DM Aron Marczylo's Curse of the Crimson Throne Part 5: Skeletons of Scarwall

Game Master overfiend_87

The 5th part of the AP, Curse of the Crimson Throne, where our intrepid adventures shall travel deep into the Hold of Belkzen to recover a lost artefact in a fortress long-since touched by the hands of the living.

After a long while both myself and the group got so busy that we had to let the game drop, but I wanted to bring it back together!

So far I have two of the party, one is a Wizard (enchanter) and the other is a fighter. I'm looking for two to three more people.

Build rules:

20 point buy
Races: Most are allowed, especially if you have a good backstory to go with them. An automatic NO will be Azlanti pureblood.
Classes: Any paizo, in the past I disallowed gunslingers, however, my opinion on that has changed.
Traits: two traits, can be any you choose since we're far too deep in the campaign for the campaign traits to be that effective, to be honest.
No 3PP sources, unless you want to try and run it past me. I might be accepting, if it gels well with the group, the campaign and it doesn't appear OP.
Feats: No problems with feats here. Again, if 3PP best to double check. I'll be checking out this threat multiple times daily.
Starting Level: 13th, same as everyone else.
Wealth: I'm going to suggest WBL + 30%...too many years out of school I've forgotten to program that, but needless to say, the players themselves managed to obtain FAR more loot than they should've meaning that they are way past WBL. This will give you and your character a little more money to play with.

I suggest perhaps your character may either run into the party when they were trading in their loot at Magnimar or perhaps your character was a travelling Shoanti who just came to camp to have a look at these outsiders who have now become brothers after passing the test of Cindermaw. Perhaps something else happened? Teleportation mishap? It's up to you! I praise creativity so I'd love to see some.

My initial idea is to continue this AP to it's conclusion, but if I get inspired I may run it longer.

So, 182k starting wealth. What about background skills and HP?

Grand Lodge

What role is the current fighter of the group filling? Because I confess, I'm kinda hoping the role of the hero Blackjack might still be open.

AP spoilers kinda:
So, I know just from reading the wiki that the sword instructor Vencarlo is actually Blackjack, and at some point in the AP, one of the PCs can take on the role of Blackjack. I was thinking of taking on either a Mysterious Avenger Swashbuckler, or a Spellblade Magus, who was a student of Vencarlo before the whole fiasco in Korvosa forces the party into the wilds. My potential introduction was that my student follows in the wake of his teacher to check on him, Vencarlo reveals his identity as Blackjack to him, and asks his student to carry on the mantle of Blackjack and to go join up with the rest of the party to help them in their mission. Hence, how he catches up with the group.

Of course, that all is kinda moot if that job is already taken. :)

The Chess wrote:
So, 182k starting wealth. What about background skills and HP?

Completely forgot about those.

Fine with background skills and for HP Max at first level, roll for the rest. You can have a redo if the rolls are terrible though.

Kane Callahan wrote:

What role is the current fighter of the group filling? Because I confess, I'm kinda hoping the role of the hero Blackjack might still be open.

** spoiler omitted **

AP kinda spoilers:

Well Blackjack is still open. For the moment the group is heading to somewhere else before they return to Korvosa so I believe the group would have no problem with someone assuming that mantle. In fact, it may help them when they return. For now, as far as we've gotten, the party have been informed they need to go deeper into the lands to retrieve a sword.

Ok! Got a fun build idea in mind. Iron Caster (7x spell slots, can be used to cast healing/restoration/arcane magic).


Kaeldron hails from the hold of Belkzen. Born a half-breed, he spent his early life fighting and scraping to become worthy of respect. In time, he tired of this life. Disgusted with the infighting of his orc kinsmen, horrified at the waste of resources and lack of direction, he eventually decided to leave. In his mind, the orcs were a doomed race, forever waiting for a warlord to push them in the right direction, but until then, adrift. They had no purpose, no goal, no direction.

It was when out raiding that Kaeldron first saw Korvosa. His orcish 'betters' had decided to strike far from Belkzen, looking for unassuming prey and for glory to bring home. When Kaeldron saw the walls, he had an epiphany. His people were living in squalor, squatting within the home of the dwarves. People who had built something which had lasted beyond their deaths, and which was still standing in the face of centuries of neglect and degradation. And was the opposite of everything he hated about his home. The half-orc defected, fleeing into the night, heading for the city.

His time in the city was not easy, either. Just as he detested his orc-kin so too did he look down on so much of humanity. They did not appreciate the grandeur of what their people had achieved, and willingly slid towards the follies of the greenskins if it meant personal gain. And yet, with few skills except for killing, there was little he could do to uphold the ideals of civilization that he had come to idealize so much...besides for fighting as a mercenary whenever he could get work.

In time, Kaeldron realized his true calling. It was while serving as a mercenary that he fought alongside the Hellknights. His company were being used as cannon fodder, to hold the tide of summoned demons from a rogue mage while the Order of the Nail went for the killing blow. In this engagement, Kaeldron was witnessed defeating a demon in single combat, earning the attention of the order. When he, rather un-eloquently, explained himself, and his respect for all that the order stood for, he was allowed in as an armiger.

While he did not rise through the ranks, Kaeldron soon proved himself to be a warrior of near unparalleled skill. Furthermore, his dedication towards the destruction of the savage and the preservation of civilization has allowed him to learn and harness much in the way of magical power.

He would have continued serving as he did, if not for his order being expelled from Korsova. While the other Hellknights were pleased to go, Kaeldron had lingering doubts. The more one looked into what was happening, the more it seemed that the Queen was seeking to undermine her own city. It all began when looking into the plague during the quarantine...and yet he never had enough evidence to go on, nor his order.

Now exiled from the city, Kaeldron patrols the Varisian wilds, near Belkzen. He is strong enough now that his order sees it as a waste of resources for him to travel in a group. It is his mission to uphold civilization at all costs. He just wished that he had enough information to know for sure whether the threat of Korsova falling truly came from without, and not from within...

Kaeldron is a serious minded half-orc, who feels as if though he has something to prove. His human blood made him a second hand citizen in Belkzen, and his orc blood made him suspect in Korsova and within his own order. Everything he has he has had to fight for. And yet, he is an idealist. He sees civilization as being something worth fighting for, worth dying for. Good and evil are transitory, what matters is that the spread of savagery be not only stopped, but destroyed.

Race, Traits, Stats:

* Darkvision (60ft)
* Sacred Tattoos (+1 luck bonus saves)
* Intimidating (+2 intimidate)
* Weapon Familiarity

* Fate's Favored
* Ancestral Weapon (Butchering Axe Proficiency)

Str (24) Dex (14) Con (18) Int (10) Wis (11) Cha (10)
+3 Str (VMC)
+3 Con (Lvls 4, 8, 12)
+2 Str (always use 1 point of martial flexibility for this)
+4 Str (free action from Order of the Nail, always up when needed


Level Feats VMC Wizard
Lvl 1: Skill Focus (Survival)
Lvl 5: Eldritch Heritage (Touch of Rage: You can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your level-2 (minimum 1) for 1 round. You can use this ability twice per day)
Lvl 9: Extra Martial Flexibility (+3 per day)
Lvl 13: Improved Eldritch Heritage (Immunity to Fear and +2 Natural Armor)

VMC Feats: Wizard: Transmutation-Enhancement
Lvl 3: Familiar: Greensting Scorpion (+4 Initiative)
Lvl 7: Physical Enhancement (You gain a +1 enhancement bonus to Strength. This bonus increases by +1 for every five levels you possess to a maximum of +5 at 20th level)
Lvl 7: Augment (As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your level (minimum 1 round). You can use this ability 3x times per day)
Lvl 11: Prestidigitation

Fighter Feats
Lvl 1: Power Attack
Lvl 2: Furious Focus
Lvl 4: Shield Focus

Brawler Feats
Lvl 1: Improved Unarmed Strike (1d6)
Lvl 2: Unhindering Shield

Equipment, Skills:
* +5 Butchering Axe (50k)
* +4 Comfort Hellknight Plate (23k)
* +4 Buckler (16k)
* +5 Cloak of Resistance (25k)
* +4 Ring of Protection (32k)
* +4 Amulet of Natural armor (32k)
* 4000 gold

Skills Fighter (8) Hellknight (16) Brawler (4)
* Perception: 13 SP (+16)
* Survival: 8 SP (+14)
* Intimidate: 5 SP (+10)
* Knowledge Planes 2 SP (+5)

Weapon Master Fighter (4):

Weapon Guard
* At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

Weapon Training
* +1 Hit and +1 Damage Butchering Axe

Brawler (1):

* Brawler's Flurry (With unarmed, -2 hit +1 attack)
* Brawler's Cunning (Int counts as 11 for feat purposes)
* Martial Training (Brawler level counts as fighter)
* Martial Flexibility (4x per day, move action for combat feat not known. Always go for Item Mastery Feat)

Hell Knight, Order of the Nail (8):

Hellknight General
* Aura of Law
* Detect Chaos
* Smite Chaos
* Discern Lies (a Hell Knight can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier with a caster level equal to his character level.)
* Hell Knight Armor (At 2nd level, a Hell Knight earns the right to wear Hell Knight plate, which does not reduce his speed. While wearing this armor, the Hell Knight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.)
* Lawbringer (Attacks are lawful)

* Onslaught (Su; Order of the Nail): As a free action, a Hell Knight increases his base speed by 10 feet and gains a +4 bonus to his Strength for 1 round. If the Hell Knight is mounted, these bonuses also apply to his mount.
* Call Armor (Su; any order) As a move action, the Hell Knight can cause her armor to instantly appear on her body. Alternatively, she can dismiss it as a move action, causing it to vanish. (Doing either of these counts as one use of this discipline.) Where the armor appears from or vanishes to can be anywhere the knight designates, but it must be a place the knight has seen on the same plane of existence where she is, or be in an extradimensional space she controls, such as a bag of holding. This armor is a specific suit of Hell Knight plate that the knight designates when she selects this discipline. The Hell Knight can attune this ability to a new set of armor, but doing so takes 1 week.

Force of Will (Ex)
* At 3rd level, a Hell Knight gains a +4 bonus on Will saves against spells with any one of the following subschools or descriptors: charm
* At 6th gains a +2 bonus on Will saves against spells with any one of the following subschools or descriptors: compulsion Str 24 half-orc hellknight, Order of the Nail. Able to summon his armor as a move action, and able to cast spells.

Has 7 points as an Iron Caster each day, for the following effects:

Ability Mastery (Item Mastery)
Compulsion Mastery (Item Mastery)
Concealment Mastery (Item Mastery)
Curative Mastery (Item Mastery)
Curse Mastery (Item Mastery)
Dispel Mastery (Item Mastery)
Energy Mastery (Item Mastery)
Flight Mastery (Item Mastery)
Force Shield Mastery (Item Mastery)
Illusion Mastery (Item Mastery)
Implement Mastery (Item Mastery)
Racial Item Mastery (Item Mastery)
Resistance Mastery (Item Mastery)
Restoration Mastery (Item Mastery)
Symbolic Mastery (Item Mastery)
Telekinetic Mastery (Combat, Item Mastery)
Teleportation Mastery (Item Mastery)
Vision Mastery (Item Mastery)
Weapon Evoker Mastery (Item Mastery)

Examples of what he can do...

+2 Str for 24 hours (always use 1 point for this start of day)
Restoration/remove paralysis/cure blindness deafness
Breath of life (5d8+13 HP heal, can bring dead back to life)
Dimension door
Dispel Magic

So a fighter/caster :)

HP: 12d10 + 10 + 52 + 8 ⇒ (1, 7, 6, 8, 5, 6, 8, 6, 8, 5, 4, 4) + 10 + 52 + 8 = 138

Very nice. I'm interested to see who else we have joining the group. Hopefully I won't need to add a new character to control to make up the numbers.

lets see here, a fighter, a wizard, a magus and a fighter/caster. Sounds like a lot of casting. What this group needs is a crime lord! That's right, a Rogue. Who plays a rogue, you ask? This guy does!

lol, I'm sure that my hellknight and your crimelord will get along just well. Should make for some fun interaction. :)

As a question, will your rogue be the 'lawful mafia type' or the 'chaotic steal whatever' type?

If the former, I could actually see them strangely getting along. The Order of the Nail is all about civilization and order. Having crime being organized, and contained via its own laws under a crimelord, could actually make the hellknights happy. If you can't end crime, you might as well make it as lawful as possible.


Also my character is nearly complete. One thing that I have found is that he is currently at +16 Intimidate, and +0 Bluff/Diplomacy. At lvl 14, he'll be able to use his intimidate for both bluff and diplomacy, suddenly turning him into something of a party face. :)

its going to be a lawful mafia type because that is what fits with this build. Also I was thinking of worshipping Desna and going Butterfly sting to pass along crits from a kukri build with the enforcer feat on an elf with minor and major magic, arcane strike, riving strike, and a thug archtype. Interested in syncing characters and knowing one another?

I’ll have my application complete today :) Building an archer type.

Aye, would be happy to. But...with some GM approval.

GM Aron: Would it be alright to rule that the Hellknights know of this Mafia and quietly support it so as to bring order and law to the criminal world? It'd be the kind of thing that they wouldn't want to be caught supporting, but it seems right for an organization that is so morally dubious.

Kaeldron wrote:

Aye, would be happy to. But...with some GM approval.

GM Aron: Would it be alright to rule that the Hellknights know of this Mafia and quietly support it so as to bring order and law to the criminal world? It'd be the kind of thing that they wouldn't want to be caught supporting, but it seems right for an organization that is so morally dubious.

hmm...that could be a interesting element...

I won't expressly agree for the moment, i'd like to give more people a opportunity to join, but if I don't get any more than it's likely to work.

I want to try and avoid spoilers for the future parts, however, I can see how a Mafia would be interested in the Queen's downfall as she's been imparting a military curfew and crack down on those who speak against the queen, allowing a certain criminal element to exist, but one that is loyal to her.

Hellknights are all about Law as far as I know, but like an organisation, some bend the rules to keep a more table grip, especially as the group was removed from Korvosa during one of the parts and replaced with the queen's own group of soldiers, The Iron Maidens. Female warriors who fight for the queen as her personal guard and purposely and willingly deface themselves. The group knows this after encountering a few and when uncovering their helms, found the woman had cuts and scars all over their faces and their hair cut short and roughly, but it was all self-inflicted.

Ok, for gear. 182k to spend

Wayfinder (500 gold)
Dusty Rose Prism Ioun Stone (1000 gold)
Do they work together? 75% chance: 1d100 ⇒ 39 Works
Effect: 1d100 ⇒ 2 +2 Con

* +5 Butchering Axe (32k)
* +4 Comfort Hellknight Plate (23k)
* +4 Buckler (16k)
* +5 Cloak of Resistance (25k)
* +4 Ring of Protection (32k)
* +4 Amulet of Natural armor (32k)
* Belt of Physical Perfection +2 (16k)
* Embedded Clear Spindle Ioun Stone (No food or water needed to survive, 4K)


Leaves about 2k left.

Rolling HP: 12d8 ⇒ (1, 7, 4, 4, 6, 7, 4, 3, 7, 8, 8, 7) = 66

Chess here with my submission to the game - Akatsu is a Tiefling Archer, fiery worshiper of Erastil. The sheet is already complete with gear, and I'm finishing with a basic background.

To summarize, he's a wanderer who lost a friend a long time ago in Korvosa. Ever since, he had been tracking the clues to find out the group that took down Lamm. His path took him through anarchy, and eventually he fell sick. He learned about all the royalty and conspiracies while stuck in bed, and understood his mission should go much beyond wandering the world seeking peace. He got cured recently, and found evidences that the heroes are in Magnimar - where he headed to offer his services.

Testing Character vs Storm Giant:

My lord. I followed Hellknight Kaeldron, as requested. With our order's banishment from Korvosa just as the city falls, it is imperative that our order keep the savage hordes at bay. We can expect no assistance from the failed leadership of the city. This means that our patrols are stretched perilously thin. Our Hellknights cannot be everywhere at once. It has been suggested that Hellknight Kaeldron be sent alone to the borders of Belkzen, lest the orcs and their giant allies take advantage of the city's turmoil. As a test, he has been tasked with clearing out the Tower of the Storm Giant Fjotgarel. The Storm Giant has made it's way from it's abode on the coast, and has made steady progress towards Belkzen. For what purpose we cannot determine. But we cannot risk the orcs allying with such a creature. It has been last seen residing in a ruined dwarven watchtower, not far from the hold.

Hellknight Kaeldron has been ordered to make his way towards the watch tower, and to defeat Fjotgarel. Preferably, the giant is to be taken alive for questioning, though his mission will still be considered a success should the giant die. Should the giant best Hellknight Kaeldron, then myself and my men will intervene, and he will be returned to working with his squad.

Before Combat
* Takes place on a clear day atop a mountain
* Kaeldron uses martial flexibility for +2 Str and Electricity Resistance 5

Kaeldron: 1d20 + 8 ⇒ (8) + 8 = 16
Giant: 1d20 + 2 ⇒ (5) + 2 = 7

Round 1
* Kaeldron moves forward into the cave
* Storm Giant casts Chain Lighting
Ref: 1d20 + 11 ⇒ (5) + 11 = 16 Failed
Damage: 13d6 - 5 ⇒ (4, 4, 2, 2, 4, 3, 6, 3, 5, 4, 5, 5, 4) - 5 = 46

Round 2
* Kaeldron uses martial flexibility for Cure Critical Wounds
8d8 + 26 ⇒ (5, 3, 8, 4, 7, 4, 8, 7) + 26 = 72
* Storm Giant Charges
Hit: 1d20 + 29 ⇒ (12) + 29 = 41 Misses by 1

Round 3
* Kaeldron Attacks, 1 hit
Smite Hit: 1d20 + 26 ⇒ (13) + 26 = 39
Hit: 1d20 + 16 ⇒ (2) + 16 = 18
Hit: 1d20 + 11 ⇒ (11) + 11 = 22

Damage: 3d6 + 28 + 8 ⇒ (3, 6, 5) + 28 + 8 = 50 149/199 HP

* Giant Attacks, all miss
Hit: 1d20 + 27 ⇒ (11) + 27 = 38
Hit: 1d20 + 22 ⇒ (11) + 22 = 33
Hit: 1d20 + 17 ⇒ (3) + 17 = 20

Round 4
* Kaeldron Attacks, 1 hit
Smite Hit: 1d20 + 26 ⇒ (11) + 26 = 37
Hit: 1d20 + 16 ⇒ (8) + 16 = 24
Hit: 1d20 + 11 ⇒ (7) + 11 = 18

Damage: 3d6 + 28 + 8 ⇒ (5, 4, 3) + 28 + 8 = 48 101/199 HP

* Giant Attacks with slams, 1 hit
Hit: 1d20 + 26 ⇒ (9) + 26 = 35
Hit: 1d20 + 26 ⇒ (18) + 26 = 44

Damage: 2d6 + 14 ⇒ (2, 4) + 14 = 20 123/143

Round 5
* Kaeldron Attacks, 1 hit
Smite Hit: 1d20 + 26 ⇒ (5) + 26 = 31
Hit: 1d20 + 16 ⇒ (10) + 16 = 26
Hit: 1d20 + 11 ⇒ (10) + 11 = 21

Damage: 3d6 + 28 + 8 ⇒ (2, 2, 4) + 28 + 8 = 44 57/199 HP

* Giant Attacks with slams, both miss
Hit: 1d20 + 26 ⇒ (10) + 26 = 36
Hit: 1d20 + 26 ⇒ (11) + 26 = 37

Round 6
* Kaeldron Attacks, 1 hit
1d20 + 26 ⇒ (11) + 26 = 37
Hit: 1d20 + 16 ⇒ (2) + 16 = 18
Hit: 1d20 + 11 ⇒ (12) + 11 = 23

Damage: 3d6 + 28 ⇒ (2, 1, 4) + 28 = 35 22/199 HP

* Giant Withdraws

Round 7
* Kaeldron uses martial flexibility to cast Dimension Door. Appears next to giant in a way that the giant can't withdraw without taking AOO

* Giant Attacks with slams, both miss
Hit: 1d20 + 26 ⇒ (14) + 26 = 40
Hit: 1d20 + 26 ⇒ (11) + 26 = 37

Round 8
* Kaeldron Attacks, 1 hit
1d20 + 26 ⇒ (12) + 26 = 38
Hit: 1d20 + 16 ⇒ (7) + 16 = 23
Hit: 1d20 + 11 ⇒ (12) + 11 = 23

Damage: 3d6 + 28 ⇒ (6, 5, 5) + 28 = 44 -6/199 HP

Combat Over


[i]My Lord,

Hellknight Kaeldron has performed admirably. The Storm Giant Fjotgarel has been taken alive, and is even now undergoing questioning. From what we have gathered, the giant does not have any plans to join the hordes of Belkzen, or the for that matter, any other savage people. Usually a captured giant would be put to the blade, but as this is of the Storm variety, I have determined that it is in the best interest of civilization to release it.

From watching the battle, Hellknight Kaeldron proved to be a match for a creature over twenty feet in height, wielding a blade as large as himself. Unlike what his unfortunate heritage would suggest, Hellknight Kaeldron fought with skill and precision, avoiding all but a single blow throughout the combat. And even then, he continued to fight without showing any outward sign of anger or rage. Most impressive for a half-breed.

I have informed Hellkngiht Kaeldron that he is to patrol the environs around Belkzen, and is to take any action that he deems necessary to combat the savage hordes. He has been advised that the adventurers who have been causing such a stir in Korovosa have been sighted nearby, and he has been instructed to determine whether they are an ally to our cause, should the opportunity arise. My men and I shall return to Citadel Vraid and await further instructions.

There we go. Threw Kaeldron against a storm giant to see how the build works. Spoiler: it worked against a CR13 pure combat encounter. I also took the opportunity to weave the fight into his backstory and to explain why he is wandering around Belkzen alone...and why he feels that he has the authority to join and help the party.

From looking at how it went, Kaeldron showed that AC42 is pretty useful to have. However, looking over his sheet again, I can see his major weakness: reflex and will saves. And sadly, I just don't have the feats to fix it.

Still looking through different magic items to see if I can find a way to shore up his will saves...

This is the fighter from the campaign. I lost the profile during our hiatus, so I am working on rebuilding him. He is a half-orc (reincarnated from a dwarf) ranger/fighter, though in my rebuild I may swerve into the stalwart defender prestige class. He is a low mobility melee fighter; traditionally he has defended the casters until they eliminate the opposition or until they buffed him up sicced him on the enemies. In the previous group he also acted as the trapfinder, and should have some ability to do that still (though not as well as a dedicated resource).

The Stalwart Defender prestige class is awesome and fun to play if you get the niche! But I played it as a Dwarf before. I guess with the Half-Orc you could go for the whole Ferocity / Deathless feat chain combo and build someone practically immortal (especially if you find a way to get regeneration).

Scarab Sages

Dotting with great interest! I'm putting together a Lamplighter Investigator.

Big fan of the Stalwart Defender PrC.

My favorite power has to be: "Roused Defense (Ex): The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance."

Combine that with a Scarlet and Green Ioun Stone- Flawed: "This stone grants the wearer the Endurance feat. Anything that would make the wearer fatigued instead makes him sickened. Anything that would make the wearer exhausted instead makes him nauseated. Price: 8,000 "

And finally...go VMC Oracle for the Oracle Curse Plagued "You take a –1 penalty on all saving throws against disease or infestation effects, but you are immune to the sickened condition." Or the Oracle Curse Wasted, as it also gives sickened immunity, depending on the character.

For this character, have this represent being part of the resurrection.


The biggest drawback of the Stalwart Defender is that he can't move. With this combo, ending your defensive stance makes you exhausted instead of fatigued. The ioun stone makes you sickened instead of exhausted. And the oracle curse makes you immune to exhaustion.

Now you can "Defensive Stance Cycle." Full movement with the PrC!


Finally, because it is VMC Oracle, you can take a revelation. As a fighter, this one would work really well (it's at character lvl-6, so would count as being lvl 7)

"Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level"

One of the biggest problems with martial characters is getting in full iterative attacks on the move. This acts as Pounce 2x times per day, more or less. Only movement instead of charging.

The irony of this, is that the combination makes the Stalwart Defender into a very mobile character.

@Kaeldron: many GMs (my table included) have the rule that if an ability has a price to be paid, then if you for whatever reason can't pay the price, then you can't use the ability. This is not only to escape cheese like the one above, but several others that are available throughout the rules (like effects that make you take nonlethal damage when you're immune to it, etc.). In the case you mentioned, for instance, either the player wouldn't be able to use Defensive Stance (because he can't pay the price) or he'd get the condition even being immune to it (such as how Undead Bloodline Sorcerers can affect undead with mind affecting spells).

Well, glad that I didn't go with that build then. ;)

still working on builds and trying to settle on one but this is the rogue that Edelsmirge spoke of doing. We will see what I end up with.

@GM: I updated Akatsu's profile with his background, appearance and behavior. Please feel free to let me know if I'm missing anything and it'll be my pleasure to fix.

Working on finishing touches wil Lil, but pretty much ready for submission.

Forgot to roll HP

10 Rog + 3 HW: 10d8 + 3d10 ⇒ (2, 8, 2, 4, 4, 6, 6, 4, 5, 2) + (8, 6, 7) = 64


Looking good and wow I didn't expect there to be this much traffic. I only expected there'd be two or three. Four at most considering it's only part 5 and on.

I'll make my decision and close the recruitment on Monday.

Geeze Lil that is a pretty good rogue build. I might have to go with something else now that you jumped in. You can still use Kaeldron as as connection to a crimelord sort of situation if you both get in. I still find that particularly a neat plot idea.

Indeed Lil! Love the build. :)

Never looked at Horizon Walker before. Makes me want to try the PrC out at some point. It looks like a lot of fun.

I could go with a druid/barbarian goliath druid who hangs out all day as a troll using thunder and fang feats. A Shoanti druid might be very fun.

Sylas Shadow wrote:
I could go with a druid/barbarian goliath druid who hangs out all day as a troll using thunder and fang feats. A Shoanti druid might be very fun.

That sounds pretty cool. :)

For a goliath druid, two ideas, take of them what you will.

Unarmed/Natural Attack/Wild-Shape build
* Race: Human
* Trait: Northern Ancestry...if allowed (One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.)
* Bonus Feat: Racial Heritage Frost Giant
* Lvl 1 Feat: Born of Frost (Your natural weapons and unarmed strikes deal an additional 1d6 points of cold damage. Creatures that strike you with natural weapons or unarmed strikes take 1 point of cold damage.)

Your goliath druid now has frost giant blood. Cold Resistance 2 isn't game-breaking, but shows his mixed blood. And born of frost adds +1d6 cold damage to all of your natural attacks (such as from lesser beast totem and/or wild shape)

Weapon Wielder Build
* Race: Human
* Bonus Feat: Racial Heritage Storm Giant
* Lvl 1 Feat: Storm Soul (Immune to electricity)
* Lvl 3 Feat: Storm Warrior (+1d6 electricity damage when using metal weapons)

Again, goliath druid? You're part-giant, and it shows.


Anyways, Goliath Druid gives you enlarge person as a spell that you can only use on yourself, Giant as a bonus language, and you can wildshape into the giant subtype. This idea would give your character some giant blood to build into it.

Just throwing some ideas out. :)

here is my build.

I cant get your idea in with what I am doing. But I think its a cool build anyhow.

Str 26
Troll Form: +6 str, -2 dex, +4 Con, +4 nat armor, low light vision, regeneration 5
Might of the Gods: +Lvl as str

Very cool build. I like it

best thing is no feat tax for natural spell since I am a troll I can speak and cast.

What do you think about trading out the holy earth breaker for a simple +5 large earth breaker to ensure I get thru DR in case it isnt evil?

Sylas Shadow wrote:

best thing is no feat tax for natural spell since I am a troll I can speak and cast.

What do you think about trading out the holy earth breaker for a simple +5 large earth breaker to ensure I get thru DR in case it isnt evil?

Never even thought about natural spell. Cool.

As for the hammer that’s tough. Holy is usually a safe bet as most foes are evil. But +5 beats all Alignment DR and works vs everything.

Which fits your character better?

its all a question of balance. If the strength of evil is greater then the strength of good in the region, then the holy most assuredly fits the over all desire. Gorum is a pretty straight forward battle god

RP-wise Lil focuses on his Horizon Walker side and is a vagrant through and through. His eleven curved blade was a gift early on in his travels and is likely the reason he is still alive. He has been to different planes, but only in passing. As for the intro to the group, he can either just appear (due to being sent via planeshift) or they can run across him literally wherever (in a city or in the middle of nowhere). He does, very much, believe that fate leads his wanderings, so buy in to an adventure is very easy.

I am applying with a halfling warpriest of Desna. I need to work on background and how he met party. He is ranged damage dealer with his halfling staff and can serve as secondary buffer and healer.
HP roll: 12d8 ⇒ (2, 1, 5, 6, 5, 5, 7, 4, 8, 4, 8, 8) = 63

hp: 12d8 ⇒ (2, 5, 4, 1, 1, 1, 6, 7, 3, 7, 5, 7) = 49

I'll apply with a swiss-army knife occultist tomorrow that can do a little of everything

Kyrie is happy go lucky halfling despite the tragedies in his life, as he has complete confidence in Desna that she will see him through any danger, no matter the threat level. He marches in confidently toward any danger, relying on his wits, skill, and luck. He tends to be humorous and jovial, even when it is not appropriate.

Physical description:
Kyrie is lithe, measuring all of 3', with black hair, green eyes, and a black goatee. He has a tattoo of a butterfly on his right cheek. The only weapons visible on him are the slingstaff he has strapped on his back, which is made of an ancient druid's bark.

Some would say Kyrie's birth was a tragedy, as his mother died in childbirth and his hafling village was raided by goblins on the night of his birth. The village survived the raid and lo and behold the child was marked with a tattoo of a butterfly on his cheek. Thus, he was marked as a chosen one of Desna. However, Kyrie grew up in poverty so he could not afford a starknife, Desna's chosen weapon. Instead, the halfling became a devoted warrior of the halfling slingstaff, practicing many hours and studying religion in the mornings. Eventually, his wanderlust caused him to leave his village and travel to Sandpoint, where he arrived on the eve of a church dedication to Desna. In a scene of deja vu, another goblin raid soon disrupted the proceedings, and Kyrie was thrust into preventing a goblin invasion along with several other companions. Eventually, Kyrie and his friends stopped a giant incursion into the region and stormed a Stone Giant's hold. Unfortunately, only Kyrie and the wizard survived the final battle. With no more companions to seek out the Runelord's haven, Kyrie returned to Varisia to sell his treasures and plan out his next move. Lo and behold, fate led him to two other wealthy adventurers selling and buying items - men who looked of power who could help him with the Runelord, after he perhaps helped them.

I borrowed heavily from the Rise of the Runelords Campaign...hope that it not an issue.

I have a few more thousand gold to spend on gear, some memorized spells to pick, and to implement background skills, but otherwise my application should be complete.

I really want to put in a warrior cleric for this.

This is joshb's submission.

I will add background and description this evening.

He would fit naturally as someone the current party would consult to gain information on Scarwall before venturing there.

As much as I’d love to be in this, I’m going to pull out. I’m already in a CotCT campaign, though only at book2. I’ll get here eventually. In the mean time there are plenty of great submissions here, so I’ll give them the spot.

Good gaming everyone!

Kaeldron wrote:

As much as I’d love to be in this, I’m going to pull out. I’m already in a CotCT campaign, though only at book2. I’ll get here eventually. In the mean time there are plenty of great submissions here, so I’ll give them the spot.

Good gaming everyone!

Thanks for letting me know. I hope this'll make the selection process easier. There's so many good choices to pick...

Ok, sorry for being a day late. Yesterday had me pinned down with some stuff.

For the group I'll pick:

Akatsu Horami
Silas Kaine

Thanks for all the applications, it was very difficult to pick between the choices. Please report over to the discussion part and I'll give you a re-read of the gameplay to make knowledge roles and stuff that has been predicted by the spirits of the future dangers of Scarwall.

Community / Forums / Online Campaigns / Recruitment / Curse of the Crimson Throne Part 5 Recruitment All Messageboards

Want to post a reply? Sign in.