
GM bluedove |

Don't worry about losing me. I'm in for the long haul. As long as you're willing to run the game, I'll be in it.
Ok... how come for why you did not make you move around the time you made this post? o_O Am I not using a good format for indicating whose turn it is?

GM bluedove |

Sorry, guys. The past few days have been a little hectic, but now that we have dealt with the cable company, obtained an instrument for my son and deloused my daughter, I can again work on my games.

GM bluedove |

My Carrionette Base
Above is the link to the monster I've been using as my carrionette base. These are the bodies you guys are now inhabiting, so now I'll need you to draw up your new puppet-form.
I want the Puppet-PC's to change to reflect the souls that now reside in them. Physical attributes of the dolls must remain the same, but all of their magical abilities can be swapped out for something of equal power that sounds more like a manifestation of your character's soul. You will retain your alignment, and any supernatural/extraordinary/spell-like class abilities such as Rannveig's Totem Transformation. Knowledge and any skill that is not tied to physical muscle memory will also transfer.
Let me know if you have any questions. This is a flexible process so feel free to argue why an ability that I would probably think of as physical makes sense as a manifestation of your character's soul.
I'm playing some catch-up on school work tomorrow and busy Monday, but I'll be looking in to answer any questions.

Rannveig Pack-Bound |


Nicu Constine |

If you include the Curse of the Crimson Throne info in HeroLab then the the soul bound doll with the same template is available for character build.
Nicu the construct
Soulbound Doll
NG Tiny Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits (+0 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Weakness susceptible to mind-affecting effects
--------------------
Offense
--------------------
Speed 20 ft.
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities
. . 3/day‚ light, mage hand, open/close (DC 9), prestidigitation (DC 9)
. . 1/day‚ levitate
--------------------
Statistics
--------------------
Str 7, Dex 14, Con ‚-, Int 11, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Skills Acrobatics +2 (-2 jump), Fly +6, Perception +3, Stealth +13
Languages Common
SQ alignment variation, soul focus
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below: Chaotic Neutral: rage
Construct Traits (+0 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, usi
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.

Dimitrio Carini |

I think this will be worse for Dimitrio than for others because almost all of his abilities can be tied to muscle memory.
Gone: sneak attack, weapon finesse, two-weapon fighting, evasion, reactionary, and DEX/STR based skills (which are his strong suits)
Retained: minor magic (prestidigitation) and CHA/WIS/INT based skills.
Heck, it could even be argued that my perform (dance) (CHA based skill) is also gone.
So I don't want to sound like a cry-baby but Dimitrio will be at a severe disadvantage to continue with the same group.
Thoughts?

GM bluedove |

It will be a little difficult to balance for the more physical characters, but as I said it's flexible.
See, I would argue that Sneak Attack is tied to knowledge more than muscle memory and truthfully, I thought it was listed as an Extrordinary ability. I see now it's not, but I still say the knowledge of how to strike vital areas stays with Dimitrio wherever he goes. REACHING those areas might be more difficult now, but even a calf has larger veins and arteries and tendons and ligaments that would really ruin someone's day if they were cut.
I think we can look at Feats in similar light as the other class abilities, and will need to for Donovan and Dimitrio to balance out with the more magical classes.
Rann, the dolls already have better BAB and HP than your PCs, so I think it just complicates matters to swap out too much. Also, you don't keep your Int, Wis and Cha, you just keep your original ranked skill scores, even though the abilities that govern them have changed. Don't transfer untrained skills though.

Donovanocchio |

Ok, here's my first draft of Donovan the Puppet. I just took the Doll chassis and added Donovan's 2 levels of fighter to it.
Looks like he'll be resorting to trickery since he's going to be doing about 1 damage a hit. :)
Dimitrio, I don't think you're as bad off as you think you are. You'll have the highest physical damage potential of all of us because your damage isn't dependent on weapon dice or strength.

Luc "Ninefingers" Rockborn |

Also, you don't keep your Int, Wis and Cha, you just keep your original ranked skill scores, even though the abilities that govern them have changed. Don't transfer untrained skills though.
Well if we don't keep Int, Wis and Cha and substitutes the doll's stats in those abilities: Int 11, Wis 10, Cha 9, Ninefinger's is hampered given he is cleric - Wis and Cha dependent.

Sir Donovan Ravencourt |

Also, you don't keep your Int, Wis and Cha,
I missed this the first time through.
So becoming a doll made some of us dumber?
That means any Wisdom or Charisma based casters can't even cast spells since they require a minimum stat of 10+ spell level.

GM bluedove |

It's not that you're "dumber"... it's that the doll has limited capacity due to it's nature as a construct. Basically, you retain who you are in essence and your memories, but you're far from 100%. Also, I didn't mean to imply you add your class levels, just tack on the special abilities of your class to the doll's template.
Hampered is the general idea, in case that wasn't clear. Becoming a doll isn't meant to be an upgrade, but they do have enough boons to keep it interesting. The original Carrionettes didn't have quite so many bells and whistles, plus the PC's were denied their class abilities and that never made much sense to me and seemed to upset players, so I wanted to try it this way. But again, this is not a tested formula. I'm just trying to find the happy medium between handicapping the PC's and alienating my players, lol.
But I don't think that caster rule (10+spell level) applies to monsters, since the dolls can cast lvl 3 spells with an 11 INT. Are we needing to follow PC rules so you can build them in HeroLab? I've just been making adjustments on paper since I don't have HeroLab and the dolls weren't available on PCGen.

Nathaniel Artegal Boote |

I'll try to take a look at the Hero Lab stuff tonight, went through a computer hard drive failure, and had to buy a new machine for the home, so I'm a little behind
Also, much of what is being talked about here is really just going over my head, but I'll try to figure out what is going on.

Rannveig Pack-Bound |

Spell Like Abilities are different than spells.
What he said. Lack of mental scores makes for sad spellcasters. Still, quite a bit better than not having class abilities at all.

Nicu Constine |

I replaced the spells as Nicu had, added his force missile ability, bow proficiency and the feat of deadly aim to the soulbound doll.
The weapons are a bit wonky, the dagger does 1d2-2, so the only possible damage is -1, so I think the dagger only tickles people?
Nicu the construct
Soulbound Doll
NG Tiny Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits (+0 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Weakness susceptible to mind-affecting effects
--------------------
Offense
--------------------
. . dagger +3 (1d2-2/19-20/x2)
Ranged
. . bow +7 (1d3-2/x3)
Speed 20 ft.
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Wizard Spells Prepared (CL 2):
1 (2/day) Shocking Grasp, Burning Hands (DC 13), Ear-Piercing Scream (DC 13)
0 (at will) Mage Hand, Detect Magic, Ray of Frost
--------------------
Statistics
--------------------
Str 7, Dex 14, Con --, Int 11, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness, Deadly Aim
Skills Acrobatics +2 (-2 jump), Fly +6, Perception +3, Stealth +13
Languages Common
SQ alignment variation, soul focus
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Construct Traits (+0 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll.
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.

GM bluedove |

The original Carrionettes did exactly 1 point of damage when attacking individually, regardless of what they attack with. That's what I had been using for these guys as well for the most part. But you do have their paralyzation ability as well as the old style AD&D thief ability to climb walls. (roll percentile die for the check)
Been thinking about how to best adjust them to fit you guys, and first off, I'm going to consider Weapon Finesse as basic to the Carrionette, so everyone has that. Dimitrio, could retain his Two Weapon Fighting, so assuming he hit with both weapons and was in position to get his sneak attack, he could do 4 damage in 1 round and deliver 2 paralyzation attacks.
Also instead of 11-Int, 10-Wis and 9-Cha, let's level them out to base 10 and everyone can add 4 points to the skill of their choice. Will that work better for our casters?

GM bluedove |

That's fine, I'm in no big hurry. I'll have family visiting this weekend, so we'll shoot for Monday evening to kick forward again.

GM bluedove |

Donovan just wouldn't be himself without his whirlwind parries and the reckless abandon with which he throws himself in front of his comrades to take their damage on himself. Since the extra feats a fighter gets really takes the place of other class abilities, it probably makes sense for him to transfer them all.
Would a potential +2 to Dex (for a total of 16) be comparable to the +4 for casters (for a total of 14) since the point buy is the same? I think anyone taking that will have to give up all the doll's spell like abilities, though. Help me keep them balanced, please! We do want you guys to actually want to return to your bodies. ^_^

Rannveig Pack-Bound |

To avoid cluttering up my profiles page with yet another spot, I'm just gonna add another section to Rannveig's profile page with the various adjusted combat stats, titled Wooden Wolf. Unless I'm thoroughly mistaken, I think that all of Rannveig's abilities carry over, so I'll just be adjusting for changed stats. Speaking of which, the ability suggestions seem fair, and make a bit of sense - in order to maintain some of your natural acuity within the new frame's limited capacity, you give up the inherent powers of the doll.

GM bluedove |

No worries, several of us have been occupied with other things, myself included. I'll help walk anyone through the puppetization here until we get it worked out. We talked a little about puppet-Artegal in PM's so let me sketch it out a bit and that will probably help anyone else who is still confused as well.
Soulbound Doll
N (see below) Tiny construct <<<Alignment transfers from your character.
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size) <<<If you take the +2 to Dex, this will change, however your character must have at least 16 Dex to take it.
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1 <<<These will change based on where you put the ability bonus.
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20) <<<They have no weapons currently, but this will change to a flat 1 damage per successful attack
Space 2-1/2 ft.; Reach 0 ft. <<<Change these to 1 ft on both space and reach.
Spell-Like Abilities (CL 3rd, concentration +2)<<<If you have spell like/class abilities, they will sub in here. For Dimitrio and Donovan, their feats will fill this spot, Artegal's detect/smite evil, lay on hands, etc. Nicu did well to transfer his memorized spells, but he's missing a few things.
3/day—light, mage hand, open/close, prestidigitation
1/day—levitate, one additional ability dependent on alignment
STATISTICS
Str 7, Dex 14, Con --, Int 11, Wis 10, Cha 9 <<<We're going with Int 10, Wis 10, Cha 10 and then add +4 to one mental attribute, or take the +2 to Dex instead.
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Skills Perception +3, Stealth +13 <<<Tranfer trained skill scores from your character sheet.
Languages Common <<<Tranfer languages
SQ alignment variation, soul focus
SPECIAL ABILITIES
Alignment Variation (Ex) <<<Don and Dimitrio won't get this, but all casters should look at level 3 spells. If your alignment is listed, you can use the spell here if you like, or look for one of similar power that you think better expresses who your character is. Artegal might manifest the ability to cast Archon's Aura, for example.
Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Lawful Neutral: suggestion (DC 12)
Neutral: deep slumber (DC 12)
Neutral Evil: inflict serious wounds (DC 12)
Neutral Good: heroism
Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20

Donovanocchio |

Ok, here's puppet-donovan, take 2.
I took the doll chassis as is, and added his feats, that's it. Lowering Don's intelligence drops two skills. I chose his two knowledge skills since those are granted by his class archetype.
Please take a look and let me know if that's what you had in mind.

GM bluedove |

Donovanocchio is looking pretty good, I think you didn't add the +2 to Dex on the profile yet though.
My monday whooped me... Tomorrow I'll get busy and help you guys draw these boogers up and we'll give this game a good kick in the arse. (Heh, you can see the Texan come out in me when I'm tired.) XD

GM bluedove |

Ok, I've got our opener up. Do any of you just want me to go ahead and draw up your doll's sheet for you?

Nicu Constine |

yea, if anything is off about the character post I put up please correct it, I'm cool with a fluid game system where we mod as we go to make the carrionettes work, but I understand that such an approach can be hard to digest for most players, so whatever we work out is good by me.

GM bluedove |

Ok, I can do that but it will take a little time. Here's Luc, all puppeted-up and ready to go. (Well, almost. Caster level, spell DC's and concentration still need to figure in the +4 to Wis, I think.) I put everything I altered or added to the doll from his original sheet in bold so maybe it will become more clear what I'm doing. I'll get them finished in the next day or two.
------------------------------------------------------------------------
Ninefingers the Monkey Puppet
LN (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +3
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 1 ft.; Reach 1 ft.
Spell-Like Abilities (CL 3rd, concentration +2)
Special Attacks battle rage (6/day), hatred, sun's blessing
Spell-Like Abilities Battle Rage (6/day)
Cleric Spells Prepared (CL 2):
Once per day: Suggestion Or find a level 3 spell that suits you better.
1 (3/day) Divine Favor, Bless, Protection from Evil, Magic Weapon
0 (at will) Read Magic, Create Water, Detect Magic, Vigor
STATISTICS
Str 7, Dex 14, Con --, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +3; CMD 11
Feats: Improved Initiative, Toughness Selective Channeling
Traits: Courageous,
Skills Perception +3, Stealth +13
Heal: 7, (1R,3CS, 3Ab, 0 M)
Know- Planes: 4 (1R, 3CS, 0 Ab, 0 M)
Know - Relgion: 4 (1R, 3CS, 0 Ab, 0 M)
Spellcraft: 4 (1R, 3CS, 0 Ab, 0 M))
Languages Common, Dwarven
SQ alignment variation, soul focus cleric channel positive energy 1d6 (5/day) (dc 13), domains (sun, war), greed, Selective Channeling, spontaneous casting, stonecunning +2
SPECIAL ABILITIES
Alignment Variation (Ex) <<<Don and Dimitrio won't get this, but all casters should look at level 3 spells. If your alignment is listed, you can use the spell here if you like, or look for one of similar power that you think better expresses who your character is. Artegal might manifest the ability to cast Archon's Aura, for example.
Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Lawful Neutral: suggestion (DC 12)
Neutral: deep slumber (DC 12)
Neutral Evil: inflict serious wounds (DC 12)
Neutral Good: heroism
Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20
Special Abilities:
Aura: (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage: (6/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Courageous: +2 save vs. fear.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Defensive Training +4: Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2: to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1: Gain a racial bonus to attacks vs Goblinoids/Orcs.
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Spontaneous Casting: The Cleric can convert stored spells into Cure or Inflict spells.
Stonecunning +2: +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Sun's Blessing (Su): +2 to channel damage vs. undead and they don't get channel resistance.

GM bluedove |

I had already added the +4 to Luc-ie's(I'm enjoying the new names and profile pics! Good stuff!) Wis, and I figured out the last stats:
Spell DC's for the special alignment based spell rises to 15 and concentration bonus is +5.
Here is Artegallio, the scarecrow puppet. I'll post Nicu next.
Artegallio “The Gardener”
LG (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +4
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 1 ft.; Reach 1 ft.
Spell-Like Abilities (CL 3rd, concentration +5)
Once per day: Archon’s Aura Or find a level 3 spell that suits you better.
Aura of Good
Detect Evil: At will
Smite Evil: 1/day (Swift Action/+2 to hit, +2 Damage, +2 to AC/lasts until the target is defeated, or I rest)
Lay on hands: Standard Action, 3/day, heals 1d6 damage
STATISTICS
Str 7, Dex 14, Con --, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 11
Feats: Improved Initiative, Toughness, Combat Reflexes
Traits: Devotee of the Green (+1 to Knowledge Geography and Knowledge Nature Skill Checks, Knowledge Nature is a Class Skill)
Skills Perception +3, Stealth +13
Knowledge Nature: +7 (+2 rank, +1 Int, +1 Trait)
Sense Motive: +6 (+1 rank, +2 Wis)
Handle Animal: +6 (+1 rank, +2 Chr)
Perception: +5 (+1 rank, +2 Wis, +2 race)
Knowledge Geography: +3 (+1 rank, +1 Int, +1 trait)
Languages Common, Halfling
SQ alignment variation, soul focus, Divine Grace: (+2 to all Saves), Detect Evil, Smite Evil, Lay on hands: 3/day, heals 1d6 damage, Fearless: +2 save versus Fear, Halfling Luck: +1 to all Saves (Stacks with Fear Bonus), Halfling Senses: +2 bonus to Perception Checks
SPECIAL ABILITIES
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Lawful Good: Archon’s Aura (DC 15) Or find a level 3 spell that suits you better.
Chaotic Neutral: rage
Lawful Neutral: suggestion (DC 15)
Neutral: deep slumber (DC 15)
Neutral Evil: inflict serious wounds (DC 15)
Neutral Good: heroism
Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20

GM bluedove |

Talus is the name of your riding dog, who was safe and sound back at the Inn the last Artegal knew... That might have gotten confusing!
Here is Nicarrionette! Again, formatting my additions in bold so it's easy to see what has been changed. Rannveig and Dimitrio will be next.
Nicu the construct
Soulbound Doll
NG Tiny Construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits (+0 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Weakness susceptible to mind-affecting effects
--------------------
Offense
--------------------
. . dagger +3 (1d2-2/19-20/x2)
Ranged
. . bow +7 (1d3-2/x3)
Speed 20 ft.
Space 1 ft.; Reach 1 ft.
Spell-Like Abilities (CL 4th, concentration +6)
Once per day: Heroism Or find a level 3 spell that suits you better.
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Wizard Spells Prepared (CL 2):
1 (2/day) Shocking Grasp, Burning Hands (DC 13), Ear-Piercing Scream (DC 13)
0 (at will) Mage Hand, Detect Magic, Ray of Frost
--------------------
Statistics
--------------------
Str 7, Dex 14, Con --, Int 14, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness, Deadly Aim
Traits Magical Knack
Skills Acrobatics +2 (-2 jump), Fly +6, Perception +3, Stealth +13
Bluff +0 (+2 vs. undead)
Climb +6
Handle Animal +4
Heal +6
Knowledge (arcana) +6 (+8 vs. undead)
Knowledge (engineering) +6 (+8 vs. undead)
Knowledge (history) +6 (+8 vs. undead)
Knowledge (nature) +6 (+8 vs. undead)
Perception +11 (+13 vs. undead)
Sense Motive +2 (+4 vs. undead)
Spellcraft +6
Stealth +7
Survival +6 (+8 vs. undead, +7 to track)
Swim +6
Languages Common Draconic, Elven, Sylvan
SQ alignment variation, soul focus, force missile (5/day), favored enemy(undead), intense spells +1, opposition schools (illusion, necromancy), specialized schools (evocation), track, wild empathy
--------------------
Special Abilities
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Construct Traits (+0 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll.
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Force Missile (5/day) (Sp) Magic Missile hits for 1d4+1
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Marionannveig Puppet-Bound |

Alright, the new names have officially amused me enough to further pollute my profile pool. Here we are.
In other news - this situation right here? Pretty much Rannveig's worst fear. Once again, forced into a form not her own and trapped in a cage. She'll probably recover in a little while here (she's stronger than she used to be), but me, I think she needs a minute to freak out a bit.

Dimitrio Carini |

OK, I'm back and getting caught up so expect a post from me this weekend.
BTW, good stuff guys.
I would also like for someone to stat up my 'pirate doll', please.
How's Peppy the Pirate?

GM bluedove |

We had power and cable outtages on and off all day yesterday, otherwise I'd have had the last two of you ready to go by now. It's my next project, so I'll get them up shortly. For the next bit, assume +2 bonus, untrained or use your character's trained bonus on an acrobatics check to get the cage down safely.

GM bluedove |

Marionannveig Puppet-Bound
NG (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +4
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 1 ft.; Reach 1 ft.
Spell-Like Abilities (CL 3rd, concentration +2)
Once per day: Heroism Or find a level 3 spell that suits you better.
Totem Transformation (Su):
At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
• movement (+20 enhancement bonus to land speed)
• senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
• natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).
While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will.
0risons (4 per day)
Detect Magic
Light
Purify Food and Drink
Guidance
1st level (2 per day)
Magic Fang
Cure Light Wounds
STATISTICS
Str 7, Dex 14, Con --, Int 10, Wis 14 Cha 10,
Base Atk +3; CMB +3; CMD 11
Feats: Improved Initiative, Toughness,
Traits: Child of Nature: You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.
Freed Slave: You gain a +1 trait bonus on Will saves. )
Skills Perception +3, Stealth +13
Climb: 7 = 1(Rank) + 3(Class) + 3(Str)
Handle Animal: 4 = 2(Rank) + 3(Class) +0(Cha)
Heal: 6 = 1(Rank) + 3(Class) +2(Wis)
Knowlege (Geography): 5 = 1(Rank) + 3(Class) +1(Int)
Knowledge (Nature): 6 = 2(Rank) + 3(Class) +1(Int)
Perception: 6 = 2(Rank) + 3(Class) + 2(Wis)
Ride: 5 = 1(Rank) + 3(Class) + 1(Dex)
Spellcraft: 5 = 1(Rank) + 3(Class) + 0(Int)
Swim: 7 = 1(Rank) +3(Class) + 3(Str)
Survival: 8 = 2(Rank) + 3(Class) + 2(Wis) + 1(Trait)
Languages Common, Druidic
SQ alignment variation, soul focus, Totem Transformation, Wild Empathy, Child of Nature, Freed Slave
SPECIAL ABILITIES
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.
Chaotic Neutral: rage
Lawful Neutral: suggestion (DC 12)
Neutral: deep slumber (DC 12)
Neutral Evil: inflict serious wounds (DC 12)
Neutral Good: Heroism Or find a level 3 spell that suits you better.
Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20
Wild Empathy (Ex): A wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus.
Totem Transformation (Su):
At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
• movement (+20 enhancement bonus to land speed)
• senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
• natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).
While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will.
Child of Nature: You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.
Freed Slave: You gain a +1 trait bonus on Will saves.

GM bluedove |

Dimitrio Carinionette
CG (see below) Tiny construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +4 Will +1
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects
OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 1 ft.; Reach 1 ft.
STATISTICS
Str 7, Dex 16, Con --, Int 10, Wis 10, Cha 10,
Base Atk +3; CMB +3; CMD 12
Feats: Improved Initiative, Toughness, Weapon Finesse, Two weapon fighting
Traits: Fast-talker: +1 bluff
Reactionary: +2 initiative
Skills Perception +3, Stealth +13
Acrobatics +8 = 2r +3(dex)
Appraise +5 = 1r + 1(int)
Bluff +8 = 2r +2(cha) +1(trait)
Diplomacy +7 = 2r +2(cha)
Disable device +8 = 2r + 3(dex)
Intimidate +6 = 1r +2(cha)
k.local +5 = 1r +1(int)
Perception +5 = 2r
Perform (dancer) +6 = 1r +2(cha)
Sleight of hands +8 = 2r +3(dex)
Stealth +8 = 2r +3(dex)
Use magic device +7 = 2r +2(cha)
Languages Common, Varisian
SQ: soul focus, Sneak Attack (+1 dmg), Trap Finding (+level/2 to perception and disable device), Evasion, Rogue talent – Minor magic (prestidigitation 3/day),
SPECIAL ABILITIES
Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20
Sneak Attack (+1 dmg)
Trap Finding (+level/2 to perception and disable device)
Evasion
Rogue talent – Minor magic (prestidigitation 3/day)
Weapon Finesse
Two weapon figthing
Fast-talker: +1 bluff
Reactionary: +2 initiative