Rannik's Carrion Crown

Game Master Patrick Levasseur


Maps


1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>

I'm looking for 5 players to join me for a Carrion Crown adventure and I'm very excited to run it for you.

Character Fluff:
I want an interesting story, feel free to lean on the Players Guide for help, and if I can tell that you care about the character then I'll be more inclined to care about him or her as well. This is a very fun, interesting AP, and I believe the quality of the characters should reflect that. It's fair to say that the level of effort you put into an interesting character, will heavily influence the level of interest/consideration I give your submissions.

Character Crunch:
1st level, 25 point buy.

Max HP, Avg starting gold for your class.

Race: All core. Feel free to submit a different race other than core, but you better have a good reason and a great story to back it up. Also it'll need to gel with the group, which is completely out of your control, so be aware of these challenges before submitting non-core requests.

Class: Core and APG*. If you want to be an archtype from other Paizo content I'm fine with those 99% of the time. *You may submit 'other' classes, but they sometimes require more time and effort on my part, and since I'm inherently lazy... they're a tougher sell. You've been warned.

Alignment: Anything that wants to rid the world of evil. Evil alignments will be a virtually impossible pitch, but I won't disallow the submission.

Traits: You will have 2 traits; 1 campaign trait from the Carrion Crown Player's Guide and the other is of your choosing. I dislike the pathfinder society specific traits for non-society adventures, so none of those please.

Of Note:
This AP has a very specific introduction, not your typical tavern meeting, and the players guide will give you the information you need to tie your character to the story. Don't bother making a submission with this 'tie-in' already in place, that submission will be discarded immediately. Again the campaign traits make this tie-in for you, feel free to elaborate or even tweak the fluff of the traits to fit your characters. I don't require you to use the campaign trait to have your character tie in, but it is easier if you do, feel free to use your own ideas for a tie in, if it makes sense and is well supported I'll allow it.

I will leave this recruitment open for 3-5 days, depending on the quantity and quality of submissions. So as early as Wednesday, or as late as Friday we could be getting started.

Good luck and I look forward to seeing what you come up with!


I'll throw my hat into the ring. Hopefully you won't object to the use of an alternate racial trait for elves from the APG. I still have to do some minor tweaking on the character, but there should be enough here to enable you to make a decision about him.

Chezarion is a relatively "standard" (no archetype) elven rogue who is capable of providing the usual rogue-ish support functions for the group he's with. Trap detection and removal, information gathering and sentry removal are his strong points. He also has some other interesting abilities courtesy of the elven alternate racial trait, "Lightbringer" as well as being able to provide minimal healing support with the character trait of: faith - scared touch. Tweaking the character will largely entail minor fleshing out of his background with regard to Professor Lorrimor as well as trying to figure out what to do with the extra gold that he got from the campaign trait, "On the payroll". I figured that made much more sense given what I had thought of as Chezarion's background than the "Subject of study" trait (although a +1 damage bonus vs undead might be nice). At any rate, I've still got a couple of days left and will likely only dither between those two campaign traits.


I'd like to apply with this half-elf cleric of Shelyn. Her tie-in trait will be "Making Good on Promises". I will work on the background for that later, but I imagine they first met when he visited the temple she served at while researching various deities views of the undead.

Dark Archive

At the risk of being elf-centric I would like to propose an elven wizard/archer. Church of Desna arcanist with a hatred for undead and a backstory to support that hatred. I'll work up the full character over the next two days and have him to you for sure COB Wednesday.


Little Leaf (Martial Stand in)

Female Elven Druid (Treesinger) 1.

Attributes Str 16 Dex 16 Con 12 Int 14 Wis 15 Cha 7

Gear, Studded Leather (W/ Bone Studs), Scythe, Masterwork Backpack, Waterskin, Flint/steel, Belt pouch, 4 days rations, sling, 20 pebbles, 50 foot coil of silk rope. 10 gold pieces unspent.

Feats; Toughness

Class Features; Plant Empathy -1, (-5 for animals, +3 with branch) Nature Sense, Plant Bond (Treant Companion)

Skills;
Perception (1) +8
Survival (1) +8
Knowledge (Nature) (1) +8
Climb (1) +7
Swim (1) +7
Diplomacy (1) -1

Traits; Resilient, Focused Mind, Chance Savior

Combat Numbers

Scythe, +3 2d4+4 20x4

AC 16, Touch 13 FF 13 Fort +4 Ref +3 Will +4 Concentration +5

HP 13

Branch

Male Treant Companion (2HD)

Str 15 Dex 10 Con 12 int 2 Wis 12 Cha 7

Skills; Perception +6

Feats; Toughness

Combat Numbers

2 Slams +3 1d6+2 20x2 B

AC 11 Fort +4 Ref +3 Will +1

HP 18

Tricks; Attack Anything (2 Tricks), Defend, Seek, Heel, Stay, Down.

Little Leaf was an elf adopted and raised by numerian barbarians, trained in the Shamanic ways. she showed an affinity for plants that far exceeded that of animals. she headed to ustalav one day on a hunt that left her stranded from home, and she saw a strange figure being attacked. she saved him. he revealed himself to be a professor by the name of Lorrimor who thanked her and offered her a place to stay. she enjoyed the various exotic plants, but developed a hatred for the undead, because they were harming her precious plants. she was too lost to return to the tribe that raised her, so she started a small grove in Ustalav. she recieved a letter from proffessor lorrimor willing her some exotic seeds, a deed to some farmland, and some funds to survive the initial endeavor so she wanted to see the late professor.

even though little leaf is a druid, she is of a more martial bent, and would serve the martial slot better than the divine slot.


Dotting for Jerome Caulflower if he doesn't get accepted into the Runlords game.


I've been fiddling around with a spell-less ranger concept (guide/skirmisher mix; both in the APG). Not much more too it at the moment.

Probably won't be an elf though, not that there's anything wrong with them.


GM Mug wrote:

Of Note:

This AP has a very specific introduction, not your typical tavern meeting, and the players guide will give you the information you need to tie your character to the story. Don't bother making a submission with this 'tie-in' already in place, that submission will be discarded immediately.

So, you know how the slightest mistake can completely change the meaning of a sentence? This is one of those times. I meant that I DO want the tie-in (either the campaign trait or one of your own making) already a part of your character submission. So please include how your character will tie in, and list your 2 selected traits as a part of the submission. If you've already posted one, just post again listing your traits and tie-in.

Sorry for the confusion, just getting a head start on making this AP mysterious and otherworldly. ;)


GM Mug Just wanted to check you were fine with this as a concept before I flesh it out.
Concept: 16 year old (probably human) summoner, grew up on the streets of Korvosa. Survived with help of childhood not quite imaginary friend (snake eidolon) who stole food and petty items to support him. He alway gave extras away to other street kids but now sees himself as a Robin Hood type. However he doesn't do the stealing.

Anything I need to change before fleshing out?

Edit: Oops was thinking Curse of the Crimson throne. Will rethink.

Grand Lodge

Need to fix stats, but all the basics are here


Pathfinder Adventure Path Subscriber

Color me interested.

In another Carrion Crown recruitment, I had proposed a human wolf-shaman druid, sort of a feral wild child, raised by wolves (specifically, an awakened wolf and former companion to the boy's father) and very unsure of "civilization." If it helps, envision a male version of Princess Mononoke.

Spoiler:
"You won't be alone," the great wolf told him. "you will be surrounded by your own kind. Humans. What you are."
"I don't want to be human," the boy replied. "You told me, as I learn the ways of my father, I'll be able to become a wolf. Soon I won't slow you down. I'll be able to hunt with you, as one of you!"
The wolf shook his head. "That path will always be available to you, should you choose it. But I have decided. You must learn about humans, before you decide to abandon what you are. I loved your father, as I love you. He and I ran together, hunted together, and fought together. At times, he would be a wolf. But he always returned to his true form. And that was human."
The boy barely remembered his human father. Or his mother. The great, shaggy gray wolf with deep, piercing gold eyes was always his true father, he felt. He opened his mouth to speak.
"No. I have made my decision. So long as you remain with us, you will know nothing of humans. You must live amongst them for a time. They are a strange kind, but you know their common speech. You will make friends, meet females, and perhaps decide that houses and cities are not bad things."
The boy would not argue. He would follow the instructions of the alpha male, like a good wolf. And then he would return.

He met no human he liked. He met many who smiled, and said nice things, and made him like them for a little while. But their smiles were just the baring of fangs. He believed them, and was clasped in iron and put on display for others to gawk at.
Humans said one thing and did another. It was like a hunter moving one way to get the prey to move the other, into the jaws of a waiting pack member. The boy was prey among the humans, where his hunters used words and promises instead of growls and bared teeth. And before he realized it, he was caught. The months he spent with humans left him with no friends but his wolf companion, and no understanding of humans except that they were cruel and evil. He wanted nothing to do with them.

Until that one day, a visitor looked upon him with compassion. The humans had put him on display in the Egorian Hall of Curiosities, for all the perfumed and costumed nobles to view. But one elder was not like them. He met the boy's eyes, and nodded. Later that night, the same elder released him and helped him past the guards and out of the city.
The elder's name was Lorimoor, and he took him away from the evil humans. He tried to help the boy find his home forest, but the boy knew nothing of the names of rivers and forests or boundaries. The Chelaxians had transported him by closed wagon, and the boy could not help the elder find his pack. The best Lorimoor could do was turn him over to a druid conclave, and continue looking.

Ferrell is primarily a melee druid using his wolf companion to set up flanks. He dual-wields sickles in combat, focusing on savage attacks. He will likely pursue the Spring Attack feat chain.

He will start Neutral, and be very unsure of people. The other PC's, being friends of the professor, could be the start of a new "pack" for him. It will be interesting, if he makes it far enough to get wild shape, whether his companions will have shown him enough good about humanity that he doesn't stay in wolf form as often as he can.

Edit: Sorry, traits. Forgot about that. I'd prefer to go with Subject of Study (kind of tweaking it, since Lorrimor would see the boy himself and his unusual upbringing as a subject of study) with Animals as the selected target. Otherwise, a Chance Savior also works, even though the professor saved the boy, either you could allow that, or perhaps the boy saved him at some point when they were traveling together.

The other trait I would go with is the +1 trait bonus to damage when flanking. I think it's called Killer or Murderous. Obviously, it would stem from his training in wolfpack tactics, maximizing his damage when flanking his enemy.

But as it appears you've already got a very interesting druid suggestion, so I'll propose another character as well.

Spoiler:

What's always needed in a horror game? Someone willing to be horrified. I'm thinking a straight human fighter, valiant, but without the knowledge or mental defenses of other classes. In my opinion, a player not willing to be creeped out, or let his character stare into the abyss, shouldn't be in a horror campaign. I'll go for that.

Probably would use the campaign trait Chance Savior, or the one about working as a bodyguard for the professor. (Don't have the player's guide with me right now.)

I know that concept is a little background-lite right now, but I'll come back before deadline with something more fleshed out.

Thanks for your consideration!


Lysa's two traits are: Child of the Temple and Making Good on Promises.

Tie-in:

While still a young novice in service to the temple of Shelyn, Lysa was heading back to her home temple after accompanying a senior cleric on a simple mission to deliver some messages and scrolls from a sister temple in the next city over.

In the middle of that journey, on a stretch of road out of sigh of any settlements, they were accosted by some rather rough looking brigands who took them for easy prey. The surprise of the attack spooked both horses and though Lysa was uninjured by her fall in the tall grasses by the roadside, the senior cleric wasn't so lucky. He had fallen into the center of the hard dirt road head first, breaking his neck and killing him instantly.

Though a bit upset when they realized they had caused the death of a cleric of Shelyn, they still went ahead and looted his corpse and were in the process of getting both horses and a now hysterical Lysa under control when another group of travelers came upon them.

The group was led by Professor Lorrimor who ordered his bodyguards to chase off the brigands and rescue Lysa. He then offered to escort her back to her temple, which by coincidence he was heading to as well. He wanted to discuss a variety of things with some of the senior clerics of her temple.

Thankful beyond words that he was responsible for her safety, Lysa vowed to repay him one day.

If any characters take the bodyguard trait, perhaps they and Lysa could have met on that day?


Little Leaf was an elf adopted and raised by numerian barbarians, trained in the Shamanic ways. she showed an affinity for plants that far exceeded that of animals. she headed to ustalav one day on a hunt that left her stranded from home, and she saw a strange figure being attacked. she saved him. he revealed himself to be a professor by the name of Lorrimor who thanked her and offered her a place to stay. she enjoyed the various exotic plants, but developed a hatred for the undead, because they were harming her precious plants. she was too lost to return to the tribe that raised her, so she started a small grove in Ustalav. she recieved a letter from proffessor lorrimor willing her some exotic seeds, a deed to some farmland, and some funds to survive the initial endeavor so she wanted to see the late professor.

even though little leaf is a druid, she is of a more martial bent, and would serve the martial slot better than the divine slot.

her traits are resilient, focused mind and chance savior. she is currently 87, which is still fairly young by elf standards, and seeks to start a farm run by her fellow numerians and earn quite the profit. but first, she wants to gather seeds from the finest species of crops out there. but she has to slay several unnatural horrors so that her farm to be won't be compromised in her beginning.

her plant companion is a treant, it comes back every 24 hours when slain, and will one day, be a strong champion of the earth.


I'm submitting Odnik Chubirev, a Human (Varisian) Ranger.
Favoured Enemy - Undead.

I've got the Crunch, still working on the backstory.

Crunch:
ODNIK CHUBIREV
Male Human (Varisian) Ranger 1
LG Medium Humanoid (Human)
Init +3; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 12 (1d10+1)
Fort +3, Ref +5, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Warhammer +4 (1d8+9/20/x3)
Ranger Spells Known (CL 0, 4 melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 13, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Combat Reflexes (4 AoO/round), Power Attack -1/+2
Traits Subject of Study: Undead, Undead Slayer
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +2, Heal +4, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Knowledge (Religion) +2, Perception +4, Profession (Cook) +4, Ride +2, Stealth +2, Survival +4, Swim +3
Languages Common, Hallit, Varisian
SQ Enemies: Undead (+2 bonus) (Ex), Track +1, Wild Empathy +1 (Ex)
Combat Gear Studded Leather Armor, Warhammer;
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Subject of Study: Undead +1 bonus to damage vs. undead.
Track +1 +1 to survival checks to track.
Undead Slayer +1 weapon damage vs. undead.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Chezarion's campaign trait will be, "On the payroll". Professor Lorrimor had hired Chezarion for various searches and adventures that he undertook on his travels beyond Ustalav. While the events that start the campaign will of course have required that Chezarion travel to Ustalav where he is currently, he is not that familiar with the area. Chezarion spent most of his adventuring career to date in and around Kyonin and the River Kingdoms with some forays into Galt. Indeed, several of the jobs that Chezarion performed for Professor Lorrimor involved venturing into Galt to retrieve various items and ensure that some people made it safely away to other more peaceable areas.


so, you can kill a Zombie in one swing. i would really worry about your will saves. Odnik, i am worried about what your contingencies against the enchantment and illusion schools are. fear effects, domination, curses. there are just so many things that target will. especially in carrion crown. and thats just from undead, haunts, and abberations.

my reccomendations would be

reduce strength to 17 and charisma to 7, raise constitution and wisdom to 14.


I'm gonna submit this guy: Morbury


Backstory, Part I:
My friend, have you ever been stalked by the undead?
No?
I have, a few times in fact and it's not a thing to be taken lightly.
I see by your eyes that you find my tale unlikely.
You wonder how could a boy thats barely a man have already experienced such horrors.
I know your doubts, but it's true. This land is cursed. The Tyrant's hold on it is diminished, but His power persists.

Now listen, friend and I will recount my tale of woe for you and you can decide for yourself if I speak lies.

I was born a mere 17 summers ago...
yes, 4695 by Absalom's Reckoning on the 5th of Pharast...
indeed, on the Day of Bones, blessings of Pharasma to all.
Now where was I? Indeed where was I...
I was born in county Odranto near the town of Ardagh.
My father died while I was only 6. He was a guardsman on the royal stagecoach.
He met his end in an encounter with some knights of the road while ferrying the taxes.
What's that? Yes, I'd love to find the men that killed him, but there are grander threats about.
As I was saying, without my father's income, my mother couldn't pay the local levies so our home was seized.
The tax collector who evicted us knew my father and he accepted us into his home. One would think it was a generous deed, but alas...
He was a man of many faces and he beat my mother and I mercilessly.
See this scar here? That's his handiwork.
After enduring three years there, my mother had had enough, she waited for the opportunity to steal away, taking me and a sizable amount of gold with her in the early evening.
We fled towards the forest and as darkness fell we trod slowly on the road.
My mother stopped, turned to me and apologized, tears streaming from her eyes, for the years of abuse she had inadvertantly imposed on us.
She was about to pull me in for a hug when her face blanched in fear.
I thought "Oh no, he's found us", and I started to turn to look behind me, but before I could, a dark figure appeared in a flash beside me.
It clutched my mother to itself thrusting its fangs into her. She uttered no sound as the fiend drained her of her life.
I launched my 10 year old frame at it, pelting it with my fists, but its flesh was like cold granite and I was less of a nuissance to it than a fly to a mare.
My mother's lifeloss body slumped to the ground and the fiend turned to me, my mother's blood stil fresh on its lips.
"Boy. You think you can slay me? Your only protection just died in my arms. Should I wish it, I could kill you now", the words echoed in my head, but his lips never moved.
It grabbed me by the throat and lifted me off the ground, my feet dangling, my breath choked in gasps.
I uttered between breaths, "Do it then! My life is ended, I have no father, nor mother now and if I return to the man in whose home I live, I will be beaten. What a life is that! Kill me fiend!"
He tossed me to the ground 10 feet away, sneering and laughing at me. He opened his mouth and spoke.
"No.", he paused, glaring at me and a smile appeared on his mouth.
"It gives me pleasure to let you live out your pathetic life. I do as I will, not as you wish. I will visit you anon to apprise myself of your suffering."
He reached down grabbing my mother's corpse and sped off with it at an inhuman speed.
I'll be honest, I sat there sobbing for a good hour and then I picked myself up and headed for Ardagh.
The priests at The Needle gave me shelter, blessed Pharasma to my rescue once again.
I recounted my tale of woe to them and I think they believed my story was naught but the fabrications of a 10 year old's imagination, but they cared for me nonetheless.
A few months went by and one night I was roused from my sleep by a rapping on my window.
I opened the shutters and looked through the bars and there at my fifth floor window was...
You're a bright one, correct, the fiend was there. His lips didn't move, but as he smiled I could hear his voice in my head.
"Well, Odnik, I've brought you a visitor."
He motioned towards the darkness in the shadow of The Needle and an woman all in white with skin of porcelain appeared.
I gasped in realization! "Mother!"...
except the horror that stood below was no longer my mother.
"Damn you!" I screamed aloud at the fiend.
My anger at all those beatings and the pain of all my losses channeled into one moment of rage directed at him...
After what seemed simultaneously a lifetime and mere seconds, one of the priestesses, Anna Corcesciu, burst into my room having been startled by my shout.
She looked past me out the window seeing that unholy terror. She thrust forth a silver spiral and held it aloft speaking "Begone unquiet dead" as she advanced to the window and repeated her demand.
The fiend sat there staring in at us. He bared his fangs at Anna. His skin smoked as she moved closer, the wisps visible in the moonlight.
He looked at me and whispered "I'll return, make no mistake." and he turned and dropped from the window ledge.
Anna ushered me out of the room and brought me to the High Priest. She announced that my earlier tales were true and that the fiend had come to my window.
<to be continued>


Man seems my idea is already posted but I'll submit anyway.
don't have the character sheet ready yet but here is the background:

character backstory:

On the rainy morning of Arodus 5, 4704, Shoanti warriors used the element of surprise to launch their nighttime raid against the undefended Chelaxian settlement of Lachine. They traveled down the Jeggare River by boat, and landed on the north shore of the river 25 miles from Korvosa. While the colonists slept, the invaders surrounded their homes and waited for their leader to signal when the attack should commence. They then proceeded to attack the homes, breaking down doors and windows, and dragged the colonists outside to meet their demise.
When some of the colonists barricaded themselves within the village's structures, the attackers set fire to the buildings and waited for them to flee the flames. Fifty-six of the settlement's seventy-seven structures were effectively destroyed by fire. Because the settlement was relatively sparse, any hope of counterattack was thwarted due to a lack of communication and an inability to organize.

Twenty-four colonists were killed in the initial raid, and more than 70 were taken prisoner. The remaining colonists were able to escape the attack. Of those taken prisoner, close to 50 were tortured to death, while some managed to escape and 42 others were released in prisoner exchanges. A few young children were spared and actually adopted into Shoanti society.

Among the warriors of that day was Mingan Son of Menewa, His first battle, the young boy became a man. He took the scalps of many Chelaxian’s, revenge for the many massacres over the years past. Mingan returned home and was honored in the moon victory dance giving thanks to the wolf spirit for providing good hunting and great victory in battle. The reasons for the attack are as numerous as the races that populate the region. Some claim that the Shoanti are nothing more that savages that have no concept if civility; yet others believe that the continued persecution and hunting of Shoanti as though they were animals provoked the attack , and still others claim that the Korvosian’s were unfairly trading with the Shoanti and stealing their goods.

Several months passed and the Lyrune-Quah clan continued to live in peace but the people of Korvosa were not happy at the loss of their colonist. Punitive actions against the Shoanti were needed to re-establish their dominance over the fur trade in the region. Field Marshal Cressida Kroft, led 2,000 men deep into Shoanti territory and destroyed their largest village.

Mingan was out hunting and gathering furs to trade with some Varisian gypsies when the Korvosian’s attacked, and when they had returned the military commanders captured Mingan’s hunting party and ordered they be executed.

Among the army was Professor Lorrimor, acting as observer and conducting research into the Shoanti and Korvosian wars. Professor Lorrimor convinced the commanders to spare Mingan, That he had need of him. The commanders agreed, releasing Mingan to Professor Lorrimor as his slave (Though Professor Lorrimor did not see it that way).

Mingan served Professor Lorrimor for many years as his Valet, guide, and even bodyguard. Mingan showed Lorrimor the ways of the Shoanti and of the Lyrune-Quah customs. Mingan no longer had a home and served Professor Lorrimor for several years even after settling in Ravengro.

Though Mingan is no longer in service to the Professor, he would call on him from time to time. Mingan was now acclimated to the civilized way of life but has never forgotten the ways of the Shoanti and the Lyrune-Quah. He has made a home for himself in the wilderness of Ustalav. He has even been mistaken as a witch or even a werewolf. His affinity for wolves has made some villagers uneasy.

Mingan reveres the wolf spirit (note that the name Mingan is Algonquin meaning “Grey Wolf” and his father’s name is Menewa which is derived from the Creek Indians meaning “Great Warrior”).
Mingan's clan revered the wolf as their totem spirit. it was the wolf spirit that guided his tribe. early in every boy's life the shaman of the tribe would give a reading to him and send him off in search of his wolf spirit. once he found it and communed with his totem his path would then be chosen.
Mingan totem guided him to become a great warrior much like his father. his totem revealed to him in visions that there was much blood in his future.

after the destruction of his clan in between his capture and the Professor saving his life Mingan spent several days in the prison awaiting his fate. It was here that his wolf spirit came to him in a dream and merged with him in spirit granting him the wisdom of the shamans of his ancestors. It was at that moment he became a wolf shaman (aka druid). Mingan still has a warrior's heart but that is tempered by his ancestor’s spirits that guide him.

Mingan knows that he is the last of his tribe but not of his whole Lyrune-Quah nation. he believes if he remains as true as he can to the beliefs of his ancestors they will guide him home when he is ready.

character progression:

Mingan is both a wolf shaman and a warrior, my intention is to dip a few levels as monk but I am not looking at the class as “Kung-fu martial arts” more along the idea of an unarmed combat art of his tribe and most likely be a weapon Adept archetype of monk using his tomahawk (hand axe) and his druid abilities.

Traits selected are On the payroll and Pioneer

Submission #2 Just in case:

Kimberly Snow:

Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head.

Believing it was her doll that she carried, she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name.

Kimberly remained a recluse many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro.

Kimberly would always find a place to sleep and food to eat with the church of Pharasma, never realizing the power she held inside.

Kimberly would often walk the streets of the small town watching the people go about their business, even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll.

Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend.

During an evening wandering the town Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign before passing. This did not bode well. There was something about him, and Kimberly followed.

Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked her and she screamed. She wanted to flee but she heard the voice of her friend once more urging her to go to the man.

Unsure what to do she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign over her heart.

It was at that moment a wave of divine energy emanated from her driving back the monsters. At this time Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. Kimberly saved the man’s life that night; a deed that she never thought about again… until now.

Kimberly was born from the mists of the Southwest of Canterwall. The villages consumed and left desolate reside there. All of her life, before finding the gypsies was gone from her, or perhaps they never existed.

The “sign” mentioned represents the old superstition of making the sign of Pharasma “A spiral shape with the finger” across your heart before passing or entering the cemetery.

Kimberly knows several of the other children in town but she would not be considered “friends’ with them since she is recluse and seldom conversed with them, but she would know them by name and some she would know where they lived.

The man rescued was of course Professor Lorrimor the events of that night was within a year of the funeral. During that time Kimberly spent more time at the church. 1] Because she was scared from what happened and what her “friend” told her. 2] To secretly practice her new talents guided by her “friend”

Kimberly’s “Friend” is really just fluff and has no game mechanic other than serving as an explanation for the Haunted curse. To those that don’t know any better, Kimberly could be considered to have Schizophrenia.

Question to the DM::

Since I planned on taking the Young Template which will effectively reduce my character CR (and since it can work with the character story) Kimberly carries her Doll everywhere which is actually a Soulbound Doll with the soul of her birth mother (which Kimberly will most likely never realize as long as Pharasma wishes). Since the Soulbound doll is a CR 2 creature I would consider removing all of the dolls spell-like abilities except the one granted from the NG alignment (Heroism 1/day) if that would bring the power level more in line with where it should be. – If she would be able to have the doll then to amend the story above the doll would, at times, while Kimberly was asleep, go out and pull pranks on the children that teased her that day. This was not a common occurrence but would have happened at least once or twice.


Putting my name in the hat. Still need to sort out stats, etc but this is Voryn Morbett.

Campaign Trait: Inspired by greatness.

Tie to the professor:
Voryn's father is a Knight of Ozem and platoon leader who heard of the Professor's research and sponsored him several times as a guest lecturer at Vigil. Professor Lorrimar was held in high regard by the Morbett family and Voryn's father was in regular contact with him over the years.

The letter that arrived announcing the Professor's death was addressed to Voryn's father who is currently on patrol near Geb. Voryn has made the journey to Harrowstone to pay tribute in his father's name.


I would play a Human Two-Handed Fighter named Joseph Beckett. He had been a guard-for-hire for some time in his life, but when Joseph had been hired by Professor Lorrimor, he felt an odd sensation that the Professor would play a much greater role in his life. Joseph's family were a rather superstitious lot and his father had an Greataxe crafted for his son. The Greataxe had been made specially to combat the undead (in particular, ghosts and such) and has the innate ability to bypass incorporeal damage reduction of undead only. The Axe was named Ghostslayer for this ability. Joseph has the Heirloom weapon trait but his father has since paid the gp cost for this special weapon. Joseph also has a hatred for the undead, because during his time after his hiring by Professor Lorrimor, he has been the target of many terrible dreams, including eaten by zombies, ghouls, and other similar undead, haunted by ghosts who take over his physical controls and cause him great torture, and his worst nightmare, being kept as a vampires' personal feeding source, kept just alive enough to provide meals. My campaign trait is "On The Payroll". I will take the dual talented trait if that is alright in which case my stats are STR 19, DEX 13, CON 16, Int 13, WIS 10, CHA 11. I appreciate you considering me for your game, and hopefully look forward to taking part in this campaign. PM the times that you would like to play if you decide to let me join. I feel that Joseph Beckett could be a great addition to this party. I will try to post more later, but for now I must leave.


Andjela Daywalker - Dhampir Divine Defender/Undead Scourge

Young by Dhampir standards, and saved by the Professor early on in the human's career... She has seen the Professor grow older and go through several inevitable stages in a human's relatively short lifetime.

He was accepting and a patient teacher, helping her cope with her condition. She is quite fond of the man, a father figure.

Summoned, she feels the need to uncover exactly what happened to the Professor and turn over every rock, tombstone and sarcophagus until she finds the root cause.


Ardon Mhalturiel - NG Witch (Hedge Witch Archtype), inspired by Doc Cochran from Deadwood. Stats are in profile. Just need to buy gear.

Ardon was born into a family of no small means in this city of Caliphas, and from a young age it was said that he had a gentle heart and an inquisitive mind. It was hardly a surprise, then, when he entered the field of medicine, eager to help those around him and unravel the mysteries of the human body. In the early days of his career he was loved by his patients, but his insistence on treating those who needed it most often resulted in patients who could not pay for their treatment, and his fortune began to dwindle.

On top of that, his human friends and his patients began dying around him, and all of his knowledge could not prevent it. He grew morose, wondering what the purpose of his studies were if everyone he treated was still going to expire in the blink of an eye. He began to become less of a doctor and more of an anthropologist, observing and cataloging human behavior in a quest to find meaning in his work. Was there any point to what he was doing? He became more and analytical, and when he did treat patients, he was coldly pragmatic about the affair, his bedside manner non-existent.

He began to leave Caliphas to observe other peoples and cultures, and it was during this time that he met Professor Petros Lorrimer. They enjoyed a collegiate relationship, the professor at the time being interested in the rituals and customs of the less civilized races of Ustalav. Ardon accompanied the professor into the field in an attempt to research a primitive tribe of Kellids, and apart from undercooked food and sleeping on rock, it was going well. One evening, though, the professor must have said something or done something that invoked the ire of a tribesman, and he came in with an axe. He was quickly restrained as wiser members of the clan understood it was only a mistake, but Ardon and the Professor were encouraged to leave. On the journey back to Caliphas, however, things took a turn for the worse, and the Professor's wound began to fester. Ardon did not have the supplies he needed to treat the wound on hand, and, in desperation, he consulted Lorrimer's notes on the Kellid rituals and reached out to that tribe's barbaric patron, entreating it for the power to save his friend. Something answered. In the end, he was able to share the burden of the infection, allowing them to survive the journey and receive proper treatment.

Ardon never revealed to the Professor what happened - Lorrimer himself had been delirious at the time and had little memory of the event. Since that time, though, the elf hears disconcerting whispers in his sleep, and the decidedly atheist elf has begun to worry about the state of his soul. He has begun doctoring again, though he tries to avoid relying on his strange new powers more than necessary. He has grown more pragmatic and hyper-rational, having seen enough death that it is all he seeks to prevent. He still seeks to help others, believing in the potential that life brings with it, but has dropped most pretenses of amiableness.

After seeing so many people in his life die, he was surprised at how affected his was by the news of Petros Lorrimer's death. With his work in Caliphas taking it's toll on him, though, he has decided that he needs this opportunity to get away for a bit, and to pay his respects to an old friend.

Ardon is mostly a support character, focusing on healing spells, debuffing enemies, and controlling the battlefield.

Are there any house rules we ought know about?


Hey, I'll be submitting a character for this one, I am thinking an undead hunting Inquisitor or maybe a mercenary Assassin. I promise, no sissy swashbucklers :)

Maybe I'll be lucky this time. I really want in on a GM Mug AP.


Joseph Beckett, as result to his hatred/fear of the undead and the supernatural will ALWAYS fight to the death against such foes on the exception that if he dies, the party will likely also perish. He holds his adventuring companions as friends and does not like to see that his friends are scared or in pain. Joseph will willingly sacrifice himself for the well being or safety of his companions but will still hold caution unless battle is sought. He is normally a friendly and easily trusting guy. Because of his fears of the supernatural undead, he takes a -3 penalty to their fear effects. Joseph is a Chaotic Good character.


Things are looking good! So far we got ----

Andjela - Dhampir Paladin (Divine Defender/Undead Scourge) - Just need to see some crunch please. Thanks!
Morbury - Dhampir Paladin - It looks like he's level 2 at the moment, right?
Belvin - Half-Elf Paladin
Voryn - Human Paladin

Lysa Arianna - Half-Elf Cleric
Agent - Oracle

Chezarion - Elf Rogue - no qualms with your trait choices.
Little Leaf - Elven Druid (Treesinger) - I think I need one less trait for Little Leaf if I'm reading your crunch right. Thanks!
Mingan - Human Druid (shaman)

Odnik - Human Ranger
Zack - Ranger (Guide/Skirmisher)? -

Joseph - Human Fighter - What's the source on the dual talented trait? Based soley on the difficulty I'm having finding it, I'd ask you choose a different 2nd trait please. Thanks! Also is the -3 penalty to fear effects a trait of some sort? Or a house-rule thing?
Budfox - Inquisitor/Assassin - I don't think I'll allow undead Inquisitors in this game, and why does your Assassin only hunt mercenaries? ;) Looking forward to the submission(s).

Skorn? - Elven Wizard/Archer - looking forward to the fluff and crunch
Ardon - Elf Witch (Hedge) - See below
Kimberly - Human ? - Could I see a little more crunch on this please, including the doll. It's very interesting, and I need to see a more complete picture to weigh the submission properly. Thanks!

Tim - ?
Jerome Caulflower - ?

Some of these are incredibly well thought out and it shows, others are slightly better than the bare minimum and that shows as well. I'm already dreading final selection time due to the great submissions I have seen. I can also say that the rate we're going I'm 95% sure I'll close this for new applicants on Wednesday. Newcomers are still welcome and if you have done the minimum, and you know it, I suggest fleshing the character out some more.

As far as house rules are concerned, I don't have any 'standing rules'. I do reserve the right to make or break house rules according to my views, desires, as well as the views and desires of my players. Combat is handled in spoilered fashion and I resolve each round after recieving enough posts, but that's more a style than a houserule. I will bot you if I feel you've taken too long.... If I think of a house rule I have I'll be sure and let everyone know.


@Joseph, I found the dual talent Alternate Racial trait, and it's fine.


GM Mug wrote:


Budfox - Inquisitor/Assassin - I don't think I'll allow undead Inquisitors in this game

Just to be clear - I was leaning towards a Half-Elven Pharasman Inquisitor, a hunter of the undead, not that he would be undead ... is that ok?

Was also thinking possibly to use Ranger as the second class to get the favored enemy trait and archery specialization over time.


@Budfox, I know... now I'm just sad you missed my joke ;) Your idea is totally fine.


Like to throw Fernu into the mix.

She's currently built off a 20pt buy so need a little number crunching there, but won't have a drastic change to her current form.


GM Mug wrote:
@Joseph, I found the dual talent Alternate Racial trait, and it's fine.

OK. Thanks. And the -3 on fear is just something I thought would be part of the character because his nightmares seem so real, that he should take a penalty on their fear effects.


Pathfinder Adventure Path Subscriber

I'm hoping that it's just because I didn't name my characters that they received no mention in the rundown. Allow me to remedy that:

Ferrell Greylocke: N Human Druid (Wolf shaman). He was known only as the Son of Greylocke by his wolf pack, the child of the druid who left his son orphaned and in the care of his awakened former animal companion. When he encountered humans, they had another name for him: Feral.

Ferrell Greylocke:

Male Human Druid 1 (Wolf Shaman)
CG Medium humanoid (human)
Init +2; Perception +6
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 15, touch 13, flat-footed 12
(armor +2, Dex +2, Dodge +1)
hp 11 (1d8+2)
Fort +4, Ref +2, Will +4

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee: Sickle +4 (1d4+4)
or Full Attack: Sickle +2 (1d4+4) and Sickle +2 (1d4+2)
Combat Options:
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (0), Wis 15 (+2), Cha 8 (-1)
Base Atk +0; CMB +4; CMD 16
Feats Dodge, Two-Weapon Fighting
Skills Knowledge (Nature) +6, Perception +6, Stealth +3, Survival +8
Traits: Dirty Fighter, Chance Savior
Languages: Common, Druidic
SQ: Nature Bond: Animal Companion (wolf), Nature Sense, Wild Empathy, Heart of the Wilderness


Do we HAVE to select a campaign trait? I went with "inspired by greatness" simply because Ardon regarded Lorrimer as a colleague, but I don't know that it really fits. From a fluff perspective, "chance savior" works as well, but Ardon saved Lorrimer in a decidedly different fashion than is implied in that trait.

Lantern Lodge

I would like to submit Duo SkyBreaker for this.

Human - Ninja
Str 10, Dex 20, Con 11, Int 10, Wis 10, Cha 15
Feats: Two-Weapon Fighting and Weapon Finesse
Skills: Climb, Diplomacy, Disable Device, Escape Artist, Knowledge (local), Knowledge (nobility), Perception, Sleight of Hand, and Stealth
Traits: Canter, Chance Savior
I have a background in mind but, will post the summary soon.


I would like to propose Magmus Floyd Dabbler, Gnome Alchemist

Backstory:

Son of a highland distiller, his father hoped that he would take over the family business. Instead, Magmus showed interest in the broader range of alchemical arts. Leaving the family business to his younger brother and sister, Magmus set off to study at the finest institutions in the land. To make ends meet on his travels, he would put on fireworks displays and alchemical demonstrations as part of traveling shows. On one particular journey, he studied with Professor Lorrimor at the University of Leipstadt. The two formed a bond over their curiosity and love of discovery, and Magmus is honored to be present for the Professor's funeral.

Campaign Trait: Teacher's pet (Engineering)

Beginning of crunch:

STR 10 DEX 16 CON 12 INT 17 WIS 12 CHA 10
Pyromaniac alternate racial trait from APG
Apply bonus from Obsessive racial trait to Craft (alchemy)
Skills: Craft (alchemy), Heal, Knowledge (arcana), Knowledge (engineering), Perception, Spellcraft, Use Magic Device


@Stalwart, I just missed them actually, I should have put your name at least though, my bad. They'll be on the next rundown.

@Baron, giving ones-self bonuses or penalties isn't really supported by the rules. It's almost like it's part of a trait, and traits can give penalties, but usually they're balanced by a bonus as well. I'm not opposed to a home-brewed trait 'Scaredy-Cat' or something, but do you want to propose a balance to the penalty?

@Ardon, you MUST have a campaign trait, but you don't have to use the story it provides. You can put your own spin on it but get the same bonus from the trait. Does that make sense? It needs to be similar-ish, but I'll give some leeway here. I'm not concerned about a perfect fit fluff-wise, but I do want you to have the trait.

@Budfox, I know. I'm just sad you missed my joke :). Your idea is fine.

Other, more recent, submissions have been noted.


I'd like to throw Arcturus into the ring! Crunch and Backstory are in the alias. Let me know if you have any questions


initial crunch for Kimberly Snow:
also re posted the background. The doll is straight from the pathfinder SRD.
some editing will be needed of course.

Kimberly Snow character stats:

KIMBERLY SNOW CR 1/3
Male Human Oracle (Life) 1
NG Small Humanoid (Human)(young)
Init +4; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +4
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +1 (1d2/20/x2)
Oracle Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (4/day) Bless, Cure Light Wounds (DC 14), Forbid Action (DC 14)
0 (at will) Stabilize, Ghost Sound (DC 13), Mage Hand, Detect Magic, Guidance, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 10, Dex 13, Con 10, Int 12, Wis 15, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Improved Channel, Selective Channeling
Traits Chance Savior, Sacred Conduit
Skills Diplomacy +7, Fly +4, Handle Animal +7, Heal +6, Knowledge (Local) +2, Knowledge (Religion) +5, Sense Motive +6, Spellcraft +5, Stealth +6
Languages Common, Halfling
SQ Oracle Channel Positive Energy 1d6 (4/day) (DC 16) (Su), Protection Variant Channeling (±1 Sacred)

--------------------
TRACKED RESOURCES
--------------------
Oracle Channel Positive Energy 1d6 (4/day) (DC 16) (Su) - 0/4
--------------------
SPECIAL ABILITIES
--------------------
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 1d6 (4/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead.
Protection Variant Channeling (±1 Sacred) AC bonus
Selective Channeling Exclude targets from the area of your Channel Energy.

basic image of Kimberly.

updated back-story:

Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head.

Believing it her doll that she carried she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name.

Kimberly remained a recluse many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro.

Kimberly would always find a place to sleep and food to eat with the church of Pharasma, never realizing the power she held inside.

Kimberly would often walk the streets of the small town watching the people go about their business, even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll.

Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend.

Professor Lorrimor had noticed Kimberly around town and started to think how she would be an interesting case study. He only knew she resided at the church and almost nothing else about her past. Perhaps her mental condition could be a key to unlocking other secrets.

Either way he knew that Kimberly would not be a willing participant in his studies so he needed to devise was he could control the environment around her and observe her reactions.
This field work went on for several days as the professor would lure Kimberly into certain areas of the town and surrounding areas where he would have pre-arranged situations. There he would observe and document his observations of how she responded to the situations.

This came to ahead at the cemetery where the professor was not expecting the attack that occurred. His original plan was to observe her reaction when confronted with the concept of mortality (of life and death), however the undead there had other plans.

During an evening wandering the town Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign before passing. This did not bode well. Kimberly soon realized she knew the man, he was the man she had seen often as she would take her strolls; always watching her, Kimberly followed.

Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked her and she screamed. She wanted to flee but she heard the voice of her friend once more urging her to go to the man.

Unsure what to do she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign over her heart.

It was at that moment a wave of divine energy emanated from her driving back the monsters. At this time Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. Kimberly saved the man’s life that night.

After the incident Professor Lorrimor became more intrigued at the idea that Kimberly was able to harness such divine energy at such a young age and with no formal training.

Professor Lorrimor continued his observations at the church and soon was able to talk with Kimberly on several occasions though she still remained a bit reclusive, she did open up a bit. Professor Lorrimor was able to deduce that she was subconsciously blocking a traumatic event in her past. He made it a point that he needed to unlock that event so Kimberly could come to terms with it.

He was so intrigued by her condition he decided that should he pass before his work was complete he made provisions in his will that Kimberly spend time with his daughter at his home during while mourning in the hopes that she would provide a good home for Kimberly.

the traumatic events of her past were left undefined at this time to allow the events of the AP reveal them to her as they unfold. And look at the AP two fold:

1) The standard goal of the AP to defeat some evil force
2) An adventure to cure Kimberly’s psyche. (A personal goal)

Kimberly was born from the mists of the Southwest of Canterwall. The villages consumed and left desolate reside there. All of her life, before finding the gypsies was gone from her, or perhaps they never existed.

The “sign” mentioned represents the old superstition of making the sign of Pharasma “A spiral shape with the finger” across your heart before passing or entering the cemetery.

Kimberly knows several of the other children in town but she would not be considered “friends’ with them since she is recluse and seldom conversed with them, but she would know them by name and some she would know where they lived.

Kimberly’s “Friend” is really just fluff and has no game mechanic other than serving as an explanation for the Haunted curse. To those that don’t know any better, Kimberly could be considered to have Schizophrenia.


Hakonyr was child when he first met Professor Lorrimar; he had hired Hakonyr's father to guide an expedition through the Land of the Linnorm Kings.

Hakonyr's mother died giving birth to him, so he always traveled with his father. Professor Lorrimar intrigued the lad, especially for the books he carried with him. Hakonyr's father had taught him to never travel with more gear than one could carry, but the Professor had argued vociferously that his texts be brought along. Whenever the party made camp, Hakonyr would snoop through Lorrimar's gear for these books, trying to ascertain their importance.

Being illiterate, much of the books' contents were a mystery to the boy, but he enjoyed the pictures and diagrams that were interspersed throughout. One night, Lorrimar entered his tent to find Hakonyr sitting crosslegged and paging through a rare volume of metamagical theory. Rather than being angered at his trespass, the Professor was delighted by Hakonyr's precociousness.

For the rest of the journey, Hakonyr would hurry to finish his chores arounf the camp so he could visit with Lorrimar. The Professor taught him reading, writing, and basic arithmetic; Hakonyr impressed him with the speed by which he learned it all.

Over the years, Lorrimar would periodically return to the Land of Linnorm Kings and if he did not hire Hakonyr's father for some new exploration, he would at least visit with Hakonyr, if only to lend him a new book.

Eventually, Hakonyr's father retired and left his guide business to his now-grown son. Hakonyr was eager to lead Professor Lorrimar's next expedition, but when he received a letter from Lorrimar's family, he was doubly shocked. First, there was the sad news that his friend had died. The second shock was that the Professor had made mention of him in his will.

The next day, Hakonyr made arrangements for the trip to Ravengro.

***

Hakonyr is almost complete. I just have to write up what he looks like, but the crunch should all there.


BudFox wrote:

Hey, I'll be submitting a character for this one, I am thinking an undead hunting Inquisitor or maybe a mercenary Assassin. I promise, no sissy swashbucklers :)

Maybe I'll be lucky this time. I really want in on a GM Mug AP.

Here is my submission, Marchello Aria, an undead hunting Inquisitor. Backstory, linkage to the Professor, rationale for traits, feats etc. and tie in to the storyline detailed in the backstory section (spoilered in the profile).

Thanks, and best of luck to everyone.


I understand the problem of the campaign traits not quite fitting a backstory. I chose "Making Good on Promises" even though the text didn't quite fit my story either. The professor never asked for repayment from Lysa, but she nonetheless swore to repay him one day for saving her from some common highwaymen. The promise is no less important to her for being self-imposed rather than required.


Halfling cavalier order of the paw, chance savior, more info coming soon

Lantern Lodge

Valmoon wrote:

I would like to submit Duo SkyBreaker for this.

Human - Ninja
Str 10, Dex 20, Con 11, Int 10, Wis 10, Cha 15
Feats: Two-Weapon Fighting and Weapon Finesse
Skills: Climb, Diplomacy, Disable Device, Escape Artist, Knowledge (local), Knowledge (nobility), Perception, Sleight of Hand, and Stealth
Traits: Canter, Chance Savior
I have a background in mind but, will post the summary soon.

The Clan Duo grew up in had been proficient at keeping their existence a secret so that most people thought they were only a myth, but dark organizations also knew of the clans existence. These organizations knew of the clan because of the clans continual involvement in disrupting their plans. It was one such time that Duo, during his mission to disrupt one of the organizations plans that, Duo had a chance encounter with Professor Lorrimor. During this encounter Duo saved Professor Lorrimor's life from one of the many dark organizations his clan was created to fight. Professor Lorrimor's gratitude was very evident, and he promised that he would never forget Duo. It was during that mission Duos clan got destroyed. Duo being away at the time (saving the Professors life) has decided that the organization responsible is now on his top wanted list to crush. During Duo's plotting the summons of Professor Lorrimor's will pulled at his heart. As after that encounter they had become good friends and he felt it would be good to show his respects for such a friend.


halfling cavalier order of paw done, info on profile


Pathfinder Adventure Path Subscriber

You've got some nice-looking fighter types, so I thought I'd switch my promised supplemental character to more of a skilled character -- a straight-up rogue, of all things.

Anna Dunsany:

Female Human Rogue 1
CN Medium humanoid (human)
Init +7; Perception +5
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 13, flat-footed 13
(armor +3, Dex +3)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee: Sap +1 (1d6+1 nonlethal)
Melee: Dagger +1 (1d4+1 19-20/x2)
Ranged: Hand Crossbow +3 (1d4 19-20/x2)
Combat Options: Sneak Attack, Point-Blank Shot
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 15 (+2), Wis 12 (+1), Cha 14 (+2)
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative, Point-Blank Shot
Skills: Acrobatics +6*, Bluff +6, Disable Device +4* **, Disguise +6, Escape Artist +6* Intimidate +6, Knowledge (Local) +6, Knowledge (Religion) +6, Perception +5, Sense Motive +5, Slight of Hand +6*, Stealth +6*
*Includes armor check penalty of -1
**Includes circumstance penalty of -2
Traits: Teacher's Pet,
Languages: Common, Orc, Hallid, Skald
SQ: Trapfinding
Gear: Hand Crossbow, 20 bolts, sap, dagger, studded leather, explorer's outfit, entertainer's outfit, scholar's outfit and traveler's outfit, 1 gp

Anna Dunsany was destined for greatness.
Well, that's what she tried to convince herself every day for the past five years, ever since running away from her rural home at the age of fourteen. She had been the only child of a farmer in a quaint village whose values made Erastil look like a raving liberal. She left town the first chance she got.
On her own, she struggled in poverty, lived hand-to-mouth for years while always moving from town to town to find the next big score. She desired to rise above the rag-tag bands of brigands and toughs who would have her as just another of the gang. She started running with con artists, and assisting in some notable cons across the River Nations.
Eventually, she found herself in Pitax, with its gaudy displays of tacky, kitschy art. Once there, Anna and her gang of cons tried a daring stunt: they rented out a performance hall and advertised the most remarkable display of art imaginable. No one had seen anything like the show they were about to put on. Before long, the advertisements had built up a rather large interest, and the night of the show saw long lines of people shelling out good coin for a chance to see this mystery show.
Anna and her crew actually planned on just taking the money and leaving, but curiosity got the better of her. How would the crowd react? Disguising herself, she slipped amongst the crowd to see.
Her breath caught when she saw who was there: Lord Irovetti, ruler of Pitax himself! After a tense hour or more waiting waiting for the show to begin, the crowd finally realized that they'd been had. However, Irovetti loved it! Minimalism at its finest! Truly, he'd never seen a performance such as the one Anna had staged.
It sparked an artistic fad throughout Pitax. Soon, shows about nothing, empty "air sculptures" and blank canvases were the most sought-after artwork in the city. Anna's troupe was heralded as geniuses, and for a while they enjoyed the adulation of Pitax's cultural elite.
Then, after about a fortnight of fame, Irovetti declared the minimalist movement passe, and had Anna's troupe arrested. Anna fled Pitax's guards and pushed her way into a lecture hall, using her ability to blend into crowds. A visiting professor was addressing the students about his research into various forms of undead and the ways to combat them.
Desperate to evade the guards, rather than slinking about avoiding notice, Anna piped up with a few simple but remarkably insightful questions that caused Professor Lorrimor to take note of her. Perhaps he noticed the Pitax guards moving through the crowds, or perhaps he was simply impressed with her quick grasp of his lesson, but he invited her to join him in further study in a small tutoring group.
Safe for a time, Anna continued to hide out at the college, even after Lorrimor left. She had finally secured safe transport away from Pitax when a letter arrived from the Professor, inviting him to his home in Ravengro, Ustalav.
Anna had little else to do, save escape from Pitax and get far away from Irovetti's influence. Ustalav didn't hold much of a draw for her, but she still felt she owed the professor a debt, and thus she decided it was as good a destination as any.

Edit: Don't let the CN scare you; I plan on it being a very light CN, with plans of having her gradually shift toward good, assuming the rest of the party is good. Despite being a con artist, she'll stick with her allies. Considering that nothing she's experienced comes close to the horrors she'll likely encounter, she'll be clinging to those friends pretty desperately, I'd say.

P.S.: on Ferrell Greylocke, I made an error and had him listed as CG. Sorry, that was a relic of the template I used. He's Neutral.


Here is my character for this game: A deaf dwarf oracle with clouded vision that hears voices in his head that simply will not shut up.

Kimgald Angreilssen
Leaning on a heavy pick with a handle lengthened to double as a walking stick, this dwarf chuckles to himself as if being told a joke no one else can hear. He wears scale armor beneath simple robes with various holy symbols and images woven into the fabric. The dwarf's dark auburn hair and beard have been trimmed short, and both his person and his possessions are clean and well-maintained. He turns toward you and removes a pair of opaque lenses from his face, revealing clouded eyes that seem to see into your soul despite a lack of focus in any specific direction. The dwarf smiles warmly and motions to you to approach.

BACKGROUND:
Kimgald Angreilssen was born in the city of Highhelm, a Sky Citadel located in the Five Kings Mountains and the center of dwarven culture on Golarion. His clan traces its line through the generations to the city's founding, when the dwarven race emerged from the Darklands at the conclusion of the Quest for Sky. Even as a new age for the dwarven people began to unfold on the surface, however, Kimgald's ancestors were determined to never forget their origins. With the aide of his twin brothers the clan's patron, Oscgar Angreilssen, crafted a minor artifact known as a clan stone from metals they had gathered and carried with them from Golarion's depths. The trio descended once more into the Darklands to place the item in a position of honor deep below Highhelm. The brothers never returned from their journey, but several generations later it was discovered their mission had been successful: The clan stone was found embedded in an obsidian altar adorned with the sacred symbols of Torag and the rest of the dwarven pantheon.

The clan stone came to play an integral role in the clan's history. Maintaining their traditional roots, the Angreilssens hold the gladdinggarsun in high regard. This coming of age ceremony requires a young dwarf to descend into the Darklands and carve their gladdringgar, a name-rune, in the stone next to that of an honored member of the clan. The cavern that contains the clan stone is shared by the deepest and oldest gladdringgars, and descending to this cavern to complete the ceremony is seen as a great achievement; those with their name-runes carved in sight of the stone often become the clan's greatest heroes, and any that can carve their own rune next to that of their legendary ancestors is believed to be destined to achieve feats of equal, or even greater, prowess.

Like generations of dwarves before him, Kimgald took it upon himself to make the pilgrimage to the clan stone's cavern. He successfully navigated the maze of tunnels and chambers that make up the Darklands, finally finding himself standing in front of his clan's ancient treasure. He selected the name-rune of one of his great uncles and carved his own gladdringgar in the rock next to it. Stepping back to observe his work, the ceremony now complete, Kimgald became fascinated by the history recorded in the cavern. He began wandering through the area, reading each name-rune in turn, tracing his lineage back through the ages. The young dwarf was so focused on this task that he failed to realize he was not alone.

The attack came from opposite sides as two forge spurned, the twisted, undead remains of the twin brothers Gallit and Urgrin Angreilssen, who had traveled with Oscgar millennia ago to place the clan stone, charged Kimgald. Before descending beneath Highhelm the twins had forsaken the worship of Torag in favor of that of Droskar, the Dark Smith. The two had intended to twist the magics within the clan stone in a way that would poison and corrupt Highhelm far overhead, delivering the city to their new patron. Once Oscgar had placed the stone in its altar the twins murdered their brother, only realizing folly after he lay dead on the stone floor: Oscgar had enchanted the item in a way that only he could alter the magics in the manner they needed to accomplish their dark task.

The twins blamed each other for failing to consider this development. A quarrel erupted, and the two ultimately killed one another. Droskar damned the brothers for their failure, causing them to rise up as tortured monsters, condemned to suffer continual heat and pain until they could capture enough souls to forge soul chains long enough to please their dark god. To achieve this task the undead turned to the clan stone; though they lacked the ability to alter the item's magics as originally desired, they were able to twist it enough to capture the souls of dwarves with strong ties to the clan upon their deaths, dragging the dwarven soul to the stone's chamber so the two could forge their chains. Generation after generation past as the twins toiled in secret, sealing more and more of their kin in metal links as time progressed.

Though outnumbered and lacking the skill possessed by his undead attackers, Kimgald held the advantage in the fight; prolonged exposure to the magics held by the clan stone, an artifact originally dedicated to Torag, had physically weakened the twins' soul chains. The battle was hard fought, but in the end the young dwarf succeeded in shattering both bindings. The twins crumpled to the ground destroyed, the souls they had trapped finally released after years of imprisonment. The changes made to the stone by the undead, however, served to anchor the souls of the clan's ancestors. Trapped within the cavern of the clan stone and unable to pass on to Pharasma's Boneyard, the liberated spirits sought a new vessel. They settled for the only one available: The displaced spirits of his ancestors found shelter inside Kimgald.

A search party from Highhelm located Kimgald several days later, unconscious on the stone floor of the cavern. He was transported back to the city, where his state remained unchanged for several weeks, the young dwarf sustained entirely by the magics of Torag's clergy. When he finally awoke Kimgald was greeted by darkness and silence, though in a few days time the silence was replaced by incoherent whispering that no one else could hear. Neither condition could be corrected by the city's priests, and when news of dwarf's state reached the ears of Professor Lorrimor the man set out for the Five Kings immediately.

The Professor spent several months studying Kimgald's condition, working with the young dwarf to make sense of what had happened. It was Lorrimor who determined Kimgald now shared his existence with the lost souls of his ancestors, and who ultimately worked with Angreilssen as some of the dwarf's vision slowly returned. By the time the Professor departed to return to Ustalav, Kimgald was practiced enough at reading lips to understand the man's farewell. Lorrimor maintained contact with Kimgald for the next few years, until the dwarf received a letter not from the Professor, but announcing the man's death. Kimgald set out for Ustalav himself shortly thereafter, intent on honoring tha man who had helped redefine his place in the world.

PERSONALITY:
Despite being a natural introvert, Kimgald has worked to make himself at ease in social situations. He is usually found with a smile on his face and kind words to share. He has a fondness for telling stories, especially legends and tall tales; the spirits that speak to Kimgald are constantly whispering events, jokes, and accomplishments from their lives that he freely communicates to those around him. Occasionally his personality shifts slightly as the spirit of one of his ancestors exerts some measure of influence on the dwarf's demeanor. This never results in true possession, and he never experiences a change in identity or sense of self. That being said, Kimgald has been known to spontaneously demonstrate behaviors and skills for short periods of time that he lacks any awareness of after the fact.

Kimgald's appearance is immaculate, the result of a morning ritual of meticulous self-grooming. After initially suffering his curse and finding himself blind and deaf, other than the continuous murmur of strange voices in his head, he found this repeated behavior to be very calming. Even after learning how to cope with his new condition, and despite the return of some of his vision, Kimgald continues to carry on this practice, almost religiously. He is also very fond of fine cheeses and fruit ciders, claiming that they act as offerings to calm the voices of his ancestors. Not even Kimgald truly knows, however, if these offerings truly work in the way he describes, or if they simply reflect his own personal tastes.

The ancestral spirits that visit Kimgald possess an impressive amount if knowledge and insight, into events past, present, and future. Despite this Kimgald prefers not to seek their counsel. He explains that giving them attention increases the spirits' activity, resulting in severe headaches that can last for several days. During this time the the dwarf is short-tempered and irritable, and will sometimes indulge in binges of cheese and cider in an effort to quiet the voices in his head. Unfortunately, these attempts result in prolonging his headache and foul temperament as often as they succeed in silencing his ancestors.

STAT BLOCK:
Kimgald Angreilssen
Male dwarf dual-cursed oracle of ancestors 1
LN Medium humanoid (dwarf)
Favored Class oracle
Deities Torag, Pharasma, Kols, Magrim
Init -3; Senses darkvision 30 ft. (effective); Perception +0

---------------------------------------------------
DEFENSE
---------------------------------------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +5 armor, +1 shield; +4 dodge vs. giants)
hp 9 (1d8+1); Nonlethal Damage 0
Fort +1, Ref +1, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

---------------------------------------------------
OFFENSE
---------------------------------------------------
Speed 20 ft. (20 ft. base)
Melee heavy pick +1 (1d6+1; x4)
Melee dagger +1 (1d4/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids; +1 on damage rolls against undead
Revelations
1 hr/day - spirit shield
Spells Known (CL 1st; concentration +4)
1st (4/day) - bless, cure light wounds, doom (DC 15)
0 (at will) - create water, detect magic, purify food and drink, stabilize
Mystery ancestor

---------------------------------------------------
STATISTICS
---------------------------------------------------
Str 12, Dex 12, Con 12, Int 14, Wis 11, Cha 16
Base Atk +0; CMB +1 CMD 12 (16 when resisting a bull rush or trip)
Feats Spell Focus (necromancy)
Traits Dangerously Curious, Subject of Study (undead)
Skills Diplomacy +7, Knowledge (history) +6 (+8 pertaining to dwarves and their enemies), Knowledge (religion) +6, Linguistics +6, Perception +0 (+2 to notice unusual stonework; -4 on opposed checks; fail sound-based checks), Sense Motive +4, Spellcraft +6, Use Magic Device +8
Languages Common, Undercommon, Dwarven, Terran, Read Lips (Common)
SQ slow and steady, greed, hatred, hardy, lorekeeper, stability, stonecutting, weapon familiarity, oracle's curse (clouded vision, [deaf]), revelations (spirit shield)
Carrying Capacity 43/86/130; Load 78.50 lb
Combat Gear
Other Gear heavy pick, dagger, light steel shield, scale mail, traveler's outfit, backpack [bedroll, winter blanket, flint and steel, (8 oz. vial) ink, inkpen, clay tankard, (3 days) trail rations, hunk of Five King gouda (cheese), (50 ft.) hemp rope, traveling spellbook, waterskin], belt pouch [(10) pieces of chalk], belt pouch [5 gp, 15 sp, 28 cp]


Andjela Daywalker - Female Dhampir Paladin

The Uncola:

LG Medium Humanoid (Dhampir)
Init +4, Darkvision, Low-Light Vision, Perception -1

DEFENSE:
AC 18 (10 +4/Dex, +3/Armor), touch 14, flat 13
HP 11
Fort +2, Ref +4, Will +1

OFFENSE:
Spd 30ft

Melee Elven Curved Blade, +5 (1d10+3, 18-20/x2)
Range Javelin, +5 (1d6+2, x2)

ATTRIBUTES
Str 14, Dex 19, Con 10 Int 12, Wis 8, Cha 16

Base Atk +1, CMB +3, CMD 16

Favored Class: Paladin, +1 HP (x1)

Traits: Chance Savior, Heirloom Weapon (prof - Elven Curved Blade)
Feats : Weapon Finesse

Skills:
Diplomacy +7
Ride +8 (+6 w/ACP)
Spellcraft +5

Equipment:
Studded Leather (25gp)
Elven Curved Blade (80gp)

SPECIAL ABILITIES:
Aura of Good
Detect Evil
Smite Evil 1/day (Undead)

DESCRIPTION:

Age 120 yrs Height 5'10" Weight 140 lbs. Hair Black Eyes Grey

BACKGROUND:

Young by Dhampir standards, and saved by the Professor early on in the human's career... She has seen the Professor grow older and go through several inevitable stages in a human's relatively short lifetime.

He was accepting and a patient teacher, helping her cope with her condition. She is quite fond of the man, a father figure.

Summoned, she feels the need to uncover exactly what happened to the Professor and turn over every rock, tombstone and sarcophagus until she finds the root cause.


For your consideration: Pyotr, Half-Orc Redeemer.

Alternate Racial Traits (ARG): Bestial, Scavenger

Campaign Trait: Chance Savior
Personal Trait: Poverty Stricken

Background:
A twisted piece of rusted iron tore through the skin on the back of his hand. Pyotr let out a whimpering grumble as he cradled his damaged extremity. He sucked the wound, praying that the injury would not become infected, as he cast aside the jagged shrapnel. He wrapped a dirty strip of linen around the wound. He could not wait for it to heal, not if he wished to eat tonight. Using his uninjured hand, he continued picking through the fetid remains of the nearby town’s midden heap. Under a pile of moth-eaten cloth and moldy barrel staves he uncovered a pile of rancid, maggoty offal. He retched. The smell was agonizing.

The linen around his hand was soaked through with blood as he meandered down the hill of refuse carrying a few brown apple cores, a rind of stale bread, and some unidentifiable chunk of meat, not yet fully rotten. It was an uncommon feast.

There was shouting coming from the town. That was familiar. They were coming to drive him off again. They were always coming to drive him off. This time he could see torches and hear dogs. He reeked of midden and offal. He would never escape them.

An old man stumbled out of the brush. He staggered, half running and half tripping towards Pyotr. An orc, not a half-breed like Pyotr, but a full-blooded orc, rage and bloodlust contorting his already bestial features, burst through the underbrush with an axe raised high over his head. He screamed something unintelligible as he charged down the old man.

Pyotr’s scavenged meal had fallen to the ground. He cast around for something to use to defend the old man. His injured hand wrapped around the same piece of twisted scrap that had torn it open. He stood over the fallen human, baring his tusks against the charging orc.

.....

The Knights of Lastwall surrounded Pyotr with leveled spears. They were closing in when Professor Lorrimor stopped them. “Wait,” he said. “This one’s not with the others. He saved my life.”

“Who are you?” the knight-captain asked. “Why are you here? What do you know of the Belkzen Horde?”

Here? The Horde? Pyotr struggled to comprehend. I’m… I’m Pyotr The orc groaned beside him.

“He’s still alive!” another knight shouted. “Why didn’t you finish him?” the knight-captain demanded.

Finish? You mean kill him?

The knight-captain gave him a quizzical look. “Why did you protect Professor Lorrimor? Why did you spare this orc?”

Why do you wish them dead?

"Please," Professor Lorrimor said. "He's just a child."

“A strong child.” the knight-captain said. He stood in thought for a few moments. “You will come with us. And,” he wrinkled his nose in disgust, “you will take a bath.”

I'll get a full character sheet up soon. Thanks for your consideration!


Bowing out with Jerome.


I don't know if the GM cares about this, but I see a trend of Dhampir Paladin. And one thing that I haven't seen by a lot of them are the necescary inclusion of how an ARG race fit's into this with no backstory really explaining it. AND they all start out "young by Dhampir standards." One question that I would like an answer to is why are ALL the Dhampir ALL paladins. It doesn't make since that a Vampire Wannabe race (no offense to the people submitting them, that's just my personal opinion that Paizo wanted a less OP vampire race for people to play) would choose to be Paladins, but like I said, just my opinion.

1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Shady's Carrion Crown Recruitment All Messageboards

Want to post a reply? Sign in.