"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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Unearthly Serpent wrote:

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 omitted **...

Finished both fluff and crunch, everything's on the character page.


Mourge40k here, and here we go with my character! Crunch and fluff are both in his profile. Hope you enjoy!


I think I'll just hop in right around now... XD I've always wanted to play Carrion Crown, and this seems like an excellent chance to try out one of the playtest classes.

Crunch:
Cecilia

Appearance

Female human kineticist 1
N Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d8+3)
Fort +5, Ref +6, Will +0; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Ranged earth blast +4 (1d6+4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Point-blank Shot, Precise Shot
Traits chance savior, courageous
Skills Heal +4, Knowledge (dungeoneering) +4, Perception +4, Stealth +8
Languages Common
SQ burn, elemental focus (earth), kinetic blast, wild talent (extended range)
Other Gear leather armor, backpack, belt pouch, blanket, soap, trail rations (5), waterskin, 43 gp, 1 sp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
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.
Courageous +2 save vs. fear.
Earth Blast (Sp) You shape earth into clumps or jagged shards and send it flying at a foe as a ranged attack. If you hit, the target suffers an amount of bludgeoning, piercing, or slashing damage equal to 1d6+1 + your Constitution modifier. This damage increases by 1d6 + 1 for every 2 kineticist levels beyond 1st. Spell Resistance does not apply.
Elemental Focus Earth
Extended Range Kinetic blast has range of 120ft.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Fluff:
Cecilia is a kineticist, a rarer type of person with the ability to call up elemental matter and use it to her advantage. In Cecilia's case, she's a terrakineticist - one with the ability to manipulate the very ground with the force of her will, and she can use this to surprisingly impressive effect when she really puts her mind to it.

This inherent talent has actually had a surprising degree of effect on her over time. In most respects, Cecilia is an ordinary person - she isn't especially strong, intelligent, or charismatic, and certainly not the type who'd be thought of as a true leader. However, she's surprisingly deft, pushing the upper boundaries of humanity, and her connection to the earth has also helped to make her surprisingly healthy despite her lack of physical strength.

Still, Ustalav isn't a great place for a girl with strange powers of the mind... Cecilia was quite young when she was forced to leave her home and make her way around, and it was then that she met Professor Lorrimor. An instinctive use of her control over earth scored a lucky hit on a small beast that had been threatening him, and he'd never quite forgotten the courage she showed in exposing herself to save him. Those traits have become a defining part of Cecilia's personality, and she's honed her skills even further since then in the hopes of being able to aid others.

Now, though, she's been called to the Professor's funeral, and she has no idea what's in store for her...


@ Lucian: I like this a lot, I've got the idea.

@ Vivia: I love the idea of goblin PCs, good luck in the running!

@ Bane88: Looking forward to seeing how this one plays out.

@ Almos: Promising! Best of luck!

@ Mahorfeus: A non-evil necromancer ... why isn't this more of a thing? I like it.

@ Endlos: Very nice.

@ Martin: Now this is interesting, a character that's an adopted child of the late professor. Cool!

@ Rednal: Go for it, hop on in! :)


"No way! P..Professor Lorrimor is... dead? Gods... Ustalav's lost a good man. Lemme pack up and I'll be on the way."

Submitting Colt Feynan for consideration. Nothing special, he's a simple fighter and town guard. He took over his dad's job as the Professor's guide, guard and companion when he visited town, really looked up to him. In spite of his training as a soldier (which he overwhelmingly excels at), he'd like to take on work as a scholar to emulate the professor. He only hopes to be as studious, brave and generous as the old man.

Crunch:
Colt Feynan
Male Human Fighter
CG Medium Humanoid (Human)
Deity: Shelyn Homeland: Feyand, Ustalav

Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 18 Touch 12 Flat-footed 16
HP 11/11
Fort +3 Ref +2 Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +7 (1d8+6/x3) or Heavy Mace +5 (1d8+4/x2) (1d8+6/x2 if 2H)
Ranged Spear +5 (1d8+6/x3) or Sling +3 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Shield Focus, Weapon Focus (Spear)
Traits Classically Schooled, On The Payroll
Skills Climb +1, Heal +1, Knowledge (Dungeoneering) +4, Perception +1, Profession (Soldier) +5, Sense Motive +1, Spellcraft +5, Survival +5, Swim +1
Languages Common
Combat Gear MWK Spear, Heavy Mace, Sling w/ 10 bullets, Chain Shirt, Soldier's Uniform
--------------------
Equipment
--------------------
Fighter's Kit
-Backpack
-Bedroll
-Flint & steel
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
21 gp
9 sp

History:
Militia and combat has been in the Feynan family blood for many generations, often in the service to the small town of Feyland, Ustalav. In fact, it's suspected Colt's ancestors were responsible for the founding of Feyland itself, given his last name is remarkably close to the town's. Regardless of the case, Colt grew up learning to serve as a local militia trooper, bound and destined to protect the town. Training from his father and teaching from his mother gave him everything he may need to undertake the task of protecting Feyland.
However, one other character had worked his way into Colt's childhood: Professor Lorrimor. Initially, Colt learned of the man through his father, who was often hired to escort the professor to a nearby archeological site. Later, Colt himself undertook the task and would regularly act as guide, guard and company to the elderly man. While Colt could hardly call him close family, his many chats with the professor intrigued and inspired him, spurring Colt to greater things than a simple soldier. The prospect of travel was also an enticing thought, and he listened tirelessly to the professor's tales of history, science and the world beyond.
However, shortly after his 20th birthday, Colt received tragic news: the professor was dead, and his funeral was scheduled in a town a good distance from Feyland. With blessing and kind wishes from his parents, Colt packed his bags and headed out to attend the professor's funeral... and should the chance present itself, find a way to perhaps make good on those stories he heard from the old man and discover a way to travel across Ustalav and the world at large. He would discover the undiscovered, unravel mysteries that plagued the professor, and see the things he devoured listening to the old man's stories.


Peering into the mists of prophecy, Dragomir realized that Professor Lorrimar's death heralded unseen dangers to come. No matter the difficulties, he must cross Ustalav in time to attend his old mentor's funeral!

I've heard a lot of fun things about Carrion Crown, and I'm eager to play! I've build Dragomir, an oracle of battle intended to concentrate on a combination of buffing and combat. Thanks for your consideration!


Muwahaha~

Well, something at least vaguely psychic seemed most appropriate for this AP. I thought about going for fire, but I'm expecting to encounter a lot of "DR/some metal", and there's a neat infusion that'll let me cut through that.

Also, lots of enemies resist fire. o.O That's a, uh, not-minor consideration.


Rednal wrote:
Also, lots of enemies resist fire. o.O That's a, uh, not-minor consideration.

"I can not claim much knowledge of other beasts, but I know from experience that most of the living dead burn quite well..."


They also crush well. XD All those bones breaking from beneath the weight of the earth, or being cut through by flying shards of metal... well, best to try things out in a real campaign, yeah? ^^


Ah, I am very interested in this! My friend swears by this AP but I have never gotten the chance to be in one yet.

Right now I'm thinking of submitting a Skinwalker Ranger. Can you give us any more fluff details on the homebrewed race? How are they viewed by other races? How do they normally appear, before and after shapechanging?


I am really excited for this game, honestly. n_n; It looks really fun, and with such a horror-based flair, I can't wait for the acceptance announcement!


I have some questions about the mechanics of the Skinwalkers Change Shape ability. Does the +2 to one physical ability score have to be the same score every time, or can you choose it upon changing shape? What action is it to change shape?


Ey there, Carl. Skinwalkers are actual a Pathfinder-made race, and the change shape ability gives different benefits depending on the lycanthropic bloodline they are associated with. For the full information, you can look here!

Skinwalkers


Thanks Martin! That quickly clears up all my mechanical questions!

However, I now have another question for the GM. Would you be open to the idea of allowing me to create my own variant heritage? I want to do it 95% for fluff reasons, and I would make sure I closely follow other templates to not make it any more powerful.


@ CampinCarl9127: Hmm, what species of beastie are you pulling from?

@ Everyone: Looking good all, this is gonna be good!


I had this idea of some sort of werebird, and I'm leaning towards owl right now. The visual of somebody growing feathers instead of fur just seems really cool to me. When I get home from holiday things I'll get the specifics drawn up. Thanks!


"So many people to convert..."


After some long thinking on the subject I decided to go with falcon. Here is the heritage detailed out, tell me what you think and if anything needs to be changed. Thanks!

Werefalcon-Kin (Skyhunter):
Werefalcon-Kin (Skyhunter)

Skyhunters are a rare breed of skinwalkers known for their insight and hunting prowess. Their razor-sharp senses make them pristine trackers and hunters, but their rareness combined with their natural loner mentality sets them apart even from their fellow skinwalkers.

Skyhunter

Ancestry Werefalcon

Typical Alignment N

Ability Modifiers +2 Wis, –2 Cha (+2 Dex while shapechanged)

Alternate Skill Modifiers Perception, Stealth

Alternate Spell-Like Ability Aspect of the Falcon 1/day

Bestial Features

  • Bite attack that deals 1d6 points of damage
  • Darkvision 60 ft.
  • +4 racial bonus on Perception checks
  • Treat falling damage as 20 feet less than it actually is

Skyhunters, like their true-blooded brothers, consider themselves apex predators and rarely work with others unless there is a great danger to them or their home, or there is something worthwhile in it for them. However it is not unheard of for groups of up to about four of them to be working together, especially if times are hard or they are tracking a particularly dangerous quarry.

Some of the common natural homes for skyhunters include mountains, cliffs, and forests. However it's common for skyhunters to listen to their human calling for community, and several make their homes near smaller settlements and find work as hunters or wilderness guides or even bounty hunters. They do find it hard to get integrated into communities due to their quiet and contempt nature. Normally once a skyhunter finds a niche that he fits into, he rarely leaves unless forced to. This has the positive influence of making them loyal to those that accept them.

Werefalcon-Kin Characters

Skyhunters have a few ways that they most commonly discover their lycanthropic heritage. The first is if they make a bad fall (such as off a roof or top of a tree) they seem to almost slow before hitting the ground and land with the impact of a drop of only a few feet. The second is less pleasant, normally discovered when they are exposed to some sort of vibrant, chaotic display of movement (like a busy marketplace). Their eyes begin picking up more details than humanly possibly, and the sudden inrush of shapes and colors in piercing definition causes intense headaches and eye pain until they grow accustomed to it. Another is when in a small environment they discover a heightened version of claustrophobia, and are forced to find some open air or risk passing out from a panic attack.

Skyhunters are bright and perceptive, but their tendency to examine their surroundings in detail leads to a quirk where they turn their head to fully face whatever they are looking at. This draws attention to them and gives them the appearance of looking jittery and nervous. They tend to have thin frames, long, curved noses, sharply pointed brows, and feathery hair.

Quiet and opportunistic are some of the qualities of being a skyhunter. They speak when necessary, and always keep an open ear out for ways to improve their livelihood. While they are generally loyal, they can be harshly judgmental, particularly towards lazy or deceitful people. They are patient and wily, using their resources effectively. A saying about them is "They may not make a move for a long time, but when they do they're gonna hit hard and fast."


Ive been trying to get Chel here into a carrion crown for some time now, I believe she is currently set up for 20 point buy, but will go over the details when i get home.


TrollByPost wrote:

dotting

Submitted for your approval. New to PbP but not new to pathfinder. Character on profile.

Dark Archive

I've got an idea for a half-elf swashbuckler (later moving into paladin or inquisitor) that I'll get posted up later tonight or tomorrow. A bastard daughter of Cheliax who failed every course at Lepidstadt University except fencing,then fell in with a radical sect of Pharasmin mystics.


This is tribeof1's submission, background and stat block in the profile. I would plan on multi-classing at 2nd level into a divine class, then alternating that and swashbuckler, either 1-to-1 or 1-to-2, favoring the casting class. Paladin, inquisitor or cleric are all possibilities for the second class, depending on the needs of the party.


Lucian drops respectfully. I got accepted to another game, and I don't want to overextend myself. Sorry.


Hear is the fluff for my entry, crunch coming shortly.

This is Kasanar Vindakay, a young soldier of Lastwall that awakens to his unearthly powers of an oracle. He is Dual-Cursed and Spirit-Guided Dhampir.

Fluff:
Say one thing about Kasanar Vindakay, say he was born to battle. For even as a toddler he fought. Anyone or anything, for honor or for sport. He just always felt that call, even when it put him in contention with his community. That was until the day the spirits started to gather.

While Decklin was a superb youth in dueling, there was always a strange presences about him. At first it was in the way that he was always so pale as a child, but many thought of how his mother died of a mysterious illness giving birth to him. Then as he grew into his youth how he cursed the sun, and spent much of his time alive at night. But as a young Bravo, it was thought typical for a hot-blooded youth to carouse and prowl the night. He was young and bold, and a terror to the families with daughters. Then the day came where he would be inducted into ranks of Lastwall's Watchers, dedicated to the eternal seal of the Whispering Tyrant. As he was about to be inducted by chivalrous Imoedaeon paladin, the sky darken and a haunting wail pierced the air. A vortex of force wrapped around poor Kasanar, and the spirit appeared.

Son of my sons, heed this call! The whispering way grows! Insure the infernal pact and keep the Tyrant Sealed, bellowed the vampiric spirit. Its eyes alight with ghastly unholy flame, it bound into Kasanar and the room fell silent. When Kasanar arose his own vampiric qualities came into sharp definition. The congregation was aghast, but the paladin quickly took the depleted Kasanar away.

He took him to a small alter of Pharasma, in the back of the command hall. Boy, I heard tales of a Vampire siding with the Shining Crusade near the end of it. You must be his blood. Don't worry about the others though, you must go to Ustalav. If what that spirit said is true, it must be stopped. Find out what is happening their, more agent in the cause will follow. If that spirit speaks true, the watch ends.

So Kasanar headed off into Ustalav, still haunted by the spirits, bound by their horrible whispers. But he is learning from them. Traces of ancient lore, insights of the woods. As if the land of the dead was preparing him for something. Many weeks into his travels he chanced upon a poor man hanging from a cliff in the Hungry Mountains. You must have great luck, or strong prayers to have me come along like this.

This man was Prof. Lorrimor, and was incredibly grateful to be pulled away from an early death. He said he would never forget this deed. 10 days later Kasanar learned of his death, and was being summoned to his funeral.

Sovereign Court

Keston Gird Cleric of the Iomedaen faith.. rest of character sheet to follow.

Sovereign Court

Kestons background and with that he is all done.

Background:

Keston is an Ethnic Taldan and he was born in Egede city in the Theocracy of Mendev. As a military brat he was always listening to the stories of the crusades and he like all the other children wanted to go off and fight when he was old enough. As the son of a merchant (Mother) and a City Guard (Father, injured in war) he had alot of options growing up. The local Iomedaen priests were very active in the community and a particular father Sellon took an interest in the local gang/group of children that Keston was a part of. He helped guide their passion, playfulness and ability to get into all sorts of trouble in meaningful ways.

Keston never really forgot the influence of the Iomedaen faith it always resounded strongly within him and when he was old enough he joined the church, initially to be a holy crusader, but as he grew into himself he realised that he would serve much better as a teacher, guider and agent of Iomedaes will.

He was getting ready to travel to the front lines of the World Wound when he received a vision to travel to Ustalav and find his purpose there and when he was enriched by his experiences in time to return and do Iomedaes work again in Mendev.

Keston told his parents of his vision and then prepared himself for the journey to Ustalav, they gave him their blessing and helped him prepare for his new journey.

He journeyed to Ustalav and settled in Ardis, but he found that he could accomplish more by journeying throughout Ustalav and spreading the word of Iomedae by deed and example.

He was approached by Professor Lorrimar after an encounter with an Undead monstrosity and was often asked for council by the good professor. Keston even accompanied him as a healer on several occasions. The professor helped Keston with his own work on how to most effectively approach the Ustalavians and get them to listen to the teachings of Iomedae. He has never had much success with converting the populace from Pharasma but he keeps trying.

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

For everyone's ease of reference: A list of everyone and their race/class.

Arcane
Almos - NG Summoner
Martin Lorrimor - NG Human Witch
Vivia Zoran - NG Goblin Alchemist
Dreng A'Schenko - CN Cleric of Yog-Sothoth
Spugnoir - Half-Orc NG Alchemist

Divine
Kasanar Vindakay - N Dhampir Oracle of Battle
Dragomir Kolyet - LG Human Oracle of Battle
Lucasz of Ulcazar - N Dhampir Inquisitor
Cassandra Blackmoore - NG Oracle of Life

Tank (Meatshield)
Bors - CN Skinwalker (ragebred) Barbarian
Endlos Tiferet - LG Human Paladin

Skill Monkey

Striker
Keston Gird - LG Human Cleric of Iomedae
Cathran Dahlia - NG Swashbuckler
Chellian Oaks - NG Human Ranger
Arella Westlocke - LG Monk
Colt Feynan - NG Human Fighter
Orion Azrael - CG Dhampir Ranger
Porthlor Medi Jaornin - NG Human Monk
Zahur al'Rani - LN Human Monk
Peony Boffin - NG Halfling Ranger


Alayern, you can put me under your "Striker" category as a N Skinwalker Ranger. Thanks!

Sovereign Court

I'm more Divine, definately not a striker, I can hit bad guys with my sword, but i'm an anti-undead and healer type.


I'm not sure where Lucasz should fall on the list, exactly. Striker-y divine? I suppose these lists are never quite accurate. I am, however, very pleased that you corrected the typo you made writing his name. It was bothering me way more than it probably should have... :P


Mahorfeus here. Updated the ability scores, took an extra skill point and language, etc.

Looking for a better avatar, but I kind of like this one...


Hey, I'm here, too... XD

Cecilia's focus seems to be on ranged damage, along with some general utility (looks like one of her future powers will let her reshape the earth to help out).


And you did not put me under a divine caster role.


Here's to hoping. Thank you for the organized list!


Hey Litania! So, quick question: if I were to apply, may I use some of the old 3.X Ravenloft feats?

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

I don't know if this game is accepting new submissions. The opening post said that submissions were only being considered until the 26th, then he'd be in deliberation until the 29th.


I look forward to the results of who gets in today! Best of luck to you all!


Agreed!


The GM will let me in!
Or not. I'm a paladin, not a cop.


Good luck to all who have submitted characters!


For reasons, I'm moving selections till next Friday. My day job is time consuming and I haven't had time to review the apps. Please feel free to use this time to finish things up with apps.

@ GM Shadow: In Litania's lilt Well, hello there, Shady, double-dipping are we? Provide a link to these feats and we'll talk, okay?


GM, do you have any thoughts on the custom heritage I came up with?

No worries, RL happens, especially this time of year.


Dotting for interest. I'm think of a mustouched Aasimar Archaelogist Bard; that would come in handy for this adventure I'd think (plus, there is a dearth of skilled).


Realize now that I actually missed the deadline, so I'll take myself out of the running. Have fun y'all!


No worries on the delay, real life happens


not sure how i missed the list, but its cool, I'll just lurk and wander aimlessly into other recruitment threads. No love for me.


TrollByPost wrote:
not sure how i missed the list, but its cool, I'll just lurk and wander aimlessly into other recruitment threads. No love for me.

Alayern just honestly missed you, I think. Perhaps you should try making your character into a separate alias from your default one (like this one)? Makes it stand out a bit more. :)

Just click "My Account" near the upper right corner of the page. There you will find the option to create new aliases.


Lucasz of Ulcazar wrote:
TrollByPost wrote:
not sure how i missed the list, but its cool, I'll just lurk and wander aimlessly into other recruitment threads. No love for me.

Alayern just honestly missed you, I think. Perhaps you should try making your character into a separate alias from your default one (like this one)? Makes it stand out a bit more. :)

Just click "My Account" near the upper right corner of the page. There you will find the option to create new aliases.

nah it's all good. honestly with all the people doubt I would be picked anyways, so I will just drift until another recruit I like opens up =D


Hello there!

Seeing how the deadline for this interesting campaign has recently been extended, I thought I'd give it a go. I'm putting forward a Ragebred Skinwalker (wereboar taint) Bloodrager:

Please let me know if anything is amiss in my build. Thanks!

Introducing Hanzir Majjal:
Hanzir Majjal is of unknown lineage. He appears to be a young squat muscular human warrior with a paunch. He is faster and more graceful than his thickset body should allow. He has ruddy dark skin, long wiry red hair, no facial hair, beady eyes and a pronounced overbite.

He has an affinity for wild boar, and it shows. He is crass, mercurial, and oblivious to his lack of social graces. He often seems like a gluttonous brute, yet is quite fastidious. He is intensely loyal his friends. His hatreds are fleeting, but fuelled by nearly mindless porcine fury.

Hanzir always wears a scrimshaw boar-tusk amulet around his neck. It is decorated with an abstract depiction of a boar with his name in delicate script, and attached with a seamless neck strap of boar hide through the root of the tusk. Despite a lack of magic aura, both the scrimshaw tusk and its hide strap are perpetually pristine, tough as nails, and of unknown origin or age.

Early Life of Hanzir Majjal:

Hanzir Majjal was orphaned in Isger during the Goblinblood wars. He was found as a toddler near the village of Dustpawn, with a scrimshaw boar tusk amulet depicting a boar and the words "Hanzir Majjal" in delicate script on it. That was assumed to be his name. Not even Hanzir is sure if that really is his name. This amulet is Hanzir's most prized possession and he is never without it.

Hanzir was raised an Asmodean orphanage in the South-Eastern hills of Isger. He grew to be strong and hale in his adolescence. He also became the most profoundly unruly orphan in any Asmodean orphanage. It would be a polite understatement to say he was fiercely stubborn, obstinate, and impervious even to the strict discipline dispensed by Devil Nuns.

One day, Hanzir was being flogged in front of the younger orphans, again, for another of his tantrums. Flogging him was Zaan, a young Asmodean zealot, exasperated by Hanzir's unflinching silence. Catching his breath, Zaan wheezed that Hanzir was a filthy pig unworthy of having a name, and grabbed the boar amulet around Hanzir's neck. Only then did Hanzir make noise for the first time under the lash.

Hanzir erupted with thunderous bellowing squeals that silenced and stupefied Zaan and the assembled orphans. While making this ear-splitting noise, Hanzir transformed into a hulking beast with a wiry red mane, mottled brown fur, spear-sharp tusks, daggers for fingers, and cloven hooves for feet. As soon as he stopped howling, Hanzir charged the hapless Zaan, who was gored, mangled and trampled to a bloody pulp within seconds. Everyone else fled the grisly spectacle.

Hanzir also fled in a blind panic. He was dimly aware of reducing Zaan to a ghastly ruin. He felt no guilt about killing Zaan. He fled simply because he was terrified of what he had become. Hanzir lost all track of time in his headlong panic to run from the Orphanage. When he finally came to his senses, he was exhausted, alone and hopelessly lost inside a forest, which turned out to be the northern fringes of the Arthfell Forest in Andoran.

The next day, Professor Lorrimor and an armed Andoran escort found Hanzir, who was too weak to even walk. They fed and clothed Hanzir, who was grateful for their aid. Hanzir soon realized he could trust Professor Lorrimor, and was soon telling him everything. The Professor was fascinated with Hanzir's account of his transformation.

The Professor insisted Hanzir accompany him on his trip to Tymon in the River Kingdoms. During the trip, Hanzir made an astounding speedy recovery. Professor Lorrimor realized Hanzir had both wereboar and demon blood in his veins, and taught him how to control both his boar-shape and his demon rages. In exchange for the chance to study and question Hanzir, Professor Lorrimor taught Hanzir tricks for memorizing useful local and arcane information.

The Professor also insisted that his guards teach Hanzir how to handle weapons and armour. The guards thought this was madness. They grudgingly relented when Hanzir proved eager to please and excellent at both scouting and foraging now that he could control his boar-shape.

The generous, inquisitive, and undemanding Professor Lorrimor was the first person who ever soothed the normally cantankerous Hanzir Majjal! Thanks to the influence of Professor Lorrimor, Hanzir has mellowed dramatically to being only somewhat obnoxious.

When the Professor finished his business in Tymon, Hanzir elected to stay there. There was no shortage of work for the pugnacious Hanzir as both a scout and a soldier in the endless border skirmishes with Razmiran.

Hanzir has recently arrived in Ravengro, South of Lake Lias, in Canterwall in Western Ustalav, for a funeral. He was surprised, and honoured, to receive a formal invitation to the funeral of the famed Professor Petros Lorrimor. Hanzir accepted the invitation to his friend's funeral without hesitation.

Personality:

Hanzir Majjal is oblivious to being somewhat obnoxious. His swinish demeanor is annoying, but is also a vast improvement over his behaviour as a youth. His actions also belie an intense loyalty to his friends. When provoked, however, his short-lived hatreds are truly murderous.

Hanzir has an overpowering attachment to his scrimshaw boar-tusk amulet that he wears around his neck at all times. Trying to steal this amulet from Hanzir will put him in a viscious bloodthirsty mood.

Motivation:

Hanzir wants to fight the good fight. And win. More than money and food, he values sharing dangers with friends.

Vital Statistics:

Hanzir Majjal
Ragebred Skinwalker, Abyssal Bloodrager (Spell Eater Archetype), level 1
Chaotic Neutral, Medium Size, Humanoid (shapechanger)
Initiative: +3
Senses: Perception +7

======
DEFENCE
======

AC 16, Touch 11, Flat-Footed 15
HP 12 (13 for shape-change, 14 for bloodrage, 15 for both)
FORT +4 (+5 with shape-change, +6 with bloodrage, +7 with both)
REF +1
WILL +1 (+3 when bloodraging)

======
OFFENCE
======

BASE SPEED 40 ft. (bloodrager fast movement)
(Base Speed 50 feet in boar-shape)
NATURAL:
• Gore (1d6+3; one primary attack while shape-changed)
• Hooves (1d4+3; two secondary attacks while shape-changed)
• Claws (1d6+3; two primary attacks while bloodraging)
MELEE:
• Bardiche (1d10+4; 19-20/x2, two-handed with brace and reach features)
• Dagger (1d4+3; 19-20/x2)
• Falchion (2d4+4; 18-20/x2, two-handed)
RANGED:
• Dagger (1d4+3; 19-20/x2, 10 ft. range)
• Sling (1d4+3; x2, 50 ft. range)
SPACE; 5 ft.
REACH; 5 ft.

======
STATISTICS
======

STR 16 (+3), DEX 12 (+1), CON 14 (+2), INT 10 (0), WIS 12 (+1), CHA 11 (+0)
BAB +1; CMB +4; CMD 15
Traits: Boar Resilience, Conspiracy Hunter, Reactionary
Drawback: Pride
Feats: Power Attack
Skills:
• Handle Animal +6 (1 rank) (Animal-Minded)
• Knowledge (arcana) +4 (1 rank)
• Knowledge (local) +5 (1 rank) (Conspiracy Hunter)
• Perception +7 (1 rank) (Animal-Minded)
• Survival +5 (1 rank)
Languages: Common
SQ (Class Features):
• Bloodrage (class): 6 rounds/day
• Fast Movement (class): +10 feet to bases speed, without heavy armour or load
• Claws (class): two primary claw attacks that do 1d6 damage each
Current Kit (Stuff)
• Scale Mail Armour
• Bardiche
• Dagger (2)
• Falchion
• Sling
• Sling Bullets (30)
• Barbarian's Kit
• Explorer's Outfit
• Cash: 18 GP, 7 SP
Total encumbrance of 103 lbs. (medium)

======
SPECIAL ABILITIES
======

Class abilities, feats, and traits … in brief
• Animal Minded (racial trait): +2 racial bonus to Handle Animal and Perception
• Change Shape(racial trait): 3 times per day
• Spell-Like Ability(racial trait): Speak With Animals (pigs & boars only), 3 times per day
• Wereboar shape-change ability: +2 to Constitution
• Wereboar shape-change ability: -4 to Charisma for skills dealing with those who cannot shape-change
• Wereboar shape-change ability: racial bonus of +10 feet to speed
• Wereboar shape-change ability: one primary gore attack that does 1d6 damage
• Wereboar shape-change ability: two secondary hoof attacks that do 1d4 damage each
• Wereboar shape-change ability: Scent Ability to a range of 30 feet
• Boar Resilience (race trait): unimpaired at 0 HP, ignore Endurance prerequisite for Diehard feat
• Teacher's Pet (campaign trait): +1 trait bonus to Knowledge (local), and it's a class skill
• Reactionary (combat trait): +2 trait bonus to Initiative
• Attaced (drawback): Take -1 to WILL saves and -2 to Fear saves if Scrimshaw Boar's Tusk is missing, stolen, or possessed by another.
• Power Attack (feat): -1 to hit, +2 to damage (+3 two-handed)

======
PHYSICAL DESCRIPTION
======

Age: 18 years old
Height: 5 ft. 4 in. (163 cm)
Weight: 180 lbs. (82 kg)
Skin: Ruddy Brown
Build: Muscular, with a pot-belly
Hair: Red
Eyes: Brown
Special: Long red wiry hair and beady eyes that are nearly black


I never like making these decisions, but I've delayed long enough.

Here goes:

Lucasz, Endlos, Almos, Martin, Cathran, and Edwyn, congrats! The gameplay thread won't be up for a while (say a few days, so keep an eye out) so use this time to finish up any details, create aliases, etc, until then.

Everyone else, thanks for applying, but I can't take everyone. Good luck elsewhere and happy gaming!

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