
thelizardwizard |
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The wind blows eerily, creating a soft, melancholy whistle as it blows. A cold chill runs up your spine as the hairs on your neck stand up straight you look about... nothing, nothing but a cold wind blowing. You continue onwards, still hearing the cold, eerie whistle of the wind at your back.
Hello all, and welcome to a Carrion Crown AP recruitment.
Some of you may have seen my other homebrew recruitment thread, well, not long ago A friend of mine got me the Carrion Crown AP as a birthday gift. I Have never attempted to run an AP on these boards, honestly I haven't run a game on these boards I suppose. However I've run many campaigns. Most homebrew. However! My very first introduction to Pathfinder was with the Carrion Crown AP, and I have many a fond memory of it. So, as a sorts of celebratory action and recognition to that, I would like Carrion Crown to be my first Published AP game I run on these forums.
The game will start as normal, you all have will have received a letter informing you of The professors passing. How you knew him is entirely up to you! I will attempt to make this game spooky if possible, with plenty of spooky scary skeletons if need be. I would like a post rate of 1/day or more, I think I will allow around two weeks for everyone to get a character submitted, If people get their characters in fast, and no new interest is shown, I may close recruitment early.
Now, that said, heres the build works-
1st level
Point Buy: 20, on a 1 to 1 basis Ex:(an 18 costs 8 points),nothing above 18 pre-racials.
HP: Max at first. half+1 every level after.
Traits: 2, 1 campaign, 1 from whatever you wish, Drawbacks for another trait are allowed only with my approval.
Wealth: Max starting wealth, no traits that increase your wealth, save the campaign trait.
Feats: Everyone gets a free feat at level 1, you must meet the requirements for any feat you take, combat expertise will NOT have the 13 Int requirement.
3PP: No, none, sorry, wanna stick to published stuff this time around.
Races: Core+featured Fetchlings and dhamphirs are allowed.
All published Paizo material may be used, however if you are using something particularly new, or obscure, Provide a link in your characters page please.
If you wish to play an aasimar or teifling and want to roll on the table to replace your SLA, you may roll 3 times and pick one.
If you have any questions or concerns please do not hesitate to ask.

Guy St-Amant |
So, no to the Nightblade from Path of Shadows, no Generic Classes from Unearthed Arcana, No Lycanthropes and no Rich Parents amongst others?
Will try to think something up.
...
Dhampir and Fetchling are featured races. What about Changelings

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Ok, so i made a ranger that i like, im going to sleep now.
Dorusk Ullogar
Male half-orc ranger (urban ranger) 1 (Pathfinder RPG Advanced Player's Guide 129)
N Medium humanoid (human, orc)
Init +4; Senses darkvision 90 ft.; Perception +6
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Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +4 (1d8+4/×3) or
. . battleaxe +4 (1d8+3/×3) or
. . dagger +4 (1d4+3/19-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Endurance, Fast Learner[ARG], Hermean Blood[ISWG]
Traits chance savior, child of the streets
Skills Acrobatics +5, Climb +6, Craft (bows) +8, Disable Device +7, Knowledge (geography) +6, Knowledge (local) +6, Perception +6, Sleight of Hand +6, Stealth +5, Survival +6, Swim +6
Languages Abyssal, Common, Draconic, Orc
SQ orc blood, track +1, wild empathy +1
Combat Gear heatstone[ISWG]; Other Gear studded leather, arrows (40), battleaxe, battleaxe, blunt arrows[APG] (20), dagger, shortbow, masterwork artisan's tools, masterwork thieves' tools, wrist sheath, spring loaded, wrist sheath, spring loaded, 34 gp
--------------------
Special Abilities
--------------------
Darkvision (90 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Hermean Blood (Acrobatics, Escape Artist) 2 skills of your choice are class skills
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Anton Krush |

The point buy I was a little unfamilar with, I dont usually see people doing 1 for 1 so I may have botched that but I think I got what you were going for. After a lot of debate between a Kinslayer Inquisitor of Pharasma and an Alchemical researcher I chose the Alchemist. I think it could be fun to play in the setting, someone with a little more intellectual curiosity than common sense when it comes to protecting himself from the dangers of a strange and horror filled landscape. Kinslayer Dhamphir would have been very different but possibly too strange in the setting. Especially paired against potentially multiple Tieflings.
Background: So the basic story for my Alchemist is going to be that he met the Professor at a University and despite sharing interest in a number of subjects what caught his attention was the Professor's views on theology and religion, in particular the way that undead fit into the worlds of both religious and arcane study. Although Anton's personal interests still tend more towards the arcane and scientific he has made something of a hobby out of theological and religious research. So when he received word that the Professor had passed away he was probably sad and a little surprised to possibly be included in the man's last will and testament. But he'd also see it as an interesting opportunity to travel somewhere he has never been before and potentially visit the scientific and arcane institutions of Ustalav.
Half-elf alchemist (grenadier) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +4 (1d6+5 Fire) or
. . longbow +3 (1d8/×3)
Special Attacks bomb 6/day (1d6+5 fire, DC 15)
Alchemist (Grenadier) Extracts Prepared (CL 1st; concentration +6)
. . 1st—cure light wounds, heightened awareness[ACG], targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Skill Focus (Knowledge [arcana]), Throw Anything
Traits elven reflexes, teacher's pet
Skills Appraise +9, Bluff +6, Craft (alchemy) +9 (+10 to create alchemical items), Disable Device +3, Heal +4, Knowledge (arcana) +12, Knowledge (nature) +9, Knowledge (religion) +11, Perception +6, Spellcraft +9, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling, Orc, Skald, Varisian
SQ alchemy (alchemy crafting +1), elf blood, hero points, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear lamellar (leather) armor[UC], longbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 5 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Petyr, the Wandering Friar |

A submission for your consideration. Petyr, the Wandering Friar - cleric of Cayden Cailean.
Edit: I should mention that I have played Carrion Crown before, from start to "finish." However, that was years ago, and the GM of that game was so inexperienced that he had no grasp on the story or mechanics, and hence the game made very little sense and I barely remember the story at all.

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I'd love to get in on this adventure.
Elias Shrin is a magus who served as a bodyguard for a fledgling necromancer. The Necromancer suffered a sudden and horrific death during an experiment gone wrong. His attempts to create an advanced zombie ended in him being torn limb from limb. Elias tried to attack the zombie but his weapons bounced off its resistant hide. Finally in a fit of desperation Elias reached deep inside himself and drew out arcane energy he didn’t know he had. His axe glowed with blue light as he destroyed the zombie.
After contacting some of his former master’s associates, he came in contact with the professor who helped him to tap into his arcane power. After learning a few cantrips he left to explore on his own and hone both blade and spell
Elias Shrin
Human Magus 1 (True Neutral)
(Pathfinder Ultimate Magic)
N Medium humanoid (human)
Init + 4, Perception + 0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13(+3 armor, +2 Dex)
hp 14(1d8+6)
Fort +5, Ref +2, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Battle Axe +4, (1d8+4/×3) or
Ranged Acid Splash+2(1d3/×2)
Magus Spells Prepared (CL 1st, CL 2nd against Dispel; concentration +4, +8 when casting defensively )
...0-Acid Splash, Light, Ghost Sound
...1st-True Strike, Chill Touch
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats: Combat Casting, Intensified Spell, Toughness
Traits: Resilient Caster, Chance Savior
Skills: Climb +8, Intimidate +3, Knowledge (dungeoneering) +7, Swim+8, Spellcraft +7, Use Magic Device +3;
Languages: Common, Draconic, Elven, Infernal
Other Gear: Studded Leather Armor, Battle Axe, Dagger, Magus Starting Spellbook, Spell Materials Pouch, Backpack, Compass, Paper Sheet (2), Bedroll, Flint and Steel, Ink, Inkpen, Mess Kit[UE], Pot, Soap, torch (2 ), trail rations (5), waterskin, Tent, 40 gp
--------------------
Special Abilities
--------------------
Arcane Pool (4/4)
+1 weapon enhancement for 1min
Spell Combat:Attack and Cast Spell in same round with -2 attack penalty. In addition, trade up to -3 attack for +3 concentration on spells cast defensively.

andygal |

Ioana Callinova, human witch
Female human (Varisian) witch 1 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +4; +1 trait bonus vs. charm and compulsion
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Offense
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Speed 30 ft.
Melee light mace +0 (1d6) or
starknife +0 (1d4/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (cackle[APG], fortune[APG])
Witch Spells Prepared (CL 1st; concentration +5)
1st—command (DC 15), cure light wounds
0 (at will)—dancing lights, detect magic, message
Patron Ancestors
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Accursed Hex[UM], Extra Hex[APG], Improved Initiative
Traits inspired by greatness, varisian tattoo
Skills Craft (alchemy) +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +5, Perception +3, Spellcraft +8, Use Magic Device +5
Languages Common, Dwarven, Elven, Shoanti, Skald, Varisian
SQ witch's familiar (raven named Nascosta)
Combat Gear alchemist's fire, holy water; Other Gear crossbow bolts (10), light crossbow, light mace, starknife, bedroll, belt pouch, candle (5), chalk (10), flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], parchment, scroll case, soap, spell component pouch, trail rations (5), waterskin, 7 sp, 5 cp
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Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Ioana was born in a caravan roaming southern Varisa near Magnimar. When she was fourteen she bonded with her familiar, and a year later she traveled to the Twilight Academy in Galduria, where she spent several years studying the arcane arts.. During this time, she was lucky enough to be able to attend a few of Professor Lorrimor's lectures when the professor visited the academy, and was highly impressed with his depth and breadth of knowledge which inspired her to study several topics on her own.
Personality:
Ioana is a passionate person. Most of the time her passion shows in a zest for life but it can also show in flashes of temper, and occasional bouts of depression. She has a quick wit and enjoys banter. Her passion sometimes leads her to get into trouble, though her familiar helps to reign her in, being much more cautious by nature. She usually appreciates this after the fact, even if it frustrates her in the heat of the moment.

Gummy Bear |

Nostro Shudderwood is my character submission. His intended role is to be a tanky character that (hopefully) just doesn't die (or at least quickly).
Tiefling (Hungerseed) Tortured Crusader
Soul Seer Racial Trait (Deathwatch at will)
FCB Paladin (+1 LoH healing)
Traits - Chance Savior (+2 initiative), Suicidal (immediate action, become target of an attack instead of adjacent creature 1/day)
Str 18
Dex 12
Con 18
Int 10
Wis 16
Cha 8
HP 17
AC 16
Fort 6
Ref 1
Will 5
Longsword +5 (1d8+4) 19-20/x2
Items
Longsword
Light Steel Shield, Quickdraw
Chain Shirt
1gp
Feats
1 Toughness
B Fey Foundling
3 Quickdraw
5 Power Attack
7 Extra Lay on Hands
9 Fiend Sight
11 Fiend Sight
Skills (4)
Perception 7
Heal 7
Survival 7
Sense Motive 7
Background Skills (2)
Profession Soldier 7
Linguistics 4
Nostro Shudderwood has known hardship all his life. He was found as a young boy in the depths of the Shudderwood, his namesake, by the church of Iomedae. As a tiefling, he was almost put to death for his crime of living, but fortunately one of their leaders decided to take him in. This began a long and arduous stay as an acolyte of the Temple of Iomedae.
While he was pure of faith, Nostro faced never-ending torment form his peers for what he was. Most of his elders made sure to give him the most grueling tasks under miserable conditions. As he grew older, he too began to believe that his life was a sin and he worked tirelessly to atone for it.
When he finally became a fully fledged Paladin of the faith, Nostro was to be deployed to the depths of the Worldwound. During his last day, however, he chanced upon a man beset by a small troupe of ghouls. Leaping into action, Nostro fended them off with his holy power and made his first friend: Professor Lorrimor.
Professor Lorrimor used his influence to have Nostro given a more appropriate assignment, where he has been serving for the past couple of years.
Edit: If a Paladin makes party comp difficult, I'd be willing to change things up.

Guy St-Amant |
A few more questions:
* Any Classes restriction?
* Any Alignments restriction?
* How do you deal with different Age Categories and their Ability Scores adjustments?
* ^ related to the above, Young Characters? if yes, with or without ability scores changes? With or without class "restriction"?

thelizardwizard |

the only restrictions are, and I am sorry for forgetting to list this before,
1- if it has unchained, use the unchained version please. I will not be accepting submissions based on large amount of summoning, the most I will allow is one animal companion/mount equivalent and 1 summoned creature at any time.
-2 No alignment restrictions, if you are Evil, tell me why you are friends with the late professor, and why you wouldn't be working with the more.... ghastly forces.
3- You can play any age you want with a few caveats-
3a. It must make sense to an exctint, no ages below 10, unless you have a very good reason (PM the idea).
3b. Certain classes will likely be purely restricted, use the rule of Suspension of Disbelief, here. No little girls wielding giant Greataxes and smashing people ;)
3c.... If it the story fits, Then I shall take the hit.
no ability score modifiers.
@Gummy, please send me your general idea and view on a paladin and what a paladin is. Specifically, the ideals yours fallows and any code he/she follows.

Lubella Heathertoes |

Here is my submission: Lubella Heathertoes, a Halfling Dawnflower Dervish Bard. She considers hereself an agent of Sarenrae.
-Lubella will associate with evil creatures if the greater good is served, or if she feels that they could be redeemed.
-Violence is a last resort; diplomacy is her preferred option.
Lubella disliked the rules and structure of her training, and began getting into trouble. After a series of “Incidents” a transfer was arranged to the Temple of Sarenrae in Korvosa (sending the problem to someone else).
Soom after her arrival, on a dare, Lubella broke into the Jeggare Library at the University of Korvaso one night, with a couple of new friends. They were discovered by a academic working late, who turned out to be none other than the renowned scholar, Petros Lorrimor. Given her record, Lubella feared she would be suspended at the temple, or worse. Luckily, Professor Lorrimor took a liking to her, and did not report the intrusion, on the condition that he could call on her for a favor in the future.
Lubella dreaded what she might be asked to do to repay her debt, yet she never heard from Prof Lorrimor again. Recently, however, she received news that he had died, and that she was named in his will! She has just arrived in Ravengro, apprehensive about what he might possibly want from her.
Combat Role: Melee fighter (moderate damage, strong defenses). Lubella seeks to fight the most dangerous opponent, despite her diminutive stature. She has minor healing abilities (cure light wounds).
Note: Her bardic Inspire Courage bonuses only aply to herself.

Turkas |

Here is my submission. Victor is a paladin of Iomedae who has been using his training and talents to help patrol the lands that imprison the Whispering Tyrant.
Unbeknownst to Victor he bears the lineage of a gold dragon within his blood just waiting to shine forth and augment his strength.
Male human (Varisian) paladin (oath of vengeance) 1 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
--------------------
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+3) or
. . longsword +5 (1d8+3/19-20) or
. . morningstar +4 (1d8+3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Skill Focus (Knowledge [planes]), Weapon Focus (longsword)
Traits magical knack (sorcerer), subject of study
Skills Acrobatics -8 (-12 to jump), Diplomacy +7, Knowledge (arcana) +2, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Profession (soldier) +5, Sense Motive +5
Languages Common, Draconic, Varisian
Combat Gear alchemist's fire; Other Gear splint mail, heavy steel shield, longsword, morningstar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Acts of Iomedae)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae , 24 gp
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Tracked Resources
--------------------
Alchemist's fire - 0/1
Smite Evil (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Victor took the lesson to heart and combined with his strong faith in the Inheritor he now pursues his lifes work, to destroy the undead in all their many forms and prevent anyone from ever gaining the same power that the Whispering Tyrant weilded.
Currently Victor has been ordained as a paladin of Iomedae and hopes one day to be able to join the ranks of the Knights of Ozem.
The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but
I am responsible for their lives.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
I will suffer death before dishonor.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

thelizardwizard |

@arkhan, I have always been iffy on allowing retraining unless it comes as a class feature, however you are accepted and we get to a point where you decidedly hate and or feel inadequate due to chosen feats I am positive we can work something out.
and personally I love the kineticist class.
@Odentin, sure throw me your idea for it.

Phntm888 |
I would like to put forth Keydas Amrath, Archivest Bard, professor at the University of Lepdistadt and protege of Professor Lorrimer.
Henris Flynn
Male Bard (archivist) 2
LN humanoid (human)
Init +2; Perception +4
Favored Class: Bard
FCB: +1 Skill Points
--------------------------------------------------------------
DEFENSE
AC 15 (16), touch 12, flat-footed 13 (14) (+3 armor, +2 Dex, +1 shield (buckler))
HP 9 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee rapier +0 (1d6, 18-20/x2)
Melee light mace +0 (1d6, x2)
Melee dagger +0 (1d4, 19-20/x2)
Ranged shortbow +2 (1d6, x3, 60 ft)
Ranged dagger +2 (1d4, 19-20/x2, 10 ft)
Spells Known (CL 1, Concentration +7)
0-level (4/day) - detect magic, light, mage hand, sift
1st-level (2/day) - ear-piercing scream (DC 15), remove fear
Special actions bardic performance (countersong, distraction, fascinate (DC 14), naturalist+1) 8 rounds/day
-------------------------------------------------------------
STATISTICS
Str 11, Dex 15, Con 12, Int 16, Wis 10, Cha 18
Base Atk +0, CMD +1, CMB 13
Traits Teacher’s Pet (Knowledge (religion)), Focused Mind
Feats Armor Proficiency (light), Lingering Performance, Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Proficiency (simple, longsword, rapier, sap, shortsword, shortbow, whip)
Skills Diplomacy +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history)* +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +10, Linguistics* +7, Perception +4, Perform (oratory) +8, Sense Motive +4, Spellcraft +7, Use Magic Device +8
*-denotes background skill
Languages Common, Elven, Dwarven, Giant, Sylvan
SQ bardic knowledge, cantrips
Other Gear buckler, studded leather armor, shortbow with 40 arrows, light mace, dagger, rapier, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal, mirror, 50 ft. silk rope, soap, waterskin, two scroll cases, sealing wax, 10 pieces of parchment, scholar's outfit, traveler's outfit, explorer's outfit, 9 pieces of chalk, trail rations (6 days), shaving kit, abacus, 29 gp, 1 sp
Traits
Focused Mind - You gain a +2 trait bonus on concentration checks.
Teacher’s Pet (Knowledge (religion)) - You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.
Feats
Lingering Performance - The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Point Blank Shot - +1 to hit/+1 damage with ranged attacks against enemies within 30 feet.
Precise Shot - Ignore -4 penalty for firing into melee.
Class Features
Bardic Knowledge (ex) - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance - A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su) - At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) - At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) - At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Naturalist (Ex) - An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
This ability replaces inspire courage.
Cantrips (Sp) - Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
A native of Lepidstadt in Ustalav, Keydas was very unlike most children. Where other children would go out and play, Keydas would prefer to stay home and read books. As his father was a scribe and bookbinder by trade, he had easy access to such, and was clearly a gifted student. His true difference, however, was the one he didn’t tell his parents about. Where most citizens of Ustalav lived in fear of the undead, Keydas was fascinated by them. Oh, he thought they were an abomination, like others, but he wanted to understand them, to figure out what could cause such creatures to spontaneously arise, and to understand the magic behind it. He believed that both an understanding of the arcane and the divine were necessary to fully comprehend the concepts, but although the latter was fairly easy to come by, in Ustalav, the second was much more difficult - and information about the undead near impossible.
Eventually, his clear ability caused his father to arrange for him to attend the University of Lepidstadt. Pursuing a broad array of topics, he was also introduced to the concepts of archery and swordplay, the he was far better at the former than the latter. He excelled in his studies, and came to the attention of one Professor Lorrimer. Attending one of the professor’s many crowded lectures at the University, he asked several pointed questions, which impressed the man. Afterwards, the professor sought him out, and thus began an indirect tutelage of Keydas at the professor’s hands. The professor encouraged his research, and proved to be a far more useful resource for learning about the undead and the arcane than any at the University. Keydas was able to conduct further studies thanks to the doors opened by the professor’s insights, and eventually he graduated and accepted a faculty position at the University.
Now, alas, he has received the notice that his mentor has passed. Having been granted sabbatical by the University, he travels to Ravengro for the professor’s funeral. The professor had always suggested he keep an assortment of adventuring weapons and supplies handy in case he ever got the opportunity to go on one, and he has brought such with him - just in case.
Keydas is a young man of average height, average weight, and Ustalavic descent. He typically wears the robes of a professor of the University of Lepidstadt, and if you look hard enough, you’ll be able to find hints of chalk dust and ink stains on the cuffs of his sleeves - although the dark colored robes make it easy to hide the latter.
He has a bookish air about him, and often has a look that seems to be faraway, thinking of something else. When engaged in conversation about a topic in which he is knowledgeable, he often takes on a lecturing tone, which can be quite annoying to others. Though his lectures can be boring, his students know they had best pay attention, because this will be on the test.
Well? Why aren’t you all copying this down?
The advantage of the Archivist Bard is that if multiple bards get in, it can stack with another bard because the Naturalist ability gives a bonus to AC and saving throws, as opposed to attack and damage like inspire courage. Plus the flavor is just so right for a professor.

Arkhan Silvinesti |

Thanks. Just not sure of weapon finesse...
I haven't actually played a Kineticist, although I have drawn a pyro and a geo for recruitments, but they didn't get chosen.
I see him as a Storm Druid, but I really want his thing to be lightning, air, clouds....maybe i shall research Aero.
We have time...lol.

andygal |

thoughts on where I would go with my character, build wise: She's intended to be primarily support/buffer character, as I suspect this is an undead heavy campaign so a lot of the witch's offensive powers will be less useful. The selection of the Ancestors patron reflects this as it has lots of good buff spells.

Windle Thetra |

I'd like to submit Windle Thetra, with the caveat that this profile has been used before in a couple of games, including a Carrion Crown game that fell apart before we got very far into Part 1--he's updated but for equipment and some spells. He's a human psychic; discipline: faith; devout follower of Pharasma.
Normally psychics don't get disrupt undead as a knack, but since he's a faith-based psychic and worshiper of Pharasma would you let him do that?
Over the next few years, he took to the study of psychic magic with shocking ease, and quickly moved on to a more prestigious guild. His lack of early exposure to the style of magic kept him from being among their best students, but he was far from their worst. He corresponded with Professor Lorrimor as often as he could, keeping him informed of his progress and sending along translations of Vudrani scholarly works. In return Lorrimor encouraged him to press on, that Ustalav would be there when he returned, and that he shouldn't come back until it was time.
It had been several months since Lorrimor's last letter when the news of the Professor's death reached Windle. He hurriedly gave his farewells to his teachers and fellow students, packed up, and returned to Avistan as quickly as he was able. His intent was to pay his respects to his old mentor, then make his way back to Vudra for further study. This will, of course, not happen as he'd planned....
In appearance he's tall, slender, and clean-shaven, typically wearing black trimmed with silver and carrying a worn wooden spiral of Pharasma to show his devotion.
Windle draws on that devotion to power his psychic magic. He's much more benevolent than most, though--the Goddess' justice after death is unbending, but in this life there's room for mercy. Although he no longer stutters, he still doesn't talk much; his taciturnity would easily be mistaken for surliness but for his habitual smile. For in his discipline he's found purpose that was lacking before, and a way to serve the Goddess he follows. In this he is content.
As to why the Professor would drag him off to Jalmeray, Lorrimor was interested in psychic magic, as he was interested in a great many other things. He could have learned a great deal *about* it by studying the history of the art and speaking to its practitioners, and that was in fact his original intent when he planned to travel to Jalmeray. Finding someone like Windle, though, offered him a different perspective: by essentially sponsoring Windle's education, he could learn from Windle what it was like to actually become a psychic from the beginning of the young man's studies. Because he and Windle were both from Ustalav and shared a common culture, it would be the next best thing to learning the art of psychic magic himself.

Windle Thetra |

Character applications (sorted loosely by role):
Nostro Shudderwood, tortured crusader paladin
Dorusk Ullogar, urban ranger
Arkivolld Bristlekipp, cockatrice cavalier
Lubella Heathertoes, Dawnflower Dervish bard
Keydas Amrath, archivist bard
Vris Nix, pyrokineticist
Anton Krush, grenadier alchemist
Elias Shrin, magus
Windle Thetra, psychic
Ioana Callinova, witch
Petyr, cleric (Caydenite)
Arkhan Silvinesti, storm druid
I don't think I missed anyone.