GM Olmek's Carrion Crown Recruitment


Recruitment

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>

Tales are told throughout Golarion of shadowy figures that lurk in dark corners—stories recounted at children’s bedsides feature bestial creatures that come out only when the moon is right, and fireside legends speak of otherworldly beings beyond reckoning, whose very existence is more than the human mind can bear to know. These are the legends that explain where the blood of the family cow went, and why clerics spend so much time ensuring the proper Pharasmin rites are observed at gravesites throughout the Inner Sea. One can write them off as simple, scary stories in Absalom or Westcrown, but in Ustalav, everyone knows the truth of the things that go bump in the night.

In the Carrion Crown Adventure Path, the horrors of the night become undeniably real as the you undertake a journey that will decide the future of a nation.

Halloween is coming up, guys. Let's play something spooky. :D

-----------------------

Expectations
- Committed players who can post once a day.
- Adults who aren't squeamish about mature content. I don't intend on getting the thread locked, but it's a horror game.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Carrion Crown Player's Guide and are at least somewhat knowledgeable about Golarion.

-----------------------

Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

House Rules
Commonplace Guns:While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Hero Points

-----------------------

Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Max

No third party anything!

Characters should be built with the theme of gothic horror in mind. Characters that seem out of place will be at a disadvantage.

-----------------------

To apply you need a completed alias, including complete statistical crunch, a completed 10-Minute Background, one paragraph of appearance description and one paragraph about their personality. I am recruiting five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until September 30th midnight EST).

Good luck and thanks for applying!


Dotted for something potentially halfling and Investigator-y.

Dark Archive

Dot for possible interest.


I so wan to try but I am afraid to bail on the game I am in that is on Hiatus (been inactive for about a month or more).


Dot for interest. Would run some some combination of Witch/Rogue/Oracle to make a Gypsy hedge witch or an Alchemist Chef for party heals/buffs.


Out of curiousity, when you say Gothic Horror, are you attempting to keep Lovecraft-style elements out?

Does having run this game previously preclude an application?

I've got a sort of Faust/Dorian Grey image in mind using the new Spell Sage archetype... or possibly Arcanist... decisions, decisions....


Will try my luck with Vivian Deberth, a good natured rogue, daughter of a Pharasman priestess

She was in a previous CC campaign that died early


Hello... I think I am gonna try to get into Carrion Crown with this character again. It still needs to be adapted to your rules, I've just skimmed over them for now since I am at work. I just wanted to get a foot in the door.

Narah, chaotic good female sylph cleric of Calistria

The character was first created for a different Carrion Crown group and to apply we played a tavern rp scene - on road to Ravengro, in a road tavern on our way to the funeral. It was rejected to the original group, but I rounded up five other characters with whom I got to play a lot in that scene. We found a GM within five hours, but a couple of days later it turned out that he didn't have the adventure anymore. I didn't persue the topic that closely anymore then, but still a week or so later another GM turned up and took over. We actually played for a bit, but we didn't get further until the morning of the next day after our arrival in Ravengro. So I do know a few bits of what's going to happen, but not really much. Our only achievement was finding out what a certain nursery rhyme meant, and I would certainly hold back giving the rest of the group pointers to that.

Somehow the spirit was broken after all the ons and offs and people didn't contribute as I hoped the would. My own fault was probably that I didn't make decisions when they needed to be made but simply said what I am going to do and list options what others might do, instead of giving everyone a clear path of action when they needed one (at that point, if they posted, people seemed to pop in briefly, just drop a line without keeping the whole of the story in sight and leave, so, while it may sound obstrusive, giving folks a simple task may have helped). Eventually the GM didn't post at all anymore and that was that.

The original tavern rp can be found here, the link points to my first post in it:
http://paizo.com/campaigns/AHeavyBurden/discussion&page=3#134

The previous actual gaming session:
http://paizo.com/campaigns/DMAresWildChildCarrionCrown/gameplay&page=1


I present to you Scythe!
This is my first time to use the 10-minute background guidelines, so I hope you like it. :)

There's a comment at the very bottom for you GM so let me know if that's OK.


Dotted


dotted


Edward Sobel wrote:
I so wan to try but I am afraid to bail on the game I am in that is on Hiatus (been inactive for about a month or more).

Good. This game needs some fear!

Harakani wrote:

Out of curiousity, when you say Gothic Horror, are you attempting to keep Lovecraft-style elements out?

Does having run this game previously preclude an application?

Nope. :) The more Lovecraft, the better. Gothic horror just seems more prominent in this AP, except for in Wake of the Watcher, of course.

And double nope. As long as you can keep that knowledge out of the game, feel free to apply. Also, a Faustian concept is a cool idea.

Dred 'Scythe' Mardock wrote:
There's a comment at the very bottom for you GM so let me know if that's OK.

That's not a problem.


Dotting for interest. Probably something fighter-ish, doing two weapon/sword-and-board stuff.


Alright. I finished writing a paragraph on her personality as well as tried to reshape the existing background into the 10-minute-background you requested. Both will be incorporated into the character page. Presented in this fashion the background is extremely condensed and fragmentary. The stats are yet to be adjusted.

I am not quite sure what you mean by keeping the gothic-horror theme during mind in character creation. Typically the heroes in such stories come are relatively educated and not part of the world of horrors themselves... on the contrary, since they stumble into it something unknown to them it makes it even more frightening. Such as Jonathan Harker in Dracula - a lawyer who's supposed to sell real estates in London to the Count on behalf of his agency, if I remember correctly. A relatively modern, aspiring man of his time...

Personality:
As a cleric Narah is usually calm and understanding, trying to see the truth beneath the surface. While she may be described as extroverted she is rarely obtrusive - she would think of that as being disgraceful. She prefers to communicate with small gestures and glances, rather than words. However, in those rare occasions she can have drastic mood swings, often triggered by seemingly innocent acts which are hard to predict. The subject of her fancy, her motivation changes every now and then, the only constant she has is that she's fiercly loyal to her friends, which included the late Professor Lorrimor. She is narcissistic and vain; any insult to her beauty or failure to acknowledge it can spark strong reactions and she is hesitant to get dirty in any way or do anything that qualifies as disgraceful in her own, particular view.

10-minute-background:
Step 1

1) Narah was born as a child of the temple in Katapesh, one of the last recently born sylphs in a female line of priestesses in which the blood of djinni used to run strong.

2) Her good and sometimes naive demeanor made her vulerable to the intriges and games for dominance in the temple. For a long time she tried to escape the grasp of the temple, but she was always tricked into turning back.

3) At some point in her later youth the high priestess of the temple, a former childhood friend, then secretly rival who posed as a friend,had a change of heart and released her from the ties of the temple, but encouraged her to finish her training as cleric among elves.

4) Narah travelled through Golarion several years, joined a Varisian travelling circus in Taldor, a band of rebels against a despotic king in the River Kingdoms.

5) While she had not consciously planned it, unconsciously she was still close to Calistria and her travels brought her to the borders of Kyonin where she met an elven priestess who concluded her training.

6) The event that lead to getting to know Professor Lorrimor was when she was abducted by cultists in Nidal and a devil tried to break her in their lair. Professor Lorrimor studied her and helped her heal many scars of that time.

Step 2
1) As both a Calistrian and a sylph Narah changes her views, preferences and goals from time to time. However, there are a few constants as listed below.

2) Narah tries to promote to others the ideals and way of life of Calistria, which primarily means lust.

3) As someone who grew up with intrigues even though she's really a bad schemer herself, she is fiercly loyal to her friends. That included Professor Lorrimor and Kendra inherits that loyality.

4) She fights those who try to limit personal freedom, sometimes along the clergy of Desna, though her focus is slightly different. In camps of rebels she acts as prostitute as well as healer and counsellor. She rarely acts as combat support, but isn't above it if need be.

5) Despite her kind nature, she's a narcissist, through and through and not shy of admitting it. She loves to be adored. While she belongs to neutral deity in terms of good and evil, in her dreams she often takes the role of a radiant angel.

Step 3
1) Narah had never had any intimate relationship with Professor Lorrimor, but remains silent on the topic. However, she did counsel him as priestess in matters of love and lust and knows a great deal about Kendra's mother and the Professor's relationship to her, as well as how much he loved his daughter.

2) She inherited a bit of air elemental ancestry from both her mother and her father, that's why the trait became so strong in her. Her ancestor on her father's side, a great-great-great-grandfather, a djinni, still exists. She doesn't know of him, but he knows of her... but not where she is since she left the temple in Katapesh.

Step 4
1) Alana Goldwell, an elven cleric of Calistria who completed Narah's training. She's both Narah's mentor and best friend.
2) Korik Grandon, a Varisian knife thrower from a travelling circus, which Narah joined for a while. They haven't seen each other in a long time. The only boyfriend she ever had to whom she remained faithful for more than two weeks.
3) Gavvin Moone, a cleric of Desna, who helped her get through the experience when she had been abducted by demon cultists and suggested professor Lorrimor to her. They share a deep respect for each other, but Narah's loose ways prevented any romantic relationship to ever take shape.
4) Naptha, the head of the temple in Katapesh, at least as far as Narah knows - she used to be a childhood friend, a rival and schemer and finally the woman that set Narah free, ashamed of what she did to Narah. However, she's human and almost as old as Narah herself, in her mid-seventies. It is unclear whether she still lives.

(Narah doesn't know her father and her mother died long ago of old age; both her parents were human, not sylph)

Step 5
1) Narah remembers being abused and tortured by a devil when she was taken captive while assisting the clergy of Desna in Nidal. He tried using her own faith against her, break her and turn her into darkness. While most of the scars - physical and mental - from that time have healed the memory of it still haunts her in her nightmares.

2) The sweetest memories she has Korik were curiously not the particularly intimate ones, but when he was throwing knives at her: He was a knive thrower in the travelling circus and she was his target, bound to a turning wheel. She will never forget the gleam in his eyes and how she just knew he would never hit her.

3) Another moment she remembers very fondly is when she first met Alana, stepping out of the forest Kyonin, backlit by the sinking sun. Even though Alana presented herself almost naked she maintained a dignity and grace that far surpassed Narah's own (which she is even willing to admit despite her narcissism) and, while the scene had been carefully set and chosen to be most impressive, there was a deep, elemental honesty in Alana's friendly smile.

Quotes:

  • "I'm like the wind."
  • "Married men? That's not what I do. It is after the clergy of Shelyn leaves a freshly married couple when we Calistrians take over and help the couple keep the fire alive over the years."
  • "If people didn't project every dark thought onto the beast inside them, they'd realize what beautiful beasts we truly are. The beast only becomes a devil if we don't accept our own inherent beauty."
  • "Calistria is an elven deity. I am sometimes repulsed by what humans make out of her."


Narah wrote:
Alright. I finished writing a paragraph on her personality as well as tried to reshape the existing background into the 10-minute-background you requested. Both will be incorporated into the character page. Presented in this fashion the background is extremely condensed and fragmentary.

If you want to include a larger, more detailed back-story (especially if you feel important details are missing), please feel free. I'll read it all. I just wanted something that standardized most people's responses.

Narah wrote:
I am not quite sure what you mean by keeping the gothic-horror theme during mind in character creation.

What I mean is that the more out of place a character seems for the setting, the less likely it is that I will select it.

That doesn't mean that a "generic" Pathfinder character won't be accepted. I agree that sometimes a normal person would find themselves more horrified by what is happening around them, so normal adventurers would certainly be accepted.

However, the further you deviate from that mean, the less likely the odds of me accepting you. If you bring a pirate, sylph samurai, or an android, you'd better have one hell of a back-story. :)

Does that answer your question?


It's Sarabian here, with one very brave fighter!

Crunch:
Maxim Kanterhaus (Neska)
Varisian human fighter 1
LG Medium Humanoid (human)
Init +5 (+3 Dex, +2 trait); Senses Perception +2

Defense
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +3; +2 vs fear effects

Offense
Speed 20
Melee warhammer +4 (1d8+3/x3)
Melee warhammer +2 (1d8+3/x3) and heavy spiked shield +2 (1d6+1)
Ranged short spear +4 (1d8+3/x3)

Statistics
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats: Iron Will, Improved Shield Bash, Two-Weapon Fighting
Traits: Courageous, Chance Savior
Skills: Intimidate +4, Knowledge (nobility) +2, Perception +2, Ride +1
Languages: Common
Combat Gear: scale mail, heavy spiked steel shield, warhammer, short spear x2, holy water; Other Gear Backpack, Bedroll, Winter Blanket, Rations (1 day) x5, Sacks x2, Everburning Torch, 68 gp, 2 sp

10-Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Character: Maxim Kanterhaus

1) He's the oldest son in his family; his father is a native of Ustalav, but his mother is a retired Varisian bard.

2) Based on his mother's stories from far off lands, he knows that fear keeps the populace oppressed, and has vowed to be an example of human bravery.

3) He is agnostic - he knows the gods exists, he just doesn't particularly care for them.

4) The sash of red, orange, and green that he wears around his waist is his mother's scarf that she wore whilst adventuring. The colors symbolize long life and inner strength (red), resourcefulness (orange), and wisdom and self-control (green).

5) Maxim bears a set of bite scars on his upper arm from the time he saved a travelling professor from monsters, around the time he turned 15.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Maxim would like to improve the lives of the common folk in his home province of Barstoi; unfallowing The Furrows would be a particularly epic expression of this goal.

2) While Maxim isn't really set up to be a leader, I would like to see him develop into a good second for a leader character.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) Maxim's great-uncle on his father's side is actually Count Aericnein Neska of Barstoi. Maxim's father Sasha decided to change his last name to create some distance between himself and his uncle; Maxim continues the tradition to stand on his own, and to distance himself from his family should anything go awry.

2) Unknown to the family, Count Neska keeps watch on them from afar. While he has his own heirs, they are proving to be as cold and power hungry as he, and the Count wants to keep his options open in case he has to prune his own line before they prune him.

3) (Example of a secret I might make up about your character): Professor Lorrimor was secretly attracted to Maxim, but decided not to follow a romance primarily due to their age difference at the time of their meeting.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Maxim's mother, Caramelizza, is afraid for her son going out in the world and adventuring, especially given the mysterious summons from a scholar he saved some years ago. Still, she understands the call all too well, and has done her best to prepare him for life outside their small village.

2) Lizbetta, Maxim's young sweetheart, has had her heart poisoned by the fact that he chose adventuring over her. While she may not be able to strike at his family directly, given their higher status in the village, she can certainly spread nasty rumors about them while he's away.

3) Georg Schwartzwald, the head of the village's militia, was the one who initally recognized Maxim's martial potential and began his training. Georg favors the axe, so whem Maxim brought in his family's hammer, it was a relatively easy fit.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Maxim is very proud of his thick, black moustache (especially given that the rest of his family is clean-shaven), and takes care to wax it to a fine shape when rising in the morning.

2) When at rest, Maxim often rests his hand on the head of his warhammer. This is to cover up the faint crest of House Neska that is etched into the weapon.

3) Caramelizza would often use her cantrips to create "firework displays" for meal breaks or signals to her family. When ancitipating danger, Maxim will more often check the skies than the ground first, purely out of reflex.

Appearance & Personality:
Appearance: Maxim Kanterhaus is a tall human, with dark hair and elegant waxed moustache that contrasts with skin that remains pale and refuses to tan (only burn) regardless of exposure to sun. He tends to remain quiet and watchful, speaking in a soft deep voice only when addressed or when urgent matters arise. His scale mail rattles against his shield when he shifts, and his hand rests on a warhammer at his hip - it seems old but well-used, like a family heirloom.

Personality: Maxim is a good and honorable man, something that isn't terribly common in Ustalav. He is a strong proponent of individuals making their own way as much as possible, relying only on supernatural help when no other choice is available. He's not a smart man, and tends to stay quiet among the well-educated, but offers support and encouragement to others in low moments. He's modestly handsome, but not terribly outgoing.

Background:
Maxim is the oldest son of a well-off carpenter and a retired adventuring bard from Varisia. He is from a modest-sized farming village in the northern part of Barstoi, near the Odranto border. His family is well-to-do and of high social standing in the village, due to a combination of his father's craftsmanship and his family's wealth. There is still gossip among the family-values-strictness set about "one of their own marrying that Varisian outlander", but as she is a healer and entertainer, there is little that comes of it.

A fair amount of the background info came from the Campaign Setting book's section on Ustalav. Let me know if you have any additional questions or need any additional info!


GM Olmek wrote:


Does that answer your question?

It certainly does.

The character already has a formulated background on the character profile page as well as a description of her appearance. The story is under "story draft" and "subject of study", the latter creates the link to Carrion Crown. I labelled it draft because I sometimes break down such an iteration of events to individual scenes to tell an actual story, but in Narah's case that would be too many scenes.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting with interest! Possibly playing a Dhampir Kinslayer Inquisitor - never been an Inquisitor before and I'd love to give it a try with one of the coolest-sounding archetypes. Possibly wielding a gun, or a crossbow.

I know nothing about Carrion Crown. Are there enough undead that an anti-undead (and anti-evil-subtype/anti-things-vulnerable-to-silver) focused character would be viable?

Dark Archive

So I'm actually considering a Human Evangelist Cleric of Cayden Cailean. A simple fellow who wants to spread tales of the Drunken Hero, he will serve as both a supporter (providing buffs, summons and some battlefield control) as well as a decent frontline combatant (using his Longspear to do decent damage).

DM:
Also, I forgot to ask! What is your ruling on the Sacred Summons feat? Will you allow monsters from other bestiaries to be summoned with the Summon Monster spells, allows the repetoire of someone with that feat to be a little more open? What about monsters with the Celestial template?


Here is my Ranger submission. if you like the character but not the fact that he's a ranger I can always change that there's no problem, say for instance too many fighterish types. He still needs equipment a few more polishing touches but he is ready for review


The Morphling wrote:
Are there enough undead that an anti-undead (and anti-evil-subtype/anti-things-vulnerable-to-silver) focused character would be viable?

I believe so, yes.

Seranov wrote:
What is your ruling on the Sacred Summons feat? Will you allow monsters from other bestiaries to be summoned with the Summon Monster spells, allows the repetoire of someone with that feat to be a little more open? What about monsters with the Celestial template?

I'd be open to expanding the variety of outsiders available for summoning. As I understand it, if you were chaotic good, you could only summon creatures with the chaotic good subtype. Alternatively, I'm going to say no to Celestial creatures, since becoming celestial doesn't change the subtype.

Dark Archive

Sounds fine to me. My character will be NG, but his Aura is based on his deity, so he'd summon CG outsiders.


Ah, right. I missed that.


The Morphling wrote:


I know nothing about Carrion Crown.

There is a free PDF player's guide to Carrion Crown:

http://paizo.com/products/btpy8j0q?Pathfinder-Adventure-Path-Carrion-Crown- Players-Guide


10 minutes background

step 1: 5 background elements
*Vivian is the only daughter of a Pharasman priestess in Karcau, and was born and raised in the temple. She lost her father at a young age (5 years old)
*Vivian, while still being young, has seen more people dying and coming to birth than most people of her age
*Vivian is nevertheless a cranky, funny girl,always ready to joke and sing. It's more than a facade: she feels it her duty to bring a smile on people's face, because they have mostly a dull and gloomy life, and then die.
*Vivian is an accomplished healer, and a practised midwife. She can be bossy in times of troubles, being used to give orders and take decisions in (litteraly) life and death situation.
*She is a kind,good natured person, and hate prejudice of all sorts: people are equal for Death. Even if she is a rogue,she doesn't care that much for money.

Step 2: set two goals
*As her mother, Vivian is protective to the poor and downtrotten in general, and to women and children in particular. She'd like to get enough money to build an place for them somewhere (orphanage, hospital...)
*Having fun! Vivian was bored from the life in the temple, but it's her childhood home too.

Step 3:Secrets and lies
*Secretly, and even if she won't admit it, Vivian would like to become even more like her mother and becoming a priest herself, to better protect and save people.(maybe dual class later on)
*Even with her talent at midwifery, Vivian couldn't save a few babies and mothers. It's a great pain for her and she has nightmares about it from time to time.
*Not really a secret, but Vivian has not much experience of the real world outside the temple and Karcau, and has never left Ustalav.She might be really curious (in a good fashioned way) about people from other places.
*(unknown to Vivian) Even if she'd like to get a family for herself in the future, Vivian is barren, and that would probably make her very sad.

Step 4: People tied to Vivian
*Her mother, Elisa Deberth, a strong willed woman, caring for the poor, Vivian's role model
*Evertan Canios, an half elf bard who was her lover in Karcau. He taught her rowdy songs, put her in minor troubles with the law. They separated amiably
*Medrain, a young prostitute Vivian befriended in Karcau, who is always broke or running from aggresive clients/ patrons

Step 5: Memories and Mannerisms
*Vivian likes colored clothes, in contrast to the dark and gloomy vestment of the church of Pharasma
*Vivian most prized possession is her symbol of Pharasma, that her mother blessed herself. She touches it when she has to take important decisions
*Vivian ties her hair most of the time, and is vigilant about her personal hygiene
*She is easily attracted to older men with facial hair (looking for her father?)


My concept has bifurcated. I've been agonizing over choices, and it occurred to me it would be worth seeing if one branch or the other was preferable.
I've tried to summarize the core of the concept and mechanics, which means they're very brief.

Option 1: "Young Faust". This is Faust still young in his deal. He has just started to regret his deal for power, but not the power itself. Rather than outsiders, deal is with the Old Gods.
Mechanics: Occultist Arcanist. Feats SF(Conjuration), Augmented Summoning, then into Evolved summons.
Pro: Lots of summons, good choice of spells.
Con: LOTS of summons - it really is the best choice in pretty much every situation.

Option 2: "Old Faust". This is a Faust whose deal is really just a body swapping trick. Every 25 years or so he has traded bodies (and lives). He's been the villian in a thousand stories. He's had power. Was friends with Caromarc (through letters) for three bodies... always considered coming out to Caromarc and ending it all. Decided not to renew as his last body was failing, sent some evidence to Caromarc, but then panicked at the last minute. While weakened by the transference he's come to the funeral; in part to pay homage to his old - and only - friend, in part to check that the evidence (which is missing) does not show up. Or that it does, and he finally comes clean.
Mechanics: Spell Sage Wizard. In this case spell sage is representing some of his old power and previous lives. Probably look at Amateur Investigator, reflavoured for "previous experience" rather than "flashes of brilliance".
Pro: One amazing spell per day, awesome knowledge skills
Con: Novas in a single encounter, then just a knowledge guy (albeit an amazing knowledge guy)

I should probably also check; some of the roleplaying for this PC is going to be in internal voice (unless there's a group that would accept him... which I doubt!) - is this a problem?


Both concepts sound cool. If I had to pick one, I'd probably steer away from the Young Faust. Too much summoning can really bog a combat down in my experience, although perhaps that wouldn't be an issue in a play-by-post game.

I wouldn't say that the Young Faust would hurt your chances, but it's something to consider.


I've added the ten-minute-background and the paragraph on personality to the character profile page. I've also rewritten the story. The original one was written in a bit of haste and in no good shape - the original application went over a tavern rp session, so I was in a bit of a hurry to complete the background so that I could participate.

The character is now point-buy 20. I had to reduce charisma from 16 to 14 for that, but I didn't see where else the points could come from. Technically sylph and cleric is not an ideal combination, since sylphs get a bonus on Int and Dex, but I do like the character as it is.

What yet remains to be done is spending the money and go over the ten-minute-background and the "subject of study" section of the story again.


Dotting - I'm thinking of making an aasimar who was unable to stick to the rigid requirements of the paladin class but who still (somewhat bitterly) serves the cause of good (in terms of gaming mechanics, she'd be an inquisitor).

More later once I've had time to play around with the concept.


Definitely interested since the last Carrion Crown I was in fizzled out very quickly and suddenly. Never did a 10 minute background, so bear with me...

10-minute background:

Step 1 5 background and concept elements
* - Only child / daughter of famed werewolf hunters, Garret and Meredith de'Karne
* - Lived in the Shudderwood her entire childhood, has only recently returned to northern Ustalav after hearing of the Professor
* - Isn't known for her forward thinking or planning things out
* - Compassionate about friends and family; loyal to a fault
* - Lives by a strict code of honor; set on the path of paladin-hood
* - Abhors the undead. And werewolves. Especially werewolves.

Step 2 2 goals for the character
* - Moira doesn't see herself as a leader, and only worries about her own actions and those of her friends, but down the line, perhaps some events force her to see that her actions impact those lives around her, for better or worse (on a grander scale)
* - Currently there are only small groups in the Shudderwood that fight for survival against the menaces that live there. Moira would see that a larger, unified force be created for a fight against the evil's that lurk within the boundaries of Ustalav (not just the Shudderwood)

Step 3 List at least two secret about your character
* - The werewolves are winning, but Moira would never admit that. Tell anyone and she'll shoot you.
* - Moira's parents are not her true parents. They found her as a baby. Her true parentage is unknown. Or is it...

Step 4 Describe 3 people tied to the character
* - Professor Lorrimar (d'uh) - After saving his life, the two shared the road to Chastel. They discussed the voices Moira heard, and the Professor shared his insight into what he believed their origin might have been
* - Garret Blake - A highly trained gunslinger, it was Garret who trained Moira in the use of her pistol. Though he is many years her senior, she considers him to be the brother she never had
* - Ellowin Moonshadow - A cleric of Sarenrae Moira traveled with in the River Kingdoms for a while. She was able to teach her of Sarenrae's tenets, and shed light on many of her questions. The two became good friends
* - Matthias Whitehair - The leader of the pack of hybrid monsters that constantly attack her clan. Though they've never met personally, Moira has sworn a blood-oath against Matthias

Step 5 3 memories, mannerisms, or quirks
* - Quiet and well-spoken
* - Can be brash and act without forethought
* - Has pleasant memories of being raised in the Shudderwood with her family and friends
* - May sometimes argue with her pistol

I had my eye on the Holy Gun paladin archetype because it looked interesting, but looking at it, I had second thoughts and decided to just start as a gunslinger (mysterious stranger) at 1st level and paladin it through the rest of the way (divine hunter, probably). Let me know what you think. Thanks!


Dotting for interest. I am a huge fan of things Lovecraftian and haven't gazed into the abyss of unspeakable horrors that is Carrion Crown. What to build? Something academic but still packing a punch--magus, maybe? Gotta think about this.


Applying with Brogol Stockl, a character that was created for another Carrion Crown game that shut down before PCs were recruited.

I kept the backstory that I had written then, and converted it to a 10-minute background as well. There is probably no need to read both, as a lot of information in the regular background and ten-minute background are redundant. I've posted it all here for ease of access:

Background:

Four years ago:

Brogol stood in the snowfall, shivering. In winter in Caliphas, the days ended suddenly, the cold and darkness descending on the city like a blanket tossed over lantern. Tis a bad time of year for mum and da to have 'nough of me, the young half-orc mused, peeking his head around the corner of the dry goods store. There, up the street, just illuminated in under a lone gas light, walked the mark, a scarf wrapped tightly around his face, his hat pulled low over his brow, and his longcoat pulled snugly against his body. Otherwise, the street was silent in the way the world falls quiet in a snowfall, especially at night in this part of town – the only sound was the mark's boots crunching through the newly fallen snow echoing down the street.

Stepping back into the alley, Brogol turned to his new-found friends, the Lakeside Stranglers, a vicious group of young men that looked to put Brogol's looks – and keen eyes – to use. Brogol's voice came quick and clipped, a whisper tinged with excitement. "One man, alone, dressed finely, wit a scarf an hat an longcoat – surely someone wit money!"

The man passed in front of the alley, and the Stranglers spilled out of the alleyway surrounding the mark, the young toughs holding out an assortment of makeshift weapons – chair legs, hammers, a saw, even a rusty dagger. The mark paused and straightened up; it became apparent this man was a large one – physically gifted and well-fed. The boys menaced; the man stood still. No words needed to be spoken – each side measuring the other.

The mark pulled his scarf from his face, revealing a clean-shaven chin, mouth turned upwards into a slight smile, the rest of his face still obscured under the shadow of his slouched hat. Pulling back his longcoat, the mark revealed a coin purse – and next to it, a wickedly curved blade, and a bandolier containing vial after vial of brilliantly colored liquids. The mark's voice came out low and gravelly, the voice of a longtime pipe smoker. "Tis yer lucky day gents. There's enough coin in this purse to buy a month's worth of meals – or a week out on the town. Take it, leave me be." Tossing the purse onto the snowy street, the man continued, "But know that I mean this - try to take anything else, and you'll be crow-food." Pausing for a long beat to let the message sink in, the man sighed, and the voice came forth again. "You, boy, half-human," he said, hat nodding at Brogol, "if you're looking for employment, come to the last house on Fur Street. You'll know it when you see it – it scares all the neighborhood children. I could use a boy with your, er, talents. Now, the lot of you – berk off." And with that the man pushed through the gang and continued his night stroll.

------------

It didn't take long for Brogol to take the man up on his offer, and though the Lakeside Stranglers blacked Brogol's eye and broke his nose for leaving, Brogol left them worse. The man from the robbery was right – his house was easy to spot. It was the last house on Fur Street, backed up to the Lake, where it stood dark and tall, seeming to hang over the lake like a roosting bat.

The man answered the knock, nonplussed at Brogol's arrival. "Well then. Took ye long enough, for someone so obviously hungry. I was beginning to worry you've got no sense at all, boy. Well come on in, we can talk in the study. I'm Doctor Henry Dartengan."

The study was grand room lined with books and objects Brogol had never seen, the Doctor seated at a massive, dark mahogany desk. Creatures, terrible to behold, were stuffed and mounted on the wall behind him, along with a wickedly curved sword and a huge axe mounted onto a wooden plaque. The questions came fast and furious.

"Where are your parents, boy?"
-"Mum's a barkeep. Da's a cooper. They're home, sir."

"Why aren't you there?"
-"Kicked me out, sir. Hated the way I look. Said it caused 'em embarrassment. Said the neighbors feared us."

"They look normal? You're half-orc, boy. One of your parents, at least, should look like you."
-"They look like anyone else, I 'suppose."
"Hmm. Perhaps your orc lineage was diluted over time, until you just got unlucky with the fates, boy. It resurfaced with you with a vengeance, that's for sure."

"Would you like a job, boy?"
-"Yessir."
"Honest employment?"
-"Yessir."
"Not so honest employment?"
-"Yessir."
"Good. We'll start with the honest employment. You'll be up with Doctor Jangles, my rooster. Once up, check the coop for eggs. Make breakfast. I like toast with jam. Eggs if there are any. Coffee, strong. Make what you like for yourself as well. After breakfast, shovel out the stables. Run to the market – pick up any supplies I need. Don't ask questions. Make lunch. A sandwich will do. Clean the manse in the afternoon. Never, ever come into my laboratory unless I ask. Don't ask questions. Make dinner. Your choice. Study. My choice. We'll start with something simple, like letters. You speak awful. Set the coals stoves. Sleep. Do it over again. No days off. In return, you'll get room, board, a small allowance. Deal?"
-"Yessir."
"Good. You like those weapons, up on my wall?"
-"Yessir."
"I took the sword and axe from one of your people – an orc Chieftain in the Holds. Maybe someday I'll teach you to use them. Do the honest work for me, and perhaps one we'll talk about the dishonest employment. This is the last time I make you tea."
-"Yessir."

----------

Three years ago:

The first time Professor Lorrimor came to visit, he seemed struck with Brogol. The Doctor waived off the Professor's curiosity in his usual gruff manner - "The boy's got no real talents, Petros, except maybe scaring children and making tea." – but the Professor always found time on his visits, six in all during the time Brogol knew him, to take the half-orc under his wing, and pass along little lessons. Mostly, though, the Professor showed Brogol something the boy had never known – kindness.

----------

Two years ago:

The Doctor invited Brogol into his basement laboratory for the first time. It was a cramped space, with a large steel table and straps. On a nearby desk were crowded many beakers and vials, connected to strange tools and filled with concoctions bubbling away. Shelves lined the room, but rather than books, the shelves were stacked with jars containing specimens – unrecognizable organs, and creatures – humanoid and not. "Today we start with a new line of work, boy. You will assist me here in the afternoon, then retire upstairs to make dinner. I need you to make contact with your old friends the Lakeside Stranglers. Don't worry that you left on bad terms – gold smooths most everything over. We need them to do something for us – I don't care how they come about it, but we need bodies. Something is afoot in Caliphas!"

And so it went for two years. A steady stream of bodies entered and left the Doctor's manse, always under the cover of darkness, the Doctor always circumspect about what he was looking for.

----------

13 days ago:

Four Stranglers accompanied the Doctor and the boy into the boneyard. The work was backbreaking, digging into the frozen earth, but if the rumors were true – that something was buried with the deceased midwife Gretchen Kolsma – well, the Doctor assured Brogol that the last two years of poking around in bodies would be worth the time.

Prying the lid from the coffin, there was revealed a sight both horrifying and wondrous. The midwife Kolsma was not in the casket, but there was a creature. Dressed in a shear gossamer gown, it was all teeth and flabby wrinkled skin, attached to sinuous limbs that once had carried obvious strength. One of the Stranglers, unaccustomed to the smell of death, lost his dinner into the casket, and the Doctor's disapproval was swift. "Idiot! Take off yer coat and sop up yer damnable mess – you'll contaminate things! Brogol, help your pinhead friend with his dinner and let's get both corpses back to my home before day breaks – everyone here knows the penalty for grave-robbing!"

12 days ago:

The Doctor woke with a case of horrible melancholy, skipped breakfast and went straight to his laboratory. Brogol was told to stay out.

11 days ago:

Brogol woke, with the rooster, to find a note on the dining room table.

Boy, I'm off for a bit. You are not to leave the house and you are not to go into the laboratory. Do not let anyone in. I'll be back in three days, four at most. I was planning on giving this to you soon – given the recent turn of events, it might as well be now. Study it.

On the table, bound in what Brogol knew now by touch was human skin, was a book, filled with arcane and mysterious symbols. The pages of the book were yellowed and spotted with age. On the cover was inscribed Beginning Alchemy.

7 days ago:

No Doctor. Brogol, for the first time since he started employment with the Doctor, broke his word and went into the basement laboratory. The creature – or what was left of it – was on the steel table, splayed out, organs removed. Legs removed, head removed, genitalia removed. In the corner sat a squat square cage that Brogol had never seen before, and in that cage was the corpse of the midwife Kolsma, her throat slit, dried blood spilt out of the cage and covering the floor.

4 days ago:

Still no Doctor. A horrible, sweet and sickly smell – that of decomposition – emanated from the basement and filled the house. Brogol, accustomed to the smell by now, paid it little attention.

3 days ago:

The larder's supplies were emptied out, Brogol's last meal at the house being a beef jerky and barley stew.

Today:

A finely scripted envelope arrived via courier, addressed not to the Doctor but to Brogol. In the envelope was invitation and request – an invitation to Professor Lorrimor's funeral, and a request to be present at the reading of his will. Gathering his possessions, the formula book the Doctor had left him, and the weapons from the Doctor's wall, Brogol set out for Ravengro.

Appearance and Personality:
Brogol wasn't so lucky as to inherit the good looks of his mother or the passably human looks of his father. He's lanky, with skin the color of green summer grass. The young man is cursed with pointed ears, blood-red eyes, and sharp, nearly fang-like teeth. Such an appearance draws sideways glances all too often in traditional (and fearful) Ustalev, and sometimes even scorn, fear and derision. As such, he tends to keep his thoughts to himself and stay away from the attention of others as much as possible, by keeping his cloak's hood up and his head down, standing in the back of a crowd, and not speaking his mind.

As far as personality, he's always been subservient and is still young, so he tends to listen to those he considers his superiors. Brogol is very comfortable in the role of assistant or helper, and as such will naturally gravitate to personalities that he views as leaders, in the hopes of ingratiating himself to them. Those that show him kindness will earn his utmost loyalty. He also has a soft spot for misfits, outcasts, and the abused.

Ten-Minute Background:

Step 1: 5 Background and Concept Elements

1) Brogol is a half-orc who's half-orc genes have long been buried in his family line. Unfortunately for Brogol, those genes flared up again upon his birth. As such, he's been feared and ostracized since infancy, even by his parents, who are unaware of their genetic role in Brogol's appearance.

2) After being kicked out his family home, Brogol hung out for a short time with a gang, the Lakeside Stranglers. More young toughs than organized criminal outfit, Brogol is no longer with the Stranglers, but has worked with them to secure bodies for the Doctor Dartengan (see below for information on the Doctor).

3) Doctor Dartengan was mugged by the Stranglers, and after turning over his coin purse and threatening the street toughs, he offered Brogol employment. Though the half-orc boy didn't realize it at the time, the Doctor was interested in Brogol because of the boy's appearance and lack of ethics. The Doctor immediately went about molding the young man into the assistant that the Doctor needed; dependent, loyal, educated, and willing to do what the Doctor asked. The Doctor is the closest thing to a father-figure in Brogol's life, and Brogol loves the man in his own way, though he would never dream of letting the Doctor know this.

4) The Doctor had a good friend - a professor from Ravengro named Lorrimor. The Professor visited the Doctor six times while Brogol new him, an extended visit each time. The Professor showed the Brogol much more kindness than the Doctor ever did, taking the young half-orc under his wing and tutoring Brogol during the boy's nightly studies. The Professor is the closest thing to a friend that Brogol has ever had, and he's told the Professor so many times.

5) Almost two weeks ago, after the Doctor and Brogol found a strange creature in the grave of a midwife, the Doctor disappeared. Brogol has waited patiently for the Doctor's return, but upon the arrival of a letter inviting Brogol to his friend the Professor's funeral, Brogol has set out, heart heavy, for Ravengro, his father-figure and friend both seemingly gone from the boy's life.

Step 2: 2 Goals for Brogol

1) Find the Doctor, or barring that, find out what happened to the Doctor.

2) Brogol cannot go home. There is a monster and a corpse moldering in the basement lab, and it is only a matter of time before the city watch finds out about it. Thus, though he doesn't want to, if Brogol cannot find the Doctor, he will have to go his own way in the world. He would like to be a man like the Doctor: educated, proud, confident, and a solver of mysteries.

Step 3: Secrets

1) Brogol has not admitted it to himself, but part of him really likes the way he looks, or more specifically how his looks bring about a visceral reaction in people. Perhaps it is because he has known little in the way of love and friendship in his life, or perhaps it is because a cruel streak runs through the boy, but one day he will begin to embrace his monstrous side.

2) Brogol's orc lineage extends back to one of the great war chiefs of the Belzken Holds. The greataxe and the falchion that the young man now wields have made their way, through the Doctor, to the last living relative of that great war chief. Coincidence? Probably not...

Step 4: Three people tied to the character

1) The Doctor Dartengan. Tall, confident, brilliant, good looking - the Doctor is everything that Brogol feels he is not. Father-figure, educator and benefactor, Brogol is desperate to know what happened to Dartengan.

2) Paddy and Levtanya Stockl. Mother and father, biologically, at least. Brogol's mother and father have grown to hate the boy they sired, and are thankful he is seemingly gone or dead.

3) The Lakeside Stranglers. These street toughs, years later, are still pretty bad at being criminals - more muggers and drug dealers than anything else. The Stranglers have in the past helped the Doctor and Brogol with the procurement of bodies - sometimes through grave robbing and other times through methods that Brogol would rather not know about.

Step 5: Memories, Mannerisms and Quirks

1) Brogol remembers the first time he became aware that he looked different than most - A woman recoiling in fear in her father's shop, as Brogol stepped from a back storage room to ask his Da a question. A question which was quickly answered with a swift kick from his father and a command to "Get the hells in the back room, boy!"

2) Brogol is lanky, with skin the color of green summer grass. The young man is cursed with pointed ears, blood-red eyes, and sharp, nearly fang-like teeth. Such an appearance draws sideways glances all too often in traditional (and fearful) Ustalev, and sometimes even scorn, fear and derision. As such, Brogol tends to keep his thoughts to himself and stay away from the attention of others as much as possible, by keeping his cloak's hood up and his head down, standing in the back of a crowd, and not speaking his mind.

3) Brogol has always had a subservient personality and is still young, so he tends to listen to those he considers his superiors. Brogol is very comfortable in the role of assistant or helper, and as such will naturally gravitate to personalities that he views as leaders, in the hopes of ingratiating himself to them. Those that show him kindness will earn his utmost loyalty.

4) He also has a soft spot for misfits, outcasts, and the abused, and a deep and abiding hatred for those that hurt or take advantage of them.


This is HeftyUpTop putting forward Genie. Crunch is below, background and other requested write-ups on the way. In short, she's a Gypsy fortune teller who has an untapped magical potential. Professor Lorimer noticed this and tried to convince the con that her fortunes were in fact coming true more often than they should.

Traits: Making Good on Promises, Hidden Hand

Crunch:
Genie Bawtle
Female Halfling Rogue 1
CN Small Humanoid (Halfling)
Init +3; Senses: Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 15, flat-footed 11
hp 9
Fort +1, Ref +6, Will +0
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee Dagger: +2, 1d3 (+1d6), 19-20/x2
Ranged Dagger: +5, 1d3 (+1d6), 19-20/x2
Spell-Like Abilities
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 11, Int 15, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 12
Feats: Dodge (+1 Dodge Bonus)
Traits: Charming, Forgery
Trained Skills: Appraise +6, Bluff +6, Diplomacy +6, Escape Artist +7, Heal +1, Knowledge (Local) +6, Perception +6, Profession (Fortune Teller) +4, Sense Motive (+4), Sleight of Hand +7, Use Magic Device +5
Languages: Common, Halfling, Elven, Gnome
Gear: 95gp, 8x Daggers, 2x Silver Daggers, Padded Armor, Flask of Holy Water, Hourglass, Courtier Outfit, Entertainer's Outfit, 3x Untrained Hirelings (Footpads, third cousins)

appearance:

Genie is that strange combination of youthful naivety and the desperation of having seen too much of the world. Despite her small stature and thin waif-like body, she still attempts to dress like her adopted Gypsy kin in colorful fabrics and revealing garb. She wears a large amount of (costume) jewelry including wrist and anklets, necklaces and large hoop earrings, as well as many scarves and faux rings. Most often barefoot no matter the weather, everything about Genie shouts energy, even when the 'seeing' takes her and she begins to tell fortunes in the dark of her tents.


Submitting Barvo Radarian a tiefling bladebound magus (I've chosen the Teacher's Pet campaign trait, there is a full sheet in the alias.) :

Crunch:

Barvo Randarian
Tiefling Magus (Bladebound) 1
LG Medium Humanoid (Tiefling)
Init +1 (+1 Dex); Senses Darkvision, Perception +0

Defense
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, + 1 Natural Armor)
hp 8 (1d8)
Fort +2 Ref +1 Will +2

Offense
Speed 30
Melee Longsword +4 (1d8 +3 19-20/x2)

Statistics
Str 16, Dex 12, Con 10, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats: Weapon Focus (Longsword).
Traits: Clever Wordplay, Teacher's Pet.
Skills: Intimidate 8, Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Knowledge (planes) 8, Knowledge (Religion) 10, Profession (Teacher) 4, Spellcraft 8.
Languages: Common, Infernal.
Combat Gear: Lamellar (Leather), Longsword, Spell component pouch.
Other Gear: Belt pouch, Waterskin, Spellbook, Ink, Inkpen, Scrivener Kit, Journal, Bedroll, flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), 31 GP.
Spells: Acid Splash, Light, Detect Magic, Burning Hands, Corrosive Touch, Shield, Chill Touch, Enlarge Person, True Strike, Grease.

Ten minute background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Barvo comes from a family of tainted blood, his ancestor made a pact with some fiend in order to get political power. Every generation at least one descendant is a tiefling.

2) He is serious and driven brought up believing he must redeem his kin blood and in case that happens his family will become free from he taint.

3) Barvo belongs to a noble family, though he grew up in reclusion, he had a lot of the benefits of a noble lifestyle, good housing, food and Talented teachers.

4) Though he takes on request to slay monsters or help with strange occurances, his actual dayjob is that of a teacher of both arcane and theology.

5) Barvo is married his wife is a village healer in his family holdings, they have no children as Barvo is afraid to pass his taint onwards.

6)Though he has met with prejudice Barvo has with the help of colleagues and his own excellent work maintain a position of teacher and researcher in a college in the capital.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Barvo wants to find a way to make sure any offspring of his is a normal human and not a tiefling.

2) I would like to see Barvo confronting his dark side, he is a character wound too tightly by his objectives and morals, I think it would be fun to play a character struggling when confronting the abyss and when what's important to him is in danger.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) When he was young Barvo during a rebellious fase was part of a cabal with some nobles interested in the darker aspects of the arcane arts.

2) Barvo's wife Denessia is pregnant, she stopped using her contraceptive concotion in secret.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Barvo's cousin who also share his taint is part of the Sleepless Detective agency and he is the main bringer of jobs to Barvo. He is a rather playful man and was the one to introduce Denessia to Barvo.

2) Denessia, Barvo's wife is strong willed woman of Varisian descent, before meteeing Barvo she worked as a healer in her father's carava, though she consider herself as plain, Barvo believes her to be the most beautiful woman he knows. She now lives and works in a village in Barvo's family holdings. The relationship between the couple is good except in the issue of children and his "taint". Denessia believes Barvo gives worries too much about the taint, since he and others of his family turned fine then their children would be alright.

3) Among the cabal in which he participated there was a noble who studied magic together, though they were close during a period their differences only grew and when Barvo left they had a huge confrontation of magic in wich both barely left alive. Both in good and bad fortune neither him nor Barvo used their true names, thus Barvo only knows his alias: Murmur.

4)Barvo's uncle the one responsible for his upbringing, he treated Barvo as a son and trained him to take his place as a slayer of horrors, he was found dead without an apparent wound when Barvo was 15.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) During his childhood in one of the rare cases in wich Barvo could visit the rest of his family he remembers helping one of his younger siblings with his lessons.

2) Barvo still remembers the stench of decaying flesh the falling blood, the insects buzzing and Murmur's laugh at showing his newly raised undead. From then on everytime he encounters and undead he feels as if he can hear his old friend laughter.

3) Barvo's foundest memory is from the night Denessia declared her love for him, he had been trying to court her for some time and doing a pretty bad job of it, he was going on about some subject and she told him to shut up and simply said while smiling: "Barvo I love you."

4) Whenever he is in deep thought or nervous Barvo will fiddle with his scarf, a present made by his wife.
5) Barvo call his wife Essia, he never uses her complete name.

Personality:
Barvo is a curious person and he appreciates that in other people, he loves discussing any number of topics be them academical, artistic and many others. He likes children and younger people and envy them a bit because of their carefree attitudes as his worries make him feel old. Barvo tends to think things trough before taking any actions, but he also responds almost by instinct in questions which deals with his moral beliefs and can be extremely stubborn about such issues.

Appearence:
Barvo has a redish skin covered in scales in certains parts of his body, he has dark eyes and long canines, and in his back there are scaly wings too small for flight, his hair is a deep black and which he keeps in a short ponytail. His two horns grow curved to the back over part of his hair their tips pointing upward. Barvo looks more the fiend than human yet if one looks beyond the instinctive fear they will see a rather gruff but handsome face.

Background:
Barvo grew up being taught that his blood was unclean and he must work to redeem both himself and his family as he became a youth that became too much for him and he entered a rebellious fase cavorting with the worst of society where he was not only accepted but sometimes admired. Still as he strayed even more from his original path he realized what he was becoming and regretful decided to dedicate himself to the task of hunting cratures of darkness as a form of repentance, yet that was not enough, thus when Professor Lorrimor suggested he try his hand in teaching Barvo gladly accepted. From then on he would become more the teacher and less the adventurer, he would meet Essia and marry, and it was the marriage which rewakened his passions as he sought a form to have normal children.

Dark Archive

Going to try and get my background up today after classes. It's been a long week so far. >_<


I would like to put forward Wakati Nahodha, an elven Ancient Lorekeeper Oracle. I had tried to get him into another CC campaign, so already had a bit of background developed. I left it in narrative form in the profile, rather than reformat into a 5 elements list. I did develop the other parts of the 10 minute background, since I felt they would help flesh things out.

Goals:

1. Wakati’s immediate primary goal is to get away from home and prove to himself that he can make his way in the world.
2. Wakati’s overall goal is to come to grips with the spirit that haunts him, reach a level of peace between their two wills, and to fully explore and develop his new found powers.

Secrets:

1. The spirit that possesses Wakati is that of Hilen Duende, a powerful elf wizard and ally of Tar-Baphon. He attempted to turn himself into a lich, but the Whispering Tyrant sabotaged the attempt. The result was Hilen’s spirit becoming trapped in the puzzle box. He has been imprisoned for a long, long time, and has no power to directly control Wakati.
2. Nethys had a hand in how Wakati’s change developed. This is why Hilen’s spirit didn’t just take over Wakati’s body. (It is possible there were other influences involved, as well. Aroden is a strong possibility, among others). The god’s purpose in interfering, and his ultimate plan for Wakati, are not clear at this time. However, Wakati recognized the influence Nethys invoked (evidenced by the series of dreams Wakati had immediately following the change), and has become a devout follower of the All-Seeing Eye.

People:

1. Tessara, Wakati’s younger sister, the fey-bloodline sorceress. She was often at odds with her parents. Their reaction to Wakati’s change was what finally convinced her to move away. She still has a good relationship with Wakati, and they have kept up a correspondence.
2. Jathal, an old elf house maid who works for the Nahodha family. She spent a good deal of time taking care of Wakati after his change. She recognized his new oracular talents, and mentored him and nudged him towards the path of a lorekeeper.
3. Txarra Maltzur, a rival wizard of Wakati’s parents. He was the one who actually sent the puzzle box to the Nahodhas, hoping that one of the parents would be harmed by whatever was inside.

Memories, mannerisms, or quirks:

1. When he’s thinking or concentrating, he picks at his teeth with his fingernail. This is actually a habit of Hilen’s, not something Wakati did before the change.
2. Wakati has an early memory from the time before his change. His mother had been asked to help with entertainment at the mid-summer festival in Iadara. She wove a great illusionary display that told the story of the elves’ return to Golarion. The whole family attended, and this is the last time Wakati remembers the family being at peace.
3. Wakati suffers from acute sea-sickness when traveling by boat. He discovered this when making the trip across Lake Encarthan to Caliphas.

Dark Archive

Okay, finally finished up. I present Dmitri Zorya, Cleric of the Lucky Drunk.

Ten-MinuteBackground:
Background & Concept Elements
1. Dmitri is a simple traveling preacher of Cayden Cailean. He respects freedom and liberty above all else, but will generally not break laws regarding them. The whip scars on his back, gained from an attempt to free slaves and getting caught, have led him to less impulsive avenues of expressing his beliefs.
2. Friendly and outgoing, Dmitri is very protective of his companions. He makes friends easily, though sometimes he has trouble picking the right friends.
3. Dmitri is not the sharpest saw in the shed, and combined with his love of alcohol (something that predated his faith rather significantly) he has a tendency to get himself into trouble. As a disciple of the Drunken Hero, he has earned himself quite the reputation as a fool, but his heart is always in the right place.
4. Zorya's family still lives in the town he was born. He still sends them some of the money he earns every month, in order to make sure they will be able to survive once his father and mother are too old to work the family's farms. His younger sister is a tutor and scholar, who always smiles at stories of her "big-hearted idiot of a brother."
5. Dmitri met Professor Lorrimor almost completely by accident. The cleric had been traveling through a Chelish city when he came upon a wizened fellow being accosted by a handful of drunken thugs. Thinking quickly and stepping in to stop them, Dmitri talked down the ne'er-do-wells and used what little coin he had on him to convince them to leave the old man alone. So touched was the Professor with Zorya's act of sacrifice, he swore he would repay the good deed done for him on this day.

Goals
1. Dmitri hopes to open his own congregation. More than anything, he wants to spread the message of freedom from tyranny and the joy of good drink to all that would hear him.
2. Dmitri would like to see the awful tyrannical hierarchy of Cheliax be overthrown by the people. Their cruel, and seemingly inhuman, laws stand against everything a good servant of the Lucky Drunk believes.

Secrets
1. Dmitri's younger sister is actually a tiefling, but her infernal heritage is so faint that it is almost impossible to detect for normal folk. Her older brother has never noticed.
2. Dmitri keeps the scars on his back and the reason for his calm, non-invasive take on Cayden Cailean's tenets a secret from all but the absolute closest of his comrades.

Relationships
1. Anastasia Zorya - Dmitri's younger sister, a scholar and medicine woman for his small home village. Her magical powers, and their source, are a closely-held secret.
2. Alexei Dawnreach - A fellow Chelaxian, and Dmitri's friend and rival. Alexei is a follower of Sarenrae, and the two sometimes get into philosophical debates about their respective gods' beliefs.
3. Drath Ironmaw - A half-orc mercenary that based himself out of a large city near Dmitri's home town. After being unable to best the cleric on the battlefield, he swore revenge on the Chelaxian man.

Memories, Mannerisms, and Quirks
1. Dmitri's love of drink is connected to one of his oldest memories of his father. When he turned eight, his father sat the boy on his knee and let him drink from his beer. Though it threw him for a loop, the boy grew to love the taste and the light, contented feeling that a bit of drinking with friends could bring. He almost refuses to drink alone, however, due to the antics of some of the townsfolk when they had drunk too much.
2. Dmitri is well-known to do foolish things in the name of good causes, and this grew from his willingness to do anything to help his little sister. He has a weakness for younger women - He sees too much of his sister in most women younger than him, so he almost cannot help but heed their requests.
3. Dmitri is a bit of a goofball, and will often try to crack jokes. Though he can generally read the mood, his attempts at humor are often unfunny at best. Whether he doesn't notice people rolling their eyes at his quips or if he likes eliciting such a reaction is hard to tell.

Appearance and Personality:
Dmitri is a Chelaxian man of average height and weight. His hair is cut short, and his beard is neatly trimmed. The black of his hair is starting to gray; partly from the stress of being away from his home and family, and partly from the rigors of living life on the roads of Golarion. He has bright blue eyes and a friendly smile. He usually wears his blue and brown adventurer's outfit, with a chain shirt worn under a jacket. His other outfits tend to favor browns, greys and blues, as well.

Dmitri is, above all else, a friendly and helpful person. He sees the good in people easily, though he looks past their flaws just as easily. This has come back to bite him in the rear numerous times, but the enthusiastic and well-meaning Chelaxian tends to forgive and forget. Zorya has little interest in scholarly matters, and tends to forgo reading and research in favor of a good story and drink, much to his little sister's chagrin.

Portrait of Dmitri.

Character Sheet:
DMITRI ZORYA
Male Human Cleric (Evangelist) 1
NG Humanoid (Human)
Init +8; Senses Perception +7

--------------------
DEFENSE
--------------------

AC 16, touch 12, flat-footed 14. . (+2 Dex, +4 armor)
HP 11 (1d8+2+1)
Fort +4, Ref +2, Will +4

--------------------
OFFENSE
--------------------

Speed 40 ft. (Light Armor)
Melee Longspear +3 (1d8+4/20/x3)
. . Rapier +3 (1d6+3/18-20/x2)
. . Dagger +3 (1d4+3/19-20/x2)
. . Gauntlet +3 (1d3+3/20/x2)
Ranged Sling +2 (1d4+3/20/x2)
. . Dagger +2 (1d4+3/20/x2)

--------------------
STATISTICS
--------------------

Str 17, Dex 14, Con 14, Int 7, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Combat Reflexes (3 AoOs), Improved Initiative (Human bonus)
Traits Seeker (+1 Perception, Perception is a class skill), Chance Savior (+2 Initiative)
Skills Perception 1 rank (+7), Heal 0 ranks (+2), Knowledge (Religion) 1 rank (+2), Sense Motive 0 ranks (+2), Survival 0 ranks (+2), Bluff 0 ranks (+1), Climb 0 ranks (+1), Diplomacy 0 ranks (+1), Intimidate 0 ranks (+1), Perform (Oratory) 0 ranks (+1), Swim 0 ranks (+1)
Languages Common, Chelish
Combat Gear -; Other Gear 6pp 1gp 8sp 0cp, chain shirt, longspear, rapier, dagger (3), gauntlet (2), sling, sling bullets (20), backpack, bedroll, belt pouch, candle (10), cheap holy text, flint and steel, hemp rope, iron pot, mess kit, soap, spell component pouch, torch (10), trail ration (5 days), waterskin, wooden holy symbol of Cayden Cailean, silver holy symbol of Cayden Cailean (Light encumbrance)

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Cleric (HP)
Human Racial Traits
Aura of Good (Ex)
Single-Minded
Public Speaker
Sermonic Performance (5 rounds/day)
. . Inspire Courage +1 (Su)
. . Countersong (Su)
. . Fascinate (Su)
Spontaneous Casting
Travel Domain
. . Agile Feet (Su) (5/day)

--------------------
SPELLS
--------------------

Cleric (CL 1, Concentration +3)
0- [DC12] (3/day) create water (1), detect magic (1), guidance, light (1), mending, purify food and drink, read magic (1), resistance, spark, stabilize
1- [DC13] (2+1/day) abundant ammunition, ant haul, bless, command, comprehend languages, cure light wounds, divine favor (1), endure elements, longstrider [D](1) obscuring mist, protection from evil, sanctuary, shield of faith, summon monster I


Sorry for the delay, took longer to put together than I thought. Anyway, here is the archon-blooded aasimar Dashil Masozi, sometime paladin (now inquisitor) of Sarenrae. Campaign trait: Chance Saviour

Points Build:

Str 16 (10 points)
Dex 13 (3 points)
Con 12 +2 racial (2 points)
Int 10
Wis 14 +2 racial (5 points)
Cha 10

Crunch:

Female Aasimar (Archon-Blooded) Inquisitor 1 TN Medium Outsider (native)
Age 90; Height 6 ft 0 in. Weight 150 lbs.
Languages Common, Celestial
Deity Sarenrae
Init +3; Senses Perception +7, Darkvision 60 ft
_________________
DEFENCE
_________________

AC 17, touch 11, flat-footed 16
hp 11
Fort +4 (6), Ref +1 (3), Will +6 (8)

_________________
OFFENCE
_________________

Speed 30 ft.
Melee Scimitar +3 (D6+3), 18-20 x2
Ranged Longbow +1 (D8+3)

_________________
STATISTICS
_________________

Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 10
BAB +0; CMB +3; CMD 14
SQ Deathless Spirit; Domain (Healing, Restoration); Hero Points (1) Judgement 1/day; Monster Lore (+3); Restorative touch (6/day); Skilled (Intimidate, Sense Motive); SLA 1/day (Continual Flame); Stern Gaze (+1)

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

Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened,or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your wisdom modifier

Skilled: Archon-Blooded have a +2 racial bonus on Intimidate and Sense Motive checks.

SLA: Archon-Blooded can use Continual Flame once per day as a spell like ability(caster level equal to their class level)

_________________
FEATS
_________________

Judgement Surge

_________________
TRAITS
_________________

Chance Saviour +2 Initiative

Indomitable Faith +1 to Will saves

_________________
SKILLS 6 pts/lvl
_________________

Intimidate 1 (7)

Knowledge (nature) 1 (4) +3 to identify monsters

Knowledge (religion) 1 (4) +3 to identify monsters

Perception 1 (7)

Sense Motive 1 (10)

Survival 1 (7)

_________________
SPELLS KNOWN
_________________

ORISONS

Create Water
Daze
Detect Magic
Disrupt Undead

LEVEL 1 (2/day)

Cure Light Wounds
Protection from Evil

_________________
WEAPONS
_________________

Scimitar (15 gp)

Composite Longbow (100 gp)

40 Arrows (2 gp)

Morningstar (8 gp)

_________________
ARMOUR
_________________

Scale Mail (50gp) +5 AC, -4 check penalty

Buckler (5 gp) +1 AC, -1 check penalty

_________________
GEAR
(4.5 gp remaining)
_________________

Explorer's outfit (free)

Inquisitor's kit (30 gp):

  • backpack
  • bedroll
  • belt pouch
  • candles (10)
  • cheap holy text
  • flint and steel
  • ironpot
  • manacles
  • mess kit
  • rope
  • soap
  • spell component pouch
  • torches (10)
  • trail rations (5 days)
  • waterskin
  • wooden holy symbol.

Holy symbol, Iron flask (15 gp)

Whisky (8 gp)

5 sheets Parchment (1 gp)

1 stick Charcoal (0.5 gp)

10-minute background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

With her long, blue hair, frost-coloured skin, and tall, lithe build (her powerful strength comes from her angelic origin rather than bulging muscles), Dashil could never be mistaken for a human. At age 90, she has long since outlived her human parents and siblings - she was the only one of her family who manifested the celestial ancestry.

She was called from an early age into Sarenrae's service; Dashil has sourly observed on many occasions that the goddess didn't bother checking with her first whether she actually wanted to. Apparently it was her destiny, but destiny didn't bother checking either. In spite of this, Dashil enjoyed her paladin training, as she is combative at heart. Learning to fight and survive was a thrill, as was the comradeship she developed. Showing aptitude for the task, Dashil was sent to Ustalav, with the task of protecting the villages there from the things that stalk the night.

After several decades, disillusionment set in: Dashil had thought of herself as the shepherd, guarding the helpless sheep from predators; but sheep don't mistreat one another, don't stab one another in the back, don't cheat their customers, beat their wives or abuse their children. On top of that, Dashil got tired of being treated with suspicion by superstitious villagers afraid of her looks. Some of them refused to serve her entirely. It's generally known that Dashil fell after a village under her watch was massacred by bandits: in return she tracked them all down in the dark and tortured them to death one by one*. This was nearly 30 years ago. She has never returned to Ustalav since.

For some reason that Dashil can't fathom, Sarenrae hasn't given up on her. Although she could no longer serve as a paladin, the goddess saw fit to keep her within the priesthood as an inquisitor. Dashil has spent most of the last few decades as little more than a blunt instrument or broken blade, fighting for the cause, or intimidating people who need it. Sarenrae watches with patience, seeking the right time to act. Dashil will be re-forged; and will re-learn to serve (gladly) the cause of good, putting aside her reluctance. The goddess can afford to wait. Dashil occasionally wonders what she'd have to do in order for Sarenrae to give up on her, but has no intention of trying. She still believes devoutly in the goddess, but she's no longer sure that she can live up to Sarenrae's ideals.

Dashil met Professor Lorrimer over 20 years ago, when he was much younger. He had got tired of waiting for his escort and had set off to explore some particularly interesting ruins on his own. Only the fact that Dashil was there was enough to save him. She was there on a separate errand, tracking down a necromancer; he escaped, but Dashil took down the undead that would otherwise have killed the Professor. He made the effort to befriend Dashil, and she accompanied him on a number of expeditions (with the approval of her supervisors) over the next few years. She enjoyed his company and will be devastated when she learns that he is dead.

*The true story is a little more complicated than this, but is not widely known (see secrets, below)

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game

Dashil is tired (although she wouldn't admit it) of working alone; she would like to be part of a group of trusted friends again. She is distraught that the death of Professor Lorrimer has deprived her of this opportunity; she enjoyed working with him and had gained his trust. Not many people trust Dashil, these days.

As a player, I would like to see her return to a Good alignment, Neutral Good if not Lawful Good. This will take a lot of time, obviously.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Dashil never talks about the events surrounding her fall as a paladin – it is her deepest fear that it will become widely known. Thankfully, all who knew are either dead or sworn to eternal silence. The fact is that she deliberately led her command away from a dangerous (but winnable) fight in the face of ungrateful and suspicious townsfolk, knowing they would be massacred but not caring. Her immediate supervisor at the time forced her to walk through the burnt ruins of the village and see the corpses of the children who had been mutilated and killed. The vision still haunts her dreams. It is true that she tortured the bandits responsible, but she had already fallen by then.

She is not aware that one of the villagers survived; a small child at the time, they hid whimpering under the floorboards as everyone they knew was butchered. Maybe they hold a grudge; maybe they don't know that Dashil is to blame; maybe in view of the time elapsed, they have since died. Either way, if she meets them her response will be … interesting!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you

Friendly: Father Domition, a devout priest of Sarenrae and the gentlest person Dashil knows. She has never heard him raise his voice, even when sorely tried – and she has tried him sorely enough over the years. He has enough ability and wisdom to become senior in the priesthood, but prefers to tend his flock in remote parts of Golarion. There has always been a welcome there for Dashil, and she knows that no matter how hard she falls that he will help her to stand again. Domition is the only person who has seen Dashil weep.

Friendly: Serpas Thold, Dashil's immediate superior in the Inquisitorial order she now serves in. Serpas is (relatively) sympathetic to her past failings and he himself appreciates the wide latitude the Inquisition is given in order to carry out Sarenrae's will, but he is careful not to burden her with too much. Dashil knows that Serpas does not completely trust her and this irritates her – but she has to concede she's not exactly reliable these days, much to her annoyance.

Hostile: Abraxas Cervant, a mage and higher up in the Pathfinder Society. He often commissioned Professor Lorrimer to carry out explorations and other work, but was disdainful of the people the Professor chose to employ - he would have preferred that the Professor employ members of his Lodge. He particularly regarded the “has-been paladin” with derision and scorn: bad enough to serve the gods in the first place, but then to be so weak as to fall away from that? Now that Lorrimer is dead, Abraxas is likely to make sure that none of the Pathfinder Lodges will employ her.

Enemy: The necromancer that Dashil was tracking down when she first met the professor. He escaped in the confusion and Dashil has the uneasy feeling that he might since have gone on to accumulate real power; she's not sure even at the time that she could have taken him on had it come to a fight. She doesn't know what he is called, or even what he looks like, since she only caught a glimpse of him beneath his cloak. He was definitely human, but other than that she couldn't tell anything.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

Although not an addict, Dashil drinks whisky from her hip flask at what others might consider to be unusual times of day. Never enough to make her drunk (that would involve letting her guard down), it has nevertheless not helped her reputation. Not that Dashil gives a damn.

Dashil's memory is not a happy place to be: full of death, bitterness and failure. Her good memories are few, and mostly involve the time she has spent in training with weapons, or working with Professor Lorrimer. The only times she has been truly at peace has been in the company of Father Domition, who seems somehow to effortlessly create an air of tranquillity around him.

Perhaps in consequence of these bad memories and haunted dreams, Dashil has the habit of periodically cutting herself, to see her celestial blood. The inside of her left arm is criss-crossed with faint lines of scarring as a result.


Description:

Dashil is striking in appearance: tall (6 ft) with long, flowing, blue hair and skin the colour of ice. Her lean frame is covered by a tattered traveller's cloak over her scale mail; the cloak was originally brightly coloured, but time and wear have toned it down, and it's now more of a dusky shade of grey. Her clothes and garb are similarly worn, and her weapons (longbow, scimitar and morningstar) are obviously well-used. An iron flask, from which she takes frequent sips of whisky, hangs from her belt; it depicts the Dawnflower, as does the wooden holy symbol round her neck. Cold eyes and a cynical expression are her most obvious facial features, along with the deep lines that tell of past suffering. When she draws her arms out of her sleeves, you can see that they are crisscrossed with tiny pale scars.

Personality:

Hard-bitten (and hard-biting), Dashil is having difficulty in coming to terms with her past. There's a lot of it (90 years) and much of it spent on the front lines against the forces of the night. She's seen friends die in what seems like an endless stream; she's walked away from her duty and her goddess, only to be forgiven and remade. She wants - somehow - to find the path back to goodness, but it is slow going. Dashil can be bitter, abrasive, quick to anger, ruthless; but also loyal to those who earn her trust. Sometimes it feels like her whisky flask is her closest companion - at least it doesn't make any demands of her...


Here's what we've got for applicants so far, for ease of tracking:

Martial
Maxim Kanterhaus, Human Fighter
Radag Ironfist, Half Elf Ranger
Moira de'Karne, Human Gunslinger

Skilled
Vivian Deberth, Human Rogue
Brogol Stockl, Half Orc Investigator
Genie Bawttle, Halfing Rogue
Dashil Masozi, Aasimar Inquisitor of Sarenrae

Arcane
Barvo Radarian, Tiefling Magus (Bladebound)

Divine
Dred 'Scythe' Mardock, Aasimar Oracle of Battle (Dual Cursed)
Narah an'Aras, Sylph Cleric of Calistria
Wakati Nahodha, Elf Oracle of Time (Ancient Lorekeeper)
Dmitri Zorya, Human Cleric of Cayden Cailean (Evangelist)


I just don't understand the all hate for third party material in the PbP games around here. I mean an Occultist would be a blast to play for this adventure.


Whew, that took a LOT longer than 10 minutes.

Presenting Desrovyn Barazakshev, a bookish and shy Spirit Whisperer Wizard who dreams of flying among the stars...and sometimes those dreams turn nightmarish. The 10 minute background is a lot of text.

Desrovyn:

Desrovyn Barazakshev
Male human (varisian) wizard (spirit whisperer) 1 (Pathfinder RPG Advanced Class Guide 133)
CG Medium humanoid (human)
Init +8; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Wizard (Spirit Whisperer) Spells Prepared (CL 1st; concentration +5):
. . 1st—
. . 0 (at will)—
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Combat Casting, Improved Initiative, Scribe Scroll
Traits reactionary, teacher's pet
Skills Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sense Motive +3, Spellcraft +8
Languages Abyssal, Aklo, Celestial, Common, Draconic, Undercommon, Varisian
SQ spirit (), stardust
Other Gear haramaki, arrows (20), dagger, light crossbow, 109 gp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stardust (7/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -1 to att & perception checks for 1 rds.
Teacher's Pet (Knowledge [arcana]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak
--------------------

10000 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Desrovyn is the child of somewhat supersititious Ustalavan folk, who fled their village when it was overrun by the undead. Their elder son, Sarnyn, was slain in the attack. Desrovyn is a wayward magic user tied to a strange spirit of light that exists somewhere else across vast gulfs of space and possibly time; because of this, he is dreamy, lost in books, and impractical at times. His last name and slightly olive skin speak to Iobarian ancestry in his family.

2) Acting Dean Gerrith snapped Desrovyn’s book shut, the sound echoing through the library. “I suspected as much,” his tone cool, with barely a hint of menace. “You aren’t even bothering to study these cantrips. You have a witchly patron, or sorcery is in your veins. I shall keep your secret safe if you work with me…” “Neither, and never!” cried the horrified boy, bolting to his feet, his eyes darting for exits. “Very well. If not voluntarily, there are other ways to control my subjects,” said the Acting Dean, drawing a wand. Before Gerrith could use it, though, a blast of ice issued from the doorway, stinging his shoulder and slowing his motion to a crawl. “Sorcery is in my veins, O false Dean”, said Dorani, her lovely face blazing with anger and adrenaline. “Come, Des, we’re leaving this place.”

3) “Oh--I’m sorry. I don’t see any books here. I was told a great scholar lived in these woods,” said Desrovyn, gazing glumly around the sparsely furnished earthen roundhouse, which gripped the side of a Nirmathan hill like a limpet. Thuvran continued to sit at the center by a tiny fire, serene, eyes closed. “Hello?” said Desrovyn curiously. “Well, then,” he continued lamely after continued silence was his answer, “I’ll be going to seek---” “Seek?” said Thuvran, opening his eyes finally. “You know not what you seek. You think all answers lie in books. You know not even what you are. How do you find spells? You have no books yourself.” Thuvran finished his speech with an almost triumphant smile. “I don’t--I suppose I--” “You are a Spirit Whisperer, akin to myself, but different,” continued the shaman. “You look to the night sky often, do you not? Look there tonight. Sit outside and wait, and a message and a messenger will come to you. At dawn, we shall talk.” There was no questioning his commands.

4) Desrovyn gazed at the stars, sitting as he had seen the shaman Thuvran do. This is silly, he thought. It’s been hours. And yet, I do love to view the stars. What would it be like to be among them? And then a voice answered. It seemed to vibrate in his brain, alien and almost hideous, yet also beautiful and even--familiar, as an echo to a dream. You have been there, and you shall again, if your Golarian-self can remember, said the voice. Through dusty tomes have you searched, and this is well, but you have not communed as you should. The stars will speak--I will speak--if you listen. Now raise out your arm. Stunned, Des raised out an arm as he was bidden. A speck appeared in the sky, glowing like a meteor, plunging toward him. He tried not to cringe, and then watched, fascinated, as it descended, revealing itself to be an owl, but one like he had never seen. Its plumage matched the stars above, shifting like a compass as it moved, and a nimbus of light surrounded it faintly. The owl alit on his arm, gripping it carefully, and regarded him impassively. An electric jolt of connection seemed to run from it--her, he realized--through to him. I shall not speak again until you are ready, said the oddly familiar voice, but you have this helper and friend to guide you. Name her well. And remember your own name, and its conflicting interests, and what you wish for among the stars. The lights, the voids, the spaces between, not all are friendly or align with the interests of Golarion. Remember that not only Desna guides the stars, and not only Rovagug stirs in the deep, for those are Golarion’s gods only, and their spheres are minor and mild, O child of Desna and Rovagug, compared to vast unseen forces. Go, with this helper.

5) The Professor sat quietly in the Harpy’s Nest, the tavern dark and quiet at mid-day. “So, you followed my suggestion to go to Nirmathas, and here you are.” “That was your note?” said Desrovyn wonderingly. “Yes, and now after a year and a day, you are not the same youth that left Vigil.” Des stroked the feathers at Taruna's ruff thoughtfully as an answer. “Gerrith is fled, you know, some say to Nidal, and some say to worse places and worse things. Perhaps places you and I have known, and will know again. But that is for another time. I have need of a wizard pupil such as you, who has the gift of the stars, and as I study the arcane depths of the Dark T…” he glanced about, for a moment, and continued more quietly, “...as I study arcane depths of even the spaces between the stars, I might teach you many things, as you can teach me as well. Will you study with me? I shall not force your hand, but I had hoped you could aid me as I have aided you. I will be in Vigil for a season, and you may call upon me here.” Des shuddered involuntarily. The dreams, he thought. But knowledge is mastery. He nodded to the Professor solemnly.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

[Example]

1) Desrovyn seeks knowledge first and foremost. He wishes to unlock the mystery of the heavens, and to travel there. He is uncertain of the motives of his patron, and is not sure what the significance of his own name means to some greater plan. He thinks his starry guide is benevolent, but is it?

2) Gerrith’s return as a necromancer in Ustalav (perhaps with Sarnyn in tow?) would be cool. Did Dorani return to face him? Is she dead, or captured?

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

[Example]

1) Desrovyn has strange dreams at times, often after reading a book of forgotten lore. In the dreams, he leaves Golarion, travelling to distant places in space and time. His patron never speaks, but he can see great structures of light and gas, glorious to behold, and also, great pits of utter caliginous blackness, in which something crawls unseen. Oftentimes, he is drawn inexorably towards the largest pit, and wakes up just before crossing into the sheer darkness.

2) Sarnyn, his elder brother, is dead, but not gone. He is now a member of the undead of Ustalav, and feels his family abandoned him. He would gladly take revenge on Desrovyn if given a chance.

3) --

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) The Former Acting Dean Gerrish of Vigil Arcanum - Dean Gerrish was forced out of the Arcanum after the current Dean slowly recovered from what appeared to be poison, possibly at Gerrish’s hand. His motives were not known, but he was rumored to have fled to Nidal to practice shadow magic, or possibly, necromancy. Gerrish is brilliant, exacting, and prejudiced against all spell casters save ‘true’ wizards, and despises most non-humans as well.

2) Thuvran Lore-Keeper - A shaman of arcane lore who keeps watch on the borders of Nirmathas. A despondent Desrovyn, wandering into his territory in search of books and knowledge and hopelessly lost, came to him and was brought under his tutelage.

3) Dorani Gyrdsdottir is a half-Ulfen sorceress whose family fled Irrisen. She entered the Arcanum pretending to be studying wizardry, but was actually a rime-blooded sorceress with Irriseni ice mage heritage. She and Des helped cover up each others’ secret among the other students and the Acting Dean. After stopping Gerrish, she left for Magnimar to join the Pathfinder Society and adventure, quite disappointed in Desrovyn’s failure to join her. It was only after she left that Desrovyn realized she cared for him, and he for her. Will she appear in Ustalav?

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

[Example]

1) Desrovyn alternates between his nose in a book and quiet contemplation of the stars with his familiar, Taruna. In most other situations, he is shy and awkward, although he will happily discuss arcane lore all evening.

2) Desrovyn can still recall Sarnyn’s screams as the skeletons and zombies of Ustalav overwhelmed him, as he and his family stole away in the night.

3) Desrovyn regrets letting Dorani leave. If only he had been more adventuresome at the time...but he is just not of that stock...


Yeah. The "10 Minute Background" is a little bit of a misnomer. :)

More like 10 minutes to read.


I don't know how I got a bit of Yoda in my Beyond The Wall Of Sleep, but it happened. :D Sure made me think a lot about backstory narrative!


GM Olmek wrote:

Yeah. The "10 Minute Background" is a little bit of a misnomer. :)

More like 10 minutes to read.

Oh yes it takes minimum 20 minutes and it can go for about one hour and some minutes, but it's way great way to turn that simple concept of race x class x focusing on x into an actual character.


Alias now complete, all details from above post are in her profile.


Dotting. This would be a perfect fit for my Goblin Alchemist! :)


Okay - details in Alias.
I have done one thing I need to check with GM Olmek; I was looking at using Amateur Investigator to represent the enormous amount of knowledge Bookman has. Instead I'd like to get Breadth of Experience . Technically he doesn't qualify, but I think that is because humans just don't live long enough. Given his background I'm hoping it's okay.
We've got investigators applying - I don't want to completely copy their schtick.


Aduard and Dashil are immersively interesting characters. The campaign could have two wizards, right? :D

Dashil, if we both get chosen, perhaps your necromancer could be the same as Desrovyn's nemesis, with a slight tweak.


"Just great, so I've got one wizard who can't string two words together or see further than the book he's reading; and another who has to sleep with the light on! Clearly part of my punishment is not being allowed to be around normal people..." :)

More seriously, I have no idea who the necromancer is: I invented him on the spot as I was writing how Dashil met the Professor - it could easily be Gerrish.


Indeed Axolotl! Why not two wizards?

And it only just occurred to me that Saerael is, on second reading, a but suss. I'm trying to channel servants from very proper gothic books, I promise!

In all seriousness though, the number one problem I see with "Old Faust" is the fact he's seen a lot. It seems to match the gothic horror tropes GM Olmek has been talking about, but I am a bit worried that it might make horror harder by rendering the unknown into the known. :(

Depends what the GM is going for, I guess.

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Olmek's Carrion Crown Recruitment All Messageboards

Want to post a reply? Sign in.