GM Sarah's Carrion Crown (Inactive)

Game Master Sarah Olsen

Carrion Crown Maps

Loot Sheet

Initiative:

[dice=Malakos] 1d20 + 2 [/dice]
[dice=Sisu] 1d20 + 1 [/dice]
[dice=Chellian] 1d20 + 1 [/dice]
[dice=Rahela] 1d20 + 4 [/dice]
[dice=Niralzi] 1d20 + 6 [/dice]


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Carrion Crown Recruitment

This will be my first time GM-ing an Adventure Path as Play-by-post but I’m excited and have the time, it’ll probably be slower at first and then picking up in pace as I get into the hang of things. I’m looking for people to post at least once a day. And with that said here is what I'm looking for for this adventure.

-Create a 1st level character, with full HP as standard.

-20 point buy. After racial modifiers, no stat can go below 7 or above 18.

-Two traits, with one coming from the Carrion Crown Player's Guide. I am open to retooling or reflavouring the traits if someone has a good background that suits the campaign, but doesn't fall into one of the given backgrounds.

-Most classes and archetypes allowed, no Occult classes though please and no Summoners.

Gunslinger & Firearms

The PCs are aware of firearms, knowing them when they see them.
For Gunslingers:
Period of firearms is restricted to Early Firearms.
The pistoleer archetype is not allowed, to make the guns a little more hazardous.
Gunslingers are required to create and repair their weapons, as well as craft their bullets and make their own powder.

-Core races and Dhampirs, Skinwalkers, Tieflings, Fetchlings, Hobgoblin, Ratfolk and Duskwalkers

-Average starting gold for your class.

-Any non-evil alignments. Convincing me to allow an evil character is going to be a really hard sell and it's probably not worth the effort. That said, questionably-motivated characters of good or neutral alignments are okay.

-Please provide a solid background for your character. I intend to run a fairly roleplay-heavy game and really get into the campaign's fluff, so I'm looking for fleshed out characters, with backstories and personalities. I'm also showing heavy bias for characters who fit the tone of the campaign; characters who may be motivated by an encounter with dark creatures in their past, seek forbidden knowledge, or have dark secrets that may come to light in their time in Ustalav. Fluff-related archetypes are also appreciated, and overarching character motivations or aims are always amazing. I may reward depth before we begin play with little things; additional traits, bonus gold, a couple skill points... Give me something I like and I will not let it go unrewarded.

Please read the Carrion Crown Player's Guide , not only for the traits but also the sections for your class and race, as well as any setting bits, so you know about the setting going in.
Rules/Expectations/Etc.:

-I'd like to get a rate of at least one post a day going. Weekends might be more lax if the chosen players can't do weekends nearly as reliably, but regular weekday posting is a must to move at a decent rate through the campaign. Being able to post multiple times a day is also good. Please leave your time zone in the thread as well, for logistical reasons. Mine is EST (GMT -5).

-As stated above, this game will lean more on the roleplay side of things. There's no sense in playing a horror campaign as a dungeon crawl with mood music. I'd prefer players willing to get into things, interacting with the townsfolk and letting their characters get caught up in the story rather than seeking the next thing to stab. Write out posts with some detail and personality to them, more than just a line of dialogue or "He stabs the dude." Enjoy the atmosphere a little.

-Please spoiler your background, crunch, and such things when posting in the thread, just so it doesn't stretch the page out and leave people with a lot to scroll through.

-I'm open to considering house ruling certain things, and will likely do so myself in certain areas. If there's a particular change you'd like made to the rules as written, feel free to ask.

The final party will probably be 5 players. Please pay attention to what others are posting as well, if there are 17 wizards and 1 barbarian, the odds of that barbarian being picked are heck of a lot higher. But also post what you want to play. If you put in a character only to fill a gap but aren’t totally committed to that character it’ll show. I want people to enjoy playing their characters.

If you have any questions, feel free to ask, and I'll get to them as soon as I can. Recruitment will probably last for a week if not two weeks depending on how many applicants we receive.

I am excited for this new adventure and I look forward to seeing what characters you guys come up with!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

This looks interesting, I've wanted to play Carrion Crown for a while, and this looks promising. Not sure exactly what I'll make, maybe a hallowed necromancer or some form of skinwalker warrior.


This looks like fun! I'll toss my hat into the ring.

I think I'll look into building a shifter, maybe Skinwalker (depending on how that works together...) and play to the wolfy-things that go bump in the night vibe! :)

The Exchange

I'll start building a character for this!


Chellian here has been built for this AP. Got into a few games that all fell apart. I will go over her charector sheet when i get off work tonight and update he to meet your requirements.

Glad to see new folks online :)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I realize that this is an older adventure path and probably everyone has knowledge of it, but I'll ask anyways ...

Is it an issue if I've already got a character playing in this adventure via PbP and I'm running this path for my FtF group?


Posting interest. I've been wanting to make some kind of inquisitor, and a Pharasman inquisitor seems pretty perfect for this setting. I'll work on crunch and background and get them posted within a couple days.

Silver Crusade

Definitely interested.

I'll ask my usual question. Any chance of your using background skills? I think they can add a LOT of richness to characters

Wow, duskwalkers are very interesting. Not sure of the details yet but definitely going with a Pharasma worshipping duskwalker.


Itzi wrote:

I realize that this is an older adventure path and probably everyone has knowledge of it, but I'll ask anyways ...

Is it an issue if I've already got a character playing in this adventure via PbP and I'm running this path for my FtF group?

Yeah seeing as how you are currently running this I might lean more towards players that are a little more “new” to this AP. I do understand that it is an older one and a lot of players may already know the story. However the recruitment just opened so I’m gonna see what happens. :)


I'm definitely interested! Will work on character promptly - looking forward to it!


Yes I will allow 2 background skills. I forgot to add it to my original post


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
GM Sarah wrote:
Yeah seeing as how you are currently running this I might lean more towards players that are a little more “new” to this AP. I do understand that it is an older one and a lot of players may already know the story. However the recruitment just opened so I’m gonna see what happens. :)

Totally understandable, thanks.

I'll still come up with something.


I would be brand new to this AP as I've never heard of It! I am brand new to the Pathfinder setting, though I've been using a majority of the rules for years now in my own games.

So in order for me to have something to bring to the table, where and how can I get a crash course on what I need to know? My race / class combo is pretty standard; half-orc Fighter/Barbarian!

Silver Crusade

HighwayHitman wrote:

I would be brand new to this AP as I've never heard of It! I am brand new to the Pathfinder setting, though I've been using a majority of the rules for years now in my own games.

So in order for me to have something to bring to the table, where and how can I get a crash course on what I need to know? My race / class combo is pretty standard; half-orc Fighter/Barbarian!

The Players Guide ( available free from Paizo) more or less tells you what you need to know. It would limit your choices a bit but limiting your choices to options perfect for this campaign isn't really a bad thing


Spent some time digging, and I found the character I created for Carrion Crown. I need to digest the material again, and see if what I originally laid out half a decade ago still appeals to me today.

And THEN if there are any mechanical updates I should make.

Male Varisian Dirge Bard with The Gift. As Varisians only acknowledge that women can receive the gift, this has made his life . . . difficult.

Edit: Looking at it, I think I understand why I went with Dirge Bard for a horror setting, but, really? Street Performer seems a more likely character, though the feature swap-outs are mechanically huge. Lose Inspire Courage, Inspire Competence, and all upgrades/follow-ons to those two? Breaks what people expect from a bard almost completely. COOL.

Okay, got a bunch of character construction ahead of me, I guess. I think it will be fun.


Never played it, Considering a Inquisitor


I'm interested. Will see what I can come up with.

Grand Lodge

I would like to throw my hat in the ring. I think an oracle may fit the horror aspects of the campaign well. I'm always open to integrating character backstories with other PCs. As well I have more details for the backstory if requested but I like to keep these a manageable length.

Appearance/Backstory:

Ryn Lye is a short stalky half-elf. So mismatched are his features that he has been accused of being half goblin dog. One blue one brown eye, a mess of tangled curly hair, his beard is patchy and unshaved. His posture is poor and little effort is put into his clothing.

Rye is neither as bright nor a graceful the elves and half-elves of his conclave he is a lumbering oddity. His fate was sealed the day he was born, which was the day his great-grandfather, the previous lorekeeper, died.

The elves say that when his grandfather died his spirit and the spirit of the past lore keepers were bound to him. This altered the course of his like in several ways. First, Ryn was plagued by spirits beyond his control. This made studying magic and history very difficult for him. The strange occurrences that followed him we unlike those of his predecessors and pushed him towards the outskirts of society. As Ryn grew he found a second well off spiritual energy within himself. It was the will of battle itself. Again, this was unlike the previous five lorekeepers. There had not been a warrior guardian of knowledge in centuries. The last was an ancient elf Glynis who served to inspired Ryn to take control of his power. He did his best to fill the role of seer and protector of tradition. At best he performed adequately. His mother was smart and his father graceful and they provided as much guidance as they could.

Half-elves live in small communities that can protect themselves, but the lorekeeper’s job is to keep the stories for all of them. His job is also to remind the elves and half-elves of the elder’s tales like those of their parents’ parents’ who joined the ranks of the Shining Crusade to drive Tar-Baphon’s armies from the banks of Lake Encarthan. The lorekeepers often travel between towns, to collect tales from these places. From there they move on to broader regions looking for isolated individuals that are scattered throughout nations.

On these travels Ryn’s grandfather met and worked with Professor Lorrimor, Ryn had met the man many times in his youth and seeks his aid now.

As a half-elf lorekeeper Ryn has far fewer years to accomplish his goals and has thus set out to complete his work hoping that Professor Lorrimor can help him.

Hooks with mechanical ties:
Haunted curse, patron is assumed but unknown

Hooks:
Ancient elves (spirit), oracle and half-elf create character isolation and conflict, interactions between haunted spirit, mystery and other supernatural forces. Ryn is both comfortable and terrified of spirits in equal measure knowing their power personally.

Build:
Ryn

Half-Elf Oracle 1; Ancient Lorekeep Warsighted
Neutral Medium
Init: +1 Senses: Perception +4

[b]DEFENSE
AC: 15 Touch: 11 Flat-Footed: 14
HP:11
Fort: +2 Ref: +1 Will: +2

OFFENSE

Longspear +4(1d8+6 20/x3)

Ranged: Sling +1(1d4+4)

Oracle spells known:
1st 4/4 Cure Light Wounds, Divine Favor, Shield of Faith (CL 1; concentration +3)
0 Detect Magic, Guidance, Read Magic, Stabilize, Mage hand, Ghost sound

STATISTICS
Str 18 Dex 12 Con 14 Int 12 Wis 7 Cha 14
Base Atk:0 CMB +4 CMD 15
Skills: Diplomacy +6; Knowledge (arcana) +5; Knowledge (Religion) +5; Perception +4; Spellcraft +5;

SPECIAL ABILITIES
Feats: Combat Reflexes;
Specials: Martial Flexibility; Curse: Haunted; Mystery: Battle; Dual minded, Flexible half breed, Keen Senses, Elf blood, Elven immunities, Low light vision

Language: Common, Elven

Traits: Fate’s Favored, Subject of Study

Equipment: studded leather, longspear, quarterstaff, sling (medium), outfit (traveler's), sling bullets (10), compass, oracle's kit, 49.1gp


pauljathome wrote:
HighwayHitman wrote:

I would be brand new to this AP as I've never heard of It! I am brand new to the Pathfinder setting, though I've been using a majority of the rules for years now in my own games.

So in order for me to have something to bring to the table, where and how can I get a crash course on what I need to know? My race / class combo is pretty standard; half-orc Fighter/Barbarian!

The Players Guide ( available free from Paizo) more or less tells you what you need to know. It would limit your choices a bit but limiting your choices to options perfect for this campaign isn't really a bad thing

Am I looking specifically for Carrion Crown, or just the player's guide?


There is the Carrion crown specific players guide

Silver Crusade

I have a definite character concept but there is one rules interaction that is unclear to me.

Duskwalker Pharasma worshipping Far Strike monk almost certainly going into warpriest at level 2.

Focusing on ranged weapons.

I think that the Duskwalker Ghost Hunter ability SHOULD work on both thrown weapon and melee weapon attacks. But it isn't clear to me.


I got It! Thank you!

Okay. This is coming together quite nicely for me. Ivanka Zantosa; a Varisian noble from the capital. Noble in that her father owns a vineyard and makes a living producing expensive wine. Ivanka is a follower of Irori (knowledge deity, if I got that right), and yet chaffs at the notion of being stuck in a city. She feels the racial urge to be independent and hit the road. For the AP trait, I am leaning on Teacher's Pet or being on the Payroll.

I am still very strongly leaning on Fighter as a class, and go a route I haven't done in a while and finesse a quarterstaff or spear.

Yeah... I don't see any other submissions like this from new people unfamiliar with the AP who will enjoy It! ;)

Silver Crusade

HighwayHitman wrote:

I got It! Thank you!

Okay. This is coming together quite nicely for me. Ivanka Zantosa; a Varisian noble from the capital. Noble in that her father owns a vineyard and makes a living producing expensive wine. Ivanka is a follower of Irori (knowledge deity, if I got that right), and yet chaffs at the notion of being stuck in a city. She feels the racial urge to be independent and hit the road. For the AP trait, I am leaning on Teacher's Pet or being on the Payroll.

I am still very strongly leaning on Fighter as a class, and go a route I haven't done in a while and finesse a quarterstaff or spear.

Yeah... I don't see any other submissions like this from new people unfamiliar with the AP who will enjoy It! ;)

Year, Irori is one of the Gods of knowledge. Also neutral so not necessarily a great fit with a barbarian if you're keeping that side of the character. But nothing prohibiting it either.

In case you aren't aware, there are now lots of options for Dex based fighter sorts (fighter as concept, not class). If I was playing a finesse noble I'd be very tempted to take a Daring Champion Cavalier.


Had her from a previous attempt hope that is okay


pauljathome wrote:
HighwayHitman wrote:

I got It! Thank you!

Okay. This is coming together quite nicely for me. Ivanka Zantosa; a Varisian noble from the capital. Noble in that her father owns a vineyard and makes a living producing expensive wine. Ivanka is a follower of Irori (knowledge deity, if I got that right), and yet chaffs at the notion of being stuck in a city. She feels the racial urge to be independent and hit the road. For the AP trait, I am leaning on Teacher's Pet or being on the Payroll.

I am still very strongly leaning on Fighter as a class, and go a route I haven't done in a while and finesse a quarterstaff or spear.

Yeah... I don't see any other submissions like this from new people unfamiliar with the AP who will enjoy It! ;)

Year, Irori is one of the Gods of knowledge. Also neutral so not necessarily a great fit with a barbarian if you're keeping that side of the character. But nothing prohibiting it either.

In case you aren't aware, there are now lots of options for Dex based fighter sorts (fighter as concept, not class). If I was playing a finesse noble I'd be very tempted to take a Daring Champion Cavalier.

Maybe. But I wasn't looking at Barbarian here. I have a strong tendency to not use archetypes or alternate classes. It took me a while to come around to the Slayer and the Brawler. The Pole Arm Specialist was neat. But I like the Fighter as it is. I do just fine sliding under the radar in my "normalcy." And since I've not had a single character death in close to a decade now, I'll leave the more exotic stuff to the people who prefer that sort of thing.

Of course, I say I don't get characters iced and now I'll be the Bard Boy leaving a stack of dead bodies you can all hide behind. XD


OK I think I've got a good character started. Just finished off the crunch, background, and personality...and so I present Rau, Royal Accuser Inquisitor of Pharasma.

By the way, I haven't done Carrion Crown before so I had to do some research on the politics and geography of Ustalav. If I have something wrong or need to add anything to make the background work, just let me know. I'll probably make tweaks to it anyways until the group selection is done.

Crunch is in the profile, but I'll throw background and personality here for easy reading.

Background:

Rau Vanator was born of peasant stock in Ustalav near the forests along the border of Canterwall and Amaans. He followed in his father's footsteps as a tracker and hunter, learning at a young age to use his bow to bring home meat for his family. Life was simple, but hard.

When Rau was in his early teens, his father joined with some of the other local men to investigate some disappearances near Sens Pass, afraid that the terrors that once inhabited Castle Galdyce had returned. They intended to just scout and return, so that they could report to Count Galdana and obtain support if needed. Eager to emulate his father, Rau tracked the party, thinking that this would be more exciting than staying home with his mother and younger sister.

After a day's travel, Rau lost the traces of the men's passing. All evidence of them had disappeared. He was alone in the wild, with nothing to think of other than the horror stories he had been told of the undead of Castle Galdyce. After searching for another day, he returned home to his worried family and told them of what he had seen, peppered with parts of what he had imagined.

The shock of losing her husband destroyed Rau's mother, who wasted away in depression. She would not eat or speak, and by year's end she had passed away. Their neighbors, being equally poor and having also lost many of their men to the missing expedition, did not have the means to support a teenaged boy and a young girl, although Rau did find a childless couple who was willing to take in his sister.

Rau, driven by his belief that undead had destroyed his family, went to the church of Pharasma, hoping to learn more about the scourge and hopefully be able to combat it. The local church was more involved in prayer and study as opposed to the martial side of the religion, but still considered taking him in as an acolyte. The presence of a spiral shaped birthmark on his arm which closely resembled the spiraling comet of the goddess sealed the deal, as they felt that he might be beloved of the diety.

Although he spent most of his time in study, Rau continued to go into the wilds during his free time, practicing his tracking and hunting game for both sport and as food for the clergy. On one of these trips, he ran into a small party traveling towards Lake Kavapesta, which was in the process of being attacked by bandits led by a necromancer. Although the group was holding their own against the melee fighters, they had no defenses against the mage or its summoned undead. Rau flew into a rage seeing what he believed has happened to his father happening again, and quickly (and very luckily) slew the necromancer with his hunting bow.

Unbeknownst to him, the party was escorting Professor Lorrimor to Lake Kavapesta where he was giving one of his renowned talks on theology to the larger Pharasman temple present there. Professor Lorrimor insisted on speaking with the young man who had saved them, and after learning of his past, witnessing his skills with the bow, and seeing his raging hatred of undead, had an idea. He spoke with the local church and got permission to have Rau travel with him, and when they arrived at the larger temple convinced them to take him in and train him as a Royal Accuser, an elite group of Pharasman Inquisitors loyal to Ustalav who specialize in the eradication of undead.

Rau and Professor Lorrimor continued to stay in contact, and whenever the Professor was in Lake Kavapesta he would visit and they would talk for hours not just of common matters but also about Pharasman theology, the anatomy and history of the undead, and martial tactics.

Now in his early twenties, Rau has become a fully trained Royal Accuser but has seen little action other than small missions to villages that were suspected of having undead activity nearby. Rau was in the process of attempting to convince his superiors to let him lead a mission to investigate his father's disappearance years ago, but was interrupted by horrible news.

Professor Lorrimor has passed away, and Rau has been invited to the funeral as a pallbearer and for the reading of the will. He prepared his gear and headed out for Ravengro, ready to see what awaited him there.

Personality and Appearance:

Despite his standing as a Royal Accuser, working for the government of Ustalav, Rau comes across as being pretty unassuming. He dresses in common hunting clothes of mostly brown and black heavy cloth and leather with hide armor and a well-worn cloak and hat.

He is friendly but quiet-voiced, slow to speak unless approached but willing to converse for long periods on Pharasman philosophy, hunting, trapping, local history and politics, or any other topic that he has knowledge of, and is contect to debate peacefully with people of opposing views rather than argue, even if discussing the merits of converting to the worship of Pharasma. The one topic that will bring out a fire in his voice and a strong opinionated view is that of the undead due to both his profession and his history.

He is content to let others take the lead in social situations, hanging in the background unless something comes up that falls under his concept of his duties as a Pharasman Inquisitor.

He builds strong bonds with teammates and like-minded individuals quickly, and is willing to share anything with them or help them in any way he can. He expects the same in return though, and if the relationship remains one-sided for too long he will just as quickly consider them merely an acquaintance.


I've played...the first half of the first encounter of CC. I liked that character, a kyton-born tiefling life oracle, but I've also got an Osirian rogue that I really liked too and seems like would have less overlap with other submissions...hmmmm....


I have prior knowledge of the game and would like to play a Changeling. I think they fit the theme well. Is that possible?

I was thinking of a Slayer with the Grave warden archetype.


pauljathome wrote:

I have a definite character concept but there is one rules interaction that is unclear to me.

Duskwalker Pharasma worshipping Far Strike monk almost certainly going into warpriest at level 2.

Focusing on ranged weapons.

I think that the Duskwalker Ghost Hunter ability SHOULD work on both thrown weapon and melee weapon attacks. But it isn't clear to me.

So my understanding of this ability is that the Ghost Hunter is "In a duskwalker’s hands" rather than on the weapon itself. So it would work with bows, fists, and melee weapons but not necessarily thrown weapons.

My understanding being that with a ghost touch bow it confers ghost touch onto the arrows which is well established but the idea of conferring this racial ability onto a thrown weapon such as a dagger or dart is less encountered.

But I'm open to hearing your thoughts on the ability as well, I wouldn't say I'm a 100% convinced by my ruling just yet.


Dotting in on this.

Have a character in mind that I need to flesh out (no pun intended for this AP). Should be a week-ish or so before I can get there.


DBH wrote:

I have prior knowledge of the game and would like to play a Changeling. I think they fit the theme well. Is that possible?

I was thinking of a Slayer with the Grave warden archetype.

I'd be okay with looking at a Changeling.


This sounds interesting, I quick look at the players guide has me thinking Ranger. I'll put something more together over the next day or so.


Is a drawback permitted to get a third trait? I like the extra traits and having the drawback too, helps to add flavor to the character.

Silver Crusade

GM Sarah wrote:


So my understanding of this ability is that the Ghost Hunter is "In a duskwalker’s hands" rather than on the weapon itself. So it would work with bows, fists, and melee weapons but not necessarily thrown weapons.

Rereading it I think that you're likely quite correct. Right, on to the next idea :-)


Dotting for fun, I will be playing if chosen, my homage to the Ash Vs evil dead series. Ash Williams, a salesman that his family was killed and helped Professor Lorrimor during a Zombie/skeleton upraising where he lost his arm. I figured this would only work in carrion crown.

he will be a brawler (Constructed pugilist/Hinyasi) 1 then go into cavalier(dune drifter with a blunderbuss) for the rest I know there will probably not be a chainsaw but I still wanted to see how it would turn out.

The character is not completed yet.


Here's my submission, a skinwalker shifter with the Tiger aspect. There's a bit of a 'Jungle Book gone wrong' vibe with her backstory - hopefully it fits reasonably well.

I've played about two encounters of book 1 before, but never the start or end of the book - so I don't really know anything about the story at all! :)

Álainn:
Álainn the Fey
Female Aerieborn Skinwalker Shifter
Medium N Humanoid (Skinwalker/Shapechanger)

Init +4 (+2 dex, +2 trait)
Senses: Perception +10.

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 dex)

HP 12/12 ([10 + 1 con + 1FBC])

Fort +3 (2 base, +1 Con)
Ref +4 (2 base, +2 Dex)
Will +3 (0 base, +3 Wis)

OFFENSE
Claws x2, +4, d4+3, x2.
Bite +4, d6+3, x2.

Spd 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +1 (+1 Shifter)
CMB +4 (1 BAB, +3 Str)
CMD 16 (10, +1 BAB, +2 Dex, +3 Str)

STATISTICS
Str 16 (+3)
Dex 15 (+2) [13 base, +2 racial]
Con 12 (+1)
Int 10 (+0)
Wis 16 (+3) [14 base, +2 racial]
Cha 8 (-1) [10 base, -2 racial]

FEATS
Dirty Fighting [Level 1]: When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

TRAITS
Chance Savior (Campaign): 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 you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.

Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Frontier-Forged (Regional): You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.
Suspicious (Social): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Unlearned (Drawback): Choose one Knowledge skill (Nature). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

SKILLS
Perception +12 (1 rank, +3 Wis, +3 class, +2 race)
Sense Motive +10 (1 rank, +3 Wis, +3 class, +2 race, +1 trait)
Stealth +6 (1 rank, +2 Dex, +3 class)
Survival +7 (1 rank, +3 Wis, +3 class)

Total Points: 4 [1x(4 Shifter + 0 Int)]
AC penalty is 0

LANGUAGES
Common, Druidic.

EQUIPMENT
Leather Armor

90 gold 50 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Animal Minded: Aerie-born gain a +2 racial bonus on Perception and Sense Motive checks.
Change Shape: A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, an aerieborn skinwalker gains a +2 racial bonus to Dexterity. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
- Bite attack that deals 1d6 points of damage
- 2 talon attacks that each deal 1d4 points of damage
- +4 racial bonus on Perception checks
- Increase fly speeds from other sources by 10 feet
Low Light Vision: Skinwalkers can see twice as far as humans in conditions of dim light.
Spell-like Ability: Aerie-born skinwalkers with a Wisdom score of 11 or higher can use Feather Fall once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.

Proficiencies: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
[spoiler-Aspects] Tiger
The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency.
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).


Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weapons, ignore DR/cold iron and DR/silver (and see Update at left). At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.[/spoiler]

Background:

--------------------
Background
--------------------
Álainn was born a strange child, always keen to play in the woods, despite repeated cautions from her parents not to. At the age of four her parents worst fears were realised and Álainn was kidnapped, taken into the woods by a strange striped figure who had stalked her tiny village for a week or more. Two weeks later Álainn was found outside the village wall, dirty, bedraggled and covered in bite and scratch marks.

Many of the village elders didn’t want the child brought back within their walls, and it was only thanks to the pleas of her parents that the little girl was allowed back inside. For the next five days she burned with a fever and the local pharasmin priest despaired for her life. Unfortunately nothing as simple, and clean, as death came her way.

Late on the fifth night, her father went to check on the little girl and found her bed empty. Hurrying outside he was confronted by the sight of his daughter, crouched on all fours, her short hair standing on end and growling at one of the large wolfhounds that guarded the village. When he ran in to scoop his daughter up she turned in his arms, dark stripes all over her face and attempted to bite her own father!

Such a secret could neither be kept, nor borne, and Álainn’s parents acted swiftly on Ustalavic principles, abandoning their daughter once again outside the walls. They claimed that she had finally fallen to the fever and buried a coffin in the small shrine’s graveyard, empty except for their shame.

Thus Álainn was alone when she underwent her first change, the first gut-wrenching shift into another body. Her kidnapper was the one that came for her, took her in his arms and called her ‘his cub’. Deep in the woods Álainn was raised by her pack master, ‘The Fanglord’, as he demanded to be called. Arrogant and cruel he prowled the Shudderwood, snatching small children and turning them as he had Álainn. A few, like Álainn, took to the change, others never overcame the fever and died. Slowly but surely the ‘ambush’ grew, with The Fanglord maintaining his position with violence and displays of dominance.

Álainn’s escape came many years after her arrival in the pack. The Fanglord lead his ambush in an attack against a small troop. As his ‘cubs’ attacked the guards, the Fanglord circled the fight and attacked the well dressed man at the rear of the group. Remarkably tough, the Fanglord resisted a number of spells, until Álainn leapt on his back, clawing violently at his back as the man cast a final spell and blasted a hole in his chest.

Professor Lorrimor, never ungrateful, took Álainn in for months, teaching her the basics of ‘civilized’ behavior until she was less like a wild animal and more a frightened bird – quick and flighty, but willing to come to hand for a someone she knew and trusted. Unable to trace her family Lorrimor did his best for Álainn and eventually sent her on her way, admonishing her to remain in touch. She did, writing occasional, badly spelled, letters until the final letter reached her, informing her of her friend’s death and summoning her to Ravensgro once again.

Silver Crusade

Here is my submission. I'll create an alias if I'm selected (I already have one for my familiar that I can recycle :-))

Summary - Rahela is a Duskwalker Benefactor Shaman accompanied by her thrush friend Vralk. She is a worshipper of Pharasma and her primary spirit is the Life (Restoration) spirit

History:

Like all Duskwalkers, Rahela came into this world as a young child clad in white. She was much luckier than most since the first place that she came to in his wanderings was a hut on the outskirts of a remote village, a hut inhabited by Grulda, a good hearted woman who took her in and adopted her. A good woman who worshipped Pharasma

Under her guidances she too chose to dedicate her life to healing people and soon became an accomplished physician and midwife and she too came to venerate Pharasma.

But her heritage showed itself. One day, as Rahela was gathering herbs in the nearby woods, a Thrush came down and started singing to her. Somehow, she could understand the Thrush. Somehow, she learned from the Thrush that she could deal with the spirits and they would give her power. Especially the spirits associated with life and death.

And so, almost without her choosing it, she had become a Shaman. A Shaman currently dedicated to life.

Until she had gotten the letter she had almost forgotten the incident a couple of years ago where she saved a mans life. Bandits had attacked Professor Lorrimor and left him for dead. She had come across his unconscious, bleeding body and saved his life. While she appreciated his thanks she didn't really believe that they would come to anything and certainly hadn't expected to be named in his will.

So now, for the first time, she has left her remote village and come to the wider world.

Description:

Rahela has grey skin that she tries to somewhat conceal under her armour and a wide brimmed hat. Her skin, however, almost glows which makes such concealment difficult. When she uses her magic her eyes and hair shimmer.

She is tall and very thin with slightly pointed ears. She wears drab clothing generally but has armor and weapons for when she travels.

Her songbird friend is very often on her shoulder, merrily singing away.

She is a considerate, happy person. However, she is fascinated by both her own origin and by death. She respects death but does not fear it. She knows only the tiny bit of what she is that Professor Lorrimor was able to tell her.

She is out in the world for the first time and doesn't really know what to expect. Mostly accepted by the local villagers she DOES know that she is different and feared by many.

Stats:

Rahela
Female duskwalker shaman 1 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 263, Ultimate Wilderness 213)
N Medium humanoid (tengu)
Init +4; Senses darkvision 120 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -2 (1d4-2/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 13, 1d6)
Shaman Spells Prepared (CL 1st; concentration +5)
. . 1st—entangle (DC 15), magic weapon; remove sickness[S]
. . 0 (at will)—daze (DC 14), guidance, stabilize
. . S spirit magic spell; Spirit Life (Restoration) Wandering Spirit
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 10, Int 10, Wis 18, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Selective Channeling
Traits chance savior
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Heal +10, Knowledge (religion) +6, Perception +4, Profession (herbalist) +8, Profession (midwife) +8, Sense Motive +4, Survival +8; Racial Modifiers +2 Heal, +2 Knowledge (religion)
Languages Celestial, Common
SQ ghost guardian, spirit animal (thrush (sage) named Vralk)
Combat Gear blunted bolts (10), cold iron crossbow bolts (10), alchemist's fire; Other Gear studded lthr, dagger, light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, healers kit, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Pharasma, 7 gp, 1 sp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy .
Ghost Hunter (Su) In a duskwalker’s hands, any weapon can strike true against spectral beings
Ward against Corruption (Ex) Bonuses against undead spells and powers
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (thrush (sage) named Vralk)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

Vralk:

Fair warning. With luck, Vralk will be as much a character as Petru

He will almost certainly "become" the psychopomp that he actually is at level 7

Vralk CR –
Thrush (sage) (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 4 (1d8-2); fast healing 1
Fort +0, Ref +4, Will +4
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Fly +12, Knowledge (planes) +2, Perception +5, Stealth +18
SQ empathic link, sage’s knowledge
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sage’s Knowledge (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.


Dotting to find this again. I had an idea that I've been sitting on for a while, so might as well adapt it for this.


Hmmmm. I have an interest in this. Currently thinking of a Halfling Cavalier who worked for the Professor and feels a calling to become a beacon of hope to the dark lands he has seen, or an Alchemist that has become obsessed with experimentation and transmutation.


Also will we be;

Using Background Skills?

Have access to Variant Multiclassing?

Be allowed to utilize alternate Racial traits?


Kora DeLachette, Paladin (Undead Scourge) of Iomedae 1

Traits
Chance Savior (she saved the Professor's life once)
Chosen of Iomedae - Light, 1x/day as SLA, gain masterwork longsword. If light is cast on the longsword, radius and duration are doubled.

Crunch:

STR 16
DEX 13
CON 14
INT 10
WIS 12
CHA 14

HP 12

AC 17
T 12
FF 15

F 4
R 1
W 3

CMB 4
CMD 16

Init +3

Feats
Quick Draw
Dodge

Attacks
Mwk. Longsword +5, 1d8+3, 19-20/x2
Alc. Silver Heavy Mace +4, 1d8+3, x2

Armor/Gear
Armored Coat
Light Steel Shield
Paladin's Kit
2 x belt pouch
Scabbards for mace and longsword
2 x wolfsbane
Signal mirror
2 weeks rations
Waterskin
etc.

Story:

Many churches sponsor orphanages. They use coin from donations and tithes to provide children with food, shelter, education, and a chance at a better future. What do they get in return? A sense of pride and accomplishment, the feeling of being of good service, and (hopefully) a new follower for their god going forward.

What many people don't know, however, is that many of these orphanages monitor and test the children they help, and the best and brightest of the bunch are provided with a higher standard of care, education, and faith-based training, in exchange for working for the Church.

Kora was one such child. Adopted into an Iomedeian care home at age three, with nearly no memory of her parents or what came before, she was trained (some might say indoctrinated) from the beginning to serve the faith. As she grew, and her size and strength became apparent, she was chosen to become a soldier of the faith. She began to receive training in a variety of weapons and tactics, religion, proper courtesy and etiquette, and reading people. The idea was that she might someday serve as a bodyguard to Church officials or lead a squad of soldiers in service of the Church. Her training went well, and those above her were impressed with the girl's devotion and skill.

In her fourteenth year, she was chosen to accompany a delegation into Ustalav. It was here that her future was forever changed. On the road to Ravengro, the delegation came upon a caravan being attacked by orc raiders from Belkzen. They joined in the fight at once. During the battle, Kora found herself with her back to a wagon, two travellers behind her, and three orcs in front. She fought two of them down, but received a leg wound in the process. At a crucial moment, her injured leg gave, and she fell. The orc above her swung a great club down at her head, and at the last moment there was a flash... and the orc's blow slid to the side as if off a shield. Kora felt a renewed sense of vigor, and stood, bringing the orc to an end with her sword, which had... changed, and appeared both sharper and in better shape than it had been.

The clergy members (two priests and a paladin, Sir Forsek Tramm) present knew it for the sign it was, and so Kora became a Squire that day, under tutelage of Sir Forsek. She also saved the life of the Professor, as he was one of the two travellers behind her during the fight.

Flash forward a few years, and the young knight errant is again in Ustalav, headed for Ravengro, having been summoned by an unexpected letter. What the future has in store for her, only time will tell...


I'm slightly addicted to creating character concepts, so I've already come up with a second one that I think would fit in really well in Carrion Crown based on what I've heard of the AP.

I'm assuming you're not a fan of multiple submissions from the same player, but would you be OK with people swapping from one char to another as the selection gets closer to the end depending on what else has been submitted for selection?

That way I could fill either undead hunter/ranged with this Inquisitor, or face/skillmonkey/melee support with a spear wielding Investigator depending on which was more needed at selection time. I've been wanting to get in a Carrion Crown group for a while so I want to maximize my chances lol.

Don't worry, I promise not to come up with a 3rd idea :P


Nikolaus de'Shade wrote:
Is a drawback permitted to get a third trait? I like the extra traits and having the drawback too, helps to add flavor to the character.

Yeah I’ve thought about drawbacks, and for this game I will not be allowing them.


I would love to throw my hat into the ring so to speak! I'm a long time DM myself, although my experience has been more in person and via Roll20.

I will preface that I have run the first Chapter of Carrion Crown for a group before, though it has been a while and I purposely did not read beyond the first book due to my group becoming lukewarm to the setting and a few of the players taking a hiatus.

Merik Branderwall

Coming of Age:
Merik Branderwall is a lithe little halfling fellow with mousy brown hair, inquisitive grey eyes, and an overly curious mind.

Merik originally hails from the illustrious city of Karkau, the Village of Voices in the County of Sinaria, where he and his family were employed as servants to the Lyndenwick Family; who acted in a number of the minor plays and operas that Karkau is known for.

His life changed quite dramatically at the age of 18 after a chance meeting and discourse with Professor Petros.

Mingling with the guests of the Lyndenwicks' after a short play, he overheard a snippet of conversation from the Professor about archaic magical practices and theories. Instead of doing his job, offering refreshment, the rest of the evening he mentally sparred with Lorrimor, questioning the overly patient Professor about anything and everything he could think of... and though he ended the night with a severe berating from the head of the Lyndenwick Family for shirking his duties, he also was in the possession of a kindled interest in the Arcane arts and a list of Colleges, Essays, and even an address to continue correspondence with Petros.

Merik spent the next two years of his life scrounging every coin he received for his labors and spending it on theoretical arcane essays, supplies, and saving up for tuition. Throughout, he continued a stream of letters to the Professor refining his ideology on magic, faith, and history.

After a number of setbacks, he finally produced his first fully-fledged spell with any level of complexity beyond a Cantrip and with the Professor's correspondences, was able to evolve it to allow for a higher level of comprehension. Heightened Awareness, via the Inspired by Greatness Trait

At the age of 21, he bid his family and his life in Karkau farewell and purchased travel across Ustalav to the capital, Caliphas.

He enrolled and was accepted into a minor college of higher learning in Caliphas, little more than a collection of knowledgeable practitioners and a few handfuls of students, where he spent the next 6 years of his life discovering the hidden and unused nooks and crannies in his mind and adding a number of Arcane Theories to the meager little blue-grey tome that he called his spellbook.

As he progressed in his studies, he continued to converse with Lorrimor via missives and subsidized his living expenses by proffering his skills to a number of the local temples to Pharasma and Serenrae as a house cleaner.

His studies continued to bear fruit and he even found through experimentation that his ability to fracture off pieces of his will to fuel his spells (Flavor on Arcane Pool) could be used with a mental plea to the Lady of Graves to actually heal wounds. (White Mage Archetype)

The missive bearing the ill tidings of Petros' passing rocked Merik to the core and within an hour of receiving the letter he had packed up all his meager belongings he would need to make the trek across Ustalav to the county of Canterwall and booked passage with a caravan to make the journey.

Appearance:
Merik is fairly small for a halfling. His mousy brown hair is somewhat unruly as he often forgets to get it trimmed at any sort of regular interval. His grey eyes offer a look into the soul of an overly curious fellow who has yet to face any serious threat to his life and as such may not act with the level of caution that many dangerous situations would merit.

He has become quite fond of the fashions in Caliphas, preferring the muted tones and solid colors to the overly gaudy fashions he grew up with in Karkau. He often wears simple but well-tailored trousers and tunics with polished black riding boots. Due to the fog and moist nature of Ustalav as a whole, he very rarely leaves the house without his fog cloak over his attire and a matching, floppy black hat.

On close inspection when he isn't wearing the fog cloak, a simple necklace of charms hangs around his neck; a prayer necklace, a gift from his mother before he left home. It has the symbols of Nethys, Serenrae, Pharasma, Iomedae, and Desna attached.

Goals and Outlook:
Merik's main pursuit in life up to this point has been the acquisition of knowledge, though he has rarely thought of what he would or should do with any of it once he has acquired it.

Foible: Due to this single-mindedness for learning, I can see Merik getting in over his head very easily, looking into things or pursuing interests without regard to the consequences.

Outlook: Merik generally has a positive outlook on life, things have gone well for him so far after all. Up until receiving word of the Professor's passing; life, study, and the occasional play or drink in Caliphas have led to a good life over the past six years for the burgeoning arcanist.

Crunch:

Merik Branderwall
CG Halfling, Small

Arcanist 1 (White Mage Archetype)
Init: +2 | Perception: +2 | Speed: 20ft

HP: 7 (1d6+1Con)
---Defenses---
AC: 13 | FF: 11 | Touch: 13
Fort: +2 | Ref: +3 | Will: +3 (+2 vs Fear Effects)
CMD: 10 (-1 Str, -1 Size, +2 Dex)
---Offense---
Melee: +0
Ranged: +3
CMB: -2

--Spells Per Day--
Cantrips: At Will
1st Level: 3 (2+1 Int Bonus)

Spellbook

Cantrips: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Spark

1st Level (3+3(Int Mod) Known: Heightened Awareness (+1 CL), Protection from Evil, Magic Weapon, Magic Missile, Mage Armor, Burning Hands

-----
Stats: Str: 8 | Dex: 14 | Con: 12 | Int: 16 | Wis: 11 | Cha: 16
-----

Spells Prepared:

Cantrips (4):
1st Level (2):

Feat(s): Scribe Scroll

Equipment:

(Average Starting Gold: 70gp)
Pending...


So, I ended up going with something fairly different from what I'd said before. Margarethe is an elven gun chemist (alchemist). She was originally created for a Darkest Dungeon-inspired campaign (she's based off of the Musketeer class from that game) set in Ustalav that never got off the ground, so she fit quite naturally into Carrion Crown. Hopefully everything's right - I had to level her down from 2nd, so there may be some calculations off. Also, did a bit of pre-crafting for musket ammo (paper cartridges); if that's not okay then I'll just change it to buying them for the normal price.


thebeggarking wrote:

Also will we be;

Using Background Skills?

Have access to Variant Multiclassing?

Be allowed to utilize alternate Racial traits?

for this game I will allow the use of background skills. I however do not have enough familiarity with the Variant multiclassing that for this game I will not be allowing it. let me know if you have more questions!


I would like to submit Brand Stone. He is a procurer of sought after goods. He is easily able to stealth in and acquire the oppositions battle plans. Some might simply call him a thief.

Class is Unchained Rogue.

There are a few tweaks that i will need to do to make him fit your build restrictions. (traits, adjust background to fit better, bring down his point buy). If you see anything that needs adjusted please let me know.


After digging through this to see what the applications looked like, I decided a list was needed. It's partially to assist the DM, but mostly to help new applicants know what has been submitted so far, here's what I think the list of applicants is (there have been more that expressed interest but haven't posted any details so I left them off for now):

TheNine - Chellian Oaks - Ulfen Ranger (melee)
Critzible - Lady Emilia Vosk - Human Shifter (melee)
Nikolaus de'Shade - Alainn the Fey - Skinwalker Shifter (melee)
Oniwaban - Kora DeLachette - Undead Scourge Paladan (melee/divine)
RelicBlackOUT - Brand Stone - Human Rogue (melee/skills)
Mat_H - Rau Vanator - Human Royal Accuser Inquisitor (ranged)
Theasl - Margarethe - Elf Gun Chemist Alchemist (ranged)
Grandlounge - Ryn Lye - Oracle (divine)
Pauljathome - Rahela - Duskwalker Shaman (divine)
DeviantDesign - Merik Branderwall - Arcanist (arcane)
HustonJ - Human Dirge Bard (pending character details)
HighwayHitman - Human Fighter (pending character details)
DarkWingD - Brawler/Cavalier (pending character details)

Please let me know if I missed you so I can add you to the list, and I'll update this occasionally.

SIDE NOTE: Based on the list so far, I'm probably going to remove Rau from selection and change it to Sisu, an Investigator I built up. We seem to be missing a knowledge skillmonkey and face, and she fits that bill well and was also created for this AP. I'll wait a few days before doing that though in case someone else already had a character in mind for that role


@GMSarah - I hope that list helps you as well, but if you'd prefer that I not jump in and do that I'll stop working on it. Just let me know.

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