GM Ghost's The Haunting of Harrowstone

Game Master Del Azast

An old friend has died and you are called to Ravengro, but it seems you are here for more than just a funeral. Ravengro


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Welcome to GM Ghost's Carrion Crown recruitment, here are the rules:

Looking for 3-5 players (a slot is reserved for my sister0
Paizo Materials only (No 3pp)
Sadly I'm not the best judge of custom races so none of them sorry
20 pt character build
Average starting gold
2 traits one must be a Carrion Crown Campaign Trait (will allow another trait for the price of a drawback)
Minimum 1 paragraph backstory (Can be longer if you want)
Emerging guns
ACG Playtest is allowed but characters will need to update if chosen.

Carrion Crown Traits:
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

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

Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and
by ever striving to attain greater heights and someday match the influence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. Making

Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

On the Payroll: Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Teacher’s Pet: Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.

This will be my first time Gming a PbP so I will be taking it somewhat slow. Recruitment will end at 12pm CST on Wednesday the 13th gameplay will start the following day. Good luck and may the odds be ever in your favor.


Dotting for interest. I'm thinking rogue from lapenstat(sp) university.


I will mull over the options and see if I can come up with something.

*waves at Mathpro* Hey! Long time no see!


Halfling cavalier order of the paw. all other info is in the character sheet.


For some reason, I have this burning desire to play a paladin with the oath of undead archetype. Like a lot. I will see what I can come up with. As soon as I come up with a reasonable amount for a backstory I will post again.

As I am fond of intertwining backstories, which player wants to make a character that knows mine? We can be relatives or close friends, whichever makes the most sense to us.


Grand Moff Vixen wrote:

For some reason, I have this burning desire to play a paladin with the oath of undead archetype. Like a lot. I will see what I can come up with. As soon as I come up with a reasonable amount for a backstory I will post again.

As I am fond of intertwining backstories, which player wants to make a character that knows mine? We can be relatives or close friends, whichever makes the most sense to us.

Which campaign trait are you considering? That might be a way to do it. I am thinking Chance Savior, possibly with a Changeling Oracle.


Doting for a half elf inquisitor, will have the crunch tomorrow.


Slyness wrote:
Grand Moff Vixen wrote:

For some reason, I have this burning desire to play a paladin with the oath of undead archetype. Like a lot. I will see what I can come up with. As soon as I come up with a reasonable amount for a backstory I will post again.

As I am fond of intertwining backstories, which player wants to make a character that knows mine? We can be relatives or close friends, whichever makes the most sense to us.

Which campaign trait are you considering? That might be a way to do it. I am thinking Chance Savior, possibly with a Changeling Oracle.

Subject of study is my primary choice due to the archetype, though I can easily look at the others too.


Here is a write-up for Spugnoir. Vivisectionist alchemist and rescued orphan.

Crunchmunch:

Full Name : Spugnoir

Race: 1/2 orc

Classes/Levels Alchemist 1(Vissectionist) (HP favored)

Gender M

Size M

Age : 25

Special Abilities :

Alignment: NG

Deity

Location :Ustaluv

Languages :Common,Orc,Abyssal,Draconic,Giant

Occupation : ALchemist/Healer

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
EXP:
Hit Points: 11
Spd: 30
Init: +2
AC: 14 ( 2 armor shield)/Touch 12/FF 12)
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +0 (+2 vs. fear)

Weapons:
Morning Star +2 1d8+3
Light Crossbow +2 1d8

Skills:Craft-Alchemcy (1+3+3+1)8,Perception (1+3)4,Heal (1+3)4,Stealth(1+2)3,Disable Device(1+2+3)6,Use Magic Device (1+3)4,Climb (1+2)3

Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons),
Traits: Making good on promises(+2 vs. fear),Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Sneak attack +1d6,Mutagen (+2 Nat AC, +4 one stat,

-2 to relevant stat)
Extracts per day: 2/
Extracts Known: Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul
Equipment
Leather armor (10)
Morning Star (8)
Light Crossbow (35)
20 Bolts (2)
Alchemist Kit (40)
Alchemy Crafting Kit
Backpack
Bedroll
Belt pouch
Flint&Steel
Inkwell&Inkpen
Iron Pot
Mess Kit
Soap
Torches (10)
Trail Rations (5)
Waterskin
53 gp

Background: Spugnoir was left on the doorstep of an orphanage in Ustalav as many children have been when they are unwanted by their parents. Taken in, he was fed and clothed but not given any real love and so became a sullen child, and thus was passed over by prospective parents and seemed destined to end up on the streets when he came of
age.
However, he was esentially bought by an unethical professor who wanted a lab assistant and brought to the university and treated little more than a well trained slave. Spugnoir cleaned and assisted, working long hours for a bed and food and basic training on how to help in a lab. This continued until Professer Lorrimor exposed the other
professor's necromatic experiments and had him arrested. Lorrimor took an interest in Spugnoir and arranged for him to become an actual student at the university so he could get a proper education.

Description: Spugnoir is a rather neatly-dressed man, he takes effort in maintaining his apperance and keeps his black hair short and his clothing(the non workroom variety)
neat. His work attire is stained with alchemetical substances but is well maintained and his equipment is spotless as much as it can be.

RP: The professer gave me a gift, life. I had very little to be thankful for and my time under that professer's thumb was hardly better than I had at the orphanage, at least I could go out and play there. I will strive to learn as much as I can within the boundries of decency and help those who were as unfortunate as I was.


This is a character that was running Carrion Crown, then the game died out. I'd like to submit him.

I'll have to check what I did for point-buy and wealth...

Background stuff is already complete, though maybe I can make it better.

We didn't get very far into the adventure, so I don't know too much about the AP.

Liberty's Edge

Dotting for interest. Looking at a halfling rogue with the war slinger trait and proficient with a sling staff. Might not be up until Monday the 11th.


Dotting for interest, and thinking of an ACG warpriest when I get the ACG. :)

Grand Lodge

Dotting, not quite sure on concept yet.

Cutlass wrote:
Dotting for interest. Looking at a halfling rogue with the war slinger trait and proficient with a sling staff. Might not be up until Monday the 11th.

RAW and according to an FAQ Sling Staff doesn't work with Warslinger (which is patently stupid IMO), I'd get GM approval before going too far. I learned this while trying to make a slignstaff ranger for PFS.


GM Ghost wrote:
Sadly I'm not the best judge of custom races so none of them sorry

Just to clarify, when you say "custom races" do you mean all non-core rulebook races, or just the custom-built races in the Advanced Race Guide?

Liberty's Edge

Kenji Elindir wrote:

Dotting, not quite sure on concept yet.

Cutlass wrote:
Dotting for interest. Looking at a halfling rogue with the war slinger trait and proficient with a sling staff. Might not be up until Monday the 11th.
RAW and according to an FAQ Sling Staff doesn't work with Warslinger (which is patently stupid IMO), I'd get GM approval before going too far. I learned this while trying to make a slignstaff ranger for PFS.

Thanks for the heads up. I wasn't aware of that. Hmmmm. Plan b will be a gnome cleric of Desna with good and travel domains.

Shadow Lodge

I think he's a 25 point buy, but I wanted to go ahead and dot in. Although, I may decide to change my character later when I update him for this campaign.


Dotting! I got an idea for a writer of horror stories who's one of the Teacher's Pets. He'll be a human bard with the Dirge Bard archetype, and admittedly is a bit of a coward. An expert on the matter of undead, he'll be able to support his companion through the power of telling stories, sharing his knowledge and wisdom and with his spells.


Similar question to Bob Evil, what is your stance on tieflings?


I present Rhia for your review (I think she was created 25 pt buy but I can change that)


Submitting for your consideration: Dr. Stefan von Herzog.

I wrote Stefan for another Carrion Crown game that fizzled out before getting very far. I'll need to double-check stats & equipment to make sure they comply with your starting rules. (I think he's a 15-point character as-is.)

Oh-- one thing. The character has a custom general trait appropriate to his background. My previous GM allowed it, as it's nearly identical to many other traits. Everything else is from Core Rulebook.


I'm interested in playing CC. Seeing that paladin and (dirge) bard are spoken for I'm tempted by a Human Barbarian probably going down the witchunter + superstion route (I've actually wanted to play a damage dealer for a while, having mostly played support characters of late).

While I know how to build super optimised characters I don't want to play one of those :) I'd much rather play a barb that didn't dump int and cha, and I doubt I'll go in for rage cycling (From an RP perspective rage cycling seems pretty outlandish to me).


Don't let my dirge bard submission keep you from submitting one as well, Johnson. And go you for not dumping int/cha on a barbarian! It's so much more fun having some decent 'unusual' stats at the cost of 2 points in your main .. ^^ !


I might play a Cleric, but if someone already wanted to submit a Cleric, then I could just as easily submit a really cool ranged Inquisitor. I thought about making it (the Inquisitor) a Dhampir and taking the Vampire Hunter archtype, but am unsure if the GM wants any races outside of core. Still though, I'd imagine it would have a number of....interesting interactions with the oath of undead Paladin that was earlier discussed within the thread.


I'm already playing a bard in an active campaign and a paladin in a semiactive campaign so something else would be best :)


My tiefling was being made to be a melee inquisitor.


Grand Moff Vixen wrote:

I will mull over the options and see if I can come up with something.

*waves at Mathpro* Hey! Long time no see!

*waves back* Hey vixen sorry I disappeared but I'm back now.

GM: I will have my rogue up later today.


Races outside of Core are fine sorry if that wasn't clear, I meant no custom built races using the stuff in the back of the ARG


A gruff black dressed dwarf arrives to the town, he looks young for his race, but wears armor and the tipical hammer that his races likes so much hangs on his side.

Gregor Einsenhorn:
Gregor Eisenhorn, Undead Scourge
Male Dwarf Inquisitor of Abadar 1
[Favored Class - HP:0 Skill:1]
LG Medium humanoid (dwarf)
Init +1 Senses: Perception +7 Darkvision: 60ft
--------------------
Defense
--------------------
AC 16//18, touch 11, flat-footed 15//17 (+1 Dex, +5 armor // +2 shield) (+4 vs giant)
hp 9 (1d8 +1Con)
Fort +4, Ref +2, Will +6 (+3 against poison, spells, and spell-like abilities)
--------------------
Offense
--------------------
Speed 20 ft.
Melee:
+3 Warhammer 1d8+3
--------------------
Special
--------------------
Judgements 1/1 day
Spells
Level 0: Create Water, Detect Magic, Disrupt Undead, Light.
Level 1: 2/2 day
Cure Light Wounds, Bless
--------------------
Statistics
--------------------
Str 17
Dex 12
Con 12
Int 10
Wis 16
Cha 8

Base Atk +0; CMB +3; CMD 14 (+4 vs bull rush or trip, dwarven stability)
--------------------
Feats
--------------------
1-Intimidating Prowess

Skills 6/level (6class+1FCB)
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis)
Intimidate (Str) (1) = +8
Knowledge (arcana) (Int) (1) = +4/+7
Knowledge (dungeoneering) (Int) (1) = +4/+7
Knowledge (nature) (Int)
Knowledge (planes) (Int) (1) = +4/+7
Knowledge (religion) (Int) (1) = +6/+9
Perception (Wis) (1) = +7 (+2 to potentially notice unusual stonework, They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis) (1) = +8
Spellcraft (Int)
Stealth (Dex)
Survival (Wis)
Swim (Str)

*Armor penalty -4

Languages: Common, dwarven
--------------------
SQ
--------------------
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
War Domain
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

--------------------
Gear
--------------------
backpack, blanket winter, flint & steel, dagger, Scale mail, warhammer, wooden heavy shield, Abadar sacred simbol made of silver.
Total weight: 66/86(light) 173(medium) 260(heavy)
GP:40 SP:
------------------------------
Special Abilities
------------------------------
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
-Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
-Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-Darkvision: Dwarves can see in the dark up to 60 feet.
-Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
-Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
-Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
-Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
-Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
-Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
-Languages: Dwarves begin play speaking Common and Dwarven.

Traits
Glory of Old
In your veins flows the blood of dwarven heroes.
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Teacher’s Pet:
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. (Knowlege: religion)

Background:
Gregor Eisenhorn met the professor Lorrimor a few years ago, when he was still a novice in the church of Abadar. Being the professor a praised scholar in general, and in particular to his church, it was customary that the most applied students take some lessons under Lorrimor's tutelage.
Alhough Gregor was not the most brilliant student, his will and interest earned him a place on the selected group that went to Ustalav. And that interest, overtop on the religion and its implication on the undead studies, make him been choosen by Lorrimor for extra assistance, in the undead topic.
Gregor was impresed by the extend knowlegde of the professor, and after weeks of debate and points of view exchange, something changed in him for ever. He was decided not only to be a member of the church of Abadar, but to be one of its most dedicated servants and protect his faith and the world from the Undead menace.
Now, Gregor received with sadness the notice of the professor Lorrimor's dead. Although he was decided to pay his respects to his former mentor, he doesn't forget he has a mission too, to investigate the truth behind his dead if there is anything to find out.

Creation rules:
Paizo Materials only (No 3pp)
Sadly I'm not the best judge of custom races so none of them sorry
20 pt character build
Average starting gold
2 traits one must be a Carrion Crown Campaign Trait (will allow another trait for the price of a drawback)
Minimum 1 paragraph backstory (Can be longer if you want)
Emerging guns
ACG Playtest is allowed but characters will need to update if chosen.

Sczarni

GM Ghost wrote:

Welcome to GM Ghost's Carrion Crown recruitment, here are the rules:

Looking for 3-5 players (a slot is reserved for my sister0
Paizo Materials only (No 3pp)
Sadly I'm not the best judge of custom races so none of them sorry
20 pt character build
Average starting gold
2 traits one must be a Carrion Crown Campaign Trait (will allow another trait for the price of a drawback)
Minimum 1 paragraph backstory (Can be longer if you want)
Emerging guns
ACG Playtest is allowed but characters will need to update if chosen.
** spoiler omitted **...

Would Early entry for arcane trickster be allowed? It is only really worthwile with early entry.


Wondering_Monster wrote:
Would Early entry for arcane trickster be allowed? It is only really worthwile with early entry.

As in the prestige class? You can do it, its still your character just make sure you meet the requirements.


Kincaid's Background:
You see propped up on a bar a stool, a large dark haired man with the looks of a soldier. He in his thirties, with deeply tanned skin, dressed in armor that's clearly seen better days and is talking to the barman who appears to know him. The soldier picks up a shot glass containing a dark liquor, studies it for a moment and says, "To happier days my friend!", before downing it with a grimace. He pauses for a moment before sighing shoulders slumped, "They threw me out, said I was a danger to my unit. They let me keep my back pay and kit because I saved the sergeant, but they seemed scared of me. Said I changed in combat, and that I wasn't me anymore. You know as well as anyone I've always had a bit of a temper but I got on with the squad and I thought the Corporal liked me. Ah hell man I don't know what happened, somebody yelled 'Incoming!' and it's all a blur after. I just remember waking up, knowing something real bad had happened and the squad gave me strange looks on the march back. When we got to base, the Captain kicked me out right then and there! I have no clue what to do now, I only hope something comes up..."

Crunch to follow.


Dotting for interest, and if I may voice a very selfish request; any hope delaying the game play till after the 14th? That way I could get a look through the ACG book in case I find something better fitting to my character concept.


Wolfgang Rolf wrote:
Dotting for interest, and if I may voice a very selfish request; any hope delaying the game play till after the 14th? That way I could get a look through the ACG book in case I find something better fitting to my character concept.

I second this. I play with Wolfgang in another game and he is a solid role-player. :)


Grand Moff Vixen wrote:
Wolfgang Rolf wrote:
Dotting for interest, and if I may voice a very selfish request; any hope delaying the game play till after the 14th? That way I could get a look through the ACG book in case I find something better fitting to my character concept.
I second this. I play with Wolfgang in another game and he is a solid role-player. :)

Thank you, I find your role-playing to be quite enjoyable to read and interact with, I am hoping we find ourselves playing in another game as well.


Would need some minor adjustments as this was for another campaign that never happened, will do so when I get home. Trait would be Subject of Study: Undead.

Would be looking toward picking up some sorcerer: Empyreal bloodline then Arcane Archer.

With minor adjustments could fulfill the trapfinding role well. Plus I really like the idea of a good ranged character. I keep seeing so many pbp groups that end up with a glut of front liners that get frustrated in close confines.

Otherwise I would also be interested in doing a Skald venturing down from the north bringing his ancestors to help cleanse the soul stain of the south. focusing on spirit rage powers.

Background:

Orvald wasn't one of those youngsters that felt the urge to run of as soon as he was grown. He was perfectly happy working the fields in a smallish farm community. He had food he had friends, so what if it was boring. It was stable. Orvald liked stable. His excitement was trapping or hunting a quail or a rabbit so he could send a pot of stew over to the old widow Ernst. Fate as usual abhors complacency.

It was the widow Ernst that turned first. Not sure what caused it, but there I was checking in on widow, she was getting on in years, when I smelled the rot. Fearing the worst I stepped, and saw her rotting corpse. Didn't make any sense. I had seen her only two days back. No reason for a body to be that horrid that quick. But I was ignorant at the time. I called for the neighbors and rushed in to check on her, even seeing she was clearly dead. Its the normal reaction for a normal person. I gagged on the stench and it was then that she stood up, and turned toward me.

Seeing her once smiling face covered in flies and bugs was too much. I ran away. Probably the smart thing to do if it weren't for one thing. I had already called for the neighbors. As far as I could figure out after the fact, a group of them got to the porch about the same time she staggered to the door. Them must have been over come by the smell because there was a mess of bodies there. Or at least it looked like there had been. You see they didn't stay dead either.

Before I knew it, most the town was stumbling around skins sloughing off like them had been dead in the woods for a week. Being a good follower of Erastil, I had my bow back at home. I took it up and know what I had to do. Couldn't get close or I would be to busy puking to do much. So there is was a dumb farmer with his hunting bow. It took me eight days to pick em all of. Had to break in to stores we keep for trading with trappers three times to get more arrows.

Seems like a miracle I survived it. I suppose that miracle was Father Rolly. The priest of Pharasma that passes through every few weeks to make sure the rites are being followed. I wasn't in much shape at that point. Half starved, probably raving like a nut. He helped me bury em proper. Said they were something called plague zombies. Like regular zombies but spread quicker and smelled worse.

He took me in and got me cleaned up. Spent a long time getting my head outta that horror scene. Thing that helped the most. This fancy scholar type Professor Lorrimor came by. Seems he collected account of people that had seen things like I had. Funny how it is that talking things out with someone that smart can make things a little less personal. Just a little easier to grasp hold of.

Don't know as I would be worth much with out the Professor. He wasn't trying to tell me it was ok, that I did my best. He was talking like a man to his apprentice. What clues did I miss? how could I done better? What was smart and what was plain luck. Guess that is when I decided that if Erastil and Pharasma wanted me around, I guess I ought to figure out how to deal with this type of thing. Apparently where the Professor comes from it happens fairly often.

Spent some time in the big cities, spent some more with some of those barbarians to the north. Can't say which folks were more savage. Kept hearing from the professor now and again. I'm not saying as I was illiterate before, but after a couple of weeks following him around, I was a bit better able to trade letters with him afterward. Guess that is a good thing, as I wouldn't even know he was dead if I couldn't read this letter. <Sigh> Why do I think this ain't gonna be just a regular funeral?


Sorry about the shift in style as things went. My brain kept getting more in to character as I went:)


I was gonna try and get us started on my off day, though I suppose I can push it back a day or two we'll have recruitments close on 16th at the same time and we'll start up on the 17th.


GM Ghost wrote:
I was gonna try and get us started on my off day, though I suppose I can push it back a day or two we'll have recruitments close on 16th at the same time and we'll start up on the 17th.

Thank you GM Ghost, I appreciate it.


GM Ghost wrote:
Races outside of Core are fine sorry if that wasn't clear, I meant no custom built races using the stuff in the back of the ARG

Not a problem, I just wanted to confirm it.

Submitting a skinwalker ranger. Crunch below, traits and background coming tomorrow.

Garzeri Ornisov:

Garzeri Ornisov
Male Skinwalker Ranger 1
CN Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +6

Defense:
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2

Offense:
Speed 20 ft.
Melee battleaxe +4 (1d8+4/×3) (Change Shape: Strength battleaxe +5 [1d8+6/×3]) and
club +4 (1d6+3) (Change Shape: Strength club +5 [1d6+4]) and
dagger +4 (1d4+3/19-20) (Change Shape: Strength dagger +5 [1d4+4/19-20])
Ranged longbow +2 (1d8/×3)
Special Attacks favored enemy (humanoids [shapechanger] +2)
Spell-Like Abilities (CL 1st; concentration +0) 1/day—speak with animals

Statistics:
Str 16 (18 Change Shape: Strength), Dex 13, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits
Skills Bluff -1 (-5 vs. non-shapechanger humanoids), Diplomacy -1 (-5 vs. non-shapechanger humanoids), Disguise -1 (-5 vs. non-shapechanger humanoids), Intimidate -1 (-5 vs. non-shapechanger humanoids), Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (religion) +1, Linguistics +1, Perception +6, Stealth +1, Survival +6
Languages Common, Varisian
SQ animal-minded, change shape (+1 natural armor), change shape, change shape (attributes), change shape (claws), change shape (darkvision), track +1, unlearned, wild empathy +2
Other Gear scale mail, arrows (20), battleaxe, battleaxe, club, dagger, longbow, backpack, bedroll, belt pouch, flint and steel, wooden holy symbol (Pharasma), mess kit, pot, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 17 gp

Special Abilities:
Animal-Minded Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into
bestial form.
Change Shape (3/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Attributes, Strength) (Su) In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Darkvision) (Su) You can choose to gain darkvision with a range of 60 feet when shifting into bestial form.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Humanoids [Shapechanger] +2) (Ex) +2 to rolls vs Favored Enemy (Humanoids [Shapechanger]).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Liberty's Edge

Interested, played in a CC game that didn't go very far and really enjoyed what I had seen so far.


I'd like to submit Eamch Stone for consideration. His crunch and background are in this profile. He is a half-orc sorcerer, with the Infernal (wild blooded Pit Touched) bloodline.

I have played in Carrion Crown before, but we did not get very far in book 1 before the campaign discontinued. I'd love to be able to see it through.


Hi I am GM Ghosts sister, who he reserved a slot for, just wanted to say hello, I am pretty new to pathfinder but Ghost is a great GM the few times that I have played with him before. I will be submitting a half-elf ranger, background and details will follow. I'm really looking forward to this.


JJohnson88 wrote:
Hi I am GM Ghosts sister, who he reserved a slot for, just wanted to say hello, I am pretty new to pathfinder but Ghost is a great GM the few times that I have played with him before. I will be submitting a half-elf ranger, background and details will follow. I'm really looking forward to this.

Welcome!

RPG Superstar 2009 Top 16

Howdy! welcome to the boards


JJohnson88 wrote:
Hi I am GM Ghosts sister, who he reserved a slot for, just wanted to say hello, I am pretty new to pathfinder but Ghost is a great GM the few times that I have played with him before. I will be submitting a half-elf ranger, background and details will follow. I'm really looking forward to this.

Welcome aboard!


errr just noticed an issue. Monks don't really start with money for equipment. Average gold is 35 gold, which doesn't cover much weapons beyond sticks and stones.


Heya

RPG Superstar 2009 Top 16

Yup monks're pretty much broke. On the plus side, they are weapons.


Mark Thomas 66 wrote:
Yup monks're pretty much broke. On the plus side, they are weapons.

Not so much if they are supposed to be an archer... bows aren't cheap


Well you could take the extra money campaign trait ;)


I think I'm going to revive this character for this game. I'll update her stuff to fit your requirements later.

edit: There everything is updated except background and traits which I will update sometime today or tomorrow. Let me know if there is anything you need me to change GM Ghost.

Oh and welcome to the game JJohnson88 I'm sure if picked it will be fun to play along side you.

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