Recruiting 1-2 replacements - Carrion Crown pbp


Recruitment


Welcome and good luck submitting characters for this Carrion Crown pbp.

Unfortunately, we've lost 2 players to real life. Stupid real life! We currently have a witch, a ranger, and an inquisitor of Pharasma. We're pretty early on in the adventure. If this were a face-to-face game, we might even still be on our first session. I recommend you read (or at least skim) the Gameplay thread to catch yourself up. As you submit characters, I'd like for YOU to suggest how you'd bring your character in. I don't have a right answer in mind, so work yourself in however you'd best like to.

Setting:
Carrion Crown is a classic horror adventure set in Golarion’s Ustalav – a Renaissance-era Slavic country analogous to Transylvania with a long history of oppression and suffering. There is some great information for character creation in the Carrion Crown Player’s Guide. I will favor character submissions that fit the setting and theme.

House Rules:
Source material allowed: Core Rulebook and APG only. I’m sorry if that eliminates your idea. I’m new to this pbp GM thing and nervous about managing the game. I’d just feel better staying with material I know well.
The Player’s Guide for the Carrion Crown AP is required reading. It can be downloaded for free from paizo.com. Note: We will NOT be using the optional Harrow points mentioned in the CC Player’s Guide.

Character creation:
- 20 pt buy. Max: 18, min: 6, after racial mods.
- Core races only - maybe I’d let a tiefling or something slide with the understanding that Ustalav is an insular and superstitious place. “Outsiders” are not well received at all. Being “different” will have a major impact on the game for you.
- Core and APG classes only
- 1 trait from CC Player’s Guide required. 1 additional trait from APG also allowed.
- Everyone starts with 150gp (class kits from UE allowed, if you like)

If I forgot anything, just post your question or PM me. Thanks and good luck!


hi gm i have this character i ave been dieing to play, wanted i submit him before i see what has happened so far in your game. hope that's ok as he is a Damphir and a melee centric type character

---===Statistics===---:
Alchemist{Beastmorph}/{Vivisectionist} 1

LN Medium Humanoid (Dhampir)Nosferatu-Born (Ancient-Born)

Init +3; Senses Perception +5
------------------------------
-=DEFENSE=-
------------------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp 9 {+1d8,+1Con}
Fort +3, {+2Base,+1Con}
Ref +4, {+2Base,+2Dex}
Will +1,{+0Base,+1Wis}
CMD 10
------------------------------
-=OFFENSE=-
------------------------------
Speed 30 ft.
CMB +0;
Base Atk +0;
Melee+3{+0Base,+3Str}
Ranged+2{+0Base,+2Dex}

--Melee+3
---Morningstar{1d8+3} ×2 B and P
===={+1d6} SA

--Ranged+2
---Wooden stake{1d4+3} ×2 10 ft . P
------------------------------
-=STATISTICS=-
------------------------------
Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 10

------------------------
-=Traits=-
-----------------
-Subject of Study-+2 damage against {undead}
-Tacticain-+1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
-=Ability Score Racial Traits=-: +2 Str, +2 Wis, -2 Con
-=Undead Resistance=-: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
-=Resist Level Drain=- (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
-=Vampiric Empathy=- communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
-=Spell-Like Abilities (Su)=-: A dhampir can use DOOM three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
-=Darkvision=-: 60 feet.
-=Low-light vision=-: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
-=Alternate Weakness: =-:Ancient-born take a -1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.
-=Negative Energy Affinity=-: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

-------------
-=Feats=-
----------------
Blood Drinker
--------------
-=Skills=- (6 points; 4 class, 2 INT)
-----------
Appraise(Int)____+0{+0rank,+2Int+3ICS}

Craft (Int)____+5(+0rank,+2Int+3ICS}

Disable Device____+5{+1rank,+2Dex}

Fly*(Dex)____+0{+0rank,+2Dex}

Heal(Wis)____+5{+1rank,+1Wis+3ICS}

Knowledge (Arcana)(Int)____+6{+1rank,+2Int+3ICS}

Knowledge (Nature)(Int)____+6{+1rank,+2Int+3ICS)

Perception(Wis)____+5{+1rank,+1Wis+3ICS}

Profession(Wis)____+0{+0rank,+1Wis}

Sleight of Hand*(Dex)____+0{+0rank,+2Dex}

Spellcraft(Int)____+0{+1rank,+2Int+3ICS}

Stealth* (Dex)____+2{+0rank,+2dex,}

Survival(Wis)____+0{+0rank,+1Wis}

Use Magic Device(Cha)____+0{+0rank,+0Cha+3ICS}

ACP -0

*ACP applies to these skills
-=Non-Standard Skill Bonuses=-

-=Languages=- Common

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
Alchemy
Mutagen
Throw Anything
Brew Potion
Sneak Attack
vivisectionist gains the sneak attack ability as a rogue of the same level. This ability replaces bomb.

---===Extracts===---:

------------------------------
-=Extracts=-
-----------------------------
-=1st (2/day)=-
---------------------------
Shield

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
------------------------------
Kit Alchemist= 40 gp 24 lbs
Kit, Alchemy Crafting =25 gp 5 lbs
Book Lariat= 3 sp 1/2 lb
Morningstar=8 gp 6 lbs
Studded leather= 25 gp 20 lbs.
Wodden Stake=O gp 1 lb {x10}

-=Carrying Capacity=-
Light 76 lbs. or less
Medium 77-153 lbs.
Heavy 154-230 lbs.

-=Current Load Carried=- 65.5 lb.

-=Money=- 6 GP 6 SP 100 CP

---===Background===---:

Draken is the first born of three triplets, but unlike his two other siblings he is cursed with the blood sickness that effects few dhampirs, for somehow his parentage is of a Nosferatu. An ancient and powerful vampire, his two siblings are Kathrin and William both of them normal dhampirs. Their mother is from an old noble family and a somewhat powerful witch, because of this she was able to keep the true parentage of her children hidden.

As time went on the three had a relatively normal child hood, although forbidden from leaving the castle grounds their mother did give them all she could a tutor for Scholl, music and for controlled social interaction. Even with all this Draken and his siblings wanted more at night they would sneak out to see the city. They saw many things there lovers, drunks, fights, one day the three siblings were out hiding in an alleyway watching the few who would walk buy and make stories about them to each other.

On this night one man pulled the other into the alleyway and they wondered what was their story. Before one could be thought up the glint of a knife flashed into sight and sank quickly into the smaller man’s neck. A soft gurgling sound was heard and when the knife was pulled out a spray of blood few across the alley and landed on them. Startled all of them jumped up exposing them to the man, ”well what do we have here?” he asked them.

Draken, Kathrin and William did not hear what the man said they were all looking at the blood that was running out of the smaller man neck. The big man stepped forward brandishing his knife ”well can’t have you all speaking of this can we” he said with a wicked grin. Before they knew what he meant he had already cut into Kathrin’s arm. In that moment something old and powerful inside came out and everything went black.

Draken awoke the next day clean and in his bed all he could remember from the previous night was a scream. Soon after waking up his brother and sister can into the room asking what could have happened last night. They went to their mother and told her of the night’s events, with grief clearly visible on her face she told them of what they were and why they were never to leave in the first place.

Some years had passed and the blood curse in Draken was harder to manage, now he and his siblings are 70 now in human years and their mother had long since passed. Over the years stories of bodies found drained of blood had spread. Draken knew it had to be his brother and sister that were committing these murders. Draken knew he had to do something to stop them so he turned to alchemy in hopes that in it he could find a way to cure them and this vampiric blood lust and his self of the blood curse in him.

So he studied old text and at night he would take one of the victims of his siblings to study. After 30 more years of this until he had what might be a cure ready, but with no way to test it all he could do is trick them into drinking it. Drink it they did but it did not have the effect he had hoped for, instead of curing them it made the vampire inside stronger and they left in the night to kill and hunt in freedom.
Sadden by the failure Draken went deeper into the study of the dead and the living.

He is 120 now and still no closer in finding the cure he has so long sought, but on this day Draken sees a man walk onto the castle grounds. This is odd to him since his failure no one has come within a few miles of here. What could he do but talk to the strange man, His name was Professor Petros Lorrimor. The professor came to this place because he heard rumours of a man that has been living here all alone for years.

Soon after meeting his Professor Lorrimor told Draken he could help him for he knew what was needed to make a better serum. After all these years Draken could be make some progress on the cure a failed to make before, for all that was needed was vampire ash.

Luckily the professor already had some but he told Draken your mistaken your should not cure yourself but use this to allow you control over the vampiric urges you suffer from but to use the power of you ancient blood to make you stronger so you could destroy any evil vampire. And so Draken drank the new serum and it did allow him to tap into power he did not think he had.

With this the professor left and Draken has been using this new power to hunt and kill other vampires over the years. And it was a very sad moment indeed when Draken received the letter telling him of the passing of this good man. Now he travels to help this man on his last journey

---===Appearance and Personality===---:

Normal look
Draken tries to keep himself clean at all times, if he get too much dirt on his white gloves he will change them for a clean pair. He will do all he can to never let someone fall in battle and with his knowledge of tactics in combat he will try to have his companions move to a position that would be most beneficial to the team. He is well spoken and polite buy can come off as brash since he will always tell the hard truth. Although slow to trust once you have his it will be forever.

Mutagen look and final look

Dark secrets:

His brother and sister are still out there killing...full vampires and it is all his fault...hoping to find them one day and cure them either with his alchemy or a stake in the hart.

even though now his curse is under control, he fears one day he might loose to the vampire inside if he keeps taping into that power.


What combat and skill roles do the current party members fill? Are there any noticeable gaps that you want covered?


I, too, would like to know what niche the Ranger and Inquisitor fill.


I'm interested, my character is below.

Statistics:

Gyorgy Tolvajik
CN Oracle

STR 11
DEX 14
CON 14
INT 12
WIS 12
CHA 14 + 2 = 16

HP 1d8 (8) + 2 = 10
FORT 0 + 2 = 2
REFL 0 + 2 = 2
WILL 2 + 1 = 3

Skill Ranks (Ranks + Stat + Class)
[N - CHA] Bluff
1 + 3 + 0 = 4 (+1 vs. if attracted to him)
[C - CHA] Diplomacy
1 + 3 + 3 = 7 (+1 vs. if attracted to him)
[C - WIS] Heal
1 + 1 + 3 = 5
[C - INT] Knowledge (History)
1 + 1 + 3 = 5
[C - WIS] Profession (Soothsayer)
1 + 1 + 3 = 5
[C - WIS] Sense Motive
1 + 1 + 3 = 5
[C - INT] Spellcraft
1 + 1 + 3 = 5

Class Features
Mystery (Life)
Curse (Tongues - Celestial)
Revelations:
Channel (1 + 3 = 4/day)

Feats
Combat Casting
Turn Undead

Traits
Inspired by Greatness (Cure Light Wounds)
Charming

Favored Class Bonuses
+1 Skill Rank

Spells Known
Orisons (4)
Create Water
Detect Magic
Light
Mending

1st Level (2)
Bless
Cure Light Wounds

Background and Introduction:

Born into a one of Varisia's many traveling clans, Gyorgy was prone to fits and visions from a young age. Recognizing the strange blessings of the spirits for what they were, the clan's elders apprenticed him to the caravan's soothsayer, an intimidating crone known as Mistress Esmerelda. Through her, Gyorgy learned to glimpse the strands of fate, and spin a convincing tale for the rubes. It was also though her that Gyorgy became acquainted with Professor Lorrimor, who came to visit with Mistress Esmerelda whenever their caravan traveled through Ustalav. Gyorgy looked up to the professor, who would tell the boy stories of his adventures in lands across the Inner Sea.

Like the others, Gyorgy received a summons to the Professor's funeral along with the news of his passing. Unfortunately, his clan's caravan was in Taldor at the time and by the time he made it Ravengro, he was several days too late for the funeral.


Howdy Fateweaver, let me skim your game thus far and work up a character.

After reading some of the story thus far I think I'll be going for a nervous thief. I'll get something posted as quick as I'm able.


Have this character built for Carrion Crown already (albeit roughly):
Gunther Tark, Dwarf Fighter (Unbreakable Archetype)

Beefing it up right now while I wait for Gen Con event registration...


Have the profile complete, going to peruse your gameplay thread, and come up with an intro.


Hey GM Fate, here's my submission. Thanks for the consideration!

Spoiler:
"Show no weakness, show no mercy, leave no trace."

For Kurkorikt, growing up in Ustalav was difficult at best, and near fatal at worst. Reviled and hated due to his heritage, the tusks of his face a constant reminder to the humans of the region of the horrific rule of the Whispering Tyrant. Beaten and hunted several times during his formative years, his appearance is even more frightening due to the abuse than before. A large patch of his head is burned, discolored, and the hair has never grown back. Only one 'tusk' protrudes from his mouth, the other black and cracked jaggedly in half. He is relatively short, standing about 5',8" but weighs a solid 210 lbs, at times moving with surprising quietness and grace for his size.

In spite of his fearsome appearance, or perhaps because of it, as he grew older and bigger Kurkorikt was able to find work as a guard on the Sczarni caravans. Befrending a few of them, they helped cultivate some his limited skills as a thief into those more resembling a burglar. It was on such a caravan that he and the Professor happened to meet, as the trip required little of his martial skill, but rather there were several hidden doors which needed finding, and even a chest which no one could open, but Kurkorikt proved helpful in each instance, catching the Professors eye.

After that Kurkorikt was summoned on many of the Professors trips, sometimes bearing fruit, other they came back empty handed, but a friendship formed. During one trip to an abandoned mine, the professor blundered through a tattered door and tripped an old trap. Kurkorikt, or Kitch as the professor called him, wary and ready as always, siezed Lorrimor's collar and jerked him out of harms way as the stone above the doorway collapsed. Always a gentleman, Lorrimor was always grateful and promised to never forget the act.

When news of Lorrimor's death arrived, it wasn't a huge surprise to the half-orc, knowing his sometimes-disregard for danger in pursuit of knowledge, but the request to attend the reading of the professors will was a surprise.


Thanks for everyone's interest so far. In answer to the question of roles, we lost a cleric and a rogue. I would suggest the cleric is the more urgent need, but that's not to say anything else is less important. We also kind of lack leadership, a good face. The witch covers arcane, the Ranger is our muscle, and the inquisitor is all-around support.


I'd like to submit Cassandra Blackmoore, a Changeling Oracle of Life, for your consideration


I'd like to submit an elven investigator.

Edit: I see... No Hybrid Classes. Then I'd like to submit an elven alchemist (trap breaker) if that's ok. He will be arcane support and skill monkey.


Would a White Hair Witch who does into Magus be ok?
I could also go into monk if that is better.

Character Skandar

Personality:
Years of working as wenches houseboy made Skandar a Timid and stuttering lad. He works hard to avoid conflict with others and spends much of his time looking at the ground. Pushed too far he is accustomed to short lived by strong outburst of rage. Living with a witch and enduring abuse has given him a slight wicked side in terms of humor and entertainment and normal will be intrigue and delighted by disturbing things.
.

Description:
Short and gaunt he has a long bowl cut and youthful features. He tends to look down at the ground and reply in mumbles and stutters.

Background:
As a young boy Skandar was sold to a witch. He remembers her, a fading beauty with hair that seemed to dance to her mood. She was manically tempered and could go from a loving teacher to a raging crone over the smallest perceived slight. Spite was what drove her and she spent her days concocting hexes and curses for those she felt wrong her. Lucky for them she would rarely make use of these do to being distracted by other new imaged insults.
Sometimes she would embrace Skandar, teaching him and considering him her allie in revenge, other times she would think he was colluding with her enemies and lock him in closets for days. Her hair was what scared him most and he always approached her like a timid dog with conflicted love for his master. If she was angry the hair would rage, constrict around his throat and drag him. If she was delighted her warm touch is what would embrace him. He grew up in this terror, surviving as an abused servant or loved son or apprentice depending on her mood.

What set her off that day Skandar does not know. He remembers waking to her furious. She was charging through the house, throwing chairs and breaking whatever would break. When Skandar appeared her anger turned towards him and she grabbed him with her hair. She yelled and screamed as her hair lassoed him and dragged him towards her. “I feed you, I house you, YOU UNGRATEFUL RUNT, How could you side with her.” she yelled. “Why don’t you eat this,” she bellowed as her hair attacked skanders mouth filling his throat, He could feel it ticklings the inside of his lungs. He gasped and he gasped for air but none came.

He hand grabbed for anything, on the table he could feel the hilt of a blade. He grabbed it and hacked towards her throat, it burst open in a brilliant red as she gurgled. He then hacked and hacked at her hair till it was severed. She fell back, grasping at air and trying to stand, gurgling failed incantations. Skandar tried to yank the hair out his throat but to his horror it crawled deeper inside of him.

He collapsed, trying to gulp in air. He could see the witch dead, her blank eyes staring into his soul. As he lied dying the witches small crab crawled in front of his gaze. He does not know what it was, but he could feel it offering something, a chance to live, all he had to do was accept its gifts. With little choice he accepted and air began to fill his lungs.

With the witch dead Skander did not know what to do. He grabbed the things of use to him and hit the road before anyone would find her body. On the road some local ruffians recognized him. They approach Skandar and began their normal harassment of the poor Elf lad.
“Please leave me be” Skandar begged as he submissively tried to back away.
“Just one punch then, how about in the gut.” One of the Ruffians laugh as they raised their fist in jest.
Skandar flinched and screeched but instead of noise witch hair burst out of his mouth into the Ruffians face. The man jumped back in surprised. “You freak, you Freak” he stammered as he his friends scampered backwards and towards down. “I’m sorry” Skandar stuttered as he grasped his mouth and ran as fast his legs could carry him.


Shoot! I screwed up. I thought I had copied all of the pertinent information from the original recruiting post, but it appears I missed my houserules for the game. There are a couple that could really change things for some of you, though most aren't a big deal. I'm sorry if this messes up what you've submitted.

We will use the PFRPG rules with the following house rules:
- Everyone begins play at 1st level with hit points equal to their full Constitution score instead of a hit die, regardless of class, plus favored class and feats and stuff, if chosen. From 2nd level and on, roll your class’ hit die twice and take the better result. No one likes being too squishy.
- Everyone gets a free rank in a Profession skill of choice at 1st level. Give your PC some background and depth.
- We’ll use Evil Lincoln’s Strain-Injury hp variant. It’s easily found on the Paizo boards. It makes magical healing more special and thematic, and it eliminates wasting time and spells healing up after every, single tussle. It lends itself to pbp very well.
- Weapons normally affected by the Weapon Finesse feat (now called “finesse weapons”) simply work off of Dex instead of Str, even if your Str is greater. The Weapon Finesse feat allows you to add Dex to damage rolls, instead of Str, when using a finesse weapon. Some character concepts are just Dex-based, not Str.
- Combat Expertise, Deadly Aim, and Power Attack are no longer feats, but simply combat options. They may be done freely by anyone with the requisite ability scores. Also, Point Blank Shot is no longer a feat. It’s just a natural consequence of being closer to your target. Please, still declare when you’re using one of these options though, for clarity’s sake.
- The Improved [combat maneuver] feats no longer have as prerequisites Combat Expertise (Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip), or Power Attack (Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder) because those feats aren’t feats anymore. I would love for combat to be more dynamic and cinematic than just a hackfest.
- Combat Maneuver attempts only provoke attacks of opportunity if they fail, or if the target of the combat maneuver has a greater feat in that maneuver than you. (no feat < Improved < Greater) Same as above, maneuvers make combat more fun.
- Creatures under a fear effect receive a new save each round to decrease the fear effect by one step. (shaken < frightened < panicked) No one, not even the GM, wants characters taken out for long. Shake it off and get back in the action.
- I will roll initiative for combat using the Combat Manager application and post the order. Everyone can post their action as they are able and then I will string them together into a cohesive narrative. I’ve never tried this before, but I hear it’s the smoothest way of doing it. This may mean I have to make some minor calls on your behalf (you attacked monster 1, but it’s dead now so I’ll just have you attack monster 2). It’s just faster than waiting for everyone to post what they rolled.
- I will use each player’s passive Perception score (10 + bonuses) at all times, UNLESS a player indicates that they are actively searching something or being especially vigilant for something in particular. It just keeps things moving smoother. And I’m not a stingy GM with searching stuff anyway. I’m not going to pull the “You did SAY you look there!” nonsense on you.
- We will use Hero Points from the APG. You’re heroes.
- I realize that this is a fair number of house rules. I have only included rules that I believe will contribute to the style of game that I would like to run. If you have questions/concerns with any of these, please, speak up.


Colour me interested

Does the Core and APG classes clause also apply to archetypes? Just checking beforehand since it's more or less left open.


As this is my first significant forray into GMing pbp, I'd feel much more comfortable with simple builds. That said, I do know the game pretty darn well. If you can keep it to Core and APG, great. If you venture out for an archetype, just try to keep it simple.


Ack, I realize now I used an Archetype from Ultimate Combat.


It's fine, Dave Herman. I know the archetype.


This looks like an excellent game. A core friendly cleric is forming under this alias as we speak.


Ok, all. Thanks for your patience. The 2 characters I have chosen to jump in are Cassandra Blackmoore and Kurkorikt. I think they'll fit in well. Thank you to everyone else who submitted. Best of luck in other games.

I'll address your integration in our discussion thread.

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