Fulk the Red |
Here is Ouachitonian's submission, Fulk, the red(dragon)-blooded Sorcerer->Dragon Disciple. He can blast, he can claw and bite, he can even fire horrifyingly deadly arrows from his Orc Hornbow. Not a lot of skills, not as much HP and AC as I'd like, but he's working on that. Dragon Disciple plus picking between Draconic and Orc bloodline powers will help his strength and AC quite a bit at upcoming levels. He's not the best caster, not the best fighter, but he can do some of each. And set lots of people on fire. Fire is so entrancing, don't you think?
GM Kartari |
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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.
So far so good. Looking forward to it!
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!
You can certainly count the cost of crafted items (i.e. potions) as part of your starting gear. I would not spend more than half on potions though, preferably less. I like the balanced approach (3rd paragraph below the table) given in the rules for starting wealth, though I am not strict about the precise percentages they give - as they state, different classes have different needs.
GM Kartari |
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.
Sure. So I mentioned two potential connecting points with the party: werewolves and necromancy. More specifics will become apparent soon after joining the game anyway, so I may as well reveal that the party is currently hunting down a necromancer through the forest. He is a prominent member of the Whispering Way: a secretive cult that has been active for thousands of years. Adherents of the Whispering Way believe that undeath is the truest form of life.
Characters coming in now might, or might not, have heard of the Way before. They would not know the party's agenda specifically, though hearing the rumblings of dark rumors is plausible. Or perhaps a character had a traumatic personal tale they could tell from their past, whether related to the Way specifically or with undeath more broadly, waiting for this adventure to have their past come back to haunt them... and face it.
In short, feel free to further shape your back story with a tale of woe concerning this cult and/or necromancy. I'm open to any creative angles you all can come up with here. :)
GM Kartari |
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!
Looking good, Fluid. Nice tie-in with the Lodge's library. Looking forward to the build!
GM Kartari |
Here is Ouachitonian's submission, Fulk, the red(dragon)-blooded Sorcerer->Dragon Disciple. He can blast, he can claw and bite, he can even fire horrifyingly deadly arrows from his Orc Hornbow. Not a lot of skills, not as much HP and AC as I'd like, but he's working on that. Dragon Disciple plus picking between Draconic and Orc bloodline powers will help his strength and AC quite a bit at upcoming levels. He's not the best caster, not the best fighter, but he can do some of each. And set lots of people on fire. Fire is so entrancing, don't you think?
Very cool, Ouachitonian... or should I say, very hot? You also can't complain with a strength score of 24. :)
The Lobster |
Long post, mostly crunchy mechanical dithering, help needed in the center, beginning tendrils of fluff at the end.
I have a difficult time with casters so am not applying for that role, and y'all seem pretty stacked elsewhere so I thought I would simply engage in a making a fun and wacky build and attach a backstory to it.
Technically, none of the other three qualify for Monstrous Mount as it requires Divine Bond (Paladin), Hunter's Bond (Ranger) or Mount (Cavalier), and they simply give "animal companions", but if you would allow them to qualify for the feat anyway, I would be deeply appreciative, and if you would be extra generous and allow the bonus levels given by Beast Rider to apply to the Monstrous Mount, I'd be even more appreciative. Would you be amenable to either or both?
The other avenue I'm considering (but only vaguely) is simply 8 levels Oozemorph, two handed power attack, tusked racial trait.
Regardless, the bones of the backstory would be near death experience had them arrive at the Boneyard, pulled back into life before Judgment but their mind and body was forever altered (experience and alteration perhaps shared also by a worg pup they were fostering/maybe being raised alongside?). After this gross deformity developed, they were believed to be weak and exiled from the tribe. Taking matters into their own hands, they left the Hold forever, have slowly and over the years learned mastery over their new body, and since taken up as a wilderness guide thru the tough and dense forests of Ustalav, ruthlessly hunting undeath in all its forms.
Mightypion |
I have a very interesting idea, but it stacks 2 archetypes that may not be compatible.
ID-Rager 7 (dedication as a focus, makes him a psychic caster and gives him a highly beneficial aura)-Blood conduit (CMB focused bloodrager, that can cast touch spells if hitting with unarmed strikes or most CMBs)
Scaled Fist 1.
Issue: ID Rager replaces all Bloodline feats, Blood conduit adds feats to Bloodline feats. RAW they would not stack.
I would see him as a Lawful Neutral Pharasmin, orginally he was an Abyssal Bloodrager, but the professor was instrumental in fixing that, with the aid of a Pharasmin monastery. Due to this debt he wishes to avenge the professor, and waylay the plans of those responsible for his murder.
ID Rager based on dedication hands out a very nice aura, which adds a +2 defelction bonus to AC (not bad) an untyped +2 bonus to CMD (neat) and an untyped +2 bonus to all saves (ohhhhh). He also hits enemies that hit him harder, so its a far more synergistic with the party Bloodrager. Still hits very hard though.
Tristan Luckbringer |
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Still in the process of finetuning the character sheet. But these are the basics.
Tristan is a non-cleric Priest of Desna. Multiclass Bard prestiging into the Evangelist of Desna.
"The informal clergy of Desna is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path."
He is in the Shudderwood for two purposes, to investigate the werewolves as a threat to travelers throughout the Shudderwood and to judge what actions will be needed to reclaim the Stairs of the Moon. The Desnan church is not resource-rich, nor highly organized and maybe he can find a way of hiring mercenaries or setting one group of wolves against another? At bare minimum, he's on a fact-finding expedition in the Shudderwood, but if any opportunities come his way to accomplish his goals he will take them. Luck and Desna favor the Bold!
The Stairs of the Moon is an abandoned temple of Desna located in Shudderwood.
Tristan is the ultimate traveler. A Varisian and a Desnan. He is widely traveled and has an immense knowledge base from tales he's collected in his travels.
Tristan is a switch-hitting skill monkey Bard Evangelist of Desna. With wide experience in traveling Ustalav Tristan is a Dirge Bard, hardened against harrowing experiences on the open road and the terrors all too common in the area.
Evindyll |
Still in the process of finetuning the character sheet. But these are the basics.
Tristan is a non-cleric Priest of Desna. Multiclass Bard prestiging into the Evangelist of Desna.
"The informal clergy of Desna is primarily composed of clerics, though on occasion bards are called by some song or whisper in the night to follow her path."
He is in the Shudderwood for two purposes, to investigate the werewolves as a threat to travelers throughout the Shudderwood and to judge what actions will be needed to reclaim the Stairs of the Moon. The Desnan church is not resource-rich, nor highly organized and maybe he can find a way of hiring mercenaries or setting one group of wolves against another? At bare minimum, he's on a fact-finding expedition in the Shudderwood, but if any opportunities come his way to accomplish his goals he will take them. Luck and Desna favor the Bold!
The Stairs of the Moon is an abandoned temple of Desna located in Shudderwood.
Tristan is the ultimate traveler. A Varisian and a Desnan. He is widely traveled and has an immense knowledge base from tales he's collected in his travels.
Tristan is a switch-hitting skill monkey Bard Evangelist of Desna. With wide experience in traveling Ustalav Tristan is a Dirge Bard, hardened against harrowing experiences on the open road and the terrors all too common in the area.
K, so I will scrap the Cleric/Sphere Singer ... got it.
Maybe I'll shoot for a Mystery Cultist of Black Butterfly ;)GM Kartari |
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Lobster - Hey, no worries about not making a caster. We're recruiting two PCs, so we might just want to bring in one of those and one of... something else. We shall see. :)
So I think after reviewing the materials you've cited and your character's story, I think I'm comfortable with meeting you more than halfway...
However, I'm definitely good with allowing a primal hunter, or even hunters more broadly, to qualify for Monstrous Mount. According to the prerequisites, they're excluding druids too (who have "nature's" bond, not hunter's bond). Kinda doesn't make sense to me to be so restrictive as to exclude two classes that feature animal companions so centrally. I guess they're targeting fighter-types, but I'm nonetheless fine with that allowance.
On another positive note, I'm not seeing a reason you could not just take one level of primal hunter instead of 3 to qualify? So unless I'm missing something at midnight (which is possible), I think you could have an oozemorph shifter 7 / primal hunter 1. With animal companion at 1st level of primal hunter, I'd say you could qualify for monstrous mount by 4th (due to the skill rank requirements).
My biggest concern is whether that will be enough. We've got the potential for party conflict with at least one of the PCs: a stern, very good-aligned monster hunter. He has a hard enough time with the party oracle using speak with dead, I'm smirking at the thought of how he'd react to an evil worg companion, LOL.
However, I do like a good redemption story. If you can promise a character that can cooperate (because I do not want to see inter-party conflict), and can write a back story that can convey the hope for growth or redemption along with his evil side, I think we can certainly consider such a character.
GM Kartari |
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I'll have to get to bed shortly for work in the early am, unfortunately. I will really try to return and answer more questions tomorrow night, hopefully, or ASAP for sure.
On the other hand, there's no rush getting your builds and stories all done. As mentioned, we post 1-2 times weekly: as you can see, that's because of me too. :) I work a FT job, a PT job, and have too many obligations on weekends. While I can't promise frequent posts, I can promise that I won't go MIA. As you can see, I've been playing or running this game since 2013. So unless something very tragic happens, I'm not going anywhere. :)
We'll get there. Thanks for your patience.
GM Kartari |
Oh let me answer this before heading off...
@GM Katari when were you considering closing recruitment and choosing?
I don't have a specific date in mind, but I'm not in any rush so there is plenty of time. I want to make sure everyone with a hat in the ring as of now at least has all their questions answered and is given enough time to work out their builds and stories before then. When I think we're getting ready to decide, I will announce a closing date with some advance notice.
And, I have been waiting to see how the story continues in Game play...haha!
Ha! It will continue for sure... sooner or later. :)
Smaranda Zografu |
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I just noticed this and I'd like to throw Smaranda's scarf into the ring. I played this character in at least four Carrion Crown campaigns, all of which have met an untimely end, and I would really like to experience more of the AP.
The farthest I've got was Schloss Caromarc in GM Nayr's campaign.
I'll rearrange her crunch to be in line with the starting level and the house rules.
Victor Vladimirovich Khrabrov |
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Mightypions work in progress submission here:
I am actually not set on the class, I got a bit of inspiration while writing, and it suggests a more *intelligent* character then a straight Bloodrager in a way.
He is motivated by guil, specifically because he believed that asking the professor about his bloodline source resulted in the professor making some unwise bargains and the whispering way being informed of his research.
Mechancially, blood conduit is Magus like in that it has spell strike with unarmed strikes and CMBs, but I could go for a full Magus instead, bring an actual arcane 6 caster, and handwave the Bloodline via eldritch heritage. Yeap, I think thats what I will do!
GM Kartari |
Hey Mightypion. Just responded to your first post, then realized you just posted as your character. :)
Sounds like a cool concept, that would work story-wise.
Yeah, was going to say those archetypes are incompatible. I hate when I get excited by archetypes in my own characters only to later realize they can't go together, LOL.
Looks like you've moved onto a workable build though, so great. I love playing magi.
GM Kartari |
Smaranda Zografu - Great, and welcome to recruitment. If you get in, you'd actually not have missed much at all. :)
Victor Vladimirovich Khrabrov |
I am playing a bit with number and capabilities.
Perhaps questions for the party:
Would you prefer a magus who
--Shocking grasp spams
or
--Likes burning spell slots on not all that practical but very amusing combat maneuvers/shenanigians?
--Is Sunny in particular ok if I force punch people into her Snake?
--There is a potentially funny combo with force punching people into party members wearing alabastar trappings, for a rather comical ping pong effect.
Also, how many in the party would benefit from really good tripping including greater trip for AoO if I trip someone generation?
Smaranda Zografu |
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I wanted to give a little more context about Smaranda and her player.
Usually I play support characters, so I'm excited about having a pure martial character for once. I tried to build Smaranda with an eye towards dealing with incorporeal undead, as I know they can be a pain, but I'm very flexible with the build and can change it to better suit the rest of the party. Personality-wise, Smaranda is shy and awkward, but if treated decently she is fiercely loyal.
As for the player, I am most definitely a roleplayer over roll-player, and I greatly enjoy the collaborative storytelling that can arise through play-by-post. The games here tend to be my outlet for creative writing, and although Smaranda may take some time to shine there as I try to find her "voice", you can look up my history on some other aliases to get an idea of my writing style.
I am perfectly comfortable with a slower pace, as I am quite busy in real life as well. I am in a few slow games that are still going after several years, and I am happy to help nudge things along if they get too slow.
The Lobster |
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Still working on the character sheet, but I wanted to post my backstory. In re your earlier concerns, yes, cooperation is a definite must, and as for the interplay between the worg and the monster hunter, Halmash is "just a wolf" until proven otherwise. I'm sure we can work together to find a way to justify working together out of character before butting heads in character.
A black wolf the size of a man pads around the campfire, sniffing and licking the blood and the bodies. "I'm not complaining," it grumbles, "but didn't they pay us to guide them thru these woods safely?"
"Necromancy is the most foul art, Halmash. They could not be permitted to live."
The worg laughs a chittering laugh and falls on its side next to its friend and protector. "But wizards or not, they were still people before you killed them. What does your Pharasma say about murderers like yourself?" It lays its massive head in the orc's lap, nuzzling into his chest as it continues speaking. "It feels good to kill, doesn't it brother? To feel blood, anyone's blood, rush hot against your skin? You are not innocent, Mauhul. What would she say about that?"
The orc scratches his friend behind the ear before standing, pushing thick black hair out of his face. "It does not matter. We will all face Judgment when the time comes. No one is above Her."
He is not here as he dismembers the necromancers. He is remembering the first time he died.
He and Halmash were young then, just pups. Adopted by their clan's leader, they had been raised together to foster a relationship between orc and worg, to serve as example to both pack and clan. Safety in numbers.
Together many battles would be fought, pressed against the line of Lastwall, invaders seeking to gain ground the orcs had rightfully claimed in blood, but none could stand against the pair. Together, they tore through armies.
But in a single skirmish at the north border, that would change. He and his worg had been sent with a small band to seek out and kill Ustalavan necromancers that had been stealing the bodies of the fallen. The pair were no match for their dark magic.
A strange spell struck them both, melting his mind and body, leaving him dead on the field.
Mauhul wipes sweat from his brow as he sets down his axe. Returning to a knee, he stokes the fire into something hotter, larger, fatter, something that will burn long and hard. One by one, he feeds the flames the parts and pieces of these necromancers, destroying their bodies forever.
The only thing that awaited them was Judgment.
When Mauhul first saw the Boneyard from his place in the River of Souls, he was overcome with joy and loss. Countless souls waiting to be judged. The River flowed for miles and miles ahead and behind him. At the end of it, the Spire stood impossible tall and dark, with a Dark Moon floating overhead.
While most flowed easily along at their own pace and speed, others were ushered out by skeletal men with wings and tails, but the skulls of great crows, and a few were wrenched away somewhere else entirely, disappearing in cries of great pain. When one of these skeletal figures pulled him from the River, he demanded an explanation.
PHARASMA KNOWS THE FATE OF ALL, the reaper whispered. YOUR TIME HAS NOT YET COME, MAUHUL OB'VORROZ.
Satisfied, the orc let the reaper carry him off. One nagging thought, however, ate at him. "What about those souls that seemed to melt into nothingness before me?"
The winged reaper shook its head as it set the soul down to wait for resurrection. CLAIMED BY UNDEATH. THIS THE MOTHER OF SOULS CAN ABIDE LEAST OF ALL, FOR NECROMANCY STEALS AND TRAPS SOULS AWAY FROM THEIR REST AND JUDGMENT. ONLY ONCE THE NECROMANTIC CREATION IS DESTROYED DO THEY RETURN TO THEIR JOURNEY. FOR TOO MANY, THIS NEVER HAPPENS. IT IS A SAD THING, MAUHUL OB'VORROZ.
As the orc pondered on this, he began to feel pulled and tugged in all directions. Was it happening to him? The necromancers that had killed him, were they perverting his body into a zombie, a ghoul, simply a skeleton stripped of its flesh?
YOUR PEOPLE CALL FOR YOU, WARRIOR, the reaper assured him. IT IS A CHOICE. YOU CAN STAY HERE AND FACE JUDGMENT BEFORE THE LADY, OR YOU CAN RETURN TO LIFE.
Mauhul surrendered to the pull of the living.
One log still burns on the fire. The bodies of the wizards successfully cremated, the log is moved and the ashes scraped away. As the orc buries the ashes, the wolf speaks once more, red eyes staring at the moon.
"How many years has it been, brother? Since you died, since we changed, since they cast us out into this?"
"Seven." The shovel pushes deeper into the earth.
"Can we not just go back? You are stronger now, more learned in your curse. We could simply lie, say you have mastered it, or fought it off."
The shovel digs deeper. "What would you have me say? My form is constant and unchanging? That I am orc and orc alone, I do not simply melt away into nothing if I lose focus, I do not sleep in a bucket you carry? This is our life now, Halmash. They would not welcome you back, either." The orc speaks a word and twin tentacles emerge from the black wolf's back. "I may have been the one to die, but I was not the only one changed by their foul magic."
The worg exhales quick and frustrated. "At least here, there is plenty to hunt," it relents.
Mauhul finishes laying the ashes and cremains deep in the hole he has dug and fills it. Exhausted, he falls to the ground. "The night has been long, friend, and I am tired." They lie on each other by the smoldering remains of their last log until sleep finds them. Here, his curse manifests. The orc's form melts away, congealing into an unnaturally blue puddle of goo, which snakes up the body of the wolf and rests between its shoulder blades.
It was the day after his resurrection that they faced exile.
Halmash and the rest of the warband fought off the necromancers and carried Mauhul back to camp, parts and pieces of a man stuck together with webs of a bright blue ichor. At his father's bidding, powerful magics were cast to stitch him back together and return him to living. Mauhul rejoiced with his father and Halmash. To celebrate their safe return, the clan and the pack gathered in the war tent, feasted and drank for an hour. One hour.
In front of all gathered, Mauhul fell to the ground, writhing in agony, and melted away into a pool of that same bright blue ichor. The feast was scattered, his father called for the wise woman. "What has become of my son?"
She poked and prodded at the ooze, casting bones and gutting a deer to examine its entrails. "The answer is simple. This is your son. The spell that was cast upon he and his worg has changed them both, but in dying to it, your son transformed. He will never be more than this. Even the man that sat here drinking beside you was just this pool of liquid. Tomorrow, he shall resume his shape and form, and he may speak to you. For now he may only listen."
His father nodded calmly. "Leave us."
Alone with the ooze, the chieftain poured a horn of ale upon its mass. "You have embarrassed me twice today. I should have listened to those who told me that perhaps you were unworthy of your resurrection. Sentiment blinded me then. It does no longer. In the morning, when you have become more than this, when you are yourself once more, pack your things and leave. Leave this camp and leave the Hold."
At this, the ooze finally moved. It coiled itself like a snake and raised an arm or a head, listening intently.
"I gift you two things, Mauhul. For my unworthy son, I leave you with your life intact. That is one. I ask you take Halmash with you. That is two. Never were you separated before, and never shall you be. And if the wise woman speaks true, I cannot let the beast remain in our camp. It will be a blow to the pack's loyalty, but they will come to see it as I do."
From here, the chieftain ate and drank in silence and solitude, occasionally throwing scraps at the protoplasmic mass that was once his son as if it were a dog. After he had ate and drank his fill, he left. They would not see each other again.
And it has been seven years. He wakes in his bucket, having been placed there by Halmash at some point in his slumber.
The wolf shortly arrives with a pair of rabbits in its mouth. "Who are we today, brother? Mauhul has gone off to escort these wizards thru the forest, if he returns to town, it will be clear he guided them false. Are we Masha, the tracker? Perhaps we are the dwarf, Matthias, was it? Or are we a new face, and a new story, a mountain-man perhaps?"
An elvish woman steps out from the bucket, grabs one of the rabbits and skins it. "The face we wear is irrelevant, Halmash. There is no hiding our soul from Judgment."
GM Kartari |
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Hey Brias. It's not mechanically necessary to have ranks in both to have earned an income. The question is, how did one earn their income?
A craft skill models a career involving the creation of a specific set of related products. Craft (carpenter) for instance indicates a trained carpenter, or Craft (armor smith) a trained metal and leather worker who specializes in armor production and repairs.
A profession skill models a career involving knowledge of how to perform a wider range of services that don't necessarily result in the production of a product. Profession (merchant) for instance indicates someone who worked in sales: they didn't necessarily make what they sell, but they know how and where to acquire things at a bargain and then convince customers to buy them at a profit. Or Profession (barrister), which is someone who worked as a lawyer.
So if your character not only crafted alchemical items for example but, say, managed a medicinal shop, having ranks in both Craft (alchemy) and Profession (herbalist) would make sense. The former enables you to create alchemical items, the latter indicates knowledge of herbs and the broader herbal market: so where and when to obtain various medicinal herbs in the wild or in the market, general business practices (i.e. knowing things like local business regulations, where to get supplies, guild connections, etc.).
As a GM, I also should mention that I do like to find ways of making seemingly less useful skills (like many Professions) more useful in unique ways. For instance, make a Profession (barrister) check to see if you know that the city you're in has an ordinance against wearing red hats on pain of jail time. Or make a Profession (gambler) check to see if your gambling connections can lead you to meet someone with information on your quest to track someone or something down.
The Lobster |
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Sheet done and alias complete, but a few things might change based on the questions I DM'd you.
Presenting Mauhul and Halmash for consideration.
GM Kartari |
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Recruitment is Now Closed
Hey everyone. It looks like we've got a nice pool of candidates to choose from now. Let's give everyone who has applied another week to wrap up any final details and tweaks, if any.
Recruitment is now Closed to new PC submissions. The two new players will be chosen from those who've already submitted at least a PC concept. According to my quick review, here are the candidate PC names (please correct me if I missed anyone):
• Aleks Vane
• Brias
• Fulk the Red
• Idari-lucien
• Mauhul and Halmash
• Professor Rokannon
• Smaranda Zografu
• Tristan Luckbringer
• Victor Vladimirovich Khrabrov
Next Steps. Next Sunday, I will ask the PCs to begin reviewing all the PC candidates (if they haven't already). I'm thinking of giving the PCs perhaps a couple of weeks to then PM me their two picks. I'll have my own picks as well. Should there be a tie, as GM I will choose between the tied candidates as a tiebreaker.
Also, I think that answers Brias's question. :)
Thanks everyone for the great submissions! This will certainly be a tough choice for us.