DMJ's Expedition to Castle Ravenloft

Game Master Jonasty1031

Welcome to Ravenloft. Lord Strahd has been expecting you....

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Kainen update:

Human Gunslinger (Musket Master Archetype)


Evening DMJ,

After doing some thinking following my inital brainstorming I decided to go with my Human Bard (Sound Striker). I liked all of the concepts, but I felt this characters plot hooks and backstory would tie in the best with the Campaign. I'll post my usual "prologue" either late tomorrow or Friday.

Professor Dmitri Ruvinov:

A Human Bard (Sound Striker) Archetype: A mind without purpose shall wander in dark places. And when you look into the darkness, the darkness looks back into you. I imagine this character to have a haunted background, he is someone who, through his research has pierced the veil of our reality and found the lurking horror of the beyond. Once a respected professor of linguistics at the University of Lepidstadt, this man delved too deeply into the hidden languages of the world and it had an indelible effect on his psyche. The concept of this character would have several tie-in’s to the lovecrafting mythos. Via his archetype (Sound Striker) he has gained access through his research to “un-words” the proto-language of creation and he can use them to devastating effect. I would play the character less as a musician and more as a learned scholar who is slightly un-hinged. Mechanically he would act a group support character via his Inspire Courage and spells while also retaining the ability to act offensively via his Weird Words ability.


This is Young Tully's submission. I should have the background finished very soon.

Dark Archive

Okay, here's my entry, Khron Stonearm.

Spoiler:
He's tough as nails and doesn't take sass from anybody. Though he's rough around the edges, he's loyal to a fault to those who earn his trust. He'd sooner take a hundred arrows to the chest than let a single one of his friends be hurt.

He's a traveling mercenary of some renown, and Professor Lorrimor has come to him to assist in locating the Sunsword.


Updated alias.


I have statted up Amria (along with his companion) to go along with his background.


Of the two characters in mind, I went with the holy one...

Corvus Raaf:

Basic Information

Female Human – Rogue 6

STR 10 (+0); DEX 18 (+4); CON 10 (+0); INT 14 (+2); WIS 12 (+1); CHA 14 (+2); HP 53  

Combat – Scimitar; Longbow, Dagger

Skills - Acrobatics +12, Appraise +6, Bluff +10, Climb +7, Diplomacy +9, Disable Device +11, Disguise +10, Escape Artist +11, Fly +4, Heal +1, Intimidate +8, Knowledge (Dungeoneering) +6, Knowledge (Nobility) +4, Knowledge (Religion) +5, Linguistics +7, Perception +10, Perform (Dance) +9, Perform (Sing) +5, Ride +4, Sense Motive +8, Sleight of Hand +12, Stealth +12, Survival +1, Swim +4, Use Magic Device +6

Feats – Point Blank Shot, Weapon Finesse, Armour Proficiency (Medium), Dervish Dance (Pathfinder Qadira Sourcebook)

Class Abilities – Sneak Attack +3d6, Trapfinding, Simple Weapons, Armour Proficiency (Medium), Evasion, Combat Trick = Combat Feat = Martial Weapon Proficiency (Scimitar),  Combat Trick = Combat Feat = Martial Weapon Proficiency (Longbow), Trap Sense +2, Uncanny Dodge, Weapon Training = Weapon Focus (Scimitar)  

Equipment – Backpack; Caltrops x 5; Candle x 5; Chalk x 5; Fishhook; Flask (empty); Flint and steel; Ink (1 oz. vial); Ink pen; Mirror, small steel; Paper (sheet) x 5; Parchment (sheet) x 5; Pouch, belt (empty); Rope, silk (50 ft.); Sealing wax; Sewing needle; Signet ring; Soap (per lb.) x 4; Whetstone; Climber's kit; Holy symbol, silver; Thieves' tools, masterwork; scimitar(cold iron, masterwork, +1); Dagger x 5; Longbow (masterwork, +1); Arrows x 50;Dragonhide armour (masterwork, glamered{i]wish I was allowed to buy shadow[/i])

Background (the important bit)[b]

From an early age, Corvus was destined for life as a priest of Sarenrae. Pious as a child, she was fortunate enough to be noticed by an abbot that was on his way to take charge of a large temple. The abbot convinced Corvus' parents to release her to his keeping - as she was no doubt destined to join those called to serve The Healing Light.

Alas, the abbot was not virtuous and groomed the young Corvus - as he did with many pretty young girls he had convinced families to hand over to the church.

Corvus knew the teachings of the church were not congruous with how she was being treated – and when a new young girl was brought to the temple and was abused by the abbot, Corvus saw this as a test of her faith.

She considered her beliefs and decided that the acts occurring at the temple were not appropriate and she confronted the abbot. He laughed at her; then beat her and promised to rape her. She picked up a nearby candlestick and calmly bludgeoned him to death.

 

Corvus knew her version of events would not be believed but she also refused to turn her back on her deity – despite her confusion that her god had allowed this abbot’s behaviour to continue.. Once more, she faced a moral dilemma. Deciding to act in a selfless way and believing it was her duty to protect others, she took up the role of a virtuous avenger.

Running from the temple, leaving behind her hopes of becoming a paladin of The Dawnflower  she initially looked for simple wrongs to right when others would turn a blind eye. When those who transgressed were above the law, she saw that justice was done – with the teaching of Sarenrae ringing in her ears  - the ignorant should be turned with words and actions and if they will not turn toward the light, they must be redeemed by the sword. Before long, petty criminals and corrupt local officials led to seeking out cults of Rovagug, destroying the undead and demons and smiting evil wherever she found it.

Many people would pigeon-hole Corvus as a rogue, but she sees herself more as a stealthy assassin, and has tried to develop her skills that way. She never seeks payment for her actions.  Instead she asks for room and board and tends to do ‘honest work’ to ensure she doesn’t starve. Her weapons and armour are rewards for defeating particularly challenging foes and she always turns over any treasure found to the local church and only keeps what she needs to get to the next village.

Her lack of strength means she always plans to get close to her victim (and has the bow for when she can’t) and invariably uses stealth or her charisma to achieve that 'kill.'

As young women go, Corvus is tall and thin. With her tendency to dress in shades of grey and with her pale skin, long, straight dark hair and pale grey eyes; she looks gaunt and at times almost ill. She may not be strong, but she is agile and uses this to compensate when others underestimate her abilities. She's smart and also charming when it suits her. She'll never lose that desire to right wrongs, and lives by the mantra, [b]“I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.”


OK. I've just thought of an idea for a Wizard (probably Diviner) or Witch 5 / Harrower 1. Sorta fits with the theme and locale. I'll ponder some more and flesh things out to see if I can make something come of it.


When I get to a pc ill post a background that will be great for harry


Current submission list:

  • Belle Mythix: TBD
  • Young Tully: Crag the Igneous, Dwarf Stonelord
  • MPCampbell: TBD
  • Jariath: Krevek, Duergar Fighter
  • Arkwright: Arduino the Lesser, Human Sorcerer
  • Shalm: Alastair Tepesh, Dhampyr Rogue
  • Doomed Hero: Sir Garret Ravencourt, Human Fighter(esque)
  • Balabar: Herman Porter, Human Paladin
  • Drayen: Amria, Dhampyr Inquisitor
  • Birch33: Corvus Raaf, Human Rogue
  • Dreaming Warforged: Bertholdt Escheus, Half-elf Inquisitor
  • Dewn Mountain: Dirty Harry Calahan, Human Cleric
  • Arknight: Gerrosk, Human Paladin
  • Dark Netwerk: TBD
  • James Martin: Cassimmius, Gnome Druid
  • Ptolmaeus Arvenus: TBD
  • Odea: James Franklin Billingsworth III, Human Rogue
  • Seranov: Khron Stonearm, Dwarf Barbarian
  • Vharg: Dmitri Ruvinov, Human Bard
  • Imirtl: Kainen Grimsvelt, Human Gunslinger
  • Steven Helt: Decthacion Halfnesine, Elf Magus

Dark Archive

Looks like it's gonna be tough picking!

Happy Thanksgiving to my fellow Americans, may you eat way too much and sleep like you got paid for it.


I will bow out, can't get any good inspiration. Good luck everyone.


Crossing my fingers.


I am a huge Ravenloft fan and am happy to play any character - any race or class - just to get to play Ravenloft. I currently have 2-3 character concepts and can play any of them based on what the party needs or the GM wants.

Current character concepts:

  • Alexander Torquemada: LN Inquisitor of Asmodeus
  • Seigemaster Gabriel Arudora, LG Paladin/Holy Vindicator from the Grand Cathedral of Pharasma in Korvosa
  • Agnes Beumhal: N Gravewalker Witch
  • Leftenant Catherine Vinings: CG Eagle Knight/Gunslinger of Andor

    I'll add their backgrounds to this thread and let you pick which one you like and then flesh it out further if appropriate. I am also familiar enough with Ravenloft that I could very easily play a local if you'd like the Golarion characters to have a little help finding their way around.

  • Alexander Torquemada: Falkovnian Officer
  • Sister Mary Arudora, LG Paladin of the Morninglord
  • Agnes Beumhal: N Gravewalker Witch
  • Leftenant Catherine Vinings: CG Eagle Knight/Gunslinger of Mordent

    I have pictures selected for all of these characters but don't see that I can load them in a message on these forums. Do you have an email address where I could send pictures/character sheets? If you don't want to post it, you could just send it to me at matthew (at) matthewcampbell (dot) com. I also have numerous examples of past characters I've played at that site.


  • DM Jonasty wrote:

    Current submission list:

    • Arknight: Gerrosk, Human Paladin

    Gerrosk is actually a Half-Orc Paladin. :)


    Alexander Torquemada

    Fluff

    Spoiler:
    Andre Thrune had done well when he made his first contract with a barbezu thirty years ago. He’d since leveraged that contract with more powerful devils, shrewdly working his way up the hierarchy of Hell. Money, power and women had all been his. And now, here at the end, he’d barter it once again, this time to a new kind of fool.

    Oh how she put on airs, as though this “kiss” could bestow some form of nobility. The House of Thrune ruled the empire now with his cousin Abrogail II sitting on the throne. A true noble House, not some hopped up commoners with pretentions. They had their uses however, oh yes they certainly had their uses. His soul was bound to Hell upon his permanent death, whenever, or shall we say… if ever that happened.

    Mincing across a room reminding him of nothing so much as a Varisian bordello, the toothsome harlot held out her arms to draw him near. With feigned adoration he knelt before her. As she bent to his neck he thought of his men outside. A vampire controlled their spawn absolutely for the length of their lives. And after, the newly freed spawn was the master. How foolish they all were, demons, devils and undead. Why did Evil always draw the imbeciles.

    She jerked back as the door smashed open. Those fools! They’d come too early and now he’d have to go through it all again. Finding and baiting a vampire had taken years in this land of devils and now everything ruined because of idiot minions! Eight men he’d set outside, trusted men. Eight iron spikes in his courtyard would glisten tonight, eight puppets dancing upon them, of that he was sure.

    And then a flash of light burst into being behind her head, just before her face, eyes open in shock, exploded right above him. Wiping gore from his eyes he tried to leap to his feet but a gauntleted hand on his shoulder slammed him back to his knees. Looking down on him was a man in mail of crimson and steel, red flames licking up and down armor with wicked spikes that glinted in the candlelight.

    “Our master sends his regards Andre. There has been talk and some say you no longer love him. Some say you’ve found another to replace him. He’d like to talk to you about this Andre. He’d like to talk to you right now.”

    And then the mace came smashing down.

    The Order of the Pen

    Spoiler:

    The multiverse has always had Rules. Most people aren't aware of them, may not even realize that they are sitting at the table, bound by them. Everyone knows the Law of Gravity, that of Thermodynamics, or even the one first discovered by a gentleman named Murphy.

    There is one being however, who understands these Rules better than any other, the Prince of Contracts. He knows that many things can happen to a soul over the life of an individual and he knows that in the end, souls are power.

    Payment is deferred when you follow the Rules and Hell is willing to wait for their due, especially if you are furthering their aims upon the mortal sphere. However, some try to break the Rules, and these must be dealt with.

    Those that beg, wheedle or whine are easy enough, just scoop them up and have done with it.

    Some try to offer the souls of slaves, spouses or children in their place, not understanding that a soul can only be traded freely.

    But time and time again, the ones that really think they're clever try to avoid payment through undeath. So many times has this trick been tried that he no longer considers it even worth his time to collect these fools.

    No, he has people for that....

    Personality

    Spoiler:

    Alexander doesn't much care for many of the Hellknights he meets. Some are okay, but you tend to run across the perverts, sadists and psycopaths way too often. It's not really surprising though, more of an open secret really, that the whackjobs always burn out quickly, unable to even stand each other.

    One of Alexander's earliest memories came from the dinner table. His father, a semi-successful shopkeep, was a great lover of Rules. One of his favorites: "Dinner is always a time of learning."

    "True Freedom," his father would say, "comes from observing the Rules."

    Now this may seem an oxymoron to you, and it certainly did to little five year old Alexander who thought, "Eh? True Freedom is doing whatever you want, whenever you want, wherever you want." And so he lived his life accordingly.

    It came as no surprise then, to anyone but Alexander, when the Hellknights showed up on his 12th birthday. Alexander got to learn another Rule: "In Cheliax, a boy can be apprenticed on his 12th birthday whether he likes it or not."

    However, what did comes as a surprise, to no one but Alexander of course, was that with the Hellknights, Alexander learned the value of Rules.

    When the famed Diva Winnona Ternington began feeding her servants to a summoned demon, it was Rules, enforced by Hellknights, that brought her down.

    When the vampire lord Baron Risengoff tried to convert the Town Council of Rikkan into thralls, it was again the Rules, enforced by Hellknights, that brought him down.

    It surprised him that a mere shopkeeper understood more than the entire nation of Andor or the Free Kingdoms - You only have true Freedom when you are free to go about your life, safe from the murderers, bullies, cheaters and thieves that want to take it from you. Without Rules, you could easily find your Freedom, just travel to Galt.

    And so, on his 18th birthday, he joined the Order of the Pen. Let the freaks and whackjobs have their bullying and torture. He would enforce the Rules - of which the most basic is: Thou Shalt Keep Thy Word.


    Backstory:
    Crag brought the massive sledge down hard, driving the iron spike deep into the rock. There was crack, like the bones of the earth breaking, before the face of the vale wall slid away to shatter in the stone basin. The cloud of dust that rose up covered the entire camp, giving it a ghostly appearance.

    "It's late," Trammel whined. Crag ignored him. "I said 'it's late'!"

    "I heard you," Crag huffed.

    The night had fallen in full. There was no moon, and the dust from the mining and mists of the vale had fully obscured the stars. As the dust began to settle, Crag began hammering away again.

    "The mountain isn't going anywhere," Trammel persisted. "Let's begin again in the morning."

    There was another crack, and another chunk of earth and stone fell away. Something caught Crag's eye, and he bent to retrieve it. Obsidian? Here, in a valley of sediment? He turned the oblong piece of black volcanic glass over in his hand as he turned the puzzle over in his mind. Shrugging the mystery aside, he pocketed the puzzling stone and went back to his labors.

    "It's dark." Trammel was not deterred.

    "I can see in the dark,” Crag countered. ”So can you." He ran his hand over the exposed surface.

    "I can also sleep in the dark." Trammel's petulance was beginning to grate on Crag's normally rock-solid nerves. Then his hand touched something. Something that didn't feel the same as raw stone.
    "Fetch a lantern! Fetch a dozen of 'em! Go, lad...! NOW!"
    Within minutes, dozens of sleep dazzled miners were gathering around striking flints, and working the lanterns into position. As light bathed the newly exposed rock, there was a collective gasp. Flowing from the rock like a stream of pure silver frozen in time… “Mithral..!”

    The screams that erupted from the work camp had nothing to do with the discovery of the precious ore.

    The chaos that followed… thousands of rats swarming from every fissure in the earth… wolves howling all around… dwarves, trusted kin and clan, turning and attacking one another… dozens of feral humanoids appearing from the shadows… By the gods! They’re feeding!

    Crag fought until he could no longer lift his sledge, until his wounds overcame him. One of the creatures stood over him, blood covering his chin. He smiled as he bent to feed. The obsidian felt warm in his pocket. Strange that I should think of that, at a time like this… There was a bright flash, then he was sinking… From the stone we are shaped, and to the stone we shall return…

    When he opened his eyes, the battle was long over. The creature that had saved him stood silently, protectively beside him. Crag nodded his thanks. Then he hefted his sledge and began hunting the creatures that had murdered his clan.


    DMJ: Character history and crunch are almost done. I wanted to ask, what level do you think this campaign is going to go to? I am trying to determine mechanically if a feat chain is worth it.

    -Thanks!

    Dark Archive

    I did a little touching up of Khron's backstory, and I will probably be doing a bit of this and that to the character all the way up until deadline.

    If there's anything you think I need to change or elaborate on, feel free to say so. I'm very enamored with the Ravenloft campaign, and since the first time I tried to play it crashed hard after a handful of sessions, I would absolutely love to get a chance to play it through to the end.


    Good Evening DMJ,

    Here is my submission for your Expedition to Castle Ravenloft. If selected I may need to adjust the crunch to best fit our party needs. Mechanically this character is less of a support and more of a battlefield controller, damage dealer and party face. I have 19 rounds a day of a Bardic Performance, and with my feat Lingering Performance that effectively triples it. My main form of damage comes from my ability Weird Words and fair warning, its quite effective. See: Hannah of the Harsh Words Basically I'll be turning out 6 ranged touch attacks a round and each attack deals 1d8 + 6 (fort for half) for a total of possible 6d8 + 36 (fort for half DC18). Outside of combat I have some decent battlefield control skills, and a ton of knowledge / social skills. As the group comes together I may take a level of rogue at 7 for sneak attack and disable device if the party doesn't have a dedicated lock picker.

    DMJ, I know your fond of saying that you don't pull punches and from what I remember this campaign is hard. Normally I wouldn't make a character quiet as "optimized" but I expect you to pull out all the stops.

    I'll post again tomorrow once I have written Dmitri's physical and mental description. Thanks for reviewing my application and I appreciate your consideration.

    Edit: Just went back through and read the other applications and there are some really fantastic ones!

    Crunch:

    Professor Dmitri Ruvinov CR5
    Male CG Human Bard (Sound Striker) 6
    Male Medium Humanoid (Human)
    Init+ 3; Perception +10;

    ----------------
    DEFENSE
    ----------------
    AC 21, Touch 13, Flat-Footed 18
    hp 63 (6d8+12+3)
    Fort +5, Reflex +9, Will +6 (+4 sonic and language-dependent effects.)

    ----------------
    OFFENSE
    ----------------
    Spd 30 ft.
    Melee Dagger -1 (1d4-1/19-20/x2) and. .
    Ranged Dagger +7 (1d4-1/19-20/x2) or
    MW, Light Crossbow +8 (1d8/19-20/x2) or
    Ranged Touch +7

    ----------------
    STATISTICS
    ----------------
    Str 8, Dex 16 (14 +2 Magic), Con 14, Int 13, Wis 12, Cha 20 (15, +2 Racial, +1 lv4, +2 Magic)
    Base Atk +4; CMB +5; CMD 15
    Feats: Bardic Weapon Proficency, Light Armor Proficiency, Shield Proficiency, Lingering Performance, Skill Focus: Stealth, Eldrich Heritage (Umbral), Point Blank Shot
    Traits: None.
    Carrying Capacity; Light 26lbs, Medium 27-53lbs, Heavy 54-80lbs.
    Total Weight: 23lbs (Light)

    ----------------
    SKILLS
    ----------------
    Appraise +5 (+1 Rank, +3 Class, +1 Ability)
    Bluff* +14 (+6 Rank, +3 Class, +5 Ability)
    Diplomacy* +14 (+6 Rank, +3 Class, +5 Ability)
    Intimidate* +14 (+6 Rank, +3 Class, +5 Ability)
    Knowledge (arcana) +8 (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Knowledge (history) +8 (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Knowledge (local) +8 (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Knowledge (nobility) +8 (+1 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Knowledge (planes) +10 (+3 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Knowledge (religion) +10 (+3 Rank, +3 Class, +1 Ability +3 Bardic Knw)
    Linguistics +7 (+3 Rank, +3 Class, +1 Ability)
    Perception +9 (+6 Rank, +3 Class +1 Ability)
    Perform (Comedy) +14 (+6 Rank, +3 Class, +5 Ability)
    Perform (Oratory) +14 (+6 Rank, +3 Class, +5 Ability)
    Sense Motive* +14 (+6 Rank, +3 Class, +5 Ability)
    Sleight of Hand +6 (+1 Rank, +3 Class, +2 Ability)
    Spellcraft +10 (+6 Rank, +3 Class, +1 Ability)
    Stealth +11 (+3 Rank, +3 Class, +2 Ability, +3 Feat)
    Use Magic Device +14 (+6 Rank, +3 Class, +5 Ability)
    *Via Versatile Performance
    Total skill points: 48/48

    Languages: Common, R'lyehian, Thassilonian, Draconic, Giant

    ----------------
    SPECIAL ABILITES
    ----------------
    Favored Class (Bard): +3 Hit Points / +3 Bonus 1st level spells known.
    Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
    Normal Speed: Humans have a base speed of 30 feet.
    Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
    Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
    Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
    Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
    Skill Focus (Stealth): You gain a +3 bonus on all checks involving the chosen skill
    Eldrich Heritage (Umbral): You gain the first-Level bloodline power for the Umbral Bloodline. For the purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
    Bloodline Powers: Your shadow magic is more defensive than offensive.
    Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (2 rounds/+2 Stealth). You may use this ability a number of times per day equal to 3 + your Charisma modifier (8/day). This bloodline power replaces shadowstrike.
    Bardic Knowledge (Ex): A bard adds half his class level (+3) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
    Bardic Performance (standard action) (19 rounds/day): A bard gains the ability to deliver a select number of supernatural and spell-like performances.
    Bardic Performance: Counterspell (Su): Counter magical effects that depend on sound.
    Bardic Performance: Distraction (Su): Counter magical effects that depend on sight.
    Bardic Performance: Fascinate (DC 18) (Su):One or more creatures becomes fascinated with you.
    Bardic Performance: Inspire Courage +2 (Su): Morale bonus on some saving throws, attack and damage rolls.
    Bardic Performance: Wordstrike (Su): Spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard's level to an object, or half this damage to a living creature. This performance replaces inspire competence.
    Bardic Performance: Weird Words (Su) (DC 18) At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard's Charisma bonus (Fortitude half), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word. This performance replaces suggestion.
    Versatile Performance (Ex) Perform (Oratory): A bard can use his bonus in this in place of his bonus in associated skills (Diplomacy, Sense Motive).
    Versatile Performance (Ex) Perform (Comedy): A bard can use his bonus in this in place of his bonus in associated skills (Bluff, Intimidate).
    Well-Versed (Ex): The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
    Lore Master (Ex): A bard can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. Once per day, the bard can take 20 on any Knowledge skill check as a standard action.

    ----------------
    Spells
    ----------------
    Orisons: 6 known, DC 15
    Prestidigitation
    Ghost Sound
    Detect Magic
    Read Magic
    Light
    Message

    1st Level Spells, 6/day, 7 known, DC 16
    Grease
    Silent Image
    Saving Finale
    Liberating Command
    Feather Fall
    Solid Note
    Unseen Servant

    2nd Level Spells 4/day, 4 known, DC 17
    Glitterdust
    Invisibility
    Shatter
    Silence

    ----------------
    COMBAT GEAR
    ----------------
    +1 Chain Shirt – 1100 Gold
    +1 Darkwood Heavy Wooden Shield – 1257 Gold
    Light Crossbow -
    Crossbow Bolts (20) -

    ----------------
    OTHER GEAR
    ----------------
    Explorer's Outfit – Free
    Headband of Alluring Charisma +2 – 4000 Gold
    Belt of Incredible Dexterity +2 – 4000 Gold
    Cloak of resistance +1 – 1000 Gold
    Handy Haversack – 2000 Gold
    Adventureing Gear -
    Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Manacles (average lock; break DC 26, Disable Device DC 25, Escape Artist DC 30)

    Gold On Hand: 2643

    Contains:
    Left pocket: all scrolls,
    Right pocket: all potions, 2 Holy Water
    Central pocket: Magnifying glass, Spell component pouch 2lbs, Rope, silk (50 ft.) 5lbs, Rations, trail (7 days) 7lbs, Tent 10lbs, Mirror, small steel 1/2lbs. Lantern, bullseye, 3 lbs. Bedroll, 5 lbs, Cold-weather outfit, 7 lbs, 60 Arrows, 9lbs = Total Weight: 48 1/2 lbs.

    History of Dmitri Ruvinov:

    Dmitri Ruvinov was born along the shores of Lake Encarthan in the bustling metropolis of Caliphs. Born to a wealthy antiquity merchant’s family, Dmitri’s first memories were of his father spending long hours by candlelight scribing numbers and figures into his massive ledgers. From an early age Dmitri helped in his father’s business, for endless hours counting and inventorying the eclectic items that his father would bring home from his journeys abroad. Skill: Appraise By the time that Dmitri had turned sixteen, he had seen and cataloged more artifacts and curios then some museum curators but it only left him wanting more. Skill: Knowledge (history/religion) and Bard Class

    Seeing his sons thirst for knowledge and a potential opportunity to expand his business, Dmitri’s father Mikhail offered to send Dmitiri to the University of Lepidstadt, to which Dmitiri gratefully accepted. The next four years were some of the happiest in Dmitri’s life. He found that he excelled in the fields of philosophy, history and religion, but he was only of middling talent at the art of dueling, having earned more than his share of scar’s upon the Fifthstone Hill. Bardic Weapon Proficency

    In his last two years of education Dmitri choose to specialize in a field of study and thinking back to his days of cataloging ancient texts and clay tablets for his father he found a particular interest in the study of linguistology. Skill: Linguistics In his final year as Dmitri prepared to graduate from Lepidstadt he spent more and more time at the Laurelgauge Library researching his thesis and he found something that would change his life. In the earliest of Thassilonian, Dwarven and Cylopedian glyphs there contained trace hints of a deeper proto-language. Initially, Dmitri was only able to extrapolate a smattering of phenoliths and morpholiths from the language, but the very discovery rocked him to his core. Archetype: Sound Striker

    As the weeks went on Dmitri’s mastery of R'lyehian, as he dubbed it continued to grow, until several weeks before graduation he had pieced together his first word. Overjoyed at his discovery he shouted out the word with devastating results; the lectern he was using at the time to burst into splinters, blood began to run from his mouth and one his teeth cracked in half. Bardic Performance: Wordstrike Horrified, shocked and confused at what had happened, Dmitri frantically gathered up his notes and journals before he fled from the library and back to his dormitory room.

    Scared Dmitri did what any man would do in a similar situation. He drank himself to sleep in the hope some respite from his memories. Sadly, the un-waking mind can comprehend only what our conscious mind could only grasp at the edges of. In his dreams Dmitri saw the darkness of the stars framing a coastline of mud, ooze and crumbling Cylopedian masonry. All around him were greenish stone blocks, rising into the sky higher then should be physically possible. Each of the massive stone obelisks were engraved with images of tentacle beasts and inlayed with more of the R'lyehian runes. He felt a thousand, thousand eyes upon him and in his dream he heard unintelligible whispers from the darkness. Screaming Dmitri woke from his dream covered in sweat and still smelling the acrid stench of the alien shoreline, but by then the damage had been done. The key had been turned on the lock of his mind. Eldrich Heritage (Umbral)

    Fearing that he was losing his grip on his sanity Dmitri turned to the one person he knew he could trust; his oldest friend and fellow student Petros Lorrimor. For long hours Dmitri and Petros discussed Dmitri’s discovery of R'lyehian and the implications of the proto-language. Over the next several days the discussions gave way to experimentation, and it was Petro’s urging that lead Dmitri into the quest to learn how to harness his newly found power. Between Petro’s knowledge of the occult and Dmitri’s ability to harness the ancient language, he was, with much trial and error able to harness his budding powers, but they both agreed that it was not enough.

    Following his graduation from the University Dmitri returned to Caliphs to take over his father’s business. Over the next five years Dmitri traveled around much of the world from the steaming jungles of the Mwangi Expanse to the blistering sands of the Osirion deserts, all while frequently communicating with Petros via letters. Each ancient structure Dmitri traveled to while under the guise of business was actually step towards unlocking the secret behind R'lyehian.

    One month ago while Dmitri was returning from an expedition to the Ruins of Kho he received a request via one of Petros’s frequent letters urging him to make best possible speed back to Ustalav. The letter went on to state that Petros believed he had learned the location of a powerful artifact that had been thought lost during the war against the Whispering Tyrant, and though it was unlikely, if the news about the artifact was real, perhaps there might also be some remnants of the fabled tomes of knowledge left behind from the Wispering Tyrant himself as well. With no further urging needed Dmitri made his way back to Ustalav to meet with his oldest friend.


    I have added to the background and further updated the stat blocks with domain abilities and animal companion tricks. I am really excited at the possibility of playing Ravenloft. I read several of the novels but, never got to play in a campaign. Keeping my fingers crossed.


    I would like to submit Grigore Golea, I haven't completed his background yet and chrunch needs to be updated. He's an old submission to a Carrion Hill adventure


    Vharg, regarding the level question. The module has the group going from 6th level to 10th level. Should be about the same even with an "update" to PFRPG. Depending on how it goes, might continue the game on after the module is finished, we'll see how things go and what kind of ending we get.


    Sounds great!

    Equipment is done. Most things, especially spells, can be revised with the rest of the selected group.


    I may tweak skills or equipment slightly before starting (especially if you add traits), but otherwise Crag is all set.


    Here is Kainen ready to go!

    I am working on my character survey that I do which should help with adding some background on the character.


    Here is my work up for Dmitri's personality and appearance, however I just received some bad news. Despite the Archetype being used in a previous build, and multiple posts were the general consensus was that the Sound Striker ability Weird Words could all be used on a single target, James Jacobs recently did a FAQ where he stated that they were not intended to be used vs. one target. So my build is pretty much shot. Its a bit disappointing considering the work I have put in. I'll give my character some thought and have to do some reworks. I expect that the class may change, but the character and his premise with a brush with madness will stay the same.

    Personality and Appearance:

    Appearance
    Narrow of build with piercing grey eyes Dmitri keeps his greying black hair and goatee neatly trimmed. On the right side of his side of his face Dmitri proudly bears a Lepidstadt Scar; a reminder of his younger days of dueling with raipers upon the Fifthstones Hill. While traveling abroad Dmitri wears clothes of muted greys and browns that are neatly tailored and of good material, but otherwise unremarkable. In fact the only thing that might set Dmitri apart from another passing scholar or merchant is the eerily way that his shadow seems to move around him, slinking and enfolding him with an almost maliciousness intent.

    Personality
    (CG) Impulsive in nature, Dmitri has had the illusion of reality broken before his eyes and because of this he has learned to take nothing for granted. After working with Petros Lorrimor for years, Dmitri has managed to slowly overcome the inner-darkness that threated to overwhelm his psyche. Still, some remnants of his past occasionally surface brought on by the occasional trigger. Rather than allowing his fear to control him, Dmitri’s brush with madness has strengthen his will and made him stronger because of it. It is important to Dmitri to never forget where he came from and because of this he holds a special regard for the mentally sick and disabled, knowing that if things had been different he could have ended up in an asylum as well. Dmitri also makes it a point to be excruciatingly careful in the proper pronouncement of each and every person’s name that he addressed. Having learned years ago that each word can hold a hidden power, and non-more so than a person’s true name.


    Any chance for a homebrew race on the same lines in terms of power as a Core race?

    I'd show you the race if you so choose. It's particularlly flavored towards this kind of game.


    Damn, I started thinking about the character and the Harrow deck and thanks to this feat, I keep getting Gambit on the brain. I think I'll need to sleep on it if I'm going to avoid making a Staff Magus with that feat speaking with a New Orleans-style patois. *sigh*


    Evening DMJ!

    After doing some thinking I decided that I want to change Dmitri to a Alchemist (Mind Chemist). I think that thematically little will change. If your alright with it for role-play purposes Dmitri's "un-words" could just use the same mechanic as his bombs, but rather then hurling chemicals I am spitting out words of power from a primal, proto-language and using them to freeze, burn and otherwise harass my foes. I may not be able to stat him up tonight, but i'll spend some time tweaking Dmitri's backstory to fit a few of the new elements.

    Thanks!
    Vharg/Dmitri/Celeador


    FML, I just spent an hour and a half writing additional background and paizo totally just effing ate it lol. I'll try and work up the energy to redo it by tomorrow evening.


    Kainen Grimsvelt wrote:
    FML, I just spent an hour and a half writing additional background and paizo totally just effing ate it lol. I'll try and work up the energy to redo it by tomorrow evening.

    Paizo time-out rather quickly, better write it in a text editor then copy-paste it.

    Dark Archive

    Kainen Grimsvelt wrote:
    FML, I just spent an hour and a half writing additional background and paizo totally just effing ate it lol. I'll try and work up the energy to redo it by tomorrow evening.

    Oh man, I know that pain all too well.

    I actually build all my characters on Myth-weavers just to avoid that happening, now.


    That sucks man! I copy and paste everything before I post it now, just in case that happens.


    Vharg Half-Man wrote:
    That sucks man! I copy and paste everything before I post it now, just in case that happens.

    ^ this.

    These boards are notorious for eating posts.


    Thanks guys, normally I do copy and paste but my hand was taken over by evil gremlins and forced to press submit while my middle and ring fingers cackled madly.


    Some stats for Alexander.

    Upon reading my background, it's not clear why he is in Ustalav. As an undead hunter, he's there to try and kill a creature of the DMs choosing or I will make one up.

    Spoiler:

    Alexander Torquemada
    LN, Human Inquisitor 6
    ST: 18, DX: 10, CN: 14, IN: 10, WI: 16, CH: 8
    Fort: 7, Ref: 2, Will: 8
    Melee +8, Rng +4
    Bluff +3, Climb +2, Diplomacy -1, Heal 3, Intimidate +11, Knowledge Religion +9, Perception +12, Sense Motive +15, Spellcraft +4, Survival +12
    Class Features: Cunning Initiative (+2 init), Detect Alignment, Discern Lies, Bane (9 rnds/day), Touch of Spirit World (6rnd 6/day), Track +3, Judgements, Monster Lore, Solo Tactics, Stern Gaze (+3 intimidate)
    Feats: Extra Bane, Favored Judgment (Undead), Armor Proficiency: Heavy, Power Attack, Duck and Cover (teamwork), Shake It Off (teamwork).
    Magic Items: Ghost Touched Full Plate, +1 silver heavy mace, Ring of Protection, Handy Haversack, Ring of Sustenance, Belt of +2 Str, Headband +2 Wisdom (Not added to stats), Masterwork shortbow
    Other items to be purchased
    Alexander is built to be a paladin for a deity that cannot have Paladins, either Asmodeus or Pharasma. He is built primarily for offensive melee.


    Esmerelda Proust

    Basic Stats

    Spoiler:

    Esmerelda “Black Esme” Proust

    NG Human White Haired Witch 2, Hexcrafter Magus 4
    ST: 13, DX: 14, CN: 14, IN: 19, WI: 10, CH: 8
    Fort: 6, Ref: 3, Will: 7
    Melee +10, Rng +6

    Climb +10, Fly +11, Intimidate +8, Knowledge Arcana +10, Perception +6, Spellcraft +13, Swim +14, Use Magic Device +8

    Class Features: Favored Class: Magus, Magic Arcana (Hexes), Prehensile Hair, Arcane Accuracy, Arcane Pool, Spells, Spell Combat, Spellstrike, Witch Cantrips, Witch Familiar, Wisdom Patron

    Feats: Extra Arcana (Maneuver Mastery), Extra Hex (Flight), Power Attack, Scribe Scroll

    Magic Items: Probably quite a few scrolls and wands, Headband of Intellect +2, others

    Agnes is a melee debuffer/grappler. She fights with her hair which can grapple as a free action and through which she can cast spells. Her hair functions as limbs (but can’t wield weapons) at a STR = INT.

    This is a much toned down version of a build off these boards, written by STR Ranger and Mathwei apNiall, that I found while searching for witch ideas. All credit goes to the writers but I have watered down the build significantly. Some of the talents and feat decisions were made for crunch purposes and while I want an effective character, I want a RP character more.


    Fluff

    Spoiler:

    The young maid thrashed her head in a panic, her eyes desperately seeking an exit despite the bonds pinning her hands to the upright table. The withered ancient prelate before her nodded grimly to his hulking manservant as he placed the wrought iron implements in the coals of the fire. A new burst of hysteria broke out from the kitchen, hushed after a few metallic thunks from a ladle.

    The patrons of Vische’s smallest inn had fled when the carriage pulled up to the doors – none mistaking the Sigil of the Pharasmin Penitence. When Witchfinder Judge Coim himself stepped out, the Mistress had to wield the broom to get the serving girls moving. Now one of her girls was headed to the fire, without a doubt, and her husband Master Buckleby out arranging deliveries for the morn. She’d sent a girl for him and was now simply trying to keep the other girls from outright hysteria.

    Turning in relief as the kitchen door burst open, Mistress Buckleby stared slack-jawed at the figure striding into the room with her messenger. An emerald green face floated in a sea of black hair, draped in a long black dress 50 years out of fashion. By all that’s Holy, that fool girls gone and killed them all now – sent for Master Buckleby but returning with Black Esme herself.

    As the witch moved to the far door, the panic in the kitchen became pure rout. No mortal, man or maid, wanted to be within a league when Esme faced Coim. Witchfinder Judge Coim, then a fresh-faced young man of thirty and only a simple guard, had guaranteed his future with the Order when he captured Aliss Proust. The entire Penitence hierarchy had some to Vische the day she burned, far too absorbed with each other to notice the six year old girl under a wagon, her green face weeping tears of blood for her mamman.

    Master Buckleby and his wife returned to the inn an hour later, only to watch the flames lick up the peaked roof. The remains of the carriage leaned drunkenly across the front doors of the inn, just now beginning to catch flame. He had cursed his fate in three languages as he undid the brake before he and the missus rolled the fine carriage down the hill. Nothing would be salvaged from this night, except possibly their lives. Turning away as everything they owned went up in flames, they hoped to escape town before the fire died down in case someone found the body of Judge Coim, nailed to the front door beneath the carriage.


    Background

    Spoiler:

    Few recognized Black Aliss the day she moved into 7 Rumblebelly Lane in Vische. She’d lived on Mount Graywreath for as long as anyone could remember, and considering that her name was used to make Old Ganther Buck eat his peas and go to bed quietly as a lad, those memories went back very far indeed.

    The house was paid for in gold coins dating back well before the wars of the Whispering Tyrant and it was to his credit that the Count’s man kept his face impassive as he counted them. Upon signing the deed, Aliss walked into the house, quietly closed the door and that was that. The welcoming committee kept watch each day for a wagon to trundle up the road, burdened down with furniture and foodstuffs and maybe, just possibly, a glimpse of the man that had tamed Black Aliss.

    When they finally visited, four full days later, they were welcomed into the home by a normal housewife, looking not like some terror of the night, but like any other, her cheeks rosy from the stove. Laid out on the kitchen table before them were scones with jam and a full tea serving for eight of them as though they were expected. Awed whispers fluttered as Aliss went to fetch her new babe, as the local women took in a cozy home where they expected bare walls and floorboards.

    Their little sighs of comfort ended however when Aliss returned, her babe swaddled in a soft blanket. The pink wool of the blanket was beautifully decorated by small white and yellow lilies embroidered on the edges. The proud mother cooed to her daughter when it let out a little cry, the sound reminding every mother present of their own daughters, married and with daughters of their own.

    When Aliss turned her babe to face them, the women recoiled in shock despite themselves. All reminiscences were forgotten when they saw those little fingers gripping the pink blanket below a face of emerald green.

    From that day forward, the township of Foggy Bottom, on the outskirts of Vische, would never be the same.


    Personality

    Spoiler:

    Esme is a middle aged witch, currently running from the Order of Pharasmin Penitence in Vische, a very puritan arm of the Church of Pharasma. Esme killed the Witchfinder Judge Caim in fair combat to save the life of an innocent serving girl. As Caim is the same man that hunted and burned her mother 40 years prior, Esme does not feel very much remorse, though this is not the way she thought she would get her revenge. She had always imagined calling him out in public, making an impassioned plea to the townsfolk, and the Witchfinder, in shame, exiling himself. Evidently, that kind of thing only happens in stories.

    Esme believes in what's best for the community at large, but as an orphan who was never accepted, she does not feel a part of the community herself. She left in her teens for her mother's old house on Mount Graywreath. She therefore always tries to help good people where possible, but half expects them to turn spiteful, petty or mean at a moments notice. She does not have a bitter spirit really, despite all that's happened to her, she simply does not consider herself part of "everyone" and so avoids them.

    Esme is not interested in money or power as no amount of either will make her welcome at home in her village. The items she carries were left at her mother's and she keeps them as heirlooms. There is a great deal of gold there as well, but she only grabbed a handful as she headed out the door and left the rest behind. Gold doesn't mean much to hermits who live high on top of mountains.


    Appearance

    Spoiler:

    Esme is in her 40s, pretty in a pointed, angular kind of way, although noticably too tall and skeletally thin. She has emerald green skin and irises which only magic can disguise. Her unusual coloration and alien manner frequently put people off despite her looks.

    She has thick dark black hair that can grow to as much as 15' long or shrink to a pixieish bob but usually falls in a wave to her heels. Her hair fans out behind her when she is angry, making her head appear to float in a sea of black.

    Esme wears dark dresses which were her mother's. All of them are cut from fine fabric and extremely well made, but horribly dated and out of fashion. She takes care of her appearance, despite being a hermit, as her mother raised her to be very proper.

    Lastly, Esme does almost everything with her hair, something her mother would disapprove of mightily. This has made her thin and willowy, although because of distant hag heritage, she is significantly stronger than she looks.


    Have been wanting to make a ranger for a while...

    Ada the Hunter:

    -This time, you're getting sent to a slightly longer trip. According to our intelligence, your next quarry is hiding in Ustalav.

    -Ustalav? With all due respect, what makes this person so important that I have to pursue him across half the continent?

    -It is not our job to question our orders. Get ready, you'll be leaving soon.

    Ada was born in Cheliax from a liason between a young noblewoman of a minor house and an elven diplomat. To avoid any scandal, her family pretended that she was adopted and made sure that she was out from home as much as possible, sending her along to hunting trips as soon as it was possible. These trips, combined with the natural inclination from her elven blood, taught her how to move and live outside of the civilisation.

    As she grew up, she showed extraordinary physical skill, and thus was sent to train martial skills under the hellknights. Even though she showed extraordinary skill with the double-ended sword, a weapon hard to master, she was ultimately found too unruly to join the hellknights proper, but instead sent to a splinter group of woodsmen and hunters, who tracked escaped slaves and prisoners to places where the heavily armored hellknights could not comfortambly operate.

    -I... I can not thank you enough. What the asmodeans had planned for me makes living in this crused land seem like heaven.

    -Don't worry, I never liked those devil-worshipers much. But what about me? I'm a hunter, a hunter of men. That is what I have been for years. But I can not go back to that anymore, so what will become of me? A crazy old lady, living in her cabin?

    -Take a look around you. Though the Whispering Tyrant was overthrown ages ago, his influence still lingers here. The evil that lurks in the woods of Ustalav has plenty for you to hunt, if you think you are up for it.

    After finding her last target in Ustalav, she found her morals impeding her from finishing her task. As the most severe punishments were reserved for such a failure, she opted to remain in Ustalav, becoming a renowed hunter of undead, known as "Ada the Hunter". In fact, she became renowed enough to attract the attention of a certain professor Lorrimor...


    Personality:

    Ada fancies herself as the protector of the common folk of Ustalav, and in a way she is exactly that, though her heroic qualities are slightly supressed behind her arrogance and gruff demeanor, and has a proclivity for drunkeness. Despite all this, deep inside she cares for the people she protects or travels with, and has their safety as one of her top priorities.

    Regd:

    Regd is a badger that Ada found one cold winter night, hungry and ill. She managed to nurse the animal back to health, and the badger has been her loyal companion from then on.

    Will post stats and stuff when I wake up... For now, she is a Half-Elf Ranger, going down the two-weapon combat path, but using an double weapon. (Devious, I know)


    Just as a heads up, I've received the various PM's that you all have sent. Just been busy and haven't had a chance to respond.

    All the submissions in this thread are looking good. Got a lot of excellent choices to read through.

    I will be closing Recruitment in 3 hours, 3:45pm US EST. This will hopefully allow me to have decisions made by this evening so we could then start tomorrow. So if you're still trying to get something submitted or need to polish up your submission, now's the time.

    Luna: Saw your PM about the homebrew race, at this point I'm gonna say no on that. It certainly looked interesting and campaign appropriate but I'm not familiar enough with the race creation rules to be comfortable allowing that in.

    Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

    Cassimmius Stats Redux:

    Cassimmius Throckmorton
    NG Male Gnome Druid (mooncaller) 6
    Init +2; Senses Perception +14; lowlight, darkvision 30'
    ------------------------------------------------------------------------
    DEFENSE
    ------------------------------------------------------------------------
    AC 19, touch 14, flat-footed 15 (+4 armor, +2 dex, +1 dodge, +1 shield, +1 size); electricity resistant 10
    hp x (6d8+18)
    Fort +8, Ref +4, Will +8 (+2 vs illusions; +4 vs confusion, daze, feeblemind & insanity; +4 vs shapechangers)
    ------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------
    Spd 20'
    Melee +1 mithril scimitar +6 (1d4+1)
    Ranged lightning arc +7 (1d6+3; 6/day)
    Space 5'; Reach 5'
    ------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------
    Str 10, Dex 14, Con 17, Int 10, Wis 16, Cha 15
    BAB +4; CMB +3; CMD 15
    Feats (3) natural spell, dodge, mobility
    Skills (4 skills) Climb +9, Knowledge: nature +9, Perception +14, Stealth +11, Survival +12
    Spells/Day (4/4/4/3, DC 13+level)
    0th level: create water, detect magic, purify food and drink, spark
    1st level: obscuring mist*, cure light wounds, calm animals, entangle, produce flame
    2nd level: wind wall*, barkskin, bull's strength, chill metal, resist energy
    3rd level: gaseous form*, call lightning, daylight, greater animal aspect
    Special Abilities: Warden of Nature (+2 dodge and +1 attack vs aberrations, ooze and vermin), nature bond (air domain), wild empathy (+8), Trackless step, wild shape (3/day)
    Traits:
    Language Common, Gnome, Sylvan, Druidic
    Possessions (16,000 gp) darkwood buckler (203 gp), +1 mithril scimitar (3,015 gp) , +1 leather armor (1,150 gp), Druid's vestments (3,750 gp), belt of mighty constitution (4,000 gp), wand of cure light wounds (750 gp), cloak of elvenkind (2,500 gp), 582 gp
    ------------------------------------------------------------------------

    Stat Math:
    Str 10 (2 points -2 racial)
    Dex 14 (5 points)
    Con 15 (3 points +2 racial)
    Int 10 (0 points)
    Wis 16 (7 points +1 4th)
    Cha 15 (3 points +2 racial)

    Some gnomes feel the pull of the wild, eager to explore new lands and see new sights. Cass felt the pull of the moon. Night after night he would stare up at it, watching its cycles, feeling its pull on his life and moods. Growing up in Ustalav, he keenly felt its influence on the common people around him: how many fights took place on the full moon, how hairy George Kronus, the local butcher, got as moon became fuller, and how many cows went missing from Widow Gerta's farm each full moon. Indeed, in the quiet little village of Ravensgro, the moon had quite a calling.

    So it wasn't surprising that when Cass saw the white deer on the night of the full moon, he would follow it, chasing it for three nights until he emerged, panting and exhausted in the Druidic Grove of Hallas Yurst, a half-elf druid living a quiet solitary life in the wild wood. Hallas taught the young Cass what he knew, seeing the young gnome easgerly eat up all the knowledge he could get with a childlike hunger. When Cass left, two years later, he was a changed gnome, brimming with knowledge of the plants and animals of the world, and ready to fight to keep the natural balance. But the moon still called, and so Cass chases after her, following the path that fate has chosen for him, eager to see where his feet will carry him.

    Cass is bright, chipper and cheerful, always eager to help, but prone to distraction when offered a puzzle or riddle. He feels the need to help others, mainly because this gives him an excuse to watch them and see what strange secrets every person has. Secrets and stories are his passion, not to share, but simply to know. IN a group, he'll be the cheerful voice urging everyone to press on, and healing as he may.

    Dark Archive

    DM Jonasty wrote:

    Just as a heads up, I've received the various PM's that you all have sent. Just been busy and haven't had a chance to respond.

    All the submissions in this thread are looking good. Got a lot of excellent choices to read through.

    I will be closing Recruitment in 3 hours, 3:45pm US EST. This will hopefully allow me to have decisions made by this evening so we could then start tomorrow. So if you're still trying to get something submitted or need to polish up your submission, now's the time.

    Awesome. Did a little more futzing with Khron's backstory. He's deadset on finding the Sunblade for Prof. Lorrimor, and his hate of the undead will give him all the motivation he needs to help depose Strahd.

    ______________________________________

    KHRON STONEARM, DWARVEN MERCENARY
    ______________________________________

    Character Sheet:
    KHRON STONEARM
    Male Dwarven Fighter (Unbreakable) 1/Barbarian (Invulnerable Rager/Urban Barbarian) 5
    CG Medium Humanoid (Dwarf)
    Init +1; Senses Darkvision, Perception +11

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

    AC 20, touch 11, flat-footed 19. . (+1 Dex, +8 armor, +1 natural)
    HP 82 (1d10+5d12+12)
    Fort +10, Ref +4, Will +5 (+2 vs. poison, +4 vs. spells and spell-like abilities)
    DR 2/-

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

    Speed 20 ft. (Heavy Armor)
    Melee Skeletonbane +12/+7 (2d6+8/20/x3)
    . . Skeletonbane +10/+5 (2d6+14/20/x3)
    . . Skeletonbane +14/+9 (2d6+11/20/x3) (while raging)
    . . Skeletonbane +12/+7 (2d6+17/20/x3) (while raging)
    . . Masterwork Dwarven Waraxe +12/+7 (1d8+5/20/x3)
    . . Masterwork Dwarven Waraxe +10/+5 (1d8+9/20/x3)
    . . Masterwork Dwarven Waraxe +14/+9 (1d8+7/20/x3) (while raging)
    . . Masterwork Dwarven Waraxe +12/+7 (1d8+11/20/x3) (while raging)
    . . Dagger +11/+6 (1d4+5/20/x2)
    . . Dagger +9/+4 (1d4+9/20/x2)
    . . Dagger +13/+8 (1d4+7/20/x2) (while raging)
    . . Dagger +11/+6 (1d4+11/20/x2) (while raging)
    . . Claws +13/+13 (1d6+7/20/x2) (while raging only)
    . . Claws +11/+11 (1d6+11/20/x2) (while raging only)
    Ranged Masterwork Mighty (+5) Composite Longbow +8/+3 (1d8+5/20/x3)
    Special Abilities Rage (Ex) (+4 Str, +4 Con, +2 Will saves, -2 AC) OR
    Controlled Rage (Ex) (+4 Str, Dex or Con) (19 of 19 rounds/day)
    Superstition (Ex) (+3 vs. spells, spell-like and supernatural abilities while raging)
    Lesser Beast Totem (Su) (1d6 claws while raging)

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

    Str 18 (20), Dex 12, Con 14, Int 13, Wis 14, Cha 6
    Base Atk +6; CMB +11; CMD 22
    Feats Power Attack (-2/+4), Endurance, Diehard, Improved Sunder, Steel Soul
    Skills Perception 6 ranks (+11), Intimidate 6 ranks (+7), Suvival 2 ranks (+7), Climb 1 rank (+6), Swim 1 rank (+6), Knowledge (Dungeoneering) 1 rank (+5), Knowledge (Engineering) 1 rank (+5), Knowledge (Local) 1 rank (+5), Knowledge (Nobility) 1 rank (+5), Use Magic Device 6 ranks (+4), Acrobatics 2 ranks (+3)
    Languages Common, Dwarven, Giant
    Combat Gear Skeletonbane (+1 Silvered Earthbreaker), Masterwork Mighty (+5) Composite Longbow, Masterwork Dwarven Waraxe, Dagger, Arrow (60), +1 Breastplate w/ Armored Kilt, Heavy Steel Shield; Other Gear 35gp 35sp 35cp, adventurer's outfit, masterwork backpack, bedroll, winter blanket, candle (5), flint and steel, silk rope (50 ft.), quiver, 5 days trail rations, waterskin, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, wand of cure light wounds (50/50 charges)

    --------------------
    SPECIAL ABILITIES
    --------------------

    Favored Class: Barbarian (+1 Rage round)
    Dwarven Racial Traits (Rock Stepper alternate racial trait)
    Tough as Nails
    Crowd Control (Ex)
    Rage (Ex)
    Controlled Rage (Ex)
    Invulnerability (Ex)
    Rage Power: Superstition (Ex)
    Extreme Endurance: Cold (Ex)
    Rage Power: Lesser Beast Totem (Su)

    --------------------
    SPELLS
    --------------------

    None

    Background:
    Khron is from a long line of Dwarven merchants... a long line that has now been exiled from under the mountain. His parents, Alexander and Agna, settled down in the Rostland area of Brevoy, using their experience as merchants to set up a general store for the surrounding areas. Born into such an area, Khron grew up hearty and strong, a hard worker that would even impress the dwarves that had shunned his clan. Alexander and Agna were so proud of their son, already expecting him to take over the Stonearm General Store. His childhood was unremarkable, and it wasn't until he reached adulthood that he began to show dissatisfaction with his lot.

    Finding the merchant's life too droll for him, the dwarven man began to train with his home's wood-chopping axe. Every day, he would sneak off to go practice his swing, his ability to run, lift and various other martial tasks. He eventually managed to convince the Rostland Militia to let him enlist, despite his size and race. His parents were not pleased at him going to join "them tallfolk muscleheads," but all the young dwarven man wanted to do was train his body and his spirit. Though initially not trusting of the humans that made up the militia , Khron eventually won the respect of the men with his strength, fortitude and loyalty. Earning a reputation as a walking wall, he would practically absorb punishment while advancing without any fear, guarding the other men as they charged behind him. And once the battle was won, young Stonearm would drink any man under the table with a smile on his face.

    As the years passed and the human militiamen aged, Khron remained young and spry, at least by dwarven standards. All too soon, in his eyes, all those he had served with and had earned the trust of were growing old and dying. Frustrated with his inability to protect his comrades from time, he left the militia, instead deciding to become a traveling mercenary. His parents liked this even less, but could not deny the fighting spirit of their son, how the battlefield seemed to call to him.

    Through his travels, Khron found himself exceedingly good at his work. The mercenary life had many perks, and he had little to complain of. Good pay, good food, and well-earned respect and fear, in addition to all the fighting one could ever want. As he grew older, his lust for battle only grew. He began to let himself go when fighting, sometimes losing his mind to his bloodlust. His rage empowering him to even more impressive acts of valor and strength, the dwarven juggernaut would always earn his keep. Becoming known among other mercenaries as "Berserker Khron," he was rumored to be tough enough to fight off entire regiments by himself, gray eyes blazing and his teeth shining as he grinned almost maniacally. Though probably overstated, Khron himself has never denied anything of the sort has happened, and the twinkle in his eye prevents most from asking twice.

    Despite his prowess and reputation, the dwarven man has had awful experiences dealing with the undead. The mighty hammer he now carries, Skeletonbane, was forged specifically to crush the bodies and bones of these abominations. He has lost many a comrade to the mindless beasts, had to slay friends and acquaintances who rose once again in undeath. Khron is even loathe to consider contracts involving these monsters, but if the pay is good and the cause right, he will take up his weapon and charge into even swarms of zombies with his trademark Berserker Grin, leaving only broken bodies in his wake.

    Khron's notoriety has spread far and wide, tales of the mighty dwarven man who fears neither steel or magic, whose mighty hammer is wielded to whoever pays best. Now, the dwarven man has been hired by the renowned Professor Lorrimor to retrieve the Sunsword, and he intends to do just that.

    Physical Description:
    Broad and heavily-muscled, Khron appears to be very much Urist Everydwarf. He's reasonably tall for a dwarf, standing roughly 4'7" and weighing about 225 pounds. His well-kept red hair and beard are his pride and joy, and his sharp gray eyes are said to keep those who would disagree with him in their place.

    He tends to dress very conservatively when not in his armor, favoring light clothing and his adventurer's outfit.

    http://i.imgur.com/8ZK7h.jpg

    Personality:
    Khron defines "gruff and unpersonable." He is a crafty, wise and loyal comrade, but his interactions with others leave much to be desired. If one can endear themselves to him, he will defend them to the death without question, but he is loathe to even speak with people he does not trust or respect, at least if the money isn't right. He is aware of his inability to interact well with others, but he couldn't care less that such a flaw might be a problem. If the coin is good, or the cause noble enough, Khron will gladly risk his life to get it done. He also has a tendency to charge into situations recklessly, a trait he picked up from the humans he trained and fought amongst.


    There are some fantastic applications here! Good luck to everyone!


    Ok. Trying to think of something other than a card-throwing staff magus prevented me from getting a decent amount of sleep, so I caved and decided to make it anyhow.

    Short background included. I'll need more time on the crunch and item purchase. Posting now to get under the wire.

    Ellismus Rayne
    Male elf Magus (Hexcrafter/Staff Magus) 6
    CG Medium humanoid (elf)

    Statistics:

    Str 14, Dex 16, Con 12, Int 18, Wis 8, Cha 10

    FeatsArcane Strike (SM5 bonus), Deadly Dealer (5th), Harrowed (1st), Quarterstaff Master (SM1), +1 (3rd)

    Skills {36 ranks} Bluff* 4, Climb 1, Craft (harrow deck) 3, Fly 4, Knowledge (arcana) 1, Knowledge (dungeoneering) 1, Perception* 6, Profession (gambler) 4, Sleight of Hand* 5, Spellcraft 6, Swim 1

    Alternate Racial Trait: Arcane Focus
    Favored class option: +1/6 Magus Arcana

    Magus Arcana (3): Accurate Strike, Accursed Strike, *Hex*
    Hexes: Healing, Flight


    Background:
    Ellismus was raised by half-elven Varisian gypsies, his nominal 'parents' being adventuring companions of his birth parents who had died. His father during their last adventure many years ago, his mother on giving birth to him due to complications and injuries acquired during the same incident. He grew up learning the use of the Harrow Deck and in hand to hand combat with the staff, his foster parent's specialities. He also picked up some card tricks, although these were not something one should be using Harrow Decks for and he would often have to take his tricks into a nearby town, turning them into a certain level of skill in gambling. He would get caught cheating now and again, but each time, either luck was on his side and he escaped, or his foster parents had nabbed him first, forcing him to pay restitution.

    When he came of age, Ellismus began to exhibit a knack for magic, and so he was sent to the Twilight Academy in Galduria, where he would learn Varisian traditional magic, and, his foster parents hoped, a little more self control. There he mixed spellcasting, with hexes, with combat and even with some of his card tricks. When he graduated he followed in both his birth and foster parents footsteps by searching for adventure across various lands, his gypsy roots and his penchant for gambling preventing him from settling down in any one place.


    Goodluck everyone! Jonasty's games are some of the best on the boards!


    Personality and Background for James Franklin Billingsworth III:

    --Personality--
    James is a no-nonsense soldier of fortune. He has experienced first-hand the dangers that lay along the roads, in the forests and that crep in the darkness of Ustalav. He knows that his life, and the lives of anyone he's set to guard depend on his skill and insight; of only barely secondary importance, his paycheck depends on it too.

    --Background--
    The Shining Crusade--a Taldan expedition to end the reign of the lich, the Whispering Tyrant--ousted him several hundred years ago. Most think of the army by its known name and remember paladins of Aroden with their shining shields and lances and magic horses. Few remember that those paladins can't sneak worth a damn. The forward guard for the crusaders was made up of regular soldiers, and just as there are paladins still trained to prevent the Whispering Tyrant from returning fom his sleep, there are still many people trained to fight the not-so-lawful-good fight using stealth in the darkness.

    James Franklin Billingsworth III is one of these former soldiers. He was trained as a scout, specializing in fighting the undead armies that a lich would raise if he broke free. James finished his service a few years ago, and rather than become a peasant farmer or one of the many Ustalavians who close their doors at night and pray that the darkness--and its evil children--stay outside. James chose to face the darkness in the name of those who cannot--and to profit from defeating that darkness. He's started out as a soldier of fortune and his first big job is to retrieve a sword that was used by the paladins his predecessors served--the Sun Sword--from some Ustalavian noble living in Barovia on the outskirts of civilization...


    Hope I got this in on time! (it's 12:45 PST here!)


    Stats:

    Ada "The Hunter"
    N Female Half-Elf Ranger 6
    Init +2; Senses Perception +13; lowlight
    ------------------------------------------------------------------------
    DEFENSE
    ------------------------------------------------------------------------
    AC 21, touch 13, flat-footed 18 (+7 armor, +2 dex, +1 dodge, +1 natural);
    hp 66 (6d10 + 6)
    Fort +6, Ref +7, Will +4 (+2 vs enchantment)
    ------------------------------------------------------------------------
    OFFENSE
    ------------------------------------------------------------------------
    Spd 30'
    Melee Keen two-bladed sword +11/+6 (1d8+11/1d8+6; 17-20/x2)
    Keen two-bladed sword TWF +9/+9/+6/+6 (1d8+11/1d8+11/1d8+11/1d8+6; 17-20/x2)
    Ranged sling +8/+3 (1d4+11/1d4+8)
    ------------------------------------------------------------------------
    STATISTICS
    ------------------------------------------------------------------------
    Str 18 (+2), Dex 14, Con 12, Int 12, Wis 14, Cha 9
    BAB +6; CMB +11; CMD 23
    Feats (3) two-weapon fighting, improved two-weapon fighting, endurance (ranger bonus feats) exotic weapon proficency (two-bladed sword) (Ancestral arms Half-Elf alternate racial trait) dodge, power attack, boon companion.
    Skills (ranks) Climb +8 (1), Handle Animal +8 (6), Heal +6 (1), Intimidate +8 (6) Knowledge: Dungeoneering +6 (2), Knowledge: Geography +8 (4), Knowledge: nature +10 (6), Perception +13 (6), Spellcraft +7 (3), Stealth +11 (6), Survival +11 (6), Swim +8 (1)
    Spells/Day (2, DC 13)
    Special Abilities: Favored Enemy(Humans +2, Undead +4), Hunter's bond (Badger companion), wild empathy (+5), Favored Terrain (Forest)
    Traits:
    Language Common, Elven, Halfling
    Possessions (16,000 gp) +1 Breastplate (1200), Belt of Giant Strenght +2 (4000), Handy Haversack (2000), Camping Equipment (100), Wand of CLW (750) 5 oils of Magic Weapon (250), Mwk Longsword (Alchemical silver) (335), Mwk Longsword (Cold iron) (330), Amulet of Natural Armor +1 (2000), Keen two-bladed sword (4100), Mwk Quarterstaff (600), 50 GP
    ------------------------------------------------------------------------

    A little late, but you did not notice, right? I know that the two-bladed sword is over 4000 GP (4100, in fact), but since both ends of a double weapon count as separate for enchantments, I tought you might allow that? If you don't, no problem, I'll just replace the keen enchantment of the other end with a Cloack of Resistance.

    Also, I copied the format from James Martin. Sorry James, but I was in a hurry!


    Alrighty, you guys certainly didn't make this easy. Every time I recruit for a game I'm always given too many good options for PC's and that's the case again here.

    So here's my final selection list for the Ravenloft game.

    Crag the Igneos
    Jonakar Hill
    Cassimmius Throckmorton
    MPCampbell(see PM)
    Bertholdt Escheus

    For those 5, please check in on the Discussion thread.

    For everyone else, thank you for applying. It really was a tough choice. And should any of the lucky(?) 5 above not check in or accept, I will of course come back here for replacements. Thank you all again for your time and efforts.

    Jonast


    Thanks for the invite! I'll see you all in the discussion thread. and like I said before to everyone, there were some *amazing* applications!


    Have fun everyone who got in!

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