I've determined I have time to run a second group of Carrion Crown, so I'm posting this Recruitment thread to determine if there is enough interest.
- 20 point buy
- Core, APG, UC, UM, ARG (no custom races)
- Two standard traits + one campaign trait (total of 3)
- Max starting gold
Submissions should include a stat block and character history/background. Expanding on the campaign trait in the background is encouraged - the character's relationship to Professor Lorrimor is a key aspect of this AP. Creating an alias is not necessary at this point, though one will be required if selected for the game.
For those who don't know, this is a gothic horror campaign that features the heroes fighting against supernatural and undead enemies. Ghosts, lycanthropes, vampires, etc - they're all here, and the setting reflects that reality. Some character concepts, such as necromancers, are not appropriate for this AP.
I generally prefer a faster game, so players should be able to post at least once per day. Everyone is busy these days, and I'm no different, so I don't expect any novels, just enough to stay engaged and a part of the story.
Finally, I will be making a few changes to the story based on actual play reports I've read, as well as suggestions from the Paizo boards, but players will get 95% of the original AP.
I'll leave this open until midnight EST next Thursday, July 12. Final selection will occur by 6pm Friday, July 13.
Feel free to ask if there are any other questions.
Dotting for interest. Leaning towards paladin for this
I've got an idea for a half elf summoner that's a follower of pharasma who has made a pact with an "angel" to help him save his country. I'll provide more details after I get a chance to flesh it out.
I would be very interested to joining this. So may I present Mithias Mead beastmorph alchemist extraodinaire.
Most crunch is in profile and here is the fluff for easy reference.
The Meads have been in Ustalav since before the domination of the Whispering Tyrant and for during all that time they have born a curse. Once in a generation, one who bears the tainted Mead blood is born with the mark of the beast upon them and Mithias was one such babe. The curse is progressive with the onset beginning on the victim's 25th year, but none have ever escaped it. Eventually, the beast awakens within them and they begin to change. Some take their own lives when they see that the change is upon them, others are put down by their family or locked away. A very few over the centuries have embraced the change and tales of their depredations are still used to frighten village children.
Mithias refused to accept any of those options. As a lad he he sought entrance and was accepted into the finest academic institutions that Ustalav had to offer, applying himself diligently to his studies and using every free moment to trying to find a means of curing his conditions. For years he searched in vain for a solution, growing more and more frantic as his 25th birthday approached. As a last ditch attempt, he sought out Professor Lorrimor and in an act of desperation he told the great Professor everything. Fascinated by the problem, Lorrimor devoted his attention to finding the solution and in the end, even he was unable to find a cure. What their combined efforts did accomplish was to discover a formula that could be used to suppress the change and if taken regularly would prevent the beast from coming forth. Ecstatic with the result, Mithias was willing to pay whatever price the Professor desired, but Lorrimor told him to consider it a favour for a favour and that he might need Mortimer's help in the future. Mithias thanked the Professor profusely and set out to live a life he never thought to have.
Many years have passed since that day, and Mithias is now well into his thirties. So far the formula that the Professor helped to develop has managed to keep the beast at bay. There have been lapses, but by taking the potion whenever he felt the beast coming forward, the changes that have occurred have been minor and short term. Lorrimor never did call to collect on his favour and as the years passed, Mithias nearly let it slip from his mind. So it was somewhat of a surprise when he received a summons to Lorrimor's funeral. Seeing that this was the least he could do to repay the great man for all he had done for him, Mithias packed up his things and made ready to travel.
Mithias is a tall broad shouldered man. His dark hair and beard are tinged with grey. He is quick and nimble and there is a certain feral quality to him. His eyes are bright and intense and when he smiles, he tends to show too much teeth. His intense stares and toothy grins tend to be off putting to most people.
Mithias is man who received a second lease on life and as such as been living life to the fullest. Food, wine, women, music, he has an insatiable hunger for them all. He tends to be a touch loud and boastful, but is very open and friendly. He is quick to laugh and quick to anger, but never carries a grudge. He is impulsive to a fault and always ready for adventure.
In times of stress and danger, the beast tries to come forth and Mithias must drink his suppression serum to prevent it from taking over (mutagen). When under the change, Mithias becomes bulkier and more muscular. As these changes can happen at any point, he tends to wear baggier clothing, so they will not tear.
As he levels up more and more of Mithias's bestial side will emerge when he changes(mutagen). These initial changes with be quite traumatic for him, but as time progresses he will begin to appreciate the strength and power these changes bring on. The fact that he is still able to keep some control during the change and has not hurt anyone that he did not intend to harm, helps to ease his fear. In the end, he will learn to induce the change, still using the serum to remain in control, and come to accept the beast as part of himself.
|Fernu Fears Nothing|
Would this Oracle curse be too much?
I'm interested. I have a Half-orc Bard of the Savage Skald archetype that I'd like to put forth.
I also have a Half-orc Scarred Witch Doctor (but only if you're okay with it), a Staff Magus, a Zen Archer or a Tongues-cursed Life Oracle I can put forth as character options. I'd need to write up fluff for them, but that'll only take an hour or two.
Thanks to those who have responded so far, I'm reading through the posted characters, but I probably won't have any feedback until tomorrow.
@ Black Thom:
The AP takes place over several months, so PC crafting is definitely an option.
That said, I've always been irritated that players feel "forced" to have a crafter in the party. To alleviate this situation when I run this AP, the characters will have the opportunity to ally with various groups and MIC is an option some of them provide to the characters.
So if you want to make a crafter because that's the concept you want to play, then this AP will provide a great platform for that kind of character. That said, I would caution against making a crafter just so the party has readily available MIC.
I hope that provides a sufficient answer, but if not, please let me know if you have further questions or need additional details.
Dwarven dorn derger - No problem.
@ Belle Mythix:
Mute curse - Thought about it, but it doesn't really work for me in this AP.
|Grand Moff Vixen|
Vincent the Thunderous, a Gunslinger, can change his alignment if you ask...
Male Human gunslinger 1 (Ultimate Combat 9)
CN Medium humanoid (human)
Init +6; Senses Perception +6
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +4, Will +2
Speed 30 ft.
Melee: Gauntlet +3 (1D3+1, 20/x2) (B)
Ranged: Masterwork pistol +4 (1d8/×4) (B and P)
Str 15, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats: Gunsmithing(b), Improved Initiative, Toughness
Skills: Acrobatics (Dex) +6, Climb (Str) +6, Craft (alchemy) +5, Perception (Wis) +6, Stealth (Dex) +3, Survival (Wis) +6, Swim (Str) +6,
Traits: Highlander, Rich Parents, On the Payroll
Languages: Common, Varisian, Aklo
SQ; deeds (deadeye, gunslinger’s dodge, quick clear), grit (2), gunsmith
Carrying Capacity: 66 light, 67-133 medium, 134-200 Heavy
Combat gear: Masterwork Pistol, Gauntlet, Masterwork Studded Leather, Paper Alchemical cartridge (bullet) (40),
other gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt Pouch, Trail Ration (4), Soap, Waterskin, Antitoxin (vial), Tindertwig (4), Traveler's outfit, Gunsmith's kit, 15,3 GP ; (51.2 Lbs, light)
Vincent is a tall slender men (6 ft. tall, about 180 lbs) with long raven-black hair with a blond/gold bang decending on his face, his right eye is blue and his left eye is brown/gold, Vincent has a somewhat pale skin.
Vincent wear a grey outfit/armor, a blue cape with ragged edges that also usually cover his mouth and a blue headband, he usually wear a gauntlet on his right arm. His pistol holster is on his left hip.
Vincent doesn't remember much of his early childhood, he was found laying uncouncious in the Mana Waste and brought to Alkenstar, where he was adopted by a worker and merchant familly. Early on, Vincent got captivated by the technology, mainly by things with flash and bang. As he grew up, he trained in the art of the guns, but something was missing, he wanted to see more.
When a group of merchants asked him to acompany them on their travels, Vincent jumped at the oportunity to see more.
After a few months, he came across a peculiar man named Petros Lorrimor, the old man was searching the merchandise for some "treasure". The professor also got curious about the mysterious weapons, the young Vincent was all too happy to talk about them, the young Vincent also liked the professor stories. After a while Vincent got leave from the merchants and acompanied Professor Lorrimor on a few digs and such. Vincent proved himself valuable in many situations, even if he was sometime forgetful of things outside his interests. After some time, the Professor retired, he and Vincent were able to keep in touch for a while.
Then a short while ago, Vincent received a message about the professor's death, and that he was summoned to Ravengro for his funerals, Vincent packed a few belongings and set on a new journey…
|'Horrible' Harold Grimsley|
Applying with a monk(martial artist).
Male Half-orc Monk(Martial Artist) 1
CN Medium Humanoid (human, orc)
Init +2; Senses Darkvision; Perception +5
AC 15, touch 15, flat-footed 12 (+2 Dex, +2 Wis, +1 Dodge)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +4
Spd 30 ft.
Melee Unarmed attack +3 (1d6+3, x2),
. . Flurry of blows +2/+2 (1d6+3, x2),
. . Pain: Brass Knuckle, cold iron +3 (1d6+3, x2, monk)
. . Suffering: Brass Knuckle, silver +3 (1d6+3, x2, monk)
. . Temple sword +3 (1d8+3, 19-20/x2, monk and trip)
Special Attacks Stunning Fist (DC 13)
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 17
Feats Improved Unarmed Strike, Stunning Fist, Dodge, Combat Reflexes
Traits Bully, On The Payroll, Superstitious Ward
Skills Acrobatics +5, Intimidate +6, Perception +5, Sense Motive +5
Languages Common, Orc
Ability Modifiers +2 to Strength.
Darkvision Half-orcs can see in the dark up to 60 feet.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Favored Class Monk
Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
On The Payroll During his visit to Caliphas, the good Professor hired Harold as a bodyguard in some of the more dangerous streets of the capital. You gain an additional starting funds of 150gp.
Superstitious Ward You’re not frightened of the old wives’ tales of vampires and ghosts, and though you try to avoid the undead, you’ve learned how to deal with them. You may cast disrupt undead once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.
Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
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 using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level.
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
(1lb) Pain: Brass Knuckle, cold iron
(1lb) Suffering: Brass Knuckle, silver
(3lb) Temple sword
(8lb) Explorer's Outfit
When the Whispering Tyrant finally was subdued by the Shining Crusade and his forces routed, not all of the lich’s forces were laid to rest. The orcs of the Hold of Belkzen retreated to their holes and strongholds but would rise up numerous times over the years to cause their neighbors grief. One of the more recent uprisings would see the tribe of Three Fangs sending raids deep into parts of north and western Ustalav. The orcs were their normal merciless selves: villages were razed, men were slaughtered, and women were raped.
It was thus that Harold came into the world, an unwanted child in a nation that abhors abominations. His mother’s village was destroyed, a burning husk on the horizon, as she and the remaining survivors made the long trek to a neighboring village for assistance. Many of the women sullied during the raid committed suicide in the months after, some from their own inability to recover from the trauma and some from the pressure from the community that they were now tarnished or carried seeds of evil in their wombs. Harold’s mother was a bar wench in her previous life and too tough, or mean as most of the village’s men pronounced, to cave in and end her life. Instead, she pulled up her new roots and headed across the country to someplace that no-one would know her name or the father of the thing growing in her.
Eventually, Harold’s mother settled in Caliphas, the capital, taking up her previous profession in such a seedy joint that she ended up being little more than a prostitute that served ale. A month after moving to Caliphas, Harold was born prematurely but already the size of a very healthy baby boy. His crude features, a mockery of a human’s, were repugnant to his mother and all the difficulties she had endured from his conception to her voluntary exile were placed solely on his shoulders. To say that Harold had a hard life growing up would not encompass the cruel, stark reality of the situation. He was tormented by the neighborhood children, spat upon by their parents, then when he ran home to escape it all, his mother would beat Harold raw and call him names such as ‘Abominable Spawn’, ‘Aurochs-face’, and ‘Her horrible mistake that she should of fed to the dogs when he was born.’ The last name would stick, at least partially, as it shrunk over the years until he was just being called ‘Horrible’.
By the time he was five, Harold was the size of most ten year olds. As the abuse buried beneath his course features grew, it fermented into a deep and terrible rage at the world. The first time it erupted to the surface he broke an older boy’s arm in three places. The resulting beating by the boy’s father and charges filed with the local guards would set the tone of the rest of Harold’s youth. He was in and out of cells or hospital rooms, his face constantly swollen, black and blue, or marked by his often broken nose. His mother could care less what became of her son thus he was raised on the streets more than at home.
Between the ages of thirteen and fifteen, Harold was working with a local gang as an enforcer, breaking bones or shops of those that didn’t pay protection money. This life would take a change of course one night when he was supposed to tear up the antique shop of an older man who looked like he hailed from Tian Xia. The old man, Cho-lum, was supposed to be asleep when Harold broke through his door and started shattering his merchandise but instead he was up doing some late night cleaning in the shop. Already towering well over six feet tall at age fifteen, Harold wasn’t too worried about the little old man and didn’t even know anything was wrong until he came back awake on his back with the sound of guard whistles carrying through the open door.
Cho-lum was still sweeping the store nearby as he told Harold that a nice young man such as himself should show more respect to his elders and neighbors. At a loss for words, Harold was beginning to stand when the guards arrived and took him into custody. The old man didn’t file any charges but Harold was held for a few days just because of his long record as a troublemaker.
Harold would return three more times to Cho-lum in the following week, the first in anger at the little man ruining his job which ended much as his first encounter did. The second visit had Harold still angry but also weary, ready to catch the old man at whatever tricks he was playing. A blur of arms and legs later, Harold was shaking his head clear in a cell again. The third time, Harold returned, asking the old man how he kept disabling him so easily. Cho-lum told Harold it was as easy as disabling a mounted knight in armor, one must merely trip the horse and let the momentum of the big beast and its heavily armored master do all the work. Harold left the old man’s shop with much to digest after a conversation that lasted over an hour.
The next day, Harold returned and learned a bit more from the old man, who enjoyed having a younger fellow around to regale with stories and occasionally help move the heavy object or two. For three years, Harold visited Cho-lum as regular as clockwork, learning what the old man had to teach in pieces. Now most would have cause to fear that teaching a boy, that was filled with anger at everyone, these skills would make him a threat to every innocent person he might encounter, but somehow, Cho-lum had a calming effect on Harold even when the old man would pop the half-orc on the head in admonishment for doing something wrong.
At eighteen years of age, Harold lost the first person he ever thought of as a friend when Cho-lum passed away from old age. Set adrift again in the city of Caliphas, he started to migrate back to his old acquaintances and employment. However, with new insight in his view of the world, Harold found it hard to do the acts of petty, or otherwise, crime that his ‘friends’ wanted him to do. He made numerous new enemies as he started telling them to sod off and instead started to hire himself out as muscle for local businessmen whom had issues with the gangs causing them grief. He made a name for himself amongst the dregs of society, living up to his moniker ‘Horrible’ as most would scurry away to their dens of ill repute if so much as word got out that Harold was on the job.
It was during these years that Harold met the Professor. Visiting Caliphas to lecture at the local college, the Professor was also interested in the rumors of vampires stalking the streets at night. This would lead him into some nasty places that would have seen his throat slit just for the change in his pockets if he hadn’t had the foresight to hire a local tough to show him around the area. Thus Harold came to be in the temporary employ of the Professor, even pulling him out of one sticky situation when they actually did encounter a vamp who was seducing a young lady, a party the Professor accidently interrupted in his haste. Harold was sure he had a few gray hairs by the time the Professor left the city finally. It was strange and with some hesitation that Harold opened the letter from the Professor’s estate that arrived a few months later.
Seranov's character reporting in. I actually decided that Alexei would probably fit into this AP better than my Half-orc Bard would, so here he is!
Male Human (Varisian) Oracle (Oracle of Life) 1
NG Medium Humanoid (Human)
Init +7; Senses Perception +2
AC 18, touch 11, flat-footed 17. . (+1 Dex, +5 armor, +2 shield)
HP 14 (1d8+2+4)
Fort +2, Ref +1, Will +3
Speed 20 ft. (Medium Armor)
Melee Morningstar +1 (1d8+1/20/x2)
. . Dagger +1 (1d4+1/19-20/x2)
Ranged Light Crossbow +1 (1d8/19-20/x2)
Str 13, Dex 12, Con 14, Int 8, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Toughness, Improved Initiative
Traits Reactionary, Birthmark, Subject of Study (+1 Damage vs. Undead)
Skills Diplomacy 1 rank (+8), Sense Motive 1 rank (+5), Knowledge (Religion) 1 rank (+3), Perception 1 rank (+2)
Languages Common, Varisian, Celestial
Combat Gear Morningstar, Dagger, Light Crossbow, Scale Mail, Heavy Steel Shield, Crossbow bolt (20); Other Gear 45 gold pieces, 8 silver pieces, backpack, bedroll, winter blanket, candle (5), flint and steel, silk rope (50 ft.), torch (5), 5 days trail rations, waterskin
In order to take advantage of his abilities and his unfortunate affliction, Alexei started working as a traveling battlefield healer and adventurer-for-hire, plying his powers in Sarenrae's name.
Hearing of these events, in addition to Alexei's exploits, the Professor had come to meet the oracle and discuss his experiences. Giving deeper insight into such unliving monsters, Lorrimor's teachings immediately struck home with the young man. With the blessing of Life essentially flowing from his veins, such monsters were anathema to Alexei. The two men spent many days discussing the habits, anatomy and defenses of the various undead. When the elder man had to leave to continue his travels, the younger man assured him that his teachings would be put to good use.
Now, many years later, Alexei is quite distraught to hear that his one-time mentor has passed, and immediately set out to attend the man's funeral. Saddened that he could not regale the older man with his experiences again, the now slightly less young Alexei enters the town of Ravengro...
His intentions can backfire, however, as he is very headstrong, sometimes getting himself into trouble that he is physically incapable of talking himself out of.
Unnatural Druid (Dhampir)
Night's Bond (Ex)
An Unnatural Druid that chooses an animal companion must choose one of the following animal companions: Dire Bat, Dire Rat or Wolf.
An Unnatural Druid that chooses a domain may choose: Animal, Charm, Darkness, Death or Trickery.
This ability otherwise functions as Nature Bond.
Wild Empathy (Ex) modification
An Unnatural Druid gains a +4 bonus when influencing nocturnal animals.
Wild Shape (Su) modification
The animals that an Unnatural Druid may turn into are limited to Rats, Bats, and Wolves and their variations eg. Dire Bat.
However, this ability functions at the druid's level +2.
An Unnatural Druid may not turn into elementals or plants.
However, instead the Unnatural Druid gains the following abilities.
At 10th level, the Unnatural Druid may turn into a swarm per Swarm Form (variant abilty for Vampire Template)
At 12th level, the Unnatural Druid may turn into a Gaseous Form (per Vampire Template)
At 14th level, while in an animal form (not swarm or gaseous) a creature hit by a natural weapon gains one negative level (DC 10 + 1/2 level + CHA mod). This ability only triggers once per round, regardless of the number of attacks the druid makes.
@DM - Black Thom here. I appreciate the explanation. And I don't feel the party needs a crafter. I've just always wanted to play one.
I'm actually playing a 6th level Half-Orc build Barbarian/Unbreakable/Trapsmith... A result of some arcane experimentation in Ustalav. Think Quasimodo, Frankenstein, Darkman. A noble savage. Not sure if it fits your vision for Carrion Crown.
Thinking of testing if he's viable from level 1, first level or two, he's a combat brute then he goes Rogue.. yet stays quite the combat brute with a lot of mobility. Cutlass, shield, acrobatics, dodge, mobility, etc ...
Role might be shock-trooper, first responder.
Build is in alias if you would like to see what he'd look like @ level 6.
Here's my submission. A Nuetral good cleric of Imodae with Glory (Heroism) and Good (Archon) domains.
As far as combat goes he is quite the leader, inspiring courage in allies and fear in enemies. His ability to do damage is quite good but he is not stupid enough to give a foe even terms. He will arrange the field to his advantage and happily use magic against a fighter in single combat. He is honorable though and will give quarter to a foe who asks, except for evil outsiders of course who need to be destroyed on sight.
While he is a fine warrior and Inspires those around him, he is without much in the way of tactical acumen. He had been passed over for promotion, many times because of this.
He is not hung up on it though, his is wise enough to leave the grand convuluted plans to the generals. He relies on his Faith and his sword and it sees him through.
His relationship to the professor was a brief one. Having been assigned his bodyguard when the man had travelled to the worldwound on request of the church to advise about pockets of Undead that were springing up there. They struck a fast friendship and it was in Daniel's subsequent travels he journed to visit the proffessor, only to find terrible news...
Is this PbP gonna have Maptools or Dropbox pics of the battlemaps???
I have an idea for Oliar, a Catfolk Rogue (Cat Burglar and maybe another). I got to Catfolk mainly because it's easy access to natural weapons and because I have an entertaining background idea. Might end up as MC Sorcerer and Arcane Trickster but not sure yet.
EDIT: Was first thinking Ratfolk Alchemist (Plague Bringer), but while that would fit Ustalav perfectly, I don't think the people of Ustalav would like him.
Oliar, or "Snowball" as he was then known, came into slavery at a very young age. Bought as nothing but a pet for the daughter of a Chelish lord as part of an escalating competition between him and other lords as to who can give his children the grandest and most outlandish gifts (first dad buys his daughter a cat, second buys his daughter a tiger and then the third buys his daughter a catfolk).
While his first years were relatively nice, being played with and living in a grand manor was fine as a little kid, Oliar started to feel trapped as he grew older, especially since his maturation seemed to go faster than the girl's. He came into contact with the other, mostly halfling, slaves of the manor and together they would play cards and they learned him routes through the manor using age old secret passages that even the owners had forgotten about.
It was this close friendship with the Halfling slaves that got Oliar his freedom. When agents of the Bellflower Network came to free them they insited they'd take Oliar with him. He then scribbled a quick goodbye note to the girl, who had always treated him well, and explained that he needed to be free. They then fled through the secret passages.
In the years after Oriad, after abandoning the name "Snowball", worked as an agent for the Bellflower Network for several years, freeing slaves from Chelish manors. It all ended roughly when they attempted to free slaves from the wrong house in Senara. In the room where the slaves were supposed to be sleeping they instead found four Erinyes waiting for them, together with a Halfling they assumed to be part of their organisation but who then revealed himself to in fact be a Half-Fiend. It was only through sheer luck that Oliar and two of the other Bellflower agents managed to escaped, the other five were slaughtered.
While Oliar and the other laid low for a while, rumor started to spread of a feline fiend stealing slaves to feed on. It of course was false rumor spread by the Chelish but it also meant Oliar's role could not be maintained. With the help of the Network he made his way to Druma to start over, only 15 years old.
It was in Druma, in the quiet town of Macridi, that Oliar ran into professor Lorrimor. There to study the local fey the professor was immediately drawn to the lone catfolk wandering it's streets. They got to talking and when Oliar mentioned his encounter with the Erinyes and the Half-Fiend Lorrimor got excited, wanting to know all about it. During the next few days the professor spent less time studying fey and more listening to Oliar's story again and again, making notes about every aspect of the story as well as inspecting the few scars from wounds sustained during the escape, which still hurt from time to time. Eventually Lorrimor had to return home, but not before ensuring Oliar that'd he'd see what he could find on his situation and send it to him.
After the professor's departure Oliar came to expect a letter about every other week, letters he always answered shortly after. It was also during this period that he started writing letters to the girl, his former owner, he had left behind in Cheliax. To his surprise she answered and told him she understood and wished they could be friends.
It was also during this period that Oliar became further entrenched into Druman society, eventually finding that his skills at stealth and breaking and entering were perfect for a freelance job in repossession, making sure debts are paid.
Recently the letters from the professor had stopped. Assuming the correspondence had simply come to a natural end, Oliar thought little of it. It wasn't until he recently received a letter from Lorrimor's daughter about her father's death that he realised there could be something more dire. When he had read the letter Oliar started to prepare to attend the professor's funeral. He finished he last job and boarded a ship in Kerse in the direction of Caliphas and to Ravengro from there. On the one hand he was sad to have learned of the professor's passing, but on the other hand he was excited to see a new land.
Here is my submission. I may or may not swap a few things around slightly (e.g. skills, trait and/or stats) but it should be fairly close to final:
Male elf Rogue 1
CG Medium humanoid (elf)
Init +4 ; Senses Perception +6, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex)
hp 10 (1d8+1)
Fort +1, Ref +6, Will +0
Defensive Abilities Elven Immunities
Spd 30 ft/x4
Melee Curve Blade, Elven +4 1d10+3 18-20/x2
Melee Dagger, Melee +4 1d4+2 19-20/x2
Ranged Shortbow +4 1d6 20/x3
Ranged Dagger, Thrown +4 1d4+2 19-20/x2
Special Attacks Sneak Attack
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +0, Cmb +2, Cmd +16
Feats Armor Proficiency (Light) (PFCR 118), Weapon Finesse (PFCR 136)
Traits Child of the Temple (Faith), Heirloom Weapon, Making Good on Promises
Alternate Race Trait Silent Hunter
Skills Acrobatics +8, Climb +6, Bluff +3, Diplomacy +3, Disable Device +9, Knowledge (local) +6, Knowledge (nobility) +7, Perception +6, Sleight of Hand +8, Stealth +8
Languages Common, Elven
Combat Gear Elven Curve Blade, Shortbow, Arrows (20), Dagger x2, Leather Armor
Other Gear Explorer's Outfit, Mwk Backpack, Bedroll, Map Case, Chalk (10 pieces), Flint & Steel, Grappling Arrow, Ink (4 oz), Inkpen, Small steel mirror, Paper (10 sheets), Belt Pouch, Trail Rations (5 days), Silk Rope 50', Sack, Sewing Needle, Waterskin, Whetstone, Theives' Tools
Firavel was born to a young elven courtesan and raised in the temple of Callistra. He didn't have a bad childhood and he was raised well, his mother even giving him his dead father's curve blade, but still he turned to thievery. He generally stuck to those who could afford it, and never resorted to thuggery (where was the skill in that?). It was less for the monetary gain, than for the thrill of the hunt. He would get caught now and again, but paid his dues, whether through a prison sentence or a fine, and went back to it trying to better his previous score.
It was many years ago when Firavel saw a young man, a new professor at Liepstadt University, carrying a golden statue poorly covered in a cloth into the university. Firavel trailed him to his office and then left, casing the area. He had never thought of trying to break into the university, but with a score like that, he would make the effort. Breaking into the university and stalking through its halls was challenging but he made it to the young professor's office without incident. The statue was there, sitting unattended on the desk, and he easily swiped it, tossed it into a bag, and fled the scene.
Back at his room at the inn, Fir looked in the sack and took out the statue, so that he could better admire his ill-gotten gains.
"It is a nice piece isn't it?" said a voice behind him.
Firavel spun around, his hands reaching for his weapons. There was the professor, leaning against the door.
"No need, I'm not here for a fight."
"What do you want then?" Firavel said, his eyes shifting back and forth, looking both for other people as well as for a way out.
"Well, frankly, I want the statue back. You did such a fine job stealing it... well, maybe it was just my carelessness it rather than your skill at burglary. Normally I would let it pass, but I'm afraid that specific piece is a little too dangerous to be out in the general public."
"Dangerous?" Fir asked, eying the golden statue incredulously. "This?"
"Oh, most definitely. It is said that there is a rather horrible curse upon it. No need to go into the grisly details. And don't worry," the young professor said as he noticed Firavel's distress, "you're still safe... for now. I tell you what, as a favor to you, I will take that off your hands, I will not call the city watch, and I will pay you gold for your troubles. How does that sound?"
Firavel licked his lips, "What's the catch?"
"Well, you'd owe me of course. At some point, I'll come to you for a favor, and you will follow through. As you can see, it's not all that hard for me to find you, Lorrimor said with a smile. Or... if you prefer, I can call the watch..."
"No! No... I agree. A favor for a favor"
The professor smiled, "Good, my name's Lorrimor by the way, Petros Lorrimor. I'll keep in touch," and left with the statue. The years passed and Firavel kept looking over his shoulder wondering, waiting for when the professor would finally call in his favor. He would have thought nothing of it and in fact he had forgotten all about it until a year after the agreement, when he found a note on his door, in a different inn and a different city, with Lorrimor's seal upon it. In fact, every year, on the anniversary of their meeting, no matter where he was or what he was doing, Fir would find a sealed letter from Lorrimor.
Firavel tried to make a game of it, travelling randomly, and changing his routine, but it was still trying. The last time he even broke into and spent the night in the home of a noble family. While sneaking around exploring, he opened a jewelry box and found... a letter with Lorrimor's seal upon it.
In shock he fell back, tripping over a nearby chair and falling over, causing enough noise to awaken the inhabitants. He was caught by the nobleman's guards. Rather than calling the watch, however, the nobleman tossed him out of his house along with that letter, the letter telling him that the favor would be paid in Ravengro.
Note I took some liberties with Lorrimor. I was running under the assumption that someone who has been lecturing in universities around the world would likely have power and/or friends in high places which could set Fir up with the letters. It can change if it's too much.
So, after mulling over the choice between a bard and a monk for long enough, I settled on the natural answer of a Druid. It's funny how character concepts happen like that sometimes... I'm still fiddling with gear and spells, but the build is pretty solid.
LN Small Humanoid
Init +4, Senses Low Light Vision, Perception +9
AC 16, Touch 13, Flat-footed 14
Fort: +4, Ref: +2, Will: +5
Melee Spear 1d6 x3
Ranged Sling 1d3 x2
Str: 8, Dex: 14, Con: 14, Int: 10, Wis:17, Cha: 12
Base Attack +0, CMB -2, CMD +0
Traits Reactionary +2 init, Teacher's Pet +2 KS:Nature
Skills Handle Animal +5, KS: Nature +10, Perception +9, Survival +9
Languages Common, Gnome, Sylvan, Druidic
Low Light Vision (double vision distance in low light)
Defensive Training (+4 Dodge vs. Giants)
Gnome Magic (+1 DC on Illusions)
Illusion Resistance (+2 vs. Illusions)
Keen Senses (+2 perception)
Explorer (+2 Climb, KS: Nature)
Nature Bond (Constrictor)
Snake, Constrictor (Vincent)
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.
Nature Sense (+2 KS:Nature, +2 Survival)
Wild Empathy (Diplomacy on animals)
Spear, 1d6 x3, 6lbs
Sling, 1d3 x2
Studded Leather, AC +3, 20lbs
Flint & Steel, 0lbs
Rations (x5), 3lbs
I've never done a background this way before, but somehow it felt right. *shrug*
Diary Entry 1
At the behest of Professor Lorrimor, I am beginning a record of my travels to Ustalav and my experiences therewithin for his future studies. I was born and raised... somewhere boring. People were happy, nature was happy, and nothing actually ever happened. In this terrific environment, I made the quite obvious choice of turning to the turmoil of Nature to provide interest in my life and fortunately enough for me it received me with open arms. I endevoured to learn from it and protect it's sanctity, and in return it gave me strength and companionship in order to redouble my efforts. It wasn't long though until I heard of a place full of adventure, unbefore seen creatures, and a nature scarred by the past. At the very thought of leaving this place, Ustalav, unseen I could practically feel myself grow paler so I joined the next merchant caravan and started my journey.
...My hand cramps already at the unfamiliarity of this infernal quill. I will write more soon.
Diary Entry 2
It has been nearly a week since I've written, but I'm sure the people of the Metzenbaum hamlet will find the gap excusable now that they are free of Potato Blight. Anyways, the merchant caravan was oddly distant for most of the trip but I thought nothing of it as I was accustomed to Vincent having that effect on others. However, you can imagine my surprise when upon the eve of our arrival to Ustalav I found myself and Vincent caged and housed with the caravan's goods. At first I thought this the manifestation of some ill will by our companions, but was relieved to discover it was only the means of facilitating our entrance into an Ustalavic Circus - the members of which were intriguing enough on their own to justify my travel to this foreign place.
Diary Entry 5
After growing tired of the all too common sight of city interiors and gawking peasants I convinced some of the Circus' animals to cause a distraction while Vincent and I made our escape. I had already heard stories about Professor Lorrimor and I was eager to seek him out and learn what I could of the plight of these lands. The extent of his bookish knowledge, despite his apparent utter lack of hands on experience in Nature was intriguing. I was also happy to discover that my extensive practical knowledge of this and that to be of interest to the esteemed professor. Our periodic discussions quickly became a highlight of my time in Ustalav.
Diary Entry 16
It seems these entries are finally beginning to catch up to me in the present. I recently received a summons from Lorrimor which, naturally, caused a spark of joy. Perhaps he had discovered something extraordinary that he wished to discuss and share with me. However, this spark was quickly extinguished when I finished the summons and found the reason behind it. Lorrimor is dead? I will honor his final wishes, and go to this Ravengro. However, I believe this to now be the final entry in this book.
Prehaps not though. Perhaps Lorrimor's plans for me at Ravengro will be so exquisite that I must share them, even if it is with a lifeless book.
A horse-drawn carriage pulls up and stops on the road outside the Ravengro cemetery. A distinguishedly dressed and cloaked gentleman - hood pulled up and obscuring his features - exits the carriage and turns to tip the driver. Transaction completed, the gentleman respectfully nods to the driver as the carriage pulls away.
The gentleman turns and approaches the group of people gathered at the gate leading into the cemetery, an intricately carved walking stick tap-tap-tapping on the cobblestones as he walks. Beneath the cloak it is obvious that the gentleman is impeccably dressed in a finely tailored long jacket, wool vest, soft leather breeches, and spotless white linen shirt with a smartly knotted silk cravat.
"Oh dear. I hope I'm not too late!" the gentleman exclaims - albeit in a subdued bass tone - as he retrieves a silk handkerchief from a vest pocket and coughs softly into it while quickly taking stock of each person gathered. "I'm afraid this weather is not beneficial to my constitution," he adds as he replaces the handkerchief in his pocket.
"But forgive me. You all must be fellow friends of the good Professor," the gentleman says, lowering his hood to unexpectedly reveal the bestial face of a male half-orc with a delicate pair of pince nez incongruously perched upon his nose and a handsome bowler capping his head. "My name is Korvus Slade, a former student of the Professor's from Magnimar," the half-orc introduces himself, doffing his hat and bowing his head respectfully.
Good day! This is my submission, Korvus Slade, half-orc wizard (conjurer).
"I realize that despite my bestial appearance, I don’t behave in the manner typically associated with those of orcish descent. For that I have my gnomish parents Gimble and Ellyjobell Boddynock to thank. Yes, I said ‘my gnomish parents’. You see, the Boddynocks were close friends and adventuring companions with my biological parents, Korvanna Sharptusk and Slade Trollbane, who were both half-orcs. The four of them were members of the Pathfinder Society based out of Magnimar. Shortly after I was born my biological parents were assigned a mission to the Hold of Belkzen and left me with the Boddynocks. Unfortunately, my biological parents never returned."
"The Boddynocks were wonderful parents. They’re both retired from the Pathfinders now, but still provide consulting services to the Society on occasion. When I was very young they both noticed my aptitude for more academic pursuits and strove to nurture my interests. It was my parents’ old friend Professor Lorrimor who urged them to enroll me into the Stone of Seers, Magnimar’s most esteemed school of wizardry, when I demonstrated a gift for the arcane arts even though no one of orc-blood had ever attended the school before. I’ll admit, my parents had to call in several favors to gain my admittance, as the administrators were highly skeptical that someone of my race possessed the intellectual capacity to master the mystical arts. To be honest I believe it was finally Professor Lorrimor’s letter of recommendation that finally convinced the Deans to grant my admission, although once I was enrolled I discovered that several of the instructors shared the view that someone of my race must surely possess a substandard intellect. As a result I had to work harder than I ever dreamed to prove to them that I was just as capable as my peers."
"Professor Lorrimor was a frequent guest lecturer at the school, and even though his time was in high demand he always made an effort to spend time with this young student. During one semester he taught a course entitled ‘Ancient Arcana – Myths and Mysteries of Lost Thassilon’. A most fascinating course! The Professor took us on several field trips to study ancient Thassilonian ruins, from the Irespan within Magnimar itself to the Old Light in the town of Sandpoint. Professor Lorrimor believed that it wasn’t enough to study records of the past in books and tomes, but that one must get out in the field and ‘get one’s hands dirty’ to truly appreciate the lessons of history. Perhaps it was due to my parentage, but I quickly found that I shared the Professor’s enthusiasm for exploration of ancient ruins. Throughout that semester the two of us spent countless hours discussing and debating the finer points of arcane esoterica. I remember that the Professor was particularly intrigued by the proximity of the ancient Thassilonian realm of Gastash (which encompassed the area known today as the orc realm of the Hold of Belkzen) to his own land of Ustalav, considering the influence that necromancy has had on the history of both realms. Realizing my enthusiasm for our mutual interest in Thassilonian history and arcana, as the semester neared its end the Professor petitioned the Stone’s administrators to allow me to assist him the following semester in an actual archaeological evaluation of the Old Light! We spent five months in Sandpoint working closely with the local sage Brodert Quink, who believes that the Old Light was a Thassilonian war machine capable of spewing fire for more than a mile. While we didn’t find any evidence to support Quink’s theory, it was a fascinating and rewarding experience all the same."
"Of all my teachers I would have to say that it was Professor Lorrimor who truly inspired me not only to excel at my studies, but to open my eyes to the wider world around me. If I can someday become at least half the man that he was - noted scholar, intrepid explorer, and kind, giving soul who inspired others - then I will feel worthy of all the effort he put forth on my behalf. This world is a better place as a result of his presence in it. He will be sorely missed."
Thanks for your consideration!
Kalizkan applying with Azkhoth Khazrothi, Dwarven Stonelord. If need be, I can make some minor tweaks and make him an inquisitor. Other than buying items and potentially changing class, he should be more or less set.
Male LG Dwarf Paladin(Stonelord), Level 1, Init +3, HP 13/13, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, Fort +5, Ref +2, Will +3, Base Attack Bonus 1
Dorn Dergar +4 (1d10+4, x2)
Power Attack Dorn Dergar +3 (1d10+7, x2)
Chainmail (+6 Armor, +1 Dex)
Abilities Str 16, Dex 13, Con 16, Int 10, Wis 12, Cha 10
CMB +4 CMD: 15, 17 against an aberration's grapple, 19 against bull rush and trip while standing on the ground
Saving Throws: +3 bonus to saving throws against spells, SLA, and poison
Stonestrike: 0/1 Used. Attacks are treated as magical and adamantine, and ignore 2 hardness. +1 to attack rolls, damage, and CMB. +1 CMD while touching the ground.
Note: Statblock created on Myth-Weavers
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Aura of Good:The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Stonestrike: Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.
Campaign: Chance Savior
2: Glory of Old
1: Power Attack
Knowledge (Religion) +5 (1 SP+3 Class+1 Int)
Perception +5 (1 SP+3 Class+1 Wis)
Sense Motive +5 (+1 SP+3 Class+1 Wis)
Azkhoth father, Khargrim Runesmelter, was a priest of Torag, and often traveled with the clan’s patrols deep beneath the Hungry Mountains. The main purpose of the patrols was to fight the aberrations that resided in the depths, and Khargrim often returned home with tales of his exploits. Fascinated by these stories, Khargrim trained incessantly as a warrior—even to the exclusion of learning how to forge weaponry—and dedicated himself to Angradd. He trained primarily with traditional Dwarven weaponry, and eventually settled on the traditional dorn dergar as his primary weapon, backed up by his waraxe.
After several years in the patrol, Azkhoth began to show signs of Angradd’s favor, eventually manifesting the abilities of a stonelord. As his connection with Angradd grew, Azkhoth heard the god calling him to the west. Once he was certain of where he was being called, Azkhoth packed up and traveled to the border, giving his farewell to the clan and travelling with nothing but his gear.
Eight years ago, as he traveled to Belkzen to aid against the Orcish hordes, Azkhoth ran across a man being attacked by a wild group of Worgs. Rushing in with his dorn dergar swinging above his head, Azkhoth aided the professor in killing several and driving off the rest. Grateful for the help, and recognizing Azkhoth from his previous visit, the Professor insisted on travelling the rest of the way with Azkhoth, asking questions and taking copious notes the whole way. Upon arriving at the border fort of Orkenwall, the professor left, citing obligations at home. Thinking that he would never see Lorrimor again, Azkhoth gave a gruff goodbye, and jumped into his duties.
Since then, Azkhoth has been fighting along the Belkzen border, serving his god and fighting alongside the local Ustalavan troops. Recently, Angradd’s call has shifted, and Azkhoth has been feeling the urge to go to Ravengro. News of the Professor’s death has only strengthened the call, clearly indicating that he is meant to be there.
|Grand Moff Vixen|
After further thinking I'd prefer to make Oliar a Fighter (Two-Weapon Warrior) rather than a rogue. Background wouldn't change, except that the repossessions would have been performed in a less subtle way.
Background and crunch can be found here.
Only thing I'd like to have at some point and that may pose a problem is two sets of Claw Blades.
Dotting for interest.
Thinking an inquisitor or maybe a ranger,but need time to look over the players guide for more backstory.
Thanks again to everyone who has posted so far.
At this point, I'm focusing on background and how well the character fits into the story. I've had time to read the backgrounds on several characters, and here are some questions and comments for them:
@ 2goth4U: I like the idea, but I'm not comfortable with custom archetypes for this AP.
@ Sandru: I like the concept, but I'm not sure how well it would work in this AP. I think my NPCs are going to be much too paranoid for the character.
I'll post questions/comments for more characters tomorrow.
His mother and younger sister still live together in the house he grew up in. His mother, Natalya, works as a chef, and his sister, Lyubov, now runs the family merchant business that Alexei had originally been supposed to take over. They are not rich, but together with Nikolai's meager fortune, they live comfortably enough.
Alexei corresponds with them, via letters, occasionally while on his travels.
Ok. Jerome Caulflower. Bodyguard and family member of Pharesmian morticans.
Name: Jerome Caulflower
Class: Fighter (Favored HP)
AC: 16 FF: 16 Touch 10
Fort: +5 Ref: +0 Will: +0
Str: 15 (+2) Dex: 11 Con: 17 (+3) Int: 10 Wis: 10 Cha: 14(+2)
GreatSword +4 2d6+3 19-20/x2
Longbow +1 1d8 x3 100 ft.
Skills:Intimidate (1+2+3)6,Ride (1+3) 4, Survival (1+3) 4
Feats: WF-Greatsword,WF-Longbow,Dazzling Display
Special abilities: Intimidate with Weapon Focused weapon
Traits: On the payroll, Armor Expert -1 ACP,Reactionary +2 Init
Potion of CLW
Potion of Magic weapon
2 days rations
Rope, Silk 50
109 Gold 5 SP
However, while Jerome was a dutiful son, he has little skill for preparing bodies and lacked the inclination for joining the clergy with his often restless nature. So he was sent to the guard to hopefully rise within the ranks of the city guard and help keep the surrounding lands and graveyards free of undead. Jerome took to the guard well, his strong form suited to heavy armors and weapons but he was happier traveling and protecting caravans than any potitions in the city.
It was during one expidition that he made the aquaintence of Professor Lorrimor and noting the raw talent of the brawny soldier, hired Jerome
as a bodyguard several times during his travels abroad.
well here is my submission:
On the rainy morning of Arodus 5, 4704, Shoanti warriors used the element of surprise to launch their nighttime raid against the undefended Chelaxian settlement of Lachine. They traveled down the Jeggare River by boat, and landed on the north shore of the river 25 miles from Korvosa. While the colonists slept, the invaders surrounded their homes and waited for their leader to signal when the attack should commence. They then proceeded to attack the homes, breaking down doors and windows, and dragged the colonists outside to meet their demise. When some of the colonists barricaded themselves within the village's structures, the attackers set fire to the buildings and waited for them to flee the flames. Fifty-six of the settlement's seventy-seven structures were effectively destroyed by fire. Because the settlement was relatively sparse, any hope of counterattack was thwarted due to a lack of communication and an inability to organize.
Twenty-four colonists were killed in the initial raid, and more than 70 were taken prisoner. The remaining colonists were able to escape the attack. Of those taken prisoner, close to 50 were tortured to death, while some managed to escape and 42 others were released in prisoner exchanges. A few young children were spared and actually adopted into Shoanti society.
Among the warriors of that day was Mingan Son of Menewa, His first battle, the young boy became a man. He took the scalps of many Chelaxian’s, revenge for the many massacres over the years past. Mingan returned home and was honored in the moon victory dance giving thanks to the wolf spirit for providing good hunting and great victory in battle. The reasons for the attack are as numerous as the races that populate the region. Some claim that the Shoanti are nothing more that savages that have no concept if civility; yet others believe that the continued persecution and hunting of Shoanti as though they were animals provoked the attack , and still others claim that the Korvosian’s were unfairly trading with the Shoanti and stealing their goods.
Several months passed and the Lyrune-Quah clan continued to live in peace but the people of Korvosa were not happy at the loss of their colonist. Punitive actions against the Shoanti were needed to re-establish their dominance over the fur trade in the region. Field Marshal Cressida Kroft, led 2,000 men deep into Shoanti territory and destroyed their largest village.
Mingan was out hunting and gathering furs to trade with some Varisian gypsies when the Korvosian’s attacked, and when they had returned the military commanders captured Mingan’s hunting party and ordered they be executed.
Among the army was Professor Lorrimor, acting as observer and conducting research into the Shoanti and Korvosian wars. Professor Lorrimor convinced the commanders to spare Mingan, That he had need of him. The commanders agreed, releasing Mingan to Professor Lorrimor as his slave (Though Professor Lorrimor did not see it that way).
Mingan served Professor Lorrimor for many years as his Valet, guide, and even bodyguard. Mingan showed Lorrimor the ways of the Shoanti and of the Lyrune-Quah customs. Mingan no longer had a home and served Professor Lorrimor for several years even after settling in Ravengro.
Though Mingan is no longer in service to the Professor, he would call on him from time to time. Mingan was now acclimated to the civilized way of life but has never forgotten the ways of the Shoanti and the Lyrune-Quah. He has made a home for himself in the wilderness of Ustalav. He has even been mistaken as a witch or even a werewolf. His affinity for wolves has made some villagers uneasy.
Mingan reveres the wolf spirit (note that the name Mingan is Algonquin meaning “Grey Wolf” and his father’s name is Menewa which is derived from the Creek Indians meaning “Great Warrior”).
Mingan is both a wolf shaman and a warrior, my intention is to dip a few levels as monk but I am not looking at the class as “Kung-fu martial arts” more along the idea of an unarmed combat art of his tribe and most likely be a weapon Adept archtype of monk using his tomahawk (hand axe) and his druid abilities.
MINGAN CR 1/2
Male Human (Shoanti) Druid (Shoanti Shaman, Wolf Shaman) 1
LN Medium Humanoid (Human)
Init +1; Senses Perception +10
AC 14, touch 11, flat-footed 13. . (+3 armor, +1 Dex)
hp 13 (1d8+4)
Fort +3, Ref +1, Will +8
Spd 30 ft.
Melee Unarmed Strike +2 (1d3+2/20/x2) and
. . Wahaika +2 (1d6+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Spell-Like Abilities Speak with Animals (4 rounds/day)
Druid (Shoanti Shaman, Wolf Shaman) Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Entangle (DC 15), Cure Light Wounds (DC 15), Calm Animals (DC 15)
0 (at will) Know Direction (DC 14), Stabilize, Detect Magic
Str 14, Dex 13, Con 13, Int 10, Wis 18, Cha 9
Base Atk +0; CMB +2; CMD 13
Feats Druid Weapon Proficiencies, Totem Spirit - Lyrune-Quah (Moon Clan), Toughness +3
Traits Auspicious Tattoo (Shoanti), On the Payroll, Pioneer: Survival
Skills Acrobatics +0, Climb +1, Escape Artist +0, Fly +0, Knowledge (Nature) +6, Perception +10, Ride +4, Stealth +0, Survival +11
Languages Common, Druidic, Shoanti
SQ Druid (Shoanti Shaman, Wolf Shaman) Domain: Animal, Heart of the Wilderness +0, Spontaneous Casting, Wild Empathy +0 (Ex)
Combat Gear Bullets, Sling (10), Sling, Wahaika, Wooden Armor; Other Gear Backpack, Masterwork (empty), Bloodblock (2), Mug/Tankard, clay, Pouch, belt (3 @ 2 lbs), Scent cloak (2), Tobacco
Bloodblock - 0/2
Bullets, Sling - 0/10
Scent cloak - 0/0
Speak with Animals (4 rounds/day) (Sp) - 0/4
Druid (Shoanti Shaman, Wolf Shaman) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
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 l
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
HORSE, LIGHT (COMBAT TRAINED) CR 1
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
. . (M) Quarterstaff -3 (1d6+4/20/x2) and
. . (M) Tomahawk -3 (1d6+3/20/x3) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
SQ Area Map: Ustalav region, Combat Riding [Trick]
Combat Gear Quarterstaff, Tomahawk; Other Gear Area Map: Ustalav region, Bedroll, Bit and bridle, Case, map or scroll (1 @ 2 lbs), Lantern, hooded, Oil (1-pint flask) (3), Rope, silk (50 ft.), Saddle (Riding), Saddlebags (empty), Waterskin
. . -none-
Area Map: Ustalav region A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.