| MrStr4ng3 |
I have a burger in mind, Findo is a street urchin that stumbled into Professor Lorrimor while running from a job gone wrong, he has since done a few tasks for the Professor in Caliphas, this is his first time out of the city, but he owed the old man more then he could ever repay.
"FINNO (Varisian)
(Varisian) Male Rogue 1
CG Medium Human / Humanoid (Human)
Init +4; Senses Perception +3
==DEFENSE==
AC 16, touch 14, flat-footed 12 (+2 armor, +4 dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will -1
Armor Leather, Light
==OFFENSE==
Spd 30 ft/x4
Ranged Alchemical Silver Thrown Dagger +4 (1d4) 19-20/x2
Ranged Cold Iron Thrown Dagger +4 (1d4+1) 19-20/x2
Ranged Thrown Dagger +4 (1d4+1) 19-20/x2
Special Attacks Sneak Attack [1d6] (PFCR 68)
==STATISTICS==
Str 12, Dex 18, Con 13, Int 12, Wis 8, Cha 14
BAB +0, CMB +1, CMD +15
Feats Armor Proficiency (LIGHT) (PFCR 118), Deft Hands (PFCR 121), Stealthy (PFCR 135)
Skills Acrobatics +8, Appraise +5, Climb +5, Disable Device +12, Escape Artist +10, Knowledge (local) +5, Perception +3 [Find Traps +4], Sense Motive +3, Sleight of Hand +12 [Conceal Small Objects +10, Conceal Weapon +10], Stealth +12 [Dim light or darkness +12, Marshes or Forests +12, Underground +12]
SQ Trapfinding (PFCR 68)
Traits On the Payroll (Campaign: Carrion Crown) (PFAP: CrCwn PG), Vagabond Child (Regional) (PFAPG 332)
Languages Common, Kelish, Varisian
I'll keep working on a background
| GM Sarah |
@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.
Rau Vanator- I appreciate you compiling it all together for me! I was working on it as well. I can continue to add to your list as more submissions are submitted!
| Ruxanna Mihalauru |
Introducing Ruxanna Mihalauru an Alchemist in desperate search of an impossible cure. Crunch to come later today. Feedback, ideas, suggestions, discussion welcome!
What Ruxanna never knew growing up was that her family was not, in fact, like all the other families in her village. Her family had come to Ustalav out of the Tusk Mountains and they carried the spark of Lycanthrope in their veins. Her mother, Jenica, lived her life every day concealing her nature as a Skinwalker from both her husband and the neighboring farmsteads and villagers. Though her children had long sported the characteristic gold eyes of skinwalkers, they had never shown other signs and Jenica had begun to hope that perhaps her secret had not been passed on to the next generation. Unfortunately, as each of the daughters came of age and went through puberty, they began to experience the changes and with five teen daughters all changing one after another it was only a matter of time until their secret was revealed.
The parochial villagers were alarmed and immediately confrontational when faced with the half monsters in their midst. Only the long years of respect for Liviu and Jenica kept violence from being visited upon the Mihalauru farm. The family was ostracized, banned from the village, and disinvited from village and religious life. Unable to participate in the market or enter the villages, the family fortunes turned for the worse and by the time Ruxanna was 11 they were near destitute.
Finally Liviu, out of options, negotiated a deal with the local councils. He and his wife would be permitted to rejoin local life but only if their daughters upon coming of age were sent away. So it was that at the age of 12 Ruxanna was sent to a government boarding school in Leipstadt.
Her time at the school was not a happy one. For four years, Ruxanna was shunned, shammed, and bullied for her monstrous heritage. Torn from a happy childhood full of friends and family, she was unbearably lonely and threw herself into her studies as the only distraction available to her. She discovered she had something of a gift for academics and finished her time at the boarding school as quickly as possible.
Thanks to her achievements at school, Ruxanna found herself admitted to the University of Leipstadt and began to take up a serious study of Alchemy with a single goal in mind – To purge the taint of Lycanthrope from herself and her family.
Ruxanna became obsessive about her research. When her first two years showed no sign of the cure she hoped to find, she began to research ever more fringe elements of the art searching desperately for any hint of a possible solution. Ruxanna began to branch out from the pure study of Alchemy. She took classes in religion and the occult, in the basics of arcana, in medicine and surgery, and particularly in exotic flora and fauna. These latter two subjects in particular captivated Ruxanna as she became ever more convinced that the compound she needed had to exist in some rare and magical plant or beast, she just had to identify the correct one!
It was in this investigation into magical creatures that Ruxanna first met Professor Larrimor. Her academic research into beast and compound had revealed nothing to her and Ruxanna determined that she needed actual subjects to dissect and investigate if she were to find the compound. She met Lorrimor during her investigation into the undead (she was, and is convinced that an element of the negative energy that animates undead could be utilized to annihilate the part of her responsible for the Lycanthrope). The kindly Professor reminded her much of her father and she spent long hours in his class and lab learning about the qualities and weaknesses of undead creatures.
Eventually, nearly two years later, Ruxanna took her knowledge and confronted one of the undead to gain practical experience. Ruxanna and a small group confronted a pair of ghouls in the countryside and slew them.
A week later Ruxanna had the ghouls dissected and had identified several compounds that she thought might provide a solution to her problem. For two more months she experimented with the compounds but, one after another, they failed to provide an answer. Finally, with only one compound left and truly desperate, Ruxanna created an elixir that pushed the very limits of her ability. Unwilling to wait any longer she drank the untested elixir.
Almost immediately a horrible pain wracked her body and her skin was engulfed in a burning sensation. Every joint in her body felt as though it were being torn apart and eventually she passed out from the sheer agony of it. Upon waking Ruxanna discovered that the potion had not worked, not at all, rather than curing her plight, it had brought many of her most hated aspects to the fore. Where before Ruxanna could pass easily for a normal woman now her very figure had been tainted. Her eyes seemed to glow and had narrowed to slits and every inch of her body was covered in very light feathers and down. The nails on both feet had elongated and stretched, tearing through her shoes. Her ears had grown pointed and her face had elongated slightly.
There was no more hiding what she was.
Since that day Ruxanna has lived a life of near solitude continuing to search for an answer. At least she was until Professor Lorrimor’s letter arrived.
Additionally her current appearance has caused Ruxanna to avoid other people for several years now. Prior to her monstrous appearance, Ruxanna was a highly social and outgoing girl. She desperately sought deep connections to replace those she lost when she was taken away from most her sisters and her parents. She is still in touch with her sister Nadya who was also sent to Leipstadt but Nadyas new husband is not accepting of Ruxanna in her current form. Ruxanna strongly craves deep relationships and companionship but she is usually met with fear and loathing from those around her. She is still outgoing and eternally optimistic at meeting new people, but almost universally disappointed by the result.
Finally, Ruxanna is almost painfully awkward around men of her own age. Between a childhood raised almost entirely among women and a maturity spent with no self-confidence she is usually reduced to nearly a stammering mess around anyone she finds attractive.
Ruxanna is inherently good. She desperately seeks approval and affirmation and tries to do the societally dictated “Right” thing at all times to achieve that. However this does butt up against her singular focus on finding a cure and she can be shockingly calculated and brutal when her pursuit of an alchemical answer is on the line.
In terms of appearance, Ruxanna is unique. She stands at an average height with a thin, wispy build. Her face looks just a bit gaunt and drawn at all times and all of her visible skin is covered with very small soft golden feathers. If anyone gets close enough to see her, her eyes are just a bit too narrow and just a bit too yellow to be natural. Ruxanna is always clean, and usually lightly perfumed with clothes that are both flattering and fashionable. She can not change her physical appearance but she is painfully aware of how she looks and does everything in her power to conform to the norm in her attire and accessories. She typically keeps as much of her skin covered wearing long dresses and gloves on even hot days. Whenever possible Ruxanna wears a cloak with the hood pulled all the way up or a wide brimmed hat with a gauzy veil to hide her face
That said even that goal is really just a means to an end and her true desire is to find somewhere that she will be fully accepted and to find people with whom she can build true friendships and relationships.
A secondary goal is to reconnect with her family. While she is not exactly estranged from her family, there is little relationship left there and particularly with her sister Nadya remarrying Ruxanna feels like she has lost her only real connections.
| HighwayHitman |
@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.
Hey... You left me out.
I had said I'd go with Ivanka Zantosa, a Varisian born in the capitol and either on the Payroll or teacher's pet. Was going to use a spear or staff, probably a staff with lots of finesse.
Now if you missed me because I didn't post a sheet, my bad. I wasn't going to until the GM asked for it. Didn't know I was supposed too, but I can kinda see how I probably should.
| Rau Vanator |
Hey... You left me out.
Sorry. Seemed like you were just throwing out an idea, I only listed people who had posted some of their crunch and background. My bad. Looking back I see you're new to the site.
Normally on these boards, when a GM opens up a campaign for character selection, people fully prep the mechanical details (crunch) and background of their character and post it, so that the GM has something to look at when picking out the party. If you look at other people's it'll give you an idea of how most of us format it.
| Rau Vanator |
Good deal. Now you'll want to get her onto a profile here on the forums so a GM can just look at it as needed without going to another site. A good reference that walks you through that is HERE. It's based on a PFS character, but if you just want to make an alias for her without having it be in the Pathfinder Society just skip step 1 and do this instead:
click on "My Account" (on My Account directly, not one of the drop down links), sign in, and then click on "create new alias". Give her a name and picture, and then click on the alias and go to the profile tab.
From there you can start with step 2 of the guide.
Hopefully this helps!
(by the way, unless you're using an archetype or race that isn't allowed in PFS it might make sense to just make it a PFS characer. That way you can submit it for any game on the site, whether they are PFS or not.)
Another guide some people use for the actual formatting is HERE. It walks you through the actual character creation and slims the profile down by having more spoiler tags, which some folks like better.
Another nice thing is that you can use all the formatting of the forums in your profile, so for example if you have a feat/trait/ability that is not all that common, you can use the [ url] tag to link to it directly from inside the profile for easy reference by yourself and your GM, or to make a separate alias for a familiar or animal companion and link directly to that profile from your main characters...but I think I'm rambling on too long on this one now lol
| Sisu Desisl |
OK speaking of characters...we have so many straight combat characters and more than a few that are good against undead...so I'm officially removing Rau Vanator from the selection and swapping in Sisu. I created them both for this AP and couldn't decide which to use, but now I think she's a better bet since she can fill a face role, is a knowledge skillmonkey (among many other skills) and is still useful in combat as backup melee with reach.
Crunch is in the profile, as is background and personality, but I'll link them here for quick reference as well.
Female daemon-spawn tiefling investigator (empiricist) 1
N Medium outsider (native)
Init +1 Senses darkvision 60 ft.; Perception +4
Languages Abyssal, Aklo, Common, Infernal, Varisian
Defense
--------------------
AC 14 T 11 FF13 (+3 armor, +1 Dex)
HP 10 CMD 14
Fort +2 Ref +3 Will +2
Resist cold 5, electricity 5, fire 5
Offense
--------------------
Speed 30 ft.
Base Atk +0 CMB +3
Melee
longspear +3 (1d8+4/×3)
2xclaws +3 (1d4+3)
Reach 5 ft. (10 ft. with longspear)
Ranged
sling +1 (1d4+3)
Traits and Feats
Student of Philosophy Trait Use INT instead of CHA on select Diplomacy and Bluff checks (all checks other than gathering information or feinting in combat)
Subject of Study Trait +1 damage against aberrations
Combat Reflexes Can make extra attacks of opportunity/rd, and even when flat-footed. (2 AOO per round)
Special Abilities
Alchemy +1 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Inspiration Use 1 point, +1d6 to trained skill or ability check. Use 2 points, +1d6 to attack or save. (3/day)
**can use Inspiration on any Knowledge, Liguistics, or Spellcraft check that is trained without using inspiration point**
Trapfinding +1 bonus to find or disable traps, including magical ones.
Extracts Known
(CL 1st; concentration +4)
1st—cure light wounds
1st—heightened awareness
1st—long arm
1st—monkey fish
1st—shield
Statistics and Skills
Str 16 (+3)
Dex 12 (+1)
Con 14 (+2)
Int 16 (+3)
Wis 10 (+0)
Cha 8 (-1)
-------
Acrobatics +1
Bluff -1 (+3 to lie)
Climb +3
Diplomacy +3 (+7 to persuade others)
Disable Device +8
Disguise -1
Escape Artist +1
Fly +1
Heal +0
Intimidate -1
Knowledge (arcana) +7
Knowledge (local) +7
Knowledge (planes) +7
Knowledge (religion) +7
Perception +4
Ride +1
Sense Motive +4
Spellcraft +7
Stealth +1
Survival +0
Swim +3
Use Magic Device +3
-------
Background Skills
Craft (alchemy) +7 (+8 to create alchemical items)
Knowledge (History) +7
Her mother having died in childbirth, Sisu was primarily raised by her father. He traveled with caravans throughout Lastwall and Ustalev working as a historian, naturalist, and researcher, but was also occasionally hired for local investigations into strange or unknown events. An avid reader, researcher, and amateur sleuth herself, Sisu always wanted to accompany her father on these excursions but he had her stay with the caravan for fear of losing her to dangers on the job. He would only allow her to join if there was no real chance of harm coming to her.
On one of the few jobs he did allow her to join, a routine check of a local jewel mine that was showing odd markings on both the stone walls and the gems, his fears were realized. The miners had dug close to the home of a Delver, although none of them had yet encountered the aberration. Although Delvers are not malicious they will defend themselves, and when Sisu and her father were the first ones to encounter it face to "face", it shot out a pseudopod to push them away before retreating into the dark.
Although noone was seriously hurt, the acidic slime on the pseudopod badly burned Sisu, leaving acid burn scars along her left arm and the left side of her face and neck. Unsurprisingly, her father did not allow her to accompany him again. She continued to read and research during their travels, and when her father retired she stayed with the caravan to further her studies.
While in the caravan, Sisu learned much about the lands that they travelled, and met many diverse people who would be amazed at her intelligence and breadth of knowledge, but who were hesitant to deal with her due to her scarred face and slightly devilish features from her tiefling heritage. She began to learn how to impress people with her knowledge alone, becoming convincing enough in her speech that they would overlook her appearance while talking to her. She also learned to ably defend herself by training with the caravan guards in weapons, and carried her spear with her almost everywhere.
As time went on, she began to extend her research into martial skills and alchemy, and also into unusual creatures to try and better understand the ecology of the beast that had scarred her so badly. While attending a talk on the diverse biology and ecology of little known creatures, she came to the attention of Professor Lorrimor. They made a deal where he would allow her to attend any of his lectures that she could, in return for him being allowed to study her wounds and learn of her experiences with the Delver, it being one of the creatures he did not have much data on.
Despite only meeting in person occasionally due to her migrations with the caravan, they remained in continuous correspondance until the fateful letter came informing her that he had passed, and that she was expected to be at Ravengro for the reading of the will.
Sisu is not the most attractive person, although she is hard to recognize as a Tiefling due to the acid burn scars that cover the left side of her face and neck as well as her entire left arm. She does not bother to hide these markings, or her oddly grey-tinted skin and amber eyes, although she has learned that some people are unnerved by her long claws and is more apt to keep them hidden around strangers. She is short and very slender, but filled with a surprising strength. Feeling no need to try to impress anyone with her appearance, she wears dusty travelling clothes of grey and blue. She spends almost all of her alone time reading and researching, solving puzzles and mind games, and writing her thoughts and findings in her journals (which she is never without). Despite this, she does not fall into the isolationist mindset of most researchers. She is quite talkative and friendly, very inquisitive, and tries to start a conversation with anyone that she meets, and is especially fond of matching wits with those that she considers worth the challenge. Although not very convincing through more traditional means, she can dazzle people with her logic and breadth of knowledge,and is quite direct, often being able to convince people who might not have been convinced by charm or subtlety. She sometimes doesn't understand that her friends aren't as interested in facts and logic as she is, and can occasionally go on with lectures or lines of questioning for much longer than others find comfortable. Fortunately she is less prone to do this with people that she doesn't know well or while speaking with subjects during the course of an investigation.
| Tinnath Lyhorne |
It seems like a Witch would be a pretty good fit for this AP, so here's my submission. Livia here is a Hedge Witch who would be focused on healing as needed, buffs and especially debuffs. I've tried to craft a story that would fit with what I know if the setting, but if you see anything in the backstory or the stats that look off do let me know!
| Ictoo |
I just want to show interest.
I had an idea for a vivisectionist alchemist. I have most of the backstory/feel for the charter brewing in my head I just need to get some time to write it down and build him up.
CC I feel is perfect for the character I have in mind.
Upfront I'll say I have just finished a 5 year long CC game on the boards, it was intense but it was so brilliant. I loved it so much I just want to jump back into that world. I played quiet a timid priest of Desna. In this time around I hope to play a more forward character able to push the team and plot forward. I've also DM the first book and half of the second.
I can more than keep the knowledge my player knows what my character would know separate. So no metagameing, but I just wanted to let you know as you brought up you would rather have players that have little knowledge of the books.
Posting from work currently and will get more up later today hopefully.
| Sisu Desisl |
I know you said you could update this GM, but I'm bored at work today. Hope you don't mind. Updated the links as well for those who have built a profile since the first list.
TheNine - Chellian Oaks - Ranger (melee)
Critzible - Lady Emilia Vosk - Shifter (melee)
Nikolaus de'Shade - Alainn the Fey - Shifter (melee)
Brolof - Svetlana Vorisnod - Bloodrager (melee)
Oniwaban - Kora DeLachette - Undead Scourge Paladan (melee/divine)
Nathan Hartshorn - Barek Noson - Magus (melee/arcane)
RelicBlackOUT - Brand Stone - Rogue (melee/skills)
Mat_H - Sisu Desisl - Empiricist Investigator (face/knowledge/melee)
Theasl - Margarethe - Gun Chemist Alchemist (ranged)
MrStr4ng3 - Finno - Rogue (short ranged? seems to have lots of throwing daggers/skills)
Grandlounge - Ryn Lye - Oracle (divine)
Pauljathome - Rahela - Shaman (divine)
DeviantDesign - Merik Branderwall - Arcanist (arcane)
GM Doom - Ruxanna Mihalauru - Alchemist (role TBD)
HighwayHitman - Ivanka Zantosa - Fighter (melee)
Zorblag - Livia Gusat - Hedge Witch (heal/debuff)
C B 380 - Carith Clankenship - Tortured Crusader Paladin (melee/divine)
Shalm - Baron Sandu Randa - Magus (melee/arcane)
DarkWingD - Ash Williams Brawler/Cavalier (profile in progress)
HustonJ - Human Cartomancer Witch (pending character details)
Please let me know if I missed you so I can add you to the list, and I'll update this. I'm out of town this weekend though so no more updates from the friendly Investigator for a bit starting tomorrow.
| Ruxanna Mihalauru |
I had intended just to edit my above post but I dont seem to be able to so here is the complete submission for Ruxanna Mihalauru an Alchemist in desperate search of an impossible cure.
What Ruxanna never knew growing up was that her family was not, in fact, like all the other families in her village. Her family had come to Ustalav out of the Tusk Mountains and they carried the spark of Lycanthrope in their veins. Her mother, Jenica, lived her life every day concealing her nature as a Skinwalker from both her husband and the neighboring farmsteads and villagers. Though her children had long sported the characteristic gold eyes of skinwalkers, they had never shown other signs and Jenica had begun to hope that perhaps her secret had not been passed on to the next generation. Unfortunately, as each of the daughters came of age and went through puberty, they began to experience the changes and with five teen daughters all changing one after another it was only a matter of time until their secret was revealed.
The parochial villagers were alarmed and immediately confrontational when faced with the half monsters in their midst. Only the long years of respect for Liviu and Jenica kept violence from being visited upon the Mihalauru farm. The family was ostracized, banned from the village, and disinvited from village and religious life. Unable to participate in the market or enter the villages, the family fortunes turned for the worse and by the time Ruxanna was 11 they were near destitute.
Finally Liviu, out of options, negotiated a deal with the local councils. He and his wife would be permitted to rejoin local life but only if their daughters upon coming of age were sent away. So it was that at the age of 12 Ruxanna was sent to a government boarding school in Leipstadt.
Her time at the school was not a happy one. For four years, Ruxanna was shunned, shammed, and bullied for her monstrous heritage. Torn from a happy childhood full of friends and family, she was unbearably lonely and threw herself into her studies as the only distraction available to her. She discovered she had something of a gift for academics and finished her time at the boarding school as quickly as possible.
Thanks to her achievements at school, Ruxanna found herself admitted to the University of Leipstadt and began to take up a serious study of Alchemy with a single goal in mind – To purge the taint of Lycanthrope from herself and her family.
Ruxanna became obsessive about her research. When her first two years showed no sign of the cure she hoped to find, she began to research ever more fringe elements of the art searching desperately for any hint of a possible solution. Ruxanna began to branch out from the pure study of Alchemy. She took classes in religion and the occult, in the basics of arcana, in medicine and surgery, and particularly in exotic flora and fauna. These latter two subjects in particular captivated Ruxanna as she became ever more convinced that the compound she needed had to exist in some rare and magical plant or beast, she just had to identify the correct one!
It was in this investigation into magical creatures that Ruxanna first met Professor Larrimor. Her academic research into beast and compound had revealed nothing to her and Ruxanna determined that she needed actual subjects to dissect and investigate if she were to find the compound. She met Lorrimor during her investigation into the undead (she was, and is convinced that an element of the negative energy that animates undead could be utilized to annihilate the part of her responsible for the Lycanthrope). The kindly Professor reminded her much of her father and she spent long hours in his class and lab learning about the qualities and weaknesses of undead creatures.
Eventually, nearly two years later, Ruxanna took her knowledge and confronted one of the undead to gain practical experience. Ruxanna and a small group confronted a pair of ghouls in the countryside and slew them.
A week later Ruxanna had the ghouls dissected and had identified several compounds that she thought might provide a solution to her problem. For two more months she experimented with the compounds but, one after another, they failed to provide an answer. Finally, with only one compound left and truly desperate, Ruxanna created an elixir that pushed the very limits of her ability. Unwilling to wait any longer she drank the untested elixir.
Almost immediately a horrible pain wracked her body and her skin was engulfed in a burning sensation. Every joint in her body felt as though it were being torn apart and eventually she passed out from the sheer agony of it. Upon waking Ruxanna discovered that the potion had not worked, not at all, rather than curing her plight, it had brought many of her most hated aspects to the fore. Where before Ruxanna could pass easily for a normal woman now her very figure had been tainted. Her eyes seemed to glow and had narrowed to slits and every inch of her body was covered in very light feathers and down. The nails on both feet had elongated and stretched, tearing through her shoes. Her ears had grown pointed and her face had elongated slightly.
There was no more hiding what she was.
Since that day Ruxanna has lived a life of near solitude continuing to search for an answer. At least she was until Professor Lorrimor’s letter arrived.
Additionally her current appearance has caused Ruxanna to avoid other people for several years now. Prior to her monstrous appearance, Ruxanna was a highly social and outgoing girl. She desperately sought deep connections to replace those she lost when she was taken away from most her sisters and her parents. She is still in touch with her sister Nadya who was also sent to Leipstadt but Nadyas new husband is not accepting of Ruxanna in her current form. Ruxanna strongly craves deep relationships and companionship but she is usually met with fear and loathing from those around her. She is still outgoing and eternally optimistic at meeting new people, but almost universally disappointed by the result.
Finally, Ruxanna is almost painfully awkward around men of her own age. Between a childhood raised almost entirely among women and a maturity spent with no self-confidence she is usually reduced to nearly a stammering mess around anyone she finds attractive.
Ruxanna is inherently good. She desperately seeks approval and affirmation and tries to do the societally dictated “Right” thing at all times to achieve that. However this does butt up against her singular focus on finding a cure and she can be shockingly calculated and brutal when her pursuit of an alchemical answer is on the line.
In terms of appearance, Ruxanna is unique. She stands at an average height with a thin, wispy build. Her face looks just a bit gaunt and drawn at all times and all of her visible skin is covered with very small soft golden feathers. If anyone gets close enough to see her, her eyes are just a bit too narrow and just a bit too yellow to be natural. Ruxanna is always clean, and usually lightly perfumed with clothes that are both flattering and fashionable. She can not change her physical appearance but she is painfully aware of how she looks and does everything in her power to conform to the norm in her attire and accessories. She typically keeps as much of her skin covered wearing long dresses and gloves on even hot days. Whenever possible Ruxanna wears a cloak with the hood pulled all the way up or a wide brimmed hat with a gauzy veil to hide her face
That said even that goal is really just a means to an end and her true desire is to find somewhere that she will be fully accepted and to find people with whom she can build true friendships and relationships.
A secondary goal is to reconnect with her family. While she is not exactly estranged from her family, there is little relationship left there and particularly with her sister Nadya remarrying Ruxanna feels like she has lost her only real connections.
Six months prior to her successful encounter with the Ghouls, Ruxanna lead a small group of her friends to confront a supposedly weak ghost at a farmstead outside of the city. They were wholly unprepared for what they found and during the encounter everyone but Ruxanna perished. Ruxanna only survived because she fled in horror as soon as the first of her companions fell. Among the dead was her first love (unrequited) Cristol. Ruxanna secretly hopes to find a way to return Cristol from the dead.
One of her dead companions had a young daughter. That girl, Evelia, resides with a foster family now that appears to be kind and good. Every month Ruxanna arranges to have a small gift delivered to the girl and a few coins to the family. Ruxanna knows someday she will have to tell the girl the truth of her mothers disappearance but she dreads that day.
During her research into arcane rights Ruxanna found a small book in a back archive at the university. The book detailed the means by which one could contact the darker of the outer planes. Ruxanna did not, and does not, have the power to utilize the ritual but she still feels the book calling to her. As she grows increasingly desperate she wonders more and more often about the boons that could be obtained from one of the denizens of those planes. She hid the book away in a seldom used corner of the archive in case she should ever need it in the future.
Ruxanna can play a variety of roles. She will be a decent Melee and Ranged combatant, have some light control abilities, light healing and decent skills (knowledges, disable device (non-magical), perception)
She is a terrible party face and not overtly tough!
NG Medium Humanoid (Skinwalker)
Init +3; Senses: Lowlight Vision, Perception +7
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex, +0 shield)
hp 10
Fort +3, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee -1
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 13, Int 16, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 12
Traits
[url = https://www.d20pfsrd.com/traits/campaign-traits/carrion-crown/subject-of-study/] Subject of study (Undead) [/url]
Pragmatic Activator
Feats
Weapon Finesse
Brew Potion (Alchemist Bonus)
Skills (9 points; 4 class, 3 INT, 2 Background)
Appraise (Int) – 3
Craft (Alchemy) (Int) – 8 (1 Rank (background), 3 Int, 1 class bonus)
Disable Device (Dex) – 7 (1 rank, 3 Dex)
Fly (Dex)
Heal (Wis) - 1
Knowledge (arcana) (Int) – 7 (1 rank, 3 Int)
Knowledge (nature) (Int) – 7 (1 rank, 3 Int)
Knowledge (Religion) (Int) – 4 (1 rank, 3 Int)
Knowledge (Local) (Int) – 4 (1 rank (background), 3 Int)
Perception (Wis) – 7 (1 Rank, 1 Wis, 2 race)
Profession (Wis) - 1
Sleight of Hand (Dex) – 3 (0 rank, 3 Dex)
Spellcraft (Int) – 7 (1 rank, 3 Int)
Survival (Wis) – 1 (0 ranks, 1 wis)
Use Magic Device (Int – Pragmatic Activator) – 7 (1 rank, 3 Int)
ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Varisian, Kelish, Gnome
------------------------------
SPECIAL ABILITIES
------------------------------
Change Shape (Race): Choose one feature from –
• 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
------------------------------
Spells
------------------------------
0th (at will)
1st (2/day)
2 x Reduce person
| hustonj |
Well, here is my male Varisian Harrowed Cartomancer Witch.
I have an old alias with the name I used, and I will transfer him into that alias if selected.
Any and all feedback is welcome, though it may well not be implemented.
Punza had directed that Jarl's training as a potential defender of the family begin shortly before he entered puberty. Beginning puberty changed things for Jarl in truly unexpected ways. He expressed The Gift. The ability to work with a Harrow Deck. Varisians KNOW that only women receive The Gift, and just like that, Jarl became proof of the negative superstitions of the family, and found himself cast out.
Somehow, Jarl stumbled into a coven in Ardis who saw the potential in The Gift, and chose to work with him. They taught him how to channel through the Harrow to communicate with the spirits behind a deck, and to listen to them, to gain their assistance in wielding the power that would get him through his life. Where he focused his energies was heavily influenced buy his time on the road. He sought out ways to heal the people he chose to work with, ways to identify the threats so often found on the road. As he learned more about the threats, adn began replacing superstition with knowledge, he became fascinated with the variety of undead that exist.
When he had the opportunity to attend a lecture from Professor Lorrimor on the subject, he couldn't stay away. After the lecture, he cornered the Professor in his youthful enthusiasm, wanting to discuss and learn more about the undead. For whatever reason, Professor Lorrimor chose to cater to him, and they discussed the foul abominations well into the night. Jarl began corresponding with the Professor that week, simply trying to continue the conversation and keep his studies focused.
Sometimes Jarl goes out of his way to set up a fortune telling operation near a visiting Varisian caravan, just to goad those who disowned him for The Gift which is now the center of his approach to life.
When he received notification of the Professor's death, Jarl was first very uncertain of what h should do. When he found out he was being asked to attend the reading of the will, there was never a doubt in his mind that he would drop everything and go. His coven acknowledged his need and wished him well.
Now Jarl finds himself alone in an unfamiliar city, embodying superstitions about curses at least twice over, simply to mourn.
Move 30'
BAB+0, Melee-1, Ranged+1, CMB-1
Dagger-1 for 1d4-1 @ 19+, P or S
AC 11 T 11 F 10 CMD 10 (Dex+1, BAB+0, Str-1)
HP 8 (6 + 1xCon+1 + 1xFC+1)
Fort+1 (Base+0, Con+1)
Ref+1(Base+0, Dex+1)
Will+3 (Base+2, Wis+1)
Harrowed: +1 Will vs Enchantments
Harrowed: Random draw for +2 to specific type of 1d20 roll/day
Spells Prepared:
Cantrips DC14 (3/Day)
Detect Magic
Light
Spark
Level 1 DC15 (2/Day)
Cure Light Wounds
Mage Armor
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue
** Level 1 Spells ** (7 total known) DC15
Chill Touch
Cure Light Wounds
Inflict Light Wounds
Mage Armor
Positive Pulse
Sanctify Corpse
Touch of Combustion
** Hexes ** DC14
Healing
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
Acrobatics 1+0+0
Appraise 4+0+0
Bluff 2+0+0
Climb -1+0+0
Craft 4+0+0
Diplomacy 2+0+0
Disguise 2+0+0
Escape Artist 1+0+0
Fly 1+0+0
+ 9+Heal 4+1+3+1 Precise Treatment(+2 Circumstance from Heal Kit [when used])
Intimidate 2+0+0
+ 8 Knowledge (Arcana) 4+1+3
+ 8 Knowledge (History) [Background Skill] 4+1+3
+ 8 Knowledge (Planes) 4+1+3
+10 Knowledge Religion 4+1+3+2 Teacher's Pet
+ 5 Linguistics 4+1+0
Perception 1+0+0
Perform 2+0+0
+ 5 Profession (Fortune Teller) [Background Skill] 1+1+3
Ride 1+0+0
Sense Motive 1+0+0
+ 8 Spellcraft 4+1+3
Stealth 1+0+0
Swim -1+0+0
Survival 1+0+0
+ 6 Use Magic Device 2+1+3
Languages Known: Taldan, Varisian +4
Fortune Teller Use deck as divination focus or add for +1 Caster Level on divination spell
Harrowed +1 Will vs Enchantments; random +2 on 1D20/Day
** Traits **
Campaign: Teacher's Pet +2 Trait to Knowledge (Religion); Knowledge (Religion) becomes Class Skill
Magic: Precise Treatment +1 trait on Heal; Use Int instead of Wis on Heal
.21 Kit, Witch's 21# (a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
.50 Kit, Healer's 1# (+2 Circumstnace on Heal Checks; 10 uses)
FREE Outfit, Traveler's 5#
FREE Harrow Deck -#
..2 Dagger 1# (1d4/19+/10'/P or S)
73 spent for 27# (Light)
32 GP on hand
Light <= 30# (By Armor)
Medium <= 60# (+3/-3/20'/x4)
Heavy <= 90# (+1/-6/20'/x3)
Hammer (Str) 1
Key (Dex) 2
Shield (Con) 3
Book (Int) 4
Star (Wis) 5
Crown (Cha) 6
Card (d9)
LG 1
NG 2
CG 3
LN 4
N 5
CN 6
LE 7
NE 8
CE 9
Hit Die: d6.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 2 + Int modifier.
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Cantrips, hex, spell deck 3 1 - - - - - - - -
2nd +1 +0 +0 +3 Deadly Dealer feat 4 2 - - - - - - - -
3rd +1 +1 +1 +3 — 4 2 1 - - - - - - -
4th +2 +1 +1 +4 Hex 4 3 2 - - - - - - -
5th +2 +1 +1 +4 — 4 3 2 1 - - - - - -
6th +3 +2 +2 +5 Hex 4 3 3 2 - - - - - -
7th +3 +2 +2 +5 — 4 4 3 2 1 - - - - -
8th +4 +2 +2 +6 Hex 4 4 3 3 2 - - - - -
9th +4 +3 +3 +6 — 4 4 4 3 2 1 - - - -
10th +5 +3 +3 +7 Hex, major hex 4 4 4 3 3 2 - - - -
11th +5 +3 +3 +7 — 4 4 4 4 3 2 1 - - -
12th +6/+1 +4 +4 +8 Hex 4 4 4 4 3 3 2 - - -
13th +6/+1 +4 +4 +8 — 4 4 4 4 4 3 2 1 - -
14th +7/+2 +4 +4 +9 Hex 4 4 4 4 4 3 3 2 - -
15th +7/+2 +5 +5 +9 — 4 4 4 4 4 4 3 2 1 -
16th +8/+3 +5 +5 +10 Hex 4 4 4 4 4 4 3 3 2 -
17th +8/+3 +5 +5 +10 — 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Hex, grand hex 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 — 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Hex 4 4 4 4 4 4 4 4 4 4
Weapon and Armor Proficiency: simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
Deliver Touch Spells (Su): At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.
In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck).
Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Deadly Dealer: At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex.
Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.
Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.
+2 to Int.
Medium size.
Speed of 30 feet.
Bonus Feat at 1st level.
Gain an additional skill rank at first level and whenever you gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Pts Race Starting
-1 .9 +0 .9 -1 S
2 12 +0 12 +1 D
2 12 +0 12 +1 C
10 16 +2 18 +4 I
2 12 +0 12 +1 W
5 14 +0 14 +2 H
| sprite |
Here's my submission - looking forward to the chance to play again!
Niralzi Anut
Female Fletchling Bard (Silver Balladeer) 1
Init +5; Senses lowlight, darkvision 60ft; Perc +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed X2 (+2 armor, +3 Dex)
hp 9 (1d8)
Fort +1, Ref +5, Will +0
Resist cold/electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Shortbow +3 (1d6+1/x3)
Melee Rapier +1 (1d6+1/x2)
Special Attack Unnerving Gaze 30ft cone, Will- (3/time day)
Bard (Silver Balladeer) Spells Known (CL 1):
Level (2/day) Chord of Shards, CLW; Cantrips Detect Fiendish Presence, Oath of Anonymity, Detect Magic, Read Magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Combat Reflexes
Racial Trait Emmissary (Bluff/Diplomacy roll twice 1x/day)
Racial Trait Bound to Golarian (Native Outsider & Human)
Traits Maestro of the Society, Chance Savior
Skills Acrobatics +7, Bluff +8, Diplomacy +8, K(all) +5, Perception +2, Perform(recorder) +8, Perform(oratory) +8, Spellcraft +5
Languages Common
Armor leather (+2AC, 10%Arc)
Other Gear Recorder, Silk Rope, 29 GP
--------------------
Special Abilities
--------------------
Bardic Performance (Su) std, 11x/d
Countersong (Su) Perf check, 30ft - redo save, counters sound
Distraction (Su) Perf check, 30ft - redo save, counters sight
Fascinate (Su) 90ft, -4 skill, DC 10+1/2L+Cha
Inspire Courage (Su) +1 charm/fear(morale) & +1 att/dam
| GM Sarah |
Hello all! These submissions have been great! I almost have the party I'm looking for and I've narrowed it down to one or two spots left. I plan on closing the recruitment on Monday 10/08 so please get them in and finish the fine tuning your characters.
As a reminder to my original post:
-I am allowing the use of 2 background skills
-Changelings as a race options
-no Drawbacks for this game.
Send me questions if you have them!
Good Luck! :D
| Thurel Nysmer |
A young man walks up to the group and stops just apart from the small crowd. He removes his hat and places it on the top of his walking stick. "Nice to meet you. My name is Thurel," he says in a pleasant voice with a smile. "I knew the Professor too, when he was alive, and I think it would be great if we could travel to his funeral together. There is strength in numbers, you know, and we could keep each other company on the way."
This is Silver Fang's submission, a Warlock (male witch) of the Fate Patron and his familiar Poe. The party roles he is the best fit for are buffer/debuffer, face, and backup healer. See more in the alias. I'll keep making small improvements and filling in details by the close of recruitment on Monday but all of the major parts of the character are done.
| Skiv Scrapclaw |
Here is Nahn Ya for your consideration.
He is a Ratfolk Unchained Rogue
Here is his background:
Nahn comes from a tribe of ratfolks living in Ustalav around the capital of Caliphas, they have a small community in the woods outside of town. With 19 brothers and sisters he was always trying to keep up with them and their adventures. Whenever he asked what they were doing, they’d always reply with “None ya business”. They said it so much he assumed his name was Nahn Ya!
Growing up he learned to be thief and rogue much like the rest of his family, though Nahn would often steal from less savory people than the good folk of Caliphas like his family. Instead of raiding noble houses and manors he’d instead steal from the casino’s and slave dens. Finding them to often be easier targets though much more dangerous.
One day when he decided to steal from the University he’d observed a professor dealing with some rather unique artifacts that looked valuable and interesting. As he waited on the roof of the university till night, he clambered down the side, cut into the window, slipped inside and stole one of the artifacts. Until it cursed him, magical tentacles bursting out of the air, rooting him place. Letting out a terrified squeak he remained rooted in place till morning. No matter how much he squirmed, he couldn’t let go of the Idol nor could he slip out of the tentacle’s grasp.
When morning finally came and the professor walked into his office, the sight before him, a terrified ratfolk burglar, pinned in place by magical tentacles surprised him. ”I wondered what would happen if that idol was touched with bare hands or paws in this case, hue hue hue,” he mused. Laughing he summoned a magical hand that floated over and snatched the idol from Nahn’s hand and with that the Tentacles evaporated in a smoky mist, dropping him to the ground.
Squeaking an apology, stuttering and stammering, terrified before the wizard. Professor Lorrimer waved it off and after introducing himself saying, ”I’ll let you go this time, but you owe me, I may need a skilled thief one day, huehuehueh,” Mirth in his eyes, he let Nahn escape with his life and without getting into trouble. He wasn’t sure what scared him more, the terrible Idol or owing a favor to the mysterious Professor.
Now that he was summoned by a courier, mentioned that he was including in the Late Professor Lorrimer’s will, Nahn’s been terrified what horrible task the Professor has for him in death. But a rat of his word, he sets off to Ravengro, leaving home for the first time on an adventure.
| Nikolaus de'Shade |
As a reminder to my original post:
-I am allowing the use of 2 background skills
-Changelings as a race options
-no Drawbacks for this game.Send me questions if you have them!
Good Luck! :D
Just to say I have seen these and, if selected, will make the adjustments required. Not going to do it yet because I'd just have to post the whole character again and clutter up the thread! :)
| Barrus Blackmore |
Turns out that Nahn Ya has other business to attend to so I'd like to present Barrus Blackmore, a Pit-born tiefling barbarian.
Barrus has been around the block and back a few times in his longer life. Still young by Tiefling standards he is no stripling. Traveling all over the inner sea performing jobs, mostly guarding caravans, traders, tax collectors, really just guarding anyone that’d hire him. After being hired to guard Professor Lorrimor during an expedition and saving his life once or twice the professor continued to hire him every now and then if they were in similar areas.
Barrus didn’t have the typical tiefling upbringing of being bullied or shamed, his huge size and strength helped protect him from the harsher lifestyles some of his smaller brethren have experienced. With a Get-the-job kind of attitude he is open to working with just about anyone on just about anything. He’d never claim to be a “good guy” but no means is he is evil either. He has turned down some jobs that were a bit against his tastes. Like this one job that involved slaughtering everyone in a retirement home.
Saddened to hear of the Professor’s death he has set out to make the trip, curious as to why the Professor would include him in his will, wondering if he has one final adventure for Barrus.
| Lekkric18 |
This looks like a perfect opportunity to do something I've wanted to for a long time: a Dhampir cleric specializing in necromancy. I'll put together the specifics this weekend, but I'm tossing my hat in the ring as undead-master.
I'd never do this in a live game because of the bookkeeping involved, but an undead-focused pbp seems ideal. :)
10 second overview off the top of my head, will be fleshed-out considerably: He isn't ashamed or disgusted by his half-vampire heritage; in fact he's upset that he's only half. He became a cleric of Urgathoa to research ways to become fully undead (can be Pharasma if worshipping Urgathoa doesn't make sense in the Carrion Crown, I've never played it but the PG indicates lots of undead). This desire to become undead doesn't mean he's evil, in fact he considers himself a reasonably good person (despite being pretty much true neutral in game terms). He wouldn't kill innocents unless it's absolutely necessary, but if it's the only way to accomplish his goals then, well, omelets and eggs and all that.
| FangDragon |
OK I think I'll throw my hat into the ring.
How could I forget? The professor had been asked to visit the Asylum on Briarstone to advice it’s proprietor Doctor Losandro about the treatment of a particularly unusual patient. Professor Lorrimor had apparently rubbed some of the locals up the wrong way when he attempted to get ferried over to Briarstone, instead he’d rented a dingy at an exorbitant price and been directed towards to the distant island at the center of the lake! The day had started off well enough, but by mid afternoon a storm was brewing.
By pure chance I was also on a boat, albeit one rather more suited to the conditions. Several children on a dare had stolen a fishing boat an hour before dawn and snuck off towards the Isle of Terror. Their distraught parents had gotten wind of this and pounded on the Sleepless Buildings door, begging Cesadia for help. She sent me to charter one of the larger fishing boats, and off I went to rescue them. Fortunately we’d managed to intercept them well before they got there, the Isle of Terror is prone to unnatural weather and is roamed by wild beasts of the worst sort.
Lake Encarthan may be an inland lake, but the swell was approaching five feet when I spotted the dingy. I was clinging to the gunwale trying to hold my lunch down when I noticed it being tossed about. I shouted to the skipper who managed to turn us about and a little while later, with the help of three burly sailors, we’d manhandled a thoroughly bedraggled Professor Lorrimor aboard the boat. He’d been almost embarrassingly grateful, especially when I finally managed to get him dry and passed him my coffee thermos!
Glancing up at Cesadia I asked, ”Aye, what about it?”
”According to this letter, he died a few weeks ago and his will is due to be read. Supposedly the executor is asking for you.”
”Really?”
”Yes it’s in Ravengro. Are you going to go? There’s enough time to get there if you hurry.”
Ravengro was the other side of the mountains, it would take a good few days to get there and we were getting close to solving the latest in a series of strange disappearances.
”Er, what about this case boss?”
”Rob, when did you last take some time off?”
I scratched my head, ”I don’t rightly know...”
”It’s been over three years! Rob you deserve a break and Meg can handle it. Besides Professor Lorrimor was supposed to have been quite wealthy and you did save his life. Maybe he left you something important?”
This was all a bit sudden but exciting, ”Erm right, I suppose I’ll never know if I don’t go...”
”That’s the spirit!” Cesadia’s smile was radiant, ”We’ll see you back in a few weeks with some new stories to tell I’m sure!”
So that’s how I came to Ravengro to attend the funeral of a man I’d met by chance in the middle of a lake in a storm. I can’t say I knew him well, we spoke for a couple of hours tops, he swore he’d never forget me and I’m certainly never going to forget him!
Halfling magus (bladebound) 1 (Pathfinder RPG Ultimate Magic 9, 47)
NG Small humanoid (halfling)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +5, Will +3; +2 vs. fear, +2 bonus vs. negative levels
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d4/18-20)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Bladebound) Spells Prepared (CL 1st; concentration +3)
. . 1st—shield, shocking grasp
. . 0 (at will)—detect magic, disrupt undead, light
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Traits chance savior, lessons of chaldira
Skills Craft (alchemy) +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (history) +3, Perception +3, Spellcraft +6, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ shadowhunter
Other Gear chain shirt, rapier, magus starting spellbook
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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| The KGB |
I almost have the party I'm looking for and I've narrowed it down to one or two spots left.
Is it possible to know what roles (arcane, divine, skills, combat etc...) you've already tentatively filled? I'd like to put something together, but I don't want to accidentally produce a character for a role that is already solidly covered.
| GM Sarah |
I tried putting together a list of all the applicants with completed or nearly completed character sheets. I'm pretty sure this is everyone. If I missed anyone on here, I'm sorry, I also have a separate spreadsheet that I know is accurate.
Some things I look at when I'm considering your character is
1) Is it complete, does it have all the essentials? Like if its missing any equipment or doesn't have any traits or otherwise, I'll consider it, but not likely it'll make it into the adventure.
2) How min/maxed is the character? I'm not looking for a character that could solo the adventure if they tried. I don't want Int 11 Wizards either, but if your character looks like its been ripped right out of a Top 5 strongest builds list, well. . .
3) Lastly How does your character fit into the story and how will it work the other characters.
4) The breakdown right now is:
Front Line Melee: 8 (1 Ranger, 2 Shifter, 1 Bloodrager, 1 Barbarian, 2 Paladin, 1 Fighter)
Secondary Melee Fighter: 5 (2 Magus, 1 Investigator, 1 Rogue, 1 Alchemist)
Ranged(Artillery): 1 maybe 2 (1 Gun Chemist Alchemist, maybe 1 Rogue)
Rogue/Skill Monkey: 2-ish (2 rogues)
Arcane Caster: 6 (1 Arcanist & 3 witches & 2 Magus)
Divine Caster: 3 ( 1 Oracle, 2 Shamans)
So for anyone wondering what kind of character to make, hopefully this makes that question easier. Above all, I want people to submit characters they are passionate about and want to play.
TheNine - Chellian Oaks - Ranger (melee)
Critzible - Lady Emilia Vosk - Shifter (melee)
Nikolaus de'Shade - Alainn the Fey - Shifter (melee)
Brolof - Svetlana Vorisnod - Bloodrager (melee)
Oniwaban - Kora DeLachette - Undead Scourge Paladan (melee/divine)
Nathan Hartshorn - Barek Noson - Magus (melee/arcane)
RelicBlackOUT - Brand Stone - Rogue (melee/skills)
Mat_H - Sisu Desisl - Empiricist Investigator (face/knowledge/melee)
Theasl - Margarethe - Gun Chemist Alchemist (ranged)
MrStr4ng3 - Finno - Rogue (short ranged? seems to have lots of throwing daggers/skills)
Grandlounge - Ryn Lye - Oracle (divine)
Pauljathome - Rahela - Shaman (divine)
DeviantDesign - Merik Branderwall - Arcanist (arcane)
HighwayHitman - Ivanka Zantosa - Fighter (melee)
Zorblag - Livia Gusat - Hedge Witch (heal/debuff)
C B 380 - Carith Clankenship - Tortured Crusader Paladin...
GM Wulfson - Cassandra Blackmoore Changeling Life Oracle
GM Doom!
Ruxanna Mihalauru Skinwalker Beastmorph Alchemist
HustonJ Jarl Human Cartomancer Witch
Silver Fang ThurelNysmer Human Witch
Codanous Barrus Blackmore Tiefling Unchained Barbarian
FangDragon Robbie Halfling Bladebound Magus
Sprite Niralzi Anut Fetchling Silver Balladeer Bard
| Ruxanna Mihalauru |
Forgot to add gear and logistical info. I believe now this is complete!
What Ruxanna never knew growing up was that her family was not, in fact, like all the other families in her village. Her family had come to Ustalav out of the Tusk Mountains and they carried the spark of Lycanthrope in their veins. Her mother, Jenica, lived her life every day concealing her nature as a Skinwalker from both her husband and the neighboring farmsteads and villagers. Though her children had long sported the characteristic gold eyes of skinwalkers, they had never shown other signs and Jenica had begun to hope that perhaps her secret had not been passed on to the next generation. Unfortunately, as each of the daughters came of age and went through puberty, they began to experience the changes and with five teen daughters all changing one after another it was only a matter of time until their secret was revealed.
The parochial villagers were alarmed and immediately confrontational when faced with the half monsters in their midst. Only the long years of respect for Liviu and Jenica kept violence from being visited upon the Mihalauru farm. The family was ostracized, banned from the village, and disinvited from village and religious life. Unable to participate in the market or enter the villages, the family fortunes turned for the worse and by the time Ruxanna was 11 they were near destitute.
Finally Liviu, out of options, negotiated a deal with the local councils. He and his wife would be permitted to rejoin local life but only if their daughters upon coming of age were sent away. So it was that at the age of 12 Ruxanna was sent to a government boarding school in Leipstadt.
Her time at the school was not a happy one. For four years, Ruxanna was shunned, shammed, and bullied for her monstrous heritage. Torn from a happy childhood full of friends and family, she was unbearably lonely and threw herself into her studies as the only distraction available to her. She discovered she had something of a gift for academics and finished her time at the boarding school as quickly as possible.
Thanks to her achievements at school, Ruxanna found herself admitted to the University of Leipstadt and began to take up a serious study of Alchemy with a single goal in mind – To purge the taint of Lycanthrope from herself and her family.
Ruxanna became obsessive about her research. When her first two years showed no sign of the cure she hoped to find, she began to research ever more fringe elements of the art searching desperately for any hint of a possible solution. Ruxanna began to branch out from the pure study of Alchemy. She took classes in religion and the occult, in the basics of arcana, in medicine and surgery, and particularly in exotic flora and fauna. These latter two subjects in particular captivated Ruxanna as she became ever more convinced that the compound she needed had to exist in some rare and magical plant or beast, she just had to identify the correct one!
It was in this investigation into magical creatures that Ruxanna first met Professor Larrimor. Her academic research into beast and compound had revealed nothing to her and Ruxanna determined that she needed actual subjects to dissect and investigate if she were to find the compound. She met Lorrimor during her investigation into the undead (she was, and is convinced that an element of the negative energy that animates undead could be utilized to annihilate the part of her responsible for the Lycanthrope). The kindly Professor reminded her much of her father and she spent long hours in his class and lab learning about the qualities and weaknesses of undead creatures.
Eventually, nearly two years later, Ruxanna took her knowledge and confronted one of the undead to gain practical experience. Ruxanna and a small group confronted a pair of ghouls in the countryside and slew them.
A week later Ruxanna had the ghouls dissected and had identified several compounds that she thought might provide a solution to her problem. For two more months she experimented with the compounds but, one after another, they failed to provide an answer. Finally, with only one compound left and truly desperate, Ruxanna created an elixir that pushed the very limits of her ability. Unwilling to wait any longer she drank the untested elixir.
Almost immediately a horrible pain wracked her body and her skin was engulfed in a burning sensation. Every joint in her body felt as though it were being torn apart and eventually she passed out from the sheer agony of it. Upon waking Ruxanna discovered that the potion had not worked, not at all, rather than curing her plight, it had brought many of her most hated aspects to the fore. Where before Ruxanna could pass easily for a normal woman now her very figure had been tainted. Her eyes seemed to glow and had narrowed to slits and every inch of her body was covered in very light feathers and down. The nails on both feet had elongated and stretched, tearing through her shoes. Her ears had grown pointed and her face had elongated slightly.
There was no more hiding what she was.
Since that day Ruxanna has lived a life of near solitude continuing to search for an answer. At least she was until Professor Lorrimor’s letter arrived.
Additionally her current appearance has caused Ruxanna to avoid other people for several years now. Prior to her monstrous appearance, Ruxanna was a highly social and outgoing girl. She desperately sought deep connections to replace those she lost when she was taken away from most her sisters and her parents. She is still in touch with her sister Nadya who was also sent to Leipstadt but Nadyas new husband is not accepting of Ruxanna in her current form. Ruxanna strongly craves deep relationships and companionship but she is usually met with fear and loathing from those around her. She is still outgoing and eternally optimistic at meeting new people, but almost universally disappointed by the result.
Finally, Ruxanna is almost painfully awkward around men of her own age. Between a childhood raised almost entirely among women and a maturity spent with no self-confidence she is usually reduced to nearly a stammering mess around anyone she finds attractive.
Ruxanna is inherently good. She desperately seeks approval and affirmation and tries to do the societally dictated “Right” thing at all times to achieve that. However this does butt up against her singular focus on finding a cure and she can be shockingly calculated and brutal when her pursuit of an alchemical answer is on the line.
In terms of appearance, Ruxanna is unique. She stands at an average height with a thin, wispy build. Her face looks just a bit gaunt and drawn at all times and all of her visible skin is covered with very small soft golden feathers. If anyone gets close enough to see her, her eyes are just a bit too narrow and just a bit too yellow to be natural. Ruxanna is always clean, and usually lightly perfumed with clothes that are both flattering and fashionable. She can not change her physical appearance but she is painfully aware of how she looks and does everything in her power to conform to the norm in her attire and accessories. She typically keeps as much of her skin covered wearing long dresses and gloves on even hot days. Whenever possible Ruxanna wears a cloak with the hood pulled all the way up or a wide brimmed hat with a gauzy veil to hide her face
That said even that goal is really just a means to an end and her true desire is to find somewhere that she will be fully accepted and to find people with whom she can build true friendships and relationships.
A secondary goal is to reconnect with her family. While she is not exactly estranged from her family, there is little relationship left there and particularly with her sister Nadya remarrying Ruxanna feels like she has lost her only real connections.
Six months prior to her successful encounter with the Ghouls, Ruxanna lead a small group of her friends to confront a supposedly weak ghost at a farmstead outside of the city. They were wholly unprepared for what they found and during the encounter everyone but Ruxanna perished. Ruxanna only survived because she fled in horror as soon as the first of her companions fell. Among the dead was her first love (unrequited) Cristol. Ruxanna secretly hopes to find a way to return Cristol from the dead.
One of her dead companions had a young daughter. That girl, Evelia, resides with a foster family now that appears to be kind and good. Every month Ruxanna arranges to have a small gift delivered to the girl and a few coins to the family. Ruxanna knows someday she will have to tell the girl the truth of her mothers disappearance but she dreads that day.
During her research into arcane rights Ruxanna found a small book in a back archive at the university. The book detailed the means by which one could contact the darker of the outer planes. Ruxanna did not, and does not, have the power to utilize the ritual but she still feels the book calling to her. As she grows increasingly desperate she wonders more and more often about the boons that could be obtained from one of the denizens of those planes. She hid the book away in a seldom used corner of the archive in case she should ever need it in the future.
NG Medium Humanoid (Skinwalker)
Init +3; Senses: Lowlight Vision, Perception +7
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex, +0 shield)
hp 10
Fort +3, Ref +5, Will +1
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OFFENSE
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Speed 30 ft.
Melee -1
Ranged +3
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STATISTICS
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Str 8, Dex 16, Con 13, Int 16, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 12
Traits
[url = https://www.d20pfsrd.com/traits/campaign-traits/carrion-crown/subject-of-study/] Subject of study (Undead) [/url]
Pragmatic Activator
Feats
Weapon Finesse
Brew Potion (Alchemist Bonus)
Skills (9 points; 4 class, 3 INT, 2 Background)
Appraise (Int) – 3
Craft (Alchemy) (Int) – 8 (1 Rank (background), 3 Int, 1 class bonus)
Disable Device (Dex) – 7 (1 rank, 3 Dex)
Fly (Dex)
Heal (Wis) - 1
Knowledge (arcana) (Int) – 7 (1 rank, 3 Int)
Knowledge (nature) (Int) – 7 (1 rank, 3 Int)
Knowledge (Religion) (Int) – 4 (1 rank, 3 Int)
Knowledge (Local) (Int) – 4 (1 rank (background), 3 Int)
Perception (Wis) – 7 (1 Rank, 1 Wis, 2 race)
Profession (Wis) - 1
Sleight of Hand (Dex) – 3 (0 rank, 3 Dex)
Spellcraft (Int) – 7 (1 rank, 3 Int)
Survival (Wis) – 1 (0 ranks, 1 wis)
Use Magic Device (Int – Pragmatic Activator) – 7 (1 rank, 3 Int)
ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Varisian, Kelish, Gnome
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SPECIAL ABILITIES
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Change Shape (Race): Choose one feature from –
• 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
Feather Fall 1/day (Race)
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Spells
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0th (at will)
1st (0/day)
2 x [Url= http://www.d20pfsrd.com/magic/all-spells/r/reduce-person] Reduce person
Starting Gold: 110
Combat Equipment:
Studded Leather Armor (Equipped): 25 gp
Dagger (Sheathed): 2 gp
Light Crossbow (on back): 35 gp
Remaining gold: 48 gp
Clothing
Scholars Outfit (In bag): 5 gp
Travellers Outfit (Worn): 1 gp
Cold Weather Outfit (In Bag): 8 Gp
Hooded Cloak (Worn): 5 gp
Hat (In bag): 1 gp
Veil (In Bag): 1 gp
Remaining Gold: 27
Gear
Bedroll (Bag): 1 gp
Small Tent: 10 gp
5 days rations: 2.5 gp
Flint and Steel: 1 gp
Remaining gold 12.5 gp
I am located in the CST timezone though I travel within the US for work a bit and am often in the EST timezone also. I can post quite frequently MOST days, at least several times a day and can commit to at least one every day. Weekends are less frequent but I should be able to manage at least one a day.
Grandlounge
|
So, it looks like the build portion of my last post does not work. I asume that would hurt my chances and this looks like it will be a fun game. So here is the application again but, you know, with a character.
Thanks!
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 Ardis, Caliphas, and Karcau, to collect tales from these places. From there they move on to broader regions looking for isolated individuals that are scattered throughout the nation.
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.
Half-Elf Oracle 1; Ancient Lorekeep Warsighted
Neutral Medium
Init: +1 Senses: Perception +5
DEFENSE
AC: 16 Touch: 11 Flat-Footed: 15
HP:11
Fort: +2 Ref: +1 Will: +2
OFFENSE
Longspear +4(1d8+6 20/x3)
Ranged: +1 (1d4+4)
Oracle spells known:
1st 4/4 Cure Light Wounds, Bless, Shield of Faith (CL 1; concentration +3)
0 Detect Magic, Guidance, Read Magic, Stabilize, Mage Hand, Ghost Sound (DC 12)
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 +5; Spellcraft +5
SPECIAL ABILITIES
Feats: Combat Reflexes
Specials: Martial Flexibility; Curse: Haunted; Mystery: Battle; Dual minded, Flexible half breed, Elf blood, Elven immunities, Low light vision, Keen senses
Language: Common, Elven
Traits: Subject of Study, Seeker
Equipment: Scalemail, longspear, quarterstaff, sling (medium), dagger, cestus (cold iron), outfit (traveler's), reversible cloak (common), sling bullets (10), compass, oracle's kit, bell tripwire trap, grappling hook, common, journal, inkpen, hammer, piton (5), pulley, heavy wooden shield 7.6gp