Carrion Crown Blues: Broken Moon

Game Master Kartari


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Welcome to recruitment, Jeremiah. Ah, a Mad Prophet... as evinced by more than a few of my own characters, madness is always a plus in my book. :)


Welcome to recruitment, Rennaivx. And welcome back to PbP. :)

I'll choose the next party member by Saturday night. If you can whip up someone by then, that would be awesome. Feel free to focus on personality and back story more than getting all your stats done by then, if you can't finish both. There will be time later to wrap up your stats.

Prior knowledge of Carrion Crown is not an issue for me, so long as noone metagames with that knowledge of course.

The occult classes are certainly acceptable. Regarding the build rules (as well as the rules more broadly), I have actually compiled all house rules in the Campaign Info tab of this game. Simply click the House Rules spoiler there. HR-4 in particular gives the character creation rules, though some other rules indicate additional rules I am using that may impact your character choices and stats (i.e. HR-1 says which source material I allow, which includes the Occult Adventures source book).


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Looks pretty reasonable to me! I'll work on getting something pondered tonight and tomorrow night, then, and hopefully will have something at least ready enough for consideration by Saturday night. Thanks!


Just saw this and it looks like I'm just in the nick of time. I did submit to the other Carrion crown game first, so I'd have to give priority to that one if selected. If not, then I'd be happy to play in yours! I've got the L9 version of his build so you have an idea where he's going and my background is complete. I'll note I'd be happy to rebuild him a bit to make him a melee character if that's what the group is looking for.

Character Sheet:

Christoph Metzger
Male human (Varisian) inquisitor of Pharasma 9 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +8; Senses Perception +15
Aura ward against death (30 ft., 9 rounds/day)
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +5 Dex, +1 insight, +1 natural)
hp 72 (9d8+21)
Fort +10, Ref +10, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silver morningstar +9/+4 (1d8+3) or
. . dagger +8/+3 (1d4+2/19-20)
Ranged +2 adaptive composite longbow +14/+9 (1d8+4/×3) or
. . sling +11 (1d4+2)
Special Attacks bane (9 rounds/day), judgment 3/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 9th; concentration +12)
. . At will—detect alignment, discern lies (9 rounds/day)
Inquisitor Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—channel vigor, dispel magic, heroism, protection from energy
. . 2nd (5/day)—cure moderate wounds, force anchor, ghostbane dirge[APG] (DC 15), invisibility, knock, communal protection from evil[UC], lesser restoration
. . 1st (6/day)—divine favor, ear-piercing scream[UM] (DC 14), expeditious retreat, heightened awareness[ACG], protection from evil, shield of faith, true strike, wrath[APG]
. . 0 (at will)—detect magic, disrupt undead, guidance, light, read magic, stabilize
. . Domain Repose (Souls[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 17, Cha 10
Base Atk +6; CMB +8; CMD 25
Feats Deadly Aim, Manyshot, Outflank[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Shake It Off[UC], Target Of Opportunity[UC], Weapon Focus (longbow)
Traits corpse hunter, fate's favored
Skills Climb +6, Craft (alchemy) +9, Craft (bows) +9, Craft (traps) +9, Intimidate +11, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +13 (+15 to identify undead and their special abilities), Perception +15, Perform (sing) +1, Profession (scribe) +7, Profession (soothsayer) +7, Ride +9, Sense Motive +19, Spellcraft +12, Stealth +17, Survival +11, Swim +6
Languages Common, Skald, Varisian
SQ monster lore +3, solo tactics, stern gaze +4, touch the spirit world (9 rounds), track +4
Combat Gear potion of bull's strength, potion of cure moderate wounds (2), potion of cure serious wounds, potion of darkvision, potion of protection from evil (2), scroll of remove blindness/deafness (x2), remove curse (x2), remove disease (x2), remove paralysis (x2), remove sickness (x2), antiplague[APG] (2), antitoxin (2), holy water (4), holy weapon balm[ACG] (2); Other Gear +2 mithral chain shirt, light steel shield, +1 silver morningstar, +2 adaptive composite longbow (+2 Str), arrows (60), dagger, sling, sling bullets (20), amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, cracked amethyst pyramid ioun stone, dusty rose prism ioun stone, handy haversack, headband of inspired wisdom +2, ring of protection +1, belt pouch, blanket[APG], candle (10), charcoal, flint and steel, hemp rope (50 ft.), holy text (The Bones Land in a Spiral)[UE], manacles, masterwork backpack[APG], parchment (10), scroll box[UE], silver holy symbol of Pharasmin Spiral, skeleton key[UE], spell component pouch, tattoo holy symbol of Pharasmin Spiral[UE], wooden holy symbol of Pharasma, heavy horse (combat trained), backpack, bedroll, bit and bridle, feed (per day), holy water, mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 14 gp, 3 sp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Inquisitor Domain (Souls)
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Touch the Spirit World (9 rds, 6/day) (Su) Allow touched weapon to harm incorporeal targets.
Track +4 Add the listed bonus to Survival checks made to track.
Ward Against Death (30 ft., 9 rounds/day) (Su) 30'r aura immunity to death effects, energy drain, and suppresses negative levels.
--------------------

Jitters CR –
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
[b]Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Combat Gear holy water (4); Other Gear backpack, bedroll, bit and bridle, feed (per day) (2), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Background:

It is the echoing screams that haunt him the most. The blood, viscous and cold by the time he saw it, was always there lurking behind his eyes. The frozen, staring eyes as well. Looking back at him accusingly. You fled, they said. Never mind that he was just a boy. He fled. And he fled while those aching screams echoed in his ears and tore his heart out leaving only a shell behind. His sisters, his father, and his mother had all died on that awful day. And he had left them.

Christoph is the orphaned son of Varisian travelers who were killed by 'dark monsters' which were almost certainly undead. His family was camped, traveling through Ustalav towards Lepidstadt where his father had business. An eight-year-old Christoph was gathering wood, when he heard terrified shouting back at his family’s camp. Running back, he arrived in time to see his father fall to the ground under a swarm of ‘dark monsters’. The next moments were a blur for a boy, and if he were pressed to recount it, he would say only that he fled from the horrible scene. A few miles up the road, the young boy was found by a Pharasmin pilgrimage on its way to Caliphas. Breathless and shocked into incoherence, he could only point and scream. The rest of the night, including the return to the camp, are a blur in Christoph’s mind.

After seeing that their new ward’s family had as fit a burial as could be managed in the wilds of Ustalav, Christoph was taken to a Pharasmin orphanage in Caliphas. He was a troubled child, lashing out in anger for the unfair hand that fate had dealt him and still beset by nightmares from that awful night. Despite his best efforts to flee the church, he was educated as befits a ward of church. He would come to learn of the Lady of Graves and her devotion to seeing mortals into the proper afterlife. He learned of her role as the Mistress of Fate as inheritor of Aroden's prophetic domains. He also learned of Pharasma's hatred of undead abominations. This would prove the spark that lit a fire in young Christoph's heart. Still haunted by the nightmarish recriminations of his slaughtered family, he sought to serve the One whose hatred of the undead echoed his own.

His turnabout was quick and he was soon seeking out his tutors to learn more and more. As he grew into adulthood, he served as a scribe in the Church. He earned his keep by copying The Bones land in a Spiral and other Pharasmin texts. But it was a Voice of the Spire on which his mind was set on becoming. This militant wing of the Pharasmin priesthood are the elite slayers of both the undead and those who would create them. Every waking moment he devoted to becoming a Voice. Every night, however, still was haunted by his failure those long years ago.

In time, he would earn his place as a trainee in the Order. Already well versed in the Pharasmin theology, his time was instead spent learning how to fight the undead. Strong and swift, he soon would show an aptitude with bow and arrow. His fierce devotion to this learning, in particular, alarmed some within the Church. There was quiet talk of directing him to pursue a less destructive path. Sensing the pain and anger in his trainee, one of the Voices, Kjell Sjogunsson, took him under his wing.

Kjell is one of the veteran Voices in Ustalav and has served the Church for decades. Whenever it was possible to do so, he would take Christoph away from Caliphas on his missions. Though he never directly involved him in the fighting, he would bring him when he interviewed villagers certain they’d seen a ghoul and nobles whose villas were ‘haunted’. He trained him to fight, to track, and know what to look for. He gave Christoph his wish and trained him to be a Voice of the Spire. Kjell became the closest thing that the young man had to a father figure and, in turn, Christoph became like a second son to the Ulfen Voice.

On the first mission where Christoph was to be allowed to accompany Kjell, things went wrong. Kjell and Christoph were investigating the ominous rumors of fleeting shapes in the mists outside of a lonely village in Versex county. Dogs and livestock had been found dead and partially eaten and the villagers were certain that something monstrous was stalking them from the mists. Having found sign pointing towards a number of ghouls, the Voices began their search in the damp and dark of a misty glen. They were separated in the confusion of the search. Christoph continued to pursue his quarry, doing his best to spot some sign of his master’s whereabouts. Fighting back his rising terror, he was ambushed by something large and clawed. Tumbled to the ground and stunned, he reacted instinctively and threw a bottle of holy water at the beast. With only enough time to gather an impression of the rotting stench of death and a maw worthy of nightmares, he fled. Again, he fled.

After a few moments of panicked running, he found himself again caught off his guard. This time by the worried face of his mentor and friend, Kjell. Having first calmed his ward, then scolded him for attempting to continue on his own, Kjell began to doubt his choice to train the boy he'd begun to think of as a son. Still badly shaken, Christoph was adamant that he WOULD become a Voice and that he would prove himself. Shamed and shaken at having fled a second time in the face of the undead, Christoph doubled down in his training and his devotion. Kjell could only look on in worry.

Time would prove this worry to be (mostly) unfounded. Christoph's redoubled efforts bore fruit, and he began his service as a voice with distinction when he helped in the capture of a budding necromancer and the woman's blasphemous undead. Time and time again he succeeded, but for the young voice it was never enough. He had fled, not once, but twice. The mark of shame and the echoing of his families screams drove him on relentlessly. Nearly ten years have passed since his first encounter with the undead since that first fateful day and Christoph has risen through the ranks of serve as a Speaker for the Voices of the Spire. One of the elite within an elite, he is a veteran who is sent after the most difficult and troubling reports of necromancy that reach the ears of the Pharasmin church. Sent to investigate trouble rumors along the edge of the dank and unwholesome swamps of Soddentimbers, Christoph seeks to pay penance for his past failures. He will stop at nothing to quiet the screaming of his family that still echoes in his mind.

Appearance:

Christoph stands five feet and ten inches tall with a stocky build that belies his speed and grace of movement. He has a swarthy complexion and violet eyes which are characteristic of his people. His hair is brown, though dark enough to be readily mistaken for black. He tends to keep a beard, though it can grow wild if he doesn't have the time to keep it neat. He wears practical, battle ready gear and the red and black clothing of the Voices of Spire. The only ostentation to his otherwise practical gear are the silvery spirals that mark his rank as a Speaker of the Voices of the Spire.

Personality:

Raised in the church of the Lady of Graves after a childhood marked by horror, Christoph is often taken to be cold, aloof, and serious. He may be studiously polite (as befits a former ward of the church), but the cold in his voice is enough to overcome any softening of his words. He wears the stern demeanor of a Voice as a mask, hiding away his emotion as best he can. The effect, particularly on strangers, can be disconcerting. His blood red tunic and cloak -the uniform of his order- does not help alleviate their discomfort.

The mask hides the roiling emotion that mark his existence. Shame at having fled, both as a child and on his first outing as a Voice, lurk ready and waiting in the back of hind. It springs at the worst time, leaving him short of breath and shamed to bone. A slayer of undead terrified by the undead, worthless. His doubts and fears disturb his sleep. He is intent to prove that he is worthy of his rank as a Speaker of the Voices, and that he can perhaps right some of the wrongs that took his parents from him. The gnawing doubt at the back of his mind never rests for long, no matter how many of the undead he lays to their proper rest.


Welcome to recruitment, Christoph. Understood regarding the other CC game. That is a very neat back story, I must say. :)


GM Kartari wrote:
That is a very neat back story, I must say. :)

Thanks, it's appreciated. I liked the horror aspects asked for by the GM of the game I last built this character for (something that he was scared of that he'd need to over come) and I kept it in.


I'll throw my hat in here too. I've applied in the other game with Sonny Wright. He was in a Carrion Crow game that died just about where that other game is. I'd have to pull him back to 7th and I have, obviously, played in some of the book you're working on.


Seeing as this starts at an earlier level (and I've never made it out of the starting town) I've withdrawn my name from the other game and am fully able to commit to this game (if you pick me). I'll update my build for level seven and post it shortly. Did you have a preference about a melee vs ranged build? It wasn't 100% clear what the group was looking for.

Edit: From reviewing the existing characters, it looks like a ranged specialist is probably more helpful so I'll stick to that.


Welcome to recruitment, trawets. Nice work; I'm a fan of aasimars as well. And thanks for being honest about knowing the material; as I wrote, it's not at all a problem as long as there's no metagaming.


Christoph, yeah I think you're good as a ranged combatant. In fact, we could have really used one in book 2 when we (spoiler alert!) fought a flying erynes with a bow... one PC could fly and engaged in flying melee (and nearly died) while the rest of us took cover from arrows and resorted to throwing stones, LOL.

I really didn't have a strong preference for what we're looking for mechanically. I would prefer a vivid character portrayal over a more fitting role based on mechanics. I find it tends to work out mechanically, more often than not, anyway.


Everyone - Recruitment is officially closed to new applicants.

I am already in private discussion with the current players on who to pick. I will endeavor to make a formal announcement here as early as later tonight, so stay tuned!


Thanks for waiting, everyone. Without further ado, two new PCs have been chosen to join us:

- Sookie Clayten, played by Hrothdane.
- Christoph Metzger, played by Rikash.

Congrats, Hrothdane and Rikash. Please join us in the Discussion thread.

My thanks and best wishes to all who have applied.


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Nice! I’m excited :)


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Awesome, thank you! I'm looking forward to it.

Grand Lodge

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Speaking of traps, I might have found one, the hare way lol


Recruitment Is Now Open

Greetings! We're looking for two new players to join our merry band of adventurers. We've very recently begun Broken Moon, book #3 in the six-book horror-themed Carrion Crown AP (Pathfinder 1e).

If interested, feel free to apply here. Just post your interest, create a character profile, and feel free to ask questions.

House Rules. The house rules for this campaign are described in the House Rules spoiler in the Campaign Info tab.

Character Creation. Refer to rule "HR-4" in the House Rules for the Character Creation rules. You will start at level 8. Please read all the house rules before creating your character.

Character Ideas. A creative character concept and back story will sway me more than stats and party balance potential. That said, it would be helpful (but not required) to submit a character that would balance the current party lineup (we particularly lack an arcane caster). Our current PCs are:

- Zelda, the artful artificer (human rogue)
- Christoph, the grim justifier (human inquisitor)
- Rhia, the ghost whisperer (human oracle)
- Sunny, the cheerful serpent-riding arsenal (island elf barbarian/monk/cavalier)

There are also a few NPCs (all former PCs), but they will soon exit the game. The new PCs will replace them.

For starting point context, the current party is traveling through the Shudderwood Forest along an old hunting trail at the end of winter. They are headed to Ascanor Lodge, a posh hunting lodge where nobles from the local palatinate of Lozeri and bordering regions of Ustalav go for a relaxing retreat or to hobnob. There are also probably a handful of rural villages, hermits, and probably something else you might imagine for your character in a temperate pine forest. Just be sure to come up with a good reason for your character to be in the woods when you meet the rest of the party.

Posting Rate. To mitigate expectations, I should address the fact that that game's posting rate is on the slow side compared to most. If you're looking for a daily posting rate, you'd be disappointed to be honest. We're looking for more like 1-2 posts weekly from everyone.

About the GM. I've been GMing and playing Pathfinder first edition since it was released back in 2009. I've also played a few editions of D&D going back even further. My preferred play style is more about character, story, and role-playing over roll-playing.

The Decision. If we get more than two interested players, I'll consult with the current players to choose who to invite to join us. I believe my players should have a say in who plays with them as much as I should. As for a deadline, I do not have a specific date in mind yet. I will let you know with some advance notice when we're ready to close recruitment and decide.

Good luck and happy adventuring!


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Pathfinder Rulebook Subscriber

I am extremely interested! I will read up on the materials you posted and put together a submission.


Pathfinder Rulebook Subscriber

How about an orc hermit witch who regularly uses the disguise hex to look like a typical Varisian? He's part of an underground of sorts that helps those (like him) of non-human descent whom the human populace views with suspicion or outright hostility.

As his cover, he provides remedies to his human neighbors, and he has come to like them in spite of himself. His relative seclusion and generally unsettling witchiness (which he plays up) help ensure any interactions he has with his human clients are shorter than the length of his disguise.

If all that sounds generally okay, I'll get to work on building the character. I have only played a little 1e before, and it's been a while, so I am very open to advice and feedback on my build.


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Firmly interested! I was also thinking of a full blooded orc.


Great! I look forward to your submissions. :)

Colorfoot, I like the concept, and it fits well with the suspicious and prejudiced culture of Ustalav. I do have one concern that should be addressed. You probably have this in mind already, but if not, I would suggest that you go in with the idea that your orc witch would decide to be honest with the party at the start. Maybe the witch recognizes the party is no ordinary bunch of locals, afraid of their own shadows. Perhaps finding common cause with them would also lend itself towards some trust. Otherwise, I don't expect it would work out if your character decided to deceive them. On a practical level alone, the deception would be short-lived: one of the party members has a really high perception and is very suspicious and wary, so you'd need, like, over +35 in Disguise to reliably keep up the illusion.


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Looks like there are some full caster applicants, I might throw in a slightly more combat-focused arcane build, like a Magus, Alchemist, or Sorcerer->Dragon Disciple. I’m at work right this minute, but I’ll see if I can put something together when I get home tonight.


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Pathfinder Rulebook Subscriber
GM Kartari wrote:

Great! I look forward to your submissions. :)

Colorfoot, I like the concept, and it fits well with the suspicious and prejudiced culture of Ustalav. I do have one concern that should be addressed. You probably have this in mind already, but if not, I would suggest that you go in with the idea that your orc witch would decide to be honest with the party at the start. Maybe the witch recognizes the party is no ordinary bunch of locals, afraid of their own shadows. Perhaps finding common cause with them would also lend itself towards some trust. Otherwise, I don't expect it would work out if your character decided to deceive them. On a practical level alone, the deception would be short-lived: one of the party members has a really high perception and is very suspicious and wary, so you'd need, like, over +35 in Disguise to reliably keep up the illusion.

No problem, there. I am a firm believer in being above board with other players/characters during character creation. And his hex only keeps him disguised for his level in hours, so I'm pretty sure the group would have figured out the secret very quickly if he had tried to keep it.


Pathfinder Rulebook Subscriber
The Lobster wrote:
Firmly interested! I was also thinking of a full blooded orc.

Orc buddies! Maybe being around your character long term will give mine the confidence to be himself more often.


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Also intrested! I feel like something occult would fit well here but I’m not set on what yet! More later!


Pathfinder Rulebook Subscriber

Has anyone ever played with the transformation patron? That seems like it could be a lot of fun. Sort of a cross between a wizard and a druid.

I've never played as a witch before, but I've been itching to try one for a long time.


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Hello All!

Carrion Crown is on my must play list for PF1E. I would like an opportunity to get involved.

@GM Kartari Reading your Campaign page info has led me on a Rabbit chase into the Shudderwood...lol.

I have latched on to this particular bit, but wanted to run it by you, as not certain of possible spoilers?

Why am I in the Shudderwood?:
I am thinking he is a Redeemer , searching for the lost druidic lore cache. I have yet to look at ancestries or Classes, but I like this angle of introduction, if available?

I have read the current player characters profiles. It seems you lack for nothing, except some Arcane type presence. Those happen to be my favorite.

You have some good concepts coming, so I will begin researching mine.

Thank you for running!

This looks interesting....Arcane Warden


Pathfinder Rulebook Subscriber

Here's what I have so far. I opted to go with a half-orc instead a full-blooded orc because I really liked the potential RP opportunities, especially with a full orc (potentially) joining the party, too. The prejudices are more or less the same, so I think my concept still works.

Brias, Half-Orc Witch:

Backstory
Brias' story is an unusual one. His father, an orc from nearby Belkzen, fled Belkzen as a child with one of his cousins and a mutual friend. Hopelessly naive and disgusted with their own war-like families, the three expected to be welcomed in Ustalav as fellow victims of a shared legacy of war. Unfortunately, the people of Ustalav were not nearly so accepting as all that, and within only two years, Brias' father lost both his cousin and his friend.

He met Brias’ mother while hunting. She was a skilled witch of Kellid descent, and saw in him a kindred spirit. The two fell in love and married in secret, and she initiated him into the secrets of witchcraft. They moved away from civilization, using their powers to keep each other safe and to disguise his father’s nature from any passers by.

When Brias was born, they became a coven of three. When he became old enough, his parents indoctrinated him and he attracted a familiar of his own.

As the young tend to do, he got wrapped up in an idealistic cause, helping others of non-human descent navigate the difficulties of life in Ustalav. He set himself up as a local healer for the “normal” human population (as many witches in Ustalav do), but it is something of an open secret that he also cares for people that humans might find objectionable.

What is not an open secret is that Brias is himself not fully human. He guards that secret very carefully, judiciously employing the disguise hex to keep his true nature hidden from his neighbors. Lately, though, he has struggled with loneliness and wanderlust, and he is starting to look for opportunities to move on from his self-imposed hermitage.

Half-Orc Traits
- +2 to any one Ability Score
- Medium
- Base Speed 30 feet
- Darkvision 60 feet
- Scavenger: +2 on Appraise checks and Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste (replaces Intimidating)
- Orc Blood: count as humans and orcs
- Sacred Tattoo: +1 luck bonus on saving throws (replaces Orc Ferocity)
- Weapon Familiarity: greataxes and falchions
- Languages: Common, Orc and choice of Abyssal, Draconic, Giant, Knoll, and Goblin w/high enough INT

Ability Scores
- STR: 14 (5 points)
- DEX: 14 (5 points)
- CON: 16 (10 points)
- INT: 18 (5 points, +2 free points from half-orc, +2 from leveling up)
- WIS: 12 (2 points)
- CHA: 8 (-2 points)

Traits
- Inspired by Greatness: a certain spell is always cast at +1 CL
- Courageous: +2 trait bonus on saving throws vs fear effects
- Focused Mind: +2 trait bonus on concentration checks
- Classically Schooled: +1 trait bonus to Spellcraft, Spellcraft always on class list

Feats
- Additional Traits: +2 Traits (Level 1)
- Dodge: +1 dodge bonus to AC (Level 3)
- Spell Penetration: +2 to defeat spell resistance (Level 5)
- Improved Counterspell (Level 7)

Class Features
- Favored Class: Witch (+1 hp or +1 skill rank/level)
-Patron: Transformation
-Familiar: Fox
-Hexes: Disguise (level 1), Cauldron (level 2), Evil Eye (level 4), Flight (level 6), Ward (level 8)

I still need to flesh out his familiar, pick his spells, and buy him some gear. I had a lot of fun with the backstory and the background Traits. If anyone has suggestions, I'm open to them.


Definitely interested here.

Under construction...


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Yay! Lot's a new peoples ta' play wiff! (^_^)

Wait? Iz I sayin' that right? (>_>)

XD


@GM Kartari hopping down the rabbit trail, I have thought to have him coming from....

Where are you from?:
Gundrun being part of the Redeemers. I also seen that there are Tiefling there. I would like to draw up a Tiefling Wizard (Arcane Warden) 8 who has come South from Gunrun to seek the lost druid cache deep inside the Shudder wood.

I actually got lost on this fun (and informative) rabbit hole just from a single line in your OP...lol.

Just be sure to come up with a good reason for your character to be in the woods when you meet the rest of the party.

I placed them in spoilers just in case it is actually part of the AP narrative. I hope not, but if is then I apologize. I don't know much about the area, AP, or even Ustalav.

I just started a Carrion Hill PbP for my initial Ustalav experience.

Thank you and if approved. I will write up his Backstory and Crunch.


Reclaimers...oops!

@ GM Kartari would you still require a Campaign Trait as one of 2? I feel as this is well after the Funeral, it may be awkward to fit that into the Backstory/reason for being in the Shudderwood?


It's nice to see some more applicants coming our way. :)

Traits. Let me address the last post first by Dorian, as that is a very good question. In fact, I was rethinking this requirement yesterday.

I'm hereby revising the rule about the campaign trait as follows:

Quote:
Traits. You may choose two traits, or three traits and a drawback. One trait was originally required to be a campaign trait from the Carrion Crown Player’s Guide, but this is now optional. No two traits may be of the same type, and you may not choose a campaign trait from another source (Ultimate Campaign, 51-65; PRD).

So it's now optional to choose a CC campaign trait.

Connecting with the Party. The campaign trait requirement was intended to provide a common connection and source for common cause among the party members. If one chooses not to have a CC campaign trait, one must connect with the party in another way.

Along those lines, I think it would be helpful for me to suggest a couple of ways in which your PC could find a common cause with them. Having a motivation in your back stories to thwart necromancy and undeath would be a big plus. Another possible connection tying you to the Shudderwood and with the party's immediate interests can be found in my introduction to Broken Moon.


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Colorfoot - That's great so far. With what I just posted in mind about connecting with the party, you might wish to add another layer to your back story to more tightly align with the party's purpose. Especially if you decide not to take a CC campaign trait that ties you to their mentor, Professor Lorrimor.

Dorian - Speaking of rabbit trails, you in turn sent me on one in my previous post LOL. I'm glad you did though.

Regarding your character's background (in the spoilers), that's certainly a cool angle to approach from. As I mentioned to Colorfoot, perhaps you can consider an additional layer to your back story in light of what I wrote about connecting with the party to more closely tie your agenda with the party's.


Thank you for your responses! I will certainly do so. He will be a gollower of The Green Faith, so not enjoying the recent activities by the undead worshipping cultists, he will fit in just fine...lol.

I have started an Alias already, so now I shall go full steam ahead!

I plan to reread the Book 3 intro as I write him up.

Thanks!


This is Dorian's work in progress....

Any questions, concerns, out-fit styles are appreciated.

I am continuing to work on him, so there may be further subtle(?) changes along the way today....


And this is Colorfoot's work in progress.

I used a Myth-Weavers fillable character sheet to organize my thoughts as I work through all the options for this character (which you can see here).

I will tweak his backstory to give him a good reason to join the party and I will figure out his gear. Once I've got everything organized on his sheet, I'll fill out his profile so it meets the game criteria.

GM, as he is a potion crafter, I would like to spend a good chunk of his resources on potions he made himself (if he's admitted into the game, of course). Would that be acceptable? I still need to familiarize myself with 1e's crafting rules.

As always, open to feedback.

Thanks!


Here is FluidSynchronicity's WIP!

Got much more of an idea for him now and a mostly completed background. I'm looking at a Psychic whose family was turned by the Whispering Way and also is seeking the Lodge. Mechanically he will be a heavy skill user focusing on knowledges, in combat he will fill much the same role as a buff/debuff wizard. I should have a build up in the next few days and more fluff as well (at least an appearance and personality description)

If anyone has feedback I'd also be happy to listen and rework as well!


I have fleshed out his Backstory. I like it. I plan to introduce the reason for the mission still, but need to rest my brain for a bit.

Please any comments on Fluff and Crunch are encouraged.


Making this character has reminded me why I loved 3.5e when I first discovered TTRPGs back in college. I took the plunge and grabbed some of the PF1 books in PDF, and reading through them is like a pleasant stroll down memory lane (but with better art).


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Brias wrote:
Making this character has reminded me why I loved 3.5e when I first discovered TTRPGs back in college. I took the plunge and grabbed some of the PF1 books in PDF, and reading through them is like a pleasant stroll down memory lane (but with better art).

I fondly recall my initial time reading the PF1e Core Rulebook.

I felt the same with each edition, including PF2e...lol.
Welcome to the show! Enjoy your popcorn and please restrain from feeding the ghouls....


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Okay, Brias' profile is now his character sheet and he should be ready for your consideration, GM. I need to equip him, but I would prefer to hold off on that step until knowing he's in the game and knowing how you would like to handle him brewing his own potions.

I revised his backstory to more tightly integrate with the happenings in the Shudderwood:

Backstory:

Brias was born of a loving union between his father, an orc deserter from Belkzen worn beyond his years, and his mother, a powerful human witch of Kellid descent. The two met in the wilds, as one might expect, and found in each other kindred spirits. Over time, his mother taught his father witchcraft, and the two of them used their magics to survive in seclusion.

Brias was witchborn, inheriting magic on both sides, and it was only a matter of time before he attracted a familiar of his own. He named his new companion simply "Fox," delighting in the simplicity of a name that also described the thing named. Fox was a fox, the fox as far as Brias was concerned, and his young mind was proud of his cleverness. Once Brias matured, he could not bring himself to change the name. And so Fox remained Fox.

Brias yearned to make a difference in the world, and in the Shudderwood, where werewolves prowl the night, no one turns away a healer, so he made his way there. He set himself up in a small hut and treated the humans who came to see him. To avoid the prejudices so prevalent in Ustalav, he made judicious use of the disguise hex to appear as a normal human. Interestingly, he chose a face of Kellid descent, connecting him to his mother and helping him blend in with the other witches who make the wood their home (few though they may be).

Whenever he could, he helped out any non-humans who came his way. Those in the know may have heard of a loosely affiliated network of folks who would help non-humans in need, and Brias came to find himself in the network. Over a couple short years, he helped a lot of people.

Lately, though, the Shudderwood felt more on edge to Brias than usual (if that was even possible). He'd heard rumors through his network of people walking around with the whispering way on their lips, and he knew from his father that could only mean trouble. He took to traveling with his father's old falchion strapped on tight, just in case. Unless the tension broke, and soon, he feared something darker than werewolves might upend the home he worked so hard to build.

I am coming into this only knowing what was in the Carrion Crown Player's Guide and your intro, so if I missed any details, plese let me know and I will revise as needed.

I ended up switching to the Elemental patron, which changed up my prospective spells a bit. If I need to make adjustments to better fit the party before beginning play, I'm happy to.

Thanks!


Idari-lucien wrote:

I have fleshed out his Backstory. I like it. I plan to introduce the reason for the mission still, but need to rest my brain for a bit.

Please any comments on Fluff and Crunch are encouraged.

My switching up my patron has given us redundancies on some spells, it looks like. It was not my intent to step on your toes, and if we both get in, I can revise.


Brias wrote:
Idari-lucien wrote:

I have fleshed out his Backstory. I like it. I plan to introduce the reason for the mission still, but need to rest my brain for a bit.

Please any comments on Fluff and Crunch are encouraged.

My switching up my patron has given us redundancies on some spells, it looks like. It was not my intent to step on your toes, and if we both get in, I can revise.

Absolutely no worries. I choose Evocation because the group lacked AOEs, but two are better...lol.

DPS is certainly not an issue for this group! They took down that weaver in 2 Rounds!


Dorian 'Grey' wrote:

Absolutely no worries. I choose Evocation because the group lacked AOEs, but two are better...lol.

DPS is certainly not an issue for this group! They took down that weaver in 2 Rounds!

Fair enough! I was between elements and endurance and flipped a coin to choose, so it is 0 issue for me to switch things up.


I’m working on what’s turned into one of the more complicated builds I’ve done, a half-Orc Fighter/Sorcerer multiclass going into the Dragon Disciple Prestige class. Should be done in the next couple of days. Will provide some arcane blasting but he’s mostly a natural weapon Melee build.

Sovereign Court

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Hi, everyone! I've been eyeing this recruitment for a few days now and I was wanting to throw out an idea that I've been kicking around.

A dhampir sorcerer (undead bloodline) that prestiges as a Soul Warden.

The concept essentially being the dhampir who is drawn to combat the dark. Given that Carrion Crown takes place in Ustalav, I was considering having him be from there but I haven't settled on that point just yet.

Grand Lodge

Dorian 'Grey' wrote:
Brias wrote:
Idari-lucien wrote:

I have fleshed out his Backstory. I like it. I plan to introduce the reason for the mission still, but need to rest my brain for a bit.

Please any comments on Fluff and Crunch are encouraged.

My switching up my patron has given us redundancies on some spells, it looks like. It was not my intent to step on your toes, and if we both get in, I can revise.

Absolutely no worries. I choose Evocation because the group lacked AOEs, but two are better...lol.

DPS is certainly not an issue for this group! They took down that weaver in 2 Rounds!

DPS not an issue ... so I won't submit a Kineticist ;)


Oh, I almost missed this!

Initiating partyneeds.exe

Scanning existing characters:

Character one "Sunny".
Totally not a Succubus Marilith.
Very interesting build.
Would benefit from some extra buffs and a meatshield, to better utilize her mobility.

Character two "Rhia"
Oracle, relatively standard kit mechanically. Note, 2 high CHA characters.
Would benefit from a meatshield

Character 3 Zelda
Two weapon fighting rouge Skill monkey, reasonably high DPR. Would benefit from a melee budy.

Character 4: "Christoph"
Ranged inquisitors tend to hit like a freight train, and I am reasonably certain he does as well.

Overview: Divine fullcaster check, Ranged DPR check, Face check, Mobility DPR check, stealth check.
Missing: Massive tank, Arcane magic.

Current ideas:

1: Skald utilizing the Psychopomp totem (hands out +2 deflection and resistance boni, it seems the party is behind on these). With 2 non spell casters, 3 counting the snake, this is frankly quite potent. The oracle will not benefit much, but the inquisitor can chose each turn to accept the rage or not, and it actually works reasonably well regarding buff and shoot allies. Spell kenning and human favored class boni for considerable arcane flexibility.
Variations: Urban Skald Archetype to hand out Dex boni, Spell warrior to enchance weaponry and allow casting while raging.

2: Reach based Bloodrager. Adds a degree or arcane magics, and a bit of a lynchpin for easier flanking.

3: Question: Does anyone intend to take the Mortal Usher prestige class? It could be very interesting in this module, is reasonably powerful and we have several Pharasmins.

Background Idea:
My idea is a mercenary, who availed himself of the professors good services to figure out f.e. who or what the source of his bloodline is. They became friends, and rendered various services to each other, but he/she also convinced the professor to setup a "strike from the grave" contract, in light of the mercenary viewing the professors activities as highly likely to attract various assassins, which would put a bounty on his murderer if he were to be murdered. As the party has proven this by now, as an old friend of the professor, he has taken it upon himself to perform this contract.

Is ironically a merc for idealistic reasons, as it allows him to chose whom he works for to a greater degree then lets say a knight would.

He/she has been tracking the party for a bit, and now caught up to them.


@Evindyll Ha! Didn't think Kineticists were your jam anyway...lol.

@Mightypion Resistance is futile!

Grand Lodge

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Dorian 'Grey' wrote:

@Evindyll Ha! Didn't think Kineticists were your jam anyway...lol.

@Mightypion Resistance is futile!

You would be surprised ... but I might actually put together a Mind Sword whose goal in life is to commission a Ring of Telekinesis.

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