DM Frightmare's Carrion Crown

Game Master CyberMephit


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Okay so things have slowed to a dead crawl and I'm going to flash the warning sign right now. It is 4:38 AM EST at the time of this posting. I will give it another 13 hours and change, to close things up and probably make my final decisions at 6 PM EST, so anyone who still has unfinished work, please get your stuff in by then.


Also, for the sake of keeping everyone aware of their standings, this is the list as it is as far as what I can see. If I missed you or your addition, let me know.

Complete:
Alana Brienne DeVere, Human Archaeologist Bard
Ariane Aurelian, Human Esoteric Initiate Cultist
Barek Noson, Human Bladebound Magus
Christoph Metzer, Human Inquisitor
Eldarel Japhol, Human Conjurer Wizard
Elisa Salazar, Dhampir Unchained Rogue
Lady Emilia Vosk, Weretouched Shifter
Fifteen, Android Psychic
Marin Grigoe, Human Lots of Stuff Inquisitor
Mihaela Ardeluc, Tiefling Alchemist
Kendren Nollt, Human Bard
Severon Caromarc, Skinwalker Alchemist
Silas Kane, Human Inquisitor
Sofia Covanu, Human Medium
Stefan Wolfe, Human Shaman
Victor Windlass, Human Unchained Barbarian
William "Scaffold" Kane, Half-Orc Mesmerist

Incomplete:
Cassandra Blackmoore, Changeling Oracle (follow-up additions)
Delfina Black
Terrance Foehammer, Dwarven Cleric (follow-up additions)

Grand Lodge

Hello, I'd like to add my submission Freija Runeshield for your consideration. She's a Dwarf Warpriest (Shieldbearer).

(Due to my involvement in PFS I have about a million aliases, so I try not to post on new ones until I'm accepted into a game.)


Coming in under the wire, but she checks out. Freija is now in the pool for consideration.


Did not see my witch application on the list above. :)


Oh g+*$~*n and that one was right underneath the place I copied out the last list from. No don't worry Silviea is also finished and in consideration, I just began adding to the list further down and had missed her on that go. She is there.


Ok, whole character should be done now. Thought I uploaded some of it the other day, looks like it didn't save. Let me know if it needs some more editing or changes, I might've overdone things a bit there, heh ^^ Good luck to everyone!


Delfina checks out, moved her in my Notepad file into the finished category. There is now just under four hours until I close things up; my choice might come shortly thereafter tonight, it might come in the morning, I'm going to see how work goes for the day and how long dinner takes to make before I worry too much about that.


Okay, I'm going to put a cork in recruitment now. Been looking over applications but not done with those yet, and I also whip together some dinner (and steak subs is a bit of a time-consuming one) so while the ruling will come tonight, I ahve a lot of reading and cooking to do before then. Everyone just sit tight and enjoy what will probably be the absolute scariest part of this campaign: the waiting. Going to jump scare your asses like a s@%#ty Blumhouse movie.


Okay so let me preface this by saying that I honestly didn't think it was going to be this difficult at all. The amount of people who came out for this and showed off some really, really strong applications. I had to leave a lot of characters I was really interested in behind to make this cut, and I had to wrangle for a good bit with the temptation of running a second table, but I know that would be too much for me to handle with my other games. It made things a lot harder though, because I had to go through so many sweeps and ideas to try and get this party down to where it now is and I don't feel very happy with having to leave so many behind. It had to be done though, and I'm definitely going to keep some of you in mind for if anybody ends up bailing on the game, because I am really frustrated by the fact I won't be able to DM some of these characters through their quests. Seriously, I can't thank you guys enough for making this such a success, I was floored with some of the creativity and ideas out there. With that said, the final party is:

Christoph Metzer
Eldarel Japhol
Elisa Salazar
Freija Runeshield
Mihaela Ardeluc
Sofia Covanu

Those chosen, please report to the discussion thread and prepare yourselves for spookification.


Have fun, everyone!


Enjoy the game everyone!


Have fun folks!


Good Luck!


Players beware, you're in for a scare!


Victor Windlass wrote:

Good Luck!

Probably the best sentiment; I lost three characters in the first book alone when I ran it.


Thanks very much for your consideration, it was fun making the character and thinking about the game.


Hello, I have taken over this game from GM Frightmare not long ago, and unfortunately we have also lost two players over the recent Paizo outages.

The party is only at their second in-game day and only had one combat encounter so far, choosing to focus more on investigation/RP first. However, without a warpriest and a conjurer, the party does not feel secure in their melee abilities in the imminent combats. Therefore, I am opening a search for the fifth party member.

The current party makeup is:
Christoph Metzer - ranged inquisitor
Elisa Salazar - finesse rogue
Mihaela Ardeluc - grenadier alchemist
Sofia Covanu - blind medium

Before applying, please familiarize yourselves with the original recruitment rules, in particular the Horror character write-ups and the Anti-feat tax rules. I would also encourage you to look at the profiles of the current PCs and think how your character would work with their group. Story-wise the easiest way to integrate your character would be simply to say you have arrived late for the funeral - perhaps due to some horrific encounter on your way!

Another consideration in light of the recent outages is you should be open to joining a Discord channel and continuing the game there should the forums fail us again.

I do not intend to keep this recruitment open for long. After I see the first character I like and the group approves, I will give a 24-hour notice.

Liberty's Edge

Dot. I'm thinking Knight of Ozem recruit, your friendly neighborhood Iomedan paladin. I'll see if the muse strikes.


Sapiens here, this is the Knight I made. Tell me if there's any change you would have me make.


I would actually like to reapply with my same character from before, if that's alright. Though since you're looking for a more melee combatant, if my hag/spiritualist wouldn't be considered up to par, let me know and I'll make someone else. Really wanted to be part of this, and if my odds are better with a different character, please let me know :)


24 hour warning, recruitment closes tomorrow.


Looks like you're rebuilding Delfina as a Bloodrager? I think that's an interesting take. I'd definitely say we're hurting for a frontliner.


That I am! Basically same backstory, but instead of a hag possessing her, whatever otherworldly entity she saw has taken a hold within her, granting her her Rage and her bloodline powers. Tight it would be a fun soon on her, plus Frontline fighting, which i never really get to do lo


I hope I'm not too late to apply... here is Adornis, a witcher inspired character.

Despite being a 'skinwalker', I'm using it just for the abilities, since I'm re-fluffing his change shape as elixirs that Adornis takes to enhance his physic and senses. I hope you like him.


And the recruitment is closed. Talk about last chances - Adornis, you've thrown me a curveball here. I've only got so many spots in the party!


Hey, just noticed that my skills for since reason are out of whack, but I'll be able to fix that once I'm home from work, not sure why that didn't save. Also, good luck you guys! Leafed through both your characters, they're really cool. I don't envy you cybermephit lol


All of you made engaging and mechanically solid characters, but I can't take all of you at this time, so I would like to welcome Sapiens/Dragos into the game. It was not an easy choice :/
Thank you all for taking the time to come up with your submissions and good gaming!


I have to return to this recruitment thread again as while we were looking for a frontliner we've lost contact with our Medium.

So now I am looking for a primary caster - either arcane or occult.

Before applying, please familiarize yourselves with the original recruitment rules, in particular the Horror character write-ups and the Anti-feat tax rules. I would also encourage you to look at the profiles of the current PCs and think how your character would work with their group. Story-wise the easiest way to integrate your character would be simply to say you have arrived late for the funeral - perhaps due to some horrific encounter on your way!


I’ve been looking for an opportunity to play a Dhamphir, and this seems like such a place. I’ll see about getting the specifics up later today. Do you want them in an alias or simply spoilered in the thread?


A spoilered background and stat block is fine.
There is a dhampir in the group already if it makes a difference.


GM CyberMephit wrote:

A spoilered background and stat block is fine.

There is a dhampir in the group already if it makes a difference.

Cool :)

I would hate to double up on the race. I did have an idea for a Rakshasa-Blooded Tiefling Psychic too that I could go with. Professor Lorrimor had encountered him in Vudra, discussed a lot of topics, and more...


*peeks back in* any preference between full cause or 3/4? ^_^;


By 3/4 you mean a 6-level caster? I have no hard preference here; I am mostly looking at how the character fits with the group and the story.
I am OK with Spiritualist as a class but as per feedback given in PM not fond of hag theme in this specific campaign. Maybe it could work for me in something wilderness-based, but I think that in Ustalav if you are wielding occult magic it must be demonstrably benevolent or else you'll be treated like a monster.


Oh no worries, I have no intention of paying Delfina as the spiritualist from before. If anything, much like wheni rebuilt her into a bloodrager previously, I was planning a rebuild. Either as a psychic since I've yet to try one and the abomination discipline fits very well with the current backstory, or as a psychic detective, (which is an investigator archetype with level 6 spellcasting) which was one of the original concepts for Delfina back when I was debating about spiritualist or investigator.

Don't worry, I have no intentions of bringing up the hag as part of the character again, though the actual history may stay the same


So I'm going to make a psychic named Rose. She's a half orc that doesn't remember anything about her life. She was discovered after a battle in the Worldwound wearing the uniform for the crusaders. Unfortunately, after a extensive search of records there was no sign that she ever existed let alone fought. Eventually, she turned for the Professor to help her cope with her situation. News of his death hit her particularly hard as she was finally coming to terms with her situation running a small tavern.

Build wise I'm obviously going to go with the amnesiac psychic. Her background is vague just because well she doesn't remember much. This build is incomplete but for the most part more or less done.

Spoiler:

ROSE

CR 1/2

Female Half-Orc psychic 1

LG medium humanoid (orc, human)

Init +2; Senses Perception +6,
Languages Abyssal, Common, Draconic, Giant, Gnoll, Goblin, Orc
AC 12, touch 12, flat-footed 10

hp 9 (1HD)

Fort +2, Ref +2, Will +4
Speed 30 ft. (6 squares)

Face 5 ft. Reach 5 ft.

Base Atk +0; CMB -1; CMD 11

Abilities Str 8, Dex 14, Con 14, Int 18, Wis 14, Cha 12

Special Qualities Deity, Divine Energy, Faith, Intimidating, Knacks, Orc Blood, Orc Ferocity, Phrenic Amplifications, Phrenic Pool, Psychic Discipline (Ex or Sp), Repressed Memories, Skilled, Spell Recollection, Spells, Spells, Weapon and Armor Proficiency, Weapon Familiarity, Will of the Dead,

Feats Expanded Phrenic Pool

Skills Acrobatics +2, Appraise +4, Bluff +1, Climb -1, Craft (Untrained) +4, Diplomacy +5, Disguise +1, Escape Artist +2, Fly +2, Heal +2, Intimidate +7, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Abyssal) +8, Perception +6, Perform (Untrained) +1, Ride +2, Sense Motive +2, Spellcraft +8, Stealth +2, Survival +2, Swim -1,

Possessions

Bonus Spells

Deity (Ex) At 1st level, choose a deity to worship. Your alignment must remain within one step of your deity's or you lose access to all this discipline's bonus spells and discipline powers.

Divine Energy You can channel spell energy into cure or inf lict spells. This ability functions similarly to the cleric's ability to spontaneously cast cure or inf lict spells, and the type of spells you can convert depends on your alignment in the same way. The cure or inf lict spells don't count as being on your psychic spell list for the purposes of any other effects. Each day, you can convert up to one spell from each spell level you can cast. Each time you use this ability to convert a spell, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier.

Faith Your belief in a higher power fuels your psychic abilities. Whether your mental abilities truly come to you as a divine gift or are simply enhanced by the power of your belief, none can say. In many ways, you resemble a divine caster, and prayers often factor into your casting of psychic spells. Phrenic Pool Ability: Wisdom. Discipline Powers: Your powers serve to protect or cure you and your allies.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Knacks Psychics learn a number of knacks, or 0-level spells, as noted on Table 1-8. These spells are cast like any other spell, but they don't consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Phrenic Amplifications A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification's description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can't be selected more than once. Once a phrenic amplification has been selected, it can't be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Phrenic Pool (Su) A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic's phrenic pool is 2. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool's maximum are lost.

Psychic Discipline (Ex or Sp) Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can't be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier. At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1-8. Spells learned from a discipline can't be exchanged for different spells at higher levels. Specific psychic disciplines are further described starting on page 64.

Repressed Memories All the amnesiac's older memories have been deeply hidden, as though she had been affected by multiple repress memory* spells. She isn't prevented from remembering things that happen over the course of a game, but might be forgetful. If the amnesiac's memories are ever restored, she loses this archetype and reverts to a standard psychic.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.

Spell Recollection (Ex) Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2-1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll's result if she's in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect. Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.

Spells An amnesiac's ability to cast psychic spells is the same as that of the psychic class, with the following exceptions. An amnesiac's faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1-8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1-8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1-8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list. This change to spells doesn't apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1-8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4thlevel spells, and so on). This ability alters spellcasting.

Spells A psychic casts psychic spells drawn from the psychic class's spell list (see page 69). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-3 on page 17 of the Pathfinder RPG Core Rulebook). The psychic's selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1-8: Psychic Spells Known. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on Table 1-8 are fixed. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Subject of Study (Demon) Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.

Weapon and Armor Proficiency A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Will of the Dead (Su) Even undead creatures can be affected by the psychic's mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. This amplification can be linked only to spells that have the mind-affecting descriptor.


@MadScientist - I see you went for the Faith discipline but I don't see which deity Rose worships?


GM CyberMephit wrote:
@MadScientist - I see you went for the Faith discipline but I don't see which deity Rose worships?

Sarenrae. I figure Rose will joke about possibly being a horrible monster but the possibility of that being the truth pushes her towards redemption


Hey just wanted to submit my submission. I've always been interested in doing Carrion Crown.

I submitted a tiefling alchemist a few years back, I co-opted some of her backstory into this new Tiefling wizard.

Malakos is charismatic though destructive and bores easily. His pale milky skin looks like a corpse left to rot but it gives him an almost porcelain appearance, cold gray eyes and pointed elvish ears. He has a fast intellect and isn't the greatest team player as he has never really had friends beyond servants and they count for little or less.

Here is a quick backstory, I can fill in more as times goes but I wasn't sure what point in the story ya'll were so wanted to leave it open-ended.

Backstory:

Malakos had a rather nice upbringing, the bastard to an Taldor nobleman, one that wished to keep his rather fiendish affair a secret. Malakos had most of his life provided to him, albeit kept from the public eye. He never knew his mother and his father couldn’t stand the sight of him.

A prisoner in all but name for the first 17 years of his life, he was locked away with all his needs attended to despite one. His desire to go outside and see the world. With little else to do he developed a thirst for knowledge that translated into a thirst for magic. Bored with his solitary life he begin to grow restless and through restlessness destructive. It was no surprise that lighting stuff on fire, destroy things with magical darts and otherwise causing havoc became second nature. Especially when he realized the more commotion he created the more his father would come around, even if only to berate and scold him. Any attention was better than none. The more of a nuisance Malakos became the more his father grew to hate him and what he represented. His father spent an exorbitant sum to send Malakos away to the University in Caliphas.

At the University, studying to be a full-blown wizard, he met Professor Lorrimor and fell in love. Or what Malakos assumes is love because he’s never felt so impressed and in-awe by the Professor's tales of adventures and his knowledge of the Inner Sea. He’s returned for the funeral and to understand how his hero could die and if possible bring his killers to justice. It’ll be an adventure just like the Professor’s stories.

I will might change the avatar, at the time of making this the avatar selection screen was like crazy buggy so I only had like 6 avatar's to choose from. I'm not really sure what that is about.


Here is Rose's complete sheet. I made a few changes to her racial abilities. I feel like Overlooked Mastermind is a better fit for her friendly nature. As I said earlier she is a Sarenrae worshiper. If you have any questions feel free to ask.

Spoiler:

Rose
Half Orc Amnesiac Psychic 1 Sarenrae Worshiper
Init: 2 Senses: Perception: +6
Defenses
AC: 15 Touch:12 FF: 13
HP 9/9 Fort:2 Reflex:2 Will:4
Offense
Speed: 30 ft
Melee: Dagger -1 (1d4-1 19-20/x2);
Ranged: None
Psychic Spells Known (CL 1; concentration +5)
1st 4/day- Bless, Magic Missile, Mind Thrust I (DC 15)
Oth At will- Detect Magic, Grave Words, Light, Telekinetic Projectile
Statistics
Str 8(-1) Dex 14 14 (+2) Con 14 (+2) Int 18 (+4) Wis 14(+2) Cha 12 (+1)
BAB +0 CMB-1 CMD 11
Skills: Craft(Alchemy): +8; Diplomacy: +8; Knowledge (planes): +8; Knowledge (religion) +8; Linguistics: +8; Profession (Barkeep) +6; Perception: +6; Sense Motive: +8; Spellcraft: +8;
Spell Abilities
Feats:
Expanded Phrenic Pool
Specials
Phrenic Pool: 4
Repressed Memories
Psychic Discipline: Faith
Phrenic Amplifications: Will of the Dead
Racial: Overlooked Mastermind, Skilled
Traits: Armor Expert, Subject of Study(Demon)


I'd originally designed this guy to be a LE Grim-Spawn Necromancer but I took a look at the party and felt like that original character design just wouldn't mesh well and I didn't want to cause strife.

I switched him over to just your standard run-of-the-mill TN evoker wizard to hopefully mesh well with the party. He has a rat familiar named Hannibal. I've considered tweaking him a bit, like maybe the original tiefling-race design doesn't quite fit but I wanted to get a submission in.

If you don't mind me asking, why no Divine magic for your game? You'd listed wanting only Arcane or Occult?

I hope you consider me, I am interested in playing and should have no problem keeping up with the minimum 1/day posting requirement. they may come at odd hours some times but I'll do my best to always be there.


Well the party already has an Inquisitor which I think is pretty decent as far as the divine classes go, but no arcane casting at all. Occult casters straddle the arcane/divine line in my opinion, and are a good thematic fit for the campaign. If I was looking for 6th player I guess I could take a full divine caster too, but at the moment I want to keep 5 as I don't want to change the encounters too much.

So to tally up what I have so far:
Full submissions:
MSW - Rose - LG Amnesiac Psychic (Faith)
Codanous - Malakos Grimsight - N Tiefling Wizard (evoker).

Interested:
TClegg1024 - Rakshasa Tiefling Psychic from Vudra
2G Cleric - Delfina Black - either Psychic(Abomination) or Investigator (Psychic Detective).

I will keep the recruitment open at most until Friday midnight my time. I may close it sooner if a new or completed submission stands out to me before that.


dot. Going to think about it and see if I can come up with something that interests me.


13 hours left at this point until the recruitment closes. If you need more time to complete your submission, let me know.


Ok, third time's the charm, right? Went with psychic, since it seemed with a rogue and an alchemist already in the party, an investigator, even a spellcasting one, might step on some toes. Made a few tweaks, though the character herself is essentially the same, just a bit different in terms of her powers. Fingers crossed-but good luck everyone!


Sigh.....

I mistakenly sent this question to DM Frightmare, and wondered why I hadn’t heard back.... was one of those days a while back....

As I understand it, a Psychic who takes Mind Thrust II when it becomes available can replace Mind Thrust I with another spell.

Spell Specialization allows similar retraining at Even levels, correct?

Would it be allowed to take the Magical Lineage Trait, apply it to Mind Thrust I and, once Mind Thrust II becomes available retrain the Trait to the new version?

My concept changed slightly and I am looking at an NG Witchwolf Skinwalker Psychic (Self-Perfection discipline), who in his encounters and discussions with Professor Lorrimor, learned to channel his anger and hostility into the Mind Thrust spell in all its forms. The professor’s teachings were so helpful, that the character learned to channel it to even affect undead on occasion (Will of the Dead Amplification).

Thoughts or suggestions? :) Any advice would be appreciated.


I am closing the recruitment for new applications. Nikolaus de'Shade, you can still complete your submission.

@TClegg1024 - I can only allow this using the 'Racial Trait' retraining rules which take 20 days. So expect to not be able to retrain for every version of the spell before you get a new one.

I had one of 'those days' today so I will look at the submissions with a fresh eye tomorrow.

Grand Lodge

I was writing this as of the 13 hours post. I will post it because it is done and hope for some leniency. Everything should be ready less equipment. If I'm too late, those are the breaks and thanks for the considerations. Sorry about 'one of those days.'

Appearance/Backstory:

Ryn Lye is a short stalky half-elf. So mismatched are his features that he has been accused of being half goblin dog. One blue one brown eye, a mess of tangled curly hair, his beard is patchy and unshaved. His posture is poor, and little effort is put into his clothing.

Rye is neither as bright nor a graceful the elves and half-elves of his conclave he is a lumbering oddity. His fate was sealed the day he was born, which was the day his great-grandfather, the previous lorekeeper, died.

The elves say that when his grandfather died his spirit and the spirit of the past lorekeepers were bound to him. This event altered the course of his like in several ways. First, Ryn was plagued by spirits beyond his control. This made studying magic and history very difficult for him. The strange occurrences that followed him we unlike those of his predecessors and pushed him towards the outskirts of society. As Ryn grew he found a second well off spiritual energy within himself. It was the will of battle itself. Again, this was unlike the previous five lorekeepers. There had not been a warrior guardian of knowledge in centuries. The last was an ancient elf Glynis who served to inspired Ryn to take control of his power. He did his best to fill the role of seer and protector of tradition. At best he performed adequately. His mother was smart and his father graceful, and they provided as much guidance as they could.

Half-elves live in a small community that can protect themselves, but the lorekeeper’s job is to keep the stories for all of them. His job is also to remind the elves and half-elves of the elder’s tales like those of their parents’ parents’ who joined the ranks of the Shining Crusade to drive Tar-Baphon’s armies from the banks of Lake Encarthan. The lorekeepers often travel between Ardis, Caliphas, and Karcau, to collect tales from these places. From there they move on to broader regions looking for isolated individuals that are scattered throughout the nation. On these travels Ryn’s grandfather met and worked with Professor Lorrimor, Ryn had met the man many times in his youth and seeks his aid now.

As a half-elf lorekeeper Ryn has far fewer years to accomplish his goals and has thus set out to complete his work hoping that Professor Lorrimor can help him.

Hooks with mechanical ties:
Haunted cures, patron is assumed but unknown

Hooks:
Ancient elves (spirit), Oracle and half-elf create character isolation and conflict, interactions between haunted spirit, mystery and other supernatural forces. Ryn is both comfortable and terrified of spirits in equal measure knowing their power personally.

Starting in the story:
With the tie-ins to the Professor and the wandering Ustalav I wrote the backstory with coming into the game late in mind.

Build:
Ryn
Half-Elf Oracle 1; Ancient Lorekeep Warsighted
Neutral Medium
Init: +6 Senses: +5

DEFENSE
AC: 12 Touch: 12 Flat-Footed: 10
HP:11
Fort: +2 Ref: 0 Will: +4

OFFENSE
Longspear +4(1d8+6 20/x3)
Ranged:

Oracle spells known:
1st 4/4 Cure Light Wounds, Divine Favor, Shield of Faith (CL 1; concentration +3)
0 Detect Magic, Guidance, Read Magic, Stabilize,

STATISTICS
Str 18 Dex 14 Con14 Int10 Wis10 Cha14
Base Atk:0 CMB +4 CMD 16
Skills: Diplomacy +6; Knowledge (arcana) +4; Knowledge (history) +4; Spirit Lore +4; Perception +5; Spellcraft +4;

SPECIAL ABILITIES
Feats: Combat Reflexes;
Specials: Martial Flexibility; Curse: Haunted; Mystery: Battle; Dual minded, Flexible half breed, Mismatched, Elf blood, Elven immunities,
Language: Common, Elven,
Traits: Seeker, Fate’s Favored, Subject of Study, Family Ties (Drawback made extra bad: all half elves)
Equipment: Longspear


GM CyberMephit wrote:
I can only allow this using the 'Racial Trait' retraining rules which take 20 days. So expect to not be able to retrain for every version of the spell before you get a new one.

That’s fine by me. :) I see it as him studying and learning how the new level of the spell will affect him and how much he can put into it....


So what was the result here?

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