
Airon87 |

Those ancients who first ruled Carrion Hill raised great
basalt towers and dug vast chambers to hold their lore in
enormous libraries of carved stone tablets and timeless,
magically preserved tomes. The Varisians, seeing much to
remind them of the magic and libraries of Thassilon, were
quick to destroy these blasphemous repositories when they
found them, yet they were just as quick to build over those
ruins. In their haste to do so, most of the hidden chambers
were missed. […]
Exploration of the underground labyrinths below
Carrion Hill has long drawn adventurers in search of
hidden treasure, yet the dangers below are not insignificant.
[…]
The Pc's find themselves entering a race against the clock,
steeped deep within macabre horror, and a sense of crushing
despair.
I’m thinking about running the Carrion Hill adventure module. Seems to me it’s among the best ones and we don’t see many non-1st level adventures on these boards.
For those of you who don’t know it is set in Carrion Hill, a small city sitting on the Kingfisher River in Ustalav, whose economy thrives on mittenstone (a unique building material exported by the hill). The city’s unfortunate name is due to being built upon countless ruins of past civilizations: below the city there is a labyrinth of dungeons belonging to many different eras of the world.
The module’s mood is one of gritty horror and madness, the setting is urban, the scope is mostly investigation and dungeon delving.
I’m looking for 4-5 players; submissions will be open for a few days at least.
The adventure is a published module: your backstory won’t really be woven into the game, so if you want you can leave it bare bones. What I’d really like to see instead is personality, quirks, ethics, motivations, view of the world.
You are 5th level adventurers, and the module starts with the usual “brave heroes needed!” Why did you answer? Why are you in Ustalav in the first place? This bit about your personality is important for your submission – even more so than a completed sheet. I look forward to the exchanges between PCs when faced with the weird stuff that goes on in this adventure.
Manuals: nothing from 3rd party. Anything not from Core rulebook or Advanced player’s guide please mark it with the corresponding manual in the sheet or link from d20pfsrd.
Ability Scores: 20 point buy; you also have the +1 from 4th level
Level: 5th. It’s a 36-page module, probably there won’t be occasion for leveling up.
Races: Only core races. Alternate racial traits are allowed.
Alignment: non-evil are strongly preferred. Try to make characters that can work together with others.
Classes: any class and archetypes from Paizo is ok. There are no guns in the adventure, but in the world we are in the “emerging firearms” phase, so you can be a gun using class if you want. Oriental classes (ninja, samurai and monk) are a bit of an ill fit in the gothic horror setting, but I won’t veto them altogether.
HP: as PFS (first full, then average rounded up)
Traits: 2 traits from official, non-adventure-related sources.
Gear: 6000 GP. Nothing can be created beforehand, every item must be bought. Extra known spells (for wizard, witch, alchemist, magus) cost as much as a scroll.
I’d like you to submit your sheet in the standard template that Paizo uses for NPCs. Of course if you wish to further divide and explain your stats feel free to do so, but your sheet should have at least this layout.
Gender race class (archetype) lvl
AL size type (subtype)
Initiative +X ; Senses: special senses, Perception +X
/* Defense */
AC X, touch X, flat-footed X (+X dex, +X armor, etc…)
HP XX (XdY+Z)
Fort +X, Ref +X, Will +X
Special defenses:
/* Offense */
Speed XX feet
Melee weapon +X (XdY, x3),
Ranged weapon +X (XdY, 19/20x2)
Special attacks:
Spellcasting
/* Statistics */
Str XX, Dex XX, Con XX, Int XX, Wis XX, Car XX
BA +X; CMB +X; CMD X
Feats:
Skills: Acrobatics +X, Appraise +X, etc…
Languages:
Traits:
SQ:
Gear:

Rigor Rictus |

Airon87 |

Glad to see some interest!
Guys, please submit your sheet in the proper template, with the proper emboldening - and a d20pfsrd link to the stranger stuff you put in your build. It really makes my job easier as I look at your submission.
Also remeber the fluff section with personality and, maybe, ties to Ustalav. That's important!

RHMG Animator |
1 person marked this as a favorite. |

I have 4 characters that could work but will need updating;
Two fighters (one Polearm and one Phalanx)
a Monk (Martial Artist),
and a Sorceress
Sample of the Layout I use for characters
Currently deciding on which one to Update and submit.

Xander Ravencourt |

Doomed Hero here submitting Xander Ravencourt, Ancestor Oracle of Pharasma.
Xander seems a little crazy, but he's actually remarkably sane for someone who has to spend every moment surrounded by their relatives.
He's come to Carrion Hill for the same reason he does most things. Pharasma wanted him to. He isn't sure why yet, but he trusts her.
His mechanics are about 85% done. I just need to pick a few spells and feats.

RHMG Animator |

Link to PRD reference

Airon87 |

Ok, so.
Angel: I count a point buy of 25 instead of 20; also, please embolden your sheet, it really makes my life easier.
Tempest: The background and personality need to be expanded, and possibly tied to Golarion; crunch-wise, I don't see how a Chaotic Good halfling born in the stormlands can have the Legalistic curse - specifically tied to Hell.
Xander: the crunch is still that of a 1st level character, so I'll wait for you to finish. Fluff is ok, although as I said in the first post a good backstory filled with plot hooks is less important than a description of personality, since this is a pre-published module that I intend to run with no variations.
Varta: nice last name :D Crunch looks fine (thank you for making the sheet very easy to read) - personality and/or BG could be expanded a bit.
Jacen: solid character. No issues at the first read-through.
waiting to see all the other applications!
EDIT: @RHMG Animator: Yes, that is intentional.

Ŧempest |

I have done a significant rewrite for Ŧempest. I didn't notice that the Legalistic Curse was tied to hell, but thought it was a more general curse than it is in the flavour text. I had been thinking that it would apply to her in that she is still a free spirit, and able to lie when she wants to, but once she has given her word, she will never break it. Kind of like Malcolm Reynolds. However, with it being bound to hell, she will drop it anyway.
Going back and looking at the curses and Oracle again in more detail was actually a good thing, because I was able to come up with a much more logical combination of talents and abilities that also inspired a great backstory.
As she is a lightning/storm themed character, she chose Gozreh as her patron, as the god of weather and storms. This helps her tie her Oracle and Sorcerer levels together very well, and gives a great set of role-playing motivations to work with. She is now Neutral alignment, to signify her belief that nature should be allowed to run it's course, but she will be fiercely opposed to anything unnatural, like the undead or servants of the ancient ones running amok on her watch.

Angel Dawnstar |

Ive taken the dual talent trait:
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Changed stuff to bold as well..

RHMG Animator |

So Currently being submitted are:
CG Male Halfling(Warslinger) Alchemist(Grenadier)
LG Female Human Paladin (Oath of Vengeance)
TN Female Halfling Elemental Sorceress 4, Nature Oracle of Gozreh 1
NG Female *Human(Ulfen) Fighter (Phalanx)
LN Female Human (Cheliaxian) Cleric of Asmodeus
?? Male Human Oracle of Pharasma
LG Female Dwarf Inquisitor
*This might change to Half-elf

RHMG Animator |

So Currently being submitted are:
CG Male Halfling(Warslinger) Alchemist(Grenadier)
LG Female Human Paladin (Oath of Vengeance)
TN Female Halfling Elemental Sorceress 4, Nature Oracle of Gozreh 1
NG Female Half-elf(Ulfen) Fighter (Phalanx) 4 Bard(Archaeologist) 1
LN Female Human (Cheliaxian) Cleric of Asmodeus
?? Male Human Oracle of Pharasma
LG Female Dwarf Inquisitor
LG Male Halfling Monk (Ki Mystic, Sensei) 3/Cavalier (Order of the Dragon) 2
Male: 3
Female: 5
Alignment:
LG: 3
NG: 1
CG: 1
LN: 1
TN: 1
Race:
Halfling: 3
Human: 3
Half-elf: 1
Dwarf: 1

Mahorfeus |

As usual, I ended up putting together something completely different than what was originally planned. This is a fighter/magus multiclass, using an archetype for each one. I believe it should be a good frontline fighter, with some trip monkey stuff on the side.
He still needs a name (the hardest part for me) and a backstory, though.
It will have to be expanded, but I figure that he is a member of the Pathfinder Society, searching for Thassilonian ruins in Ustalav for his research. He is a grumpy old man, and is very adverse to the idea of destroying something out of nothing more than fear. Old as he may be however, his walking stick makes an excellent bludgeoning tool when the situation calls for it.
LN Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (armor +5, Dex +2)
hp 45 (3d10+2d8+13)
Fort +7, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee +1 quarterstaff (two-handed) +10 (1d6+9/x2) or +1 quarterstaff (one-handed) +10 (1d6+5/x2)
Melee power attack (two-handed) +9 (1d6+12/x2) or power attack (one-handed) +9 (1d6+7/x2)
Ranged mwk sling +7 (1d4+4/x2)
Special Attacks spell combat, spellstrike
Spells Prepared (CL 2nd; concentration +6 [+10 to cast defensively])
1st-enlarge person, shocking grasp x2 (DC 13)
0-detect magic, disrupt undead, light, read magic
Spellbook
1st (3/day)-enlarge person, feather fall, obscuring mist, shocking grasp, true strike, vanish, warding weapon
0 (4 at will/day)-acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 14, Wis 12, Cha 8
Base Atk +4; CMB +10 (+12 to trip; +14 w/quarterstaff); CMD 22
Feats Toughness, Weapon Focus (quarterstaff), Power Attack, Combat Expertise, Improved Trip, Combat Casting, Quarterstaff Master, Weapon Specialization (quarterstaff)
Skills Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +10, Perception +6, Sense Motive +5, Spellcraft +10, Survival +7
SQ
Traits Focused Mind, Reactionary
Languages Common, Elven, Thassilonian
Combat Gear +1 quarterstaff, +1 mithral chain shirt, mwk sling, sling bullets (20), spellbook, pearl of power, potions of cure light wounds (4)
Other Gear traveler's outfit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin
Assets 77 gp, 8 sp
--------------------
SPECIAL ABILITIES
--------------------
Maneuver Mastery (Ex) +2 to all CMB checks and to CMD.
Arcane Pool (Su) 3 arcane pool points per day. Points can be spent to give weapon an enhancement bonus for one minute. These enhancement bonuses stack with any enhancements the weapon already has.
Spell Combat (Ex) As a full-round action, can make all attacks with weapon with a -2 penalty and cast a spell that has a casting time of one standard action. Can take a further penalty on attack rolls up to Intelligence modifier and add the same amount as a circumstance bonus to concentration checks made to cast defensively.
Spellstrike (Su) Spells cast with a range of “touch” can be delivered as part of a melee attack with a weapon.

Airon87 |

Wow, we have a lot of half-casters.
Just random observations while I look through the PCs:
Valeria: I don't know if you pasted the wrong profile or if haven't finished editing yet, but your alias is that of a 3rd lvl druid, not a cleric.
Titania: there's something weird going on with the armor. You paid for a +1 mithral breastplate, which you are not procificient with, but then in the AC section you sport an armor bonus much lower, consistent with the light armors you are proficient with.
Varta: that was a fun read, thank you for the personality paragraph!
Tempest: much better now, thank you. I like the concept!
keep the good stuff going! I'll leave submissions open until the end of the weekend.

Airon87 |

Brief breakdown of party roles so far. I wish I could choose based only on background and concept without looking at the numbers, but If I don’t build a balanced party you will get slaughtered. I usually hate when GMs reduce my character to a mere party role, but it needs to be done for practical reasons.
Jacen: bomber, support skills
Fluff ok; crunch ok (you need to pick your mutagen);
Tempest: arcane caster, support, face, big bad wolf owner (I didn’t know about the Boon Companion feat. It’s very powerful at mid-low levels).
Fluff ok, crunch ok;
Titania (wow your sheet is hard to read): melee fighter, support stuff
Crunch ok, fluff needed;
Unnamed lorewarden/magus: melee fighter, support caster
Crunch ok, fluff needed;
Xander: divine caster/???
Fluff ok, crunch needed;
Varta: melee fighter, support healer/skilled
Fluff ok, crunch ok;
Valeria: full divine caster, probably melee fighter?
Fluff ok, crunch almost ok;
Angel: melee fighter, healer
Fluff ok, crunch ok;
Also a yet to be seen monk/cavalier. Hope I didn’t forget anyone. If there’s an aspect of your PC that I missed please point it out for me.
Submissions will stay open until at least Sunday, more likely Monday or Tuesday since during the weekend there’s not going to be much movement.

GM Arkwright |

Halfling Monk (Ki Mystic, Sensei) 3/Cavalier 2
Init +5; Senses Normal, Perception +15
------------
DEFENSE
------------
AC 22, touch 14 (+3 dex, +8 armor, +1 size)
HP
?Fort +9, Ref +7, Will +7
------------
OFFENSE
------------
Speed 30ft
?Melee
+7 Unarmed Strike
------------
STATISTICS
------------
Str 8, Dex 16, Con 14, Int 12, Wis 16, Cha 12
Base Atk +4; CMB +3 ); CMD 14
?Feats: Combat Reflexes, Bodyguard, Boon Companion, Escape Route, Extra Performance
?Skills : Perception +15, Sense Motive +13, Survival +11, Acrobatics +11, K. Religion +5, K. Arcana +5, K. Geography +2, K. History +2, K. Nobility + 2
?Languages : Common, Halfling, Elven
------------
SPECIAL ABILITIES
------------
Halfling Traits:
-Halfling Luck
-Fearless
-Fleet of Foot
-Keen Senses
-Weapon Familiarity
Traits:
-Helpful
-Reactionary
Monk Abilities:
-Advice (Inspire Courage, Inspire Competance) 12 rounds
-Stunning Fist x3 DC15
-Ki Mystic x3
Cavalier Abilities:
-Challenge 1/day
-Order of the Dragon
-Mount
-Tactician
-Aid Allies
------------
GEAR
------------
GP 300
Benevolent +2 Breastplate
Monk's Outfit
Chalk (4 piece)
Tankard
Earplugs x4
Sack
Hammock
Paper (4 sheet)
Waterproof bag
Winter blanket
Signal whistle
Stationary
Waterskin
Vial
Flint and Steel
Glass bottle
Crowbar
Trail rationsx5
Ink (1 oz. in a vial)
Small steel mirror
Silk rope
Canteen
Mister Wolf
Animal Companion 5
Init +3; Senses Low-Light Vision Scent, Perception +11
------------
DEFENSE
------------
AC 18, touch 14 (+3 dex, +4 nat armor, +1 size)
HP 35
?Fort +6, Ref +7, Will +2
------------
OFFENSE
------------
Speed 50ft
?Melee
+5 Bite 1d6
------------
STATISTICS
------------
Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Base Atk +3; CMB +3 ); CMD 14
?Feats: Combat Reflexes, Bodyguard, Run, Alertness
?Skills : Perception +11
?Languages : Common
------------
SPECIAL ABILITIES
------------
Low-Light Vision, Scent
Shared Vigilance, Tenacious Guardian

dien RPG Superstar 2015 Top 16 |

Milovic Dranzoi
Male Human Rogue (Rake) 5
CN Medium humanoid (human)
Initiative +4 ; Senses: Perception +9
Defense
AC 20, touch 15, flat-footed 15 (+4 dex, +5 armor, +1 Dodge)
HP 34 (5d8+6)
Fort +3, Ref +9, Will +5
Special defenses: +2 vs fear, +2 vs mind-affecting attacks, evasion, uncanny dodge
Offense
Speed 30 feet
Melee +1 Rapier +8 (1d6+2, 18-20x2), Dagger, Club
Ranged weapon Sling +7 (1d4+1, 20x2)
Special attacks: Sneak attack 3d6
Spellcasting
(none)
Statistics
Str 12, Dex 18, Con 12, Int 12, Wis 12, Car 14
BA +3; CMB +4; CMD 19
Feats: Armor Proficiency (Light), Dodge, Free Spirit, Iron Will, Rogue Weapon Proficiencies, Simple Weapons, Weapon Finesse
Skills: Acrobatics +11, Appraise +5, Bluff +7, Climb +4, Diplomacy +11, Dis Dev +5/7, Disguise +6, Escape Artist +7, Intimidate +10, Know Dungeon +9, Know Local +9, Knowledge Nobility +10, Perception +9, Sense Motive +5, Sleight of Hand +11, Stealth +11, Swim +4, UMD +6
Languages: Common, Varisian
Traits: Unafraid (Ustalav), Keeper of the Ancestral Scrolls*
SQ: rogue talents (Charmer, surprise attacks), Bravado's Blade
Gear:
Combat Gear:
Boots of the Cat [Ultimate Equipment]
Cloak of Resistance +1
Acid flask (1)
Holy water (1)
Oil of Bless Weapon (1)
Cure Moderate Wounds (1)
+1 Rapier
+1 Chain shirt
Dagger
Club
Sling
Sling bullets (6)
Other gear:
Backpack
Thieves' tools
~11 GP
Note #1: The rake archetype loses trapfinding.
Note #2: I selected the trait 'Keeper of the Ancestral Scrolls' although it's designed and flavor-texted for Tien characters; primarily why I took it is to reflect Milo's familiarity with the aristocracy, through the bonus it gives to Knowledge (Nobility). I would like Knowledge Nobility to be a class skill for him; I think there are a few other traits that give similar boosts but few that make it a class skill. If you do not want the Tien-trait associated with a non-Tien character, I am happy to pick something else.
Milovic, or Milo to his friends, is a friendlier young man than many of the people you meet in tense, shadow-haunted Ustalav. He has an easy smile and is quick to greet foreigners and direct them to a tavern or inn, especially if they buy a drink for him in turn. He is pale of skin and black haired, like many in Ustalav, and if he is not strikingly handsome he is at least moderately good-looking, his even features marred only by a scar on his jaw that simply adds to the rakish air he carries himself with. It's difficult to imagine how he might have gotten it, since Milo seems to get along with everyone and have few enemies. While he looks as though he can carry himself in a fight, and the rapier at his side shows signs of a few skirmishes, he's usually the fellow trying to calm down the men in the bar fight, rather than the one starting it.
The truth, of course, is rarely as simple as just that. Milovic is the bastard son of an Ustalavan noble, the product of a liasion between his father and a maid. It's a story old as time, the boy born outside the sheets; many are cast out or given to the churches to be raised. Some are raised in their father's household, and Milo was one such.
His heritage was an open secret, little spoken of but clearly there, especially as he strongly resembled his father in looks. His father's wife, who struggled to bear the lord an heir, highly resented him as he grew up, and made his childhood one of a hundred small slights and stings, passive insults and the finding-of-fault.
If Milo resented this treatment, he buried it well: his response to such was to learn to be charming, to sweet-talk the serving girls and act most respectfully and properly towards his father and visiting dignitaries. By the time he reached his fifteenth birthday, he was well-liked by nearly everyone in the household, and his father, still without legal heir, made noises of perhaps formally making him the heir-- the boy was a quick study, polite, not too bad with a blade in the play-fighting that boys do...
His father's wife was incensed at this thought. Within a few months of Milo's turning fifteen, she announced to the household that she was pregnant. To this day, Milo does not know if this was a true claim on her part, or only a scheme to be rid of him... for four months later, she claimed that he had jealously struck her pregnant belly. He denied the false charge but the word of a bastard son against the lord's married wife is useless. With no other recourse, his father told him to begone lest a worse punishment befall him, and cast Milo out of the house... although he did secretly present the boy with a fine family sword, and wished him the best of fortune.
Milo was hurt deeply by this exile, and by the knowledge his word would always be doubted as a bastard-- that no matter how charming he was or how well-liked, a simple allegation from someone with the law on their side would be enough to finish him, with no trial or jury required. Perhaps it was the sting of this as much as the needs of survival that turned him to thievery.
His easy manner with people served him well on the road to picking up the con-man's art, and the deft picking of pockets. That said, Milo is no cold-blooded killer or heartlesss mercenary-- while he'd be the first to say his creed is 'every man for himself', Milo's actions often belie this-- he has a soft spot for underdogs, and more than a few of the coins of his takes often end up in the bowls of beggars.
He has been ten years out from his father's house and has learned the trade of the blade passably well in this time. Despite whatever setbacks come his way, Milo is usually quite positive that everything comes out alright in the end, and has a stronger spine than his easy-going manner would suggest. He moves from town to town, as inevitably his crimes catch up to him when he stays in one place too long.
Milo has broken into more than a few crypts in his day, to loot a necklace or ring that he deemed better off in his living hands than in someone else's dead ones. As a result, he's had a few encounters with the unquiet dead of Ustalav, and despises them. Pharasma had been worshiped in his father's house, and while Milo was never exceptionally pious, the doctrine of the unnatural nature of the undead is one that sank into his young psyche. He needs neither encouragement nor promise of monetary reward to join in a fight against a walking ghoul-- and perhaps, Pharasma will overlook the petty crimes of his life if he sends enough of the dead back to the graves where they belong.
Of course... that isn't to say he'll turn DOWN the money. And if he hears of heroes needed, well, he can be heroic just long enough to get paid, can't he?

Alex Mack |

Here's my submission Beromar Copperkettle. A stranded Dwarven Merchant who needs to make some money to get his arse back out of Ustalva.
As to mechanics and party role: Beromar is a sturdy front line combatant who thanks to his freebooter abilities and tactical tricks functions well as a battlefield commander. The build is heavily focused on action economy and utilizes Cleave and the Dwarven racial feats as well as Suprise shift and a reach weapon to get as many attacks as possible per round all the while still having a move action left over for party buffing.
Out of Combat Beromar offers the classic ranger skill set and brings a few knowledge skills to the game which he can also use to aid another smarter folks. He lacks any skill at stealth however which I felt didn't really fit the character concept. Hope you like him and consider him a worthy inclusion for this campaign.
Beromar had come a long way. Born the son of a simple Dwarven Craftsman he had made a name and a fortune for himself as a trader and merchant captain. The name Copper Kettle was well known in the five king mountains and well beyond. His ship “Flying Walrus” was on its way to the river kingdoms with a large shipment of precious metals. The captain did not always travel with his goods but this time it was too important and also a bit too dangerous and after all if ye wanted sometin to get done ye had to do it yerself. 50 years as a privateer had taught Beromar that much. But this he hadn’t foreseen. Ustlavan river pirates had taken down his ship, sunk her right there, killed his men, killed him, they thought… not with Beromar… now he was all on his own, well he still had his axe, his wits and not a copper on him. He needed money to afford transportation back home as these Ustlavs were not known for their kindness to foreigners. In this odd little town of Carrion Crown they needed adventurers. Well his whole life was an adventure of sorts and he still had plenty of fight in him so this seemed his best course to get back on track…
Beromar is man who believes every problem can be solved through hard work and perseverance. It’s how he built up a business, and how he got into the position he is today, simply by breaking down walls with his head first and going where no Dwarf had dared to go before him.
This combination of Dwarven thick headedness and daring, boldness is evident in his every action. Beromar is a leader who leads through example and not through the strength of personality or flashy words, a man who, watches carefully and thinks through every move before setting a plan into motion at any cost. His biggest weakness is his need to always have every situation under control personally. It makes working for him rather tedious even though he is actually kind and for a Dwarf very well-mannered if a bit gruff around the edges.
Beromar Copperkettle
Male Dwarven Ranger (Freebooter) lvl 5
LN medium humanoid (Dwarf)
Initiative +1 ; Senses:Darkvision, Perception +X
/* Defense */
AC 18, touch 11, flat-footed 17 (+1 dex, +7 armor)
HP 49 (5d10+15)
Fort +6, Ref +5, Will +2 (Hardy + Glory of Old)
Special defenses:
/* Offense */
Speed 20 feet
MwK Longhammer +10 (2d6+6, x3),
Dwarven Boulder Helmet +10 (1d4+4, x2),
Special attacks:
Cleave: As a standard action attack one target if you hit you can attack an adjacent (Orc hewer) target within reach.
/* Statistics */
Str 18, Dex 12, Con 14, Int 10, Wis 12, Car 9
BA +5; CMB +9; CMD 20
Feats:
Power Attack (1st) Cleave (Ranger 2) Endurance (Ranger 3) Goblin Cleaver (3rd) Orc Hewer (5th)
Skills: Acrobatics +6 (-3ACP), Perception +9, Climb +8, Swim +9, Knowledge (Geography) +5, Knowledge (Dungeoneering) +5; Knowledge (Nature) +8; Survival + 8 (+2 while tracking); Intimidate+5; Profession(Sailor) +6; Profession (Trader)+5
Languages: Common, Dwarven
Traits:
Glory of Old
Armor Expert
SQ:
Track:
Wild Empathy:
Freebooter’s Bane: As a move action give all allies a +2 bonus on attack and damage versus one target. Lasts till target is dead or switched.
Favored Terrain: Mountain
Freebooter’s Bond: As a move action all allies within 30 feet gain additoinaly +2 bonus while flanking
Ranger’s Trick: Surprise shift (3x a day)
Gear:
+1 Agile Moves Breastplate
+1 Dwarven Longhammer
Cloak of Protection +1
Quick runner’s shirt
MwK Dwarven Boulder Helmet
Merchant's Clothing

RHMG Animator |

So Currently being submitted are:
CG Male Halfling(Warslinger) Alchemist(Grenadier) Jacen Featherfoot
LG Female Human Paladin (Oath of Vengeance) Angel Dawnstar
TN Female Halfling Elemental Sorceress 4, Nature Oracle of Gozreh 1 Tempest
NG Female Half-elf(Ulfen) Fighter (Phalanx) 4 Bard(Archaeologist) 1 Titania Evangeline Snowfell
LN Female Human (Cheliaxian) Cleric of Asmodeus Valeria Messalina
?? Male Human Oracle of Pharasma Xander Ravencourt
LG Female Dwarf Inquisitor Varta Urkenkinslayersbanedottir
LG Male Halfling Monk (Ki Mystic, Sensei) 3/Cavalier (Order of the Dragon) 2 Tao 'Cloudy' Cloudsson
LN Male Human lore warden 3/staff magus 2 Un-Named
CN Male Human Rogue (Rake) 5 Milovic Dranzoi
LN Male Dwarven Ranger (Freebooter) 5 Beromar Copperkettle
Male: 6
Female: 5
Alignment:
LG: 3
LN: 3
NG: 1
CG: 1
TN: 1
CN: 1
Race:
Human: 5
Halfling: 3
Dwarf: 2
Half-elf: 1

Airon87 |

Ok, looking great. I have more than enough submissions I think.
so this is a STOP TO SUBMISSIONS - the eleven characters listed above by RHMG are the ones I will be choosing from.
Feel free to make minor changes or expand the backstory of your already submitted characters - especially Mahorpheus, since with no backstory your PC has no chance of getting in.
I will select our adventurers in the next 24 hours. Tomorrow around this hour you can expect the choice to be made and the Gameplay thread to open.
dien--> yes this will be PbP. I will be updating 5 or 6 times a week - hoping to do once a day, but there's always that busy day that slips in in the week.

Mavro Cain |

Thanks for the heads up, I thought I was out for sure. Profile's in the alias, as well as my backstory. I left the last bit ambiguous - it might not necessarily be important. At least from Mavro's perspective, he's unsure of whether he was sent alone by the Society, if his companions to be are just late, or if something happened to them.