harshly she may judge it, the superstitious people of Ustalav would only think less of it, so she tries her best to avoid casting spells under stressful situations or getting into fights, lest she lose control in front of someone who panics and has her burnt at the stake.

Though a rather sheltered girl who grew up with few friends, she's incredibly charismatic and finds that talking to people comes easily, although it's often kept beneath a layer of acerbic wit, especially in cases of discomfort or panic. Other times, it's a convenient coping mechanism, keeping her firmly in acquaintance with people by seemig just sharp and sarcastic enough to not want to get particular close with, leaving a degree of isolation and distance from people so that her secrets are remain her own. Despite seeming outgoing, she often keeps her cards hidden, revealing little about herself or her desires. Thanks to her upbringing by a scholar and her pursuit of the same path as her mother, she is a very educated and intelligent woman, shrewd and clever, always willing to learn more or to discuss matters.

Above all else, the mystery of Rosalind's origns drive her toward knowledge and discovery. Becoming a proper scholar has only somewhat weathered this obsession, but it's also given renewed focus to her studies, allowed her mind to sharpen and more keenly take information in. So long as her dreams are wracked by the strange whispers and writhing, nightmarish scenes, she will never truly be able to push the need for answers from her mind. The death of her mother has only complicated this, adding a level of urgency and danger to her quest; while it may have been unrelated, there's a chance that somebody out there doesn't want her to know about her origin, and is willing to kill for it. However, it's only steeled her resolve as she's begun to look into that possibility, motivated in part by the desire to avenge her mother's death.

Whatever granted her the magic she is now fully capable of wielding is likealy a horrible source, but that doesn't mean it has to be used for nefarious purposes. Though healed by negative energy and able to wield it, she finds positive energy comes more easily to her, granting the ability to heal and help. If her magic truly is as dark as she fears, then it's all the more reason to hone it and channel it into something productive and helpful toward the greater good, to redeem her blighted powers and walk an ethical line, rather than abuse them for her own gain. In fact, it's of great importance to her that her magic be used to help people whenever the possibility arises. At least, in situations where she isn't in immediate danger and at risk of exposing her true nature.

Her mother left no will or final wishes in her unceremonious and unexpected death, merely a notarized declaration from years ago that her estate automatically bequeathed to her daughter, but a great deal of business left unfinished, leaving Rosalind feeling aimless in regards to what her mother would have wanted on certain matters. This has made her summons to Ravengro even more weighty; even if all he wanted was the girl's presence at his funeral, it was a wish, something to respect, and she feels that whatever the family friend wants in the wake of his death is something to be respected and listened to greatly, giving her some direction and perhaps a strange manner of closure.

At the moment, her closest friend is her pet raven, Tamerlane, who she's taken on as a familiar. Knowing her curse would complicate the situation, she taught the bird Aklo, the foul language she spouts when under duress, hoping that she could avoid some horrible communication disaster by doing so.

Secret she knows: That she is not entirely human, that her magic and the strange biological quirks of her body are of something alien and unknown to mainstream knowledge. Aberrant heritage is likely, but she cannot say for certain. Whatever it is, it haunts her dreams with screaming whispers and the ceaseless, maddening writhing of a thousand tendrils.
Secret she doesn't know: If she could manage to hear a single voice in the chorus of thousands that spoke to her nightly, she would understand that the voices are calling for her.

Crunch:
Rosalind Levitainn- Human Oracle/Sorceror 1
Chaotic Good Medium Humanoid (Human Female)
Init +7; Perception +3
------------------------------------------
DEFENSE
------------------------------------------
AC 13, touch 13, flatfooted 10 (+3 Dex)
HP 11 (1d8 (8) + 2 Con + 1 favored class)
Fort +2, Ref +3, Will +1
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
Scythe +3 (2d4+3, x4, P/S)
Morningstar +2 (1d8+2, x2, B/P)
Oracle Spells Known
1st (4/day) DC 15: Bless, Cure Light Wounds, Weapon Against Evil
0th (infinite) DC 14: Create Water, Light, Read Magic, Purify Food and Drink
Sorcerer Spells Known
1st (4/day) DC 15: Mage Armor, Magic Missile
0th (infinite) DC 14: Dancing Lights, Disrupt Undead, Mage Hand, Prestidigtation
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 15, Dex 16, Con 15, Int 14, Wis 8, Cha 18 (16+2 racial bonus)
Base Attack +0; CMB 2; CMD 15
Feats: Eschew Materials, Improved Initiative, Weapon Focus (Scythe)
Traits: Heirloom Weapon (Scythe), Teacher's Pet
Favoured Class: Oracle (1 HP)
Skills:
Appraise +5 (3 familiar + 2 Int)
Bluff +8 (1 rank + 3 class + 4 Cha)
Diplomacy +8 (1 rank + 3 class + 4 Cha)
Knowledge (Arcana) +6 (1 rank + 3 class + 2 Int)
Knowledge (Planesa) +6 (1 rank + 3 class + 2 Int)
Knowledge (Religion) +8 (1 rank + 3 class + 2 trait + 2 Int)
Perception +3 (1 rank + 3 class - 1 Wis)
Sense Motive +3 (1 rank + 3 class - 1 Wis)
Languages: Common, Aklo, Elven
Equipment: Scythe, Morningstar, Scholar's Outfit, 2x Holy Water, Oracle's Kit (contains backpack, bedroll, belt pouch, 10 candles, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 days of trail rations, waterskin)
Current encumberance: 53 lbs
Money: 20 gp
Carrying capacity: 58, 59-116, 117-175
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Sorcerer Abilities-
Arcane Bond: Familiar.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Eschew Materials: Gain Eschew Materials as a free bonus feat.
-Oracle Abilities-
Curse: Tongues (Aklo)
Mystery: Dark Tapestry
-Touch of the Void: As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Familiar:
Raven CR 1/6
XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +1, Ref +4, Will +2

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6

SPECIAL ABILITIES
Familiar: The master of a raven familiar gains a +3 bonus on Appraise checks.
Improved Evasion : When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link : The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Language: Tamerlane can speak Aklo.

1d54 ⇒ 4


@JoshB: Oooooor you could just install the Gestalt builder and do it the easy way. XD The editor is no longer necessary, nor are copying and pasting... unless you're building a character with more than two classes gestalted, anyway.


Alright lets finish up. Reposting Gavin to keep everything in one post. Paizo won't let me make a new alias at the moment so as stated will make one if selected assuming they fix the boards :)

SLA was in the stat block it's Alter Self 1/day

Secret Known:
There is something sinister inside of Gavin. He thinks along the lines of a sociopath. The feeling he gets from destroying undead is all that keeps him from burning the world in cleansing fire in the name of Sarenrae.

Secret Unknown:
Gavin was taken from his family because of his heritage. He was studied and his blood used in dark rituals. These left him a little off kilter and unstable. He wasn't abandoned but left on purpose to be watched over and studied. His captor has yet to reveal himself and to what purpose he still has for Gavin.

Harrow Roll: 1d54 ⇒ 5

Gavin:

Sir Gavin, Called "The Lion"
Male Angel Blooded Aasimar
Cleric 1, Aegis 1
Deity: Saranrae
CG Medium Outsider (Native)
Init +3;
Trait: Inspired by Greatness, Adopted(Dwarven)=Zest for Battle

--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18
(+8armor)
hp 10
Fort +5, Ref +1, Will +5

FCB: +1/2 Damage when channeling Positive Energy to Harm Undead
--------------------
Offense 30ft, 20ft in armor
--------------------

Great Sword +5(+6) 3d6+9(+11) 19-20x2

--------------------
Statistics
--------------------
Str 18, Dex 13, Con 17, Int 8, Wis 17, Cha 16
Base Atk +1; CMB +5; CMD 16

Feats:
Desperate Battler

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Astral Suit of Choice:
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Astral Juggernaut:
-Master Work Half Plate
Custimizations: 3pts.
-Hardy, Fortification: Both Free
-Powerfull Build 2pt
-Psionic Weapons 1pt

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Skills 3pts.
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Diplomacy +7 (1rank,3cha,3class)
K. Religion +3 (1rank,-1int,3class)
Spellcraft +3 (1rank,-int,3class)

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Special Abilities
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Alter Self 1/day
Channel Energy 6/day 1d6

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Racial Traits
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+2str,+2cha

•Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

•Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

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Domains:
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Fire: Firey Bolt 6/day 1d6+1

Sun: Add Cleric Level to positive energy channel to Harm undead. Undead can't add turn resistance to saves.

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Gear 10gp Remaining
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Oversized GreatSword 100gp
Pathfinder kit 12gp
Rope 100ft 2gp
Crowbar 2gp
Waterskin 1gp
Rations 6days 3gp

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Spells
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0: Detect Magic, Create Water, Guidance
1st: Burning Hands(D), Shield of Faith, Divine Favor

Backstory:

Gavin was born in the town of Tamrivena. His celestial heritage showed at birth. His parents were simple farmers and thought this to be a bad omen. For this the boy was left in the wilds assumed to be lost. Fate steped in and young Gavin was spoted by a dwarf down from the mountain to do some fishing. The dwarf took the boy back to his family and raised the boy. As time passed Gavin proved to be strong and blessed. He had a rare ability that could manifest forms over his body as hard as steal. His dwarven family was a bit fascinated and scared of such an ability. They told him of their ways and of the great god of creation Torag. Gavin became quite interested in faith and what that meant. So once able he set out on his own. He found the teachings of Sarenrae were best fitted for him. Since he has dedicated his life to helping the people of the region. Undead are known in these parts and the common folk have little to defend against such beast. Gavin roams and answers the calls of where he can help. He once had the honor to save an old schoolar traveling between Ravengro and Bladswell. This man was Professor Petros Lorrimor. He was impressed with young Gavin's bravory and ability. He said he would never forget the boy and it appears he has not. As Gavin has received a letter asking him to come to Ravengro for a reading of the Professor's will.


here is Mai, a wizard. She isn't gestlated or anything yet, I just wanted to put her up here with her background.

or draken- let me know which one you feel fits better.

Spoiler:
Draken was born in a smallish town in a rural area. When he was born he looked human enough to pass and was accepted for over two years. Unfortunately, one day he was discovered drinking the blood of a slaughtered hog, and upon inspection of the local clergy, branded a Dhamphir. His mother was driven out of the town after refusing to abandon the “monster” child to death. In the wilds, not terribly far from town, his mother raised Draken as best she could. She managed to build a small, very small, cabin after months of work, learned to hunt, and managed to start a small farm behind her house. Draken grew up never knowing what he was, he never had other children to play with only his mother and he loved her dearly. Eventually he grew old enough to help around the house, and they lived poorly, but happily, for several years. Sadly, on his 14th birthday, he ventured too far out hunting and was seen by the member of the town. When he attempted to approach the woman screamed out, running back towards town, fascinated by a girl who appeared to be his own age, he followed her. Once he got to the town he was overwhelmed with the amount of people. He saw the girl again, she was speaking to a group of men in leather and chain, when she pointed back and turned she screamed again. Draken merely waved, smiling. Not understanding. However, after the men started shouting and firing arrows at him, he began to question. Why do they try to harm me? Have I done something wrong? when an arrow hit his arm, he questioned no longer; he turned and ran as hard as he could. He quickly outpaced the town guard, but unknowingly left a trail of blood straight to his home… Once home, he spoke to his mother about everything and her face darkened as she slumped her head, and shoulders. She spoke not a word as she tended his wound, but when she finished sat back and covered her face with her hands. She spoke then, she told the boy everything. She told him of his heritage, of his birth, the town running them off, thinking them both dead. The boy didn’t understand. He had never harmed anyone; he had never even drunk blood once he learned it was long. But they didn’t care, He couldn’t comprehend how people could so harshly and quickly judge someone because of their lineage, how even though he was one of the most honest children they would know, they condemned him to death merely because of his blood. It wasn’t more than a day that a mob found them. His mother begged and pleaded, she told them how innocent, how kind and loving the child was. Her pleas fell on deaf ears. For still protecting them, they labeled her a witch, and a vampire lover, even her once husband, shouted in fear. They rushed the house and tied her and Draken up, then dragged them outside. Outside stood a wooden alter to Desna, and firewood was being placed on it, but instead of the boy, who they gave to the local clergyman, they tied his mother up to it. They said, that she would be burned, and that in the fire her soul would be purged. Ravens and crows had gathered among the trees, awaiting the feast surely to come. As the men held Draken’s face, forcing him to watch, they lit a torch and moved to light the alter. Just then, a voice boomed out of the mobs noise.
CEASE THIS FOOLERY AT ONCE! YOU MAKE A FOOLISH MISTAKE!
Everything grew very still and quite, as a man made his way through the crowd, he carried a backpack filled with books, and had a walking stick. With him was a lad with blade in hand, eyes darting all around the gathering. The man spoke again.
This is naught but foolishness! You kill an innocent woman! This child has done less wrong than anyone of us! I have watched them, and spoken to the mother on several occasion. To kill these people would be murder!
From the crowd, faceless voices shout.
He is deaths spawn! What can he ever be but evil? and calls of He is a vampire too! BURN HIM! STAKE HIM!
The professor appears to grow angry
SILENCE NOW! Control your fears or they will control you! These two have been living here since you ran them out, and have done you NO HARM! Use your heads! Stop a moment and THINK! I beseech you, ask yourselves, what have they done to deserve this?
As he speaks many torches are lowered, people begin to glance around, questioning there intents, the frenzy begins to die down... but then the clergyman speaks
DEVIL, DEMON AND DEATH LOVER! MISGUIDER AND BEGUILER! Surely you are this foul beasts Father! he jerks up young Draken.
YOU SEEK ONLY TO SAVE YOUR EVIL ILK! YOU PLAN TO TURN US ALL INTO YOUR SLAVES!
The man rants longer, as he rants people begin to frown, and voices start to rise again. But then, as if an epiphany comes to him, the strange man speaks again.
I AM PROF. LORRIMOR, The Leading expert on undead and seeker of evil. I work with many of the church to root out evil and plots before they happen, and you sir I find guilty!
He pulls out a silver holy symbol of Iomeade, pressing towards the clergyman, suddenly the priest jerks away, hissing. The Prof presses on, and the man still flees. Suddenly a light as bright as day appears shining directly over the priest and he stumbles and falls, his wide brimmed hat flies from his head and soon the man begins smoldering.
You are the vampire that taints this town, YOU infused that child with the blood of undeath, You would have them kill an innocent woman, would say that child escaped, and blame any deaths, feedings and the like on him. Well you shall torment this town NEVERMORE! Now, GO TO YOUR ENTERNAL DAMNATION!
As it writhed in agony the vampire spit out a curse, and managed the sputterings of a spell, let you be cursed Lorrimar, let you and your family suffer for eternity! If I am to go to damnation, then I will see you in hell! Then suddenly, the gathering of ravens and crows took flight, and attacked Drakens mother, knocking the torchs from the mens hands and alighting the alter. They pecked eyes, and clawed ears, allowing the flame to grow and begin to burn the woman. Then they flew at the professor, only to implode upon coming near him. His hand outstretched and a field of light shining before it But the distraction caused the light to vanish, and the holy symbol to be turned away. The vampire morphed into green gas and escaped, leaving behind an echo of laughter as Draken watched In horror as his mother was burned alive, the flames too strong to be stopped. The screams where forever ingrained into his memory.

The prof fell limply breathing a deep sigh, looked up and said see, I knew those scrolls and training would come in handy one day.... im just glad they worked.
Later, Draken was given the “key to the town” and apologized to directly by every single town member. Draken only nodded, he didn’t want to forgive them, he wanted to blame them, wanted to get away from this narrowminded and stupid town. That night he snuck away from his new “family” and caught up with the man that had saved his life.
I want to learn from you. I want to avenge my mother, and make sure nothing like it ever happens again. I want to prove that even people like me, can bring good to the world.
Lorrimar, after a grueling session of questions, accepted. After teaching the child for 5 years, he figured he had learned most he knew to teach for now, and bid him join a church that Lorrimar had ties in. After a long discussion, Draken Accepted, and joined the church to learn to combat undead, and evil, further. He was trained in his deities favored weapon, and taking advantage of his natural agility, taught him how to wield a crossbow, and bow. He learned more about the weakness of the undead, even studied fiends and demons, though to a lesser extent. Eventually, he was sent on his first mission, clean out a small catacomb of any undead and slay the necromancer there, he was accompanied by a paladin and a cleric. He proved his worth that night when he personally slew the necromancer with a crossbow shot to the head. After that he began to study a new weapon, black powder, and firearms anything to help him find, and kill the monster that took his entire world from him. Eventually, a few years after the day he was first left at the church, a letter came. It told of Lorrimars death, and that he sought to gather his friends together for a reading of his will. It mentioned that it was of the utmost important to come. Not more than a day later, Draken put his quest of vengeance on hold. Not more than a day after that, Draken Caladran Lorrimar, set off to the professors home town. A heavy heart and a heavy step followed him the entire way, he was forced to stay away from towns, lest his blood hinder him. He couldn’t help but think, one day, I will be allowed to freely walk where I please, I will prove to the world that a dhamphir can be… good. . Finally he reached the town where the man that saved his life would be buried, the man he looked up to, idolized, a man he called father.


Hey, just wanted to post that there's roughly 5 and a half hour untill the thread closes for new interests. If anyone is lurking and wants to submit something, please make a post before the deadline; you will have untill wednesday to finish up. This, of course, goes for people who have submitted interests but aren't quite done with their characters yet.

@Nidoran Duran, Ashe, Jacob Romero: Looks good.

@Maia/Draken; I'll take a look.

@Rednal; Please roll that die 54, it helps me index who's done and who isn't.

@Mackenzie: Sorry to see you go.


Maia Silndra Rose wrote:

here is Mai, a wizard. She isn't gestlated or anything yet, I just wanted to put her up here with her background.

or draken- let me know which one you feel fits better.

** spoiler omitted **...

I believe both could fit well. Go with the one you like better.


I think I will go with maia, as she already has an alias and I have her more fleshed out (she has been in two "discussion taverns", the 2nd game died before we got through the first day :/)

using stat array 1 I think.

Maia: Secret- she doesn't know her fallen angelic heritage.

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