
Sean, DarknessSMK |

It's October! Time for Halloween and other scary fun!
To that end, is anyone interested in running through Ravenloft, updated to Pathfinder rules and tucked into a corner of Ustalav? If so, then you're in luck! I have pulled out my copy of Expedition and dusted off my tattered old copy of I-6.
I'm looking for six to eight players, fifth level characters, 25 point buy, two traits, 10,500 gp starting.
Allowed Material --
Races: Core races only please.
Classes: All Core and Base classes.
Feats, Spells, Alternate Race and Class Options, Traits, etc.: Anything found on d20PFSRD will be allowed pending final character approval.
I expect posting frequency to be about once a day, however, I will be out of town for a family funeral from October 11th through the 15th, and will likely have limited posting ability for some of that.
Anyway, we'll see what kinds of interest this drums up over the next day or so and take it from there.

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I have no idea what this is, but I like pathfinder, and my other 5 (yes, 5) PbPs barely have a post a day between them. It's maddening. So I'd love to add some fast-paced level 5 action to the mix.
I have unlimited 4G on my phone so I'm usually pretty good about posting fast and often. I prefer combat/action over RP, but I do both (obviously) as needed. Not sure what character I'll play yet. Any alignment/deity restrictions?

Sean, DarknessSMK |

This sounds like a perfect opportunity/nightmare for a dirge bard. Concept coming over the next day or two.
yes, my master of many styles monk will be a halfling, and i think i might put points into Perform: Comedy. He will bring comedy to the sad lands
Interesting concepts, I look forward to the submissions. And there's always room for comedy in horror!

Ptolmaeus Arvenus |

I'm interested but my question is, are firearms allowed?
I've been wanting to play a gunslinger going into shieldmarshal but if not, other possibilities are an unbreakable fighter (tanking of course) or a cleric 1/inquisitor 4 with the channeling scourge feat. None of these are exactly written up yet but can be put together quickly.

Sean, DarknessSMK |

Awesome, I'll get to work on stating him up and figuring out a backstory. Any restriction on the level of firearm?
Nope. If you want to pay for it, you can have it.
I must away to work for the evening. I will look over Calvin and any other submissions, and post comments later tonight.

RainyDayNinja RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |

Alright, here's a quick rundown of the crunch so far. For the backstory, can you tell us more about why we might be going on this adventure?
Human NN
Lore Warden 1/ Crypt Breaker 4
Init +6, Perception +10 (+12 vs. traps), Trapspotter
STR 14
DEX 16 (18)
CON 12
INT 18
WIS 14
CHA 7
BAB +4
CMB +6
CMD 20
Speed 30 ft.
HP 37
AC 19
Touch 14
FF 15
Fort +8 (+2 vs. Poison)
Ref +9
Will +5
Melee: Mwk. Glaive +7 (1d10+3)
Ranged: Mwk. Composite +2 Longbow +10 (1d8+2)
Alkahest Bombs (8/day) +9 (2d4+4)/(2d8+4 vs. undead, constructs)
Feats:
1: Point Blank Shot
Human: Precise Shot
Fighter1: Weapon Focus Longbow
2: Discovery: Trapspotter
2: Throw Anything
3: Focused Shot
4: Discovery: Infusion
5: Deadly Aim
Traits:
Indomitable Faith
Reactionary
Skills (*=rank):
Acrobatics*: +5
Climb*: +6
Craft(Alchemy)*****: +12 (+16 for crafting)
Disable Device*****: +12
Knowledge(Dungeoneering)*: +8
Knowledge(Engineering)*: +8
Knowledge(History)*****: +12
Knowledge(Religion)*****: +12
Perception*****: +10 (+12 vs. traps)
Sleight-of-Hand*****: +12
Spellcraft*****: +12
Stealth*****: +12
Survival*: +6
Swim*: +6
Extracts:
Level 1 (4/day): Comprehend Languages, Detect Secret Doors, Detect Undead, Enlarge Person, Expeditious Retreat, Reduce Person, Shield
Level 2 (2/day): Bull's Strength, Cat's Grace, Invisibility, Resist Energy, Spider Climb
Languages: Common, Abyssal, Ancient Osiriani, Varisian
Special Abilities:
Crypt Breaker's Draught (+4 Perception, Light Blindness, and Darkvision 60, Low-Light Vision, or Scent) [Replaces Mutagen]
Trapfinding
Swift Alchemy
Poison Use
Gear:
+1 Mithral Shirt (2100 gp)
+2 Belt of Incredible Dexterity (4000 gp)
Mwk. Glaive (308 gp)
Mwk. Composite +2 Longbow (600 gp)
Efficient Quiver (1800 gp)
-Arrows (40) (2 gp)
-Blunt Arrows (20) (2 gp)
Adamantine Weapon Blanch (100 gp)
Cold Iron Weapon Blanch (20 gp)
2x Silver Weapon Blanch (10 gp)
Cloak of Resistance +1 (1000 gp)
Wand of Cure Light Wounds (750 gp)
4x Level 2 Scrolls + Scribing cost (Take 10 on Spellcraft for 22)
-Cat's Grace, Invisibility, Resist Energy, Spider Climb (760 gp)
2x Alchemist Fire (40 gp)
8 gp in coins

EntropyRules |

ugh, this is super funny. After reading the GM's intro I was thinking, hmm halfling monk would be hilariously awesome for this, *scroll down* oh somebody is already doing that, hmmm maybe a gunslinger would be fun *scroll down* hmm, someones got that covered as well, Ok, I'll go for Paladin *scroll down yet again* and.... someones already covering that. Lolz, well I may end up stepping on somebody's toes a little bit, sorry if that peeves anyone I'll avoid it as much as possible but this sounds way to cool to pass up.
Alright, I think a Yokai Hunter Ranger may be fun so we'll see where that goes. Though, I do have a question about the Yokai Hunter: His favored Yokai ability allows the GM to change the list for the purpose of the campaign. I know I could just do a basic ranger and wouldnt have to worry about this as undead is treated without having an subclasses vs a Yokai Hunter does. Would it be possible to just have one favored Yokai as undead rather than getting one every couple of lvls? Its pretty much for flavors sake and it wont do anything special unless we make it to lvl 7 and beyond, but I figured I would ask.

Gronk de'Morcaine |

Gronk tells you, the end times are comming.
Gronk shows you, signs of the obliviation.
Gronk make you, believe all things die.
So says Groteus. So shall it be.
The world is ending. Groteus does not need you bad people making things worse. Shame and lamentations. The time of repentance is at hand.
{ If selected, I can quickly stat him up to the rules you've set. feats and skills are already chosen. Wis +3 cha +1. Chaotic Good. Equipment will primarily be defensive stuff. }

Poxymoron |

I have something of a love/hate relationship with Ravenloft from back in the AD&D days. I loved it until my brother the DM killed off my favorite character; Gehl. Every campaign after that included a tombstone with that characters name on it just to rub it in!!!
I will submit a human cleric in his memory and avenge him. Give me a few hours to write this up as I am cooking dinner at the moment.

wolfman1911 |

I'm intrigued and wish to hear more. Like for example, do we need a reason for being in Ustalav, or has it been conveniently provided, like in Carrion Crown? I don't know much about Ravenloft, really only enough to pique my curiosity.
I will be back, possibly with a sorcerer of dubious bloodline, but I may make a witch with a suspicious patron or a Summoner with a dodgy Eidolon, just my way of getting into the spirit.

imimrtl |

Here is the crunch for my submission, Sir Vincenzo Delaraga, Suli Paladin of Iomedae who has taken an Oath against Undeath. If selected I will create a profile. Background to follow tomorrow probably.
Suli Paladin (Oath Against Undeath) 5
LG Medium Outsider (native)
Hero Points 1
Init +2; Senses Darkvision, Low-Light Vision; Perception +1
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Defense
--------------------
AC 24, touch 12, flat-footed 22 (+9 armor, +3 shield, +2 Dex)
hp 42 (5d10+10)
Fort +9, Ref +6, Will +7
Immune fear, disease; Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +6 (1d8+5/x2) and
. . +1 Scimitar +6 (1d6+5/18-20/x2)
Special Attacks Smite Evil (2/day)
Paladin (Oath Against Undeath) Spells Prepared (CL 2, 9 melee touch, 7 ranged touch):
1 (2/day) Bless Weapon, Liberating Command
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Statistics
--------------------
Str 18, Dex 15, Con 14, Int 9, Wis 10, Cha 16
Base Atk +5; CMB +9; CMD 21
Feats Double Slice, Improved Shield Bash, Two-weapon Fighting
Skills Acrobatics -4 (-8 jump), Climb -2, Diplomacy +9, Escape Artist -4, Fly -4, Knowledge (nobility) +3, Knowledge (religion) +3, Perception +1, Ride +0, Sense Motive +8, Spellcraft +4, Stealth -4, Swim -2
Languages Celestial, Common
SQ Aura of Courage +4 (10' radius), Aura of Good, Detect Undead, Divine Weapon +1 (5 minutes) (1/day), Elemental Assault (1d6, 5 rounds) (1/day), Ghost Touch Aura, Hero Points (1), Lay on Hands (2d6) (5/day)
Combat Gear +1 Bashing Heavy steel shield, +1 O-yoroi, +1 Scimitar;
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Special Abilities
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Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Divine Weapon +1 (5 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elemental Assault (1d6, 5 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Ghost Touch Aura (Su) At 3rd level, the paladin's armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin's shield. This abilit
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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I present Alucard, if chosen I will create a new profile
Need to Roll for hitpoints
1d8 ⇒ 4
1d8 ⇒ 2
1d8 ⇒ 4
1d8 ⇒ 8
--------------------
Alucard
Male Human Inquisitor (Vampire Hunter) 5
CG Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +14
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Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 deflection)
hp 13 (5d8+5); Judgement of Sacred Healing 2
Fort +5, Ref +3, Will +5
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 4 (Sonic)
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Offense
--------------------
Speed 30 ft.
Melee Masterwork silver dagger +6 (1d4+3/19-20/x2) and
. . Vampire Bane Whip +8 (1d4+4+2d6 vs. Vampires/x2)
Special Attacks Bane (+2 / 2d6) (5 rounds/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Discern Lies (5 rounds/day), Strength Surge (4/day)
Inquisitor (Vampire Hunter) Spells Known (CL 5, +6 melee touch, +5 ranged touch):
2 (2/day) Spiritual Weapon, Invisibility, Hunter's Lore
1 (5/day) True Strike, Magic Weapon (DC 12), Cure Light Wounds (DC 12), Peacebond (DC 12)
0 (at will) Acid Splash, Detect Magic, Light, Brand (DC 11), Disrupt Undead, Virtue
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 13, Int 16, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Back to Back, Exotic Weapon Proficiency (Whip), Precise Strike, Weapon Finesse, Weapon Focus (Whip)
Traits Killer, Prehensile Whip
Skills Craft (weapons) +11, Diplomacy +8, Disguise +8, Heal +9, Intimidate +10, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +14, Sense Motive +11, Spellcraft +11, Stealth +10, Survival +1 (+3 to track) Modifiers Monster Lore
Languages Common, Girtablilu, Hwan, Varisian
SQ Bane (Vampires), Detect Undead, Hero Points (1), Inquisitor (Vampire Hunter) Domain: Strength, Judgement (2/day), Lenses of detection, Quick runner's shirt (1/day), Silversmith +2, Solo Tactics, Sun Strike +1d6, Teamwork Feat (change 1/day), Track +2
Combat Gear +1 Mithral Chain shirt, Masterwork silver dagger, Vampire Bane Whip; Other Gear Flint and steel, Grappling hook, Holy symbol, platinum (Cayden Cailean), Lenses of detection, Potion of barkskin +2, Potion of bull's strength, Potion of cat's grace, Quick runner's shirt (1/day), Ring of protection +1, Scroll of Bless Weapon, Detect Evil, Spider's silk rope, Vampire slayer's kit
--------------------
TRACKED RESOURCES
--------------------
Bane (+2 / 2d6) (5 rounds/day) (Su) - 0/5
Discern Lies (5 rounds/day) (Sp) - 0/5
Judgement (2/day) (Su) - 0/2
Masterwork silver dagger - 0/1
Potion of barkskin +2 - 0/1
Potion of bull's strength - 0/1
Potion of cat's grace - 0/1
Quick runner's shirt (1/day) - 0/1
Strength Surge (4/day) (Sp) - 0/4
Sun Strike +1d6 (Su) - 0/0
Teamwork Feat (change 1/day) - 0/1
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Special Abilities
--------------------
Back to Back Gain a +2 to AC against flanking opponents
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane (undead) weapon.
Bane (Vampires) +2 & +2d6 damage vs chosen type
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Vampire Hunter) Domain: Strength Granted Powers: In strength and brawn there is truth–your faith gives you incredible might and power.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Sonic) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Killer Add weapon's critical modifier to its critical bonus damage.
Lenses of detection +5 to track with Survival
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Silversmith +2 Gain +2 bonus on Craft or Spellcraft checks to create a silver item that bypasses DR/silver
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Strength Surge (4/day) (Sp) Grant +2 to a melee atack or strength check.
Sun Strike +1d6 (Su) As a swift action, infuse weapon with light of the sun, dealing +1d6 damage to creatures vulnerable to sunlight.
Teamwork Feat (change 1/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.

Sir Simon Ravencourt |

Doomed Hero presents Sir Simon Ravencourt, finnese-fighter with a dash of monk.
His background is deeply tied to both Golarion and Ravenloft. Hope you like it.
Mechanically, Simon is a bit weak. He has yet to really come into his own (that will take about 2 levels and getting the Agile enchantment put on a weapon), but he's still a solid front line defensive character. His crunch is nearly complete. Just have to finish equipment.
Thematically, he's a gritty swashbuckling monster hunting Castlevania style action hero.
As a player, I am rock solid. Dependable, easy going, helpful to other players and an experienced writer.
I love the source material. I still own a copy of the original AD&D Ravenloft module (and a bunch of other stuff for the setting) but I've never read 'Return'. Always wanted to, but now I'm glad I didn't.

Joy |

Building a human cleric of Pharasma up behind Lyra's alias
I'll be taking Knowledge and Souls(repose) Domains and extra channeling as a feat. Plan to take plenty of knowledge religion to identify things and should be able to offer plenty of healing and positive energy channels against undead.

Majestic8705 |
Sean, will the undead in the campaign be the traditional sneak attack immune undead of DnD or the not sneak attack immune kind of Pathfinder?
In any case, I am also gonna toss my hat in here as well. I intend to submit a Human (Dual Talent) Monk (Flowing Monk)/Rogue (Sanctified or Trapsmith) with many apologies to those who were considering submitting either kind of build.
Fluff-wise: think inquisitor archetype: agent of a church (most likely Asmodeus if we're keeping the PF deities) who is charged with rooting out threats to the church and dealing with them as is appropriate.
Crunch-wise: Maximize flurry of blows with rogue sneak attacks added on to damage, loosely. However, I also plan on taking a lot of combat maneuver stuff to maximize the tactical use of the monk. Not only will I be where I need to be when I need to be there, I'll be able to take down and control whatever needs controlling on the battlefield.
And I do traps too (with an actual wisdom score to detect them!) ^^
Starting levels would likely be either Monk 4/Rog 1 or Monk 3/Rog 2. End game will probably be Monk 15/Rogue 5.

Byden |

Hmmm, after thinking about it, I'm finding the idea of a druid rather uninspiring. So I believe I will go with a wide eyed innocent female sorcerer, which I think will be a lot more fun from an RP perspective. I'll be going with the aquatic bloodline, with the idea that she has mermaid blood. Should have her up today :)

Brandon Harcroft |

like to present Brandon Harcroft, a human alchemist, for your consideration.
I think he has an interesting background that ties well into the gothic atmosphere of this AP.
I am experienced roleplayer and won't have any problems posting several times per day if necessary.
Brandon Harcroft
Male Human (Varisian) Alchemist 2
LG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +5
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 23 (2d8+7)
Fort +5, Ref +4, Will +2; +2 vs. poison.
Resist Poison Resistance +2
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Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Morningstar +5 (1d8+6/x2)
Ranged Bomb +3 (1d6+2 Fire) and
Sling +2 (1d4+4/x2)
Special Attacks Bomb 1d6+2 (4/day) (DC 13)
Alchemist Spells Prepared (CL 2, 5 melee touch, 2 ranged touch):
1 (3/day) Shield, Enlarge Person (DC 13), Cure Light Wounds (DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Brew Potion, Iron Will, Throw Anything, Toughness +3
Traits Dirty Fighter, Teacher's Pet (Knowledge [religion])
Skills Acrobatics -1, Climb +2, Craft (alchemy) +7, Escape Artist -1, Fly -1, Knowledge (nature) +7, Knowledge (religion) +9, Perception +5, Ride -1, Spellcraft +7, Stealth -1, Survival +5, Swim +2, Use Magic Device +4 Modifiers Alchemy +2
Languages Common, Draconic, Elven, Varisian
SQ Feral Mutagen, Hero Points (1), Mutagen (DC 13), Poison Use, Poisoning (Standard Action)
Combat Gear Dagger, Lamellar (leather) armor, Morningstar, Sling, Sling bullets (20); Other Gear Alchemist's fire, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Holy water, Ink, black, Inkpen, Mug/tankard, Mutagen: +4 STR, -2 INT, +2 Nat AC, Paper (3), Scroll case (empty), Spellbook, Tindertwig (5), Torch (2), Trail rations (4), Traveler's outfit, Vial (10), Waterskin, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/1
Bomb 1d6+2 (4/day) (DC 13) (Su) - 0/4
Dagger - 0/1
Holy water - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Sling bullets - 0/20
Torch - 0/2
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Dirty Fighter +1 damage when flanking.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You don't accidentally poison yourself with blades.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Teacher's Pet (Knowledge [religion]) Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speak
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
Brandon is an unassuming, average looking Ustalav man. Born and raised in the small town of Courtaud, he does not dress garishly, is slim, of middling height and sporting a somewhat scruffy beard. Passers-by generally pay him no mind and those who do find him polite enough but unwiling to enter into extended conversation.
He spends his time studying in his makeshift lab or reading one of many voluminous tomes on anatomy, psychology, arcana or the natural world. He is quiet, he is shy, he is law-abiding, he is pleasant.
He is also dangerously schizophrenic.
Brandon's parents thought nothing was amiss when he started talking of his friend Edmond Harrow, assuming he was one of the other children. Brandon could often be heard in his room talking with his friend or would spend hours playing in the woods and swamp in the area with Edmond, seemingly learning from his friend about flora and fauna, how to set a deadfall and identify the tracks of deer, boar and wolf.
Brandon was surprisingly precious when it came to the subject of Edmond and the prospect of playing with other children at festivals and birthday parties was at best worrysome. At worst, having to interact with other, meaner children, made the small boy angry and lash out with sudden fury and unbelievable strength given his slight frame.
He was often bullied as a child because of his narrow chest and quiet way. Bran was cornered by three boys and beaten wickedly. He remembered the blows raining down and a boot blocking out the sun but awoke some time later surrounded by the battered bodies of his antagonists. The leader suffered a broken jaw and shoulder, his arm jutting out at an awkward angle. When he was asked what happened he could only answer that Edmond helped him After this particularly violent episode his parents sat him down and asked pointedly about his relationship with Edmond. In many ways they were relieved to learn the other boy was not real, just a figment of his imagination, a play-mate conjured from the recesses of his mind. Brandon was forbidden from ever mentioning Edmond again.
Shortly afterwards the fits started. The first time he simply fainted, apparently overcome by the summer heat. As the years passed the fits grew gradually worse into full seizures where his muscles would contract horribly, veins would bulge at his temples and often his father would force a leather belt between his teeth for fear he would bite through his own tongue. Distraught and a little fearful, the Harcroft's spent what money they had seeking advice from sages, sorcerors and learned men. None could provide an answer to the ailments he suffered and more worryingly his strength seemed to be growing every year, beyond what his thin arms seemed capable of. Worse, he often spoke in a voice that didn't sound his own, especially during his more frequent violent outbursts.
At age 15 Bran was prone to bouts of deep depression and would refuse to leave his room for days on end. Edmond never left him, he still heard his voice in his head. All the other children in his street were afraid of him.
Eventually, desperate, the Harcroft's took Brandon to see Professor Lorrimor, a travelling scholar who was reknown for his esoteric knowledge. Lorrimor was in the area and if anyone had encountered Brandon's malody it would be him.
After witnessing one of his seizures, the Professor declared he could not cure him. However, he offered to teach him all they knew about potion making, alchemy and the natural world in the hopes that he might find the means to control the voices and outbursts that plagued him through magic or chemistry.
Brandon was devastated there was no cure but found himelf enthralled with the knowledge he was gaining under Lorrimor's tutilege. He spent the best part of ten years studying science and magic. He postulated often on his condition and created what he described as mutagens as a means to control it, trading notes with the Professor and spending long hours discussing the process of brewing mutagens which allowed him to remain conscious during his episodes and also gave him prodigious strength or almost limitless endurance. Whilst under the effects of the mutagens Edmond's presence was stronger than ever, a prospect that both terrifies and thrills him to this day.
Brandon is a man of science. He firmly believes that all divinity can be explained by magic which in turn can be manipulated, controlled and replicated by science. He feels there is nothing that cannot be explained, making him a slightly dour man but passionate about his field of expertise. He does not talk of his affliction and hides the fact that Edmond has lately taken on a personality of his own, often conversing with Brandon for extended lengths of time leaving him with a difficult relationship within his own mind...
Feeling he had learnt everything he could about his condition and the means to control in Coutaud, he struck out in search of more obscure and esoteric knowledge. He eventually stumbled across rumours of Ravenloft, a dark and ancient place where powerful magic pervades every shadow. Surely here, he would find the answers he sought...?
He is currently statted up at level 2 as he was intended for a carrion crown game. I use hero lab though so tagging on some levels is really quick to do its just im posting this from my phone.
Anyway, I hope you find him interesting.
Thanks