WhtKnt |
1 person marked this as a favorite. |
I am looking to run the Carrion Crown AP. I will be choosing four and only four applicants. Character creation rules are below:
- 1st level
- 15 point buy
- No 3rd party materials
- Start with 150 gp to buy gear
- No evil alignments
- Two traits; one must be from the Carrion Crown Player's Guide
- Begin with maximum hit points. After that, you will take the average (just as for PFS play)
- You must provide a background for how/why your character is in Ustalav
- Recruitment ends at 11:59 CDT on Friday, May 22, 2015
Getting chosen is easy. Obey the rules above, have a good background for your character, and don't min/max (though it is admittedly difficult to do with only 15 points).
You can role-play if you wish, though it will not affect your chance of being chosen. Please do so in the Discussion thread to avoid cluttering the Recruitment thread.
SCKnightHero1 |
I'm interested but I was wondering for the point buy stats are all of them at 8? Just making sure that's all.
Are we allowed to take drawbacks (which would allow us to have three traits in addition to the campaign trait)? Wanted to be sure about this.
And I have everything up tomorrow some between 10 am and 2 pm est.
WhtKnt |
1 person marked this as a favorite. |
Races must be official Paizo (no 3PP), but I will say that standard races are preferred over oddballs. Doesn't mean that a weird race won't be selected, but it reduces your probability of being chosen.
Point buy begins at 10, but you don't purchase your points one-for-one. Use the table found on this page.
Yes, you may have one drawback in exchange for an extra trait, but all standard trait rules apply (only one from each category).
SCKnightHero1 |
Races must be official Paizo (no 3PP), but I will say that standard races are preferred over oddballs. Doesn't mean that a weird race won't be selected, but it reduces your probability of being chosen.
Point buy begins at 10, but you don't purchase your points one-for-one. Use the table found on this page.
Yes, you may have one drawback in exchange for an extra trait, but all standard trait rules apply (only one from each category).
Cool! Are there restrictions on classes? I'm hoping to test drive a bladebound magus (which fits with the supernatural and paranormal themes of the ap I think).
CaptainFord |
I'd like to give this AP another shot. I was in a PbP for this, but it ended up dying.
I'll be submitting a Paladin for your approval. :)
Same here. It was going really cool, too. (Had a human Soul Forger/Forgemaster who was effectively a half-dwarf and drew the professor's interest, and ended up learning magic from the prof.)
I'll have to conjure up something intriguing for this one!
The Pale King |
Hmmm, 15 point buy is always a little tough since I don't like having dump stats and it limits MAD characters, (I was feeling a Dwarven Bard the moment I saw Carrion Crown, but that would be rough with 15 points) but I will see what I can come up with since this is the adventure path I've always wanted to play most. Perhaps a whip fighter for some good ol' Castlevania feel?
Mecina Lunawind |
Would like to see daily during the week, but even if it's only once every other day, that could work. I can be slow at times because of a very busy life.
Okay, I'm ready! Please note that I'm SCKnightHero1 (and I'm a guy in real life, but my character is female). This is my character.
Is it alright if I sent you my character sheet via PM?
SCKnightHero1 |
Sure. I'm going to be inputting all the characters into Hero Lab anyway.
Cool! I'll send it right away! I'm using PCGen myself actually. Doesn't have the the drawbacks in it or most of the other empyreal lords in it, but I think for this adventure I can do with just the campaign trait and one of the others.
I'm sending it right now!
Qunnessaa |
How do you feel about the d20PFSRD? I'm thinking about rolling up a wizard and the void elemental school caught my eye for the theme of Carrion Crown, but I don't have an official copy of the source.
Archpaladin Zousha |
Ooh! Ooh! I love Carrion Crown! I'll get a dhampir inquisitor statted up straightaway!
Also, how do you feel about the Pantheistic Blessing feat? I'm interested in this character venerating a pantheon of deities worshipped in his hometown made up of Iomedae, Pharasma, Desna and the Empyreal Lord Andoletta.
Riuk |
I have this character I have dying to play for carrion crown hope you like him
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 11, Int 14, Wis 10, Cha9
------------------------
-=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/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.
------------------------------
-=Extrects=-
-----------------------------
-=1st (2/day)=-
---------------------------
Shield
------------------------------
-=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
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
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.
His brother and sister are still out there killing...full vampires and it 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.
Dragoncat |
So, here's what we've offered our GM so far:
Martial
Dragoncat: Cassiel Hawke (Human Paladin of Iomedae)
Arcane
Riuk: Draken (Dhampir Alchemist (Vivisectionist/Beastmorph))
SCKnightHero1: Mecina Lunawind (Elf Magus (Bladebound))
Qunnessaa: Void Elementalist Wizard?
Divine
CaptainFord: Meenak the Weird (Kobold Oracle of Juju)
Skill/Hybrid
Archpaladin Zousha: Dhampir Inquisitor
Interested: Have Posted Interest But No Character
Nohwear
The Pale King
Shadowrun312
Ash..
W E Ray
Dragoncat |
Very well then.
Martial
Dragoncat: Cassiel Hawke (Human Paladin of Iomedae)
Arcane
Riuk: Draken (Dhampir Alchemist (Vivisectionist/Beastmorph))
SCKnightHero1: Mecina Lunawind (Elf Magus (Bladebound))
Qunnessaa: Void Elementalist Wizard?
Divine
CaptainFord: Meenak the Weird (Kobold Oracle of Juju)
Skill/Hybrid
Archpaladin Zousha: Dhampir Inquisitor
Interested: Have Posted Interest But No Character
Nohwear
The Pale King
Shadowrun312
Ash..
W E Ray
Hywel Mawr |
I would like to offer Hywel for consideration.
Race: Dual Talent Human.
Class: Rogue 1/Ranger(freebooter) X
Campaign Trait: On the payroll.
Mechanically most suited for the Martial/skill slot
Tactically Hywel exploits the unique Freebooters bane and bond abilities to grant significant untyped bonuses to the party. With that in mind Hywel would function best in a party with Animal companions/fighting mounts/summoned minions/etc as the static bonuses provided by Freebooters Bane/Bond will help in keeping low level summons viable.
A frequent Passepartout/guide/doer of shadowy deeds for Professor Lorrimor in his travels round Lake Encarthan (including one rather eventful trip through the River Kingdoms). Hwyel learned of his friends death when his ship docked in Caliphas. (more to come)
Dragoncat |
Applicant update!
Martial
Dragoncat: Cassiel Hawke (Human Paladin of Iomedae)
Arcane
Riuk: Draken (Dhampir Alchemist (Vivisectionist/Beastmorph))
SCKnightHero1: Mecina Lunawind (Elf Magus (Bladebound))
Qunnessaa: Skiia Anamabon (Elf Wizard (Void Elementalist/Shadowcaster))
Divine
CaptainFord: Meenak the Weird (Kobold Oracle of Juju)
Skill/Hybrid
Archpaladin Zousha: Lorant Endronil (Dhampir Inquisitor (Kinslayer))
PoorWanderingOne: Hywel Mawr (Human Rogue)
Interested: Have Posted Interest But No Character
Nohwear
The Pale King
Shadowrun312
Ash..
Mathus Kohlheim |
Helaman here - Character includes a drawback for Rich parents - not sure you are allowing drawbacks or the trait rich parents but happy to modify the character. The draw back I chose is very flavorsome but is definitely a heavy drawback. I'd like some way to "grow" out of it as the campaign (if it runs beyond the 1st book of CC) - not sure if this would require I "pay back" back the wealth (even with "interest" modified by level)
Background etc is in the profile and includes a tie in to Professor Lorrimor and a CC trait. It was originally created with a 20 pt build in mind (adjusted down now) for a Ustalav style homebrew that was very good but didn't run beyond 1st level.
Just an FYI in the interests of transparency. I am running my own Carrion Crown PbP atm and have played in CC games before.
Kelarith |
I'd like to submit Sergio Calavantes:
Sergio Calavantes
Male azata-blooded aasimar (musetouched) bard 1 (Pathfinder RPG Advanced Race Guide 84)
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1; +2 trait bonus vs. fear effects
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee aldori dueling sword +0 (1d8/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—glitterdust (DC 15)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), grease
0 (at will)—detect magic, flare (DC 13), message, summon instrument
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 12, Int 13, Wis 9, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Lingering Performance[APG]
Traits making good on promises, talented
Skills Acrobatics +3 (-1 to jump), Bluff +7, Diplomacy +5, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +2, Perception +3, Perform (sing) +9, Perform (string instruments) +10; Racial Modifiers +2 Diplomacy, +2 Perform (sing), +2 Perform (string instruments)
Languages Celestial, Common, Elven
SQ bardic knowledge +1
Other Gear leather armor, aldori dueling sword, arrows (20), shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, mess kit, mirror, pot, soap, torch (10), trail rations (5), Violin, waterskin, 4 gp, 8 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
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
--------------------
Sergio Calavantes. To some the name reminds them of good times, to others, well, let's just say that many who would never have committed murder give thought to it when the name is mentioned.
Born of gypsy parents, and born is used with tongue firmly planted in cheek, Sergio seemed a normal child till about the age of 16. About the time he really started to notice he was able use charm and beguilement to his advantage. He used what readily became apparent of his heritage to his advantage as well. His deep black hair gives way to small pinpoints of light in low light, and when someone pays close attention they can tell that the pinpoints mimic the starscape, until Sergio causes the long skein of hair to move and the illusion is lost. And the eyes. Deep blue, and in the right light, you'd swear you see the reflection of the moonphase in them. Ask Sergio about it and he'll laugh and tell you he has no idea what you mean.
Life amongst the gypsies suited Sergio well. Their travelling way of life suited him, as well as their fierce protection of one another. His parents were merchants, and performers, and Sergio learned the art of the violin and song from a very early age. As luck would have it, a wandering noble (or more accurately a wandering noble's wife) took note of the lad's violin and voice and stated a desire to have Sergio perform as a house musician. His father and mother struck up a bargain, and Sergio was "loaned" to the noble family for a term of 2 years.
Sergio performed admirably for his allotted time, but things came to a disastrous end, when Sergio was ready to leave, and the nobleman's daughter proclaimed her love for Sergio, and claimed that Sergio loved her. This angered the nobleman (and infurated his wife), who accused Sergio of beguiling his daughter. Sergio simply smiled and said "Beguiling is what I do. I'm a performer, m'lord." The nobleman couldn't be rid of Sergio quickly enough, and arrangements were made for the gypsy to leave the next day. That night, Sergio was interrupted by the wails of the nobleman. Quickly shooing his daliance out of bed, Sergio hurried to see what was the matter. Coming upon the nobleman's bedroom he was shocked by the sight. The nobleman knelt, slumped and sobbing over the form of his wife in a pool of blood. Not ten feet away stood the daughter with a bloody knife in her hands. When she saw Sergio, she smiled a wide, empty eyed smile, "Now I've done away with the whore. We can be together." Sergio choked on the words in the empty air, and stood, mouth agape.
The nobleman turned around to him, rage building on his face. "You...YOU!! You are to blame for ruining the two most beautiful women I know." He stood slowly, his wife's blood staining both the arms and legs of his nightshirt, his face so full of rage giving him the look of some avenging spirit. An accusing hand pointed to Sergio, "Get out, get out now...and may you be cursed with never knowing the real love of a wife or child!"
Sergio made haste to leave that night, with no idea of where to go, and having to leave behind many of his belonging. He was in the streets of the city when he happend to run into, quite literally, a bookish man who was getting ready to leave by carriage. Professor Lorrimor, Sergio would come to learn, and the man was happy to lend Sergio a hand in departing, and did so only on the promise of two things. The first, that Sergio would provide entertainment on the ride with his violin, and two, that Sergio would come when the Professor called to even the debt.
It's been years now, and Sergio had all but forgotten about the debt to the Professor, until the letter was delivered to him. Saddened, Sergio gathered his belongings and made for the road once again. The Professor was a good man....and a debt had been called. No Gypsy would ever let a debt go unpaid.
Dragoncat |
More applicants for our GM!
Martial
Dragoncat: Cassiel Hawke (Human Paladin of Iomedae)
The Pale King: Isaac Cathmore (Aasimar (Angelkin) Bloodrager (Primalist/Bloodline Unknown))
Arcane
Riuk: Draken (Dhampir Alchemist (Vivisectionist/Beastmorph))
SCKnightHero1: Mecina Lunawind (Elf Magus (Bladebound))
Qunnessaa: Skiia Anamabon (Elf Wizard (Void Elementalist/Shadowcaster))
Helaman: Mathus Kohlheim (Human Alchemist (Chirurgeon/Cryptbreaker))
Divine
CaptainFord: Meenak the Weird (Kobold Oracle of Juju)
Skill/Hybrid
Archpaladin Zousha: Lorant Endronil (Dhampir Inquisitor (Kinslayer))
PoorWanderingOne: Hywel Mawr (Human Rogue)
Kelarith: Sergio Calavantes (Aasimar (Musetouched) Bard)
Interested: Have Posted Interest But No Character
Nohwear
Shadowrun312
Ash..
Ira kroll |
Here is a ranger for consideration...
Aust grew up in one of the hobgoblin tribes near Ravengro. It was about two years ago that, as he was hunting, he saw a human being attacked by skeletons. He managed to destroy the skeletons, and was befriended by Professor Lorrimor, whom he had saved.
Hobgoblin Ranger 1
N
STR 13
DEX 17
CON 16
INT 10
WIS 10
CHA 10
Speed 20
HP 13
AC 18 Tch 13 FF 15
Init +5
BAB +1
Fort +5, Ref +5, Will +0 (+2 vs fear)
CMB +2, CMD 15
Spiked Gauntlet +2, 1d4+1, 20/x2
Longbow +4, 1d8, 20/x3
Longbow (within 30 ft) +5, 1d8+1, 20/x3
(+2, +2 vs Undead)
Scale Mail
Arrows 40
Blunt arrows 20
Languages Common, Goblin
Traits: Chance Savior, Courageous
Favored Enemy: Undead (+2)
Favored enemy bonus: +1/4 vs undead
Darkvision 60ft
Sneaky: Hobgoblins get +4 on Stealth
Track: +1 to survival to follow tracks
Wild Empathy
Feat: Point Blank shot
Acrobatics (1 rank) 0
Appraise 0
Bluff 0
Climb -3
Diplomacy 0
Disguise 0
Escape artist -1
Fly -1
Heal 0
Intimidate 0
Knowledge Dungeoneering (1 rank) 4
Knowledge Nature (1 rank) 4
Perception (1 rank) 4
Ride -1
Sense motive 0
Stealth (1 rank) 7
Survival (1 rank) 4 (+1 tracking)
Swim -3