DM Rich's Carrion Crown

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For your consideration, Cassandra Blackmoore Changeling Oracle of Life. A foundling raised by local farmers. While attempting to answer her "Mothers" call she was attacked by an undead shadow which broke her bond and awoke her oracular powers.


Dotting for interest. Not sure if I will get something done, but this looks like an interesting game.


dark secret for GM:
It's obvious to most listeners that Ark's stories involve a large amount of hyperbole, but many of them are in fact entirely fabricated. Ark has no memory past a few months ago, when he awoke in an unfamiliar body and surroundings, with a deep sense of foreboding, and he worries about who or what he was before that.

He does not remember meeting the Professor, so the summons to the funeral came as a surprise, but gives him some hope of finding clues to what has happened to him.


I'll see what I can come up with. I'm thinking a Dwarven Warpriest or possibly an Aasimar Cleric.


Here is my submission.

Build:
Dwarf Warpriest (Forgepriest) 1
Lawful Neutral Medium Humanoid (dwarf)
Deity: Torag
Favored Class Warpriest
Initiative 0
Senses: Perception +3, Darkvision

==DEFENSE==
AC 17, touch 10, flat-footed 17 (+7 armor, +0 Dex, +0 size)
HP 10 (MAXd8 +2 Con)
Fort +4, Ref +1, Will +5

==OFFENSE==
Speed: 20 ft (Slow & Steady)
Warhammer: +3 (1d8) Bludgeoning 20/x2
Dwarven Longhammer: +4 (1d12) Bludgeoning 20/x3
Light Hammer: +3 (1d4) Bludgeoning 20/x2
Dwarven Waraxe: +3 (1d10) Slashing 20/x3
Dwarven Boulder Helmet: +3 (1d4) Bludgeoning 20/x2

==STATISTICS==
Str 16, Dex 10, Con 14, Int 12, Wis 16, Cha 9
BAB +1, CMB +5, CMD 15

==FEATS==
Weapon Focus (Dwarven Waraxe)
Weapon Focus (Dwarven Longhammer)

==TRAITS==­
Grounded (Race): You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
On The Payroll(Campaign): You begin play with an additional 150 gp in starting wealth.

==SKILLS==
2 ranks/level (+1 Int, +1 Preferred Class Bonus) Total: 4
Diplomacy
Craft (Weapons)
Knowledge (Religion)
Spellcraft

Languages: Common, Dwarven, Undercommon

==EXTRAORDINARY & SUPERNATURAL ABILITIES==

Racial

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

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.

Warpriest

Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessing: (Fire Blessing)
Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.

Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Sacred Weapon: At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

==Spells==
Per Day:
Orison - 3 (DC: 13)
Level 1 - 2 (DC: 14)

Extra spells:
Jury-Rig, Shield

Background:

Durgrimst, or Durg for short, is a typical Dwarf. He loves his ale, enjoys the light of the forge, and loves getting into a nice brawl. But there is one thing that sets him apart, one thing that would embarrass him to no end if one of his kind ever found out.
Secret:
He is terrified of being underground, and to a lesser extent, the dark.

Story:
As a child, his family ventured around the lands near the Five Kings Mountains, selling their wares and honing their skills with the forge. At a young age, he picked up a hammer and was taught it's use. They prayed to Torag, deity of the Forge, as did many of their ilk.

On one fateful day, as they were nearing the entrance to a network of tunnels that lead deep within the mountains, Durg rode at the back of their caravan, feet dangling off the edge as he relaxed for this final stretch of their journey.

As he was about to shut his eyes, he noticed something stir in the distance. He squinted into the descending twilight of the tunnel. Even for a dwarf, it was unnaturally dark and hard to see. He thought nothing of it at first. As he scanned the reaches of the tunnel, he saw nothing. He was about to write it off as his mind playing tricks on him when he saw it. The eyes. Two orbs, glowing in the dark, bobbing with an ambulation of no normal being. At first he couldn't decide if what he was seeing was real. He tried turning to his parents for reassurance, but found he could not. His body was locked up.

A cold feeling started spreading through him, poisoning his mind with thoughts of doubt and fear. He opened his mouth, but no sound would come out. The eyes continued their ominous dance, this time accompanied by a ghastly grin. A faint hissing noise could be heard, like someone whispering to him near his nape. The hissing melded into words, evil words, speaking of death and mutilation. He could also hear his family talking, oblivious to Durg's plight, as if they were underwater, distant and almost unintelligible.

He pleaded for help, for release from this nightmare. The voice in his ears just laughed at him. Just when he thought it couldn't get any worse, the eyes started getting closer. Alarmed, Durg struggled internally to regain control of his body. His panic rose as the being approached the caravan as it trundled on, staying just outside of the torches' light.

It stayed at this distance, grinning maliciously at him through the darkness, when suddenly the light of the torches went out. At that instant, the eyes were gone. He frantically looked around for the eyes, but they were gone. The voice was oddly quiet. With a flare, the torches were re-ignited, and Durg was now inches away from the horror's decomposing face. He could smell the stench from it's breath. With a cackle, like the sounds of bones rattling, it vanished.

He felt something warm near his stomach. Fearing some type of wound, he reached for his pants (also noticing his regained movement) and felt that it was damp. He had soiled himself. As he looked back up, searching for the eyes, he saw none in the immediate vicinity. Heard pounding like the hammers of the forge, he clambered up and around to where his mother sat. Durg's father, a proud dwarf, chided him for being such a prissy boy. He didn't raise a dwarf like that, scared of the shadows and things that didn't exist. But he didn't care if they believed his story or not, he knew that what he saw was real. He looked back one final time, and there they were, the eyes, far back in the distance, unmoving but clearly staring at him. He buried his face into his mother's robes.

Ever since then, he sees the eyes whenever he is in the dark. Once he was old enough, he left for the surface, permanently. He traveled around the surrounding lands, selling his weapons and wares. He worked for many different people and organizations, most notably in and near Ustalav. He aided where he could, providing the weapons need to defend against the orcs of Belkzen and the remnants of the Whispering Tyrants horrors. It is at a time like this that he met the late Professor Lorrimor. The Professor had hired him as a bodyguard (at the time business was slow and his skill with a hammer was not limited to the forge) for many of his voyages.

Description:

Durg is a stocky dwarf, with brown hair and blue eyes. He is quite gruff and stubborn. He is very wary of those he doesn't know, but infinitely loyal to his friends. He enjoys crafting his own weapons, and always likes a little contest of skill, being of martial skill or craftsmanship.


--==Statistics==--:
Cleric(Undead Lord) 1
N Medium dhampir
Init +0; Senses{DV}60’{LLV} Perception +0
------------------------------
---=DEFENSE=---
------------------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 dex, +2 shield)
hp 10 {1d8,+1con,+1 fav class)
Fort +3,{+2 base;+1con}
Ref +3,{+0 base;+3dex}
Will +4,{+2 base;+2wis}
CMD+** {10base,+3dex+1str}

------------------------------
---=OFFENSE=---
------------------------------
Speed 30 ft.
Base Attack+0
CMB +1{+0BA,+1str}

Melee +1 {+0BA,+1str}
--Mace,Heavy +1{1d8+1x2}

Ranged+3 {+0BA,+3dex}
------------------------------
---=STATISTICS=---
------------------------------
Str 12, Dex 16, Con 12, Int 9, Wis 14, Cha 17

---=Traits=---
-=Birthmark=-
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
-=Subject of Study=- (+1 dmg versus Undead}

---=Race Traits=---
-=Defense Racial Traits=-
Undead Resistance: +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): penalties from energy drain effects, though can still be killed if accrues more negative levels then Hit Dice. After 24 hours, any negative levels are removed without the need for an additional saving throw.
-=Feat and Skill Racial Traits=-
Manipulative +2 racial bonus on Bluff and Perception checks.
-=Magical Racial Traits=-
Spell-Like Abilities (Su): detect undead three times per day as a spell-like ability.
-=Senses Racial Traits=-
Darkvision:60 feet.
Low-light vision:
-=Weakness Racial Traits=-
Light Sensitivity: dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity:positive energy harms it, while negative energy heals it.
---=Alternate Racial Trait=---
-=Dayborn=- Unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait

---=Drawbacks=---
---=Feats=---
---=Skills=--- (3 points; 4 class, -1 INT)
Appraise (Int), +{+**ranks,-1Int,+3ICS}
Bluff(Cha),+{+**ranks,+3Cha,+2Race+3ICS}
Craft (Int), +{+**ranks,-1Int,+3ICS}
Disguise(Cha),+{+**ranks,+3Cha,+3ICS}
Diplomacy (Cha), +{+**ranks,+3Cha,+3ICS}
Heal (Wis), +{+**ranks,+2Wis,+3ICS}
Intimidate(Cha),+{+**ranks,+3Cha,+3ICS}
Knowledge (arcana) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (history) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (nobility) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (planes) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (religion) (Int), +{+**ranks,-1Int,+3ICS}
Linguistics (Int), +{+**ranks,-1Int,+3ICS}
Perception(Wis). +{+**ranks,+2Wis,+2 race}
Profession (Wis), +{+**ranks,+2Wis,+3ICS}
Stealth*(Dex),+{+**ranks,+3Dex,+3ICS}
Sense Motive (Wis), +{+**ranks,+2Wis,+3ICS}
Spellcraft (Int). +{+**ranks,-1Int,+3ICS}
ACP -0

*ACP applies to these skills

Languages Common

--==Special Abilities==--:

------------------------------
---=Cleric Class=---
Spontaneous Casting
Aura
Channel Energy {1d6}
-=Orisons=- Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

--==Spells==--:

------------------------------
---------------------------
---===Cleric Spells===---
---===DC{10+2wis+Spell Level}+{1 undead spells}===---
0th (at will)3
Create Water
Enhanced Diplomacy
Stabilize

1st (4/day)
Decompose Corpse
Cure light wounds


----------------
God Pharasma
----------------------------
--==Death Domain==--:
-=Sub Undead=-
---------------------------
Granted Powers: You find comfort in the presence of the dead.

Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.

Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.

--==Gear/Possessions==--:

------------------------------
---=GEAR/POSSESSIONS=---
------------------------------
Scale mail 50 gp
heavy steel Shiled 20 gp

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

--==Background==--:

Background: Caine Dela Sangre was born of high nobility. Living in Caliphas, he had it all growing up. His parents cared for him, loved him, and raised him proper and upright. He had only one glaring issue...
He was an abomination.
He practically never exceeded the boundaries of his home. His parents warned him of how the public would not accept him, how he would be treated, and how they wouldn't understand that he was different from the others of his kind. How most would judge you by what you are, not by who you are. The few times he did go out, it was never more obvious what his parents were talking about. It was actually worse than described. Being what he is, he chances of being accepted were truly slim. Not only for obvious reasons but also for the fact that most of his kind, if not all, were cutthroats and thieves. Or worse.
Caine has no other siblings. His parents never could conceive a child between themselves. So as the years went on, his parents grew old, yet he himself, seemed not much more than that of an adolescent. He lost his mother first and then his father not long after. Before his father passed, Morbury asked his father what he had been wondering for so long, yet never had the courage to ask.
"Why? Why did you not destroy me? I am wrought from evil. I am... wrong. Why?" His father then replied,
"you were a gift to your mother and I from Pharasma we could never turn you away my boy”
Caine was taken aback by his father’s last words and right after the burial he left to find out more about this God his father spoke of. He found the church and was surprised that he was excepted by the priest there he spent decades learning about the undead trying to understand why would his parents think of him a dhampir a gift.
Studying old text he learned that unlife monsters were not the evil it was the living that used them to do evil acts that made them evil. So with this thought he began to learn how to stop the perversion of life, using the powers he gained from his studies and the gift of the holy symbol he was born with of the Pharasma he now uses unlife to combat the evils some would do with it.
40 years later Caine was visited by a human who wanted to learned more about death and how to combat it. This human name was Professor Lorrimor, in his studies with the professor Caine finally learned how to summon and control a loyal undead companion. Suppressed by this Professor Lorrimor and Caine could see wear would attacks be most effective against the undead Subject of Study (+1 dmg versus Undead)

Is has been a few since that year of study Caine had with the professor and it came with great sadness to find the letter telling him of his friends death so not Caine is traveling for the first time in decades to help his old friend make his final journey

--==Appearance and Personality==--:

But with a heavy mace

Age :146
Height:5’10’
Weight:175
Eyes:Completely white with black pupils
Skin:Deathly pail almost like a skeleton.
Hair:Shoulder length white hair

ill submit this character let me know what you think


I will be making another dhampir alchemist won't be using bombs though


Still thinking about a dark secret.... Sorry, has an hard day at work.


Hmmm, don't know if I will get it together, but considering a Human Brawler(Beast Wrestler). Will have to think more about the background.


My Spin on a vivisectionist with a spin

Dr Dolon Lycaon

Stats::

Dr. Dolon Lycaon
Human alchemist (vivisectionist)1)
NG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0; +2 trait bonus vs. fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
dagger +2 (1d4+2/19-20) or
scalpel +2 (1d4+2/19-20) or
scalpel +2 (1d4+2/19-20)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Throw Anything, Two-weapon Fighting
Traits making good on promises, precise treatment
Skills Craft (alchemy) +7 (+8 to create alchemical items), Heal +8, Knowledge (arcana) +7, Perception +4, Profession (Surgeon) +4, Sleight of Hand +6, Spellcraft +7
Languages Common, Draconic, Elven, Varisian
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear mutagen; Other Gear studded leather, dagger, dagger, scalpel, scalpel, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, formula book, ink, black, inkpen, mess kit, soap, syringes (worth 5 gp), torch (5), trail rations (5), waterskin, 32 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
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 anticipa
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Background::

Dolon was of a rich family in the city of Lepidstadt. Dolon lived a great life and had plenty of money to enjoy top schooling in the city but rarely did he fully invest himself in his schooling. His perfect world all changed on a family trip into the country. The family was going to visit some of Ustalavs former minor nobility a distant aunt and uncle. The trip was fine at the old manor house was when things began to spiral out of control. The place was in disarray the time since the family had fallen out of grace had not been good to them or the manor, only the seneschal was still around he informed the family that everyone else had died or disappeared in the last few weeks quite mysteriously. Dolon’s father planned to stay the night because it was already quite late and leave first thing in the morning. Looking back it would have been much better to leave right then and face the Ustalav night then what happened at that manner house. Most of the memories are blocked out from the fear of the night something came at the family killing everyone but Dolon, sometimes Dolon wishes he would of died that night as well but he was infected by something not knowing what or how but he feel the changes it causes in him almost driving him to madness at some times.

Somehow Dolon made it back to Lepidstadt a changed man, he threw himself into his studies trying to figure out how to control the monsters that were now inside him and to find a way to seek revenge on those same monsters that killed his family. He invested himself and all his families’ assets into Alchemy and figuring out how to control the monsters. While at University of Lepidstadt, he trained as a doctor and Alchemist he met Professor Lorrimor while there. The Professor helped him with his “elixirs” that keep the monsters at bay. The professor gave Dolon a direction for his anger and his fears and helped him control the monsters within. With the word of the Professors passing Dolon is keeping his promise and has left Lepidstadt and any past life to head to Ravengro and pay his respects and find out how he will be repaying his debt to the dead professor.

Dark Secret:

What is in his body that he is slowly losing control of that his elixirs can't keep at bay.

Appearance and Personality::

Dolon is a tall angular man about 6 foot with dark hair that is always kept back from his face in a Tricorne Hat and a ponytail. He often dresses in a long leather duster over his clothing as it seems to rain or be over cast more often than not in Ustalav.

Dolan is a very surgical man in his thoughts and actions. If he does something it is for a reason not an impulse but because he see a good reason for doing the actions. He is also a man of word as to why he is in Ravengro at the professor’s funeral.


Should my dark secret be darker?


@Saving Cap'n Crunch, I have a couple of concerns about your background. First, why did the undead treat Kizziar as one of their own instead of trying to kill him? Second, I'm not sure Professor Lorrimor would have spent a good deal of time as a schoolteacher in that village, you might want to re-work your connection to him.

@Sentir, I was referring to mechanics, but storywise is good to know also! Your application is submitted.

@karlprosek, That works for me, I'll put Rail down as a Martial applicant.

@Cassandra Blackmoore, Your sheet is good, but I believe you still need a dark secret.

@Arkivolld, If you want to come up with why his dark secret happen to him, that would be swell, but otherwise you're good to go.


@Orodhen, Everything looks good, your application has been submitted.

@Riuk, I'd prefer only one application per player, but if you want to submit a different character than this one, that's fine. As for Caine, the main issue is that Pharasma wants to destroy all undead, so if you started animating dead, you'd lose your divine connection to her. You might be able to rework it with another god. Also, I need a dark secret, unless your archetype is that dark secret.

@Joey Virtue, It looks like your sheet is missing what formulae Dr Dolon knows, otherwise you're good.

@spectrevk, Feel free to make any changes you'd like until the application cut off period is over.


Applications Thus Far:

Interest:
Mark Sweetman
Redblade8
Choant
Jaarka
Brandon Dellmen
Mahorfeus
Tirion Jörðhár
AGamer70

Pending Applications:
Alynthar42 [Arcane Tiefling Wizard (necromancer)] - Pending Questions
Vivian Deberth [Skilled Human Rogue] - Dark Secret
(Saving Cap'n Crunch) Kizziar Halfast [Martial Half-Orc Ranger (Inflitrator)] - Pending Questions
Cassandra Blackmoore [Divine Changeling Oracle (life)] - Dark Secret
(Riuk) Caine Dela Sangre [Divine Cleric (Undead Lord)] - Background Fixes, Dark Secret

Completed Applications:

Martial
Drace Kross [Human Fighter]
Garaile "Rail" Maedre (karlprosek) [Human Inquistor]
Arkivolld Bristlekipp [Gnome Cavalier]
Durgrimst (Orodhen) [Dwarf Warpriest]

Divine
Sentir Damutu [Human Oracle (Occult)]

Arcane
Aravis Lelaint [Human Alchemist (Reanimator)]
Dr. Stefan Von Herzog [Human Wizard (Necromancer)]
Sonja Kulov (spectrevk) [Half-Elf Witch]
Ousk [Half-Orc Witch (Scarred Witch Doctor)]
Dr. Dolon Lycaon [Human Alchemist (Vivisectionist)]

Skilled
Wiles Malloy [Human Bard (Archaelogist)]

Occult

* * *

If I left anyone out, please let me know. If you'd prefer to be placed in another category, I'll be happy to move you.


I didnt add that im going to take two levels of Knife Master and skin most of my daggers as Scalpels

Besides the two I have memorized
True Strike
Ex Retreat
Enlarge Person

If you have any other questions let me know


I look forward to hearing from you! You'll have quite a list to pick from come Friday. Anything I can do to improve my odds?

Otherwise, I don't envy your task in choosing out the best (that also fit your vision).


I'd love to join this game. I'm looking at a Changeling, either a Mesmerist or a Spiritualist, haven't decided yet.

Mesmerist Dark Secret:
Due to he mental ability my charachter has managed to block out her mother's voice. Intrigued and angered by the change of events her mother is now actively hunting her.
The character uses her mental abilities to hide or erase any trace of herself.

Spiritualist Dark Secret:
The phantom that accompanies my character actually is the spirit of her father, who was eaten by her hag mother after conception. My character doesn't know this at the start of the campaign though she does know there must be some sort of personal tie between her and the phantom.


I'd thought to leave the "why" of it to figure out during play, but a thought:

why the dark secret:
Ark was himself a wolf until recently, when one of Lorrimar's colleagues used him as a literal lab animal, transferring his soul into the body of a dead gnome.

His mount Grr still recognizes him as the pack leader, despite his new body, but thinks the whole situation quite odd.

The wolf soul could get awkward if this were the sort of AP with vampires and werewolves....

Shadow Lodge

GM Harker wrote:
@Saving Cap'n Crunch, I have a couple of concerns about your background. First, why did the undead treat Kizziar as one of their own instead of trying to kill him? Second, I'm not sure Professor Lorrimor would have spent a good deal of time as a schoolteacher in that village, you might want to re-work your connection to him.

First off, that's a question Kizziar is also intrigued by, as they were unintelligent undead, but he was alive, perhaps there was some taint of the grave in him. Second, Lorrimor was not the schoolteacher, I actually totally forgot about him. Thus, I can change it so some time later, Kizziar was at the University of Lepidstadt, which makes sense for a relatively refined half-orc seeking better ways to combat evil.


Okay. Third time's the charm.

Spoiler:

ALYNTHAR
Wizard 1
Init +9; Senses Perception +0, Darkvision 60 ft
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 6 (1d6+-1)
SR 0 ; ER Cold 5, Electricity 5, Fire 5
Fort -1, Ref +3, Will +1
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 30 ft/x4
Melee Masterwork Quarterstaff +0 (1d6-1) 20/x2 monk, CM +1
Melee Melee Dagger -1 (1d4-1) 19-20/x2
Ranged Thrown Dagger +3 (1d4-1) 19-20/x2
Ranged Light Crossbow +3 (1d8) 19-20/x2
Special Attacks Darkness (PFBty 264), Power over Undead (PFCR 81)
==STATISTICS==
Str 9, Dex 16, Con 8, Int 18, Wis 8, Cha 14
BAB +0, CMB -1, CMD +12
Feats Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132)
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Knowledge (religion) +8, Perception +0, Spellcraft +8
SQ Sneaky (PFBty 264), Arcane Bond (PFCR 78)
Traits Focused Mind (Magic) (PFAPG 329), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
Gear backpack, bedroll, spellbook, component pouch, sack, small pouch of flour, rations- 3, waterskin, acid flask, twine- 50 ft, fishhook.
Spells- Grease, Color Spray, Mage Armor, Ray of Enfeeblement, Magic Missile, Reduce Person, Cause Fear.

This time copied directly from ScoreForge, so there should be everything. As for his parenthood, one of his ancestors on his father's side sold his soul to fiends, and the dark taint in the family line shows up from time to time, but the resulting tiefling is always kept a secret.

By the way, you implied that you were reluctant to choose me because I had submitted to so many APs. I know that I asked around a lot, but by my count, I only submitted to three of them.


@Joey Virtue, Thanks for the additional information, I have no further questions at this time.

@Sentir, It's not going to be easy picking the characters, that's for sure.

@Cuàn, I look forward to getting my first Occult Adventures submission, although I will warn you that, if I remember correctly, a Mesmerist isn't as optimal when dealing with creatures immune to mind-affecting effects.

@Arikvolld, That's a little out there, but we can iron out the kinks if you are chosen.

@Saving Cap'n Crunch, All right, that'll work for now. I see how it's related to your archetype in any event. Application submitted.

@Alynthar, Your spells and gear are complete, but you're missing a campaign trait. That explanation in regards to tiefling blood works for me though.


I could easily focus the character more on helping out allies overcome mental issues. There also is a Bold Stare enhancement to have the Hypnotic Stare affect monsters immune to mind affecting effects starting 3rd level and it even gives a chance to use mind affecting spells on those targets.

In addition, if you'd be ok with the offical changes found here that would also help with potency against such foes.


CRAPPIT! I forgot to change that. He's not supposed to have Focused Mind for this campaign, he has Making Good on Promises, on account of the Professor helping him escape from Fastar.

Liberty's Edge

Let me see what I can come out with...


Ended up deciding to try something new for this submission. I liked my other character, but there are other characters with similar concepts that I would much rather have as potential party members than as competitors for the same role.

The background probably needs more polish. I think I made the "secret" apparent enough, though maybe I put too much emphasis on it.

Kardas Fellkin:
Male human bloodrager 1
CG Medium humanoid (human)
Init +4; Senses Perception +4

DEFENSE
AC 17, touch 12, flat-footed 15 (armor +5, Dex +2)
hp 15 (1d10+5)
Fort +4, Ref +1, Will +0

OFFENSE
Speed 30 ft.
Melee greataxe +4 (1d12+4/x3)
Melee morningstar +4 (1d8+3/x2)
Ranged sling +3 (1d4+3/x2)
Special Attacks power attack -1/+2, bloodrage (5 rds/day)
Bloodline undead

STATISTICS
Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 14;
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Toughness
Skills Intimidate +6, Knowledge (arcana) +4, Knowledge (religion) +5, Perception +4, Survival +4
Languages Common, Shoanti
SQ fast movement
Traits Chance Savior, Pantheist
Gear greataxe, morninstar, sling, sling bullets (20), scale mail, traveler’s outfit, backpack, blanket, belt pouch, flint and steel, iron pot, soap, torches (10), trail rations (5 days), waterskin
Funds 17 gp, 8 sp

SPECIAL ABILITIES
Bloodrage (Su) Can enter a bloodrage as a free action. Gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to AC. When bloodraging, cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Can end bloodrage as a free action. When a bloodrage ends, is left fatigued for a number of rounds equal to twice the number of rounds spent in bloodrage. Cannot enter a bloodrage while fatigued or exhausted.
Frightful Charger (Su) Hitting a creature with a charge attack cause it to be shaken for a number of rounds equal to half of bloodrager level (minimum 1). This effect does not cause an existing shakened or frightened condition to turn into frightened or panicked. This is a mind-affecting effect.


Background:
Traitors to their own people, Kardas’ ancestors were among the few Shoanti warriors that chose to ally with Tar-Baphon, under the allure of glory in battle. As part of their initiation, they underwent ghoulish rituals that bestowed them with greater power, making them even deadlier warriors than they already were. Those that fell in battle were raised from the dead, becoming even more formidable. They proved to be formidable opponents of the Shining Crusade. But alas, it came to pass that the Whispering Tyrant was defeated. When his remaining forces scattered, those surviving Shoanti attempted to return to their homeland, only to be driven out of the Storval Plateau by their former kin. Having been expelled from their quah for daring to ally with orcs in any capacity, they were forced to take refuge elsewhere. In time, they settled down in modern-day Ustalav, from then on only passing down faint vestiges of their forsaken culture. They changed their family name to Fellkin, a grim reminder of their shameful treachery. They hoped to leave the past behind them; unfortunately, their legacy was one that ran through their blood.

Centuries would pass before Kardas was born. The Fellkin family had long adjusted to a rural lifestyle, working as farmers in northern Ustalav. None around them knew of their secret - only the family’s eldest held such knowledge. The youngest son, Kardas took pride in his hard work, having no trouble getting along with his fellow villagers. He was hardly an experienced warrior, but his father had passed onto him some of his own skills, one of the few Shoanti traditions they had kept. Wishing to learn more of the Shoanti, like others before him he dreamed of one day returning to his people’s ancestral homeland. Only his duty to his family compelled him to stay. Unfortunately, any plans he had all went awry when the truth of his heritage arose. One day, during an otherwise ordinary sparring session with his father, Kardas unknowingly awakened the dormant power in his blood, nearly killing him in the process. Devastated by the event, it was only then that Kardas’ grandfather told him of their ancestors’ shame. Disgusted both by himself and the secret his family had harbored, he gathered his possessions and left.

Kardas spent the next few years as a freelance adventurer, taking on small jobs from other villages within Ustalav. Most involved putting shambling, all but harmless undead out of their misery. His self-loathing aside, Kardas had grown to despise the vile creatures, viewing their destruction as a penance of sorts. All the while, he had grudgingly learned to better control his cursed blood; that it made his “atonement” easier was his only excuse to do so. It would be on one such adventure that he first met Professor Petros Lorrimor. His carriage stuck on a muddy road and surrounded by the walking dead, Lorrimor appeared to be in mortal peril when Kardas happened upon him. He swiftly dispatched the creatures, and went so far as to help push the Professor’s wagon out of the ditch. At the man’s insistence, Kardas rode along with him the rest of the way, giving them an opportunity to talk for a short while. He found the Professor to be an odd, yet somehow likable person. Before they parted at the next town, Lorrimor promised to one day repay him, a promise that Kardas mostly brushed off. That was the last he saw of the man.

Only months later, while making a stop at a favorite inn, Kardas received a letter written by an unfamiliar hand; a deliverance of grim news. Out of curiosity, sympathy, and of course, a strange feeling in his blood, he decided to go to pay his respects to the dead man, despite hardly knowing him.


@Cuàn, All those tactics could easily work to make a mesmerist more viable in the campaign, and I'm fine with instituting the official changes in the link you provided.

@Alynthar, With that change, your application is submitted.


@Mahorfeus, Everything looks good, no questions at this time. Application submitted.


@GM if I can get my other character done in time he will be the one I am submitting for this game


Vivian dark secret:
Not on my guard.. Not anymore..
It wasn't always easy to live in a temple,where people come to die or to give birth. It was gloomy.
When she was a child, Vivian sometimes saw spirits of the recently departed. Prof Lorrimor, a friend of his mother-were they lovers? Colleagues when they were younger? Just two people with strong characters who liked each other, and had a similar no nonsense attitude towards other?-was asked to help the young girl.
And for a time, he succeeded.
But five years ago, something got wrong.
Vivian was helping her mother, Elisa, with a Karcauvian's woman difficult first childbirth. The baby was frail, and the mother lost a good deal of blood. Vivian's mother used her knowledge and magic to take care of the mother, and asked Vivian if she could keep watch of the baby. The 14 years old agreed, proud of the responsability.
The night was long.
The teenager was at first excited..then bored.. then sleepy.
The baby didn't survived it's first and only night on Golarion.
Maybe it was his Fate. Maybe Vivian could have done something, if only alerting her mother.
Of course, the woman who lost her child accused Vivian, and rightly so, throwing a curse at the redheaded teenager so she would never carry a child herself.
Vivian never dared to check if she was really cursed or not.
There was anger at herself, shame, guilt and regret.
As the redhead finished to grow up, and become a woman, her fun loving nature was always toned down by the dark memories of that fatal night.
She swore to herself she won't be careless, that she will be responsable, each time a baby or a mother was needing her help.
She lost count of the sleepless nights at the small Karcau's temple of Pharasma, watching over such fragile lives for hours, until the sun rised again.
Even if that baby who died on that night wasn't truly a ghost, a spectre or a restless spirit..it surely haunted Vivian.
Not on my watch. Not anymore.
Hope this is dark enough...

And hello to Cassandra Blackmore:we played together in another CC Campaign (Uneasy lie the dead)


ill be going with this character instead still working on the background but here is the crunch so far
Draken de Thon

---===Statistics===---:
Alchemist{Beastmorph}/{Vivisectionist}/{Visionary Researcher} 1

LN Medium Humanoid (Dhampir)Nosferatu-Born (Ancient-Born)

Init +3; Senses Perception +5
------------------------------
-=DEFENSE=-
------------------------------
AC 10, touch 10, flat-footed 10 (+0 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp 9 {+1d8,+1Con}
Fort +3, {+2Base,+1Con}
Ref +4, {+2Base,+2Dex}
Will +1,{+0Base,+1Wis}
CMD 10
------------------------------
-=OFFENSE=-
------------------------------
Speed 30 ft.
CMB +0;
Base Atk +0;
Melee+3{+0Base,+3Str}
Ranged+2{+0Base,+2Dex}

--Melee+3

--Ranged+2

------------------------------
-=STATISTICS=-
------------------------------
Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 10

------------------------
-=Traits=-
-----------------
-Subject of Study-+2 damage against {undead}
-Tacticain-+1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
-=Ability Score Racial Traits=-: +2 Str, +2 Wis, -2 Con
-=Undead Resistance=-: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
-=Resist Level Drain=- (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
-=Vampiric Empathy=- communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
-=Spell-Like Abilities (Su)=-: A dhampir can use DOOM three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
-=Darkvision=-: 60 feet.
-=Low-light vision=-: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
-=Alternate Weakness: =-:Ancient-born take a -1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.
-=Negative Energy Affinity=-: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

-------------
-=Feats=-
----------------
Life Dominant Soul
--------------
-=Skills=- (6 points; 4 class, 2 INT)
-----------
Appraise(Int)____+0{+0rank,+2Int+3ICS}

Craft (Int)____+5(+0rank,+2Int+3ICS}

Disable Device____+5{+1rank,+2Dex}

Fly*(Dex)____+0{+0rank,+2Dex}

Heal(Wis)____+5{+1rank,+1Wis+3ICS}

Knowledge (Arcana)(Int)____+6{+1rank,+2Int+3ICS}

Knowledge (Nature)(Int)____+6{+1rank,+2Int+3ICS)

Perception(Wis)____+5{+1rank,+1Wis+3ICS}

Profession(Wis)____+0{+0rank,+1Wis}

Sleight of Hand*(Dex)____+0{+0rank,+2Dex}

Spellcraft(Int)____+0{+1rank,+2Int+3ICS}

Stealth* (Dex)____+2{+0rank,+2dex,}

Survival(Wis)____+0{+0rank,+1Wis}

Use Magic Device(Cha)____+0{+0rank,+0Cha+3ICS}

ACP -0

*ACP applies to these skills
-=Non-Standard Skill Bonuses=-

-=Languages=- Common

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
Alchemy
Mutagen
Throw Anything
Brew Potion
Sneak Attack
vivisectionist gains the sneak attack ability as a rogue of the same level. This ability replaces bomb.

---===Extracts===---:

------------------------------
-=Extrects=-
-----------------------------
-=1st (2/day)=-
---------------------------
Shield


Eliza Background:
Eliza doesn't really remember anything until around the age of six. Her mothers tell her that she must have been orphaned, or ran away, as she was living on the streets when they found her, but all she can remember is a series of half heard whispers when she closes her eyes. But despite that, she is a happy young woman, blending the magic taught to her by one mother with the rigorous exercise and combat training of the other. She remembers Mr. Lorrimor, vaguely, from the first few years of her life. Her mothers had called on him to help her with the whispers, and he had called her 'fascinating', which she had taken as a compliment, although she didn't know what it meant at the time, and still doesn't know why he said it. Her mothers where reluctant to let her go, but the message had been sent to her specifically, so they eventually relented. As her carriage approaches Rivengro, she is unaware that this trip would be the one that changes her entire life, by revealing its past secrets...

And said secrets could return one of the greatest darknesses in existence to this world.
Thirteen years ago a Paladin and a Witch met by chance on a shared mission to find an old friend. As their journey progressed, they caught the eye of an ancient Lich, an adherent of the mysterious Whispering Way, and it was on the final leg of their adventure, the seach for the creatures phylectory so that she would be utterly destroyed when they defeated her, that they learned the truth. Her parents had been followers of the Whispering Way themselves and, when she had been caught in the crossfire between their sect and a group of Paladins, they had revived the child as a Lich through powerful magics, and offered her to their dark masters for the rest of her incredibly long existence. With the phylectory, they found the Lich who had searched for it for centuries, her one true goal in this horrid unlife. She begged the women to destroy them both, as she could not due to ancient pacts she had signed before truly knowing their meaning, and they did.
Grief overcame them for the terrible tragedy that had befallen the once innocent girl, and they begged and used up all of the influence they had gained with the church of Pharisma to give her a second chance. She was resurrected, her memories of the past wiped clean, and adopted by the her slayers and saviors. This is the true history of Eliza Valderas, and one her mothers hope she will never experience again.

Eliza Valderas, NG lv 1 Human Hexcrafter Magus.


@Vivian, That works for me, your application is submitted.

@Riuk, I'm afraid you can't combine both Beastmorph and Visionary Rearcher archetypes together since they both have abilities that replace Swift Alchemy.

@Mr. Sandman, I like the idea behind the background, but some of the details (how the girl obtained that state of being, the use of high level spellcasting to revive her) seems a little too unbelievable. If you could make the story more grounded, that would be better.


Applications Update

Interest:

Mark Sweetman
Redblade8
Choant
Jaarka
Brandon Dellmen
Tirion Jörðhár
AGamer70
Cuàn
Corsario

Pending Applications:

Cassandra Blackmoore [Divine Changeling Oracle (life)] - Dark Secret
(Riuk) Draken de Thon - Character sheet, Background
(Mr.Sandman) Eliza Valderas - Background fixes, Character Sheet

Completed Applications:

Martial
Drace Kross [Human Fighter]
Garaile "Rail" Maedre (karlprosek) [Human Inquistor]
Arkivolld Bristlekipp [Gnome Cavalier]
Durgrimst (Orodhen) [Dwarf Warpriest]
Kizziar Halfast (Saving Cap'n Crunch) [Half-Orc Ranger (Inflitrator)]
Kardas Fellkin (Mahorfeus) [Human Bloodrager (undead)]

Divine
Sentir Damutu [Human Oracle (Occult)]

Arcane
Aravis Lelaint [Human Alchemist (Reanimator)]
Dr. Stefan Von Herzog [Human Wizard (Necromancer)]
Sonja Kulov (spectrevk) [Half-Elf Witch]
Ousk [Half-Orc Witch (Scarred Witch Doctor)]
Dr. Dolon Lycaon (Joey Virtue) [Human Alchemist (Vivisectionist)]
Alynthar [Tiefling Wizard (Necromancer)]

Skilled
Wiles Malloy [Human Bard (Archaelogist)]
Vivian Deberth [Human Rogue]

Occult

* * *

We could still use more Divine, Skilled, and Occult submissions.


I honestly thought we'd see more Investigators. Seems like the campaign is asking for one. I guess the hybrid classes are still a bit thin on the ground.


I would like to present Tara Eliade, a changeling cleric of Pharasma. Tara is a positive channeling cleric, who can heal, but she also can help identify magical effects, spells, and items. I plan on her continuing to go straight cleric throughout the entirety of this adventure path. Any feedback would be greatly appreciated.

Tara Eliade:
Tara Eliade
Female changeling cleric of Pharasma 1
N Medium humanoid (changeling)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 natural)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . light mace +0 (1d6) or
. . 2 claws +0 (1d4)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . At will—lore keeper (20)
. . 7/day—bleeding touch (1 round)
Cleric Spells Prepared (CL 1st; concentration +5)
. . 1st—comprehend languages[D], ray of sickening (DC 15), sanctify corpse
. . 0 (at will)—detect magic, mending, read magic
. . D Domain spell; Domains Death, Knowledge
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 13, Wis 18, Cha 15
Base Atk +0; CMB +0; CMD 11
Feats Combat Casting
Traits spirit guide, teacher's pet
Skills Acrobatics -5 (-9 to jump), Bluff +2 (+4 vs. creatures sexually attracted to her), Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +5; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Aklo, Celestial, Common
Combat Gear potion of cure light wounds, acid (2); Other Gear leather armor, crossbow bolts (10), dagger, light crossbow, light mace, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 1 gp
--------------------
Special Abilities
--------------------
Bleeding Touch (1 round, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Green Widow (Green Hag) (Ex) The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 20.
Teacher's Pet (Knowledge [arcana]) 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.

Background:
Tara was raised by her father, a merchant living in the Heights district of Korvosa. Although money was tight, Tara had a carefree childhood, playing with other children from her neighborhood and helping her father sell his wares. Tara grew into a beautiful young woman, helping her father out with the family business, and trying to identify strange magical nick knacks that adventurers would bring in. When Tara was about eighteen, she caught the eye of a Amin Jalento. They saw each other for a few months before tragedy struck. While her father was cataloging some newly acquired items, he collapsed. What he and Tara did not know, was that one of the items was cursed with a powerful magic that would drain the owner of their life force.

Tara called upon the local clerics for help, but by the time they arrived it was too late. Grieving over the loss of her father, Tara took it upon herself to learn all that she could about identifying magical items, so that no one else had to suffer the way she had. Hearing about Professor Lorrimor, she traveled with a group of Varisians to Ustalav, before sitting in on one of the Professor's lectures. Professor Lorrimor saw something in her that sparked his interest and she began studying under his tutelage for several months.

About a week after the Professor left to give a speech on the historical importance of Ancient Osirion, Tara began having strange dreams. The dreams were all the same, it was some woman, whom Tara had never met, calling to her. However as Tara went to follow, she became lost in a swampy mist lost and left to wander. She tried to ignore the dreams, but the dreams became so pronounced that the young woman would rather spend time studying than sleeping.

After a few weeks of little sleep, she finally went to visit a temple of Pharasma. In the temple of the Lady of Graves, Tara felt something inside her calm. She converted to the religion and has been working quietly and patiently studying all forms of magic. Though she occasionally still has the same night terror, she tries to ignore it and focus on her studies.


Dark Secret:
When Tara was younger, she had a tryst with an Korvosan noble and conceived a child. Instead of carrying the child to term, she had the pregnancy terminated before leaving Korvosa to come to Ustalav.


GM Harker wrote:


@Riuk, I'm afraid you can't combine both Beastmorph and Visionary Rearcher archetypes together since they both have abilities that replace Swift Alchemy.

ok that an easy fix i was only using it for flavor anyway, ill have a completed character up soon


Hmmm, think I would like to play a Dhampir - will you be allowing the dhampir heritages from Blood of the Night? There are some really cool angles on being a vampire offspring in there so I wouldn't mind using that as a springboard... Not sure on class yet though...


I'm going to withdraw, good luck.


Ok. She is a bit unpolished, I just wanted to get her out of my head before heading off to work. How does this work?

Eliza Background:
Eliza doesn't really remember anything until around the age of six. Her mothers tell her that she must have been orphaned, or ran away, as she was living on the streets when they found her, but all she can remember is a series of half heard whispers when she closes her eyes. But despite that, she is a happy young woman, blending the magic taught to her by one mother with the rigorous exercise and combat training of the other. She remembers Mr. Lorrimor, vaguely, from the first few years of her life. Her mothers had called on him to help her with the whispers, and he had called her 'fascinating', which she had taken as a compliment, although she didn't know what it meant at the time, and still doesn't know why he said it. Her mothers where reluctant to let her go when a message came, announcing his death, but it had been sent to her specifically, so they eventually relented. As her carriage approaches Rivengro, she is unaware that this trip would be the one that changes her entire life, by revealing its past secrets...

And said secrets could return one of the greatest darknesses in existence to this world.
Thirteen years ago a Paladin and a Witch met by chance, the witch searching for her cousin who had run away after a fight with her parents, and the paladin investigating a rash of disappearing orphans in the area. Through their research they discovered that similar things had been happening for hundreds of years, all over Ustalav. They eventually catch wind of an ancient lich, called the Daughter of Nightmares, who acts as a recruiter for the shadowy Whispering Way. The foul creature disguises herself as a young girl, no more than the age of six, and befriends the children of the streets before taking them 'somewhere safe' to be inducted into the dark organization themselves.
Reluctantly using a gnomish ally as bait, the two snuck into the lich's hideout to find her phylectory, but what they found with it shook them to their souls. The lich wasn't just pretending to be a six year old girl, she was one. Her parents had been followers of the Whispering Way themselves and, when she had been caught in the crossfire between their sect and a group of Paladins, they had turned the child into a Lich, and offered her to their dark masters for the rest of her incredibly long existence. She had been placed under a Gentle Repose spell for disguise, and forced to locate children to induct into the evil cult for eight hundred years, commanded by powerful magic compulsions and the need of a child to obey their parents wishes.
Tears in their eyes, the two women turned to leave with the dark item, only to be stopped by two figures blocking the doorway. The Daughter of Nightmares looked at them, their gnomish friend held dead in one hand, and pleaded for their forgiveness before brutally attacking. They defeated her, with difficulty, and with her last breath the girl begged them to destroy the phylectory before it could begin to regenerate her, just starting the dark cycle all over again, and they complied.
Grief overcame them for the terrible tragedy that had befallen the once innocent girl, and they begged and used up the influence they had gained with the church of Pharisma to give her a second chance. She was raised, her memories of the past wiped clean, and adopted by the her slayers and saviors. This is the true history of Eliza Valderas, and one her mothers hope she will never experience again.

Eliza Valderas, NG lv 1 Human Hexcrafter Magus.

Its now just a 5th to raise her instead of a 7th, the lowest I could find for bringing back the dead, and I have to say I like the backstory quite a bit more. I should have the stat sheet up tomorrow some time.


I submit Brother Ivan of the Church of Sarenrae for your review.

He is going to clean up undead problem in Ustalav.

I am on my computer, tablet, or phone all day long so posting will not be a problem.


@Mowque, I'm surprised at the lack of investigators as well, but I prefer that everyone just plays what they prefer.

@alsoBoris, Everything looks good, although with Pharasma's hatred of undead, I would suggest using the Pharasma-friendly version of the death domain found here. Application accepted.

@Riuk, Okay, sounds good.

@Zesdead, Yes, you can use dhampir heritages from Blood of Night to build your character.

@Mr.Sandman, The background is better yes, but I would prefer a lesser form of undead as the one you are using is a pretty complicated process that I doubt a cult would spend considerable time and energy for the results they received. Also, I believe that resurrection is the lowest spell level you can use to bring someone back after becoming undead. Perhaps if she was turned into some type of other monster, not necessarily undead, I'd have less qualms about the details.

@Brother Ivan, I'd like a little better understanding of the character's personality, but otherwise his application is accepted.

Silver Crusade

Just saw this thread and am currently doing some whirlwind character creation, but I had a couple quick questions:

1. Animal Companions. Which ones are ok? Or, more importantly, which are absolutely not?
2. What kind of things are you looking for in the "Dark Secret?" I have avoided looking at the other players' in case I do get chosen :-P

My current character concept is a Nosferatu blooded Dhampir Druid who is living in the outskirts of Ustalav because (understandably) the locals ran him out of town. Planning to be divine support, as well as what rolls need filling with his (eventual) wildshape.


Phylotus submits this character for the application process. Let me know if I need to change anything.
My plan is to have Dmitri be a support character through buff spells and battlefield control spells as well as abilities gained with wildshape. Out of combat, I plan on doing some item crafting to get us items we may not be able to find or afford at full price that are necessary and keep our weapons and armor up to date (wonderous items and magic arms/armor)
I have a phone with internet and am currently unemployed, so I can post as often as needed.


ok here is my completed character let me know what you think please and thank you. my plane it to stick with the alchemist class all the way

I can post several times a day with little issue ^_^

---===Statistics===---:
Alchemist{Beastmorph}/{Vivisectionist} 1

LN Medium Humanoid (Dhampir)Nosferatu-Born (Ancient-Born)

Init +3; Senses Perception +5
------------------------------
-=DEFENSE=-
------------------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp 9 {+1d8,+1Con}
Fort +3, {+2Base,+1Con}
Ref +4, {+2Base,+2Dex}
Will +1,{+0Base,+1Wis}
CMD 10
------------------------------
-=OFFENSE=-
------------------------------
Speed 30 ft.
CMB +0;
Base Atk +0;
Melee+3{+0Base,+3Str}
Ranged+2{+0Base,+2Dex}

--Melee+3
---Morningstar{1d8+3} ×2 B and P
===={+1d6} SA

--Ranged+2
---Wooden stake{1d4+3} ×2 10 ft . P
------------------------------
-=STATISTICS=-
------------------------------
Str 16, Dex 14, Con 12, Int 16, Wis 12, Cha 10

------------------------
-=Traits=-
-----------------
-Subject of Study-+2 damage against {undead}
-Tacticain-+1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
-=Ability Score Racial Traits=-: +2 Str, +2 Wis, -2 Con
-=Undead Resistance=-: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
-=Resist Level Drain=- (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
-=Vampiric Empathy=- communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir's Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability. This racial trait replaces manipulative.
-=Spell-Like Abilities (Su)=-: A dhampir can use DOOM three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
-=Darkvision=-: 60 feet.
-=Low-light vision=-: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
-=Alternate Weakness: =-:Ancient-born take a -1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.
-=Negative Energy Affinity=-: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

-------------
-=Feats=-
----------------
Blood Drinker
--------------
-=Skills=- (6 points; 4 class, 2 INT)
-----------
Appraise(Int)____+0{+0rank,+2Int+3ICS}

Craft (Int)____+5(+0rank,+2Int+3ICS}

Disable Device____+5{+1rank,+2Dex}

Fly*(Dex)____+0{+0rank,+2Dex}

Heal(Wis)____+5{+1rank,+1Wis+3ICS}

Knowledge (Arcana)(Int)____+6{+1rank,+2Int+3ICS}

Knowledge (Nature)(Int)____+6{+1rank,+2Int+3ICS)

Perception(Wis)____+5{+1rank,+1Wis+3ICS}

Profession(Wis)____+0{+0rank,+1Wis}

Sleight of Hand*(Dex)____+0{+0rank,+2Dex}

Spellcraft(Int)____+0{+1rank,+2Int+3ICS}

Stealth* (Dex)____+2{+0rank,+2dex,}

Survival(Wis)____+0{+0rank,+1Wis}

Use Magic Device(Cha)____+0{+0rank,+0Cha+3ICS}

ACP -0

*ACP applies to these skills
-=Non-Standard Skill Bonuses=-

-=Languages=- Common

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
------------------------------
Alchemy
Mutagen
Throw Anything
Brew Potion
Sneak Attack
vivisectionist gains the sneak attack ability as a rogue of the same level. This ability replaces bomb.

---===Extracts===---:

------------------------------
-=Extrects=-
-----------------------------
-=1st (2/day)=-
---------------------------
Shield

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
------------------------------
Kit Alchemist= 40 gp 24 lbs
Kit, Alchemy Crafting =25 gp 5 lbs
Book Lariat= 3 sp 1/2 lb
Morningstar=8 gp 6 lbs
Studded leather= 25 gp 20 lbs.
Wodden Stake=O gp 1 lb {x10}

-=Carrying Capacity=-
Light 76 lbs. or less
Medium 77-153 lbs.
Heavy 154-230 lbs.

-=Current Load Carried=- 65.5 lb.

-=Money=- 6 GP 6 SP 100 CP

---===Background===---:

Draken is the first born of three triplets, but unlike his two other siblings he is cursed with the blood sickness that effects few dhampirs, for somehow his parentage is of a Nosferatu. An ancient and powerful vampire, his two siblings are Kathrin and William both of them normal dhampirs. Their mother is from an old noble family and a somewhat powerful witch, because of this she was able to keep the true parentage of her children hidden.

As time went on the three had a relatively normal child hood, although forbidden from leaving the castle grounds their mother did give them all she could a tutor for Scholl, music and for controlled social interaction. Even with all this Draken and his siblings wanted more at night they would sneak out to see the city. They saw many things there lovers, drunks, fights, one day the three siblings were out hiding in an alleyway watching the few who would walk buy and make stories about them to each other.

On this night one man pulled the other into the alleyway and they wondered what was their story. Before one could be thought up the glint of a knife flashed into sight and sank quickly into the smaller man’s neck. A soft gurgling sound was heard and when the knife was pulled out a spray of blood few across the alley and landed on them. Startled all of them jumped up exposing them to the man, ”well what do we have here?” he asked them.

Draken, Kathrin and William did not hear what the man said they were all looking at the blood that was running out of the smaller man neck. The big man stepped forward brandishing his knife ”well can’t have you all speaking of this can we” he said with a wicked grin. Before they knew what he meant he had already cut into Kathrin’s arm. In that moment something old and powerful inside came out and everything went black.

Draken awoke the next day clean and in his bed all he could remember from the previous night was a scream. Soon after waking up his brother and sister can into the room asking what could have happened last night. They went to their mother and told her of the night’s events, with grief clearly visible on her face she told them of what they were and why they were never to leave in the first place.

Some years had passed and the blood curse in Draken was harder to manage, now he and his siblings are 70 now in human years and their mother had long since passed. Over the years stories of bodies found drained of blood had spread. Draken knew it had to be his brother and sister that were committing these murders. Draken knew he had to do something to stop them so he turned to alchemy in hopes that in it he could find a way to cure them and this vampiric blood lust and his self of the blood curse in him.

So he studied old text and at night he would take one of the victims of his siblings to study. After 30 more years of this until he had what might be a cure ready, but with no way to test it all he could do is trick them into drinking it. Drink it they did but it did not have the effect he had hoped for, instead of curing them it made the vampire inside stronger and they left in the night to kill and hunt in freedom.
Sadden by the failure Draken went deeper into the study of the dead and the living.

He is 120 now and still no closer in finding the cure he has so long sought, but on this day Draken sees a man walk onto the castle grounds. This is odd to him since his failure no one has come within a few miles of here. What could he do but talk to the strange man, His name was Professor Petros Lorrimor. The professor came to this place because he heard rumours of a man that has been living here all alone for years.

Soon after meeting his Professor Lorrimor told Draken he could help him for he knew what was needed to make a better serum. After all these years Draken could be make some progress on the cure a failed to make before, for all that was needed was vampire ash.

Luckily the professor already had some but he told Draken your mistaken your should not cure yourself but use this to allow you control over the vampiric urges you suffer from but to use the power of you ancient blood to make you stronger so you could destroy any evil vampire. And so Draken drank the new serum and it did allow him to tap into power he did not think he had.

With this the professor left and Draken has been using this new power to hunt and kill other vampires over the years. And it was a very sad moment indeed when Draken received the letter telling him of the passing of this good man. Now he travels to help this man on his last journey

---===Appearance and Personality===---:

Normal look
Draken tries to keep himself clean at all times, if he get too much dirt on his white gloves he will change them for a clean pair. He will do all he can to never let someone fall in battle and with his knowledge of tactics in combat he will try to have his companions move to a position that would be most beneficial to the team. He is well spoken and polite buy can come off as brash since he will always tell the hard truth. Although slow to trust once you have his it will be forever.

Mutagen look and final look

Dark secrets:

His brother and sister are still out there killing...full vampires and it is all his fault...hoping to find them one day and cure them either with his alchemy or a stake in the hart.

even though now his curse is under control, he fear is one day he might loose to the vampire inside if he keeps taping into that power.

Silver Crusade

Also, good to see you again Tirion Jörðhár


GM Harker:
This is the way that I see Brother Ivan.
Brother Ivan is a native Ustalavian who knows that his country is under constant threat from the undead forces that lurk there. He learned of these things from his time with Brother Nicholas, who told him stories of his adventures in vanquishing the evil from the land. He wants to help bring peace and healing to his country. To do this he must go out and fight the evil at its source. Sarenrae has given him her blessing in this task and he will call upon her power to cleanse the land of evil and bring peace to the people. He has now finished his training in the church and is ready to begin his quest.


@GM Harker: Thank you for the link! I will be taking those alternate spells as my domain spells so that way I can utilize my death domain.


@The Sandman and @Saving Cap'n Crunch: If we don't make it into the game together, I would be very interested in playing a campaign with your two characters. I'm always on the lookout for interesting roleplay situations (that's why I play a tiefling necromancer) and would be fascinated by the interactions our characters could have together.


It's been a while, so I just wanted to restate my interest to play in your campaign, GM Harker. Happy Thursday, everyone.


My husband and I would like to submit 2 applications (to be considered jointly- we’re looking for a game to join together. If you only like one character, let us know, we can swap for something more relevant/fitting)

Griffith Caddoc, LG ‘Human’ (Demon-Spawn Tiefling) Paladin of Iomedae (Martial + a little Divine):

Concept in short (I have many pages on him- created for a campaign whose GM dropped out)
Griffith has lots of messed-up, self-loathing issues. No one knows about his unnatural race; he takes efforts to hide his monstrous features and not to use his supernatural abilities. He constantly battles against his bloodthirsty, hot tempered nature and aspire to be a model Paladin (Epitome of good and lawfulness, calm, in-control). He succeeds most of the time. When he fails, it’s a gruesome sight.

Quick Background
Griffith was born in a small town in Ustalav. As a result of an unholy ritual, demons were unleashed on the town, massacred most of his family and resulted in his conception within a raped child. Her grandfather, a retired crusader and abbot of a small monastery of Iomedae (in Lastwall) took her in and decided to raise the child under the light of Iomedae.
Griffith grew up in isolation, hidden from everyone. Later on he received his costume and became an acolyte. Griffith learned to hate his fiendish nature and developed an all-engulfing drive to atone his birth and the sins of his father. He strove to stay away from the dark and unnatural and became a knight of Iomedae to help those hurt by the darkness. In his initiation, he was sent to Ustalav to bring the light of Iomedae. He accompanied Professor Lorrimor into the depth of a forgotten catacomb ito retrieve clues for the whereabouts of some holy relic. In there he managed to save the Professor from a surprise undead attack. He fended off the unholy creation, but it was too powerful. Luckily, an undertaker by the name of Amaranth came by and together they vanquished that evil.

Dark Secret
Obviously, Griffith’s nature is his greatest and darkest secret. His self-loathing is so great that he actually pushes himself to believe that he is not a fiend, but a disfigured human. He hides his shame at all costs.
Unbeknownst to him, the ritual that was performed years ago that led to the demise of most of his family- was performed by his grandparents, who were members of a terrible cult.

Where I want to go with this character
Griffith is naive and prejudiced; slowly, he will expand his (mis)conception and eventually I want him to somehow come to terms with his nature (many many levels from now) and come out of the closet. It might also be interesting to explore his ancestry (once he’s back in Ustalav) if there might be connections to the terrible things happening there.
Mechanically, he’ll bring on the hurt and the smiting (oath of vengeance), some diplomacy and intimidation. At some point of delving in horrific mysteries, he will dip a level in lore oracle and expand his skills in a handful of knowledges.

Amaranth, CN Aasimar Juju Oracle (Divine/Arcane):

Concept in short
An Aasimar oblivious to his necromantic talent, on his journey to self-discovery, acceptance and good-doing with his dark gift. Amaranth (Ami for short), due to his eerie upbringing, is slightly awkward, somewhat inappropriate and lack any sense of humor. At least he’s attractive.

Quick Background
Amidst the chaos of his life, Amaranth remains unaware of his aptitude for necromancy, notwithstanding his frequent use of it. He was born and raised in backwater Ustalavian village, the only son of the village undertaker. His mother died at childbirth, or so he was told.
Amaranth was the cutest little bookworm in his toddlerhood, for good reason, since he had no friends to play with, for no one dared come close to the burial grounds.When his father fell ill he sat by his bed and chanted him lullabies, improvising melodies for the lyrics he read off of his late mother’s diary. He didn’t notice when he closed her eyes for the very last time… Nor did he realise that when it reopened them, it wasn’t his father anymore.
Amaranth lived for years with his decaying father, sheltered from the world by his books, gravestones and solitude. Over the years his father grew distant and developed a habit of prowling the graveyard restlessly. One evening he found his father attacking a scholar and a paladin in one of the older catacombs. He joined the paladin in the struggle of stopping his father’s murderous assault, and together they managed it- but his father was destroyed. The scholar (who went by the name of Prof. Lorrimor) and the paladin (Griffith) were immensely grateful for the help, but Amaranth was lost in his shock of killing his own father...

Dark Secret
Besides necromancy (since he’s not yet fully aware of this ability, but when that comes it would be a greater concern) Amaranth carries the burden of murdering his own father (he never told Griffith and Lorrimor the identity of the assailant)

Where I want to go with this character
As his powers emerge and develop, Amaranth will grow to accept his affinity and use it against worse things that may lurk in the dark… And by worse I mean those he cannot control. He will learn social constructs, which will help him separate good from evil as the world outside his graveyard sees it.
Mechanically, Amaranth will grab a few levels of Oracle and Sorcerer/wizard and then go Mystic Theurge. Will focus on necromancy and try to control/otherwise deal with the undead we face instead of destroying them.

Anticipated posting schedule
Judging from past pbp experience, we’d be happy to post several times a day, depending on the participation of everyone else. Nothing’s planned at this moment that would prevent us from posting for a period. This sounds like a really cool AP and we're both really excited about it and hope we'll be lucky enough to play it.

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