"To die, to truly be dead..."

Game Master House_Arneste

Tales meant to scare children now frighten even the mightiest of heroes. Can a band of strangers unite to preserve the living earth from those who'd seek its death and dark resurrection?


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No, I am not House_Arneste, but an alias of his. Call me Asimo Oristoph, or GM Asimo. This, as the title of the thread suggests, is the recruitment thread for House_Arneste's Carrion Crown, or his take on it.

Here's the guidelines:

Character Creation
-1st Level, with max gold and hp
-All Paizo classes, no psionics or third party stuff
-All Core races, plus aasimars, tieflings, dhampirs, changelings, and skinwalkers will be accepted without needing convincing. As for the skinwalker race, I'll detail them momentarily
-Two traits, one of which must be a campaign trait. A third may be taken with a drawback
-No NE or CE alignments
-Please write up a backstory
-Use this bullet to exploit any details I missed

Skinwalkers
They are normally humans descended from lycans of various bloodlines, but the generic type stats are as follows:
-+2 Wis, -2 Int, +2 to physical ability score when "shape is changed"
-Medium sized
-30 ft speed
-Low-light vision
-Animal minded: +2 to handle animal and wild empathy checks
-Change Shape: gain one of three abilities while in beast form
--Darkvision 60 ft
--two 1d4 claw attacks
--+1 natural armor bonus
-Spell-like ability if Wis is 11 or higher: speak with animals once per day

Recruitment will last till the 26th, then the great debate will begin till the 29th, the latter of which is when I'll decide which player characters will be joining me on this venture.

Happy gaming all!


Are Skinwalkers allowed to take the specific bloodlines?


@ Nohwear: Yes ya'll can, do you have info on them? If not, I'll post the bloodlines soon.


Awesome. I'm thinking about a dhampir Kensai archetype magus, probably taking the chance savior trait. Can I assume that the different heritages for them are allowed as well? I also have a question regarding stat generation: how exactly do you want us to go about that?


Desna weeps, I keep forgetting the stats! 20 point buy for stats.

And yes, dhampirs, aasimars, and tieflings may access their bloodlines as well.


Are the Occult classes (they fit the theme) allowed?


@ Viluki: Originally, I said no 3rd party stuff, but looking these over they do fit ... so why not?


Really tempted to try either a Skinwalker Alchemist, or an Undead Hunting Inquisitor. Will get something up soon!

(I have access to the alternate bloodlines of the Skinwalkers if you want a record of them)


The Occult classes are paizo made GM (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinder RPG/occultAdventuresPlaytest).


Oh, THAT occult stuff, sorry, my bad. Yeah, that's allowed then, even if it is a playtest :)


Here is crunch and fluff for Spugnoir. 1/2 Orc vivisectionist who I have made for Carrion Crown

CrunchyFluff:

Full Name : Spugnoir

Race: 1/2 orc

Classes/Levels Alchemist 1(Vissectionist) (HP favored)

Gender M

Size M

Age : 25

Special Abilities :

Alignment: NG

Deity

Location :Ustaluv

Languages :Common,Orc,Abyssal,Draconic,Giant

Occupation : ALchemist/Healer

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
EXP:
Hit Points: 11
Spd: 30
Init: +2
AC: 14 ( 2 armor shield)/Touch 12/FF 12)
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +0 (+2 vs. fear)

Weapons:
Morning Star +2 1d8+3
Light Crossbow +2 1d8

Skills:Craft-Alchemcy (1+3+3+1)8,Perception (1+3)4,Heal (1+3)4,Stealth(1+2)3,Disable Device(1+2+3)6,Use Magic Device (1+3)4,Climb (1+2)3

Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons, Add intelligence bonus to damage),
Traits: Making good on promises(+2 vs. fear),Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Sneak attack +1d6,Mutagen (+2 Nat AC, +4 one stat, -2 to relevant stat)
Extracts per day: 2/
Extracts Known: Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul
Equipment
Leather armor (10)
Morning Star (8)
Light Crossbow (35)
20 Bolts (2)
Alchemist Kit (40)
Alchemy Crafting Kit
Backpack
Bedroll
Belt pouch
Flint&Steel
Inkwell&Inkpen
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5)
Waterskin
53 gp

Background: Spugnoir was left on the doorstep of an orphanage in Ustalav as many children have been when they are unwanted by their parents. Taken in, he was fed and clothed
but not given any real love and so became a sullen child, and thus was passed over by prospective parents and seemed destined to end up on the streets when he came of age.
However, he was esentially bought by an unethical professor who wanted a lab assistant and brought to the university and treated little more than a well trained slave. Spugnoir cleaned and assisted, working long hours for a bed and food and basic training on how to help in a lab. This continued until Professer Lorrimor exposed the other
professor's necromatic experiments and had him arrested. Lorrimor took an interest in Spugnoir and arranged for him to become an actual student at the university so he could get a proper education.

Description: Spugnoir is a rather neatly-dressed man, he takes effort in maintaining his apperance and keeps his black hair short and his clothing(the non workroom variety) neat. His work attire is stained with alchemetical substances but is well maintained and his equipment is spotless as much as it can be.

RP: The professer gave me a gift, life. I had very little to be thankful for and my time under that professer's thumb was hardly better than I had at the orphanage, at least I could go out and play there. I will strive to learn as much as I can within the boundries of decency and help those who were as unfortunate as I was.


What classes were you thinking GM before I said it was the playtest classes?


This.


I present most of the crunchies for a striking young halfling ranger! I'll be jotting down a backstory and adding some traits, but I like the idea of a spunky dour butcher's daughter.


Here's the backstory for a Spirit Caller Summoner of either Samsaran or Human origin, coming from the now destroyed land of Sarkosis, following his heritage as a god caller.

The Serpent, The Professor, and the Temple:
Álmos dreamed of one day joining the God Callers of his Sarkosis heritage even as his homeland's destruction made the young boy and his family move further and further away from his homeland and, because of the temples and priests of the lands they traveled through, his own beliefs.

It was the brief stint through Sargava that inadvertently revived Álmos' memories and his passion for what he knew to be his destiny. The caravan his father was helping guard was attacked by a vicious group of jungle orcs. While they were eventually ran off, Álmos had grown too scared to just hide and ran off into the jungle to escape. While he bears the shame to this day, if he hadn't he never would've met Professor Lorrimor.

He'd fallen down into a strange pit that lead to a temple that, in all honesty, scared him to death. Effigies of reptilian deities long gone filled the crumbling halls, and Álmos feared every breeze for they sounded like the statues themselves were hissing at him. So he started running, terrified, and eventually crashed into the -then much younger- professor.. Once the older man managed to calm the boy down, Álmos explained how he'd gotten into the temple as they walked.

Then Álmos heard a much louder hissing sound, and once again hid. From behind an effigy he watched a rotted hydra sneaking up on the Professor. Deciding he was tired of running, he climbed up and began pushing the statue over with all his might, just barely managing to crush the undead creature under the stone before it struck the professor. The hissing grew louder in Álmos' mind, and he blacked out.

When he woke up he was back with his parents and believed it all to be a strange dream until he saw the note of thanks from Lorrimor. He fell asleep again smiling, knowing the shame of running away had eased some... and found his mind taking him back to the temple.

Only this time it looked different. It looked... beautiful. Whole. There were no cracks or gouges, no vines if roots tearing away at the spaces between the stone. Even the statues were clean and looked as if freshly carved. Without knowing why, Álmos walked back into the temple where he met an old deity he'd saved as surely as he had Professor Lorrimor....


dot.


dot


Pathfinder Adventure Path, Rulebook Subscriber

Here is my submission, I will dbl check gold and such later but I think it is good. Feel free to let me know if I missed anything.

Build:

Zahur al'Rani
male human monk (hungry ghost) 1
LN med humanoid
Init +9; Senses Perception +6
--------------------
Defense
--------------------

AC 16, touch 16, flat-footed 12 (+3 Dex, +2 Wis, +1 dodge)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------

Speed 30 ft.
Melee unarmed strike +3 (1d6+1) and
. . kama (cold iron) +3 (1d6+1)
Ranged shuriken +3 (1d2+1)
Special Attacks flurry of blows (+2/+2), punishing kick
-------------------
Statistics
--------------------

Str 12, Dex 16, Con 14, Int 9, Wis 14, Cha 9
Base Atk +0; CMB +0;CMD 16
Feats weapon finesse, improved initiative, dodge (bf)
Traits chance savior, oathbound
Skills acrobatics +7, perception +6, sense motive +6
Languages common
Combat Gear kama (cold iron (2), shuriken (30); Other Gear none
Misc Gear monk's kit: This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin., 13 gp
--------------------
Special Abilities
--------------------

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.
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list:
Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Oathbound Benefit: Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.
Punishing Kick (Ex)
At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
This ability replaces stunning fist.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk.

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Biography:

Zahur al'Rani is the last son of a garundi family who migrated to the region of Ustalav in an effort to find new territory for their clan. Zahur was born just after they arrived and for some reason was always a little strange. He was always sickly as a little child and was considered cursed by his family. Despite this, they looked for a means to rid him of his curse, feeling they had dishonored their god and earned it.

As they built their village, they spent time and resources speaking to clerics, oracles, and anyone else they could find that may be able to help. It was not until they found a traveling master from Tian Xia that they found an answer. The man was an elderly individual who had been traveling the world for some decades now, and was reaching the end of his life. He saw something in the young Zahur that reminded him of himself, and took on the boy as a student, asking only for food and lodging while he helped the boy cope. He explained that this curse was caused by the land the child was born in, his ki was damaged by a wandering spirit at birth and kept his body from replenishing his supply as it naturally should.

The elder, Liao Fei-Yi, began teaching young Zahur the way of the hungering ghost. Like the ghost, Zahur could not create his own chi well, but he could take it from others with practice, and turn it into powerful effects. The trials were long and difficult, but Zahur applied himself diligently, and showed the discipline to learn well what his master taught him. Between them, they protected the village well until the night that it all went wrong.

On his seventeenth birthday, the village was delivered an ultimatum by a vampire who had claimed the area, he required that the village turn over their most beautiful maiden to him for his bride and he would protect the village from all harm. The villagers were unwilling to do this and decided to fight the vampire off. Liao felt he could deal with the vampire but, in the end, was proven wrong. Had it been one of the kinds he was familiar with he would have succeeded, but as it was, all of his efforts failed and the village was raised to the ground. Zahur's task was to protect his sister but she was taken despite his best efforts. The vampire laughed at the pathetic attempt to fight him and left him and left Zahur to suffer knowing he had failed her.

Zahur swore vengeance and left the smoldering wreckage to find it. As he traveled, he met a man by the name of Lorrimar, a professor, whom found himself in a touch spot on the road. Seeing the man beset by the undead, Zahur intervened, beating the creatures off and driving them away. The professor swore his gratitude and that he would one day repay the debt. While Zahur never expected to see any reward, he was shocked to receive a letter from the professor, one which summoned him to the reading of the man's will. Saddened at the loss of the man, and wanting nothing from him, he still felt that it was his duty to go and say as much in person. He arrived on his eitheenth birthday for the reading of the will, and that is where this story truly begins.


I would be interested in playing!

I am Dreng A'Schenko, priest of Yog-Sothoth. I travel the cities of Ustalev, linking the various factions of my cult as a messenger of things both KNOWN and UNKNOWN.

I met the Professor several years ago, simply by chance, while traveling on a country road. We approached an quaint Inn together, and spent the evening in enjoyable conversation regarding the true nature of the universe. I admit I was somewhat dogmatic in my approach in those days, alas, but the good Professor overlooked my zeal.

Later that evening, after all were in bed, I awoke to the sound of a struggle in the hallway. Exploring, I discovered a misshapen man attempting to steal away the Professor, for unknown reasons (although to this day, I suspect some sort of illicit experimental surgery was the goal).

Drawing my dagger, I was able to drive off his assailant. The Professor claims I saved his life; I am not so sure, as I have since seen the Professor in more difficult situations. Yet, this sealed our burgeoning friendship and we worked together and shared many meals and conversations since that night.


Looking good, all!

@ ginganinja: Both sound cool, looking forward to what you create.

@ MannyGoblin: Promising.

@ Peony: Fantastic, I haven't noticed a lot of halfling characters lately, looking forward to see how she develops.

@ Azten: Interesssting, good luck.

@ Drogeney: Nice, I think you covered everything.

@ Dreng: Hmm...this could be quite interesting...good luck!


My only real question is if Álmos can be a Samsaran so I can use Mystic Past Life to add Cure spells from the witch list to his class list, giving him a more priestly feel to match what God Callers were like in Sarkosis.

And thank you. ^_^


A samsaran is fine, fits what you're trying to create with your character, so go for it!


dotting


For your consideration. Cassandra Blackmoore, Changeling Oracle ( Life ).


Give me a moment and I will come up with a backstory (How do you all generate them so quickly?) for my Spirit Master monk. :P


@Asimo Oristoph: if you accept new players, I would submit a Oracle of Bones


I'd love to storm Carrion Crown with a Paladin (Undead Scourge, Warrior of the Holy Light).


PrismaticMonk wrote:
Give me a moment and I will come up with a backstory (How do you all generate them so quickly?) for my Spirit Master monk. :P

Have to go to work, but I'll try to get a character up before tomorrow ends.


Ey Arneste. I'm baaaack. However, before I even proceed with a character, you should DEFINITELY know that I'm in the same position I was in for Second Darkness. Namely, I know the plot. However, unlike Second Darkness, there's no murkiness of details. I'm actually running Carrion Crown for my home group, with us almost done with book one. This is definitely something you should know before I leap into this.

As for the actual character... I'm thinking a Human witch whose parents shipped him out of this little town called Illmarsh, and who was adopted by the late professor. I'll probably use the Teacher's Pet campaign trait for the purposes of this backstory.


@ Yokaiboy: Recruitment hasn't closed yet, so come on in!

@ mourge40k: Hey again. As long as you don't meta except to create characters ingrained into the story, I don't mind at all. I like the glimpse you provided, let's run with it.

@ Unearthly Serpent: Go for it!

@ Cassandra: Greatly considered!


What would it take to convince you of a homebrewed race?


Here's my character's story (I would have expanded on it more, but I see people on here don't make too large backgrounds, and also in an AP it won't probably come out so much as to need high detail).
Charsheet will be ready in a few days; today and tomorrow I won't have much time.

Spoiler:

Endlos Tiferet

House Tiferet track its ancestry in very old times. It raised to prominence in the age of the Shining Crusade thanks to knight Malkuth Tiferet, who led many troops against the hordes of the Whispering Tyrant. When afterwards Lastwall was founded, he established in Vigil with titles and awards newly gained from his deeds, his house always actively partaking in the watch and action against dark forces.

Unbroken through the centuries, the tradition of high spiritual strength reached Endlos, the last direct descendant of the hero of old.
But Endlos was undoubtedly the shameful stain on an otherwise majestic picture, for all he was worried about in his mid teens was going after damsels and feasts in aristocratic palaces, never taking seriously his training, neither martial nor spiritual, seeing the menaces of against which Lastwall is set as a somewhat distant thing that didn't concern him.

For those reasons, his father, council advisor Yesod Tiferet, tried to send him on expeditions as a squire as often as possible, so that his character might be tempered, he could understand what is happening outside of Vigil's safe walls, and also so that he'd be kept far from the eyes of Yesod's peers and wouldn't bring more shame upon his house.

And it worked, but it required a grim occurrence.
Endlos was serving as a squire together with others for a group of knights. Although he didn't like the job, he was treated with more respect than what he returned, as he would have fully understood later. And moreover, he had grown a solid friendship with his fellow squires.
He was eighteen years old, when his group was assigned to escort Petros Lorrimor, a scholar in his research travel beyond the ustalavian border. But one night just when they were returning to Vigil, they were stalked by a dark power. The group had met a few undead and other kinds of things before, but the knights always made short work of those. This time, instead, a shadowy terror seemed set on slaughtering them, and partially did. Never did Endlos experience fear and frustration as when witnessing that giant of darkness butcher his friends and the knights that tried to protect them.
In the end, only one knight, professor Lorrimor and Endlos were able to escape safely, returning to Vigil with a grievous heart. Among all the bad that came that time, one good thing could be found: the awakening of Endlos to his true and ancient call. He realized that the horrors told of in history are not just things of the past, that the danger looms much darker than what is felt behind supposedly safe walls, and that those walls stay safe thanks to the people protecting them. And also, he never again wanted to feel that powerlessness in seeing friends crushed like insects.

While being a follower of Sarenrae, he swore to Ragathiel in particular -the patron of heroes and rightful vengeance, an Angel as Sarenrae herself was in the beginning- that he would become no less than his ancestors, and from that day he strived to master combat, faith and spiritual power until he was ordered as a Paladin.
Meanwhile, he kept in touch with professor Lorrimor, who had continued his journeys and studies. The two maintained frequent correspondence, through which the professor provided Endlos with great insight about the horror they had faced together and all unliving things.
The last letter, though, was not from the professor himself, but rather the unpleasant notice of his death and the summoning to his funeral in Ravengro.


Azten here, presenting my (99% complete) God Caller for consideration.


@ Dias-Lewis: PM me all relevant stats/abilities/etc that make up this character, along with its name and how it might fit into the Golarion universe, and I'll review it for you, sound good?

@ Unearthly Serpent: I like it, what you did with the homebrewed family is what I try to do all the time! Good luck!

@ Almos: Looking good!


Can I get an RP level? That way I don't go overboard with the race? I was thinking of this one particular race that I've made before but I want to be sure it's not overboard.


Porthlor Medi Jaornin

Stat Block:

Porthlor Medi Jaornin
Male human spirit master (monk) 1
NG Medium humanoid (human)
Init +3; Senses Perception +7 (+2 to avoid surprise, detect invisible and incorporeal)
DEFENSES
AC 16, touch 16, flat-footed 13 (+3 Wis, +3 Dex)
hp 9
Fort +3, Ref +5, Will +5 (+2 vs fear)
OFFENSE
Speed 30 ft.
Melee short sword +2 (1d6+2, crit 20/x2)
or Melee 2 short swords +0/+0 (1d6+2, crit 20/x2)
or Flurry of Blows unarmed +1/+1 (1d6+2, crit 20/x2)
STATISTICS
Str 14, Con 13, Dex 16, Int 9, Wis 17, Cha 11
BAB +0, CMB +2, CMD 18
Traits Making Good on Promises, Spirit Sense
Feats Combat Reflexes (B), Double Slice, Improved Unarmed Strike (B), Stunning Fist (B), Two-Weapon Fighting
Skills Acrobatics +7, Climb +6, Escape Artist +7, Perception +7
Languages Common
Combat Gear potion of stabilize (25)
Other Gear 2 shortswords (20), monk's kit (8), explorer's outfit, 7 gp
FEATS AND SPECIAL ABILITIES
Combat Reflexes (Feat) Porthlor may make 3 additional attacks of opportunity per round, and may make attacks of opportunity while flat-footed.
Double Slice (Feat) While wielding two weapons, Porthlor adds his full Strength bonus to damage rolls made with his off-hand weapon.
Improved Unarmed Strike (Feat) As a monk, Porthlor is considered armed even when he is not armed, and his unarmed attacks may deal lethal or nonlethal damage at his choice.
Making Good on Promises (Trait) Bound to Professor Lorrimor for saving his life from cultists to darker gods, Porthlor promised to one day aid the Professor. Much time has passed since then, and the fear of Lorrimor's need (or the potential backlash if the Professor should reveal his aid) has driven Porthlor slightly mad with fear which he has gradually become enured to. As a result he makes saving throws against fear with a +2 trait bonus.
Spirit Sense (Trait) Trained by his master, Valrith Ondomrior, in the fight against spirits and undead, Porthlor is more sensitive to the nature of the spirit world. He has a +2 trait bonus to Perception checks to avoid being surprise and to detect invisible or incorporeal creatures.
Stunning Fist (Feat) Once per day, Porthlor may attempt to use a stunning fist attack as part of an unarmed attack. If struck, the creature must make a Fort save (DC 13) or be stunned for 1 round.
Two-Weapon Fighting (Feat) Porthlor can wield two weapons with reduced penalties. Primary weapon penalty reduces by 2 and off-hand weapon penalty reduces by 6.

Description and Background
While he seems comfortable enough in just about any surroundings, it often seems that Porthlor is on edge, either perceiving something that most do not, or waiting for something that others do not wait for to happen. In Ustalav, this might describe anyone however, as they are aware of (more than most) the things that go bump in the night, so he fits right in. The loose and comfortable dark garments seem almost more like something a ninja would wear, and the crossed swords at his back are a clear indication that the man has known something of warfare.

Porthlor, however, is a man haunted by his own actions, and in a way, his desire to see his wrongs righted. Those who look close enough at the short swords will find that the leather wrapped hilts are stained with blood. It is usually intimidating enough to keep questions (and rudeness) at bay, though other warriors might wonder why they are not cleaned properly or the leather wrappings replaced. In truth, it is a reminder. A reminder of darker days in Porthlor's past, when he did things he now knows he should not have. And a reminder of the lifedebt he owes Professor Lorrimor.

Appearance A lithe young man with sandy brown hair and green eyes, Porthlor is not particularly noticeable or attractive. He prefers it that way, apparently, and does few things to call attention to himself. He dresses in loose black clothing with a white and black sash around his waist. He also wears a dark hood, presumably to keep the weather off his head.

The Lifedebt In his misguided youth, Porthlor fell in love with a young woman who never had his best interests at heart, and eventually betrayed him to cultists of the Outer Gods. In a sorrowful rage, he took up two swords and slew the priests and the woman and fled the wrath of the temple guards. He stumbled upon professor Lorrimor's wagon and was immediately ushered into a hiding place. This ultimately saved Porthlor's life from vengeance, but the dark deed he had performed never ceased haunting him.


Dotting. :D Hope to submit a character soon. <3


Here is my submission, Lucasz the Kinslayer.

For the GM:

Any feedback you might have on either the crunch or the fluff would be appreciated. Lucasz should be sufficiently motivated to face anything the AP throws at him. The build is going to be far from optimal, but it was kind of hard to do what I wanted to do any other way. I threw in the Anaphexia into his backstory after leafing through the Rule of Fear, but I'm not sure if they are represented in the AP as it is. Feel free to use that as an additional plot hook, if you want to. Same goes for his vampiric heritage, as Lucasz himself has no idea which monster spawned him (aside from the fact that it was a moroi). I was thinking it might have been a spawn of a more powerful vampire.


@ Dias-Lewis: Is 12 race points enough?

@ Bjornhona: Welcome to the hopefuls!

@ Lucasz: I will look over your character soon, I promise, my day job has worn me out so I need to crash.


Hello! Aestereal here with the alias for my Kensai magus. He's a human, a former schoolteacher in Lepidstadt who became fascinated with vampires after Prof. Lorrimor gave a guest lecture at his small school. This fascination turned to anger and fear when one killed his wife a few years ago. Background as a whole is still in progress.


I present to you my submission, Arella Westlocke, the Aasimar Spirit Master Monk of a previously barren, hard-working couple whose dedication and love for the lives around them was answered by the Heavens. Though she--nor her parents--know how Arella came to be so blessed, in their lives they were grateful for her. She travels from her small hometown to see just what is in store from the Professor she saved so long ago.


Heh, as is so often the case with me, I start with an initial class, and then when I write my backstory I find something that fits slightly better. Here is Orion, a Corpse Hunter / Divine Tracker Ranger for inspection.

Backstory:

Orion had a family to be proud of. His ancestors had fought among the Silver Crusade hundreds of years ago, in the fight against the Whispering Tyrant, and since then, his family had always had one eye on the dread lich’s prison, alert for its return. Orion’s parents grew up in Lastwall, his father being one of the Precentor’s Martial, and him and his wife intermittently attempted forays designed to cripple the active Whispering Way, the organisation growing ever more belligerent in its attempts to waken the necromancer.

Unfortunately, the rather successful nature of these raids drew the attention of the cult, who, fearing the might of Lastwall, decided that their plans would best be served coming to a temporary halt while they eliminated particularly irksome foes. The Azrael’s were a family that had made a number of enemies, not content with merely foiling the plans of the Whispering Way, they also took it upon themselves to eliminate the stain of undead from the region wherever they could. Ultimately, the Whispering Way selected a powerful vampire for the mission, which would ultimately prove to be an unforeseen error in judgement. The vampire succeeded in slaughtering the family, but, in a moment of cruelty, let Orion’s heavily pregnant wife live, content with poisoning the child and the creation of something the family had hunted for so long.
Distraught, Orion’s mother travelled to the church of Sarenrae, and begged for the priests to save her son’s life. With her dying breath, she dedicated her son to Sarenrae, the goddess of redemption, hoping against hope that her son would refuse to give in to the more brutal part of his nature.

Parentless, and an abomination, Orion kept largely to himself within the temple, contenting himself reading the various religious texts there, although he never considered the idea of priesthood within the temple, doubting that many people would be able to overcome the inherent dislike of his vampire heritage. Instead, Orion contented himself with practising his archery, although he was never tempted to take up the famous scimitar of the priesthood, preferring a Greatsword if his opponent got too close for comfort.
With the value of redemption impressed greatly upon him, Orion was conscious of his mothers wishes, and was determined to never give in to the darker part of his nature. He would carry on his parents work, but most importantly, he would track down the vampire that had destroyed his family, and would bring him to justice.
His hunt took him to grim Ustalav, where he tracked his nemesis, but events turned out differently than he had hoped. His quarry escaped, as Orion was forced to deal with an unexpected attack by vampire spawn on the innocents of a nearby down. Forced to let his prey flee, Orion eliminated the spawn, saving the life of Professor Lorrimor.

While very grateful to Orion for saving his life, Lorrimor was upset when he learnt that the target Orison had been hunting for much of his early life had escaped due to the tragic circumstances. The Professor promised that he would make up for this by assisting Orion in his quest – as a researcher he knew a great deal about the necromancer arts that Orion new nothing or little about. Orion never held him to this promise, and as of yet, nothing had ever come from it. Despite only being casual acquaintances, Orion was greatly saddened by the unexpected passing of Professor Lorrimor, but was rather surprised and hopeful when he learnt that he had been summoned to the reading of the Professor’s Will, wondering if Professor Lorrimor intended to make good on his promise after all.

Crunch:

Orion Azrael
Dhampir ranger (corpse hunter, divine tracker) 1 (Pathfinder Player Companion: Undead Slayer's Handbook, Pathfinder RPG Advanced Class Guide 108, Pathfinder RPG Advanced Race Guide 96)
CG Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +2; +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist undead resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +2 (2d6+1/19-20)
Ranged composite longbow +4 (1d8+1/×3)
Special Attacks favored enemy (undead +2)
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Statistics
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Str 13, Dex 17, Con 10, Int 7, Wis 14, Cha 17
Base Atk +1; CMB +2; CMD 15
Feats Point-blank Shot
Skills Acrobatics +0 (-4 to jump), Bluff +6, Diplomacy +4, Knowledge (religion) +2, Perception +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ resist level drain, track +1
Combat Gear durable arrow (15); Other Gear studded leather, blunt arrows (20), composite longbow (+1 Str), greatsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), waterskin, 2 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Track +1 Add the listed bonus to survival checks made to track.
Undead Resistance +2 save vs. disease, mind affecting effects.


@ Lucasz: I enjoyed reading your background, it was well-thought out and nicely detailed. The only thing is I'm not sure how large of a role those secret hoarder will play, but as a GM I can change that. Good luck!

@ Lucian: I do like this character, never thought of playing a professor as a player character. Looking forward to his story.

@ Arella: A monk with guilty pleasures, an aasimar who has difficulty accepting the atypical blessing that she is, this is a great character. May Desna smile on your odds.

@ ginganinja: Another dhampir, but distinctly different from the other one. It would be interesting to have both of you hybrids meet/be in the same adventure.


n_n Thank you for your consideration!


Lucian's rough backstory is up. I envision him as an arrogant, cocky Van Helsing (not the one from the movie, the one from the books). There may be edits to his story, but that's the rough of what it is.


Dot, tried to already, didn't work I guess.


Here is my submission, a young Goblin firebomber alchemist.


The crunch for my Skinwalker barbarian. Backstory to follow.

crunch:
Bors
Male wereboar-kin skinwalker (ragebred) barbarian (superstitious) 1 (Pathfinder Player Companion: Blood of the Moon, Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee earth breaker +4 (2d6+4/×3)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 5
Base Atk +1; CMB +4; CMD 15
Feats Extra Feature
Traits chance savior, spirit animal: woolly rhinoceros (realm of the mammoth lords)
Skills Climb +3, Intimidate +1, Perception +8, Survival +6, Swim +3; Racial Modifiers +2 Perception
Languages Common
SQ change shape, change shape (+1 natural armor), change shape (+10 speed), change shape (gore), change shape (hooves), change shape (scent), fast movement
Other Gear lamellar (horn) armor, earth breaker, backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 31 gp
--------------------
Special Abilities
--------------------
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
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (3/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Gore) (Su) You can choose to gain a gore attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Hooves) (Su) You can choose to gain 2 hoof attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Extra Feature Gain additional feature in bestial form.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.


Álmos wrote:
Azten here, presenting my (99% complete) God Caller for consideration.

100% complete!


This character was in a Carrion Crown game that unfortunately went kaput early in the first book. His ability scores need to be pushed up to 20 points from 15, but otherwise, I think he fits all of your requirements.

In short, he is a wizard studying the life school of necromancy. He believes that the stigma on necromancy is undeserved, and that there are genuinely good things that it can be used for. As such, he won't be using any of the spells with the [evil] descriptor.

His backstory could probably use a bit of polish, as it was written some time ago.

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