
| Woodsmoke | 
 
	
 
                
                
              
            
            All right, here is the statblock for my inquisitor, Dmitry Pavlovich (Slavic naming conventions suit Ustalav, I assume?):
Dmitry Pavlovich
Male Human Investigator 1
N Medium Humanoid (Human)
Init: +2; Senses: Perception +5 (+6 vs traps)
-----------------
DEFENSE
-----------------
AC 14 Touch 12 Flat-Footed 12
HP 9
Fort +1, Ref +4, Will +4 (additional +2 vs. emotion spells or effects)
-----------------
OFFENSE
-----------------
Speed: 30 ft.
Melee
-Sword Cane +0 1d6 (x2/Slashing)
-Dagger +0 1d4 (19-20/x2/Piercing or Slashing)
Ranged
-Dagger +2 1d4 (19-20/x2/Piercing)
-----------------
STATISTICS
-----------------
Str 10 Dex 14 Con 12  Int 15 Wis 13 Cha 12
Base Atk +0; CMB +0; CMD 12 
Feats Extra Inspiration, Unforgotten (Story; reduces non-lethal damage taken by 1, +1 will save)
Traits Teacher's Pet (+2 on Knowledge Local), Grief-Filled (+2 on saves vs emotion spells & effects)
Skills (6 +2 int +1 human +1 favored class)
Bluff     +5	(1 rank +1 cha +3 trained)
Craft (Alchemy)     +6	(1 rank +2 int +3 trained) (additional +1 when crafting alchemical item)
Disable Device     +7	(1 rank +2 dex +1 Trapfinding +3 trained)
Escape Artist     +6	(1 rank +2 dex +3 trained)
Knowledge (History)     +6	(1 rank +2 int +3 trained)
Knowledge (Local)     +8	(1 rank +2 int +2 trait +3 trained)
Linguistics     +6	(1 rank +2 int +3 trained)
Perception     +5	(1 rank +1 wis +3 trained) (additional +1 when searching for traps)
Sense Motive     +5	(1 rank +1 wis +3 trained)
Stealth	     +6	(1 rank +2 dex +3 trained)
Languages Common, Undercommon, Varisian, Dwarven
Equipment Leather Armor, Sword Cane, Dagger
Gear Traveler's Outfit, Backpack, Thieves' Tools, Waterskin, Flint & Steel, Scroll Case, 2 Days Rations, 11gp
Carrying Capacity Light - 33, Med - 66, Heavy - 100, Lift Over Head - 100, Lift Off Ground - 200, Push/Drag - 500		Current Load: 29.5 lbs
-----------------
SPECIAL ABILITIES
-----------------
Alchemy	When using Craft (Alchemy) to craft an alchemic item, gain a competence bones = to class level.  Can use Craft (Alchemy) to identify potions as detect magic by holding the potion for 1 round.
Inspiration Pool: 6 - Free action to expend 1 use from pool to add 1d6 to any skill check or ability check. Can inspire a Knowledge, Linguistics, or Spellcraft check without expending a use as long the skill is trained.  Can also be used as an immediate action on attack rolls or saving throws, but doing so expends 2 points from the pool.
Trapfinding Add 1/2 level to Perception checks to locate traps and to Disable Device checks.  Can disarm magical traps with Disable Device.
-----------------
EXTRACTS
-----------------
1st - 2/day (4 known) - Disguise Self, Cure Light Wounds, Shield, Heightened Awareness
Resource Tracking
Starting Equipment:	105 gp
-Traveler's Outfit	1g
-Leather Armor		10g
-Dagger			2g
-Sword Cane		45g
-Backpack		2g
-Thieves' Tools		30g
-Waterskin		1g
-Flint & Steel		1g
-Scroll Case		1g
-2 Rations		1g
REMAINING 11gp

| Scott Sharplin | 
 
	
 
                
                
              
            
            Wow, lots of great questions and ideas are popping up. Later on today I'll try to respond to all the detailed backstories and statblocks. In the meantime, here are some quick comments:
Reworked Arabeth so as to better reflect the DM's request for 'Normal' adventurer proportions. (As in 'This' Arabeth is a better average.)
I'm afraid Arabeth is not coming into line with Gothic horror conventions, at least not as I've come to understand them. Her wings and her background mark her as a high-fantasy character. Hiding the wings is a step in the right direction; however, I believe you'd find it overly restrictive to conceal them in public.
If you want to try again, here are some pages that describe Gothic horror motifs and tropes. They might provide some inspiration:
Gothic Motifs
Gothic Horror on TV Tropes
A pretty hefty portion of the background involves his primary character flaw and dark secret. Would you prefer I send the finished product via PM or just spoiler it here? I trust that people won't metagame if they read it. I just want to be sure.
Let's stick to the thread for now. It's getting a bit confusing for me, bouncing back and forth between here and private messages.
Scott, I don't remember seeing any posts indicating if you are using background skills or not. So if I may ask, are you using background skills?
I'm not planning on using anything from Pathfinder Unchained.

| Sapphyria | 
 
	
 
                
                
              
            
            Absolutely fascinating. I've not yet participated in a Play by Post campaign; I've written cooperative stories online, but that's about it. Gothic horror is a genre that I've always loved, however. I've a few too many voices clamoring for attention in the chaos of my mind to fully ascribe to one yet, but the loudest ideas thus far would be either a changeling sorceress or possibly, an occultist of race yet to be determined. If you're not opposed to having a player that's new to PbP format--though new neither to Pathfinder nor writing!--I am intensely interested in this idea. I'll try to get a fully realized character together if I ever get home from work this evening.

| Scott Sharplin | 
 
	
 
                
                
              
            
            Some detailed replies for those who have submitted backstories:
The “tiny town in southwest Ustalav” should actually be Caliphas, the capital city. That’s generally considered the best place to “disappear” or blend in. That locale will also make it easier to form connections with other characters.
It’s your choice about gunslinger or slayer at 1st level. I don’t mind starting him out as a gunslinger who discovers he has a natural affinity for the weapon. I have some ideas on how to explain that, but I’ll keep mulling it over in case something else occurs to me.
I also don’t really understand how Seljak “turns into a zombie when mad.” Inheriting an undead bloodline is a good place to start, but what does “zombie” mean in this case? Does he literally become undead? Does he somehow resemble a zombie when he’s mad? It’s an intriguing spin on the traditional “curse” story, but you might need to think it through a bit more.
Finally, dig into Seljak’s backstory to see if there is anything you can develop as a goal that’s more complex than “stuff” or “friendship.” In a traditional RPG, those are perfectly useful goals. In Gothic horror, they may not be enough; when the terrors of Ustalav rear their heads, no sane adventurer is going to stick around for love or money – they need something truly profound to drive them forward against such daunting threats.
I hope that helps. I look forward to seeing where you are able to take him!
Those legendary heroes must have felt awfully dumb after being defeated by three zombies! I might make some suggestions on how to tweak that particular aspect of Ivan’s history, but it will take some careful thought.
I might move you from Lepidstadt to Caliphas, depending on how the other character biographies shape up.
I also don’t think it would be fair to start with a character already connected with a group as powerful as the Prince’s Wolves. It might not become an issue until higher levels, but it implies a high level of understanding about the supernatural in Ustalav, and that’s not conducive to Gothic horror, which involves gradual, soul-curdling revelations.
Having said all that, there may yet be ways to build a character that fits. Think about developing a backstory wrapped in mystery and secrets, as well as creating a goal and some quirks & flaws, as I’ve mentioned. Here’s the link to the Lycanthropy corruption, if you’re interested:

| TheSuperDodo | 
 
	
 
                
                
              
            
            Thank you for the feedback!
1. The crossbow is mostly a last resort. Ivan tries to handle most situations using spellcasting, usually by buffing his allies and casting Disrupt Undead (by channeling Gamorak the Archmage).
2. The heroes weren't killed by three zombies; the backstory mentions three, but more zombies kept swarming out of the cave, overpowering the adventurers. I feel dumb for leaving that out :P
Also, the heroes aren't particularly legendary. They mostly traveled the northern nations of Avistan, looking for heroic deeds to accomplish, the greatest of which is recovering the legendary banner of King Einarik Stormbreaker from the Thanerest Mausoleum (one of Ivan's favourite stories to tell on a stormy winter night). From a mechanics point-of-view, they were probably around level 8.
"Ivan loves telling stories. Whenever speaking with people about boring events, he uses colourful language and often exaggerates in order to make life sound just a bit more interesting." Well, take Ivan's description of the heroes with a grain of salt.
3. The specific location doesn't really matter; I'm looking forward for ways to tie in Ivan's backstory with the rest of the group!

| Alec du Chevrou | 
 
	
 
                
                
              
            
            Hey Scott, finalized Alec du Chevrou here. Went ahead and switched him over to Slayer and will multiclass to Mysterious Stranger Gunslinger as soon as possible. Please shoot me a PM once you're ready to have the players start modifying/integrating their backstories. Looking forward to gaming with you!

| Wuliev the Indignant | 
 
	
 
                
                
              
            
            Hey Scott, let me know if you can work with this. I can summon up a more detailed appearance and whatnot if you desire. I'll do that and clearly note out the quirks, flaws, and goal probably tonight or tomorrow, but for now this is the base of my submission. I hope you enjoy the read.
A tradesman by birth, his father taught him how to get by through the fur-trade, trapping various weasels, hares, and even sometimes larger quarry. He didn't care for the messiness or the grueling routine of the work, but he was overjoyed whenever he could go to larger cities. When he had the time to, he would go to libraries and temples and spend hours just reading. When nobody was looking, Wictor would lift several tomes from their homes and stow them in the back of his cart, and journey back to the woodlands, whistling and smoking all the way. He would buy proper volumes, out of respect for their content and make, but a surplus in the fur market was more than uncommon- the market was so aggressive, especially in the urban areas.
Over time, Wictor's father died, and he married the lass which he found most suitable to his manic preferences. He carried on the fur work, but focused on his life's unspoken dream: To open for almost solely his own glory a library inside his little town. He was now freed from the burden of his father's expectations. So, he pursued to open his library. A place in which he'd be able to tell his vibrant epics, and cause all eyes present to twinkle with that inviolable child's wonder. The task of funding was quite a span, but the resources and labor needed came after a long enough time. Wictor had his day, and opened the library for all. He was finally able to leave his traps in the shed to rust.
Several months after the establishment was founded however, there came to its' founder a disturbance: Miscreants. Vagabonds. Thieves. Some unforgivable sod began stealing books from Wictor's wings! He mentioned it not publicly, but over time began to ponder and obsess over his regular and moreso even his nominal patrons- in his heart he meant to destroy them, whoever they were.
His obsession grew and grew with each passing day. At one such point he even cracked open his forgotten shed- the mouths he abhorred before were now to him his last bastion of defense. At dusk, Wictor would lock up the library and unlock his secret chest. Meticuluously he would place each set of metal teeth aside every window, every door: wherever a moonbeam would crack through the boards.
At twilight each night, he would rise from his bed, silent as sin, candlestick in hand, and check each trap in his library. Every morn when he'd open up shop, he'd stow away all the traps in his chest, and open up the doors to his most welcomed criminals. He'd devised shrewd tests- sleights, if you're of the wary kind- to see if a certain guest was his thief. He had done so with all precision and stealth, looking only for his weighty rectangles. It was all he ever wanted. It was during these days that his lovely blonde wife noticed the first of his balding.
ON THE FATEFUL EVE, Wictor arose to make his nightly rounds. He expected nothing different from the many rounds prior, even in a doubtful fear that he may never find his thief. He unlocked the door to find a scrawny child, bleeding and yelping, foot caught in a bear trap.
"HERE YOU ARE! HERE YOU ARE! I'VE FOUND YOU, MY SON!!"
There was no mercy in Wictors' faux greeting, or in his acts proceeding.
He didn't see a child laying before him, all he saw was the one who so wronged him.
In a flurry, the trapper was on the floor, choking the poor child in vengeant silence, drowning him in his grasp by flickering candle light.
In the dance proceeding, fury once bottled so tightly was exacted, with such vigor that the nearest bookcase was knocked down, volumes fluttering to the floor, some tripping traps, some bending valuable spines, some thudding flat as they should.
The candle was also strewn on the floor. It rolled amidst the scuff towards the mortal duo, and its' licking tongue caught on one precious page, setting the rest to flame, and the rest was naught but history and squalor.
The library burned to the posts. All the books were lost. One survivor limped from the scene, the charred Wictor victorious, bear trap clamped tightly on his left knee. In the morning, the village ran to see what happened. There was no body to be found, only burnt floorboards strewn with gleaming furtraps.
To explain the occurence, and cover his sin, Lugaulle did what he did best; spun a blubbering tale. The brokenness of his mourning was so authoritative that the villa noticed not the absence of one of their youths until a day or so later.
Even after these eighteen years, not one of the townsfolk ever put it all together. They all just moved on, including Wictor. With his library burned his dreams, and he consigned himself to the drudgery of his fathers' ways. He loved his wife, sired two daughters and a son, and told them the best of bedtime stories a child within all the lands could have ever heard. Every night he kissed them on their foreheads, and told them that whatever they do, to never become thieves. He worked hard to make a life for them, his new precious ones.
The years had not left him unscathed either. Where he once was dashing now he was grizzled and balding. Where once his wit was pointed and pernicious, now lay mellowed and patient. He had two chins, a beer belly, and didn't have the luxury of the colognes of the cities of his youth. He loved his family, but he was truly dead alive- a dull and dusty tome he himself had now become. His gimp leg didn't help his trade work any, so he had to work his son harder than he wanted to- at times, even harder than his father had worked him. He had come to a point of understanding of necessity and cycles that doom had lingered in his heart in a more present presence. He had begun to give himself harder drinks, and more often. He had seen himself become just like every other man in his town. Nothing like the idolized heroes of his youth. Nothing even resembling the cunning rogue his youth once was.
One rounds he saw something he thought might be magical- a golden hare with a giant black spot on its' leg was caught in the last trap of his lines. Deep in the woods, he was bewildered by this beast. It revived in his mind countless tales of his old life- he was sure he had read of a rabbit of this design somewhere. The impression was strong enough that the resigned man let the whelp free, fancying to himself that some mythological deity of old might give him boon or aid for his act of mercy upon their golden servant.
Recently, one renowned teacher Wictor had traded tales with had passed on. He was bewildered to find that he recieved a letter at all for the funeral. Lorrimor was one of the keenest-edged pens Wictor knew. He laughed when he got the letter. Wictor remembered the only time he ever got caught stealing a book- by the late professor, in his study. Lorrimor gave him the book, after a stern talking to of virtues and ideals.
Wictor didn't for one second juxtapose that memory with the one that left his left ear marred and his knee obselete.
He hadn't been to a city so big in years; travel wasn't as easy for him as it once was. Nonetheless, Wictor showed the letter to his kind wife and left almost immediately.
He didn't think he'd be gone for more than a fortnight.

| Scott Sharplin | 
 
	
 
                
                
              
            
            This backstory is a Gothic epic unto itself! You have a knack for channeling the self-destructive, psychological horror of Poe and Stevenson. There’s a lot of meat here for a tortured character crawling towards redemption. Fun!
If you’re still mulling over goals, quirks, etc., I’d think seriously about making “redemption” a cornerstone of Wictor’s journey. If he has no desire (or hope) to atone for what he’s done, then he is a bitter grotesque, and his only hope for change is to become more embittered. That might make for an entertaining Gothic story, but it certainly won’t endear you to any of the other characters, and it might even get on players’ nerves after awhile.
So think about ways that you can insert a glimmer of hope, or humour, or just humanity into this damaged soul. I’m not suggesting you play him for laughs, but give him some sympathetic trait so that we all have a reason to root for the guy. That way, if his story ends tragically, it will feel like a genuine loss, not just poetic justice.
If you don’t have a Campaign Trait in mind, I’d suggest “Making Good on Promises.” You can ramp up your encounter with Prof. Lorrimor by placing Wictor in trouble with the law – arrested for stealing books from a University, perhaps – and having Lorrimor save him unexpectedly (“Oh no, officers, this lad was merely borrowing the books on my behalf”). Accordingly, Wictor might picture Lorrimor as one of the few men capable of understanding him – not only his pathological need to read, but also his deep-seeded need for atonement.
I’m going to suggest Wictor’s “villa” was Feldgrau, a tiny hamlet in Ardeal, in Eastern Ustalav. If you read anything about Feldgrau, you’ll get a very different impression of it – I’ll be modifying its history and function for my campaign – so I’d steer clear of research, and for now, just picture it the way you’ve described it.
Feel free to send me Goals, Quirks, a Flaw, and/or character stats whenever you have the chance. Cheers!

| Scott Sharplin | 
 
	
 
                
                
              
            
            Absolutely fascinating. I've not yet participated in a Play by Post campaign; I've written cooperative stories online, but that's about it. Gothic horror is a genre that I've always loved, however. I've a few too many voices clamoring for attention in the chaos of my mind to fully ascribe to one yet, but the loudest ideas thus far would be either a changeling sorceress or possibly, an occultist of race yet to be determined. If you're not opposed to having a player that's new to PbP format--though new neither to Pathfinder nor writing!--I am intensely interested in this idea. I'll try to get a fully realized character together if I ever get home from work this evening.
I would certainly urge you to submit something. It would be great to have at least one female character in the mix. As I said early on, I'm inclined to give priority to Occult Adventures classes, so if you're on the fence, I'd suggest going with occultist. Human characters fit into this setting best, but a changeling has loads of potential, too.

| Woodsmoke | 
 
	
 
                
                
              
            
            I am at work just now, but tonight I will extract my information conveyed via PM and compile it into a cohesive backstory entry to post here. Just to touch on my character for others, I do not expect my investigator will be a particularly capable combatant, and I plan to focus him in out of combat areas. He will have plenty of skills, however, so between knowledges, trapfinding / disable device, information gathering, and potentially poison-dabbling, he should be a decent support character.

| Seljak Kopile | 
There are a couple of things about Seljak I’m not sure I understand. His half-orc nature is central to his identity and backstory, but where did his orcish blood come from? Neither the “high-end call girl” nor the orc-hating sorcerer seem to have the necessary DNA to make Seljak who he is.
Sorry I didn’t spell this out better in the first paragraph. Under “Important People” I described His Mother: Goruza Drolja a high end call girl from Caliphas Widow's Boudoir. He remembers her face, her singing to him orc lullabies and her soft silky cloths and black leather cloths, all of them showing her beautiful orcish skin. She is a half orc. His father outwardly hates half-orcs but secretly lusts after them. If her “Orc Blood” isn’t strong enough as a half orc to have a genetic throwback then I could list her as an orc.
Also, bestial does a couple of things for him. If he is really ugly it would explain why he is more hated than other half orcs and it could be the cause of his lisp. Second it replaces “Orc Ferocity”, and he is not ferocious, he is very meek, unless he is raging.
I also don’t really understand how Seljak “turns into a zombie when mad.” Inheriting an undead bloodline is a good place to start, but what does “zombie” mean in this case? Does he literally become undead? Does he somehow resemble a zombie when he’s mad? It’s an intriguing spin on the traditional “curse” story, but you might need to think it through a bit more.
I was trying to project Seljak childlike intelligence. He just calls it “Being a Zombie” that’s what the children in the attic called him when he raged the first time and got thrown out of the brothel. So that’s what he believes it is, not having an understanding of the Bloodline. He just knows that when he gets mad he changes into something different. The Bloodline Powers: Says: ”When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.” I picture in my mind him taking on an appearance of pale clammy skin, his motions becoming jerky and more moaning, what he and children would call a “Zombie.”
Finally, dig into Seljak’s backstory to see if there is anything you can develop as a goal that’s more complex than “stuff” or “friendship.” In a traditional RPG, those are perfectly useful goals. In Gothic horror, they may not be enough; when the terrors of Ustalav rear their heads, no sane adventurer is going to stick around for love or money – they need something truly profound to drive them forward against such daunting threats.
“…In a traditional RPG, those are perfectly useful goals…” That’s interesting, in a normal game if someone listed those as a players goals I would go “Murder-Hobo” and ignorer their application.
I realize on the surface these goals seem weak. The first reason I went with these two goals was because of his IQ. Seljak is very unsophisticated. Studies show that lower IQ people tend to do well with simple goals If you would ask him what he wanted to “Be” he would say “A great professor like Professor Lorrimor” or to “Go to Absalom and become a god” Things totally unrealistic. However they really value stuff, especially if they didn’t have much growing up, thus stuff.The second goal “Long term friendship” is due to the loss of love from when he left his mother and the constant rejection by others. Even his “Mentor” Morgrym Domar, the head Janitor, abused him and Seljak was loyal to him. But he was willing to leave and go someplace strange and scary just someplace else in the country to do the will of his friend professor Lorrimor. I wanted his loyalty to be almost dog-like. Part of this is because “Igor” seemed to be willing to do horrendous things in the name of his master. Because of his sophistication level I think things like “Respect of others,” “Titles and Lands” or even “Revenge” would be have to be so simple or so unrealistic that it would be less interesting.
I would be interested in seeing what “Horrors” he would be able to endure for his friends/team mates. He has already crossed bridges over water to go to the funeral… Seriously I am still pondering other goals. There are two that would relate to both money and relationships. To have a place or home of his own, not knowing how much this would cost, he would want to earn a lot. Then he would to find his mother and bring her there. If you have any recommendations I would love to discuss them with you.
I hope that helps. I look forward to seeing where you are able to take him!
In role-playing games I like to start characters out young and see where the adventure takes them and what they become. It’s a bit of an organic process for me I try and develop the character story and I start with very few preconceived ideas, just general outlines as to where he is going. I have started characters at higher levels and created a deeper story and I find I like that process less. I prefer to grow with the characters both mechanically and story-wise. So to ultimately see where I take him we will need to play him together ;) unapologetic plug ;)
Having read my responses it sound like I am justifying my selections; instead of responding to your critique.
If it will help making his mother full blood orc I will, is the selection of Bestial instead of Orc Ferocity OK?
Seljak thinks he becomes a zombie, it’s just the bloodline.
If we develop his story through the game I could see other goals. For instance when he learns who his father is he may want revenge. If it would help I could write that in before he leaves, but it may be better he find out after he leaves because if that was the motivating drive of his life would he have left? He could become helplessly infatuated with the professors daughter when he saw her, but then would he leave there on the adventure without her.
Let me say I appreciate the critique. I developed him several months ago and haven’t been forced to rethink him, so it is taking time. I would love to hear any ideas. Thank you RH

| Wuliev the Indignant | 
 
	
 
                
                
              
            
            Scott, thank you so much for your input. I don't think I expressed it boldly enough in the latter portion of the story, but Wictor has since 'reformed' inside of his resignation of the 'dad life'. He is no longer predominantly the murderous psycho he once was, at least consciously. The traits before are dormant at BEST. His main drive/goal is to see his children flourish and be well off. His personal goals when presented with a different course will be explained below.
I think a redemption story would be very fitting, but not right at the start. Because he is not in the full state of mind as he was when he killed the child, I would assert that we must see his psychopathy develop again, when he has entrenched himself in the dark magick he is presented with. (Of course by then there may be not a full 'going back', even though he may be fully repentant.)
And even then in the fullness of his psychopathy I would not play him out to be a hindrance to the party- for his vileness lies in his charisma. In his youth he sook his vain glory among his enlightened contemporaries. His violence is not his inherent goal, but a consequence of when he is betrayed or challenged in a way that violates his goal. This being said, because the PC's will have some underlying mutual goal, Wictor would not plot against them until the final goal has been completed (and the adventure ends.)
Even though he has found MUCH value in investing in his family and watching them grow, Wictor has his secret smothered life he subconsciously wishes to awaken. If he could have anything in the world, it would be complete freedom to pursue what his mind's obsessions without hindrance. Among the tallied hindrances (IF he 'ere were to tally them all consciously - which is NEVER a thought that has since crossed his mind) Wictor would find his family, his baldness, his disability, his age, his scars, his weight and his trade stacking against him.
If he were ever granted a wish by whatever gods that may or may not be, he would ask for immortal health and youth.
He would desire these things so that he could pursue knowledge and secrets forever, because these things make him feel like he has something to bewilder and entertain with, so he may be seen as a clever and dashing gentleman. He seeks to be percieved as such with the whole of his dormant being.
However, the tallies and all ends which follow them have indeed n'ere crossed the forefront of his mind, because the laughter of his children, the hearth of his home, the breast of his wife, and the burn of his whiskey have kept him busy and complacent.
QUIRK 1: My character always 'covers his tracks' and takes note of suspicious elements.
QUIRK 2: My character rarely confesses his own faults and blame.
FLAW: My character becomes secretly bitter whenever someone threatens his vanity.
I would also like to clearly denote some of his redeeming traits that while may not have been explicitly expressed during his initial backstory will certainly be at the forefront of his characterizations.
1: He bears a wizened, patient, and jovial demeanor. He is used to being inconvenienced by both his disability and his responsibilities, and takes what fate deals him in kind.
2: He bears a fun wit, which he oft employs to bring joy to those around him, especially children that remind him of his own children. Socially he prides himself as being all things to all men, being able to discuss and banter about any topic, meeting all manner of type in the middle of the road and knowledgeably connecting with them.
3: Charity is his default setting. He always finds himself helping neighbors with tasks his leg allows him to, and often buys the first or last round. He makes his wife bake an extra loaf every day he goes to town just in case someone is found in want.
Look upon me and judge or revise as you will. I look forward to our continuing discussion.

|  Sir Longears | 
 
	
 
                
                
              
            
            @Scott: Are we allowed to craft something before the adventure? I'm specially thinking about crafting a couple alchemical stuff. Also, have you decided on how you'll handle the 'low-magic' stuff?
The Pathfinder Unchained book has the Automatic Bonus Progression rule that actually works pretty well...

| Scott Sharplin | 
 
	
 
                
                
              
            
            Seljak is a half-beast AND he’s the son of a rich sorcerer AND he becomes bestial when angry AND he really likes his coat and sword AND he’s lonely. It feels like each of those traits is independent of the others, except for a few tenuous, mechanical connections (like the sorcerer/bloodrager connection). It’s asking a lot at this point, but I’d suggest you step back from the character as you’ve conceived him, choose the one or two elements that intrigue you the most, and then build him up more solidly around them.
For example, if you’ve always wanted to play the “outcast” or “man-beast” trope, then keep Seljak as a half-orc but concentrate solidly on making that his shame, his curse. Craft a goal in which he actively seeks for ways to change himself – not just dressing fancy, although that could be a start, but dreaming/reading/seeking out dubious and risky ways to rid himself of his visible heritage. Choose traits that reflect that – how do people behave in real life when they are ashamed of their appearance? You may even discover that you don’t want to play him as a bloodrager, since that puts him front and centre, where everyone can see how hideous he is. Or, if you really want to stick with that class, consider a bloodline that reflects his psychological landscape – examples might include Shadow (“Don’t look at me, I’m hideous!”) or Aberrant (“I want to be normal, but I keep getting weirder!”).
Alternatively, maybe bloodrager/Undead is what really intrigues you about this guy. In that case, his half-orc ancestry becomes a sort of distraction. You could play him as a normal, even attractive, person who inwardly fights to keep the necrotic influence at bay. Instead of ignoring the fact that he sometimes becomes “a zombie,” this Seljak probably obsesses about it. He would never explain to his friends why he hangs around graveyards or seeks the counsel of people like Professor Lorrimor. Heck, he may not even want friends, since he’s liable to turn on them in an instant. His goal, again, would be to rid himself of a curse, but in this case it’s a different curse.
I don’t know if these are clear, and they’re not meant to be prescriptive. They’re just examples of ways you can construct goals, secrets, flaws and quirks around a central characteristic. There is still always room to make your character three-dimensional – I wouldn’t want it any other way – but this approach will give you a much better handle on where he’s starting from. The other dimensions, as you suggest, will come as you move forward with the story.
Finally, let me say that your acceptance into the campaign is by no means dependent on making these revisions. I’m just trying to help you while I can, before the details of the campaign overtake my life. :)
Do the story and the resulting character add up?
Does the goal you’ve described make sense, in the context of what Wictor has experienced, and how it may have changed him?
Do you see any traits that may result in inconsistent role-play?
Do your plans for the character's immediate future (ie. tempted into darkness by a spectral rabbit) resonate with the elements you've seeded in his past?
And, above all, do you feel like this will be a fun character to play? If we’re lucky enough to find our groove and the campaign gets off the ground, you’ll be with him for a long time. I want you to make sure that he’s got the ingredients you need for a good time.

| Scott Sharplin | 
 
	
 
                
                
              
            
            @Scott: Are we allowed to craft something before the adventure? I'm specially thinking about crafting a couple alchemical stuff.
I'd rather not. The reasons will become clear relatively quickly, and shortly after that, you should have enough down-time to try your hand at crafting.
Also, have you decided on how you'll handle the 'low-magic' stuff? The Pathfinder Unchained book has the Automatic Bonus Progression rule that actually works pretty well...
Hmm, maybe. My short-term plan is to adjust creatures' abilities and CRs to account for less loot. The long-term plan involves the gradual revelation that this world isn't as "low-magic" as anyone thought it was.
I've only shied away from Unchained rules because I am currently living on a different continent from my precious hardcover collection, so I don't have ready access to all the variant rules. Also, I don't know how much time I'll have between posts to do extra research, so I'm inclined to stick with what I know.
But I did take a glance at the Automatic Bonus Progression rules, and they seem very straightforward. I know that everyone loves loot, but this system could help to preserve the feel of a world in which, say, a magic ring is unique and filled with mysterious power and danger -- as opposed to the standard "+1 Rings of Protection for everyone."
What do the rest of yas think?
Automatic Bonus Progression

| Alec du Chevrou | 
 
	
 
                
                
              
            
            As a recent expat to Europe, I feel your pain regarding being separated from your RPG books :/
I'm ambivalent about the Automatic Bonus Progression--on the one hand, as someone planning to play a pistol-wielder it's a convenient way to power up one of my primary weapons without constantly having to craft new ones. Unlikely to find magic guns in a lich's library or dragon horde. On the other hand, I like acquiring loot, and as long as the rest of the game's monsters/encounters are appropriately scaled I don't think early low-magic is a problem. Especially if you're planning on slowly turning it into a more "classical fantasy" magic level as the campaign progresses

| Woodsmoke | 
 
	
 
                
                
              
            
            I don't mind either way. I am not a particularly loot-driven player, but I understand the appeal. I like low magic a lot. In my own games i generally have it so scrolls and potions are readily available, but magical weapons and such gear are a big deal, and usually require special reagents to craft. That is just my preference as a DM, though, and if accepted I will be fine with whatever the consensus or GM decision is.

|  Sir Longears | 
 
	
 
                
                
              
            
            Ok, not a problem at all not being able to pre-craft. Here it is Esdras Martalen. Scott, let me know if you need anything else.
About the Automatic Bonus Progression, I think it is a fine system and enhances the 'family sword' feelings instead of the constant dumping of equipment.
I'd like to also point out the Background Skills system. In my humble opinion, it is also a pretty straightforward rule and makes a huge difference for classes with a ridiculous amount of class skills that don't benefit from a high intelligence, like the fighter, clerics, and paladins for an example. Many skills are meant to serve as fluff for your PC and since a fighter has so few skill points, this option is 'denied' to them... In Esdras case, he'd be taking a few ranks in craft (alchemy), handle animal, profession (soldier), etc...

| Wuliev the Indignant | 
 
	
 
                
                
              
            
            Scott, in short answer, absolutely yes. The contradictory traits inside of him I find to round him out. He is a flawed and doomed hypocrite. I wonder if you see dissonance or a logical break in the submission that my subjectivity omits? In my mind all things were intentional.
I've only been writing for three years as a hobby, and you have been at it for thirty- is there anything which the master would say to the student?
Thank you for your time, attention, and consideration.

| Seljak Kopile | 
Scott, thank you for your feedback, When I created Seljak it was for a game where we were rolling stats, and I created him using those stats, attempting to develop an interesting ‘Igor’ trope, but I need to have a reason where a cowardly sycophant would take up arms, thus the rage.
I had even started typing a simplified version of his background. Unfortunately three of the games I am in, with one GM that was on hiatus, have picked back up and I am not going to have time to start another game. Thank you for running the game and the critique on Seljak. I will keep them in mind if I ever have time to apply for 'Carrion Crown' in the future.

| Woodsmoke | 
 
	
 
                
                
              
            
            And here we go, all in one post:
Dmitry Pavlovich
Male Human Investigator 1
N Medium Humanoid (Human)
Init: +2; Senses: Perception +5 (+6 vs traps)
-----------------
DEFENSE
-----------------
AC 14 Touch 12 Flat-Footed 12
HP 9
Fort +1, Ref +4, Will +4 (additional +2 vs. emotion spells or effects)
-----------------
OFFENSE
-----------------
Speed: 30 ft.
Melee
-Sword Cane +0 1d6 (x2/Slashing)
-Dagger +0 1d4 (19-20/x2/Piercing or Slashing)
Ranged
-Dagger +2 1d4 (19-20/x2/Piercing)
-----------------
STATISTICS
-----------------
Str 10 Dex 14 Con 12  Int 15 Wis 13 Cha 12
Base Atk +0; CMB +0; CMD 12 
Feats Extra Inspiration, Unforgotten (Story; reduces non-lethal damage taken by 1, +1 will save)
Traits Teacher's Pet (+2 on Knowledge Local), Grief-Filled (+2 on saves vs emotion spells & effects)
Skills (6 +2 int +1 human +1 favored class)
Bluff			+5	(1 rank +1 cha +3 trained)
Craft (Alchemy)		+6	(1 rank +2 int +3 trained) (additional +1 when crafting alchemical item)
Disable Device		+7	(1 rank +2 dex +1 Trapfinding +3 trained)
Escape Artist		+6	(1 rank +2 dex +3 trained)
Knowledge (History)	+6	(1 rank +2 int +3 trained)
Knowledge (Local)	+8	(1 rank +2 int +2 trait +3 trained)
Linguistics		+6	(1 rank +2 int +3 trained)
Perception		+5	(1 rank +1 wis +3 trained) (additional +1 when searching for traps)
Sense Motive		+5	(1 rank +1 wis +3 trained)
Stealth			+6	(1 rank +2 dex +3 trained)
Languages Common, Undercommon, Varisian, Dwarven
Equipment Leather Armor, Sword Cane, Dagger
Gear Traveler's Outfit, Backpack, Thieves' Tools, Waterskin, Flint & Steel, Scroll Case, 2 Days Rations, 11gp
Carrying Capacity Light - 33, Med - 66, Heavy - 100, Lift Over Head - 100, Lift Off Ground - 200, Push/Drag - 500		Current Load: 29.5 lbs
-----------------
SPECIAL ABILITIES
-----------------
Alchemy	When using Craft (Alchemy) to craft an alchemic item, gain a competence bones = to class level.  Can use Craft (Alchemy) to identify potions as detect magic by holding the potion for 1 round.
Inspiration Pool: 6 - Free action to expend 1 use from pool to add 1d6 to any skill check or ability check. Can inspire a Knowledge, Linguistics, or Spellcraft check without expending a use as long the skill is trained.  Can also be used as an immediate action on attack rolls or saving throws, but doing so expends 2 points from the pool.
Trapfinding Add 1/2 level to Perception checks to locate traps and to Disable Device checks.  Can disarm magical traps with Disable Device.
-----------------
EXTRACTS
-----------------
1st - 2/day (4 known) - Disguise Self, Cure Light Wounds, Shield, Heightened Awareness
Starting Equipment:	105 gp
-Traveler's Outfit	1g
-Leather Armor		10g
-Dagger			2g
-Sword Cane		45g
-Backpack		2g
-Thieves' Tools		30g
-Waterskin		1g
-Flint & Steel		1g
-Scroll Case		1g
-2 Rations		1g
REMAINING 11gp
Dmitry was born twenty-eight years ago in the Ustalavan county of Caliphas in a small community outside of Anactoria near the Albria Woods. His parents, Pavlo and Yelena, were among the poorer groups of peat farmers operating in the area. While his father worked the nearby bogs cutting the peat (at differing times working for himself or other farmers), his mother had quick skill with a needle and supplemented the family income as a seamstress. Dmitry, as a lad, would often assist his father in cutting peat, but even as a boy he realized that such a life was not for him. Dmitry had an interest in numbers and books, of all things, though there was no room in his life to accommodate either. Neither of his parents were literate, and Dmitry himself only came across books and the like while on forays into Anactoria. He would accompany his father in hauling peat to be sold, and was fascinated by the bookkeepers and merchants in the village who read and wrote and recorded. His father would tell him that he had no use for such things, that cutting peat was good work and books were best left to nobles and shopkeepers.
Things changed shortly thereafter when both of Dmitry's parents fell to a bout of plague in the winter of his eighth year. He had no interest in joining the ranks of any of the other surrounding farms, and with no family known to him (other than a uncle his father would sometimes speak of), he left the farm and went to Anactoria. While there, he approached the merchants and travelers and other folk he had been fascinated with in his outings to the village before, looking for work and a new life. None of those to whom he spoke had any interest in taking him on; a poor farmer's boy with dirty clothes and the inability to read or write wasn't worth the investment in time or gold to teach. After milling about Anactoria for near a month, Dmitry finally did find someone who offered him a job, but it was not the type he was hoping for.
Viktor Ivanov was a man who knew books and made his money managing money. A lender, broker, banker, and currency changer, he split time between Anactoria, Caliphas, and a few other settlements in the county. He worked for a nobleman and was in charge of the man's investments; in truth it was the nobleman's gold that Viktor banked and brokered, but Viktor was the day-to-day face of these operations. He took Dmitry on, being in need of a young courier to carry statements, books, and the like between his offices. Dmitry was not very interested in being a runner, but Viktor agreed to teach him to read, which was a payment for the boy more valuable than gold.
Dmitry stayed in Viktor's home in Anactoria for the next few months, and learned more about his duties as a courier while simultaneously being taught to read and write by another of Mr. Ivanov's employees. Surprisingly, the farm boy took the written word quickly and seemed to have a natural talent for it. He read bits of pieces of many books, but his favorite was one written by a man named Petros Lorrimor. Dmitry read this book over and over, and it truly was the one tome that taught him to read, and to love the written word. Within a year he was reading and writing on par with many of the local rural adults. Beyond literacy, Dmitry was taught the importance of his position and what he would be transporting. He would not initially be carrying crucial ledgers, books, and reports, as they were entrusted to experienced couriers - Dmitry would instead start off by carrying notices and messages between Ivanov's offices and between those offices and clients. His job started locally, carrying sealed letters and scrolls from one building to another within Anactoria. He proved to be a good employee, earning adulations from Viktor, and for the next few years he continued to run letters in the man's service.
Viktor himself traveled a good deal, so Dmitry was often left in the charge of other employees whose positions were more stationary. In Viktor's absences, Dmitry would often sneak around the offices to look upon any books or ledgers he could get his hands on. He began to teach himself numbers by reading the books and notes regarding facts and figures, though truly he wasn't supposed to be looking into such things. Regardless, bookkeeping fascinated him, and he continued his self-tutelage whenever he could.
When he was fourteen, Dmitry was given a slightly higher position and began to carry more important correspondence. Further, his routes sometimes took him out of Anactoria to some of the surrounding communities who dealt with Viktor's businesses. One such route took him south to a small vineyard owned by the Naumov family. It was here that Dmitry first laid eyes on the lovely Katya Naumov, a dark-haired beauty who instantly enamored the young Dmitry. Fortunately, deliveries and pickups to and from the Naumov Vineyard were frequent, and the next few years saw the building of a relationship between Dmitry and Katya. Truly, the young woman was above his own station, but her father was a kind man who often offered Dmitry bread and beverage while the courier waited for him to sign papers. It was during these rests that he was able to talk to Katya, and as time passed it seemed as though she too fancied him.
More time passed, and eventually Dmitry's routes even had him going to Caliphas, where by this time Viktor was spending most of his days. His years of secret study paid off for him during one such visit to the soul of Ustalav, when Viktor's office was having a problem with a ledger. Dmitry proposed a suggestion that seemed to fix the error, and Viktor was impressed, completely unaware that the courier had any head for numbers. Viktor offered him a bookkeeping position, and Dmitry finally was able to work with numbers and books every day, which was a grand gift after several years of running letters. More importantly, it made him a better match for Katya, and a few short years later the two were married.
Dmitry and Katya carved a decent little life for themselves, relocating permanently to Anactoria. Dmitry worked in one of the local offices, and Viktor trusted him enough there that he came to the village less and less. Four years of happiness ended when Dmitry was twenty-two, for Katya died giving birth to their daughter Venja. But then, a new era of happiness dawned, for though Dmitry mourned deeply the loss of his wife, the hole in his heart was filled by his beloved daughter.
Alas, such happiness was not to last, for the fates had drawn a grim hand for Dmitry.
Four years after the birth of his daughter, Dmitry began being approached by different members of Sczarni families. Dmitry was roughly familiar with him, for their names would crop up from time to time in his ledgers, as the criminal families were known to have their hands in many pockets and affairs. So far, however, he had been able to avoid dealing with them directly. The Sczarni sought to utilize him, having tried to find a crack in Viktor's operations for years. They had noticed that Dmitry had a respectable amount of independence within the business, along with access to many records there in Anactoria. All that they asked of him was to give up a bit of innocent information, to "misplace" a specific ledger, and to give them a time and place of a certain transaction between a courier and associate in Caliphas. Three simple requests, and he would be a rich man, able to abandon his job and go anywhere with his daughter.
At first, Dmitry scoffed at their offer, but the more he thought on it, the more he wondered if it was worth it. Anactoria had been a good home to him, but he was always haunted by the death of his wife, still heard her screams in his dreams, still saw phantom blood on the sheets of his bed. Further, his daughter Venja was often sick during the winter, not quite hale enough to fully withstand the cold months of Ustalav. He remembered all too well the winter he lost both of his parents to sickness, and the thought of losing his daughter, his last remaining love and purpose for living, began to eat away at him. Every time she would cough, he swallowed a stone. Every time she sneezes, he saw the last gasps of his parents. Every time she cried, he saw Katya. He could not let any sort of ill fate befall his beautiful daughter, nor could he again suffer such a loss.
He agreed to the Sczarni, after months of their insistence and his own dark thoughts. He gave them their information, and procured a ledger, and all that was left for him to do was find out where and when a particular courier would be meeting a particular man. He found out, and told the Sczarni to meet him for the final exchange of information. In the last moments before going to meet them, however, he centered his moral compass. Despite his fears, doubts, and inner demons, he could not betray Viktor, the man who had given him a life. He did not meet with the Sczarni, he withheld giving them the ledger. They were not pleased. They promised him that he would rue the day that he betrayed them.
Two weeks later, Venja was gone.
She vanished in the middle of the night, with no signs of her disappearance save for a strange silvery thread on her floor. Dmitry was inconsolable, his studious demeanor replaced by wrenching pain and seething hatred. He rampaged through his own abode, tearing the place apart. He saw faces on everything - his mother, his father, Katya, and now Venja. He knew it was the Sczarni making good on their threats, and he knew what he had to do. He vowed then, cloaked in the darkness of night, amidst the broken accoutrements of his home that so perfectly symbolized the end of one life and the beginning of a next, vowed that he would find her. He would find Venja; upturn every stone in Ustalav, break down every door, pry the secrets out of every Sczarni. Without Venja, Dmitry was no longer himself, and his life meant nothing.
He left that night, left his home, left his job. He said nothing again to any of his colleagues, did not even speak to Viktor, for he could not face the man, could not admit to him what he almost did. Dmitry did, though, travel to Caliphas, for he knew that it would be the best place to begin his search, and to acquire the skills that he would need to find his daughter. And, in Caliphas, he could disappear.
In Caliphas, he hid himself away in the academies of learning, becoming a student there, for he knew that the Sczarni would likely never find him there. By day, he studied alchemy and poisons, learning these new skills while reinforcing his own and evolving them. How similar forgery was to bookkeeping. By night, he hunted the fog-gripped streets of Caliphas, but his prey was information. He watched, he studied, he tracked the paths of Sczarni through and around the city. He marked who their associated were, who their informants were, where they congregated, which taphouses they frequented, learned everything he could about them. The more he learned about them, the more he learned to be like them. He found that lies came as easily to him as numbers. Sometimes he pretended to be one of them and spoke to people he knew worked for them, or at least were their informants.
Once he was satisfied with his manipulations, he decided he needed to test out his other new skills. A darkness had invaded Dmitry then, the spirit of someone foul and despicable. The good man, the gentle bookkeeper he had once been was a ghost, and his desire, his drive to find his daughter filled him with black rage. He kidnapped informants, mostly street rats and other knaves, and he interrogated them. He tortured them. Nothing would stop his search, especially not the flesh of those were associated with the Sczarni.
During his time in Caliphas and his tutelage at the academies, Dmitry often made it a point to isolate himself from everyone else. He did not associate with anyone for the most part, and played the role of a studious bookworm, which was easy to play as it was so close to the truth. He did hear, however, of a certain Professor who was to make an appearance at the academy. Professor Petros Lorrimor was a name that caught Dmitry's attention, for it was the very same man who wrote the book that Dmitry used to learn to read. He had read Lorrimor's book countless times as a boy, and always credited that one piece of literature as the catalyst for all of his abilities. He couldn't believe that Professor Lorrimor would be there, and made sure to attend each and every one of his lectures.
During the scholar's stay at the academy, Dmitry was fortune enough to catch him alone one evening. He approached the Professor and immediately recanted his boyhood yearning for knowledge and how Lorrimor's book paved the way for his life. For a brief moment, Dmitry had forgotten his pain. He felt a certain kinship with Petros, a connection with him via that book from his childhood. Dmitry and Lorrimor spoke at length that evening, and for many other evenings during the man's stay. They exchanged stories and theories, and Dmitry even entertained the Professor's more outlandish and bizarre ideas dealing with magic and strange, supernatural creatures. Dmitry was glad that he got to meet the man, and on Lorrimor's final day, before he left, he bid his goodbyes to his conversation partner. HIs final words to Dmitry were "It brings me happiness to know that my book set you on a course for your life, Dmitry. I am honored that my work made you into a good man."
Professor Lorrimor's words were both a digging knife and cleansing fire for Dmitry. Just a few nights before, he had cut a bound man with a poisoned blade and screamed at him, demanding to know where his daughter was. Lorrimor had shattered him, and he felt so much guilt, so much shame. He realized that he had been a good man once, but darkness had overcome him and made him dark and evil. But that black cloud had lifted at those words, and he suddenly felt the pain of everything he had done fall upon him as a stone.
His nights thereafter were haunted again, but not only this time by his loved ones. Now it was his victims that screamed in his nightmares, the wounds he gave them visible on his own flesh in a predawn gloom, twixt dream and consciousness. No longer, he vowed, no longer would he stoop to become such a thing. He would not give up his search for Venja, but neither would he again let darkness and hate consume him. He was a man of knowledge and insight, not a beast.
Dmitry's prey once more became information. He left Caliphas for some time, and on his travels he realized the Sczarni had not forgotten him. They did not openly act against him, but they lurked in the shadow of shadows behind him, watching his every step. He wondered why the Sczarni did not simply capture or kill him, and the fact that they merely watched was somehow worse.
Months passed, and in Dmitry's travels, he came across a small village where a young girl had disappeared. Obviously drawn to the situation, he investigated, speaking with the parents of the girl and the other villagers. The girl had vanished without a sound, without a trace in the dead of night. When Dmitry pressed, he asked if anything had been left behind, any clue at all. The family showed him a silver thread. It was identical to the one found on Venja's floor nearly a year previously, the very same thread he still had tied to his wrist.
The villagers whispered of something, some old ghost story. They told of a strange creature that spirited young children away, never to be seen again, and left a silver hair behind as payment. Dmitry refused to believe such nonsense at first, and scoffed at their superstition, but as days and nights wore on, their tale bored holes in him. How else could be explained the silver thread at both scenes? Why, after a year of investigating the Sczarni and their dealings, had he found nothing, no trace of his daughter in Caliphas or any surrounding areas. Why?
Doubts plagued him again, doubt that he had wasted his time, doubt that he would never find Venja. No one could help him now, and he was lost. But then he remembered, there was one person who could indeed help him.
He sought out the Professor, whose own strange stories of bizarre creatures were perhaps not so outlandish after all. He was able to track the scholar down, having heard where he had last passed through and then discovering his next stop.
Yet alas, how again fate deals a grim hand for Dmitry Pavlovich.
-Goal is to locate his missing daughter, Venja.  At first he believed it to be the Sczarni, and but now is starting to think it could have been something supernatural.
-Dark Secret is that while rage and pain had blinded him, he interrogated and tortured known Sczarni associates and informants to get information.  He looks upon these actions with shame now.
-QUIRK #1: My character always watches his back, mildly paranoid about but mostly just vigilant for Sczarni (or other toes he may have stepped on).
-QUIRK #2: My character rarely makes connections or lasting relationships beyond information contacts.
-FLAW: My character can quickly become selfish, distracted, and even reckless whenever something arises that he believes could lead him to information about his missing daughter.
-Past Connections:
--Sczarni crime family members count among his biggest rivals and enemies, especially those he directly crossed.
--Venja, his missing daughter and sole purpose in life.
--Viktor Ivanov, his former employer and somewhat of a surrogate father figure
--Unnamed uncle, who may or may not be alive. His father's brother  whom he has never met.
--Alexei, Damir, Stavo, Radovan, former colleagues.
--Katya, his wife (deceased).
--Basko Naumov, his father-in-law (deceased)
--Pavlo, his father (deceased)
--Yelena, his mother (Deceased)
-- As for the other PCs, my character could have easily come across any of them in Ustalav during his investigations...I saw that some Occult classes are being posted, so perhaps at one point he even went to a psychic or medium for guidance. 
Please let me know if anything in the backstory needs to be changed. I can be flexible with any portion of it if any amendments are necessary.

| Scott Sharplin | 
 
	
 
                
                
              
            
            I've only been writing for three years as a hobby, and you have been at it for thirty- is there anything which the master would say to the student?
I think the character has a lot of intriguing layers, and I'm looking forward to seeing how they emerge. It would be the work of a highly skilled novelist to be able to introduce Wuliev through only one part of his personality -- say,
and then very gradually to find triggers which reveal his other layers. There's a lot of him that functions best when half-buried --
so I'd urge caution and careful thought about how to reveal each part. From an outside perspective, that process can either reflect a complex character or an inconsistent mess. And that's all just back matter; we haven't even factored in his new relationship
or his goal(s).
So overall I'm cautious, but I'm willing to give it a go. Perhaps we can work together behind the screen to sort out the character beats as we go.

| Scott Sharplin | 
 
	
 
                
                
              
            
            Hey folks, just a reminder that the deadline for character pitches is this evening, Thursday October 6, at 5pm EST.
However...I didn't do the math, that time puts me at 11pm in my time zone, and there is a better than even chance I'll be asleep by then. So you probably have till more like 1am Friday morning.
Meanwhile, I'll be posting about houserules and general policies over on the Discussion thread. Feel free to swing by and put your two cents in.
Cheers!
Scott

| Wuliev the Indignant | 
 
	
 
                
                
              
            
            
...So overall I'm cautious, but I'm willing to give it a go. Perhaps we can work together behind the screen to sort out the character beats as we go.
I am completely willing to slow roll the emerging themes. That's how I imagined it would all play out. I would love to talk to you about the rhythm of characterization, please let me know whatever I can do.
Also, I've come to the conclusion that him being a wizard would just make more sense with less fuss. Thus, here is a shorthand write-up for his crunch;
STR 8 DEX 14 CON 12
INT 16 WIS 10 CHA 14
(Human bump going to int)
Necromancer school- opposition schools abjuration evocation
spell list (6 known at first level)
Youthful Appearance
Polypurpose Panacea
Unseen Servant
Vanish
Ray of Sickening
Touch of Blindness
Traits
Teachers pet, survivor
Feats
Improved Channel, toughness/improved initiative 
7 skill points. 2 base 3 int 1 human 1 fcb
Perception 
Sense Motive
Profession
Survival
Know History
Diplomacy 
Bluff
Familiar- Hare w/scholar archetype
I will accentuate organic decision making and reactions while slowly letting him stew between mindsets over time.
If it's not working out you can always just give him an untimely and grisly death. Haha!

| Scott Sharplin | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Greetings!
Based upon the submissions I've received, we'll be running RavenCrown with the following party of adventurers:
-  Alex du Chevrou -- male human slayer
 
-  Dmitry Pavlovich -- male human investigator
 
-  Esdras Martalen -- male skinwalker fighter
 
-  Ivan Fabulanov -- male human medium
 
-  Sapphyria/(Name TBA) -- female changeling psychic
 
- Wictor Lugaulle -- male human wizard
I am supremely pleased; not only do we have a balanced and varied group, but you've also demonstrated your investment and dedication by developing detailed backstories, either on this thread or through PMs. They will serve us well in the months to come.
Over the next few days, please confirm your involvement by posting your character stats, along with a brief (<50 words) physical description. I'll look them over, but I won't suggest changes unless I spot an error.
Shortly, I'll also post again on this thread about character relationships. In my experience, it jump-starts role-playing, and provides rare opportunities for drama, when the characters in a party have some pre-existing relationships. To make them work, it may be necessary to modify some details of your backstories -- hopefully everyone is amenable and flexible.
The campaign will officially begin on Monday, October 10. Welcome aboard!

| Scott Sharplin | 
 
	
 
                
                
              
            
            Relationship time!
As I've said, creating past relationships between characters helps to jump-start role-playing, provides additional cues when you're not certain how to respond or act in a situation, and raises the stakes when characters face danger.
When players embrace them, they can work wonders. Sometimes they fall by the wayside rather quickly, and that's okay too; after all, relationships evolve, and the experiences your characters face should change them profoundly.
Here's how it works: each of the players choose a number between 1 and 6. You can roll a d6, but if it comes up a duplicate of some other player's number, keep rolling until you get a fresh one.
Behind the screen, I've already selected six relationship types -- each has a simple name, like "Rivals" -- and assigned paired numbers to them. That means you'll each end up with two relationships with other characters.
I'll ask a few follow-up questions, as prompts to get you thinking about how to integrate these into your backstories. Then you can post here until we've got them all sorted out.
If one or two don't work at all, we'll either replace them with something else, or simply ditch them.
Post your numbers ASAP! Thanks!

| Alec du Chevrou | 
 
	
 
                
                
              
            
            So this account has Alec's stat's background and appearance included in it.
In his clothing Alec has consciously striven to emulate Iram--he wears a shirt of fine chain-links under a long black leather coat, with a wide-brimmed hat completing the ensemble. If the weather permits he wears a plain grey wool scarf to conceal his scarred neck. After fleeing Vigil his first thought had been to abandon the outfit, but he couldn't bear to sever his last link to Iram, and so he spent many many hours in his room scrubbing out the blood stains.
Vanguard
Medium humanoid (human)
Init +4, Spd30, hp12
Str13 Dex16 Con12 Int10 Wis10 Cha14
--------------------
DEFENSE
--------------------
AC18 (+4 chain shirt, +3 Dex, +1 buckler); Touch13, Flat-Footed15
CMB +2, CMD15
Fort +3 Ref +5 Will +0
-------------------- 
OFFENSE 
-------------------- 
BAB +1
Daggers +4 melee/thrown (1d4+1)
Short sword +4 melee (1d6+1)
Crossbow +4 ranged (1d8)
-------------------- 
Str13 Dex16 Con10 Int10 Wis10 Cha14 
-------------------- 
FEATS 
-------------------- 
Weapon Finesse
Point Blank Shot
-------------------- 
ADVENTURING SKILLS (6/level) 
-------------------- 
Acrobatics +5 (1 rank, +3 bonus, +3 Dex, -2ACP)
Diplomacy +7 (1 rank, +3 bonus, +2 Cha, +1 trait)
Perception +4 (1 rank, +3 bonus)
Climb +3 (1 rank, +3 bonus, +1 Str, -2 ACP)
Knowledge [Local] +4 (1 rank, +3 bonus)
Stealth +5 (1 rank, +3 bonus, +3 Dex, -2ACP)
--------------------
Background Skills (2/level)
--------------------
Craft (Alchemy) +1
Profession (Guard) +1
-------------------- 
TRAITS 
-------------------- 
Subject of Study: +1 on damage rolls vs undead 
Friend in Every Town: +1 on Diplomacy checks & now a class skill 
-------------------- 
LANGAUGES 
-------------------- 
Common (Taldane) 
-------------------- 
ABILITIES
-------------------- 
Class Traits: 
Studied Target: As a move action gain a +1 bonus to Attack, Damage; Bluff, Knowledge, Perception, Sense Motive, & Survival
Lookout: Add +1/2 of vanguard level (minimum +1) to Initiative checks

| Wictor Lugaulle | 
 
	
 
                
                
              
            
            So I was making my profile statblock, as I normally do, anddddd the site ate it. I'll have it ready and official and wholly calculated by Sunday night, but I'm too frustrated at the moment to put it all in order presently.
STR 8 DEX 14 CON 12
INT 16 WIS 10 CHA 14
(Human bump going to int)
Necromancer school- opposition schools abjuration evocation
spell list (6 known at first level)
Youthful Appearance 
Polypurpose Panacea 
Unseen Servant 
Vanish 
Ray of Sickening 
Touch of Blindness
Traits 
Teachers pet, survivor
Feats 
Improved Channel, toughness/improved initiative
7 skill points. 2 base 3 int 1 human 1 fcb
Perception 
Sense Motive 
Profession 
Survival 
Know History 
Diplomacy 
Bluff
Familiar- Hare w/scholar archetype
Wictor is part skill monkey, part wizard, part fur trapper. I'm gonna pick up disable device on him soon because that makes a TON of sense. He is going to have a lot of skills. He's a necromancer trying to regain his dashing youth. He's partially a socialite as well. His familiar has access to all knowledge skills, so we can get info there, and the GM can dump exposition onto us with him too.
The low level necromancy spells suck. I'm down to only keeping one actual first level spell in my repertoire until i have access to second level spells. If you have any ideas as to what 1st level spell I should replace them with, let me know. That being said, I don't think that Wictor will be providing all that much arcane utility outside of using command undead. That being said, he is a socialite skill monkey wannabe. Also Wictor has a gimp leg and walks with a cane, so unless he has obtained magic to truly regain youth he's gonna be walking at a speed of 20 ft/round. A hurdle he will hopefully overcome 'permanently' as the game progresses.
He'll be sporting a light crossbow for probably the entirety of the campaign.

| Scott Sharplin | 
 
	
 
                
                
              
            
            Everyone has posted a number except Sapphyria. Let's proceed with what we've got.
- 1 – 2	Old Friends
 
- 3 – 4	Rivals
 
- 5 – 6	Student & Mentor
 
- 1 – 4	Master & Servant
 
- 3 – 6	Victim & Samaritan
 
- 2 – 5	Partners in Crime
 
Questions for the relevant players to work out between themselves:
Old Friends:
- How did you meet?
 
- What is the glue that keeps you close?
 
- What would it take to split you apart?
Rivals:
- How did your rivalry begin?
 
- What do/did you compete about?
 
- What would it take to prove one of you superior?
Student & Mentor (this may refer to a past relationship):
- Who is/was the student in this relationship?
 
- What did you learn from the mentor (or vice versa)?
 
- Does the mentor respect the student? Have they finished their training?
Master & Servant (this refers to a past working relationship):
- Who employed whom?
 
- How happy was the master with the servant's work?
 
- How happy was the servant with the master's treatment?
Victim & Samaritan:
- Who was in trouble? How did it happen?
 
- How did the Samaritan help?
 
- Does either party still feel that a debt must be repaid?
Partners in Crime:
- What was the nature of your collaboration? It doesn't need to be real crime, but think about how far into a grey area you might have been willing to go.
 
- How did the project turn out? Did anyone get caught?
 
- Was there honour between you? Is there any resentment?
Again, start by seeing if there are ways you can adapt or incorporate your existing backstory elements, to make these relationships make sense. If you're totally stumped, let me know. I'll help out wherever I can.
Have fun getting to know each other!

|  Sir Longears | 
 
	
 
                
                
              
            
            Ok... I have not been able to find Sapphyria's sheet so I'm a bit in the dark about how I could tie Esdras to her as a master-student relationship. Esdras is 39 years old so unless her PC is older, I believe Esdras could fit as a "Combat Teacher".
@Woodsmoke: I belive our 'crime' could have happened in Caliphas while you met the professor. Esdras could have been there with him as a bodyguard and Ivan had told him he needed some help to catch some children kidnapers (if he mentioned his daughter is up to you). Children are Esdras's softspot so he agreed to help.
Esdras could have helped Dmitry to capture a couple man before he had to escort the professor back north. Of you agree with this idea, I'd need your input about what Esdras was told about the job.

| Scott Sharplin | 
 
	
 
                
                
              
            
            That's a good start for a connection between Esdras and Dmitry, Longears. I'm chiefly interested in knowing how far Dmitry took his sadistic tendencies during this excursion. Even if he reined them in for Esdras's sake, it's possible that Esdras observed a bit of bloodlust in his eyes -- although I'm not sure how perceptive Esdras is. You two can decide.
Sapphyria conferred with me mostly via PM, and she hasn't checked in since Friday, so perhaps she is not involved after all. I'll go to Plan B, and keep you posted.
Hopefully I didn't scare everybody else away too! Please check in today if you can, even if all you have to say is "Relationship huh??" If you are stumped, I can help you.
Cheers!

| Dmitry Pavlovich | 
 
	
 
                
                
              
            
            I think thats is a fine scenario for Dmitry and Esdras. Dmitry would have a soft spot for children as well. During the suggested time period Dmitry would have been in the thick of investigating Sczarni crime and could have uncovered a hideout for known kidnappers or some such. Not a particularly combat trained individual, Dmitry could have sought to utilize Esdras for a raid on the establishment. I don't think Dmitry would have mentioned his daughter at the start. Seeing as though the professor trusted Esdras with his own protection, Dmitry would have made an exception to hid normally lone work to ask Esdras for aid. Perhaps after finding the hideout and apprehending the lowlife scum there, Dmitry would have set about torturing one for information about his daughter, thereby revealing his daughter's kidnapping. Incidentally, this would have been his last time engaging in such acts, as the professor's parting words to him were what madr him realize the shame in what he had been doing. So it would make sense if Esdras did not reveal Dmitry's actions to the professor, at least not until after they had left Caliphas.
As for Dmitry's old friendship with Wictor, I think it would make the most sense if such a relationship would have cropped up perhaps 5, 8, 10 years in the past when Dmitry was employed as a courier or bookkeeper. I need to check into Wictor's history firsthand but looking at what has been volleyed in the non spoiler portions of this thread, Wictor is of wealth, which could have easily allowed for the two to meet during Dmitry's employment. A shared interest in knowledge and books and the like could have likely fostered a friendship.

| Wictor Lugaulle | 
 
	
 
                
                
              
            
            How old is Dmitry? Wictor owned a library about 18 years ago for about 6 months and then it burned down. Dmitry could definitely have been employed there.
That would have some lovely implications as well. However, it all depends upon timing.
We are old friends however. We don't need to be tied to that event, especially if the timeline doesn't add up. Our love of literature is binding in and of itself. That being said, Wictor has been living in the country for the past 18 years, only travelling sparsely. You would have to venture to find him if you're located inside of urban areas or outside of Ustalav.

| Scott Sharplin | 
 
	
 
                
                
              
            
            It sounds like Dmitry and Esdras are on the same page. I like that Esdras knows some, or all, of Dmitry's secret, and I especially like that he did not mention the torture to Professor Lorrimor.
As for Dmitry/Wictor: I believe Wictor found it difficult to fund the construction of his library. He may have got a loan from Dmitry's employer, Viktor Ivanov. Is it possible that Dmitry was impressed by Wictor's ambition, and befriended the eccentric librarian.
Maybe they even became close enough that Dmitry was willing to fudge the books a bit, to help Wictor get out of debt? That might make for some additional secrets between the two.
CrusaderWolf, I'll let SuperDodo post Ivan's backstory in full, but the short version is, he was an aspiring bard who witnessed a party of adventurers fall to a pack of undead. It's entirely possible that Ivan has spent time in Lastwall, perhaps even recording details about the Arqueros garrison for posterity. Maybe you rubbed each other the wrong way?
Sapphyria may be out. I should know more shortly.

| Scott Sharplin | 
 
	
 
                
                
              
            
            According to Dmitry's original bio, he is 28, so he would have been too young. But that's the sort of detail we can adjust on both ends, if you're willing. If you make Wictor 5 years younger and Woodsmoke makes Dmitry 5 years older, then you've got a feasible window for an unusual but valuable friendship.

| Scott Sharplin | 
 
	
 
                
                
              
            
            I'd planned to start the game on Monday morning, but I think I'll suggest we aim for Wednesday instead, just so we can get everybody up to speed on the character relationships. Here's where we stand at present:
Alec & Ivan (Rivals) - ??
Esdras & Magdalen (Student/Mentor) - ??
Wictor & Ivan (Master/Servant) - ??
Alec & Magdalen (Victim/Samaritan) - ??
If you are able to post over the next couple of days, please weigh in with backstory info and suggestions that can make these relationships work.
If we reach Wednesday without confirming them all, that's fine; we'll proceed without them, or keep developing them in the background as we go.
Cheers!

| Magdalen North | 
 
	
 
                
                
              
            
            Hello Ustalav party! I am, as Scott suggested, Plan B. Scott has been my GM here in Canada for a few years and I am familiar with (and really love) his house rules and gaming style. He taught me to be a roleplayer, although I did RP via a BBS very similar to this back in the 90s! I was invited to look at this thread when it first came up, but you all were so put together and I was intimidated...but I was following the whole thing and began to get a little jealous, to be perfectly honest. When Sapphyria disappeared, Scott pinged me to look again, and I’ve spent a lovely two days studying your goals as characters, the gothic themes (I am NOT without a precious hardcover collection ;), and how I might contribute to the party and the story.
I have run some of this past Scott via PM but this is the first time he’ll see it. I hope he likes it, and I hope I can fit in!
Magdalen North
Female Human from Absalom 
Occultist 1 | Chaotic Good 
-------------------- 
--------------------
(Build is focused on intelligence and research due to low-magic / unknown magic system. Thus, no magical knowledge currently on the skills list.)
Goal: Wants to become a professor in ancient artifacts.
Secret: She destroyed someone's life by accident during a long lasting heatwave and was shunned by many in the town. With a loyal friend in Kendra and her determination and considerable knowledgebase, she has learned to survive in an unkind world. 
Quirk: Magdalen always tries to find the Why, How, and History of objects and, to a lesser extent, situations. 
Quirk: Magdalen rarely makes new friends; she prefers her books and her artifacts.
Flaw: Magdalen panics whenever she is threatened; despite this, her goal of being a professor in artifacts means she is determined to go adventuring.
Made her way north to Ustalav as a teenager, drawn there by the research library. Was hired at 17 as a runner for the professors and researchers. Was fascinated by Kendra, the professor’s daughter, and became very close (wink wink). Managed to meet the professor and take a class with him at Kendra’s urging. He was never close to her, but Kendra had told him that Magdalen was a little starstruck; she went to family dinners a few times but never made as big an impression on her beloved professor as he did on her. However, due to his influence, she became a research assistant at the library and works there today. Was shocked at the professor’s passing.
She is an occultist who doesn't know she has this skill. Currently thinks she listens to her “gut” when reading psychic resonances in items - she thinks she’s making intuitive leaps based on research to divine psychic readings of books and artifacts, and her reputation as an excellent researcher and puzzle-solver is growing. Her hobby of sculpting as a child has turned into metal-casting, and she creates and uses her special talismans as a reminder system - she carves new ones to focus her memory as she studies, and these items unknowingly become imbued with extra power the more she uses them. Even her favourite resource book has become special, if only she knew it. (flavour to explain the Occultist Implement/Focus system)
When you get to know Magdalen, she is loyal and playful. She’s very observant, caring and disciplined. Her research and thirst for knowledge is what drives her. Empathetic and almost seems to read minds [of course, she actually does, but nobody believes in magic]; people often count on her perceptive nature when they're in need of support.
-------------------- 
--------------------
Only real friend at the university has been Kendra; however she’s had a positive student/mentoring relationship with a fighter named Esdras. She met him in a pub down at the waterfront(?) and they’ve been practicing (concealed weaponry? Or reading?) in the evenings. She’s also had a run-in with a local gunslinger, where she was being bullied/mugged in the alley one evening after a meagre supper; Alec came to her rescue and she’s been grateful ever since. [maybe this is why she’s taking weaponry lessons from Esdras?]
I put together a party sheet to help me visualize the whole thing and how the party might interact in combat/social situations, to help me create hooks and pushes as we go. Here’s my understanding of the situation; please correct me if I’m wrong:
Alec is a strong combat character with lots of acrobatics and stealth, plus some alchemy as a backup. Can help with diplomacy situations.
Dmitry has been a bodyguard but is also is heavy on skills and knowledge; much like Magdalen he has many languages and history at his disposal. 
Esdraas is a straight-up fighter with a secret shapeshifting ability. [skills unknown].
Ivan is secretive and can bluff and disguise well. Has plenty of magical knowledge skills. Uses spells against the undead.
Wictor is a spellcaster with bluff, diplomacy, and survival, with a penchant for stealing.
Magdalen has languages, mundane knowledge skills including engineering and history, and uses buffs, spells, and divinations to analyze and react to situations.
--------------------
--------------------
Blond, long hair clumsily hangs over a thin, warm face. Tiny in stature - barely 4’9” - she often goes unnoticed; at least until the many bags and items she carries on her person begin clanking around at her movement. Usually has a hood over her hair and her skirts drag in the dirt. Despite her shrinking nature, she has a steely quality. There's something appealing about her; perhaps it's her shyness or perhaps it's simply her unusual alliances. But nonetheless, people tend to stay on her good side.
--------------------
--------------------
Init: +2; Perception +6
----------------- 
DEFENSE 
----------------- 
AC 14 Touch 12 Flat-Footed 12 
HP 9 
Fort +3, Ref +2, Will +4 
----------------- 
OFFENSE 
----------------- 
Speed: 30 ft. 
Melee 
-Warhammer (in story, a modified metal forge hammer); +1 atk 1d8 dmg (x3/B)
-Iron Brush (concealed); +1 atk 1d3 dmg (x2/P) 
Ranged 
-Shortbow +2 1d6 (x3/P) 
----------------- 
STATISTICS 
----------------- 
Str 13 Dex 15 Con 12 Int 19 Wis 15 Cha 14
Str +1 Dex +2 Con +1 Int +3 Wis +2 Cha +2
Base Atk +0; CMB +1; CMD 13
Class Skills (4 + 3 int + 1 human +2 Background Skill ranks) 
Appraise +7 (1 rank, +3 bonus, +3 Int)
Craft - Metal Casting +7 (1 Background Skill rank, +3 bonus, +3 Int, +1 Background Skill)
Diplomacy +2 (2 cha)
Disable Device +6 (1 rank, +3 bonus, +2 dex)
Disguise +2 (cha)
Fly +2 (dex)
Knowledge:
Arcana +3
Engineering +7 (1 rank, +3 bonus, +3 Int)
History +7 (1 rank, +3 bonus, +3 Int)
Planes +3 (int)
Religion +3 (int)
Linguistics +7 (1 Background Skill Rank +3 bonus, +3 Int, +1)
Common, Draconic, Undercommon, Necril, Dark Folk, Aklo
Perception +6 (1 rank, +3 bonus, +1 wis)
Profession (wis)
Sense Motive +6 (1 rank, +2 bonus, +1 wis)
Sleight of Hand +2 (dex)
Spellcraft +7 (1 rank, +3 bonus, +3 Int)
Use Magic Device +2 (cha)
--------------------
--------------------
Uses Psychic Spells with Implements as focus objects, using Mental Focus Points (MFP) as a resource. MFP is refreshed each night; implements are charged via 1hour focus each morning. (Occult Adventures pg 58)
Spontaneous Caster
Focus Powers: so long as chosen Implement is “charged” via focus daily, the attendant focus power is a passive buff. Options: Mind Barrier, Sudden Insight, Loci Sentry
Implement Schools: Abjuration (Protection & Wards); Divination (Foresight & Remote Viewing)
Knacks (0-level psychic cantrips): Detect Psychic Significance; Grave Words
Feats: Empath (Read emotions, check for Fear effects/their strength); Extra Mental Focus (+2 Mental Focus Points/day)
Traits: Inspired by Greatness (Psychic Reading at +1 caster level), Focused Mind (+2 on Concentration Checks)  
--------------------
--------------------
Equipment Leather Armor (Light)
Gear Explorer’s Outfit, Backpack, Thieves' Tools, Artist’s Tools [metal casting kit including wax, carving tools, casting molds, metal pellets, small crucible, files, polishers, hammers, etc), Candles, Flint/Steel, Ink/Papers/Quills, Many belt pouches full of items (draped all over!), books & mundane scrolls, bedroll, flask, 2 Days Rations, 38gp
 
	
 
     
     
     
	
  
 
                
                 
	
  
 
                
                