Carrion Crown: The Evil That Men Do (Inactive)

Game Master Vanulf Wulfson

"The evil that men do lives after them; The good is oft interred with their bones."
-Julius Caesar (Act 3, Scene II)


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Took a bit of thought and then finally caved to bring you Krolmnite Underhill.

Krolmnite Underhill:

KROLMNITE UNDERHILL CR 1/2
Male Gnome Summoner 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 14. . (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Longspear -1 (1d6-2/20/x3) and
. . Morningstar -1 (1d6-2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Summon Monster I (7/day)
Summoner Spells Known (CL 1, -1 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 16), Grease (DC 16)
0 (at will) Acid Splash, Message, Detect Magic, Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 6, Dex 15, Con 15, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Spell Focus: Conjuration
Traits Classically Schooled, Teacher's Pet: Knowledge (Planes)
Skills Acrobatics -1, Climb -5, Escape Artist -1, Fly +1, Knowledge (Arcana) +5, Knowledge (Planes) +9, Perception +2, Ride -1, Spellcraft +6, Stealth +3, Swim -5, Use Magic Device +8
Languages Common, Draconic, Gnome, Sylvan
SQ Eidolon Link (Ex), Gnome Magic, Hatred, Illusion Resistance, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Longspear, Morningstar, Studded Leather; Other Gear Backpack (15 @ 7.46 lbs), Bedroll, Blanket, winter, Rations, trail (per day) (10), Torch, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/20
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Rations, trail (per day) - 0/10
Speak with Animals (1/day) (Sp) - 0/1
Summon Monster I (7/day) (Sp) - 0/7
Torch - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Teacher's Pet: Knowledge (Planes) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak

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Eidolon Ava:

AVA CR 1
Female Biped (Claws)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet), Scent; Perception +4
--------------------
DEFENSE
--------------------
AC 13, touch 11, flat-footed 12. . (+1 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Bite) +4 (1d6+3/20/x2) and
. . Claw x2 (Claws) +4 x2 (1d4+3/20/x2)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Multiattack
Skills Knowledge (Planes) +2, Perception +4, Sense Motive +4, Stealth +5 Modifiers Tail
Languages Common

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Tail (Ex) Tail grants +2 Acrobatics checks for balance.
--------------------
Eidolon:
Nefi appears like a azata which has a beautiful female body combined with scaled and lizard-like arms, legs and neck area. Her hands appear to be claws and though she appears human, her teeth have fangs which she can bite with. The tail for the moment just keeps her momentum and she often wears a simple robe to cover up the humanoid nakedness as unlike her realm, people frown upon nudity in this world.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Extended background:

Krol met with Professor Lorrimor in hopes to learn more about the outer planes and in turn, he became his student and taught him about the night when he saved the life of a outsider and how Ava and him are technically joined at the hip. Ava herself wasn't much for studying, but her outlook on life is very different to what others in the world believe, but she wears the robe to help make herself appear more human.

Krol was about to leave home to search for his own answered as he lost contact with the professor until he was given the shocking news of his untimely death. Being unable to deny the professor's last wishes he travels to Ravengro now to be there for the reading before heading on his adventure.


This still open?


e-terah earthenchild wrote:
This still open?

Yes.

Shadow Lodge

I am also interested. I am in the middle of making a True Neutral Human Ranger right now, so perhaps he would fit in...?


Anglekos wrote:
I am also interested. I am in the middle of making a True Neutral Human Ranger right now, so perhaps he would fit in...?

And here he is.

Spoiler:
Elric CR 1/2

Male Human Ranger 1
N Medium Humanoid (Human)
Init +2 Senses Perception +5
--------------------
DEFENSE
--------------------

AC 18, touch 12, flat-footed 16 (+6 armor, +2 DEX)
HP 12 (1d10, +1 CON, +1 Favored Class)
Fort +3, Ref +4, Will +1
--------------------
OFFENSE
--------------------

Spd 30 ft, 20 ft in armor.
Melee Cold-Iron Greatsword +7 (2d6+6/19-20/x2)
Ranged Composite Longbow +5 (1d8+4/x3)
Special Attacks Power Attack, Favored Enemy (undead +2)
--------------------
STATISTICS
--------------------

Str 18 Dex 14 Con 12 Int 10 Wis 13 Cha 10
Base Attack Melee +5; Base Attack Ranged +3; CMB +5; CMD 17
Feats Power Attack, Quick Draw
Traits Courageous, On The Payroll
Skills ( Armor Penalty -4) Acrobatics +2, Climb +8, Escape Artist +2, Fly +2, Heal +5, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Perception +5, Ride +2, Sense Motive +1, Stealth +6, Survival +5, Swim +4
Language Common
Combat Gear Cold-Iron Greatsword, Composite Longbow w/ 40 arrows, Breastplate; Other Gear Pack, 3 days worth rations, waterskin, money pouch (45 GP)
--------------------
SPECIAL ABILITIES
--------------------

Favored Enemy (undead) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

EDIT: I'd also like to note that this would be my first PbP. I've heard a lot of great things about Carrion Crown, and figured this would be a great start. If my character's not right for this campaign, could I be perhaps pointed towards another...?


Thinking of running, a female dwarf Oracle of stone cursed with tongues in Terran.


okuth0r wrote:

cancel that, just spent 3 hours making a character and figuring out a backstory only to have my post time out and its all gone.

gl all

okuth0r wrote:

i would like to throw my hat in if there is room. My first time attempt as well playing PbP.

Interested in playing a elven Ranger/Magus, going to arcane archer with the Chance savior trait.

I know it's probably too late for you, discouraged as you are. This is for anyone else reading your tale of woe and wondering how to avoid a like fate. I use three tactics:

1. Typing in Wordpad and copy/pasting into the text box. However, sometimes I forget and/or am too lazy, as with this post.
2. That's why I've installed the "Lazarus: Form Recovery" extension for Firefox. It has saved me more than once! However, it isn't perfect.
3. That why I go "oh $%^&", click in the text box, and ctrl-a ctrl-c whenever I see it taking awhile to load. Doesn't always work, but often enough.

I hardly ever lose a post anymore. I wish I could go back in time and tell you all that on Tuesday, but I can't. However, if I can help even just one other PbPer avoid that happening to them, then it'll be worth the time that it took me to write this.


1 person marked this as a favorite.
Fredrik wrote:
I hardly ever lose a post anymore. I wish I could go back in time and tell you all that on Tuesday, but I can't. However, if I can help even just one other PbPer avoid that happening to them, then it'll be worth the time that it took me to write this.

Every single post I make, prior to hitting submit, I hit CTRL-A and CTRL-C. This has save me sooooo many times.

Grand Lodge

Elric Mistletien wrote:
Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

@ Elric

Spoiler:

Just an FYI - "On the Payroll" as a trait gives you a bonus 150gp. At maxed 5d6X10gp, you're looking at 450gp. A +4 Str composite longbow is 500gp... Rich Parents may be the trait you're looking for - gives 900gp


Helaman wrote:
Elric Mistletien wrote:
Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

@ Elric

** spoiler omitted **

Composite Bows are expensive! And hard to make, too. That being said, crafting a composite bow with a strength rating of +4 isn't impossible, it's just a DC 22(I think) craft check. Selene manged to make one, and it was a very satisfying feeling, even if she doesn't make it into the game.


Forgot to mention it, but it was on the statblock anyway I took the trait: Teacher's Pet.


Helaman wrote:
Elric Mistletien wrote:
Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

@ Elric

** spoiler omitted **

Spoiler:
Yeah, but I'd rather stick with what I've got. On The Payroll at least explains why my character would be in the setting in the first place, whereas my secondary trait gives me a +2 bonus against fear. Not a bad bonus, I thought, for a campaign reputed to be horror-themed.
Grand Lodge

Elric Mistletien wrote:
Helaman wrote:
Elric Mistletien wrote:
Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

@ Elric

** spoiler omitted **
** spoiler omitted **

@ Elric

Spoiler:

Rich Parents and Making Good on Promises gives you what you need - scads of money and the +2 vs Fear otherwise your budget won't cover your composite bow, let alone your other stuff.


Helaman wrote:
Elric Mistletien wrote:
Helaman wrote:
Elric Mistletien wrote:
Please note that I took the "On the Payroll" feat, which explains why he has a Cold-Iron Greatsword and a Composite Longbow. If there's any issue, please bring it up to me so I can attempt to fix it as quickly as possible.

@ Elric

** spoiler omitted **
** spoiler omitted **

@ Elric

** spoiler omitted **

Spoiler:
*Tilts head.*

When I made him, I gave him the maximum of 300 gold, then added on the 150 from On The Payroll. The Breastplate cost me 200. The Cold-Iron Greatsword cost me 100 (50 for the Greatsword, 50 for Cold-Iron addon), and the Composite longbow cost me another 100.
400/450 spent.
I then used 5 more gold to afford the rest; two sets of normal arrows, and 3 gold for the pack, waterskin, and etc. I'll admit I kind of guess-timated on the latter, but I figured the important details were out of the way.
As far as I see it, I've afforded everything quite fine. I /did/ use http://venturecaptain.com/Character.aspx to make him, however, including the equipment.
I understand that I could essentially have more gold and the same fear bonus, but On The Payroll fits what I believe the image of my character is better than if he had a pleasant background.

EDIT: I think I misunderstood one of your posts above. From the sounds of it, the generator I used had the prices wrong...? I'm slightly confused now as to how I should take it.
While I would prefer to keep "On The Payroll", if it means I can skip the issues I'll just take "Making Good on a Promise" and "Rich Parents" instead.


@ Elric & Helaman,
I think I see where the confusion is at. Elric a standard composite longbow is 100gp. For that price the damage bonus is +0. For every 1 point of Strength damage you want the bow to do it would cost an additional 100 gp's. For your bow to add your +4 strength modifier to it's damage it would cost 500gp's (100 for the standard bow plus an additional 400 for the +4 strength).


GM Wulfson wrote:

@ Elric & Helaman,

I think I see where the confusion is at. Elric a standard composite longbow is 100gp. For that price the damage bonus is +0. For every 1 point of Strength damage you want the bow to do it would cost an additional 100 gp's. For your bow to add your +4 strength modifier to it's damage it would cost 500gp's (100 for the standard bow plus an additional 400 for the +4 strength).

Alright. Then I'll just go ahead and switch my traits up. I'd rather keep that +4.

Grand Lodge

Also is REALLY cool for backstory when combined... you were rich, (possibly spoiled, useless etc) and then the professor saved you from something nasty and since then you've been training to be ready, and afraid for that day... but as a result your nerves have gotten pretty damn good because you've been living under that weight.


Any chance this is still open?

As a slight complication, I was recently in a tabletop game of this where we got through the first book and about a quarter of the way through the second. I don't see any problem in acting on character knowledge vs. player knowledge, but I understand if you'd rather all players be naive to the goings on.


Gregg Helmberger wrote:

Any chance this is still open?

As a slight complication, I was recently in a tabletop game of this where we got through the first book and about a quarter of the way through the second. I don't see any problem in acting on character knowledge vs. player knowledge, but I understand if you'd rather all players be naive to the goings on.

Yes as it said on the first post, he's waiting until the 22nd so plenty of time.

Also if he doesn't have a problem with me, he won't have a problem with you. I DMed the first book, but lost interest in it and couldn't continue and I've posted a lot of the material on d20pfsrd so I have read through it extensively, but I can keep inplayer knowledge and character kowledge different, especially as with fourms you can take you time with posting :)

Edit: Also, you can see many of the same campaigns that develope different ways because of the other characters, different ways the DM will have things happen, DM might house rule that we get the town to warm up better due to being helpful and giving them a positive attitude and of course NPCs will act differently under different DMs so even though you have gone through the first book, this campaign may have a very different feel to it.


Tossing my hat in the ring.

Nicolae Stroichta:

Nicolæ Stroichta was born of a wealthy merchant in the city of Caliphas, and as a result of his birth and opportunity possesses all of the bold confidence which so often accompanies wealth, while lacking the prudence and reservations of those who have worked to acquire it. Raised in a life of privilege, Nicolae was fond of music, of opera, or anything related to the arts and dreamed of one day being a great thespian. His father had other plans for him.
Send his son to the University of Lepidstadt was supposed to give him focus, but instead it provided him a medium to only further wet his appetite for adventure as he read about exploits and intrigues across Avistan.
It was in the lecture hall that Nicolae first encountered the Professor, and inspired by his tales of adventure and daring the young man begged Lorimor to let him accompany the man on his next expedition.

For Lorrimor, however, such requests were commonplace, and so the Professor politely turned the boy down.
The young upstart would not be so easily deterred however, and followed Lorrimer and his party from town to town as they set out upon their expedition. Nicolae would stay at the same inns and play rousing arrangements to bolster Lorrimer’s men’s spirits. Lorrimor praised the youth for his persistence, but consistently insisted that the young man stop following the party.

At the party’s last stop before leaving the civilized lands of Ustalav, trouble ran afoot for Nicolae. While playing for Lorrimor and his men at the local inn, Nicolae attracted the interest of a young lady in the crowd. Filled with song and wine and whispered tales of epic romances, she fell into Nicolae’s arms.
The lad learned early the next morning when confronted by the mayor’s personal guard, the importance of prudence as well as charm. Charges were laid as the young woman plead her innocence in the matter and Nicolae found himself facing small town Ustalavan justice.

Lorrimer at this time could have moved one, and perhaps he should have done so, ridding himself of the nuisance, but taking pity on the boy, he instead spoke to the mayor. Smoothing the man over with promises and political name dropping, Nicolae was released into Lorrimor’s custody.

Nicolae accompanied the party on the remainder of their expedition, although the lead Lorrimor had been following proved false, and the party came away empty handed. Parting ways Nicolae swore that if Lorrimor ever needed anything, he would come to the man’s aide.

Years passed, Nicolae, after a briefly joining a group of young adventurers from other wealthy families who boasted more than they adventured, returned to work for his father, dreaming all the while of leaving the mundane office and taking to the road once again.

And then, one day, a fateful letter arrived by courier….

If you think he'd be an interesting addition to your party let me know and I'll stat him up!

Grand Lodge

Thats a very interesting and inventive twist to one of the Carrion Crown traits... my hat is off to you.


I think a black bladebound magus would be fun to play in this AP. WIll work up a sheet.

Initial idea is that he is a troubled soul, possibly half elf. Torn between 2 worlds: elves and magic or humans and swordplay. I'm leanign towards him growing up with the elves, learning magic and their ways. As he amtures quicker than the others his age, he begins to grow apart and chafe under their system. Eventually he leaves, searching for something.....

Will work in trait, not sure which one. I see him meeting the professor, possibly traveling with him for a time. perhaps he's heard of or met one of the other party members before. I think the professor realized how alone and lost he really was and took pitty on him. It was through the professor's guidance that he becoems a magus, bringing a balance to the dueling sides of his soul, for now anyway.

Grand Lodge

There are some GREAT traits for the Magus - including one that lets you cast 1 spell with a metamagic feat of 1 level as per normal cost or another that allows you to cast as if +1 level etc.

Alternatively for Elven flavor - there is the one that gives +2 initiative but its due to studying ancient sword styles.

Shadow Lodge

GM Wulfson wrote:

@ Elric & Helaman,

I think I see where the confusion is at. Elric a standard composite longbow is 100gp. For that price the damage bonus is +0. For every 1 point of Strength damage you want the bow to do it would cost an additional 100 gp's. For your bow to add your +4 strength modifier to it's damage it would cost 500gp's (100 for the standard bow plus an additional 400 for the +4 strength).

I've officially edited in the changes. I'm gonna write up a brief history to explain his connection to the Professor as well, should give me something to do.

Spoiler:
Elric CR 1/2
Male Human Ranger 1
N Medium Humanoid (Human)
Init +2 Senses Perception +5
--------------------
DEFENSE
--------------------

AC 18, touch 12, flat-footed 16 (+6 armor, +2 DEX)
HP 12 (1d10, +1 CON, +1 Favored Class)
Fort +3, Ref +4, Will +1
--------------------
OFFENSE
--------------------

Spd 30 ft, 20 ft in armor.
Melee Cold-Iron Greatsword +7 (2d6+6/19-20/x2)
Ranged Composite Longbow +5 (1d8+4/x3)
Special Attacks Power Attack, Favored Enemy (undead +2)
--------------------
STATISTICS
--------------------

Str 18 Dex 14 Con 12 Int 10 Wis 13 Cha 10
Base Attack Melee +5; Base Attack Ranged +3; CMB +5; CMD 17
Feats Power Attack, Quick Draw
Traits Making Good On A Promise, Rich Parents
Skills ( Armor Penalty -4) Acrobatics +2, Climb +8, Escape Artist +2, Fly +2, Heal +5, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Perception +5, Ride +2, Sense Motive +1, Stealth +6, Survival +5, Swim +4
Language Common
Combat Gear Cold-Iron Greatsword, Composite Longbow w/ 40 arrows, Breastplate; Other Gear Pack, 3 days worth rations, waterskin, money pouch (100 GP)
--------------------
SPECIAL ABILITIES
--------------------

Favored Enemy (undead) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Making Good On A Promise A bonus of +2 against fear effects.


Finished him anyway. I dont know how you can run a campaign with so many character submissions? is there a idiot guide to paizo PbP somewhere?

FELAELREL

Background/History:

Felaelrel

Born and raised in Kyonin felaelrel would be a tad odd if he wasent a elf, however even then is not the norm.
Since he could walk hes been one to dissapear for hours at a time. As he got older and older he ranged farther and farther.
As a adolecent he spend days at a time in the forests, hunting and living in the wild. It was there that master Phos found him.
Sitting in a tree watching a game trail he was startled when master Phon asked him "why not track the game?" to which he replied "I dont know how" "Then let me teach you" replied master Phos, and so he did. For many years Phos taught Felaelrel the ways of the ranger, woodcraft, archery, tracking.
Upon gaining adulthood he spent several years as a borderguard, ranging on the edge of elven lands. It was there he found Master Oparal and his talent was found.
He was taken and taught the way of the magus, for Oparal knew she found that he had the seed inside, but it just needed to grow.
After being unseccessfull in bringin his talent to bear he left Oparal, with a gift of spellbooks and sent back to border watch.
It was there that he came across Professor Lorrimor. One day at the edge of the five kings moutians just past dusk he saw a shape emerge from a cave.
The shape appeared to be hobbled but moving as fast as it could. Then 2 other shapes emerged. Felaelrel sped to intercept, feeling foul play. As he got closer he could tell teh first shape was wounded.
The other shapes moved oddly and fel caught a scent downwind, ghouls. This being his first encounter with undead it nearly rattled him.
Staying calm he began loosing a volley of arrows while still 100' away. They didnt last long, the second dieing at his feet. Fel found the professor bleeding from several wounds.
Fel treated him and then escorted him to greengold round the edges of Kyonin. Fel went back to patrol and spent his tiem there untill....

Stats:

FELAELREL

Male elf Ranger 1

CG Medium humanoid

Worships Ketephys
<<Init >> +4 ;
<<Senses>> Perception +6, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)

------------------
DEFENSE------------------

<<AC>> 16, touch 12, flat-footed 14 (+4 armor, +2 dex)

<<hp>> 10 (1d10)

<<Fort>> +2, <<Ref>> +4, <<Will>> +0

<<Defensive Abilities>> Elven Immunities

------------------
OFFENSE------------------

<<Spd>> 30 ft/x4

<<Melee>>
Curve Blade, Elven +3 1d10+3 18-20/x2

Dagger, Melee +3 1d4+2 19-20/x2
<<Ranged>>
Longbow +3 1d8 20/x3

------------------
STATISTICS------------------

<<Str>> 14, <<Dex>> 15, <<Con>> 10, <<Int>> 17, <<Wis>> 11, <<Cha>> 12

<<Base Atk>> +1, <<Cmb>> +3<<Cmd>> +15

<<Feats>>

POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges
of up to 30 ft. (PFCR 131)
<<Skills>>
Acrobatics +0
Appraise +4
Bluff +1
Climb +5
Craft (bows) +7
Diplomacy +1
Handle Animal +5
Heal +4
Intimidate +1
Knowledge (Nature) +7
Perception +6 (+2 sight/sound)
Sense Motive +0
Spellcraft +7
Stealth +4
Survival +4

<<Languages>> Common, Draconic, Elven, Orc, Sylvan

<<SQ>> Elven Magic, Favored Enemy, Ranger Wild Empathy

<<Combat Gear>> Longbow, Curve Blade, Elven, Chain Shirt

<<Other Gear>>2 Daggers, backpack, Explorers outfit (one worn, one in backpack),
2 Waterskin (one water, one empty), 50' Silk Rope, 3 belt pouch

(one worn with coins, other 2 empty in backpack), 2 quivers of 20 arrows
<<Class Abilities>>
• FAVORED ENEMY: You have bonuses to Bluff, Perception, Sense Motive, and Survival checks
as well as weapon attack and damage rolls used against the following
creature types: Undead (+2). (PFCR 64).

• RANGER WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor and
shields (but not tower shields). (PFCR 64).

• RANGER WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check bonus equals 2. Animal must be within 30 ft. (PFCR 65).

• TRACK: Add +1 to Survival checks made to follow tracks. (PFAPG 40).

<<Traits>>
• DESPERATE FOCUS (Magic): You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks. (PFCo: CEoD 19)

• Chance Savior (CC): One day you saved teh professor by thinking quickley on your feet. This has stayed with you, gain a +2 trait bonus to Initiative checks.

Magus Next level, MYRMIDARCH archtype

for DM:

If chosen id like the Myrmidarch archetype from Ultimate Combat.
basically i loose one spell per level, loose spell recall and improved spell recall, and every other magnus arcana.
I gain ranged spellstrike at 4th, weapon training (like fighter) at 6, and fighter training at 7 (-3 levels, count as 4th level fighter)

Dark Archive

I'm afraid I'm going to have to pull out of this recruitment. Thank you for the opportunity though and have fun!


PhineasGage wrote:

Tossing my hat in the ring.

** spoiler omitted **...

I take it Nicolae would be a bard then?


1 person marked this as a favorite.

Time to try this again. I'll work on adjusting the character stats back down to level 1; in the last CC game I was in we had arely reached second level when the GM abandoned us:

Name Eingal Barringald
Race Dwarf
Class Wizard
Alignment LN
Bond Item bond, ring
Campaign Trait Making Good on Promises
Play Style Spellcaster/archer; I plan to take a dip into fighter and enter the eldritch knight prestige class. I'm likely to take Craft Magic Arms and Armor in order to craft magical ammunition.

Background:
On a trip to the Five Kings range, Professor Lorrimor had the opportunity to assist a dwarf maiden. The young dwarf approached Lorrimor seeking advice on how best to win the heart of a dwarf wizard in training, Eingal Barringald. The Professor instructed her to forge a ring of mithral and gold, and to make it of the finest quality. He also told her to include a setting for a gemstone, which he would provide.

After the ring's completion, Lorrimor took the item and promised to return it when he next passed through the region. When that time came, Lorrimor had added a brilliant sapphire to the setting, as well as an enchantment. The Professor told the dwarf to present it to her love, and not too worry about repaying the debt; he would one day call upon her services.

Barringald had just finished his formal training when the maiden presented him with the gift. As soon as he took the item, it grew warm, and an engraved message appeared inside the band. Eingal had been taken by the young woman's looks for some time now, admiring her from afar, and was now rendered speechless by the gift; the two married within the year.

Eingal and his new bride settled in Tar-Kazmukh, where Eingal began training to one day join the Blue Warders, a sect of librarians based in the city. However, after two years tragedy struck, and his wife was killed by monsters attacking from the Darklands. Shortly thereafter, a message arrived from Ustalav, addressed to his dead bride. Eingal has heard about how Professor Lorrimor had brought the two dwarves together, and upon reading the summons to serve at the man's funeral Barringald decided it fell to him to fulfill his late wife's debt.


GM Wulfson wrote:
PhineasGage wrote:

Tossing my hat in the ring.

** spoiler omitted **...

I take it Nicolae would be a bard then?

How silly of me! Yes, yes Nicolae would be a Bard. Prone to theatrics, charismatic to a fault, and somewhat lacking in wisdom.


For the unnamed Magus, I'm looking into Subject of study. Given his personality and the mistrust of locals, I see him as traveling with some gypsy type group for a time. My thought is one night the group is attacked by some undead and he narrowly escapes on horseback, the sole survivor of that terrible night. The attacked was reported to the guards at the nearest town, however they took the blood on his clothes as a sign that he might be the one responsible and lock him in the stocks. The professor proves his innocence while investigating the attack and the two travel together for a time, as he recalls every detail he can about the undead creatures that they encountered.

Brain dead when it comes to his name, will work on a full profile.


I submit Theodor Rostmanov, Lawful Neutral Inquisitor of Iomedae

Name Theodor Rostmanov
Race: Human (Varisian)
Class: Inquisitor
Alignment: LN
Deity: Iomedae
Campaign Trait: Teacher’s Pet Traits: Indomitable Faith
Combat role: Secondary healer and melee fighter; knowledges and skills

Stats:

Spoiler:

Str: 13 (+1)
Dex: 10
Con: 12 (+1)
Int: 15 (+2)
Wis: 15 (+2)
Cha: 14 (+2)

HP: 10 (includes +1 for Favored class: Inquisitor)

Initiative: +0

Attack: +2 (Longsword 1d8 +1) or +0 Light crossbow (1d8) – 20 bolts

Defense: AC 17, flat footed; 17, Touch 10
Fort: 3 Reflex: 0 Will: 5

Race: human (Varisian), +2 Int, Extra Feat (Weapon Focus: Longsword), +1 skill/level, Favored class: Inquisitor

Class: War domain: Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Judgment 1/day
Monster Lore: +2 on knowledge skill checks to identify abilities and weaknesses of creatures
Stern Gaze
Orisons

Skills: Bluff 8 (cha 2+ 1 rank+feat +class), Knowledge (Arcana) 8 (int 2 + 1 rank +class +2 trait), Diplomacy 6 (cha 2 + 1 rank + class), Knowledge (Religion) 6 (Int 2 + 1 rank + class), Knowledge (Planes) 6 (Int 2 + 1 rank + class), Perception 6 (Wis 2 +1 rank + class), Sense Motive 7 (Wis 2 + 1 rank + class+ stern gaze), Heal 6 (Wis 2 + 1 rank + class), Spellcraft 6 (Int 2 + 1 rank +class)

Feats: Weapon Focus (Longsword), Deceitful

Equipment: 21gp 7 sp 16 cp Longsword, Chainmail, light wooden shield, Wooden Holy Symbol, Light Crossbow, 20 bolts, light mace, torch x2, Backpack, Flint and Steel, sewing needle, belt pouch x2, bedroll, waterskin, clay tankard, 3 days trail rations,

Spells/day 2 Spells known: 4/2

Spells:
0 Level
Light, detect magic, disrupt undead, brand
1st level
Cure light wounds, protection from evil

And background

Spoiler:
An Inquisitor of the Grey Blades – a sect of Iomedae dedicated to the causes of the church, but not adhering to the strict beliefs of it. Theodor is in his late twenties, a man driven to spread the mission of his faith, even should it mean getting his hands dirtier than usual. To his way of thinking, the goals of Iomedae are more important than his personal view of what is right or wrong. He is willing to do almost anything, provided it (in his mind at least) pursues the espoused ideals of the church.
He has been trained extensively in monster-hunting, but maintains a well-rounded proficiency in all things he is able to, not specializing has helped him to perform the duties he is called upon to do.
As a very young man in the monastery far in the mountains Theodor became interested in the study of the arcane paths of raising the undead, as an ancillary study to the study of demonic summoning and how to combat the summoners of such beasts. He learned his dogma of Iomedae, and how to implement his judgment in the manner to pursue the goals of his sect. Each Inquisitor of the Grey Blades is required at a time in their studies to research and understand one type of threat to the faith, and Theodor chose the undead. In his research of the topic he stumbled across a primer written by Professor Lorrimor on the methodologies of necromancy and the specific differentiation of undead types however the document was incomplete, and Theodor needed to know more. This desire to acquire the knowledge led him to write the Professor and established a chain of communication between the young eager inquisitor and the Professor.
Theodor showed a degree of promise in the Grey Blades. His expertise and training focused him on the manipulation of targets to gain information and the abilities and practices of necromancers. His focus was less on the destruction of the undead, and more on slaying those who seek to use magic to create undead. Knowing that humanoid enemies are far more subtle than the ravening hordes of the undead, this forced him to learn to ferret out information, rather than just smiting evil. The methodology of his sect acknowledged for him that dealing with scum and the worst dregs of society allows them to strike at the heads of evil. While Theodor continued his training he would write the professor with questions, musings, and new observations and the schemes of those he declared to be the ‘bane of the living’.
As Theodor grew into a full Inquisitor of Iomedae he continued to correspond with the Professor, and even was able to convince the Professor to journey to the monastery to present a lecture on the dangers of the undead and the abominations created by the vilest minds who practice necromancy. This friendship continued to the present, when finally a letter came to Theodor at the monastery informing him of the unfortunate death of the Professor. The loss of a mentor and friend to Theodor has left him feeling somewhat adrift in his life, only with the strength of his faith holding him up.

Trait: Teacher’s Pet - +2 Knowledge (Arcana) – always a class skill

I've never done a PbP before, and I'm not 100% if the numbers and math worked out ok, but I think everything is correct. Thanks for your consideration and if there is anything that needs modifying please let me know!


Just a week to go it seems. Everyone keep their fingers crossed :)


Finally have a name an Avatar, will create his stats, flush put background, appearance etc.


I'm aware this is probably a longshot, but - has recruitment closed for this campaign already? If not, which group 'slots' are still open for consideration?


No, as long as interest remains recruitment will stay open until the 22nd. I haven't made any determinations on the party make-up yet, so anything is fair game.


Alright, then! I have completed a character, Eloise Tow, and will post with her after this. Please review the character and tell me whether it's okay? ^^


And here we go! Please have a look at my profile, GM Wulfson. ^^ Looking forward to this...


minor change to my equipment as i found out I was under heavy encumberment.

Krolmnite Underhill:

KROLMNITE UNDERHILL CR 1/2
Male Gnome Summoner 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 13. . (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Longspear -1 (1d6-2/20/x3) and
. . Morningstar -1 (1d6-2/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Summon Monster I (7/day)
Summoner Spells Known (CL 1, -1 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 16), Grease (DC 16)
0 (at will) Acid Splash, Message, Detect Magic, Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 6, Dex 15, Con 15, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Spell Focus: Conjuration
Traits Classically Schooled, Teacher's Pet: Knowledge (Planes)
Skills Acrobatics -1, Climb -5, Escape Artist -1, Fly +1, Knowledge (Arcana) +5, Knowledge (Planes) +9, Perception +2, Ride -1, Spellcraft +6, Stealth +3, Swim -5, Use Magic Device +8
Languages Common, Draconic, Gnome, Sylvan
SQ Eidolon Link (Ex), Gnome Magic, Hatred, Illusion Resistance, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather, Longspear, Morningstar; Other Gear Backpack, Masterwork (empty), Bedroll, Blanket, winter, Crowbar, Rations, trail (per day) (10), Torch, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Bolts, Crossbow - 0/20
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Rations, trail (per day) - 0/10
Speak with Animals (1/day) (Sp) - 0/1
Summon Monster I (7/day) (Sp) - 0/7
Torch - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Teacher's Pet: Knowledge (Planes) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak

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I applied to another CC campaign, but, like this one, there are a lot of people vying for a spot, so I'll throw my hat in here, too. It looks like a great AP, and I think Flori's a good fit for it.

I'll know this weekend about the other campaign. Of course, I'll withdraw from this one if accepted in the other.

Spoiler:
She's at a different point buy and starting gold level for the other campaign, but I can amend her numbers for this one in a flash.


For your consideration...
Aleta Brumeveil, Wandering Apothecary


Aleta's past:

Years ago, Professor Petros Lorrimor sought out a nasty solution to an equally nasty problem he was having. He was in desperate need of a particularly virulent poison to prevent an army of dread vermin from overwhelming a small village. On a whim, the good Professor happened upon the shop of Aleta's employer Master łabędź Piosenka's apothecary, searching for just such a thing. In a flash of sudden insight, he requested that Aleta, not her master, craft the brew. His instincts paid off and the toxin was more potent than anyone could have imagined. He saw the young woman's shyness and naivety and knew what the horrors of Ustalav could do to harm to such a talented mind and took action. The Professor took her under his wing and taught her to steel her mind against the macabre and other unworldly terrors that haunt the dreams of men. She, in turn, crafted all matter of concoctions for him over the next few years whenever the need was called upon. Lorrimor finally left to continue his studies abroad but departed before Aleta could repay his last lesson.

Not long after he left, Aleta's master was found dead in the street, seemingly poisoned on his way home from the pub. In less than a day, suspicion led to rumor, rumor led to lies and soon the entire town blamed her for her former master's untimely demise. Aleta swiftly gathered what supplies and belongings she could (including a good cache of the shop's more dire poisons) and faded into the mists during the night...before the church inquisitors could get their hands on her.

She spent the next few years as a wandering churgeon and sellbow. She only recently heard of the Professor's grizzly death, and makes all haste for Ravengro to wrench the answers from whomever knows the truth.

Aleta's Statistics:
Aleta Brumeveil CR 1/2
Female Sylph Poisoner Rogue 1
CN Medium Outsider (Native)
Init +4; Senses Perception +2, Darkvision 60ft
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+3 Studded Leather, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +0 (1d6 +0/18-20/x2),
Dagger +0 (1d4/19-20/x2)
Ranged Shortbow +4 (1d6/20/x3),
Dagger +4 (1d4/19-20/x2)
Special Attacks Sneak attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD +14
Feats: Point Blank Shot
Traits: Slip Away into the Night, Making Good on Promises
Skills: Acrobatics +5, Craft (Alchemy) +3, Disable Device +3, Escape Artist +5, Knowledge (Dungeoneering) +3, Perception +2, Profession (Apothecary) +2, Sleight of Hand +5, Stealth +5, Use Magic Device +0
Languages: Common, Auran, Dwarven, Elven

Combat Gear Arrows (20 wooden, 5 silvered), Shortbow, Studded Leather Armor, Rapier, Dagger, Caltrops, Weapon Cord (Rapier);
Other Gear Light WarHorse, Saddlebags, Riding Saddle, Bedroll, Blanket, Trail Rations x5, Wineskin, Arrows (20 wooden, 15 silver), Hemp Rope, Alchemist's Kit, Whetstone, Compass, Signal Whistle.
On Person Studded Leather, Shortbow, Rapier, Dagger, Arrows x20, Belt Pouch: Antitoxin, Thieves' Tools, Flint & Steel, Bloodroot x2, Blue Whinnis x 1, Greenblood x3, Caltrops

TRACKED RESOURCES
--------------------
Arrows, Wooden - 0/20 of 40
Arrows, Silvered - 0/5 of 20
Feather Fall (1/day) (Sp) - 0/1
Rations, trail (per day) - 0/5
Greenblood Oil - 0/3
Bloodroot- 0/2
Blue Whinnis - 0/1
Antitoxin - 0/1

--------------------
SPECIAL ABILITIES
---------------------
Poison Use (Ex): At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Sylph Traits: Darkvision 60ft., Electricity Resistance 5, Sylph Magic: Feather Fall 1/day
Slip Away in the Night (Rich Parents): Framed for murder, you gathered what supplies you could from your former master's shop and disappeared. (You gain 900gp.)
Making Good on Promises: You gain a +2 trait bonus on saves against fear effects.


Killian's sheet is mostly finished, except for skills and some formatiing. Any questions, comments, cocnerns please don't hesitate to let me know.

looking back over what i wrote, i can clearly tell I was tired, fixed a good number of errors.


Sooo... How are we doing?


Eloise Tow wrote:
Sooo... How are we doing?

I'm good, how're you?


I'm fabulous!


I'm going to post a summary of all the applicants so far on my GM page later this evening (when I get some free time). If I miss anybody please let me know.

Grand Lodge

Cool


OK, I've got the list of current applicants up on my profile page. Please take a look and let me know if I've missed anyone.
Thanks,
V


Didn't miss me, no errors I can see.


I'm on there, too. ^^


Hey GM Wulfson

I want to submit this character for your consideration. Look him over and let me know if there are any changes I need to make but I'm pretty sure he meets all your criteria.

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