GM Wulfson |
We recently lost a player for a Carrion Crown game I'm currently running after only one post. So on the advice of the other players I'm opening a recruitment thread to replace him.
We are looking for a character to replace our Human Witch. Although the character doesn't have to be a Witch, some type of Arcane (or Occult) caster would be preferred.
The original character guidlines can be found Here
Due to the time sensitive nature, recruitment will be open only until Saturday, March 26th at 6:00 pm (CDT).
Craig Shackleton Contributor |
Sarabian |
I stumbled upon something on the SRD that tickled my fancy and provides an interesting theme for a CC campaign. It's not 3rd party, but it is a pretty obscure sourcebook, so I'd like to have the GM give a thumbs up or down before I move forward with a concept on it.
GMWulfson, would you mind taking a gander at the Martyred Bloodline for sorcerers and tell me if it's okay? I'm thinking of someone's ancestor who decided to seek the aid of gods who weren't Zon Kuthon, like Sharyn or Desna, and got themselves tortured to death for it; now either their descendant is taking up their call, or one of the family members who got splashed with the blood at the torture ceremony essentially got "infected" with the martyr's call.
CariMac |
Here is my submission for a sorcerer with the Celestial bloodline. If chosen, I'll create the alias.
Female human (Varisian) sorcerer 1
NG Medium humanoid (human)
Init +8; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sickle +0 (1d6)
Ranged sling +2 (1d4)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—heavenly fire (1d4 divine energy)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, summon monster I
0 (at will)—dancing lights, daze (DC 14), prestidigitation, ray of frost
Bloodline Celestial
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Improved Initiative, Toughness
Traits chance savior, ease of faith
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Knowledge (arcana) +6, Knowledge (planes) +3, Perception +1, Profession (herbalist) +4, Spellcraft +6
Languages Celestial, Common, Sylvan, Varisian
SQ bloodline arcana (summoned creatures gain DR 4/evil)
Combat Gear alchemist's fire (2); Other Gear sickle, sling, sling bullets (20), backpack, basket, bedroll (2), belt pouch, flint and steel, ink, inkpen, journal[UE], mess kit[UE], soap, trail rations (5), waterskin, 48 gp, 1 sp
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Special Abilities
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Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
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Shera Merdias is a slightly built red haired Varisian sorcerer. Her firey looks are at odds with her warm and friendly personality.
Her first attempt at being an adventurer was cut short when her traveling companions ran away leaving her to face a band of goblins alone. She likes to think she vanquished them. Actually they ran away while she was hiding in search of louder prey. She stumbled around in the woods after leaving her hiding spot, and came across Professor Lorrimor. He had been attacked by the same goblins she had just escaped from. She was able to use the last of her spells to scare them away and rescue the Professor.
She's spent time traveling in Ustalav after meeting the professor. Because she is Varasian, she's used to traveling through the wild places. She prefers them to the cities it's quieter there.
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He'sDeadJim |
OK...I have reworked this at the last minute:
So I'm back in this now!
Lirotha, a Varisian Skinchanger (Coldborn) Witch 1 (Cartomancer)
Mandrake the Magnificent |
Presenting Mandrake the Magnificent! A Mesmerist masquerading as travelling entertainer.
At first, Mandrake was unsure and almost got himself killed several times. However, experience bred wisdom and eventually he perfected his approach of presenting himself as a glib entertainer while working in secret to uncover cults and the like.
Several years after wandering on his own, Mandrake employed a local man whose family had been murdered by cultists. In public, Mandrake treats Robert as a common manservant, however in private the two are close and fast friends who work well together.
Several days ago, Mandrake had a vision of Professor Lorrimor's death. He sent a letter to the Professor and immediately Robert and he set off for the Professor's village.
Craig Shackleton Contributor |
Below is my character proposal, I hope it's not too late. I actually post daily in my other games, but I spent a long time thinking about this. He's partly inspired by one of the pregenerated characters from B1, In Search of the Unknown, who was a longtime npc in one of our first games. He was just a stat block named "Trebelos the boy magician" who developed a bit more. I thought Trebelos seemed like a good last name for a Varisian from Ustalev, and came up with Slawomir Trebelos (pronounced Slavomir Trebelosh, or Slav, for short).
Slav was part of a Varisian clan, but as an orphan, he had no immediate family to look out for him. He was small for his age and the other children frequently bullied him. His uncle, who nominally had adopted him drank, and while he rarely abused Slav, he even more rarely took any responsibility for the boy. When the Varisian clan camped for most of one winter near Ravengro, Slav got some work gathering firewood for locals. Professor Lorrimor hired the boy, mostly out of pity, and offered him some other small groundskeeping jobs.
One day the professor happened upon Slawomir as he was fleeing from a mob of local children, who were pelting him with snowballs. The professor defended Slav, peppering the children with magic snowballs. As Slav watched, something clicked in his mind, and he knew he could learn magic. He begged the professor to teach him, and Lorrimor agreed.
The professor gave Slav a book and taught him some basic magic, Slav kept working as groundskeeper, but every chance he got, he was in the library, doing his own research. When the rst of his clan moved on, Slav stayed behind.
Slawomir is fairly certain (perhaps naively so) that the professor didn't actually know just how far his skills have developed. Once the boy learned to memorize a whole page and reproduce it later, he was able to gather spells quickly.
Trebelos is now 16, although he looks younger. He is devastated to learn that the old man has died. He is uncertain what the future holds, but hopes to draw as much knowledge as he can from the professor's library before someone tells him to leave.
Slawomir Trebellos
Male human (Varisian) arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee club -1 (1d6-1) or
. . dagger -1 (1d4-1/19-20)
Special Attacks arcane reservoir (1/7), arcanist exploits (potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st—memorize page[ACG], snapdragon fireworks[UM] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), jolt[UM], prestidigitation
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Extra Arcanist Exploit[ACG], Extra Reservoir[ACG]
Traits inspired by greatness, magical lineage
Skills Handle Animal +3, Knowledge (arcana) +8, Knowledge (geography) +8, Linguistics +8, Spellcraft +8, Use Magic Device +6
Languages Common, Draconic, Elven, Orc, Skald, Thassilonian, Varisian
SQ heart of the wilderness
Other Gear club, dagger, backpack, belt pouch, ink, inkpen, soap, spell component pouch, donkey, animal harness, bedroll, flint and steel, pack saddle, pot, torch, trail rations, waterskin, 82 gp
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Special Abilities
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Arcane Reservoir +2 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
CariMac |
I made a few changes to Sheria's background, but a left the stats alone.
She was born into a good sized family that travels around Golarian selling their wares, entertaining, and sometimes separating the masses from their gold in various ways.
Her celestial bloodline keeps her from joining the less lawful members of her family in their business. That caused a bit of a rift. To keep peace in the family Sheria decided that she would try her hand at adventuring, and headed out with a small group.
Her first attempt at being an adventurer was cut short when her traveling companions ran away leaving her to face a band of goblins alone. She likes to think she vanquished them. Actually they ran away while she was hiding in search of something they heard stumbling through the woods.
She crept around after leaving her hiding spot, and came across Professor Lorrimor. He had been attacked by the same goblins that had just left her. She was able to use the last of her spells to scare them away and rescue the Professor. She helped him travel home.
One she left his home village, she spent time traveling in Ustalav. She's used to traveling through the wild places. She prefers smaller villages to cities it's quieter there.
Female human (Varisian) sorcerer 1
NG Medium humanoid (human)
Init +8; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +0, Ref +2, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sickle +0 (1d6)
Ranged sling +2 (1d4)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—heavenly fire (1d4 divine energy)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—mage armor, summon monster I
0 (at will)—dancing lights, daze (DC 14), prestidigitation, ray of frost
Bloodline Celestial
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Improved Initiative, Toughness
Traits chance savior, ease of faith
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Knowledge (arcana) +6, Knowledge (planes) +3, Perception +1, Profession (herbalist) +4, Spellcraft +6
Languages Celestial, Common, Sylvan, Varisian
SQ bloodline arcana (summoned creatures gain DR 4/evil)
Combat Gear alchemist's fire (2); Other Gear sickle, sling, sling bullets (20), backpack, basket, bedroll (2), belt pouch, flint and steel, ink, inkpen, journal[UE], mess kit[UE], soap, trail rations (5), waterskin, 48 gp, 1 sp
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Special Abilities
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Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.