DM Corvus' Carrion Crown PBP (Inactive)

Game Master CorvusRed

United by the death of a common friend and teacher, five heroes must face the horrors of Ustalav's past.


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Welcome aboard. I will need a few things from you:

1) please format your profile similarly to the rest of the party. I will need a background as well, detailing your background with the professor and why you are late to the funereal. Please feel free to cinlude Kendra as a past friend if you like. Any information regarding your patron you would like to establish would be helpful. considering the nature of the path, it could come up.

2) level up to 2. starting 150 gold.

3) i would suggest taking a rank or two in knowledge arcana, the party is lacking there. In fact, as we already have a cleric, you may even consider changing archetype. If you do not wish to, that's fine by me.

please join us in the discussion thread and we will figure out how Talia will be joining us.


DM Corvus - please see the PM I sent you.


2 people marked this as a favorite.

Recruitment re opening. Open until 10/10. Selection will be made on 10/11.

Once selections have been made we will discuss how to drop your character into the story. Any ideas you have, please let me know with your submission.

Looking for 1, maybe 2 players. We have a melee ranger, a witch and a cleric. We can go anywhere with our next choice(s) really, though a physical based character might not be the worst idea.

the basics:
-level 2 character
-20 point buy.
-max level 1 gold starting
-Core rules, APG, UM/UC and Inner Sea World Guide. Anything else needs approval. (specifically if its ARG material)
-2 traits. one from the Carrion Crown player's guide. Please feel free to include Professor Lorrimor (and his daughter if you like) into your backgrounds to whatever degree you like. Be a student of his, be a local admirer of his daughter, whatever.
-Posting primarily on weekdays. Looking for one post a day from players.

Please post character ideas and a rough background. Once selections have been made, I will ask for a complete background and character profile. Deadline for applying is, again, 10/10

Please peruse the in-game thread for how I run things and how combat works. Please look at the character profiles for active players for how I'd like your profile to look.

good luck guys, I'll be mostly away from the computer until 10/11, so if you have any questions hopefully the current players can help.


Incidentally, the melee ranger in the party (me) is an urban ranger, so once the party hits L3 we'll have trapfinding.


I have a character that was meant to play in a Carrion Crown campaign which fizzled out before we got anywhere. Please give Eloise Tow a look; I can upgrade her to level 2 easily.


As luck would have it I just put together this level 2 character for a Carrion Crown game last week that didn't get chosen. I present Ivan Sarkov, Human Monk. Stats are in the profile and here is background stuff for easy perusal:

Background:
The fourth son of the noble Sarkov family of Caliphas, Ivan was sent away to a small monastery in the western Hungry Mountains at a young age to study the martial arts. At the age of 15, Ivan received word that his family's estate had been seized and his father and brothers killed. The reports claimed that Ivan's father had dabbled in the dark arts, had ties to undead-worshipping cultists, and that the order to depose his family of their titles and their lives came from Prince Ordranti himself. Unable to believe the wild news, Ivan fled the monastery and made his way across the Ustalvic countryside to the city of Caliphas. Having been away in the monastery for so long, it was easy to conceal his identity and it wasn't long before he was able to overhear enough local gossip to confirm the news. Fearing for his safety should he remain in town, Ivan fled the capital and spent the next two years travelling from town to town and taking odd jobs to survive. During his travels, he happened upon an old man surrounded by bandits on the road and intervened on the elderly traveler's behalf. The old man's name was Professor Lorrimor and the Professor was so grateful for the timely rescue that he hired Ivan on as a personal bodyguard for the remainder of his current journey through Canterwall to his hometown of Ravengro at a very generous rate of pay. Nearly a year after the two had parted ways, Ivan was having a meal at a tavern in Chastel when he was sought out by a messenger sent by the Professor to bring Ivan news of the old man's passing and Ivan's subsequent invitation to attend his funeral and the reading of his will in Ravengro.

Description:
Ivan stands 6'3" tall and weighs just over 200 pounds of lean muscle. He shaves his head and facial hair off every morning in keeping with his monastic tradition and prefers to dress simply in loose-fitting clothes and a simple travelling cloak. His complexion is fair and his eyes dark. He is currently 18 years old.

Personality:
Ivan spent most of his life in the monastery and was never the best at relating to others. In recent years he has grown more comfortable in a crowd, but never enjoys being the center of attention. He generally keeps to himself, but is fiercely loyal to his friends, employers, and, though he has spent little time with them over the years, to his family. He holds his father's memory in very high regard and harbors a deep hatred for the government officials of Ustalav who had him killed, refusing to believe the official claims regarding his misconduct.

Bonus! Meeting the Professor:
Note: This post was originally made with rolls and initiative order, which have been removed for easy reading.

Calistril 4710
On the road through Canterwall province, Ustalav

It is near the end of winter, but the spring thaw has not yet come to Ustalav. A thick fog hangs in the air as evening approaches and a lone figure trudges through the recently fallen snow on the pathway northward. The man is wrapped tightly in a well-traveled grey cloak with his hood up, obscuring his features. His name is Ivan Sarkov.

The air is still, but the fog is thick. It isn't until Ivan is nearly on top of the gathering in the middle of the road that he realizes he isn't alone out here. From what he judges to be approximately 60 feet away, Ivan can make out the outline of four figures standing ahead of him. A rough voice makes its way through the fog, Listen old man, either you give us the pack now or we'll pry it from your corpse. Seems like a easy choice to me.

Bandits weren't uncommon on these roads, especially during the winter months when food was scarce. They usually left Ivan alone due to his size, but the more desparate or foolish of the lot had judged him young enough to be inexperienced in a fight and had been dealt with in turn. Ivan was young, but he had spent most of his life studying the martial arts and was deadly with his blade. He didn't relish killing, but he knew how to defend himself and didn't hesitate to finish a battle with lethal force if it was called for. In a way, he did feel a certain satisfaction at ridding the land of lawless killers and theives that the government of Ustalav was unable to control. In his mind, those who made their way in life through preying on the weak were among the lowest of the low and deserved what they got. As such, Ivan does not hesitate to step forward and speak up, I think you had better leave that old man alone.

Stepping out of the fog, Ivan turns down his hood, clenches his fists and takes in the scene: There are three bandits surrounding the old man, who is clutching a leather satchel close to his chest. At the sight of the newcomer, the three turn towards Ivan and draw their swords. And who do you think you are, boy? one of them calls out.

Reaching his hand into his cloak and drawing forth a crescent shaped blade, Ivan replies, My name is Ivan Sarkov and this is my last warning. Leave. Now.

In answer, the bandits rush up to Ivan with their shortswords drawn and attack! Ivan easily ducks under the first swing, but the second bandit circles around behind and cuts a gash accross his right shoulder. Gritting his teeth against the pain, he still manages to easily step aside to avoid a clumsy strike from the third.

The pain in his shoulder setting him momentarily off balance, Ivan wildly swings his sword at the bandits and they dodge away. The bandits circle around Ivan, striking quickly with their blades. He is able to dodge most of them, but he misses a step and one of the strikes stabs deep into his ribcage, causing him to stagger back a step and cough up a bit of blood onto the snow underfoot.

Turning to the bandit who stabbed him, Ivan bares his bloody teeth in a grimace. Raising one leg in the air and bringing his arms up to his sides, he leaps forward, cutting the man once accross the chest and a second time accross the throat, causing the surprised bandit to drop to the ground amidst a fountain of blood.

If the bandits are galled by the loss of their comrade, they don't show it. They press the attack, but Ivan is ready for them and, still maintaining the stance of the crane, casually dodges out of the way. Letting his foot fall to the ground, Ivan assumes an offensive stance and spins about, slashing another of the bandits across the face and finishing him with a deep stab into the chest. Kicking the body off his blade, he turns to face the remaining bandit.

Glancing from one of his fallen friends to the other, the remaining bandit takes a step back and then turns and breaks into a full run away from the road. Watching him disappear into the fog, Ivan takes a step forward to follow, but is brought up short as the pain in his torso shoots through him all at once. He coughs up another gout of blood and drops to one knee, his vision momentarily blurred.

When his eyes come back into focus, he sees the old man kneeling before him rummaging through his pack. Holding out a blue-tinted vial, the old man speaks in a gentle tone, Here, drink this. It will heal you. Ivan reaches out and unstoppers the vial, tilting his head back and swallowing the contents. As the potion enters his bloodstream, he can feel his wounds knitting themselves back together. Thank you, old man.

A wry smile plays accross the old man's face and he replies, I think it is I who owe you the thanks, young fellow. Those brigands caught me quite unprepared. But come now, let us be introduced, my name is Professor Petros Lorrimor. It is with the deepest gratitude that I make your acquaintance.


Hi DM Corvus.

I'd like to present Brandon Harcroft, a human alchemist, for your consideration.

I think he has an interesting background that ties well into the gothic atmosphere of this AP.

I am experienced roleplayer and won't have any problems posting several times per day if necessary.

Stats and background:

Brandon Harcroft
Male Human (Varisian) Alchemist 2
LG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 23 (2d8+7)
Fort +5, Ref +4, Will +2; +2 vs. poison.
Resist Poison Resistance +2
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Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Morningstar +5 (1d8+6/x2)
Ranged Bomb +3 (1d6+2 Fire) and
Sling +2 (1d4+4/x2)
Special Attacks Bomb 1d6+2 (4/day) (DC 13)
Alchemist Spells Prepared (CL 2, 5 melee touch, 2 ranged touch):
1 (3/day) Shield, Enlarge Person (DC 13), Cure Light Wounds (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Brew Potion, Iron Will, Throw Anything, Toughness +3
Traits Dirty Fighter, Teacher's Pet (Knowledge [religion])
Skills Acrobatics -1, Climb +2, Craft (alchemy) +7, Escape Artist -1, Fly -1, Knowledge (nature) +7, Knowledge (religion) +9, Perception +5, Ride -1, Spellcraft +7, Stealth -1, Survival +5, Swim +2, Use Magic Device +4 Modifiers Alchemy +2
Languages Common, Draconic, Elven, Varisian
SQ Feral Mutagen, Hero Points (1), Mutagen (DC 13), Poison Use, Poisoning (Standard Action)
Combat Gear Dagger, Lamellar (leather) armor, Morningstar, Sling, Sling bullets (20); Other Gear Alchemist's fire, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Holy water, Ink, black, Inkpen, Mug/tankard, Mutagen: +4 STR, -2 INT, +2 Nat AC, Paper (3), Scroll case (empty), Spellbook, Tindertwig (5), Torch (2), Trail rations (4), Traveler's outfit, Vial (10), Waterskin, Whetstone
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TRACKED RESOURCES
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Alchemist's fire - 0/1
Bomb 1d6+2 (4/day) (DC 13) (Su) - 0/4
Dagger - 0/1
Holy water - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Sling bullets - 0/20
Torch - 0/2
Trail rations - 0/4
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Dirty Fighter +1 damage when flanking.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Teacher's Pet (Knowledge [religion]) 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
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Brandon is an unassuming, average looking Ustalav man. Born and raised in the small town of Courtaud, he does not dress garishly, is slim, of middling height and sporting a somewhat scruffy beard. Passers-by generally pay him no mind and those who do find him polite enough but unwiling to enter into extended conversation.

He spends his time studying in his makeshift lab or reading one of many voluminous tomes on anatomy, psychology, arcana or the natural world. He is quiet, he is shy, he is law-abiding, he is pleasant.

He is also dangerously schizophrenic.

Brandon's parents thought nothing was amiss when he started talking of his friend Edmond Harrow, assuming he was one of the other children. Brandon could often be heard in his room talking with his friend or would spend hours playing in the woods and swamp in the area with Edmond, seemingly learning from his friend about flora and fauna, how to set a deadfall and identify the tracks of deer, boar and wolf.

Brandon was surprisingly precious when it came to the subject of Edmond and the prospect of playing with other children at festivals and birthday parties was at best worrysome. At worst, having to interact with other, meaner children, made the small boy angry and lash out with sudden fury and unbelievable strength given his slight frame.

He was often bullied as a child because of his narrow chest and quiet way. Bran was cornered by three boys and beaten wickedly. He remembered the blows raining down and a boot blocking out the sun but awoke some time later surrounded by the battered bodies of his antagonists. The leader suffered a broken jaw and shoulder, his arm jutting out at an awkward angle. When he was asked what happened he could only answer that Edmond helped him After this particularly violent episode his parents sat him down and asked pointedly about his relationship with Edmond. In many ways they were relieved to learn the other boy was not real, just a figment of his imagination, a play-mate conjured from the recesses of his mind. Brandon was forbidden from ever mentioning Edmond again.

Shortly afterwards the fits started. The first time he simply fainted, apparently overcome by the summer heat. As the years passed the fits grew gradually worse into full seizures where his muscles would contract horribly, veins would bulge at his temples and often his father would force a leather belt between his teeth for fear he would bite through his own tongue. Distraught and a little fearful, the Harcroft's spent what money they had seeking advice from sages, sorcerors and learned men. None could provide an answer to the ailments he suffered and more worryingly his strength seemed to be growing every year, beyond what his thin arms seemed capable of. Worse, he often spoke in a voice that didn't sound his own, especially during his more frequent violent outbursts.

At age 15 Bran was prone to bouts of deep depression and would refuse to leave his room for days on end. Edmond never left him, he still heard his voice in his head. All the other children in his street were afraid of him.

Eventually, desperate, the Harcroft's took Brandon to see Professor Lorrimor, a travelling scholar who was reknown for his esoteric knowledge. Lorrimor was in the area and if anyone had encountered Brandon's malody it would be him.

After witnessing one of his seizures, the Professor declared he could not cure him. However, he offered to teach him all they knew about potion making, alchemy and the natural world in the hopes that he might find the means to control the voices and outbursts that plagued him through magic or chemistry.

Brandon was devastated there was no cure but found himelf enthralled with the knowledge he was gaining under Lorrimor's tutilege. He spent the best part of ten years studying science and magic. He postulated often on his condition and created what he described as mutagens as a means to control it, trading notes with the Professor and spending long hours discussing the process of brewing mutagens which allowed him to remain conscious during his episodes and also gave him prodigious strength or almost limitless endurance. Whilst under the effects of the mutagens Edmond's presence was stronger than ever, a prospect that both terrifies and thrills him to this day.

Brandon is a man of science. He firmly believes that all divinity can be explained by magic which in turn can be manipulated, controlled and replicated by science. He feels there is nothing that cannot be explained, making him a slightly dour man but passionate about his field of expertise. He does not talk of his affliction and hides the fact that Edmond has lately taken on a personality of his own, often conversing with Brandon for extended lengths of time leaving him with a difficult relationship within his own mind...

Contact between Brandon and the Professor gradually became more and more infrequent. He knew the Professor had been deeply involved in research he never shared and Brandon assumed he had taken some time away from his work to enjoy a well-earned sabatical.

The letter inviting Brandon to his mentor's funeral hit him like a sack of bricks. What could have happened, the letter was so vague? Brandon decided to make the journey south. After everything the professor had done for him, paying his final respects was the least he could do. Besides, he still had questions of his own....

Role:
Brandon's schizophrenia should be very interesting to role play. I want it to be the seeds of the Master Chymist prestige class where Edmond finally gains a full personality of his own with motivations and behavious very different to Brandon. Edmond has always provided Bran with prodigiuos strength but it is only under the effects of mutagens that he becomes truly dangerous, tearing into foes relentlessly with tooth and bite. I see Bran as a melee/bomb striker in the early levels and later a full frontliner dealing damage with his feral mutagen whilst also bringing some decent skills and a little bit of magical support to the party.

I hope you find him interesting.

Thanks


Allow me to present Sour Heck, the brightest little rain cloud in Ustalav. Click my profile for background and stats.

He should synergize well with your ranger and any other physical type you add; he'll also complement your other party members' abilities, skills and knowledges.

Plus he's fun times. Please consider him for your game. Thanks.


I'd like to present John Johanna, slightly crazed Aasimar Inquisitor. The background I'm fairly happy with, the stats are for another PbP I'm looking at, but I can change them for your requirements fairly quickly if accepted.


I'd love to get in on this AP. I'm thinking of an Inquisitor of Pharasma, called in by Father Grimburrow.

Edit: I see that one of your missing players was an Inquisitor of Pharasma. I might incorporate that as part of my background if you don't mind.


I may submit something tomorrow...


Do you guys use map tools or similar?


Gronk tells you, the end times are comming.
Gronk shows you, signs of the obliviation.
Gronk make you, believe all things die.

So says Groteus. So shall it be.

The world is ending. Groteus doe not need you bad people making things worse. Shame and lamentations. The time of repentance is at hand.

{{ Gronk de'Morcaine - Half-Orc, Chaotic Neutral, Cleric, of Groteus }}
{{ will need only slight modifications to fit char creation rules if chosen. }}


Here is Malek Widmara, a member of Pharasma's Inquisitors.

I took a slightly different tactic to knowing the Professor, taking advantage of joining the AP in midstream. In fact, Malek probably would not have been invited to the funeral, and views the Professor as reckless in his studies. It doesn't mean he won't want to get to the bottom of the events at Harrowstone, particularly after knowing of the undead there, but he may see things differently than the rest of the party. I also wrote in a reason for him to be replacing another Inquisitor.

Background:

Malek Widmara is the youngest of the Widmara line. While many in Ustalav have not heard of his family, they are almost nobility within the inncer circles of the Church of Pharasma. Generations ago, Aleksy Widmara, a Cleric of Pharasma and a veteran of the Shining Crusade, dedicated himself to study of Undead and how to combat and destroy them. He vowed that his family would always stand as a barrier to combat the restless spirits. Guided by his knowledge and training, his sons became Paladins and Clerics of Pharasma and carried on his work. Throughout the years, the Widmara family has sired dozens who would continue the fight against the undead forces throughout Ustalav.

Malek grew up with a clear sense of his family’s history in Ustalav. His parents, Luka and Julia Widmara had fought their share of battles against restless dead and the expectations for Malek and his brother and sister were clear. His parents taught him how to recognize undead and their weaknesses. They taught them the dangers they posed and how to combat them. His brother joined the Church to become a Cleric, and his sister found she was able to channel the spirits of their ancestors. When it came time for Malek to aid Pharasma’s cause, he chose to join her Inquisitors to track and ferret out those who would hide their desires for unlife.

It was in his first year in training that Malek met Professor Lorrimor, and it was not pleasant. The Professor was known to study the undead and while many saw his efforts as parallel to Pharasma’s, there were times in which the Professor seemed more interested in the spirits themselves than putting them down. Malek and his mentor, Gustav, were asked to the Professor’s home a few years ago to discuss the nature of undead and the forces which created them. He revealed that he had discovered an item which would allow him to call forth a small shadow. Both Malek and Gustav were quite alarmed and demanded he turn over the item for it to be destroyed. The Professor refused, saying it much be studied and that he had already mastered the control. In the heat of the moment, Petros produced the charm and activated it. Unfortunately, at that exact instant, a teenage Kendra walked into the room, drawn by the shouting. The shadow appeared in the recesses of the room and lunged at Kendra, beginning to sap her strength. Gustav reacted immediately, drawing a blade and striking the creature down before it could hurt Kendra even more. Petros was horrified at what had happened, and Malek berated him for being so arrogant as to put his own daughter’s life in danger. He grabbed the charm and shoved the Professor, knocking him to the ground. Gustav calmed the situation, but insisted Malek was ultimately correct. After seeing that Kendra was brought to the healer, they departed, having confiscated the charm. That was the last time Malek saw Ravengro.

Appearance/Personality:

Malek is a man of medium height and stature. He stands at 5’8” and 170 pounds with shoulder length auburn hair pulled back in a tail. He is normally clad in black with silver accents as is typical for a Hunter of Pharasma. He carries a greatsword on his back, but he also usually has a warhammer with him too, knowing that many undead are particularly vulnerable to a heavy blunt object. Malek can be judgemental of people when he first meets them, especially when it comes to issues he sees as Pharasma’s realm. His family instilled in him a deep hatred of undead and spirits, and that has carried over in his work for Pharasma. Outside of his duties, Malek finds himself awkward in purely social settings, not really knowing what do with himself. The large majority of his friends are in the Church or those who he has worked with before.

Recent:

Now an Inquisitor in his own right, Malek received an urgent summons a couple days ago. It seemed a friend of his, Alekandr Markov, had encountered undead in Ravengro and was requesting any help. Father Grimburrow had attached his own addendum detailing the events so far. It seemed the undead were somehow linked to Professor Lorrimor’s death. What Alekandr did not know was that Malek had been looking for him for days already. Alekandr’s brother had been accused of murder, and the trial was to begin in less than a week. Malek quickly borrowed a horse and was off to Ravengro within an hour.

Still getting the crunch worked out. I might have to give him a level of Fighter or Ranger for the weapon proficiency and to highlight his battle training. Traits will be Chance Savoir and Hunter's Blood, but I might also opt for Additional Traits to give him some undead hunting.


STR Ranger wrote:
Do you guys use map tools or similar?

so far we have tried excel spreadsheets and photo bucket.

once i get back home from vacationing i am going to be looking in to another method of mapping.

Keep em coming, folks.


Dotting.
I've been dying to get into a game that is keeps up pace. My current games seem to have died out...


I have an eleven wizard(necromancy) in another Carrion Crown game, which has just about died. I'd really like to play Carrion Crown, so I can offer 2 options, either the current wizard.

Wizard Background:

Tri'duinne has always had a heavy heart, the last of his parent's offspring and it would always will be that way, for it was his birth that caused the death his mother in child-birth. His father too, never really recovered from the loss of his Lady Braeguldae and although he tried had to love Tri'duinne as much as his elder siblings, the very sight of his son brought back memories of the tragic lose. He sent the young elf to study under the clerics and teachers in the temple of Calistra. Here he learnt much of the religions of the world, finding solace in the words of Nethys and Pharesma. But the temple was part of a greater university and it was here he first began the study of magics and arcane arts, leaving behind the world of the divine.
In his studies, his arcane tutors noted his interest in the world of the dead and undead, but the interest did not pull his soul towards the darker side of magic. The change of emphasis in his studies and his fathers wish to rid himself of the pain the boy bought, his father decided and succeeded in petitioning the High Lord Arondevon, to assign the boy to a diplomatic mission. So Tri'duinne was sent to the diplomatic embassy in Caliphas, here to continue his study and work to establish and consolidate eleven influence once more in Ustalav.

Grown up a noble elf, sent to Caliphas to learn of the other races and diplomacy in the diplomatic embassy there. As a young diplomat, he lived quite a luxurious life style, met many interesting people and with his elfish good looks, the noble daughters of many in Caliphas. He became enamored with one human lady, but he looks deteriorated as her years passed, whilst the elf did not change. It was at this time he thought to cheat death and the passage of years. His beloved died from a human illness, when she was about 40 years old, he doesn't want to feel the same again. He joined the university in Caliphas to study magic, and more especially that of necromancy, a magic which would mean he will be banished from his homelands.

As a student, he joined the professor on a study trip, to an ancient burial chamber where they were attacked by undead, it was then that the elf discovered he had power over undead and commanded them to let them both leave without harm. Saving the professor's life in the process.

Alternatively I would present Arvind 'The Hammer' Grunwald, dwarven paladin(undead scourge). I have yet to work on his background completely, other than a few moments to sketch it out,

but the way I see it is::

he and his family have the responsibility to tend and care for a dwarven burial ground. It is in his duties here he was inducted as a paladin and obviously his task to protect the burial ground and also the living from any dwarven dead who rose out of the rocks. In this he has been blessed by Pharesma, who guided the professor to go and retrieve a small artifact from the burial grounds. It was whilst retrieving the ring, that Arvind defeated the undead holder of the ring, saving the professor's life. With the passing of the soul to Pharesma for judgement, the ring's magic was lost, but its study continues. From that day Arvind and the professor have oft been on study tours together. With the professor's passing the young dwarf has at long last got his duties covered so he can pay his respects to his friend and fellow fighter against the evil of the undead.


Putting Doren Redeemed up for consideration. Undead scourge,divine defender Paladin hoping to go Knight of Ozem. Also how are you doing Hp.

Dark Archive

Here is Letha Celestborn, Aasimar Cleric of Pharasma. Almost more a fighter than a Cleric, she will happily hold the line again any number of enemies.

A childhood friend of the Professor's Daughter, she has come back to attend the Professor's funeral, and to see if all is well in town.


I have heavily revamped Dmaran's background. Just an FYI. Thanks!


Here's Malek's completed sheet. I went with Ranger 1/Inquisitor 1 since Favored Enemy plays into the background too. But he'll be Inquisitor from here on out.


Here's a build for Arvind ... will beef up the background in the next couple of days. Feat is something I may change, but not sure quite yet.

Paladin 2:

Arvind 'The Hammer' Grunwald
Male Dwarf Paladin (Undead Scourge) 2
LG Medium Humanoid (dwarf)
Init +1; Senses Darkvision; Perception +1
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Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, +2 shield, -1 Dex)
hp 21 (2d10+5)
Fort +7, Ref +2, Will +7
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+2/x2) and
Warhammer +4 (1d8+2/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Undead Scourge) Spells Prepared (CL 0, 4 melee touch, 1 ranged touch):
--------------------
Statistics
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Str 14, Dex 8, Con 12, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 13
Feats Toughness +3
Traits Chance Savior, Tunnel Fighter
Skills Acrobatics -7, Climb -4, Diplomacy +8, Escape Artist -7, Fly -7, Heal +5, Ride -7, Sense Motive +5, Stealth -7, Swim -4
Languages Common, Dwarven
SQ Aura of Good, Greed, Hardy +2, Hatred +1, Lay on Hands (1d6) (4/day), Slow and Steady, Stability +4, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools (Craft [weapons])
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.


I would like to submit Telurion, frontline warrior and all around tank. I believe with a few tweaks, he should be just fine.


Teacher's Pet would most likely be my campaign trait, making me a student of Professor Lorrimor. Sorry I only came across this recruitment today - did not have yet time to flesh things out completely, though I would like to participate.


submissions now closed. Anyone wants to make any tweaks or anything please do so today. I'll be sending out notice to the chosen this evening.


Hi Corvus

Brandon has been selected for another campaign so will bow out of this one. Thanks very much for considering me though.


I tweaked Sour Heck, changing him from Savage Skald to Dirge Bard, which both suits his personality better and fits nicely with Carrion Crown.

Good luck to all applicants.


My tweaks are finished... Eloise is level 2, Bladebound, and ready for action as a magic tank. ^^ Good luck to whoever gets the slot.


Arvind has changed feat to Power Attack, so that he can use Improved Bullrush or Overrun at 3, if he still lives. Then he will probably take a few shield proficiency type type feats (I expect).

He has taken a couple of alternate racial archtypes, Relentless and Magic Resistant ... both I think will fit his character as in his background.

Arvind Tweaked:

Arvind 'The Hammer' Grunwald
Male Dwarf Paladin (Undead Scourge) 2
LG Medium Humanoid (dwarf)
Init +1; Senses Darkvision; Perception +1
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Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, +2 shield, -1 Dex)
hp 20 (2d10+2)
Fort +7, Ref +2, Will +7
Defensive Abilities Defensive Training; SR 7
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+2/x2) and
Warhammer +4 (1d8+2/x3)
Special Attacks Relentless, Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Undead Scourge) Spells Prepared (CL 0, 4 melee touch, 1 ranged touch):
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 12, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 13
Feats Power Attack -1/+2
Traits Chance Savior, Tunnel Fighter
Skills Acrobatics -7, Climb -4, Diplomacy +8, Escape Artist -7, Fly -7, Heal +5, Ride -7, Sense Motive +5, Stealth -7, Swim -4
Languages Common, Dwarven
SQ Aura of Good, Greed, Hatred +1, Lay on Hands (1d6) (4/day), Slow and Steady, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools (Craft [weapons])
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Spell Resistance (7) You have Spell Resistance.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.


all set, good luck to all


messages have been sent to those selected, and thanks very much for everyone who submitted characters.

you made this far more difficult than I hoped it would be.


Congrats and good luck to all those selected.

Cheers.


Indeed good luck to all who made it

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