
Riuk |

here is what I have so far for my character still working a few things like gear and motivation but almost completely done. let me know what you think before I make a profile for him
Caine DeLa Sangre
N Medium dhampir
Init +0; Senses{DV}60’{LLV} Perception +0
------------------------------
---=DEFENSE=---
------------------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 dex, +2 shield)
hp 10 {1d8,+1con,+1 fav class)
Fort +3,{+2 base;+1con}
Ref +3,{+0 base;+3dex}
Will +4,{+2 base;+2wis}
CMD+** {10base,+3dex+1str}
------------------------------
---=OFFENSE=---
------------------------------
Speed 30 ft.
Base Attack+0
CMB +1{+0BA,+1str}
Melee +1 {+0BA,+1str}
--Mace,Heavy +1{1d8+1x2}
Ranged+3 {+0BA,+3dex}
------------------------------
---=STATISTICS=---
------------------------------
Str 12, Dex 16, Con 12, Int 9, Wis 14, Cha 17
---=Traits=---
-=Birthmark=-
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
-=Subject of Study=- (+1 dmg versus Undead}
---=Race Traits=---
-=Defense Racial Traits=-
• Undead Resistance: +2 racial bonus on saving throws against disease and mind-affecting effects.
• Resist Level Drain (Ex): penalties from energy drain effects, though can still be killed if accrues more negative levels then Hit Dice. After 24 hours, any negative levels are removed without the need for an additional saving throw.
-=Feat and Skill Racial Traits=-
• Manipulative +2 racial bonus on Bluff and Perception checks.
-=Magical Racial Traits=-
• Spell-Like Abilities (Su): detect undead three times per day as a spell-like ability.
-=Senses Racial Traits=-
• Darkvision:60 feet.
• Low-light vision:
-=Weakness Racial Traits=-
• Light Sensitivity: dazzled in areas of bright sunlight or within the radius of a daylight spell.
• Negative Energy Affinity:positive energy harms it, while negative energy heals it.
---=Alternate Racial Trait=---
•-=Dayborn=- Unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait
---=Drawbacks=---
---=Feats=---
---=Skills=--- (3 points; 4 class, -1 INT)
Appraise (Int), +{+**ranks,-1Int,+3ICS}
Bluff(Cha),+{+**ranks,+3Cha,+2Race+3ICS}
Craft (Int), +{+**ranks,-1Int,+3ICS}
Disguise(Cha),+{+**ranks,+3Cha,+3ICS}
Diplomacy (Cha), +{+**ranks,+3Cha,+3ICS}
Heal (Wis), +{+**ranks,+2Wis,+3ICS}
Intimidate(Cha),+{+**ranks,+3Cha,+3ICS}
Knowledge (arcana) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (history) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (nobility) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (planes) (Int), +{+**ranks,-1Int,+3ICS}
Knowledge (religion) (Int), +{+**ranks,-1Int,+3ICS}
Linguistics (Int), +{+**ranks,-1Int,+3ICS}
Perception(Wis). +{+**ranks,+2Wis,+2 race}
Profession (Wis), +{+**ranks,+2Wis,+3ICS}
Stealth*(Dex),+{+**ranks,+3Dex,+3ICS}
Sense Motive (Wis), +{+**ranks,+2Wis,+3ICS}
Spellcraft (Int). +{+**ranks,-1Int,+3ICS}
ACP -0
*ACP applies to these skills
Languages Common
------------------------------
---=Cleric Class=---
Spontaneous Casting
Aura
Channel Energy {1d6}
-=Orisons=- Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
------------------------------
---------------------------
---===Cleric Spells===---
---===DC{10+2wis+Spell Level}+{1 undead spells}===---
0th (at will)3
Create Water
Enhanced Diplomacy
Stabilize
1st (4/day)
Decompose Corpse
Cure light wounds
----------------
God Pharasma
----------------------------
---------------------------
Granted Powers: You find comfort in the presence of the dead.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Domain Spells: 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead, 4th—enervation, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—energy drain.
------------------------------
---=GEAR/POSSESSIONS=---
------------------------------
Scale mail 50 gp
heavy steel Shiled 20 gp
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Background: Caine Dela Cross was born of high nobility. Living in Caliphas, he had it all growing up. His parents cared for him, loved him, and raised him proper and upright. He had only one glaring issue...
He was an abomination.
He practically never exceeded the boundaries of his home. His parents warned him of how the public would not accept him, how he would be treated, and how they wouldn't understand that he was different from the others of his kind. How most would judge you by what you are, not by who you are. The few times he did go out, it was never more obvious what his parents were talking about. It was actually worse than described. Being what he is, he chances of being accepted were truly slim. Not only for obvious reasons but also for the fact that most of his kind, if not all, were cutthroats and thieves. Or worse.
Caine has no other siblings. His parents never could conceive a child between themselves. So as the years went on, his parents grew old, yet he himself, seemed not much more than that of an adolescent. He lost his mother first and then his father not long after. Before his father passed, Morbury asked his father what he had been wondering for so long, yet never had the courage to ask.
"Why? Why did you not destroy me? I am wrought from evil. I am... wrong. Why?" His father then replied,
"you were a gift to your mother and I from Pharasma we could never turn you away my boy”
Caine was taken aback by his father’s last words and right after the burial he left to find out more about this God his father spoke of. He found the church and was surprised that he was excepted by the priest there he spent decades learning about the undead trying to understand why would his parents think of him a dhampir a gift.
Studying old text he learned that unlife monsters were not the evil it was the living that used them to do evil acts that made them evil. So with this thought he began to learn how to stop the perversion of life, using the powers he gained from his studies and the gift of the holy symbol he was born with of the Pharasma he now uses unlife to combat the evils some would do with it.
40 years later Caine was visited by a human who wanted to learned more about death and how to combat it. This human name was Professor Lorrimor, in his studies with the professor Caine finally learned how to summon and control a loyal undead companion. Suppressed by this Professor Lorrimor and Caine could see wear would attacks be most effective against the undead Subject of Study (+1 dmg versus Undead)
Is has been a few since that year of study Caine had with the professor and it came with great sadness to find the letter telling him of his friends death so not Caine is traveling for the first time in decades to help his old friend make his final journey
Age :146
Height:5’10’
Weight:175
Eyes:Completely white with black pupils
Skin:Deathly pail almost like a skeleton.
Hair:Shoulder length white hair

'Horrible' Harold Grimsley |

I'll apply with a character from another Carrion Crown game that died off. We did make it into the 2nd book a ways but I have no issue with keeping meta from player knowledge.
I'm also going to rework him from a monk(martial artist) to a brawler since the Advanced Class Guide wasn't out when I first made him so the crunch is in the works.
Warning: If selected, I tend to translate Harold's spoken dialog into Cockney (for sometimes hilarious effect).
Harold stands somewhere close to 7' tall and fills out every inch of that height. His face has been pummeled so often that most of its bones are no longer in their original locations. His often broken nose is squashed upon a face ugly enough to make most women faint if they ran into him on some dark street corner. He keeps his red hair shorn short for both appearance and to keep it from being used as a grappling tool for any assailant. Opposed to his hideous looks, Harold always dresses sharply. His big form would normally burst most suits so he has all his apparel custom tailored. A pressed jacket, vest, white undershirt and trousers matching the jacket are his normal wear along with a well-kept collection of bowler hats.
When the Whispering Tyrant finally was subdued by the Shining Crusade and his forces routed, not all of the lich’s forces were laid to rest. The orcs of the Hold of Belkzen retreated to their holes and strongholds but would rise up numerous times over the years to cause their neighbors grief. One of the more recent uprisings would see the tribe of Three Fangs sending raids deep into parts of north and western Ustalav. The orcs were their normal merciless selves: villages were razed, men were slaughtered, and women were raped.
It was thus that Harold came into the world, an unwanted child in a nation that abhors abominations. His mother’s village was destroyed, a burning husk on the horizon, as she and the remaining survivors made the long trek to a neighboring village for assistance. Many of the women sullied during the raid committed suicide in the months after, some from their own inability to recover from the trauma and some from the pressure from the community that they were now tarnished or carried seeds of evil in their wombs. Harold’s mother was a bar wench in her previous life and too tough, or mean as most of the village’s men pronounced, to cave in and end her life. Instead, she pulled up her new roots and headed across the country to someplace that no-one would know her name or the father of the thing growing in her.
Eventually, Harold’s mother settled in Caliphas, the capital, taking up her previous profession in such a seedy joint that she ended up being little more than a prostitute that served ale. A month after moving to Caliphas, Harold was born prematurely but already the size of a very healthy baby boy. His crude features, a mockery of a human’s, were repugnant to his mother and all the difficulties she had endured from his conception to her voluntary exile were placed solely on his shoulders. To say that Harold had a hard life growing up would not encompass the cruel, stark reality of the situation. He was tormented by the neighborhood children, spat upon by their parents, then when he ran home to escape it all, his mother would beat Harold raw and call him names such as ‘Abominable Spawn’, ‘Aurochs-face’, and ‘Her horrible mistake that she should of fed to the dogs when he was born.’ The last name would stick, at least partially, as it shrunk over the years until he was just being called ‘Horrible’.
By the time he was five, Harold was the size of most ten year olds. As the abuse buried beneath his course features grew, it fermented into a deep and terrible rage at the world. The first time it erupted to the surface he broke an older boy’s arm in three places. The resulting beating by the boy’s father and charges filed with the local guards would set the tone of the rest of Harold’s youth. He was in and out of cells or hospital rooms, his face constantly swollen, black and blue, or marked by his often broken nose. His mother could care less what became of her son thus he was raised on the streets more than at home.
Between the ages of thirteen and fifteen, Harold was working with a local gang as an enforcer, breaking bones or shops of those that didn’t pay protection money. This life would take a change of course one night when he was supposed to tear up the antique shop of an older man who looked like he hailed from Tian Xia. The old man, Cho-lum, was supposed to be asleep when Harold broke through his door and started shattering his merchandise but instead he was up doing some late night cleaning in the shop. Already towering well over six feet tall at age fifteen, Harold wasn’t too worried about the little old man and didn’t even know anything was wrong until he came back awake on his back with the sound of guard whistles carrying through the open door.
Cho-lum was still sweeping the store nearby as he told Harold that a nice young man such as himself should show more respect to his elders and neighbors. At a loss for words, Harold was beginning to stand when the guards arrived and took him into custody. The old man didn’t file any charges but Harold was held for a few days just because of his long record as a troublemaker.
Harold would return three more times to Cho-lum in the following week, the first in anger at the little man ruining his job which ended much as his first encounter did. The second visit had Harold still angry but also weary, ready to catch the old man at whatever tricks he was playing. A blur of arms and legs later, Harold was shaking his head clear in a cell again. The third time, Harold returned, asking the old man how he kept disabling him so easily. Cho-lum told Harold it was as easy as disabling a mounted knight in armor, one must merely trip the horse and let the momentum of the big beast and its heavily armored master do all the work. Harold left the old man’s shop with much to digest after a conversation that lasted over an hour.
The next day, Harold returned and learned a bit more from the old man, who enjoyed having a younger fellow around to regale with stories and occasionally help move the heavy object or two. For three years, Harold visited Cho-lum as regular as clockwork, learning what the old man had to teach in pieces. Now most would have cause to fear that teaching a boy, that was filled with anger at everyone, these skills would make him a threat to every innocent person he might encounter, but somehow, Cho-lum had a calming effect on Harold even when the old man would pop the half-orc on the head in admonishment for doing something wrong.
At eighteen years of age, Harold lost the first person he ever thought of as a friend when Cho-lum passed away from old age. Set adrift again in the city of Caliphas, he started to migrate back to his old acquaintances and employment. However, with new insight in his view of the world, Harold found it hard to do the acts of petty, or otherwise, crime that his ‘friends’ wanted him to do. He made numerous new enemies as he started telling them to sod off and instead started to hire himself out as muscle for local businessmen whom had issues with the gangs causing them grief. He made a name for himself amongst the dregs of society, living up to his moniker ‘Horrible’ as most would scurry away to their dens of ill repute if so much as word got out that Harold was on the job.
It was during these years that Harold met the Professor. Visiting Caliphas to lecture at the local college, the Professor was also interested in the rumors of vampires stalking the streets at night. This would lead him into some nasty places that would have seen his throat slit just for the change in his pockets if he hadn’t had the foresight to hire a local tough to show him around the area. Thus Harold came to be in the temporary employ of the Professor, even pulling him out of one sticky situation when they actually did encounter a vamp who was seducing a young lady, a party the Professor accidently interrupted in his haste. Harold was sure he had a few gray hairs by the time the Professor left the city finally. It was strange and with some hesitation that Harold opened the letter from the Professor’s estate that arrived a few months later.

Mahorfeus |

Dotting for interest. I have been in one-and-a-half Carrion Crown games that fell through almost right off the bat, so it'd be nice to help keep this one afloat.
The party seems to be short a full arcane caster, so I might go for that. I had a necromancer made for this game, but I think he might be cursed, so perhaps a witch of some sort? The medium has some good flavor for this kind of campaign. And I suppose this would be someone who was late to Lorrimor's funeral, for one reason or the other...

Mr.Sandman |

Appearance: Paula doesn't look like most people imagine a Paladin should. She is short, and rather plain with short brown hair. She wears simple cloths beneath her armor.
Paula Miller
Female Human Oracle Paladin 1
LG Medium Humanoid (Human)
Init +3; Senses Detect Evil ; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (dex +1, armour +3, shield +1)
hp 12
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft
Melee: Longsword +4 1d8+3 19-20/x2 S or
.. Light mace +4 1d6+3 x2 B
Ranged: Light crossbow +2 1d8 19-20/x2 P
Space 5 ft.; Reach 5 ft.
Special Attacks: Smite Evil 1/day
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 12, Int 13, Wis 10, Cha 14
BAB +1, CMB +4, CMD 15
Feats: Quick Draw, Power Attack
Traits: Chance Savior, Blade of Mercy
Skills: Diplomacy 6, Kn. Religion 5, Sense Motive 4, Heal 4
Languages: Common, Orc
SQ: Aura of Good, Smite Evil, Detect Evil
Combat Gear: Longsword, Light Crossbow, 50 bolts, Light Mace, Studded Leather Armor, Light Wooden Shield
Other Gear: Backback, Bedroll, Chalk x10, Crowbar, Flint and Steel, Grappling Hook, Lamp, Oil x3, Rations x10, 50 ft rope x2, waterskin, Adventurers outfit
Paula Miller was ten years old when the orcs came to Highshade, a small city in the foothills of the Tusk Mountains on Ustalav's border. She hid in the church catacombs with the other children, praying to any god she could think of that the beasts would leave the city in peace. It was during her prayers to Sarenrae that a guard came to tell them the news.
A Paladin had been passing through town by chance, and had gone out to confront the advancing hoard before they reached the city. He had spoken to them, found out why they were on the move. These orcs where not evil, they were a small, hard working tribe, too focused on the struggle for survival in the harsh mountains to be malicious like most of their brethren. They where not an advancing hoard of conquerors,A but a desperate scattering of refugees, fleeing from the dragon that had recently claimed their homeland as its own. And at this very moment, that paladin was mediating a treaty between the city council and the invaders that would leave Highshade with three hundred new workers just in time for the spring planting season. Her prayers had been answered.
After a few years Highshade became known as a bastion for civilized orcs and half-orcs, and Paula never forget the actions of the Paladin that had changed the lives of everyone involved. At sixteen she joined the church of Sarenrae to honor him. She devoted herself to protecting others the way he had, and spoke passionately about the capacity for good in everyone, giving her opponents the chance to surrender before killing them whenever possible.
She was on her way home for a visit a few months agoAD , and by chance she was sharing a carriage with a professor from the big city who was scheduled do a lecture at the church. A day outside the city they were attacked by a pair of bandits. They had been expecting an easy mark, and surrendered after a quick scuffle, but the older man still thanked her profusely. She offered to be his host during his time in the city, and grew to respect the old man during that short time. It is saddening that his daughter is returning the favor in such unfortunate circumstances, but she is determined to help the poor woman however she can in this time of need.
Paula is a melee combatant mostly, with a slight flair for diplomacy. Socially she is polite, and will always try to mediate problems before they turn to violence. I plan on staying pure Paladin for the entire game.

Narrater |

To answer your question Riuk I am aiming to end recruitment on Saturday the 21st of March. I think that should be enough time to get a good pool of people and allow for some decent character ideas.
So far we have
MannyGoblin: Spugnoir, Half-orc alchemist(Vivisectionist)
Riuk: Caine DeLa Sangre, Dhampir Cleric(Undead Lord)
Vivian Deberth: Vivian Deberth, Human Rogue
Mr.Sandman: Paula Miller, Human Oracle Paladin (what book is the oracle Paladin from?)
'Horrible' Harold Grimsley: Harold Grimsley, Half-orc Brawler
Expressed Interest
Mahorfeus: Arcane Caster?

Mr.Sandman |

The great big book of oops. Its a leftover from the template I use. Fixed here.
Appearance: Paula doesn't look like most people imagine a Paladin should. She is short, and rather plain with short brown hair. She wears simple cloths beneath her armor.
Paula Miller
Female Human Paladin 1
LG Medium Humanoid (Human)
Init +3; Senses Detect Evil ; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14 (dex +1, armour +3, shield +1)
hp 12
Fort +3, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft
Melee: Longsword +4 1d8+3 19-20/x2 S or
.. Light mace +4 1d6+3 x2 B
Ranged: Light crossbow +2 1d8 19-20/x2 P
Space 5 ft.; Reach 5 ft.
Special Attacks: Smite Evil 1/day
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 12, Int 13, Wis 10, Cha 14
BAB +1, CMB +4, CMD 15
Feats: Quick Draw, Power Attack
Traits: Chance Savior, Blade of Mercy
Skills: Diplomacy 6, Kn. Religion 5, Sense Motive 4, Heal 4
Languages: Common, Orc
SQ: Aura of Good, Smite Evil, Detect Evil
Combat Gear: Longsword, Light Crossbow, 50 bolts, Light Mace, Studded Leather Armor, Light Wooden Shield
Other Gear: Backback, Bedroll, Chalk x10, Crowbar, Flint and Steel, Grappling Hook, Lamp, Oil x3, Rations x10, 50 ft rope x2, waterskin, Adventurers outfit
Paula Miller was ten years old when the orcs came to Highshade, a small city in the foothills of the Tusk Mountains on Ustalav's border. She hid in the church catacombs with the other children, praying to any god she could think of that the beasts would leave the city in peace. It was during her prayers to Sarenrae that a guard came to tell them the news.
A Paladin had been passing through town by chance, and had gone out to confront the advancing hoard before they reached the city. He had spoken to them, found out why they were on the move. These orcs where not evil, they were a small, hard working tribe, too focused on the struggle for survival in the harsh mountains to be malicious like most of their brethren. They where not an advancing hoard of conquerors,A but a desperate scattering of refugees, fleeing from the dragon that had recently claimed their homeland as its own. And at this very moment, that paladin was mediating a treaty between the city council and the invaders that would leave Highshade with three hundred new workers just in time for the spring planting season. Her prayers had been answered.
After a few years Highshade became known as a bastion for civilized orcs and half-orcs, and Paula never forget the actions of the Paladin that had changed the lives of everyone involved. At sixteen she joined the church of Sarenrae to honor him. She devoted herself to protecting others the way he had, and spoke passionately about the capacity for good in everyone, giving her opponents the chance to surrender before killing them whenever possible.
She was on her way home for a visit a few months agoAD , and by chance she was sharing a carriage with a professor from the big city who was scheduled do a lecture at the church. A day outside the city they were attacked by a pair of bandits. They had been expecting an easy mark, and surrendered after a quick scuffle, but the older man still thanked her profusely. She offered to be his host during his time in the city, and grew to respect the old man during that short time. It is saddening that his daughter is returning the favor in such unfortunate circumstances, but she is determined to help the poor woman however she can in this time of need.
Paula is a melee combatant mostly, with a slight flair for diplomacy. Socially she is polite, and will always try to mediate problems before they turn to violence. I plan on staying pure Paladin for the entire game.

Joey Virtue |

I also have a Vivisectionist, but i have a different take on mutagens that I heard from someone long time ago that I always wanted to try for a gothic horror game
So he is trying to stop the changes when he gets upset so he will inject himself with chemicals to try to stop the change sometimes he fails and the mutagen kicks in. He is using alchemy to keep the monster inside at bay.
2 levels rogue knife master and the rest vivisectionist he does not use knives he uses scalpels one in each hand (daggers skinned a different way)

Joey Virtue |

Dr Dolon Lycaon
Dr. Dolon Lycaon
Human alchemist (vivisectionist) 1 0)
NG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +0; +2 trait bonus vs. fear effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
dagger +2 (1d4+2/19-20) or
scalpel +2 (1d4+2/19-20) or
scalpel +2 (1d4+2/19-20)
Special Attacks sneak attack +1d6
Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds, shield
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Throw Anything, Two-weapon Fighting
Traits making good on promises, precise treatment
Skills Craft (alchemy) +7 (+8 to create alchemical items), Heal +8, Knowledge (arcana) +7, Perception +4, Profession (Surgeon) +4, Sleight of Hand +6, Spellcraft +7
Languages Common, Draconic, Elven, Varisian
SQ alchemy (alchemy crafting +1), mutagen (+4/-2, +2 natural armor, 10 minutes)
Combat Gear mutagen; Other Gear studded leather, dagger, dagger, scalpel, scalpel, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, formula book, ink, black, inkpen, mess kit, soap, syringes (worth 5 gp), torch (5), trail rations (5), waterskin, 32 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Making Good on Promises At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipa
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Dolon was of a rich family in the city of Lepidstadt. Dolon lived a great life and had plenty of money to enjoy top schooling in the city but rarely did he fully invest himself in his schooling. His perfect world all changed on a family trip into the country. The family was going to visit some of Ustalavs former minor nobility a distant aunt and uncle. The trip was fine at the old manor house was when things began to spiral out of control. The place was in disarray the time since the family had fallen out of grace had not been good to them or the manor, only the seneschal was still around he informed the family that everyone else had died or disappeared in the last few weeks quite mysteriously. Dolon’s father planned to stay the night because it was already quite late and leave first thing in the morning. Looking back it would have been much better to leave right then and face the Ustalav night then what happened at that manner house. Most of the memories are blocked out from the fear of the night something came at the family killing everyone but Dolon, sometimes Dolon wishes he would of died that night as well but he was infected by something not knowing what or how but he feel the changes it causes in him almost driving him to madness at some times.
Somehow Dolon made it back to Lepidstadt a changed man, he threw himself into his studies trying to figure out how to control the monsters that were now inside him and to find a way to seek revenge on those same monsters that killed his family. He invested himself and all his families’ assets into Alchemy and figuring out how to control the monsters. While at University of Lepidstadt, he trained as a doctor and Alchemist he met Professor Lorrimor while there. The Professor helped him with his “elixirs” that keep the monsters at bay. The professor gave Dolon a direction for his anger and his fears and helped him control the monsters within. With the word of the Professors passing Dolon is keeping his promise and has left Lepidstadt and any past life to head to Ravengro and pay his respects and find out how he will be repaying his debt to the dead professor.
Dolon is a tall angular man about 6 foot with dark hair that is always kept back from his face in a Tricorne Hat and a ponytail. He often dresses in a long leather duster over his clothing as it seems to rain or be over cast more often than not in Ustalav.
Dolan is a very surgical man in his thoughts and actions. If he does something it is for a reason not an impulse but because he see a good reason for doing the actions. He is also a man of word as to why he is in Ravengro at the professor’s funeral.

Narrater |

Easy fixes. I'll get on that. I like the ifea of a firearm inquisitor but I shall leave that for another day!
That out of the way, do we need melee or ranged?
There isn't any real deficiency in either category so I would encourage you to choose the one that you would prefer to play.

Kiri Windfeather |

I would like to submit Fauniel Darkleaf, I have everything in her alias but for ease of viewing...
*EDIT: I realized I need to get equipment still, I'll work on that in a
bit and add it to the alias.
Fauniel Darkleaf
female dhampir (svetocher) arcanist (twilight sage) 1
N medium humanoid (dhampir)
Init +2; Senses darkvision 60ft, low-light vision, Perception -1
--------------------
Defense
--------------------
AC 12 (16 mage armor), touch 12, flat-footed 10 (14 mage armor) (+0 (4 mage armor) armor, , +2 Dex)
hp 6 (1d6)
Fort +1, Ref +2, Will +1
Defensive Abilities twilight barrier
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Offense
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Speed 30 ft.
Melee -1
Ranged +2
Special Attacks bite (1d3), arcane reservoir (3/4), consume life (Su), flame jet (dc 12)
Spells (CL 1; concentration +5):
1st (3/3 perday)—mage armor, cause fear (dc 15)
0 (at will)—detect magic, read magic, ray of frost, disrupt undead
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Statistics
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Str 9, Dex 14, Con 10, Int 18, Wis 8, Cha 14
Base Atk +0; CMB -1;CMD 12
Feats extra arcanist exploit
Traits extremely fashionable, teacher's pet
Skills Diplomacy +5 (+6 if charming). Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (religion) +10, Spellcraft +8, Use Magic Device +6
Languages common, varissian, elven, sylvan, draconic
SQ bite, cantrips, arcane reservoir, consume life, necromantic focus, arcane exploit, twilight barrier,
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
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Special Abilities
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Alternate Weakness -1 penalty on saves against effects that deal positive energy damage.
Consume Life (Su) By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
This ability replaces consume spells.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
FangsOn occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Flame Jet (Su): The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Skilled Dhampire gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.
Teacher's Pet You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill (Knowledge [religion)].
Twilight Barrier (Ex)
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.
This ability alters the arcanist exploit gained at 1st level.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Personality Fauniel has a very obsessive personality, she is focused on her research and eventual vengeance for it's disruption. She tends to get engrossed and miss important things, like stray kids watching her, or making an appointment on time, but is otherwise very intelligent.
Book 1 (85 pages used)
0-Level (30 pages): All
1-Level (9 pages): ray of enfeeblement, mage armor, grease, cause fear, protection from evil, color spray
Over the years, Fauniel, much to everyone's surprise, aged at the same rate as the elven children her age and, eventually, she displayed a predilection for magic. Fauniel found herself apprenticed to a wizard named Liellenora who began teaching Fauniel the basics. Her mentor was not happy when Fauniel began to experiment with necromancy, and even more so when she began studying a book from the country of Geb written by a twilight sage. Learning what she did, she began to use the magical exploits of the arcanist. This angered her mentor so much that she dismissed Fauniel from her apprenticeship, much to the chagrin of her elven kin.
Left to her won devices once more, Fauniel continued to study, and began to notice the elven men much more than before. While this did not make her neglect her studies, she learned to balance the two fairly well. Eventually, she fell in love with an elven boy her own age, they pledged to each other, though their families were both against it. Not long after that, Fauniel's hunger began to awaken, her hunger for blood. While she and her lover were together, both adults now, she found herself captivated by the desire to taste his blood. With his consent she used her fangs to pierce his neck and taste him, delighted by the flavor. She ceased when he asked her too, but they were caught in the act. His family was outraged and claimed that she had him under her thrall and needed to be put down like the monster she was. Fauniel's family got her out of Kyonin, exiled on pain of death, instead of executed.
Fauniel found her way to the country of Ustalav to study more of the manioulation of life and death, falling into the tutelage of Professor Lorrimor, who took her on in fascination of what she was and what she studied. Fauniel excelled in her studies with the Professor, and began learning how to hone her abilities to exploit magic. She learned to create a barrier of energy which could re-direct damage back upon her enemies, and how to conjure a gout of flame to burn them. Sadly, just when she was getting her life together once more, the Professor died. Fauniel received a letter about his death and she left for the funereal, arriving too late to be there due to an unruly mob that believed she was a vampire. Having lost them, she has reached her destination, and is heading to the graveyard to visit him, but first, she stops in a tavern…

karlprosek |

Submission for Aldon Barlheim, Pharasmin cleric. Sheet is here; I'll put the sheet in the profile for ease of reference if he's accepted.
Planned progression is cleric into Holy Vindicator. His role is melee with positive energy channeling to heal party members and hurt undead. Traits are Hunter's Blood and Chance Savior.
But Aldon learned to hate the undead along with his mother's milk. He learned his numbers by counting zombies and skeletons the way other children learned to count sheep or cows. He learned his letters by learning A is for attic whisperer and Z is for zombie. While other boys played tag, he played 'keep away from the ghoul'.
Because Aldon isn't from a normal family. He's a Barlheim. His uncle, Duristan Barlheim, is the most famous member of the family, known for killing the Viscount Galdyce along with his even more famous fiancee, Ailson Kindler. But uncle Duristan was just another in a long line of undead hunters, and one of the few to gain notoriety outside the secretive world of monster killers.
Aldon grew up in Caliphas, where his extended family fights a shadow war against the vampires who lair in its depths. While not all Barlheims are devout, Aldon's parents were firm believers in Pharasmin teachings and are members of the secretive Whippoorwill Order, dedicated to laying the unquiet dead to rest.
He spent a great deal of time in the classrooms attached to the Pharasmin cathedral in Caliphas, learning church doctrine along with lore and more esoteric skills. He was trained by clerics and inquisitors of the faith, taught how to destroy the restless shells of the walking dead and allow their souls to return to the natural cycle of judgment. As he grew, eventually he was allowed to join live raids against the undead.
It was on one of these that Aldon happened to save Professor Lorrimor's life. He was only a teenager, and acting as the door watch during a raid against a vampire who had been preying on ladies of the night. He saw Professor Lorrimor attacked by a ghoul, a guard beast kept by the vampire who had somehow escaped the carnage underground and made its way to the streets. Between the two of them, Aldon and Lorrimor destroyed the creature. The professor never forgot what Aldon did for him and he kept in touch with the young man with occasional letters.
Aldon grew and became a capable monster hunter in his own right, and while years have passed between then and now, Aldon never forgot the first time he saved someone from a monster all on his own.

Narrater |

I see some good stuff looking over the characters. There is still 2 more days for submissions. Just want to remind everyone that submissions will end midnight the 21st. I will go over them with the current group and hope to get back to everyone within two or three days.
I believe this is the complete list of submission so far if I missed anyone or if something is in error please let me know.
MannyGoblin: Spugnoir, Half-orc alchemist(Vivisectionist)
Riuk: Caine DeLa Sangre, Dhampir Cleric(Undead Lord)
Vivian Deberth: Vivian Deberth, Human Rogue
Mr.Sandman: Paula Miller, Human Oracle Paladin
'Horrible' Harold Grimsley: Harold Grimsley, Half-orc Brawler
Fauniel Darkleaf: Fauniel Darkleaf, dhampir arcanist (twilight sage)
Joey Virtue: Dr Dolon Lycaon, Human alchemist (vivisectionist)
Sera Vasara: Sera Vasara, Human Inquisitor
Expressed Interest
Mahorfeus: Arcane Caster?
Corsario: ?

Jal Hetzau |

The messenger approaches the Varisian camp, and the first person to attract his sight is a young varisian man, dressed with a colorful performer outfit, talking to an innocent-looking girl.
Approaching he notices the blush on the girl cheeks, not older than 14, while the young man, even if tall, looks very young, 15 or so, without a trace of beard.
There is a small bird, a blue Thrush, playing with the girl. But as soon as the bird sees the messenger approach it climbs to the young man's shoulder and gets it's head at the boy's ear.
The boy looks at the messenger, and smiles widely. His black eyes sparkle with youthful enthusiasm and glee, as his melodious voice calls out.
"Hello! Welcome to our Caravan! What can we offer you? We have food, drink, entertainment, Items from the marvelous Varisia! News from all over the world! We have girls who can dance, and men who can fight!"
The messenger shakes his head.
"I am looking for Jal Hetzau."
The boy looks around...
"Hey! We are no sczarni! We are humble but honest people, and I swear we don't like getting in problems!"
The messenger shakes his head again.
"Is not that. I bring news from Professor Lorrimor."
The boy smile even more widely than before.
"The professor! Yes, I know him! I am Jal Hetzau! One day Zigen, my bird, saw the professor in peril..."
The bird looks at the messenger, and speak!
"White hair was in problems! Big monster was going to eat him!"
The boy, as if the bird talking was the most normal thing in the world, continues.
"I went and scare the monster away! Some sounds here, the illusion of a bear there, and off it went! We patch up the professor here at camp, and he traveled with us for a couple of weeks. A real gentlemen! How is he?"
The messenger pulls an envelope and gives it to the boy, with a grave face.
"He is dead."
-----
Hi Narrater!
This is my proposal, a young innocent Varisian Sorcerer, with Arcane bloodline, getting away from his family and caravan for the first time, off to discover how harsh and hard life can be when you are a stranger, in a strange dark world.
He has very high Charisma, and I expect him to be the "face" of the team (check his diplomacy modifier).
In combat, for now, he would use "Acid Splash" with an Acid Flask focus so it makes 1d3+1 damage (not much, but is against touch AC and he has Point Blank Shot as a feat, so it is 1d3+2 damage within 30'), use a long spear to help from a distance (10' reach) or a morning star in melee.
But his "thing" is to use figments to confound and distract the enemies, grease to impair them, and message to keep the team communicated.
All the "details" are in the profile.
I hope you like it!
Any recommendations, questions or comments?

Draken Caladran Lorrimar |

I can't seem to get excited about anything else really, the crossbow could be ok, but the van helsing feel is a tad eh for me. I'll have to withdraw from this one :/ unless you are ok with me using a firearm anyway.
note without the aformention feat change. (I'll get free action reloads for pistol eventually anyway :p )

Marcus Antonius Minimus |

Submitting Marcus Antonius Minimus, Halfling Paladin.
Marcus is the fifth son of a family of poor Varisian halfings. At the age of ten, his family unable to feed itself, he was thrust upon the grace of the church of Iomedae. He spent many years as an acolyte of Iomedae learning the tenants of Justice and Honor. He eventually accepted the order instead of resenting what his parents had done to him. Not being very bright and being unusually strong for a halfling Marcus took up the sword and began training as a paladin. Eventually he left for Lastwall to join the paladins there.
Five years ago Marcus was part of an expedition to investigate a crypt lead by Professor Lorrimor. The expedition went badly and their party of six was down to three by the time the Professor managed to drag them back out, literally in Marcus' case. That day Marcus pledged he would do anything for the Professor in return for saving his life. He didn't hear anything from Lorrimor until the day he got the letter calling him to the funeral.
Marcus is a larger than average halfing with an errant mop of curly brown hair and green eyes. He wears a faded white cloak over a set of scalemail. The sword of Iomedae is proudly emblazoned on his tabard and the same symbol, wrought in silver, hangs from his neck. The hilt of a sword nearly as tall as him deforms the right shoulder of his cloak.
Marcus is determined to prove that he can be as good a paladin as any other despite his size. Where his strength and his courage fail him he turns to his faith in Iomedae.
His experience with the professor has taught him that learning about evil is just as important as smiting them and he is perfectly willing to support others who wish to do so.
He treats other's misunderstanding of his code good naturedly and doesn't expect them to follow it, but does his best to never turn from his code.
Marcus Antonius Minimus
Halfling paladin 1
LG Small humanoid (halfling)
Init +1; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +1; +2 vs. fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d3+5/19-20) or
greatsword +4 (1d10+7/19-20) or
sap +4 (1d4+5 nonlethal) or
silver shortsword +4 (1d4+4/19-20)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
At will—detect evil
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Statistics
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Str 16, Dex 12, Con 12, Int 8, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Power Attack
Traits Fate's Favored, Making Good on Promises
Skills Acrobatics -3 (-7 to jump), Diplomacy +7, Intimidate +4, Perception +1; Racial Modifiers +2
Perception
Languages Common, Halfling
SQ adaptable luck
Other Gear scale mail, dagger, greatsword, sap, silver shortsword, bedroll, silver holy symbol of Iomedae,
16 gp, 9 sp
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Special Abilities
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Adaptable Luck +3/+2 (3/day) +3 to one ability check, attack, save, or skill check, +2 after the roll.
Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Making Good on Promises +2 trait bonus on saves against fear effects
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 racial bonus vs Fear saves.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Narrater |

Updated the list and fixed those items pointed out. Sorry to see you go Draken but I can sympathize when you get an idea for a character in your head and want to play it out it can be tough to let go. Just wanted to let you know when I went to take your name down I realized I never put it up in the first place. Sorry for the unintentional oversight. It is surprisingly hard to keep track of everyone even with such a short list.
MannyGoblin: Spugnoir, Half-orc alchemist(Vivisectionist)
Riuk: Caine DeLa Sangre, Dhampir Cleric(Undead Lord)
Vivian Deberth: Vivian Deberth, Human Rogue
Mr.Sandman: Paula Miller, Human Paladin
'Horrible' Harold Grimsley: Harold Grimsley, Half-orc Brawler
Fauniel Darkleaf: Fauniel Darkleaf, dhampir arcanist (twilight sage)
Joey Virtue: Dr Dolon Lycaon, Human alchemist (vivisectionist)
Sera Vasara: Sera Vasara, Human Inquisitor
karlprosek: Aldon Barlheim, Pharasmin cleric.
Marcus Antonius Minimus: Marcus Antonius Minimus, Halfling Paladin
Jal Hetzau: Jal Hetzau, Male Human (Varisian) sorcerer

Narrater |

In combat, for now, he would use "Acid Splash" with an Acid Flask focus so it makes 1d3+1 damage (not much, but is against touch AC and he has Point Blank Shot as a feat, so it is 1d3+2 damage within 30')
I have always liked the Alchemical Power Components idea from the Adventurer’s Armory. It was one of the primary reasons I purchased the book.

Narrater |

The recruitment is closed and this should be the final list. I will talk it over with the rest of the group and get back to everyone I am looking at 2 maybe 3 days at the most to choose the two individuals. I wanted to thank everyone for the submissions and look forward to bumping into all of you on the boards in the future.
MannyGoblin: Spugnoir, Half-orc alchemist(Vivisectionist)
Riuk: Caine DeLa Sangre, Dhampir Cleric(Undead Lord)
Vivian Deberth: Vivian Deberth, Human Rogue
Mr.Sandman: Paula Miller, Human Paladin
'Horrible' Harold Grimsley: Harold Grimsley, Half-orc Brawler
Fauniel Darkleaf: Fauniel Darkleaf, dhampir arcanist (twilight sage)
Joey Virtue: Dr Dolon Lycaon, Human alchemist (vivisectionist)
Sera Vasara: Sera Vasara, Human Inquisitor
karlprosek: Aldon Barlheim, Pharasmin cleric.
Marcus Antonius Minimus: Marcus Antonius Minimus, Halfling Paladin
Corsario: Jal Hetzau, Human (Varisian) sorcerer
Draken Caladran Lorrimar: Draken Caladran Lorrimar, Dhamphir Inquisitor

Narrater |

So at the end of the day the people selected are Sera Vasara, Human Inquisitor and Horrible' Harold Grimsley, Half-orc Brawler. If you two could say hello in the discussion board we will try to make any needed tweeks and integrate your characters into the current story
I wish to thank everyone else for taking the time to apply. There where a lot of good submissions and it made the selection process difficult. Look forward to seeing everyone on the boards.