
GM House of Cards |

Once upon a time, during the Age of Darkness, there lived a Varisian storyteller named Sonnorae of Clan Imlios.
In an age fraught with anarchy, destruction, and despair, where civilization had deteriorated to almost animalistic survival, Sonnorae was one of the last individuals who yet clung to the ways of her people.
Fearing that the beloved stories of her people would die, she harnessed ancient magic to breath life into her stories, weaving arcane energies with the raw essence of dreamstuff to make a world that was unlike any other, a world where the myths and fables of the Varisians would live forever in the flesh.
She linked her world to her harrow deck, the deck of Clan Imlios. It is said that the deck was the original Harrow Deck of Many Things that had since lost it's power, for Clan Imlios was one of the most ancient of the Varisian families.
She traveled the world, using her deck to help rekindle the spark of hope in the world, ensuring that her people remembered where they came from, remembered their ways and their stories.
Then, one day, Sonnorae simply vanished from the face of Golarion. Some say the gods punished her for her hubris. Some say the dark deity Zon-Kuthon grew wroth at her spreading hope in his Age of Darkness and cosigned her to a fate worse than death. And some simply say that she simply wandered into her harrow deck, never to return.
No matter what happened to Sonnorae, her magical deck vanished, only to reappear sporadically throughout the ages since, though few of it's owners ever knew it's true powers. The deck has not been seen in around a century, so the most learned of the Varisian people expect it to eventually surface soon.
Whether the deck will bring weal or woe this time is a story as yet unwritten, a story to be written by five unlikely individuals who have met along the winding roads.'
Ok everyone, welcome to the recruitment for the Paizo module 'The Harrowing'!
Before anyone asks, I am not sure how to do this for Pathfinder Society credit, but if you tell me how, I might be amenable to doing whatever paperwork to get you your points for this adventure.
Without further ado, let's get to the character creation stuff!
Character Creation Guidelines
Starting Level- 9
HP- Max per HD
Ability Scores: 20 point buy, but with points being unscaling. To explain, it is a popular method used by a lot of GMs that means it is like a regular point buy method, just that the points do not scale as more are dumped into an ability score, just as it does not scale if you dip below 10 to gain more points. To give an example, to get an ability score of 18, you only need to pay 8 points. To give another example, dropping another ability score to 7 only nets you 3 extra points. To answer more questions about ability scores, yes you get your extra ability score points from leveling in addition to the base points and yes, ability scores have a 'natural cap' of 18 before any racial modifiers, level up bonuses, item benefits, ect.
Class- Any official Paizo; Dreamscarred Press Psionics, Path of War, and Akhashic classes are allowed; Other third party publisher classes subject to my approval
Race- Any of the ones listed on the SRD, apart from the Lashunta, since they technically do not exist ON Golarion (They live on Castrovel, a jungle planet in Golarion's solar system,).
Feat- Gain a Bonus Feat that could have been acquired at any point in your career thus far.
Skills- Gain +1 Skill Point per level, which must be spent on a Knowledge, Perform, or Profession skill.
Traits- You get two Traits, with the option for a third if a Drawback is taken.
Starting Gold- You gain 40,000 GP. While not a lot compared to the average Wealth By Level chart, it is more than normally possessed by PCs of equal level in modules and APs. Plus, there will be RANDOM TREASURE in the game, added in with the pre-existing treasure as well!
Fluff- I want all applicants to include a description of the character's appearance and personality, some basic background, and such things. I am not expecting a novel, given this campaign is solely based on a module and not an adventure path, but I DO want the character to feel like a character and not just a collection of stats areound a certain theme.
A Necessary Warning- Blatant Munchkinism will not be tolerated. If you build something completely broken like the Slumber Witch or some such nonsense, your character will get the axe when it comes time for selections. I want combat, when it occurs, to be more meaningful and fulfilling than 'this one player one-shots everything'. If you have questions about your build, feel free to ask me. But the Slumber Witch build is the primary offender which I can think of at the moment.
If anyone has any questions, feel free to post them on the thread or send them via private message.
Recruitment will be open for a week, so have fun creating your characters! :)

Roonfizzle Garnackle |

As someone who's actually pursuing the Prestige class in a FtF game, and bought the physical deck for that game... Please color me interested.
What are your thoughts on Unchained material? It's expected to be on the PRD within the next 2ish weeks...
I've been intrigued by the new version of Rogue and have been itching to try that out...
Similarly, what are your thoughts on Dreamscarred non SRD material? (Ultimate Psionics or Psionic's Augmented?)
I submitted a character, as a L11 Aegis/1 Ulfen Guard to a high level Taldor specific game with similar character build rules. I was not selected, and the game appears to have come to an abrupt stop due to RL. I’m willing to go through and making many major edits due to level/point buy/gear/Leadership. The prior version can be reviewed at this post for an idea of where I was planning on going.
I guess, long story short, I'm interested in rogue, or a self buffing martial. If there's specific interest in either over the other, I'm more than willing to work with the proposed party for role balance.
edit - 18 reviews read... and I've gone from peaked interest, to very interested. Either concept in mind would work very well, as both had fairly strong social aspirations in mind. I think, if Unchained Rogue is permitted, that will be my default assumption, but looking forward to seeing how things go!

The Pale King |
1 person marked this as a favorite. |

What are your thoughts on Unchained material? It's expected to be on the PRD within the next 2ish weeks...
It's actually up now: Rogue Unchained

The Pale King |

How do you feel about the Chevalier prestige class? I am thinking a man who was a soldier and hero of Andoran that got on the wrong side of a corrupt politician and was exiled. He had to leave his parents, siblings, friends and wife behind. Travelling led to him helping a group of Cayden Cailean worshipping Chevaliers save a village from an orc tribe who wished to enslave them. He found a place with these Chevaliers and the cause of Cayden Cailean, though he still hopes to find a way to return home one day.

Vincent Fleming |

Hopefully this is good enough for you dear GM, if you have any questions, concerns, or dislikes please let me know. I hope it isn't considered munchy in any way as I tried to make him at least good at what he does and somewhat competent in battle.
His role is a backup healer, a flirt (I mean face), support, and a ranged attacker.
Guaril
CG Male Medium
Kitsune
Bard 8/Arcane Archer 1
Desna
Init +7; Low-light; Perception +17
Favored Class: Bard
FC bonus:+1 skill point
--------------------
Defense
--------------------
AC 21, 15 touch , 16 flat-footed (+6 armor, +5 Dex)
hp 83 (8d8+1,1d10+1)
Fort +4
Ref +12
Will +6
Defensive Abilities
--------------------
Offense
--------------------
Speed 30ft
Melee +6 Bite 1d4-1
Ranged +14/9 +1 Seeking Darkwood Longbow (1d8+3+1) DA 12/7 (1d8+3+4+1)
--------------------
Statistics
--------------------
Str 8 Dex 20 Con 12 Int 16 Wis 10 Cha 22
Base Atk +7; CMB 6; CMD 21/16fl
Feats Clustered Shots, Deadly Aim, Focused Shot, Point-Blank Shot, Precise Shot, Weapon Focus Longbow
Traits Reactionary, Varisian Wanderer (Sing)
Skills Acrobatics +17, Bluff +18, Diplomacy +17 (rank 17),Disguise +18 (rank 9), Escape Artist +22 (rank 9), Fly +17, Know (Geog) +13 (rank 3), Know (Local) +13 (rank 3), Know (Nature) +13 (rank 3), Perception +17 (rank 9), Perform (Dance) +17 (rank 8), Perform (Sing) +18 (rank 8), Sense Motive +18, Stealth +22 (rank 9), Survival +12 (rank 9), Use Magic Device +18 (rank 9)
Languages Common, Elven, Senzar, Sylvan, Varisian
SQ +4 to disguise as human (Flesh Chameleon Racial), Fast healing 2 per level per day (Hydrated Vitality Racial), Acid Breath (Racial)
--------------------
Equipment & Money
--------------------
Starting Money:40kgp
Combat Gear: +1 seeking darkwood longbow, +2 amorphous shadow mithral chain shirt
Defense: +2 amorphous shadow mithral chain shirt
Offense: +1 seeking darkwood longbow
Other gear: Mwk Backpack, Blanket, Flint and steel, Waterskin, Belt of Dex+2, Boots of elvenkind, Eyes of the eagle, Gloves of arrow snaring 2/day, Headband of Cha +2
Spare money: 1,192gp
Carried weight 26lbs
Encumbrance: 26/53/80
--------------------
Magic
--------------------
Lvl 0: Dancing Lights, Detect Magic, Mage Hand, Open/Close, Prestidigitation, Read Magic
Lvl 1 6/day: Animate Rope, Charm Person, Compel Hostility, Cure Light Wounds, Touch of Gracelessness
Lvl 2 6/day: Blur, Compassionate Ally, Cure Moderate Wounds, Glitterdust
Lvl 3 3/day: Blink, Cure Serious Wounds, Haste
Appears most of the time as a rather smashing Varisian man of shorter stature with brilliant blue eyes and hair blacker then the night, his true appearance is that of a rather taller kitsune with black tipping and blue eyes. His tail was well groomed and meticulously maintained. He could easily be called vain and a terrible flirt but when things hit the fan, he is very serious and focused. He is creative and like most kitsune always up for a good prank or joke.
Guaril grew up in a caravan, born of a lovely Varisian woman who had a rather magical night with a very handsome man one night deep in the woods. Imagine her surprise when not only does the man never see her again but nine months later she has something akin to a fox for a babe. The rumors and stories abound about the fey of the forest and the caravan rejoiced and considered the boy a good luck sign to have been born to their caravan. He grew up a happy boy and lived a rather playful life dancing and singing but always in disguise.
As he grew older he understood the reasons for his having to hide his true form but always wished to find someone to share the form with besides his own family. He said goodbye to his mother and his family as he told them of his quest. There was singing, there was dancing, there was drinking, and there was crying as they sent him off on his journey. He hid himself but plied his trade at every tavern and bar this side of Varisia, landing himself in bed with women and trouble alike. Ever quick to disappear and re-appear later with a cloak on, a bow in hand, and a pair of furry ears to take care of the trouble his human side had gotten him in.
Even with all those tricks he'd been caught many a time though he was far better at getting out of his confines then those were at guarding him. Still, he occasionally joined up with others when the mood struck him to do a little good and earn a little money...amazing how often those times coincided with his being broke. Thus is the start of the story of Guaril and his many adventures in Varisia.

Roonfizzle Garnackle |

Tentative skill unlock to help consider the uRogue. (L5 ability only, one only.) Sense Motive, UMD (only if someone else is using UMD, and wants an Aid Another), Acrobatics, Intimidate, Heal, in order of preference. Skill unlocks are NOT yet up on the SRD that I saw.
The only unlock that might be iffy imo, is Intimidate ... that's a touch strong comparatively speaking (ie, it's actually useful 90% of the time), but not one I really expect to take.

Berenzen |

Mystic isn't up on Hero Lab yet, otherwise would have it in that style of template
The role is a heavy melee damage dealer/counter build, with some minor ranged support.
Name: Verras the Blade
LN Aasimar (Garuda-Blooded) Mystic 9
Medium Outsider(native)
STR 10 (+0)
DEX 22 (+6)
CON 18 (+4)
INT 10 (+0)
WIS 26 (+8)
CHA 8 (-1)
AC 19 (10 base +4 armour + 5 Dex), 14 Flatfooted, 15 Touch
HP 108/108 (9d8 + 36 Con)
Arcane Defense +2 (+2 to AC/Saving throws of spells + psionics)
Senses Darkvision 60ft.
Acid resistance 5, cold resistance 5, electricty resistance 5
Init +10 (+6 dex +4F)
Speed 30'
Fort +6
Ref +7
Will +15
BAB +6/+1
Melee +12
Ranged +12
Attack
+13/+8 Adamantine Rapier (1d6+7, 18-20/x2, P) -2/+4 PS
Skills
Autohypnosis +20 (9r + 3t + 8 Wis)
Perception +20 (9r + 3t + 8 Wis)
Perform(Dance) +18 (9r + 3t + 6 Dex)
Sense Motive +20 (9r + 3t + 8 Wis)
Spellcraft +13 (9r + 3t +1tr)
Stealth +20 (9r + 3t + 8 Wis)
Languages Common, Celestial
Traits
Wisdom in the Flesh(Stealth)- Use Wis to determine a modifier for a single skill
Classically Schooled- +1 to Spellcraft
Feats
1L- Weapon Finesse- Use Dex instead of strength for specific weapons
2B- Deadly Agility- Use Dex for damage with finessable weapons
3L- Arcane Strike +2- Swift action to add damage to attacks. Attacks considered magic
5L- Piranha Strike -2/+4- Take Penalty to attacks to add to damage rolls.
7L- Improved Initiative- +4 initiative.
9L- Advanced Study- Take two maneuvers or one stance
9B- Agile Dancer- Use Dex instead of Cha for Peform(Dance)
Mystic
Weapon and Armour Proficiency- Proficient and all simple and martial weapons, light armour and shields
Maneuvers- Start with 7 (2nd, 3rd, 4th,5th, 6th 7th,8th, 9th; total 15). May choose from Elemental Flux, Mirthral Current, Riven Hourglass, SHattered Mirror, Solar Wind and Veiled Moon. Must ready maneuvers first. Initiation modifier is Wis. Maneuvers Extraordinary unless otherwise noted. Not affected by spell resistance and does not provoke attacks of opportunity. At 4th level and every even numbered level after, mystic can replace a new maneuver.
Maneuvers Readied- Can ready 8 maneuvers with 10 minutes work. At start of combat, 2 manuevers of Mystic's choice are chosen, 3 randomly given to him, 3 random manuevers withheld. At end of each turn, granted 1 previously withheld manuever. When all withheld manuevers are expended, repeat process.
Stances- The Mystic knows 4 stances, can change stances with swift action
Animus- Have 7 animus at start of combat. Gain 1 animus at the end of each turn a manuever is initiated. May spend up to 3 points on animus augmentations.
-Enhance Manuever 1pt: gain +2 bonus on d20 rolls for maneuvers when initiating that maneuver for each animus spend.
-Increase DC 1pt: Increase the DC for a maneuver by 1 for each animus spent.
-Anima Burn 2pts: Add 1/2 class level to damage rolls for maneuver, this damage strikes adjacent targets. Only applicable once per maneuver
-Increase Potency: Ignore 10 points of energy resistance or 5 points of damage reduction per point of animus.
-Increase Range: Increase range of melee attack to 30 feet. Costs 2 points.
Elemental Attunement (Su)- When a mystic readied maneuvers, mas select air(lightning), earth(acid), fire(fire) or water(cold). May spend standard action to change. May spend animus to change damage type to active element of any maneuver that deals damage.
Blade Meditation (Su)- As full round action, can spend once animus to grant all remaining withheld maneuvers then expend all of them. Until start of next turn, any melee attack targetting mystic take 1d6 damage of active energy type, plus 1d6 for every two points of animus left in pool.
Arcane Defence +2 (Ex)- Grant +2 insight bonus to AC and saving throws against psionic, psi-like abilities, spells and spell-like abilities.
Elemental Glyph (II) (su)- May spend a point of animus to apply a glyph to up to 6 allies within sight. Last 7 rounds. Only one glyph applied at a time.
Mystic Artifice (Su)- May use spellcraft to ignore spell cost when crafting magic items.
Withstand Spell (Su)- May make Will saving throw against psionic, spell, spell-like ability that normally would have a partial effect on a successful saving throw. If makes save, unaffected by the spell, taking no damage and suffering no ill effects.
Instant Enlightment 1/day- As a free action, may expend gratned maneuver and replace with another maneuver known. Replaces previous maneuver.
Quell Magic (Su)- Spend a number of animus equal to an identified spell or power's level to supress that spell or power for 6 rounds.
Maneuvers
1 Variable Flux (EF1, Strike)
1 Fluctuation Movement (EF1, Boost)
1 Sands of Time Approach (RH1, Strike)
1 Strike the Hourglass (RH1, strike)
1 Disturbing Blow (VM1, Strike)
2 Flowing Creek (MC1, Counter)
3 Calm the Storm (MC2, Counter)
4 Iron Wave (MC2, Strike)
5 Time Skitter (RH3, Boost)
6 Rippling Current (MC3, Strike)
6 Ghostwalk (VM3, Boost)
7 Flicker Strike (VM4, Strike)
8 Assay Resistance (EF4, Boost)
8 Temporal Body Adjustment (RH4, Counter)
9 Flowing Stream (MC5, Counter)
Stances
1 Distorted Clock Stance (RH1, Stance)
2 Ready the Draw (MC1, Stance)
5 Elemental Flux Stance (EF3, Stance)
9 Enter the Vortex (EF5, Stance)
9B Stance of the Ether Gate (VM5, Stance)
Gear
+4 Belt of incredible Dexterity
+4 Headband of inspired Wisdom
+1 Cloak of Resistance
+1 Adamantine Rapier (1d6+7)
Verras is a tall, thin man with feathers cresting out from around his ears. A fine rapier sits at his waist, always at the ready. He dresses fairly colourfully. He drives towards self-perfection and is a bit ascerbic in his personality. Not that he dislikes people, he just feels that if you are not constantly trying to improve, as such, he comes off coarse and a bit aloof. Still, his skill with a blade cannot be denied, as well as the innate abilities that he has attained from his meditation in the monastaries of Irori.
Verras was found of the steps of a monastery of Irori. He was raised with their beliefs and took them to heart. While he was there, he took to the martial traditions, using them as a way to hone his form. Over time, he became skilled in them, and then when he was twenty-two, he left the monastery. Travelling around, he moved between groups of adventurers, constantly trying to hone his ability. Eventually, he found himself within the courts of Andor, practicing against the knights and the fops of the court. Despite that, he found difficulty in attempting to maneuver through the court's intrigue, and that has posed a challenge for himelf to try and self improve on.
Eventually, he was tasked with overseeing some lords' lands. Whilst there, he headed back to his old monastery, to pray. Before heading back to the city, he stopped in a small town, resting there, not knowing what the morning would bring.

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Very interested in this, Psionics is my thing
I like the idea of an Psionic story teller, paining images in the minds of others, a kind of mind bard and pysco-healer, taking away bad memory's. Very exclusive clients.
Dhampir Vetala-Born (Ajibachana) If allowed if not or Elf Psion [telepath L9] High Int and Dex, low Con and Str.
Building them now.

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So I'm currently trying to throw my guy together, and the current plan is a Half-giant Aegis 3/Soulknife (War Soul) 3/Metaforge 3. He'll have been raised by Varisians, and I'd like to tie his background to another Varisian in the group, if that's cool. He'll pretty much be a bodyguard and sworn companion to them, channeling a combination of psionic powers and martial skill.

GM House of Cards |

Unchained material is allowed, presuming that it is on the SRD. If it is not, I will need some idea of what the material is you are asking about. Since the Unchained Rogue is on the SRD, it is allowed. Skill Unlock for Intimidate is banned, however. I have already heard of how ridiculous it gets.
The Chevalier prestige class is allowed.
Path of War: Expanded material is allowed. Due to there already being changes to the finalized Harbinger class, you will need to change the 1 or 2 things that is different about the class between beta and omega versions, but unless the others have official PDFs released before this game starts, don't worry about having to change anything later.
Unchained Monk is allowed with the Harrow Warden archetype. If the party somehow manages to level up enough to where it matters, there can be some changes made regarding abilities and such then.
Nice concepts so far! :)

Lady Calista Lisia Da Romano |

Johnny Panic here,
here she is, the Lady Calista Lisia Da Romano
Elf Telepath L9
Still fleshing her out, but she has the core of what I want her to be,
She is powerful as a Mind-Mage, and good with range weapons, high Kn Skills and telepathy.
will have back ground and description up asap, doing it in word.

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BTW, the only way that PFS credit could be awarded for the module is if all the characters were legal PFS characters of the appropriate level. Since that's not the case, no one should expect to gain PFS credit for this.
(The rules are a little different for APs -- it's possible to gain PFS credit for playing an AP in what they call "campaign mode", but that exception does not carry over to modules.)

CampinCarl9127 |

The name GM House of Cards already has my utmost attention. Color me curious.
GM, how detailed are your maps and how much do you care for highly tactical builds? I've been wanting to play a character that I made a while back because the game he was in died before I got to truly experience him. This campaign comes highly recommended and I think it would be a good fit for him. The character is Aviz, a strix airborn ambusher. He uses his natural flight combined with reach weapons, tripping, and flyby attacks to be a highly mobile and tactical fighter. Tell me if this level of tactics is welcome in your games and I will edit his profile to your character creation guidelines (the backstory will remain much the same, but don't worry about the potential nemesis; I understand that this is an AP). Thanks!

Anon A Mouse |

RAW Card Caster makes spellstrike only work with ranged thrown weapons, but it doesn't modify spell combat, which still only works with melee attacks. This seems contrary to the intent of the class since you'd now need to use something that is both a melee and ranged weapon to get both, and the harrow deck is only a ranged weapon.
How would you feel about house ruling spell combat to also only work with ranged thrown weapons? It's fine if you're not comfortable with this, but I thought I'd at least ask. :-)

CampinCarl9127 |

I got a little excited about changing up Aviz's crunch and got it done. He's quite the terror, flying around in full plate with a crackling electrical weapon. I think lightning is an apt way to describe his fighting style. I also found some very good traits and drawbacks to help build upon his backstory and character. Let me know what you think!

Bode |
Akashi Bode
One day she lost it, randomly accusing Akashi of betraying her. She tried drowning him with her hair. . Akashi killed her in defense, but he was unable to remove her hair from within him. While choking to death the witches familiar offered him her powers. If he accepted he could live. He did and he gained her powers. When he fights hair grows from his mouth. He can still hear her inside of him, her paranoid rantings haunting his dreams.
Like any good Sylph after the incident he took towards wondering. Exploring the world observing and being entertained by its happenings.
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Frigid Touch)
Name: Akashi Bode
Race: Sylph
Player: Joe
Classes: Witch2 Magus7
Hit Points: 56
Experience: 75000 / 105000
Alignment: Neutral
Vision: Darkvision (60 ft.)
Speed: Walk 30 ft.
Languages: Auran, Common
Stat Score Mod
STR 13 (+1)
DEX 15 (+2)
CON 13 (+1)
INT 20 (+5)
WIS 10 (+0)
CHA 7 (-2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 2 0.0 2 0
Appraise 5 0.0 5 0
Bluff -2 0.0 -2 0
Climb 1 0.0 1 0
Craft (Untrained) 5 0.0 5 0
Diplomacy 0 2.0 -2 0
Disguise -2 0.0 -2 0
Escape Artist 2 0.0 2 0
Fly 14 9.0 2 3
Heal 0 0.0 0 0
Intimidate 10 9.0 -2 3
Knowledge (Arcana) 13 5.0 5 3
Perception 11 9.0 0 2
Perform (Untrained) -2 0.0 -2 0
Ride 2 0.0 2 0
Sense Motive 6 4.0 0 2
Spellcraft 17 9.0 5 3
Stealth 12 6.0 2 4
Survival 1 1.0 0 0
Swim 1 0.0 1 0
Use Magic Device 10 9.0 -2 3
-------------------------- Feats ---------------------------
Combat Reflexes
You can make additional attacks of opportunity.
Cornugon Smash
Your terrible attacks strike fear into your enemies.
Extra Arcane Pool
You have learned how to draw more power from your arcane pool.
Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Rime Spell
Alertness
You often notice things that others might miss.
Final Embrace
You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 12 / 12 / 10
Initiative: +2
BAB: +6/+1
Melee tohit: +7/+2
Ranged tohit: +8/+3
Fortitude: +6
Reflex: +4
Will: +8
Unarmed attack:
to hit: +7/+2
damage: 1d3+1
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Total weight carried: 0 lbs.
Current load: Light
Encumbrance
Light: 50
Medium: 100
Heavy: 150

Lady Calista Lisia Da Romano |

Lady Calista Lisia Da Romano
I know my PC maybe the odd ball in the pack, she's a mindmage, who pretends to be a elf hunteress/bounty hunter. She's not maxed, the idea is she's flexible and adaptive, with a very big stick if she needs to use it. Her back ground I kept simple, a know some like to write near books for back ground, but as a GM myself I like a simple outline of who they are and where they are from.
I think she will work well with any group, adding range to group abiultys, and offering up an alternative to just whacking big bads,
Her sheets done, but may change some items,
Q: GM are you going to allow pre game crafting? If so at what cost loading. Book or other?
Born to a respected noble family of Eleves, Calist is the youngest of 3 sisters, the older two showed great skill and abiulty in the Druidic arts from an early age. There lives where set and a good future awaited them in a respectable role in like. But poor Calista showed no such abiulty. Nor did she show Such in the bardic crafts, clericy was not for her, nor magaery. Alchemy then, no, all she did was make her hair green for a while, the fighting arts, again no, she was good with a bows d the blade yes but she hated wearing armor.
It seem that she was destined to be we off to some half wit nobles son. Meeting where held but each time the boy involved would blurt out so reson he could not marry Calista. A few time to great comic affect. Her mother started to suspect that Calista had a hand in this. Her suspicions where raised when she noted how Calista always seemed to know how others felt around here, it was more than hard to keep secrets from her in fact. This suspicion lead to a fate full meeting.
Calista came to her mother and confess all, she knew her mother suspected her of some kind of tricksy, and it was to, for a number of years she had found she could hear others, not what they said but what they felt and thought, at 1st she had considered her self sinking into madness. But over time she had worked to hone her powers. She had even gone so far as to head to the great library to find books on such powers. There she had discovered the mindmages. Book and scroll she read until now she could even control the weak willed. She had hidden it all. Others would fear her, worry she was reading every thought every deed. Fear made her hid who she was but a hunger to learn more has driven her to gain in knolage and power. This was by no other craft suited her and why she did not want to more yet.
Her mouth said nothing for a long time then, said.
[b]"if this is who you are then you must be it, you are right you must hid this from others, I will say your off to train as a hunteress, every knows how you love your bow, head to the greater world Calista, once you find yourself come back to us. You will find what you see there, and there others may not see you as the nobles will do here. I say this to spear you hurt, for mindmages where once very much mistrusted and to some still are.
That was her last day with her family, some 50 years have past and much wondering has she done. Always she hides who she is, to the world she is just a hunter with a good aim and a bow.
Ps there are some every good submissions.

chillblame |

Changed my mid a bit. I decided to go for a Skald, spell warrior archetype. Basically she is a support character, able to add various buffs if needed, also she is fairly effective in combat.
Ragna, 9th level skald, changeling female
Str 16 Int 12
Dex 16 Wis 10
Con 14 Cha 24
Initiative +4
HP 99
Offense
BAB +6/+1
CMB +8
Battle axe +12/+7 (1d8 + 6)
Claw/claw +7/+7 (1d4 +3/1d4+3)
Sling +9 (1d4 + 2)
Power attack -2 to hit, +4 to damage
Defence
CMD 21
AC 21 T 15 FF 17
Fort +7 Ref +5 Will +6
Feats
Improved counterspell
Arcane strike
Dodge
Toughness
Dazzling display
WF Battle axe
Power attack
Abilities
Hulking (+1 to melee damage)
Claws (1d4 damage each)
Natural armour +1
Darkvision 60’
Languages Taldan (common), Skald
Bardic knowledge (+4 know skills)
Greater countersong
Cantrips
Raging song (song of marching, song of strength, weapon song)
Rage powers (superstition, increased damage reduction, witch hunter)
DR 2/-
Versatile performance (percussion and oratory)
Well versed
Improved uncanny dodge
Lore master
Traits
Reactionary: +2 to initiative
Highlander: +1 stealth, +2 in hills or rocky areas, stealth is a class skill
Skills (5+1/lv)
+12 Bluff 2+7+3
+ 12 Perception 9+0+3
+10 Spell craft 6+1+3
+10 Know planes 2+1+3+4
+10 Know dungeoneering 2+1+3+4
+10 Know nature 2+1+3+4
+10 Know local 2+1+3+4
+10 Know arcana 2+1+3+4
+16 Use magic device 6+7+3
+ 19 Perform oratory 9+7+3
+19 Perform percussion 9+7+3
+11 Stealth 4+3+3+1
Spells (17+lv) 5/4/3 per day
Level 0 (any)
Detect magic, light, summon instrument, Prestidigitation, mending, daze
Level 1 (7 per day)
Cure light wounds, feather fall, Grease, windy escape, vanish
Level 2 (6 per day)
Blistering invective, cure moderate wounds, tactical acumen, scare
Level 3 (5 per day)
Good hope, haste, cure serious wounds, dispel magic
Background
Ragnar was bought up the daughter of a Huscarl named Erik Strong blade. Unknown to him and his wife, Ragnar was a changeling placed with them in place of their real child by Kreal, an evil and malicious Annis. Despite this, Ragnar was a dutiful child, and soon grew strongly. She a strong child, and had a winning way about her, and she learned the ways of the skald. Her father died in battle, and her mother soon followed him, so Ragna, decided to travel, so as to build her legend to honor them.
But that was not the whole truth. She did wish to honour her parents but Ragna had started to her a strange call, from her true mother. Instinctively she realised that would be her doom, so she fled.
The ways of the adventurer would give her her glory, and then, perhaps she could deal with the call.
She ran far, but even now, on cool nights, the call comes to her.
Description
Ragna is a tall, buxom blonde, with a deceptively powerful build. She has adventured much, seeking glory to honour her parents, and to shield her from the call. She wears a shirt of mithril and has a battle axe on one hip, and a drum on the other. Although attractive, there is something intimidating about her. She has one blue eye, and one green, and a scar down one cheek.
Equipment 1185gp left
Cold iron Battle axe +2 8315
Circlet of charisma +2 4000
Belt of physical perfection +2 16000
Mithril Chain shirt +2 5100
Ring of protection +1 2000
Cloak of resistance +1 1000
Sling 0
20 sling bullets 0
MW drums 150
Wand of shield 50 750
Wand of cure light 50 750
Wand of shield of faith 50 750

Roonfizzle Garnackle |

I wanted to post an in progress build while I was thinking about it. Apologies if formatting is a touch weird, text was transferred via email, and I think I got it all fixed
10 min background -
Background/Concept:
1: concept: Trap Happy, hapless, optimist.
2: Description: very small, sandy haired, ice blue eyes, gentle acid scarring on his face. No beard. 3’, 35 lbs
3: Quirk: limitless optimism, tempered by brutal experience.
4: Loyal to party members, rugged individualist, not very respectful of authority.
5: Veteran adventurer, with a variety of accomplishments, including Imix, Prince of Elemental Evil Fire. (RttToEE)
Goals
1: (IC)Experience first hand new traps
2: (OOC) See how the uRogue is in play, reusing my favorite rogue from a decade ago as a chassis to compare to the old.
Secrets:
1: (Known) Thieves guild member of Kaer Maga
2: (Unknown) Someone stole my portable hole again! This can be a fair plot hook if/as needed. (In reality, way to expensive an item for a 9th level character, let alone a 3rd… See memories 2 & 3)
NPC's:
1: (Friendly): Thieves Guild Wizard and enchanter. Have commissioned items from him in the past.
2: (Friendly):
3: (Unfriendly)
1: It all started with a simple pit trap. I saw it as we walked down the hall; we laughed at its obviousness, and kept going. None of us remembered that trap as we retreated down that same hallway not half an hour later.
2: It continued, with a portable hole. I stole it fair and square you see. We had been investigating a series of lizardfolk raids on a town, where none breached the walls from the outside, yet several leapt the walls from within, carrying off loot and hostages several times. I managed to track down a conspirator to a meeting in a quiet tavern, sneak up and listen to their exchange, gather intel and their question and answer challenge, and secret handshake. As soon as one rose to leave he was passed a package which he tucked in a pocket. I stole that package fair and square. Snuck out to the door, turned around walked up to the remaining conspirator, greeted him properly and continued to grill him for information. Only later did I check and see that the package was a portable hole filled with lizardfolk. And they (The town) confiscated it as too dangerous. Clearly, I had to steal it back.
3: The loss of an Arm. Well, the first loss of an arm. I spoke with my party, and none of them were inclined to stop me. I got a potion of disguise from someone, almost an hour of Invisibility from the Wizard, a handful of goodberries from the druid, and well wishes from the fighter, and cleric. I went in from the roof, barely picking the lock, and snuck down to the basement, and finding the log book which listed the portable hole being secured in a box in the back. I looked it over for traps, finding none. I looked again due to baseless paranoia, and popped the box, a difficult task in and of itself. I reached in and pulled out my portable hole, holding it up with my right hand in victory, while my left was still reaching into the box. And the lid slammed shut, revealing the razor edge lining the inside, severing my left forearm just below the elbow, dropping it into the now closed but unlocked box. I did the only thing I could think of in the seconds before bleeding out. I ate the goodberries. All of them. And passed out. When I came to, the bleeding had slowed down drastically, but I was in bad shape. I reopened the box, tossed my forearm in the portable hole, and everything else in the box without looking at it, downed the potion of disguise to look like a guard, and slipped out the front door, telling the two guards there “There’s been a robbery, I’m going for help, don’t let anyone else in or out until I get back.” and fled to the rest of the party before they noticed a: I was too short to be a stormtrooper, I mean, guard, and b: I was bleeding lightly. To shorten the story, That arm was replaced, and then an Umberhulk bit off my right arm and they replaced it with a bronze dueling arm that we had bought, thinking ahead.
4: Separated from several party members in a large fight, standing under a table, while the party fighter is standing on the table, trading blows with several enemy combatants until the last one got in a lucky shot, dropping my ally, her sword clattering to the stones by my feet, a wash of red hair draping over the edge of the table. That was a mistake our foe would not live to regret as I struck from below, from the shadows, first with his right hamstring to let him know I was there, sinking my other blade into his left hip, pulling myself up as he started to drop, hand over hand, finally staring him in the eyes as I cut once more dropping him completely. I then hurried to pour a potion down my friend, saving her life. Together we rushed back down the hall to the save the party druid and wizard.
5: The fiendish arm of Doom. Near the end of our adventures as a party we came upon a device that looked like a trap. Blades and edges and saws abounded. I cautiously approached to take it apart, and it sucked me in, chopped off my left arm, and replaced it with a blue tentacle. We promptly chopped the demon arm off, and regenerated the normal one but… Things have been a touch… off, since.
Partial Crunch:
Str: 8 (10-2, race)
Dex: 22 (18+2 level +2 Belt)
Con: 14 (12+2 race)
Int: 16
Wis: 12
Cha: 14 (12+2 race)
AC / T / FF
Base 23 / 19 / 17 (Includes Mage Armor)
Size-1 +2 / +2 / +1
Fort: 7 = 3 (Base) + 2 (Con) + 2 (Cloak)
Ref: 14 = 6 (Base) + 6 (Dex) + 2 (Cloak)
Will: 6 = 3 (Base) + 1 (Wis) +2 (Cloak)
HP: 90
Offense:
Kukri Base: +14/9 1d3+6 +5d6 SA
TWF : +12/12/7 1d3+6 +5d6 SA
Compression: +16/11 1d2+7 +5d6 SA
Comp/TWF:: +15/15/10 1d2+7 +5d6 SA
Combat Gear
Cloak of Resistance +2 (4000)
Kukri +2x2 (16616)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)
Belt of Dexterity +2 (4000)
Other Gear
Boots of Elvenkind (2500)
Eyes of the Eagle (2500)
Pathfinder Pouch (1000)
Wand: Mage Armor CL 1 (50/50) DC 20 @ +15 UMD
Wand: CLW CL 1 (50/50) DC 20 @ +15 UMD
Power Stones. (Psionic Scrolls – 3000 gp) UMD DC = 20+ML
Precognition: Defensive: ML: 7 x2 (175 x2 = 350 gp) DC 27 @ +15 UMD +3 insight to AC/SV - 7 min)
Precognition: Offensive: ML7 x2 (175 x2 = 350 gp) DC 27 @ +15 UMD +3 insight to att, - 7 min)
Prescience: Offensive ML 7 x2 (175 x2 = 350 gp) DC 27 @ +15 UMD +4 damage - 7 min)
Metamorphosis, ML 9 x1 (675 gp) DC 29 @ +15 UMD eB & aB + eB or aB - 9 min – See Text, Egoist L3 (Will link to power when in the Alias)
Force Screen ML 5 x3 (125 x 3 = 375 gp) DC 25 @ +15 UMD +5 shield bonus, 4 min, force effect
Know Direction and Location ML1 x4 (25 x 3 = 75 gp) DC 21 @ +15 UMD See text.
Chameleon ML4 x3 (100 x 3 = 300 gp) DC 24 @ +15 UMD +11 enhancement to stealth, 40 min
Conceal Thoughts ML 2 x4 (50 x 4 = 200 gp) DC 22 @ +15 UMD +10 bluff (some), and +4 SV vs mind reading 4 hours, circumstance
Compression ML 3 x 4 (75 x 4 = 300 gp) DC 23 @ +15 UMD -2 Str, +1 Att/AC, +2 Dex, Tiny, NO Reach. 30 min
Feat Plans: 1 Two Weapon Fighting, 3 Martial Weapon: Kukri, 5 Combat Expertise, 7 Butterfly Sting, 9 Two Weapon Feint OR Improved Two Weapon Fighting, 9 B: Improved Critical: Kukri
Skills. 9 ranks, and all are class skills 9 free, 9 FCB
Acrobatics 23 (+5 Boots of Elvenkind)
Bluff 14
Climb 11
Craft (Trap) 17 ( 2 race)
Disable Device 18 (+22 vs Traps)
Knowledge Local 15
Linguistics 15 (15 languages, including Gnome, Sylvan, Common)
Perception 20 (Eyes of Eagle +5, 24 for traps)
Sense Motive 13
Sleight of Hand 18
Spellcraft 15
Stealth 22 (4 size)
UMD 15 (1 trait)
Trait ideas: Dangerously Curious
.
Base Budget: 40,000
Cloak of Resistance +2 (4000)
Kukri +2x2 (16616)
Ring of Protection +1 (2000)
Amulet of Natural Armor +1 (2000)
Belt of Dexterity +2 (4000)
Boots of Elvenkind (2500)
Eyes of the Eagle (2500)
Pathfinder Pouch (1000)
Wand: CLW, Mage Armor CL 1 (50/50) (1500)
Powerstones - See Section (Above) (3000 in powers 25 total stones)
Total purchases: 39116 of 40000gp. (Remaining current cash - 884gp)
TO DO:
Trait #2.
Basic gear
Rogue’s Edge x1
Formatting Alias (Will be this Alias)
Check with GM re: Gnome Rogue FCB and Power Stones.
Math in 10 scrolls of spider climb @ 25 gp/ea.

GM House of Cards |

My maps are basically the maps from the modules with grey bars over the areas not discovered. It will be done using that Google thing where everyone can alter it, so you can make little picture tokens to put on your square!
As for tactical builds, I do not mind, so long as it is not the 'save or die' Munchkinism that I spoke of earlier.
Anon A Mouse- That house rule is allowed for the Card Caster, as it would make little sense otherwise.
As for how card drawing will work, I will put up a spoiler in the campaign tab regarding Harrow Deck draws. Just roll 1d54 and consult the table. After a certain point in the adventure, there will be a homebrewed 55th card, as per the Varisian lore about the missing card that was mentioned in one of the inside cover flavor boxes for Carrion Crown.

CampinCarl9127 |

Ah let me clarify. By tactical builds I don't mean "subtle rule interpretation" or "munchkining". Rather I mean that placement and movement will be important since Aviz is a flying reach/trip fighter, and I know that in the PbP format that can be difficult to deal with, especially without maps. That being said, Aviz is ready to be reviewed. I always appreciate feedback, be it on crunch or fluff. Thanks for consideration.