The_Ninja_DM's Carrion Crown

Game Master Spiral_Ninja

The Trial of the Beast: Schloss Caromarc 1

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Hmm... A melee Oracle with the Seeker archetype would fill out all three of those requirements. Not sure if I'll submit or not yet (it's 3:30 AM and I should not be awake to be thinking about this lol) so consider this a dot for interest.

Actually, how do you feel about 3rd party feats? I've got one single feat in mind (Deadly Agility, from Dreamscarred) which could otherwise be replaced by Fencing Grace and a level or two dip in fighter or a similar 3rd party class, and am not sure which would be an easier/more elegant solution.

thunderbeard wrote:
Actually, how do you feel about 3rd party feats? I've got one single feat in mind (Deadly Agility, from Dreamscarred) which could otherwise be replaced by Fencing Grace and a level or two dip in fighter or a similar 3rd party class, and am not sure which would be an easier/more elegant solution.

I'm OK with that feat.

Silver Crusade

It doesn't actually say if it applies to ranged weapons how do you interpret Deadly agility for throwing axes? Melee and ranged or just melee? Extra damage that is..

How do you feel about the Divine Protection feat? I know some GM's who ban it for being OP so I figured it would be best to ask before putting it on a character sheet.

Tharasiph, Arachnofiend I'll review both and let you know by tomorrow.

I've got a Desnan archer Inquisitor sitting around that I can modify to fit your creation guidelines. Basically a knight errant with a thing for killing monsters who prey on travelers. He can provide ranged punch in a fight, some support spells, and has a plethora of Knowledges to identify monsters. The not-yet modified sheet is up on Myth Weavers, at the moment. I'll make up an alias for him if he gets selected.

Rail is from a traditional Varisian caravan background. His people were traveling entertainers who moved from town to town and earned their living playing music, putting on plays, and generally bringing outside entertainment to towns that would otherwise never see a musician or acting troupe. He lived a nearly idyllic life with the troupe until he was ten, when the caravan was nearly wiped out by a swarm of undead rampaging up out of Virlych.

Rail and his father were two of the only survivors, with his mother, brother, and sister among the dead. They would have died as well if it hadn't been for a patrol of knights, who drove off the monsters. Rail's father took them north as far away from Virlych as he could, eventually settling in Lepidstadt where he could put some of his skills to use.

Rail's father was no fighter, but he was a dazzling showboat of a swordsman. With his quick blade and rapier wit he became a popular dueling master for the University's youngsters who wanted to stand out when they sought the famous Lepidstadt dueling scars. In time, Rail's father remarried and had more children, and Rail went on with his life as well. But while his father was able to settle down, Rail never lost the wanderlust his childhood on the road bred into him.

It was this zest for travel and love of the journey that brought him to Desna. He swore that as long as he could help it, no travelers would die on the road because of monsters, human or inhuman. While he never had his father's knack with a blade, he had his father's strong hands and dextrous fingers and taught himself to be good with a bow.

The day after his 18th birthday he left Lepidstadt and never looked back. It was on the road that he encountered Professor Lorrimor. The professor's carriage had been ambushed by bandits, and Rail helped the carriages last remaining guard to run off the highwaymen. The professor was profusely grateful, as he had been sure he was about to die. Rail traveled a few days with Professor Lorrimor to his destination- Ravengro- and left to continue his wandering.

That was years ago, and Rail had mostly forgotten about the encounter. It was only luck that Rail passed back through Lepidstadt to visit his father when Professor Lorrimor's letter arrived. He is curious and touched that the professor remembered him after all that time and was honored to be named a pallbearer at his funeral.

Just above average height and slender but with wide shoulders, a broad chest, thick forearms, and strong hands. He has shoulder length blonde hair and a short beard that he keeps trimmed to a point under his chin. He favors natural colors, particularly green.

Rail is the kind of person who will stick up for the little guy. If he sees something he considers unfair, he will speak up. As long as nothing is offending his sense of justice, he is a friendly, outgoing person. He loves to travel and meet new people. He detests bandits and monsters who prey on innocent travelers.

I would like to submit Alynthar. His Campaign trait will be the "Keeping Good on Promises" trait, which gives him a +2 against fear effects.

Andjela was built for Carrion Crown, we'd just gotten to Schloss Caromarc, essentially.

Dhampir Paladin. Divine Hunter/Warrior of the Holy Light.

I have to tweak her for the char gen rules, but shouldn't be much of a change.

How are you for crafting Magic Weapons?

Okay, here’s my submission (focused on trap-disarming and entertainment value, but also good at melee and scouting, with decent healing/support magic)

*Note: Steel Hound archetype adds firearms proficiency without losing much—if there’s no guns in this campaign, I’ll drop it

Gerbault Keenthinker

Traveling “Halfling” Duelist, age 22
Alignment: NN (Lawful… by goblin standards)
Goblin Fighter 1 / Investigator 5 (Empiricist, Steel Hound)

• Brutal trap-murderer. +19+1d6 to Disable Device, take no prisoners.
• Agile melee striker, using TWF with studied combat
• Back-up healer, decent party support buffs through infusions (can hand out potions of true strike, invisibility, etc)
• much stealth, much skill, much perception
• Has a pointy-eared secret

(Backstory and detail in spoilers...)

Let me TELL you a STORY, Tall-Fellow:

The one called Jerbo Bat-Ear was born to a small goblin tribe, in the mountains of cold and boring. With a natural talent for alchemy, he excelled in part due to intellectual patience, gnawing on the puzzles he found long past when others gave up. But with his at archery and listening, he was also an excellent scout, brought on goblin raids from a young age.

In one fight, Jerbo saw an enemy pink-skin use proper magic. What a surprise! What had the goblins been doing all day, busy biting and stealing from each other when they could be learning real knowledge? On his next raid, Jerbo snuck off from the rest of his troop, uninterested in killing or eating enemies when there was a town wizard to rob. And, wondering in the marvels of magic items, Jerbo soon discovered one with the power to disguise his green skin and pointy teeth. Most goblins in his tribe were not very close, and it was not difficult for him to simply leave, and not come back.

What wonders the little goblin had missed, in the petty, filthy caves of his ancestors and their petty, filthy savagery. The world outside goblin lands had such wonderful things! Books! Furniture! Clean water! Soon, with his skill as a quick study, Jerbo graduated from stealing food and clothing from the towns he passed through to disguising himself as an acceptable traveler. Wearing many layers of scarves and hats, and putting a foreign-sounding pronunciation on his name, “Gerbault” gradually traveled toward the coast, learning languages as he went and peddling his trade as “Alchymical Secrets of the Most Mystickal East."

And then the little one found Ustalav, land of big cities full of big universities full of big books. Big lectures, too. It was easy for small fellow to pick locks on windows and sneak into the back of a classroom, learn secrets of alchemy and mathematics. Much more still to learn, of course.

There were pointy-ears here, too, though with small heads and pink skins, and Gerbault learned to speak their language and pass as one of them. In human-centred Ustalav, few looked too closely. And SO MUCH to EAT! The cities of the North are full of abandoned dogs, living in streets, cold and slow and forgotten, so easy to catch, and so tasty.

But Gerbault, with his fanciful “foreign” airs and his lack of understanding of many of the more suspicious local customs, often found himself in fights and brawls. He began to make a name for himself among the sort of university students who fought illicit after-dark duels, disarming rash youngsters and earning a name for himself as a champion swordsman. Now, the eccentric “halfling" duelist, quick to anger and impossible to defeat with a blade, is a bit of a student legend among the right universities. With trouble brewing close to home, he’s decided to chase down what monstrosities he can find and end them with flourish and fire.


Melee Attack (with all commonly-used modifiers):
Rapier/Dagger +11/+11 (1d4+12, 1d3+7)
Rapier Cleave +11/+11 (1d4+12, 1d4+10)

Mwk Rapier, +12 (1d4+6)
Mwk Dagger, +12 (1d3+3)
Mwk Pistol, +12 (1d6)

Str: 11 (13)
Dex: 20 (22)
Con: 12
Int: 16
Wis: 8
Cha: 10

Initiative: +6
HP: 58 (12 + 10 + 5d8 + 6 + 5 (FCB))
AC: 22 (6 Dex + 4 Armor + 1 Kilt + 1 Size)
Fort +5, Ref +11, Will +4 (+6 vs illusions/fear)

Weapon Finesse (Fighter Bonus)
Amateur Gunslinger — Quick Clear (Investigator Bonus)
Gunsmithing (Investigator Bonus)
Deadly Agility (Dreamscarred)
Power Attack

Discoveries: Infusions, Quick Study

Combat Modifiers:
Studied Combat: +2/+2
(+1/+0) if no adjacent allies
TWF: (-2/-2)
PA: (-2 || +4/+2)

Traits: Making Good on Promises, Goblin Foolhardiness, Accelerated Drinker


*With infusion discovery, anyone can carry and drink these

Level 1: 5/day
Level 2: 3/day

Level 1: Cure Light Wounds, Long Arm, Enlarge Person, True Strike, Shield, Identify, Crafter’s Fortune, Negate Aroma, Endure Elements
Level 2: Cure Moderate Wounds, Alter Self, Invisibility, Vomit Swarm

Equipment: Belt of Str/Dex +2 (10k), spring-loaded wrist sheaths, mithral chain shirt (1.4k), hat of human guise (400), mithral armor kilt (1.3k), masterwork thieves’ tools, masterwork rapier (300), masterwork dagger (300), bunch of throwing daggers, masterwork pistol, disguise kit, quick runner’s shirt, cloak of resistance +1, alchemist’s fire x5

Ninety percent inspiration, ninety percent perspiration:

*Indicates class skill
44 skill points (Fighter 2, Investigator 30, Int 12)
Uses Int for Perception, Sense Motive, UMD

*Acrobatics +15 (6 ranks)
*Appraise +7 (1 rank)
*Bluff +4 (1 rank)
*Climb +5 (1 rank)
*Craft (alchemy) +7 (1 rank)
*Disable Device +19 (6 ranks, +2 tools, +2 trapfinding)
*Disguise +21 (6 ranks, +2 tools, +10 hat)
*Escape Artist +10 (1 rank)
*Handle Animal
*Knowledge (local) +7+1d6 (1 rank)
*Knowledge (engineering) +7+1d6 (1 rank)
*Knowledge (arcana) +7+1d6 (1 rank)
*Knowledge (geography) +7+1d6 (1 rank)
*Knowledge (other) +3 (can use untrained)
*Linguistics +1+1d6 (1 rank)
*Perception +16/+18 vs traps (6 ranks, +4 racial, +2 trapfinding)
*Sense Motive +7 (1 rank)
*Sleight of Hand +10 (1 rank)
*Spellcraft +7+1d6 (1 rank)
*Stealth +19 (6 ranks, +4 size)
*Swim +5 (1 rank)
*Use Magic Device

Inspiration pool: 5 (+1d6)

Racial Features:
Small size (but normal speed)
Over-Sized Ears (+4 to Perception)

Languages: Goblin, Common, Halfling, Varisian, Orc

any feedback to or my questions DM?

Are you rolling with Wealth By Level? Or will it be less than that? You might've posted it somewhere and I simply missed it.

Starting Funds: yes go with WBL.

Arachnofiend: You can take it, but I may have to up some of the threats... ;P

Tharasiph: Hmm. I'm going to say limited OK on thrown. No more than 30' range.

I well rework Brother Ivan and submit him

Crafting both normal & magic.

I'm OK with it, though the module has (sort of) limited down-time.

If you have a copy of Spes Magna's Making Craft Work, go with those rules. If not, standard PF rules.

Dhampir is an issue for some... I was playing her like no one knew she was Dhampir yet. Someone was playing a young Oracle, she she just asked her not to include her in channeling... Selective Channel. Snuck negative energy items for healing.

I think the understanding was her lay hands on was positive, but did not hurt her to use. But the holy light powers were different and not considered positive in that sense. Is that OK?

For crafting... she has a spell-like ability, so it qualifies for caster level feat requirements. It was Arms and Armor (as a tools of the trade sorta thing).

Dhampir is not a problem. I'm running a half-drow in the Carrion Crown PbP I'm playing in.


Would you object to the combining of magical items as long as we pay the appropriate cost?

Like if we combined a ring of sustenance(2500g) with a ring of protection(2000g) then the ring of protection would cost 3000g to add since that would be the x1.5 cost.

Darien, if you want feedback, I can take a look...

1. I think you've calculated HP wrong, since in this campaign characters are adding their Con scores

2. Your falchion should deal 2d4+8 damage (the bonus from str is +7)

2. You might want to pick an archetype that doesn't trade away Channel Energy, which is both extremely useful as healing and against groups of undead, both of which seem like things this party is interested in in the recruitment blurb.

EDIT: Also, hi, Sh'torek!

Javel: OK. Just keep it simple.

Silver Crusade

thanks thunderbeard. Is that con score only at first level or every level?

also, I've always had it round up (5/2-2.5=3 to 8) was their an FAQ?

The Archtype is part of the character, his oath was made against the evil that slew the professor. Besides, I've never liked channeling as a paladin. I'll stick to my Lay on hands.

I was mostly asking the DM how he handled replacing the aasimar SLA, if one just cherry picked, rolled, or was not allowed.

Adding con is a GM-specific rule, and just at level 1. Round up is official PFS rules, while Wizards rules say to alternate between rounding down and up on averaged HD. There's no official Pathfinder ruling outside of PFS, but I generally assume to use the PFS ruling unless told otherwise.

Yeah, if I decide to roll with it it'll be simple. Useful to be honest. You can't really do too much combining without gobs and gobs of cash.

Also: What's up, thunder!

Silver Crusade

sorry, I meant he bonus damage from str. (I've always played it as strX1x5 round up) Never ran into anyone doing it different until now.

Thanks for the hp catch ;3

Score at first level only. Afterwards, just standard roll or PFS.

I'm in favor of building your character as you want it, including SLAs. I've no problem with the swap to Angelkin.

In other games I've used this option:
Standard races are 1-15
Advanced races are 15-25
Monstrous races anything above 25

If you want to play a race that 'costs' over 15 race points (or add traits/abilities that bring the race over 15 race points), the overage comes out of your point buy:

Aasimars are 15 RP in any variant, so any variant is OK.

Fetchlings are 17 points, 17-15=2; 20-2=18 so you'd only have 18 points for stats.

Drow nobles are right out, but Drow are doable. Risky in Ustalav (or anywhere else, but doable).

If you wanted to, you could take some alternate race traits from your race and 'buy' them to bring you up to 15. Note: this isn't actually costing those points, just my (not as effective as I'd hoped) effort to balance out race costs.

Humans (at 9 RP), for example, could take any of the Human alternate race traits, using the cost in RP of the traits the are listed as replacing.

You don't HAVE to, but the option is there.

Silver Crusade

That's a need Idea, Think I'll steal that.

Hmm.... so I can just "add" alternate race features to get my race's RP up? (Although I absolutely believe humans should cost more than 9 RP, they're one of the most powerful races).

Meanwhile, the goblin's alternate racial abilities don't have actual RP values, since they're odd abilities, but the +4 to Perception one appears to be worth ~3 RP, the climb one worth 1-2 RP, which would mean that I could add Tree Runner and Cave Crawler to gain +4 to Acrobatics, +12 to Climb, and climb speed 10 on top of what I already have—which seems a little overpowered.

Would you accept a Nightblade? Here is a link

Nightblades are acceptable (just remember the no evil guideline).

I was actually considering a Nightblade for a Jade Regent character, myself

The racial trait swap option is great... I'll see if I can make her more vampiresque.

i have this character id like to submit dhampir ancient borne alchemist.

let me know what you think

:::snicker::: Two dhampirs? If I take both of you, this should be amusing when we get to Ashes At Dawn.

My Oracle concept isn't panning out flavor-wise so I'm bringing a Half-Orc Life Shaman (which means you won't have to deal with the nonsense that is Divine Protection lol). Character sheet incoming.

this is draken

that's is the first dhampir I have made any feedback would be much appreciated ty

I would like to play him as if he is using the alchemy to gain control over the ancient vampiric blood in him

Any chance we can get a further clarification on that alternate race points ability thing? Otherwise, I can just worry about it if picked.

EDIT: Oh, didn't realize it's "the cost of the traits they REPLACED." (Which is, incidentally, rarely the cost of the replacement traits in RP). In that case, any goblin replacement trait would bring things up to 16 RP, so I guess Gerbeault just gains the climb speed 10 bit.

Someone called?

Silly monkey I am! I was creating a custom race by adding 1 RP race traits.

Stuff like Weapon Familiarity, Fast, Climb, etc... To represent her background.

Unless I'm mistaken, it would appear the party could benefit from a ranged attacker.

I'll be submitting a Human Hunter 6 when I get home from work tonight. He will be focused on his longbow attacks, using his animal companion as a flanking buddy for melee players.

He should also be able to add to the healing pool and hand out buffs if requested.

Let me make sure I've got this right. I'm building a Gnome Nightblade. Since Gnomes are 10rp I can "buy" her racial traits to get 15rp. Can I remove one of her racial traits in order to buy more? Basically I want to toss one of her racials so she drops to 9rp and I have 6 points to spend on traits I want.

Feth wrote:
Let me make sure I've got this right. I'm building a Gnome Nightblade. Since Gnomes are 10rp I can "buy" her racial traits to get 15rp. Can I remove one of her racial traits in order to buy more? Basically I want to toss one of her racials so she drops to 9rp and I have 6 points to spend on traits I want.

Yes. Just let me know what you change.

stat block:
Draylan Gossamar
Human hunter 6 (Pathfinder RPG Advanced Class Guide 26)
LN Medium humanoid (human)
Init +6; Senses Perception +14
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 45 (6d8+12)
Fort +6, Ref +9, Will +4
Speed 30 ft.
Melee mwk longsword +7 (1d8+2/19-20)
Ranged +1 composite longbow +10 (1d8+3/×3)
Hunter Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—cat's grace, hold animal (DC 14), shield companion[ACG], spider climb, summon nature's ally II
. . 1st (5/day)—cure light wounds, gravity bow[APG], resist energy, speak with animals, summon nature's ally I
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 12), read magic, spark[APG] (DC 12)
Str 14, Dex 19, Con 12, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Coordinated Shot[ACG], Deadly Aim, Point-blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Stealth Synergy[UC], Weapon Focus (longbow)
Traits chance savior, world traveler
Skills Acrobatics +4, Bluff +0, Climb +5, Diplomacy +0, Disable Device +2, Disguise +0, Handle Animal +7, Heal +6, Intimidate +8, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +14, Ride +7, Sense Motive +7, Spellcraft +7, Stealth +12, Survival +6, Swim +5, Use Magic Device +0
Languages Common
SQ animal companion (leopard named Spots), animal focus (6 minutes/day), hunter tactics, improved empathic link, nature training, track +3, wild empathy +5, woodland stride
Combat Gear wand of cure light wounds (50 charges), wand of gravity bow (50 charges); Other Gear +1 mithral scale mail, +1 composite longbow (+2 Str), mwk longsword, handy haversack, 4,535 gp
Special Abilities
Animal Companion (animal companion (leopard named Spots)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (6 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs opp.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Still buying gear, but here is the basics

Hunter 6
Animal Companion - Leopard

ranged (longbow) focus
animal companion - flanking buddy

So I was doing it right!

Should be ready, 24 hours...

I think... I'll worry about the race points stuff a little more if chosen (since you can get some ridiculous stuff with enough RP, and I'd care more about being at the level of other players and ask my questions then).

Meanwhile, for my own edification (and people who aren't sure what to propose), here is a list of characters proposed:


What I'd like to see (though not required):

a skill monkey (we desperately need a locks/traps expert)
another caster; divine or mixed
another martial: a request for a paladin has been put in

*I'm not sure exactly how to group them all, but Inquisitor, Investigator, Nightblade and Hunter are the high-skills classes proposed, with Inquisitor also having trapfinding and int-dependence

-Alynthar (Alynthar42), Tiefling Necromancer Wizard (crunch not finished... CG, so alignment might be a relic?)
-Arachnofiend, Half-Orc Life Shaman (in progress)
-Brother Ivan, Human Cleric of Sarenrae, Fire and Healing Domains (crunch not finished)

-Darien Cedric Espoir (rorek55), Aasimar Oath of Vengeance Paladin
-Draken de Thon (Riuk), Dhamphir Beastmorph Vivisectionist Alchemist (crunch not finished)
-Andjela Daywalker, Dhamphir Paladin with a bunch of archetypes, archery-focused

-Rail Maedre (karlprosek), Human Inquisitor of Desna, archery-focused (crunch not finished)
-Draylan Gossamar (gossamar4), Human Hunter, archery-focused (fluff not finished)
-Feth, Gnome Nightblade (in progress)

-Gerbault Swiftblade (thunderbeard), Disguised-Goblin Investigator/Fighter (I realized my character's last name could be more halfling-y)

Potentially interested:
-Javell DeLeon
-A second character named Draken, from rorek55?

Nice breakdown, thunderbeard. Thank you.

that second rorek55 character appears to be 8th level and would have to lose 2 levels to qualify; he's an Inquisitor/Gunslinger

Yeah... but about half the character proposals are at the wrong level (I marked them not finished), and just assumed they were prioritizing their character's personality/starting stats over level-ups.

Andjela is pure martial with a little healing/buff... her archetype is spell-less.

Everyone who's submitting a character, please get it finished by Saturday. I'd like to have my choices made no later than Monday morning (due to Easter dinner with the family).

I know the holiday will mess things up a bit...I have a family meal to attend between 3 and (probably) around 8 or 9.

Also, We're planning a theme parking trip this week as well; leaving Tuesday for Carowinds (our first time there) and then to Busch Williamsburg, then King's Island and home. I'll have a laptop and internet access everywhere we stay, so while updates might be a bit late-night, they will occur.

Thunderbeard, what's missing in my crunch? I don't see anything I've forgotten.

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