
DM Mathpro |
1 person marked this as a favorite. |
Hello Everyone. Its official I've lost my mind and I've decided to run yet another game here on the boards. Thats right on top of running 4 groups of rise of the runelords, a group through price of immortality, and 3 groups of jade regent I've decided to run Carrion Crown. Its one of my all time favorite AP's and I've only played it through book 2 and ran it through book 1 so I'm looking forward to having better luck hopefully with whomever is brave enough to apply.
As I mentioned before I am running a lot right now but I believe I can dedicate all the time necessary to running this as well. I am on about 6 hours a day constantly and then off and on other times of the day. Weekends I'm not on much however so if the weekends are the only time you play this isn't the game for you.
Books: Anything put out by Paizo is fair game except anything with the Occult. If you want to use something from a non hardcover source please let me know.
Races:Standard(those found in the CRB) and Featured races are fine to apply but remember if your not a standard race you WILL be subject to racism for the first part of this adventure. The people of ravengrow are VERY isolated and not accepting of outsiders. Its doublely so to those who are not "normal". That being said I won't be a dick about it but don't expect to lay a Featured race and be welcomed with open arms.
HP: Max at first level and half +1 every level after
Skills: Background skills will be allowed
Stats: 25 point buy
Traits: You will get 2 traits, one of which will need to be selected out of the players guide.
Classes: If you want to play a summoner please do so from unchained.
I recently applied to a game but didn't get in, that modified backgrounds so I'm going to steal his idea lol. I liked how it fleshed out the characters so please read the spoiler below on what I want for your backgrounds.
-As for backgrounds, I'd like it to go as follows:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.
-Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own. Cool?
Being that this adventure starts at 1st level, Recruitment closes on Tuesday the 9th at 10 AM CST. I will be heading out of town this weekend so won't be posting much if at all. I am leaving Friday night and won't be back on here until Monday morning.
Any questions feel free to post them here or PM Me.

Violet Clocksworth |

-As for backgrounds, I'd like it to go as follows:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
Haha! Sounds like someone's played a little BURNING WHEEL at some point??
I would love to play Carrion Crown. I'll get something together!

Tamara Hart |

I'm probably going to submit Tamara, pending a few questions. She has failed to get in twice, but hopefully third time will be the charm. Both GMs said she was a great character, just not right for them though :/. I have to update her for your build rules. I see that you copied the questions from the last recruitment, I have those answered in the profile already.
A few questions though:
1) She's kinda built to take advantage of the favored class bonus that boosts a single mystery. Sadly they nerfed that beyond belif. Can I go with the original version (+1/2 progression instead of +1/6)
2) Can I pick both the dual cursed and spirit guide oracle archetypes? They both replaced the skills gained from the mystery, spirit guide merely changes them while dual cursed removes them. So the result would be that I remove them.
3) The last part is merely a nice to have: Can I use the underrated version of spirit guide that uses charisma for everything for hexes? It might affect my stat allocation and what hexes I use down the line, but nothing major.
4) A drawback was allowed in the previous recruitment but you didn't mention if that was allowed. Can we pick drawbacks at all? Is Naive ok? Honestly I would prefer to go with Lovesick, but that require that someone is a willing target.
Also, 3 oracles in 5 posts is pretty rough. Going be though divine competition. Though of course with different mysteries and different focus it might be fine to play several of them beside each other.

DM Mathpro |
A few questions though:
1) She's kinda built to take advantage of the favored class bonus that boosts a single mystery. Sadly they nerfed that beyond belif. Can I go with the original version (+1/2 progression instead of +1/6)
2) Can I pick both the dual cursed and spirit guide oracle archetypes? They both replaced the skills gained from the mystery, spirit guide merely changes them while dual cursed removes them. So the result would be that I remove them.
3) The last part is merely a nice to have: Can I use the underrated version of spirit guide that uses charisma for everything for hexes? It might affect my stat allocation and what hexes I use down the line, but nothing major.
4) A drawback was allowed in the previous recruitment but you didn't mention if that was allowed. Can we pick drawbacks at all? Is Naive ok? Honestly I would prefer to go with Lovesick, but that require that someone is a willing target.
1) Sure I didn't like the "fixed" version very much anyway.
2)Since they both modify the same ability, no I won't allow it.3)And If you take the sprit guide oracle archetype, then yes yo ucan use the underrated version>

Davor Wolfriel |

2. Bullied as a child by the older, stronger orphans and some of the less-accepting adults at the orphanage for his mixed race, Davor remains slow to trust others and ever ready to defend himself from strangers.
3. The head priest of Gravecharge viewed Davor's physical gifts as license to push him harder than the rest of those in his charge, steering him into the ranks of Pharasma's Inquisitors.
4. Generally uncomfortable in conversation, Davor's worth to the church came mostly as an intimidating presence during interrogations and physical altercations.
5. Davor's closest companion among the Inqisitors was killed while she and Davor were investigating a rumored heretical priest. Davor narrowly survived the encounter.
2. Learn more about Lucian's departure from Gravecharge and locate him in hopes of bringing him back to the Pharasmin church.
2. Lucian left Gravecharge so he could openly practice necromancy rather than simply researching it in secret. He may or may not be/be connected to Lazre Ungur (Davor and Addari never actually encountered Lazre himself).
2. Lucian: A former friend from Gravecharge. Davor grew uneasy about Lucian's “harmless” interest in researching necromancy. After failing to dissuade Lucian, Davor alerted his mentor to Lucian's secretive study habits. Soon afterward, Lucian left Gravecharge, although Davor knows nothing of the circumstances under which he left.
3. Addari: A fellow half-orc Inquisitor, Davor's former investigating partner and closest friend. Murdered in the midst of an investigation in an encounter Davor barely survived.
4. Lazre Ungur: Suspected heretical Pharasmin priest Davor and Addari were attempting to capture when Addari was killed.
2. Although Father Eswayne was never particularly warm or affectionate towards, Davor, hearing his praise at the completion of Inquisitor training remains one of Davor's proudest moments.
3. Fighting his way to a fallen Addari after being ambushed and failing to reach her in time to save her life has haunted Davor since the day it happened.
4. While traveling the countryside during his training for the church, Davor encountered Professor Lorrimor being harassed by a small group of highwaymen. Davor helped the professor escape the robbery attempt unharmed. Davor asked few questions of the professor and gave fewer answers, escorting him only to the next town before proceeding on his own way.

JuanAdriel |

Interested, as I tried a couple times to get into this AP. Here is my submission, Gregor the grumpy yet reliable dwarven inquisitor.
Still need some re-work, but the basic idea is there.

oyzar |

I guess I'll go with dual cursed, simply because it's less conversion needed (of the background). That'll leave me with way too many relevations I won't know what to do with though (spirit guide thankfully replaced quite a few of them), so I'm probably better off picking something else than extra relevation at first level...

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Hum... I've been thinking for a long time about playing twin Halflings that truly take advantage of being small, teamwork and archetypes/feats designed for small PCs... like Vexing Dodger (rogue) or Swarm Fighter (changing Kobold to Halfling if allowed).
So, what I'm asking is if anyone likes this idea and would like to make a conjunct submission with me! (Since I doubt the DM would allow me to play the 2 PCs, lol)
I'd be more interested in the rogue part, but the other side would be pretty open, just focusing, if possible, on teamwork feats.

Barek Noson |

Here's my submission that didn't take the previous game. I'll have to change the crunchy bits just a smidge for 25 pt buy, but I think I know what it'll be put to. This is a Bladebound Magus.

derpdidruid |

Hum... I've been thinking for a long time about playing twin Halflings that truly take advantage of being small, teamwork and archetypes/feats designed for small PCs... like Vexing Dodger (rogue) or Swarm Fighter (changing Kobold to Halfling if allowed).
So, what I'm asking is if anyone likes this idea and would like to make a conjunct submission with me! (Since I doubt the DM would allow me to play the 2 PCs, lol)
I'd be more interested in the rogue part, but the other side would be pretty open, just focusing, if possible, on teamwork feats.
I would so go in on that with you. Been wanting to do a teamwork build for a while but I can never find someone willing to do it (despite how powerful they can be)

Sam the silver dragon |

Sir Longears wrote:I would so go in on that with you. Been wanting to do a teamwork build for a while but I can never find someone willing to do it (despite how powerful they can be)Hum... I've been thinking for a long time about playing twin Halflings that truly take advantage of being small, teamwork and archetypes/feats designed for small PCs... like Vexing Dodger (rogue) or Swarm Fighter (changing Kobold to Halfling if allowed).
So, what I'm asking is if anyone likes this idea and would like to make a conjunct submission with me! (Since I doubt the DM would allow me to play the 2 PCs, lol)
I'd be more interested in the rogue part, but the other side would be pretty open, just focusing, if possible, on teamwork feats.
Triplets? I would so do this.

DM Mathpro |
Here's my submission that didn't take the previous game. I'll have to change the crunchy bits just a smidge for 25 pt buy, but I think I know what it'll be put to. This is a Bladebound Magus.
** spoiler omitted **
** spoiler omitted **

Barek Noson |

Though everything is in this profile I figured I'd put it in the thread as well. Also, GM, awesome!
Male Kellid Magus [Bladebound] 1
NG Medium Humanoid (Human)
Init +2; Senses Perception -1
Defense
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
hp 10 (1d8+2)
Fort +4 Ref +2 Will+0; +2 fear effects, -1 fire
Offense
Speed 30 ft.
Melee Rapier +2 (1d6+1, 18-20/x2);
Spell Combat – Rapier +0 (1d6+1, 18-20/x2) and spell
Ranged Longbow +2 (1d8/x3)
Special Attacks Arcane Pool - 5
Magus Spells Prepared (CL 1st; concentration +5)
1st – corrosive touch, expeditious retreat
0 (at will) – disrupt undead, light, read magic
Statistics
Str 12 Dex 14 Con 14 Int 18 Wis 7 Cha 15
Base Atk +0; CMB +1; CMD 13
Feats Eschew Materials, Weapon Finesse
Traits Making Good on Promises, World Traveler (Diplomacy), Student of Philosophy
Drawback Burned (-1 atk/saves/skills when on fire, adjacent to open flames)
Skills Diplomacy +9, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Spellcraft +8
Languages Common, Dwarven, Elven, Halfling, Hallit, Varisian
Gear Rapier, Longbow, 20 arrows, Studded Leather Armor, Backpack, Bedroll, Belt Pouch, 5 days rations, Waterskin, 10 Sunrods, 1 oz. ink, 1 sheet parchment, 29gp, 1sp
Spellbook 0 – 15 spells all from UM; 1 – chill touch, corrosive touch, expeditious retreat, feather fall, reduce person, shield, shocking grasp
- Barek Noson was born to a Kellid tribe in northern Ustalav. Because Kellids respect little more than strength it is a miracle his father did not drown him at birth when he came out so scrawny. It was during his formative years that Barek learned it was better to be fast and smart than strong, and he was able to avoid being picked on by the other larger children of the tribe with his wits and speed. He only formed one friendship within the tribe, a young man named Gurog, who was also picked on for having strange things happening about him that no one could explain.
- One day Barek was caught by Orcs raiding across the border from Belkzan and it was only due to the efforts of his kinsman that he was rescued. 11 warriors died that day. It was then that Barek’s father, Kronug-Kah, declared Barek unfit to live with the tribe if he could not protect himself or die a warrior’s death on the field of battle and gave him the surname Noson as a sign of contempt. Barek left that day and has not since looked back.
- It was soon that Barek found himself wandering into a Varisian camp dehydrated and crazed. The members of the caravan took it upon themselves to feed and care for Barek, as well as show him magic, as taught by those who study from books rather than from innate ability. Barek was fascinated and was very quick at picking up everything he was taught, throwing himself into the teachings with a vigor the Varisians found disturbing. They were all too glad when their caravan dropped him off at Vigil so they could continue in relative peace.
- Barek thirsted for more knowledge and did what he could to learn ever more about magic. It was just his luck that some Pathfinders were passing through Vigil on their way up north to the Worldwound. One of the wizards within the group taught him the basics of spellbooks and actual spellcraft. A particularly annoying Fighter within the group, a woman named Alika Esru, taunted Barek throughout his lessons. Barek finally had enough and challenged Alika to a duel to stop her insults. Alika quickly accepted and threw Barek a rapier. Barek’s anger ignited the Kellid blood in his thin frame, and while he was not great, he was proficient enough to earn Alika’s respect during their two round bout.
- All too soon the Pathfinders had to leave, much to Barek’s dismay. He practiced every day with a piece of wood and the few spells he was able to copy from the Pathfinders until he found he was able to wield the “blade” with one hand and a spell in the other. His confidence grew in leaps and bounds afterwards, and he felt he did not have to fear for his safety again.
- It was a rainy day in Vigil when Barek heard news of “another barbarian” coming in with a group of traders. Curious, Barek went to see who this other Kellid was, and upon finding out it was Gurog, Barek was overjoyed! He quickly went to see his friend who shied away from him, declaring that he was a freak and to be shunned. Barek did not care and slowly got Gurog to open up, who revealed he had been kicked out for being found out to have strange powers and dreams of Asmodeus. Barek showed Gurog that he too had strange powers by showing him his ability to cast spells. Gurog pushed Barek to cast better spells and Barek confessed that he needed to learn more to do so. Gurog hatched a plan for relieving a wizard of one of their scrolls and both young men agreed that it was the best idea to stretch what they could do.
- Within a week their scheme was perfected and, after many hours of grueling work, accomplished. The scroll stolen was extremely powerful, plucked from a distracted wizard’s pocket, and reading the esoteric writing Barek determined it was a Gate spell. Somebody or something was watching over the boys as they were able to successfully cast the spell from the scroll. Unfortunately for them a Horned Devil stepped through the new tear on the material plan. Gurog froze and Barek, thinking his friend in danger, stepped forward to distract the devil. With a flick of its wrist it wrapped its chain around Barek and with a snap of its fingers created a burst of flame around the held adolescent. It was mere seconds before the devil was banished by the defenders of Vigil, but it was still almost too close a call for Barek. The man who saved Barek and brought him to caring hands was none other than Professor Lorrimor.
- Barek came to and seeing how injured he was asked Professor Lorrimor to keep the extent of his injuries a secret. Lorrimor, impressed by Barek and Gurog’s ability to cast such a rare spell asked what Barek wanted to do with his life. After consideration Barek said he wanted to join the Pathfinder Society. Luckily for him Lorrimor knew just who to contact and got Barek set up to head to Absolom, though only after extracting a promise of repayment as this was no small favor. Barek agreed after much hesitation. That was many years ago and now Barek has received a letter stating his name was in the will Lorrimor left upon his death. He packs his things and heads back to his home country with much trepidation, but his head held high.
- To find a way to remove the burns cursed into his body by the Horned Devil
- Find lore rumored to be hidden throughout Ustalav by the Whispering Tyrant
Secret hidden from others: The fireball that nearly killed Barek left horrible burns and scars across his entire body. Because of this Barek constantly wears full body clothing, leaving only his face and his right hand exposed.
Secret hidden from him: Gurog froze because the Horned Devil opened a telepathic conversation with him saying he was one of Asmodeus’ chosen mortals. It told him that he could stop Barek from being harmed if he only said so. Gurog’s allowing Barek to be harmed sealed the deal with Asmodeus and it is unknown how Gurog feels about his choice.
- Gurog: It is unknown where Gurog has gone since Barek left for Absolom or how he feels about Barek knowing it was his fault Barek was hurt.
- Kronug-Kah: Barek’s father, who cast him out from his Kellish tribe and gave him the ultimate dishonor with the surname Noson. Kronug-Kah is thought to be still leading Barek’s home tribe in northern Ustalav.
- Alika Esru: Varisian Pathfinder whom Barek ultimately respects for showing him the basics of swordplay and giving him the confidence to fight for himself.
- Barek’s banishment from his home tribe. Though he does not show it, this caused Barek to doubt himself for several years. He wandered into the wilderness hoping to die as he should have when the orcs attacked his home before being saved by the Varisian caravan. It was only with the help of the Pathfinders in Vigil that these doubts were conquered.
- The first time Barek successfully held a spell in hand while attacking with a “sword”. This shoved Barek onto the path of a Magus, though he does not know the name of the way he walks. Holding mastery of blade and spell at once fills Barek with the confidence he never knew as a child, like he can mold his own destiny, instead of being molded by others.
- The fireball that gave him his burns and the aftermath with meeting Professor Lorrimor. The fireball has burned Barek’s memories and psyche as well as his flesh. Now every evil thing that has happened in his life is filled with afterimages of fire and charred skin. Lorrimor was only able to assuage these thoughts long enough to get Barek’s goals from him. Barek was grateful for the Professor using some favors to send him to the Pathfinder Society and remembers that day and the promise he made.

Sam the silver dragon |

I will allow the twins but triplets takes up to may seats at the table sorry. If the twins are selected I'll probably end up taking a party of 5-6 to offset the demand that two "pre-selected" characters creates. Not that you guys have been chosen yet.
Ok. I already said that I backed down on that but I responded to the wrong post so it wasn't very clear what I was trying to say. Sorry about that.

Profession Smith 6 ranks |

My submission: Allison Kindler (Human Bard [Archivist]).
Allison Kindler
_____________________________________________
Race Human
Gender Female
Age 18
Class Bard (Archivist) Level 1
Init +4; Senses Perception +4
AL Neutral Good
________________________________
DEFENSE
_____________________________________________
AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex)
hp 9
Fort +0, Ref +4, Will +2
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +0 (1d6 piercing/18-20) or dagger +0 (1d4 piercing, slashing/19-20)
Ranged composite short bow +2 (1d6 piercing/x3)
Special Attacks
bardic performance 6 rounds/day (countersong, distraction, fascinate, naturalist +1)
Bard Spells Known (CL 1st; concentration +3):
0—daze (Will DC 12), light, mending, sift
1st (2/day)—cure light wounds, sleep (Will DC 13)
_____________________________________________
STATISTICS
_____________________________________________
Str 10, Dex 15, Con 11, Int 18, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Noble Scion (Scion of Lore), Point-Blank Shot
Traits Rich Parents (social), Chance Savior (campaign)
____________________________________________
SKILLS
____________________________________________
Acrobatics +5 (+1 rank, +3 class, +2 Dex, -1 ACP)
*Appraise +
Bluff +
Climb +
*Craft +
Diplomacy +6 (+1 rank, +3 class, +2 Cha)
Disguise +
Escape Artist +
Intimidate +
*Knowledge (arcana) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Knowledge (dungeoneering) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Knowledge (local) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Knowledge (nature) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Knowledge (nobility) +12 (+1 rank, +3 class, +1 BK, +3 feat, +4 Int)
*Knowledge (planes) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Knowledge (religion) +10 (+1 rank, +3 class, +1 BK, +1 feat, +4 Int)
*Linguistics +
Perception +4 (+1 rank, +3 class)
*Perform (oratory) +6 (+1 rank, +3 class, +2 Cha)
*Profession +
Sense Motive +4 (+1 rank, +3 class)
*Sleight of Hand +
Spellcraft +8 (+1 rank, +3 class, +4 Int)
Stealth +
Use Magic Device +
* Background Skill
Languages Common, Infernal
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ bardic knowledge +1
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear Carriage (100 gp), 2 heavy horses (400 gp), 2 driver/bodyguard trained hirelings (1 gp/day total), composite short bow (75/2) with 60 arrows (3/9) and 20 blunt arrows (2/3), rapier (20/2), dagger (2/1), chain shirt (100/25), masterwork backpack (50/4), ), spell component pouch (5/2), belt pouch (1/.5), noble’s outfit (75/10), waterskin (1/4), bedroll (1 sp/5), blanket (5 sp/3), soap (1 cp/.5), 50 ft. silk rope (10/5), 30 days of trail rations (15/30), explorer’s outfit* (10/8) (859.61 gp)
* Free beginning outfit Key = (cost/weight)
Gold 40.39 gp (down from 900; hirelings not yet accounted for)
____________________________________________
APPEARANCE
_________________________________________
Height 5’6”
Weight 125 lbs.
Eye Color Hazel
Hair Color Dirty Blonde
Region of Origin Ardis, County of Ardeal, Ustalav
Parents Regions of Origin Father - Ustalav / Mother - Ustalav
Deity Irori?
Appearance
Allison is a pretty if not quite beautiful young woman with shoulder-length dirty-blonde hair. She’s more at ease in skirts and blouses than she is wearing a chain shirt and sturdy leather trousers.
Personality
Allison’s confident and exuberant when she’s comfortable with the current topic of conversation; otherwise, she’s shy, silent, and fidgety. She’s not overly brave but her loyalty to those she calls friends can overcome her occasional failures in courage.
Background info:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
1. Allison believes in the motto “Brain over brawn”…at least for herself.
2. Allison is a bookworm. If she walked into a room that held only a bookcase and a treasure chest, she’d make a beeline for the bookcase.
3. Allison’s a know-it-all but not an insufferable one (in her own opinion). In fact, she can be shy in social situations that don’t feature how knowledgeable the gathered folk are.
4. Allison enjoys hunting even though she can’t track worth a lick.
5. Allison lacks the conviction to be a true leader but feels she’d make a great advisor to such a person and can be a true team player.
2) Two goals that you'd like the character to accomplish in-game.
1. Become a decent martial character (likely an archer).
2. Possibly become a Pathfinder agent.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
1. Allison encountered a ghost while exploring the Palace Tower of Ardis. She believes the spirit possessed her and made her use her body and knowledge to commit some horrible act or loose some horrid spirit upon the world…but the girl has no clear memories of what happened that night. She’s never mentioned the incident to anyone.
2. Since the ghost incident, Allison’s been prone to incidents of sleepwalking. The first time, she staggered home in the morning, covered with muck and briars. The second time, her parents followed her to the Evercrown Cemetery where the girl kissed a weathered headstone before falling atop the grave, speaking incoherently into the grass and dirt while weakly digging into the earth with her fingers. Her parents took her home and have since drugged the girl each subsequent time she’s tried to sleepwalk. Allison knows none of this.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
1. Markola Trueson—part-time exploring comrade (romantically linked to Angela)
2. Angela Landery—part-time exploring comrade and friend (romantically linked to Markola)
3. Great-aunt Ailson Kindler (novelist, bard, former Pathfinder agent) who has encouraged Allison’s pursuit of knowledge while at the same time strongly discouraging any inclinations her relation might have toward adventuring/exploring.
4. Johsaph Kreed, another of Ardis’s brightest young minds, thinks he and Allison are a great match and wishes to marry the young lady, ever though she’s made it plain to him (and anyone else who’d listen), that she isn’t the least bit interested. [Enemy]
5) Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
1. Meeting with her famous great aunt and receiving both encouragement and discouragement from her.
2. Learning for a semester from Professor Lorrimer as he traveled the Ustalav countryside and actually saving her teacher’s life when the gable on an abandoned manor gave out and almost fell on the professor’s head.
3. Being hated and teased for being the smartest girl in town by her peers. At first, this treatment hurt Allison, but in time she grew oblivious to it and took pride in her exceptional learning.
Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
Allison’s afraid of anything that binds, restrains, or immobilizes her. This fear first manifest itself a year ago when she and some friends (Markola and Angela above) were exploring the Merridweigh Gardens south of Ardis and encountered an assassin vine (luckily a weak, degenerate specimen) and Allison was entangled and nearly constricted to death by the dangerous plant. More recently, on her journey west to Ravengro for the Professor’s funeral, the young archivist stumbled into a low-hanging giant spider web while wandering off-road on a bathroom break. While she was preoccupied with freeing her entangled legs, the arachnid responsible for the trap crawled down an adjacent tree trunk and sprayed her upper body with more of its sticky webbing. Had her drivers/bodyguards not reacted swiftly to her panicked screams and been less accurate with their crossbow shooting, Allison might’ve met a gruesome end.

Brevon Sabor |

For fun, here's a breakdown of submissions. Did I miss you? Just let me know.
Full BAB
Gadoongo Heineous - Bloodrager (Crossblooded, Spelleater, Untouchable Rager)
Gwendolyn McBride - Paladin
Hotrek Shieldson - Fighter (Mutation Warrior)
Three-Quarters BAB
Allison Kindler - Bard (Archivist)
Barek Noson - Magus (Bladebound)
Brevon Sabor - Cleric (Sarenrae)
Davor Wolfriel - Inquisitor (Pharasma)
Gregor Eisenhorn - Inquisitor (Abadar)
Tamara Hart - Oracle (Life)
Half BAB
*cricket chirp*

TheWaskally |

DM Mathpro, I like to introduce you to Gustov Darrohoff, a young Ustalav native trained in the destruction of the undead.

Emeric Salonen |

Here is Emeric's application. He's an undead hunting ranger.
I haven't finished purchasing gear, but otherwise I think he's complete. If you have any questions or there's anything that needs to be fixed please let me know!
1. Emeric is a cheerful pessimist who assumes the worst and can laugh about it. Growing up in Ustalav makes optimism seem daft. Being a pessimist without being able to keep a sense of humor seems like a slow form of suicide.
2. Emeric’s family has lived in the city of Ardis and the surrounding area for generations. As a cadet family of the once prominent noble Kolagreant line, which died out 4 generations ago, their fortunes have withered right along with Ardis. The family now survives by raising pigs and some horses on the outskirts of the city.
3. Emeric began his undead hunting career patrolling “their” properties in Ardis. These are several mansions and other buildings in an abandoned neighborhood. When he was nine, Emeric and his family were evicted as squatters from their mansion by an usurping new owner since they could not prove ownership.
4. He is more a hunter than a fighter. He studies his targets carefully to learn about them and prefers to snipe with his bow rather than place himself in situations that could become a melee.
5. Emeric is not particularly subtle in his dealings with others. He typically says what he thinks without considering how best to say it or whether it should be said at all. He isn’t purposefully abrasive, but his forthright attitude can seem insensitive rather than simply honest.
Two goals that you'd like the character to accomplish in-game.
1. Emeric wants to go to the source. Destruction of the undead is a chore that never ends unless their creators are eliminated. He would like nothing more to kill a powerful necromancer or undead master, like a vampire. Killing several such monsters would be even better.
2. He would like to gather more information on his family background. He hopes that if he can prove his family’s claim to the titles vacated by the Kalogreant family, he can restore something of their fortune and reclaim the properties taken from them in Ardis.
Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
1. Emeric tells nobody about his family’s connection to the aristocratic Kalogreant family. He feels that it is far more embarrassing to sink to the lows they have than to have always been nothing.
2. Emeric’s grandfather was a lying huckster and there is no connection at all between the Salonens and Kalogreants. The story was fabricated by his grandfather in order to attempt to claim abandoned properties in Ardis.
3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
1. Dietz Glogryan: Emeric’s maternal grandfather. Now dead several years, Dietz was Emeric’s favorite relative. He was charismatic and retained a trace of the aristocratic (he claimed) flamboyance the family once had, even at that late point. Emeric believes his stories of the family’s lost nobility and his claim that he lost the last three fingers on his right hand in a duel. In fact, all the stories were fabrications and Dietz lost his fingers to the local Sczarni family. As a young man Dietz had tried to join the family, but could not resist dipping into the profits. When this was discovered, he managed to talk his way out of trouble enough to save his life by setting up another low-level member as the thief, but not enough to completely escape punishment and expulsion.
2. Jannez and Arna Salonen: Emeric’s father and mother. Jannez is a no-nonsense man who takes life as it is and expects nothing from it. He never had any time for Dietz’s claims and stories because they didn’t raise more or better animals. Arna is a sweet natured woman who is not terribly bright. Her opinion about Dietz was always “whatever Granpapa says…”. Emeric has a good relationship with his parents even though they view his crusade against undead in their old neighborhood as eccentric.
3. Matz Gelfrat: An obsessive and slightly unstable cousin of Emeric’s, Matz has come to hate Emeric over his former romance with Petrissa, a girl their neighborhood. Unknown to Emerick (and Petrissa), Matz is deeply infatuated with her. He believes Emeric’s short-lived fling with Petrissa was designed by Emeric to wound him and stymie his chances with her.
Three key memories that define your character as the person they are at the time of submission. Including Lorrimor in one of those might not be a bad idea.
All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.
1. The day deputies came to evict Emeric’s family from the mansion they were living in. The family was rousted from the house and their possessions thrown in the street. Not only was the experience humiliating, but the argument between his grandfather and father afterward was terrible to see. Dietz had assured the family that the house was theirs because he never imagined the owner would care if a crumbling, otherwise abandoned house among so many others like it, was occupied. Emeric still believes the house is rightfully theirs, stolen by legal trickery.
2. One night, Emeric put a zombie down with a couple of bowshots. When he took a closer look at the corpse, he recognized it as a kindly middle-aged man who had been a neighbor when they squatted in the mansion. He was one of the few holdouts still residing in the neighborhood. This was the beginning of Emeric’s transition from undead hunter to preserve their property to undead hunter to preserve lives.
3. Professor Lorrimor sometimes traveled to Ardis to search for books and documents that he believed might have been left behind in abandoned buildings. He hired Emeric a few times to escort him because Emeric knew some of the old neighborhoods well. Emeric was also not bothered by a bit of breaking and entering if the buildings were no longer inhabited. During one trip, Lorrimor and Emeric were on the third floor of an old, rotting mansion. When Lorrimor walked into on of the rooms, the floor gave way and a portion of the building sheared off and collapsed. Emeric reacted quickly and grabbed the Professor by the arm, saving him from a fatal fall. Professor Lorrimor’s gratitude did much to boost Emeric’s self-esteem.
Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
After seeing the neighbor he had known returned as a zombie, Emeric has become terrified that after his death he will also come back as some undead horror. He takes whatever precautions he can to prevent such a fate, and eagerly searches for more information about charms or magic that can guard against it.

Kavakii_Zhen |

Looking at the list, I feel like I should be submitting a full caster. Alas, I have and urge to take the unchained monk out for a spin.
- Monks of Irori are generally good natured and willing to help the less fortunate or those in need.
- Wealth is not a motivator for Kavakii, but more of a necessary evil to achieve a greater pourpose.
- Kavakii requested a leave of absence from his monastery upon receiving news of Professor Petros Lorrimor death, to pay his respects to his old friend.
- News of a growing threat (beyond the usual turmoil) from Ustalav has reached the Temple of Irori in Tian Xia. Since he requested to travel there anyway on personal business, Kavakii has been charged with investigating and assessing if the danger poses any threat to the continent.
2. - A historical text at the monastery referenced some wonderous magical items particularly useful to a monk. Kavakii would be keeping an eye/ear out for acquiring items such as: Ring of Ki Mastery, Monks Robes, Amulet of Mighty Fists, Handy Haversack, quarterstaff with magical properties.
- "enlighten" another PC and/or NPC to travel back to Tian Xia, join the monastery of Irori, and become a fellow monk.
3. - (known) Kavakii is prejudice against dwarves.
- (unknown) At least 1 of council of elders that governs the monastery he is from, is a member of the cultist seeking to raise the lich king, and will do everything he can to prevent Kavakii from disturbing that event or returning back to the monastery with knowledge of their intentions.
4. - Master Akvius Sirthos (unknown enemy): leader at the monastery in Tian Xia
- Draylan Gossamar (uncle): experienced spellcaster who vowed to Kavakii's parents to "watch over" Kavakii after they were gone. Draylan has taken a more indirect approach to this, and has thus far, not allowed Kavakii to be aware of his influence over Kavakii's life.
- Figit Heavyhand (out of touch close friend): Halfling who started training as a monk, was a close friend of Kavakii, but ultimately discovered the monk lifestyle was not to his liking and left to seek a different destiny. Kavakii has not seen Figit in years. He has received a few letters, but nothing in them every mentioned what profession he followed. They were more like postcards from various locations, and Kavakii is unaware of Figits present where-abouts.
5. - Kavakii believes his parents are dead, and was left orphaned at the monastery in Tian Xia. This is where he grew up and followed the natural footsteps of the they only family he knows - the monks who raised him. He fosters a great devotion to them and love of their life and ideals.
- Kavakii chanced upon Professor Petros Lorrimor, while Kavakii was returning from a courier duty. Kavakii came upon a stagecoach that was obviously attacked. Nearby he found Lorrimor's body and provided aid before escorting Lorrimor back to Kavakii's monastery. A couple small random encounters occurred, but nothing Kavakii couldn't handle. Lorrimor was understandably grateful for Kavakii's help.
- Thus far, Kavakii has not interacted with any dwarf who didn't rub him the wrong way. Kavakii believes the few encounters he's had with their kind is a universal example of what to expect of ALL dwarves. Sterotypical: drunk, greedy, stubborn, unclean, and immoral.
Fear: - being forced to eat something different than food found at the monastery: noodles, rice, bread.
- extreme cases of clausterphobia. (i.e. the confines of a space like a coffin.) a typical size jail cell would not warrant much concern. Kavakii may seek to meditate around that size. As the space gets smaller the phobia would increase. Perhaps more accurate, the smaller the freedom of movement and greater loss of senses (such as hearing, sight, smell, or touch).
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With DM approval, and if selected to play, would it be possible to have improved trip and/or weapon finesse added the the list of monk bonus feats available at lvl 1 and 2?
These are available at these levels with the old monk archtype (flowing monk)character that I've played previously and am most familiar with. Unchained monk has not archtypes that work by RAW. (they also fit better with the concept/background I submitted above).

Fiendish Zen |

Ah I like the extra background requirements, shows dedication from both players and GM, very encouraging :D
I'd love to play Carrion Crown as have heard a lot about it.
I'll post the fluff and crunch once completed, but (despite the wide open arcane slots!) my submission will be a skinwalker (fanglord) unchained rogue.
Will get writing now!