
Death-Lok |

Hey all, after being absent for awhile, I am back on the boards for good and as a fan of high level play and undead and vampires in general, I want to try out the "Ashes at Dawn" module here in PbP, skipping to the good parts of CC, starting at 11th level. If there is interest, we can finish the AP too. I am looking for 4-5 brave characters!
Character creation:
20-point buy
11th level
No evil
HPs: Max + 1/2+1 per level
2 traits, may be but do not have to be campaign traits from Carrion Crown
Wealth level for 11th level
Classes: No summoners or gunslingers
Races: Core and featured only
Spells: Core only
Application:
Be a team player
Post your physical description - I am a fan of visual bad-assery lol
Mannerisms, tics, personality...what makes you unique?
Personal achievements - why and how did you get into adventuring? How are you 11th level? What are your goals?
You don't have to create an alias, but I would like to see your crunch.
I will leave recruitment open until the 31st. If I get a great share of applicants, I reserve the right to cut the recruitment short.
Any questions, let me know. Cheers!

Osric the Shining |

Osric the Shining came in at 11th level for a Carrion Crown game that ended at 12th.
Because I had to have a legendary character come up out of nowhere, the question would arise "Where have you been all this time while we've been trying to save the world? How did you get to 11th level?"
So, his backstory was that he had been petrified during the Shining Crusade. He was a priest of Aroden fighting the forces of the Whispering Tyrant, one of the many who were mobilized in the wake of Arazni's death. He fought alongside Iomedae and General Arnisant. The PCs found him and restored him; the angelic warrior awoke 900 years later to a world in which his god was dead and his once-mortal comrade-in-arms was now his goddess.
He is heaven's light incarnate. With Heavenly Radiance, the Sun domain, and various spells, he is potent against undead - but not so over-optimized as to ruin a game.
It would be no problem to scale him back to 11th and remove the non-Core spells. And I'd be happy starting out a stone statue again.

Urik Mendersen |

I have a character concept that I've been wanting to try for awhile.
Urik Menderson would be an Occultist; either vanilla or the Necroccultist archetype. Picking only Core spells wouldn't be a problem, as they have great spells from the Core rulebook on their list. The only issue is that either way they would get a minor ability that mimics the effects of a non core spell. The vanilla Occultist gets aura sight at will after level 5, which is basically just a souped up detect alignment. The Necroccultist gets an ability that functions like blood biography. I would be fine with just not getting these abilities or replacing them with something similar from Core.
Backstorywise, Urik Menderson is an elf who was found as an infant and raised in a tiny, isolated human village. Urik grew up with almost no contact with elves until he was much older. The experience of watching friends, family (including several wives) and even children grow old and die eventually caused something to snap inside him and he changed from being the handsome, hardworking farmer to the crazy hermit on the edge of town. He became morose and obsessed with death and eventually started turning towards magic as a way to bring back those that he lost.
Long story short, he was driven out of town after some villager discovered him exhuming the bones of long deceased family members. Since then, he has wandered the earth, looking for companionship and a purpose. He is a devout worshiper of Erastril and uses a bow as his primary weapon; supplementing this with spells and occultist powers. The relics he uses are all personal items (or bones) from loved ones that he lost long ago and when he summons spirits and animated undead, he is channeling the spirits of long lost loved ones.

RHMG Animator |

Got a few ideas and each one has questions that should be asked
1: Any 3PP content allowed
As I would like to use a Monster Class in a Flavorful way.
2: Can I use a 3.5 PrC that I updated to Pathfinder and provide a link to.
3: If I use a Tiefling or Aasimar and want to swap the SLA for something else do I need to Roll to see what the SLA is swapped with?
4: Any restrictions on; Feats, racial traits; archetypes, etc.
I ask this one so folks know if they can power game with the obscure feats, racial traits etc that when done in a combo are extremely OP?
I know some local players that do this and it ain't fun for the Non-powergamers like myself.

aesome |

I've got a quick and easy concept that should work for this. I know my post count is rather small (I honestly only created an account to get a question answered and to hold all my pdf's from purchases initially), but roleplay is something I've enjoyed doing for the past decade, so here goes:
Tamsin, Lawful Neutral Pyrokineticist
HP: 126 (1st: Max+Con+FCB+Toughness
2nd: Half+1+Con+FCB
3-11: Half+1+Con)
Str: 10
Dex: 14
Con: 21 (Human +2, plus 4th and 8th increases)
Int: 12
Wis: 12
Cha: 8
Traits: Making Good on Promises (+2 trait bonus on saves against fear effects)
Hermean Paragon (+2 trait bonus on Initiative checks)
Simply, she's a girl around 17 at most. Standing around 5'4, Tamsin has dark hair that has a shimmer of auburn in the sunlight which trails to her mid-back. Her skin is lightly tanned, though she traces her heritage probably from Taldan and Tian parents, and she has amber-colored eyes. Athletically built as many people from Hermea, she exudes an air of perfection, though her own charm isn't all that kind. Hardly personable, Tamsin keeps quiet in light of other prominent personalities, though she has a tendency to speak out when annoyed or enraged, taking things too far verbally often. It's likely her temper is what caused her to fail her homeland's test.
Born and raised in Hermea, Tamsin was quickly cast out of her homeland after failing the tests of her nation that were expected of her when she came of age. Understanding the repercussions, though not fully accepting them, she went out in search of power to be able to come back to the only home she knew and found worthy. What initially started as a contest of strength in a tournament for sport quickly led to an arrangement with a mysterious woman named Myst. Guiding her for the better part of a year had paid off, and eventually led to Ustalav where Tamsin parted ways with the strange woman and met Professor Lorrimor. After witnessing her initial displays of power, the professor had gone out of his way to arrange a meeting with some of the Hermean seekers who tracked natural potential across all of Golarion, for a future favor.
Promising to see her without any detail as to when, Tamsin set out into the world again. At least until the death of Professor Lorrimor came around to bring her back to Ustalav one more time... (Beyond this I'm not aware of the story of Carrion Crown, so this is up for exploration. I just used the player companion for the AP to put the CC-specific stuff together with her campaign trait.)
I can also supply better detailed math for a full 11th-level build if the GM considers this character.

Death-Lok |

Got a few ideas and each one has questions that should be asked
1: Any 3PP content allowed
As I would like to use a Monster Class in a Flavorful way.2: Can I use a 3.5 PrC that I updated to Pathfinder and provide a link to.
3: If I use a Tiefling or Aasimar and want to swap the SLA for something else do I need to Roll to see what the SLA is swapped with?
4: Any restrictions on; Feats, racial traits; archetypes, etc.
I ask this one so folks know if they can power game with the obscure feats, racial traits etc that when done in a combo are extremely OP?
I know some local players that do this and it ain't fun for the Non-powergamers like myself.
In response to your questions:
1. No
2. No
3. No, I roll for you if you want to swap
4. I will judge OP-ness on a case by case basis

Nikolaus de'Shade |

Guessing that playing an awakened golem or a Dragokin with suitable class levels are also out? Asking since they've been on my wishlist of things to play for a long time.
Otherwise I'll ponder things and see where I get to!

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Dotting for interest
Can you please give me a vague idea of how powerful characters you want to see? Some comments seem to imply that you don't want really twinked out monstrosities. I wouldn't want to bring one that was significantly more (or less) powerful than you were looking for (and lets face it at this level there can be a MASSIVE difference in character power level)

Galessa |

Ok! I've got a lvl 11 build that I've been dying to try out. Profile is built, meet Galessa. Trappings of the Warrior Occultist and VMC Magus.
WIll be writing background and description soon. But for mechanics...
Combat
* To Hit: +19/+14/+9
* Damage: 1d6 (scimitar) + 1d6 (acid) + 19
* Holy: +2d6 vs evil
* Shocking Grasp: +10d6 (7 times per day)
* Legacy Weapon: +3 enchantment and 2d6 Damage (6 times per day)
Defenses
HP (80)
AC (33/20/26)
Saves (11/13/11)
CMD: 19
Utility and Senses
* Low Light Vision, Darkvision
* Constant Detect Magic
* Object Reading (identifies magic items)
* 7x times per day, she can use some magic items at her caster lvl instead of the magic item's (such as a wand of healing). Not all that important, but could be useful
* Doesn't need food or water and only needs 2/hrs of rest per day
Spells
Lvl 0: Resistance, Mending, Stabilize, Read Magic, Prestidigitation
7x Lvl 1: Alarm, Feather Fall, Comprehend Languages, Cure Light Wounds, Shocking Grasp
5x Lvl 2: Resist Energy, Make Whole, See Invisibility, Cure Medium Wounds, Flaming Sphere
5x Lvl 3: Dispel Magic, Stone Shape, Clairvoyance, Cure Serious Wounds, Invisibility Purge
3x Lvl 2: Break Enchantment, Air Walk, Mind Probe, Cure Critical Wounds, Spirit-Bound Blade
Mental Focus
* Can fly, give his weapon +2 enchantment, create an invisible scout, perform telekenisis, absorb energy damage, attack an enemy who just hit her, learn a combat feat, or buff herself vs outsiders.
---------
All in all? She should hit hard, have plenty of utility, and be able to provide healing in a pinch.
But what are her weaknesses? Well, for one, she has no real ranged options. A few spells, but that's it. Enemies who she can't reach she will have trouble hurting. Also, she only has Con12 with a d8HP class. So while she is a front line elf, she can't handle a sustained assault. Also, like all dex builds, if you can surprise her then she will be very easy to beat on.
Overall, she's somewhere between a magus and a fighter, with a very healthy bit of utility magic thrown into the mix. I was looking for a character who can swing a sword but who is still useful outside of that. I think that this fits the bill.

Death-Lok |

Dotting for interest
Can you please give me a vague idea of how powerful characters you want to see? Some comments seem to imply that you don't want really twinked out monstrosities. I wouldn't want to bring one that was significantly more (or less) powerful than you were looking for (and lets face it at this level there can be a MASSIVE difference in character power level)
Hard to formulate a response. I don't want twinked out characters. In the middle is fine.

Galessa |

Background
Galessa is a native of Kyonin, and she is a treasure hunter. Despite the fact that elves returned to their homeland two thousand years ago, many of their settlements have yet to be reclaimed. Gaelssa has made it her mission to travel beyond the borders of her homeland in search of the relics of her people.
It has been this pursuit which has taken her from Greenwood, her home, throughout the inner sea kingdoms. From the forests of Kyonin to the bustling streets of Absalom, Gaelssa has strove to make her mark. After nearly a century of exploring and adventuring, she has come to be something of a self-made expert in the use of elven artifacts.
In the Tanglebriar, she found the starknife "Hope's Edge." Forged long ago to protect the Sovyrian Stone, it was lost in an ill-fated attack on Treerzer. Gaelssa snuck into the lair of the abyssal creature and recovered the weapon. A holy artifact, she has learned how to use her magic to unlock the true power within.
In Absalom she joined a group of pathfinders in raiding a Consortium warehouse. She cared little for the true mission, as she only cared about the Aspis' theft of the Shield of Calistra. The buckler, adorned with elven prayers to the goddess, appeared to merely be a shield enchanted to be harder than normal. The Aspis failed to realize it's true power, something which Gaelssa greatly desired.
And, for a handful of decades, she even fought the demons of the World Wound as a crusader. On the surface, this was for the purpose of fighting back the monstrosities that threatened the world. In truth, it was to recover a headband. To the uninitiated, it held but minor enchantments. To an elf with the right training, it allowed her to open her eyes and see the magic that flowed just beyond the waking world. After recovering it from the cultists which had taken it, she left the crusade just as quickly as she had joined it.
Now she is in Ustalav. The memory of her people are long and current elders recount tales of their parents’ generation joining the ranks of the Shining Crusade to drive Tar-Baphon’s armies from the banks of Lake Encarthan. As such, many young elves venture into the Ustalavic countryside, hoping to uncover long-buried mysteries or even to see the land where a not-so-distant ancestor perished. With rumors of the Whispering King's return, she is looking for a band of brave, or foolish, adventurers to join. The lands are no longer as 'safe' as they once were, and she could not bear the thought of a lifetime of searching for elven artifacts ending with some ghoul dragging them back to it's lair to be forgotten.
Appearance and Personality
Galessa is not tall, by any stretch of the imagination, standing at a mere 5'7. Like all of her people, she has pointed ears, almond eyes and is thin of form. While not unpleasant to behold, she cares little for her appearance. She wears a simple hooded traveler's outfit, which hides her mithril chain shirt beneath. Having traveled for as long as she has away from her people, she has grown somewhat detached. She has seen humans of great power and prestige grow old and die, a process which shocked and terrified her. The process of watching all of her friends and comrades succumb to age while she continued was a traumatic one. Still, she is both proper and polite, seeing the arts of intimidation and guile to both be beneath her.

Vinnick Varzel |

here is an application for an arcanist or a wizard focusing on using all the tools at their disposal. Including necromancy. The character sheet/crunch is not up to date. I'm leaning towards wizard (or exploiter wizard), partly for spell progression, but arcanist has fun tricks that don't particularly rely on spells. (as it seems spells are rather limited?)
When Vinnick's family was all but destroyed, He stumbled upon a grimiore of the Dark Arts and saw the power it held within. Power enough to possibly gain his revenge. So began his studies. To him, necromancy isn't just about what many make it to be, the raising of dead and binding of souls or even the eventual process of turning oneself into one of the dead. Honestly the idea of the later disgusts Varzel. Vinnick sees the necromantic arts as more of the controlling and manipulation of life energy. The same way Evocation wizards bend and control the elements, or like conjurers and transmuters manipulate and bend the physical world to their desires, so too does a necromancer bend and control the very energies of life(or unlife).
To Vinnick, The power gained from the Dark arts is no more or less evil than the others, it is but a tool. A potent tool in which he sees the chance to not only gain his vengeance, but do it in a bit of irony. He sees undead to as a tool, to be used at the appropriate time and place. His studies have allowed him to pursue his goals, and has allowed him to gain more than his ample share of gold. However he still seeks to avenge his family, and having heard of a band of adventurers pursuing the way, or, at least pursuing them in a sense he sees the chance to potentially make good on the vow he promised his family many years ago.
Vinnick Has his own goals outside of Revenge however , they are-
1. Immortality, Vinnick seeks immortality, or, at least immunity to aging. However he seeks this in a way that maintains his... life energy and keeps it from becoming corrupted. (in other words, not being undead, however he does study the powers behind undead beings in hopes of finding loopholes in the magic. Or possibly a way he can go about it without causing the corruption. he wants to live life forever, not live a half-life forever.)
2. magical artifacts, He has a penchant of collecting things, particularly if they are potent magic items or implements whether cursed or not. He may not use them all, but he enjoys having them. Besides, he sees his having any cursed items as a way to keep them from causing more harm.
3. Renown. He wants to restore his families name, potentially to even greater heights than it was at his families peak. He would like to live well enough so that he may pursue his studies without the need of keeping up a merchant/adventurers life.
4. Purpose, He seeks something greater in life, something worth dedicating his (potentially) infinite time and great skill of magic to.
note on alignment- While he isn't a "for the greater good" type, he figures if he can improved someone else's lot while attaining his own goals then he will follow that. He doesn't seek to harm anyone that he believes does not deserve it and while he won't willingly sacrifice someone he sees as innocent to attain his goals. He will happily let harm come to someone he believes "deserves it" in those pursuits. He also despises anyone associated with the whispering way, or the noble family that now stands in place of his own. He isn't above an amount of torture to these people and is capable of some pretty... bad things, especially if on his own. So, while he isn't bad, he isn't particularly good. The way it would be is if someone stopped him, he wouldn't be happy about it but as long as they paid, horribly, in some way. He wouldn't put up much of a fuss. He isn't keen on second chances, but doesn't deny the possibility that people might change, however unlikely it is.
Varzel wouldn't be summoning/raising undead left right and center. He normally would prefer to take control of existing undead and use them against the enemies. He would only actively create his own when he had to and the situation seemed rather dire. He would then "release" his after there task as complete. If I had to pick an alignment other than neutral, I would honestly say this guy was more good than evil overall. Like, if someone had an innocent hostage, and Varzel really hated the guy, he still wouldn't strike at the man unless he knew the hostage would be safe unless /perhaps/ he and his group were almost to the point of actual death. Even then he might just opt to retreat and regroup instead.
The Varzels-
They were a moderate nobly family, not particularly renown, though not impoverished either. They were known for their bloodlines talent in magic. However, they were accused and quickly and wrongly convicted of cooperating with Evil cults and being accused of working with the Whispering Way. Another noble family used the opportunity to "remove" them and seize their wealth. Killing off the entire family with the excuse that they all resisted and could not be trusted. However, this would likely not be open to anyone without a real investigation to events, and then their would only be mild evidence of it, in reality the noble house that all but eradicated the Varzel family was aligned and worked with the Whispering Way. The reason for this was the Varzel line had a habit of collecting magical items, be they cursed or not and in so doing had gained some items that the Way desired. While many question the authenticity of the takeover and the alleged accusations vs what had, until then, been a rather well regarded house, undoubtedly in nor part due to its work against the undead and other Ilk of the such. No one has acquired enough evidence, and courage, yet to right the wrong. Indeed, it has been nearly 15 years since it happened, so most people have long forgotten it. Lately, a man has claimed to be a descendant the of the family, and that he has been working to remove the stain on the name. If you wanted to know more, like, names, what they did etc. Let me know if it matters and I'll PM you.
Vinnick is rather impatient when it comes to some things, particularly those that he has no real interest in and often shows this by staring lazily towards the horizon, or at a person in cases of conversation.
He holds his appearance in high regard, and always makes sure to keep it in tip top shape. Particularly his clothes and hair. A mirror is ALWAYS on his person.
Appearance:
Vinnick is a tall, elegant man and normally wears silken robes of black, with intricate patterns of silver, and gold running along its entirety. He has several tattoos in arcane sigils and his long jet black hair is well kept, clean, and glossy.

Álainn the Fey |

In a slight change of plan I'm going to offer Alainn instead of my above idea.
Quick question for the GM - when I shift into animal form can I take any of the options listed or only the ones that would normally apply to the animal I'm shifting into? Can I be a flying wolf for example, or would I be limited to scent and whatever other abilities a wolf normally has?
This determines quite heavily whether I'm useful or just a worse druid!

Death-Lok |

Since people are suggesting 3rd party races and stuff, I have an idea for a time traveling robot centaur who uses a telekinesis gun. I would need to use a mixture of 3rd and 4th party material, but I think it would be a great fit for Carrion Crown.
No 3rd party stuff. You can post it, just be aware that it will not be considered.

Senna Proviso |

I'll toss my hat in the ring with an upgraded variant of Senna here.
Human Tattooed Sorcerer (Draconic bloodline) with a bit of emphasis in Evocation spells. She'll be rounded out with a few levels in Unchained Monk.
I do have a DM Call question Death-Lok, sorry about this. What is your stance on the following:
One argument is that it is a simple swap: Trade Claws for Familiar. Then lose Familiar (the Claws 'replacement') to get Blood Havoc.
The RAW argument is as follows: While the swap is straightforward, the underlying mechanics are not. The Tattoo Familiar is an aspect of the archetype, not an aspect of the Draconic bloodline. Blood Havoc replaces the bloodline power, which Tattoo Familiar is technically not.
How would you rule on the issue? If you like the 'simple swap' argument, Senna ends up with more feats to spend on other things. If you go with the RAW argument, I could still build Senna as a tattooed sorcerer but I have to replicate a fair amount of the abilities with selective feat choices.
Sorry to drop the question on you but it impacts the build.

Eloise Tow |

Hey, hello!
I was in a Carrion Crown game with this very character a while ago, and it'd be great to give her another chance to save the world from the Whispering Way and Tar-Baphon.
I'll need to update her and I may shift some stats around… but this is Eloise Tow. ^_^ I hope you'll give her your consideration!

Sour Heck |
1 person marked this as a favorite. |

Submitted for your consideration: Sour Heck, Ustalav’s answer to the question, “Why can’t we have nice things?”
Sour Heck is a stony-faced Ustalavic mongrel, descended from an assortment of rowdy, randy Varisians and Kellids and Sczarnis. “My family fled ethnic persecution in the city,” he drawls, “but my mother tracked us down us eventually.”
He speaks with the barbarous accent of the Graidmere swamp where he grew up. “When I was young, my family lived on a gray stew made from strained swamp mud and bilge rats old or sick enough for us to catch. Later, we fell on hard times.” However, when he’s at a tavern or campfire, telling a story of days long gone, he does a hundred different voices: peasants, merchants and nobles; wizards, whores and priests; humans, dwarves and orcs. It’s easy to close your eyes, lean back, and imagine the voices really are the heroes and monsters of legend.
Little Heck learned the talespinner’s art as a child from a Numerian skald who washed up somehow on the slimy banks of Graidmere. “Old Krusp taught me spears and slings and battle-songs too. I became the most feared warrior in the swamp, until my sisters made me stop singing.” Heck traveled as the skald’s apprentice for years, bringing the oral history of the world to the most remote and ignorant corners of Ustalav. Performing beside his teacher, Heck discovered an unexpected talent for making even the most beaten-down Ustalavic peasant laugh.
Sour Heck himself never laughs, or even smiles. He’s tall and darkly handsome, with sympathetic black eyes, but seems to carry an invisible boulder of pessimism as he trudges down the road. His morose attitude is such a pointed exaggeration of the Ustalavic national mood that it is impossible to take seriously. Every other sentence he speaks is a slice of gallows humor, spread thickly with irony, aimed to startle a chuckle out of an audience. Without even speaking, Sour Heck gets laughs with a well-timed arched eyebrow, a painful hunching of his shoulders, or a stinging palm to his face whenever life seems to be a particularly ludicrous farce.
For a while he traveled with a Kellid war band that offered protection from bandits to merchants on the road, but left when they discovered robbing merchants as road bandits was less work and just as profitable. He tried his luck as a jester in the courts of Caliphas and the salons of Karcau, but found the line between amusing and offending nobles too thin to walk safely. Most recently he has become a kind of professional mourner, playing traditional Ustalavian funeral drum music and lifting the moods of the bereaved with strangely fitting black comedy.
Sour Heck seems like the least likely threat to the myriad terrors that haunt Ustalav by night. But he's slouched his way to every corner of the nation, from the desolate slopes of the Hungry Mountains to the teeming wharves of Lake Kavapesta, from the most decadent lodges in the Lozeri woods to the most dismal hovels in Graidmere swamp. Along the way, he's met saints and scoundrels, spellweavers and swordswingers--heroes, in short. He's drunk with them, mourned with them, made them laugh amidst tears, kindled friendships on battlefields. He's also warned them--casually, ironically, sometimes apparently by accident, he’s warned them--that the Whispering Way, a cabal of necromancers who aspire to the to the power of Tar-Baphon is shaping a sinister plot in the shadows of Ustalav.
To the most promising of these heroes he tells the tale of the Hawthorn Society, a covert order dedicated to ending the threat of the Whispering Way and their ilk. He doesn't exactly urge people to join. "They're doomed, of course," he says. "Then again, so is everyone else."
Of all the rag-tag groups ever to challenge unspeakable evil, the Hawthorn Society is surely among the rag-taggiest. Some might think it a joke. But like all Sour Heck’s jokes, there’s a grim truth at the heart of it. If the dark powers don't fear the unfurled war-banner of the Hawthorn Society, perhaps they should...and perhaps they will.
STR 14 (+2)
DEX 10 (+0)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 22 (+6)
AL: N
Initiative: +10
Size: Medium
Speed: 30'
HP: 90
Languages: Common, Skald, Varisian
Defenses:
AC: 18, Touch: 11, Flat-footed: 17
CMD: 20
Fort: +13, Ref: +12, Will: +14
Offense & Weapons:
BAB: +8/+3
+3 Longspear +13/+8 1d8+6 crit x3
Masterwork dagger (melee) +11/+6 1d4+2 crit 19-20 x2
Masterwork dagger (thrown) +9 1d4+2 crit 19-20 x2
Masterwork sling +9/+4 1d4+2 crit x2
Feats:
Arcane Strike (Take a swift action to make your weapons deal +3 damage and count as magic for the purpose of overcoming damage reduction for one round.)
Discordant Voice (Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.)
Flagbearer (As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself) gain a +2 (due to Banner of Ancient Kings) morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour, or until you reclaim the lost flag.)
Great Fortitude (+2 on Fortitude saves)
Improved Initiative (+4 bonus on Initiative checks)
Iron Will (+2 on Will saves)
Lingering Performance (Bard performance effects continue until new performance starts or 2 rounds after performance stops)
Traits:
Chance Savior (+2 trait bonus on Initiative checks)
Resilient (+1 on Fortitude saves)
Class Features
Bardic Knowledge (+5 to knowledge skills, use untrained)
Bardic Performance (30 rounds/day, begin as standard or move action)
--Countersong/Distraction (Give allies perform roll for saving throw)
--Inspire Competence (+4 competence on a skill check)
--Inspire Courage (+3 morale on charm/fear saving throws, +3 competence on attack and weapon damage)
--Fascination (Fascinate up to four creatures in 90’ with performance, DC 21)
--Suggestion (Make a suggestion (as per the spell) to a creature already fascinated. Requires a standard action to activate in addition to the free action to continue the fascinate effect. DC 21)
--Dirge of Doom (Cause enemies within 30 feet and able to see and hear the bard’s performance to take become shaken.)
--Inspire Greatness (Give himself or a single willing ally within 30 feet 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.)
--Dance of the Dead (Cause dead bones or bodies to rise up like animate dead, but the created skeletons or zombies animate only for the performance. Bodies or bones cannot be animated more than once using this ability. Requires no components and does not have the evil descriptor.)
Haunted Eyes (+4 to save vs. fear, energy drain, death effects, and necromantic effects.)
Haunting Refrain (Can use Perform (Percussion) instead of Intimidate to demoralize, with a +5 bonus. Saving throws against fear effects he creates are at -3.)
Secrets of the Grave (+5 to Knowledge (religion) checks to identify undead. Mind-affecting spells affect undead. Add three arcane necromancy spells to spells known.)
Skills:
[6 (Bard) + 1 (human)] x 11 (lvl) = 77
Acrobatics +4 [1 rank + 3 class]
Appraise +4 [1 rank + 3 class]
Bluff +10 [1 rank + 3 class + 6 charisma]
Climb +6 [1 rank + 3 class + 2 strength]
Craft (Sewing) +4 [1 rank + 3 class]
Diplomacy +20 [11 ranks + 3 class + 6 charisma]
Disguise +16 [7 ranks + 3 class + 6 charisma]
Escape Artist +4 [1 rank + 3 class]
Knowledge (Arcana) +9 [1 rank + 3 class + 5 bard]
Knowledge (Dungeoneering) +9 [1 rank + 3 class + 5 bard]
Knowledge (Engineering) +9 [1 rank + 3 class + 5 bard]
Knowledge (Geography) +9 [1 rank + 3 class + 5 bard]
Knowledge (History) +9 [1 rank + 3 class + 5 bard]
Knowledge (Local) +9 [1 rank + 3 class + 5 bard]
Knowledge (Nature) +9 [1 rank + 3 class + 5 bard]
Knowledge (Nobility) +9 [1 rank + 3 class + 5 bard]
Knowledge (Planes) +9 [1 rank + 3 class + 5 bard]
Knowledge (Religion) +9 [1 rank + 3 class + 5 bard] (+5 re: undead from Dirge Bard)
Linguistics +4 [1 rank + 3 class]
Perception +14 [11 ranks + 3 class]
Perform (Comedy) +10 [1 rank + 3 class + 6 charisma]
Perform (Oratory) +19 [10 ranks + 3 class + 6 charisma]
Perform (Percussion) +20 [11 ranks + 3 class + 6 charisma] (+25 when used to demoralize per Haunted Refrain)
Sense Motive +8 [5 ranks + 3 class]
Slight of Hand +8 [1 ranks + 3 class]
Spellcraft +4 [1 rank + 3 class]
Stealth +4 [1 rank + 3 class]
Use Magic Device +8 [1 rank + 3 class + 6 charisma]
Combat Gear:
+2 chain shirt
+1 ring of protection
+1 amulet of natural armor
+3 longspear
+5 cloak of resistance
Masterwork daggers x 2(belt and boot)
Masterwork sling
Sling bullets (20)
Other Gear:
Banner of the Ancient Kings with a Fortifying Stone attached (affixed to +3 longspear)
Belt pouch x 2
Bodhrán (masterwork musical instrument, percussion)
Noble's outfit (worn)
Spell component pouch
286 gold, 9 silver
Handy Haversack, containing:
• Acid (x4)
• Alchemical grease (x3)
• Alchemist’s fire (x2)
• Antiplague
• Antitoxin (x2)
• Artisan's outfit
• Backpack (masterwork)
• Bedroll
• Blanket
• Chalkboard (+ 9 pieces chalk)
• Clay mug
• Cooking Kit
• Crowbar
• Disguise kit
• Explorer's outfit
• Fishhooks (x2)
• Flask of holy water (x6)
• Flint & steel
• Grappling hook
• Lantern (waterproof) with 4 pints lamp oil
• Masterwork artisan’s tools (Craft: Cloth)
• Mess kits (x5)
• Pitons (x2)
• Potion of Lesser Restoration x 2
• Pulley
• Rope (50’)
• Rope of Climbing
• Sacks (x4)
• Scholar's outfit
• Scrivener’s kit
• Sewing needle
• Shaving kit
• Spare sling
• Spare spell component pouch
• Smokestick
• String (50’)
• Tanglefoot bag
• Thread (50’)
• Trail rations (20 days)
• Wand of Cure Light Wounds (50 charges)
• Waterskins (x5)
• Weapon blanch, adamantine
• Whetstone
Special Abilities:
Spells/day: 1st: 7; 2nd: 6; 3rd: 5; 4th: 3
Spell DC: 14 + spell level
Spells Known: (Including bonuses from Dirge Bard* and Human Favored Class+
Cantrips: 7
Dancing Lights
Disrupt Undead*
Ghost Sound
Know Direction
Mage Hand
Open/Close
Prestidigitation
Level 1: 9
Disguise Self
Expeditious Retreat
Feather Fall
Hideous Laughter
Remove Fear
Silent Image+
Undetectable Alignment +
Unseen Servant+
Bardic Masterpiece: Triple Time
Level 2: 9
False Life*
Glitterdust
Invisibility
Mirror Image
Rage
Shatter
Silence+
Suggestion+
Tongues+
Level 3: 6
Daylight
Dispel Magic
Fear
Good Hope
Glibness
Haste+
Level 4: 4
Dimension Door
Enervation*
Freedom of Movement
Modify Memory
Like Eloise Tow, above, Sour Heck is a refugee from a Carrion Crown game that ended maybe halfway through Trial of the Beast. It was great while it lasted. You could check it out if you want to see our characters in action.
I’m looking for a game with a strong RP focus, from the players and GM alike. Combat and tactics are great--I wouldn’t be playing Pathfinder if I didn’t like them--but I’d be disappointed if anyone was trying to rush past inter-party conversations.

Death-Lok |

I'll toss my hat in the ring with an upgraded variant of Senna here.
Human Tattooed Sorcerer (Draconic bloodline) with a bit of emphasis in Evocation spells. She'll be rounded out with a few levels in Unchained Monk.I do have a DM Call question Death-Lok, sorry about this. What is your stance on the following:
** spoiler omitted **
Simple swap is fine.

MrStr4ng3 |

Here is my Shadow dancer, when thinking over his background he ended up with a dip in cleric.
Perhaps the fact they they worked as a team or perhaps due their natural aptitude the twins excelled at the trade. But even excellent cutpurse in the guild barely made a living, the twins drew the attention of Vismir a former burglar, with a mangled right hand, turned fence who taught them the trade of the burglar.
A burglar makes more money per job than a cutpurse makes in a month, but the most important part of any job was the prep work, and prep work takes time. But Vismir always said “It is it the prep that separates a skilled burglar from a soon to be prisoner.”
The night that changed everything
Finno and Telra knelt beside the wall of the compound and listened, they could hear the guard they had taken to call ‘the whistler’, they would have a hundred count to get over the wall any up to the roof once he passed. They looked to each other and shot odds/evens, Finno won and tossed his cushioned grapple to the top of the wall, the twins scrambled over and as Finno gathered his grapple Telra hossed hers to the roof. Brother and sister dropped prone to the roof as ‘the whistler’ made another pass.
There had been no lights on the second floor in the week they had been casing the place and the twins felt safe, Telra won the throw to open the shuttered window and they were inside.
By unspoken agreement Finno moved left and Telra right. He remembers that next minute with absolute clarity moving towards the moonlit bed right hand trailing along the wall, towards the bed. A silver candlestick holder, picked up and wrapped to prevent any noise as he steps forward to move the curtain aside. The smell hits him before he can see the body, the owner of the house dead for well over a week from the look and smell.
It starts as a scream, and he turns to his twin as the scream turns into a terrible laugh. Telra stands in the moonlight holding an ugly iron gobblet in her hand, but the way she stands and the look on the face are wrong. “You should have never come here.” Finno is frozen in place as his twin stretches obsceanly, “But thank you for this body, it is wonderful, ‘Taygetique canes infernum veniunt ad me’” A fiery portals begin to open besideTelra, the last words resonate in his skull to this day, as does the decision to run leaving his twin behind.
“Always plan an escape route and know it by heart” the twins always followed Vismir’s instructions and this time it was all that saved Finno’s life he was out the window off the roof and at the top of the outer wall when the black hound burst through onto the roof behind him, From his days has a cutpurse he could gut through the crowds like they weren't even there and that kept him ahead of the fell creature turning blindly into the alley he ran directly into Professor Petros Lorrimor. As clear as the rest of that day is Finno has no idea how the professor dispatched the Hell Hound but Finno would surely be dead without the intervention.
Finno began to acquire “hard to get” texts for the professor and the professor had promised to help find a way to free his twin it was a good relationship, so the news of the professor's death has hit the burglar hard. And he turned back to crime seeking clues to his sisters whereabouts.
When Vismir died Finno almost lost himself, if it had not been for Vismir’s cousin, a priest of Desna, Finno might have fallen to darkness. She took Finno into the church, and in the church he found redemption. He has spent years working as an agent of good in Caliphas, working for the Church of Desna to fight the corruption and protect the people. What happened to Finno’s sibling is still unknown.
Finno is remarkably average, in looks and height, he is seldom without a flowing cloak with it’s deep hood. His dark hair is pulled back into a tight ponytail, and his clean shaven face gives him an almost pretty look. He is quiet and standoffish, preferring the shadow, until he gets to know someone then he is cheerful and full of laughs. But even with the closest of comrades there is still a distance, and Finnow dislikes touching.
Human (Varisian) cleric of Desna 1/rogue (knife master) 6/shadowdancer 4 (Pathfinder RPG Ultimate Combat 72)
CG Medium humanoid (human)
Init +12; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
hp 91 (11d8+33)
Fort +10, Ref +15, Will +7
Defensive Abilities blade sense +2, evasion, improved uncanny dodge; DR 10/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +14/+9 (1d4+1/19-20) or
. . +1 returning starknife +12/+7 (1d4+1/×3) or
. . adamantine short sword +14/+9 (1d6/19-20) or
. . dagger +13/+8 (1d4/19-20) or
. . dagger +11/+6 (1d4/19-20) or
. . dagger +13/+8 (1d4/19-20) or
. . dagger +13/+8 (1d4/19-20) or
. . dagger +13/+8 (1d4/19-20)
Special Attacks sneak attack +3d6, trickery variant channeling 4/day (DC 11, 1d6 plus 1 channel bonus)
Domain Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—bit of luck
Shadowdancer Spell-Like Abilities (CL 4th; concentration +5)
. . 2/day—shadow illusion (DC 12)
. . 1/day—shadow call (DC 15)
Cleric Spells Prepared (CL 1st; concentration +1)
. . 1st—cure light wounds, true strike[D]
. . 0 (at will)—detect magic, detect poison, mending
. . D Domain spell; Domains Liberation, Luck
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 16, Int 12, Wis 11, Cha 12
Base Atk +7; CMB +7; CMD 24
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Two-weapon Fighting, Mobility, Opening Volley[UC], Quick Draw, Two-weapon Fighting, Weapon Finesse
Traits chance savior, hidden hand
Skills Acrobatics +20, Appraise +5, Bluff +15, Climb +4, Diplomacy +6, Disable Device +17, Disguise +5, Escape Artist +16, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +14, Perform (dance) +6, Sense Motive +14, Sleight of Hand +16 (+19 to conceal a light blade, +20 to conceal a weapon, +17 to conceal light weapons), Stealth +20, Swim +4, Use Magic Device +15
Languages Common, Halfling, Varisian
SQ hidden blade, hide in plain sight, liberation (1 rounds/day), rogue talent (without a trace), rogue talents (bonus feat, deft palm[UC], finesse rogue, underhanded[UC]), shadow jump, summon shadow
Combat Gear brooch of shielding, wand of cure light wounds; Other Gear +1 glamered mithral chain shirt, +1 dagger, +1 returning starknife, adamantine short sword, dagger, dagger, dagger, dagger, dagger, belt of physical might +2 (Dex, Con), cloak of resistance +2, communique ring[UI], communique ring[UI], glove of storing, handy haversack, helm of comprehend languages and read magic, immovable rod, ring of feather falling, rope of climbing, slippers of spider climbing, vest of escape, bedroll, belt pouch, flint and steel, fortune-teller's deck[APG], marked cards[APG], marked cards[APG], pot, soap, sunrod (4), sunrod, thieves' tools, trail rations (5), waterskin, 3,809 gp, 1 sp
--------------------
Special Abilities
--------------------
Bit of Luck (3/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +3 +3 bonus on Sleight of Hand checks to conceal a light blade.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shadow Jump (4 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Sneak Attack +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Trickery Variant Channeling (±1 Sacred) Bluff, Disguise, Sleight of Hand,Stealth bonus/Perception penalty
Trickery Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Underhanded (1/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
Without a Trace (Ex) When successfully use Evasion/Improved Evasion may hide as imm act.

Darion Holdfast |

I’m interested in this adventure
My character is a basic human diviner wizard that had his mentor kidnapped when he was young. He tried to find out who or what but the answer always eluded him. Several years later after forgetting about the whole thing his son is mysteriously kidnapped in a shockingly similar manner. It is for these reasons that he has taken up adventuring again after spending many years as a sage and local advisor.
I will post the character specifics soon

Sour Heck |

Since people are suggesting 3rd party races and stuff, I have an idea for a time traveling robot centaur who uses a telekinesis gun. I would need to use a mixture of 3rd and 4th party material, but I think it would be a great fit for Carrion Crown.
Seems like you could make the concept work with a little tweaking--the GM didn't forbid 4th party material, after all. Can the gun shoot through the fourth wall?

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The centaur thing was an attempt at humor...I actually submitted Urik Menderson earlier.
I'm seeing that there's a ton of partial arcane casters though, including another elven occultist. No divine casters or tanks yet, so I'm thinking about submitting a paladin or an oracle instead. Its a lot of working putting a level 11 character together though, let alone three of them.

Dαedαlus |

*Rushes back into the room*
Well, I had almost given up on finding any sort of inspiration.
Then I noticed Heroes of Golarion was released, and with it, the Phoenix bloodline for sorcerers.
For an undead-heavy adventure (there aren't many undead immune to fire, right?), it's even better, since the healing only applies to living creatures.
The only thing is, the 6th-level bonus spell is from the ARG. How does that work with 'core only' spells? Do I get a different one?
The submission pool is a little heavy on Arcane casters at the moment, but I think with a bit of the right tweaking, I could fill a blasting/healing niche that doesn't really overlap with more toolbox-y casters. I will be back soon if I find the time to actually make a stat block.

Nikolaus de'Shade |

*Rushes back into the room*
Well, I had almost given up on finding any sort of inspiration.
Then I noticed Heroes of Golarion was released, and with it, the Phoenix bloodline for sorcerers.
That's very cool. I'm looking at a pheonix-y paladin so perhaps we could combine backstories somehow?
Also, could I defer taking my level 9 feat until level 10? Just want to check one way or the other.

Dαedαlus |

Dαedαlus wrote:That's very cool. I'm looking at a pheonix-y paladin so perhaps we could combine backstories somehow?*Rushes back into the room*
Well, I had almost given up on finding any sort of inspiration.
Then I noticed Heroes of Golarion was released, and with it, the Phoenix bloodline for sorcerers.
Sure! That sounds great! I can’t 100% promise that I’ll be able to finish my character, though (I’ve been really busy lately and I’m not sure how much better that will get).

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Hope I'm not too late. Here's the fluff for the ranger I've been building. Finishing up the majority of the Crunch now so I will post again with that in a little bit.
--------------------
Backstory:
--------------------
Blood and sweat stung him as they flowed over his eyes. He can feel the fire in his chest, burning his lungs as they ached for reprieve. The crackle of the fire around him would be calming if it weren’t overlapped by the screams of his fellow villagers frantically trying to escape around him. The heat from the razed buildings were overwhelming, but he knew he could not remove is armor, to do so would make his death a certainty. “Sabail!”, he shouted frantically into the night, “Sabail where are you?”
“Here! We’re here!” He heard the voice behind a nearby building. He forced his muscles to tighten his grip around his sword’s handle, agonizingly forced his tired limbs to lift him off the ground. Batoh’s arms were barely strong enough to lift his sword; his shield would have to stay in the mud for now. His tired body hobbled behind the building to find his wife and son huddled between a cart and the wall. No sooner did he reach them when the creatures fell upon them. Batoh fought them with tooth and nail trying to protect his family, but he was not strong enough.
That was a decade ago now, but every evening is plagued with visions of that night. He spends his days now as a simple laborer, doing what is needed in the fields outside of Cassomir. The work is simple, and honest. The pay is low, but it is enough to keep him fed and a roof over his head. Whatever else he has to spare he sends to his son, Salvus, at the Acadamae in Korvosa. The boy grew up well; he grew poor but he grew up well with a good head on his shoulders. Batoh only hopes that the future fairs better for his son than the past did for the both of them.
It was here in Cassomir that professor Lorrimor found Batoh. How professor Lorrimor knew that Batoh was a survivor from that night he will never know. Batoh never told a soul where he came from, lest the townspeople became worried that his blood was tainted and he may someday turn. He prayed to the gods that Lorrimor did not know about his son. He had paid what was left of the coin from his adventuring days for the paperwork to show that Salvus was born and raised in Cassomir. Professor Lorrimor came and visited frequently to ask him questions, a seemingly endless number of questions. In exchange, professor Lorrimor taught Batoh everything there was to know about the creatures that attacked that night. Then all at once the visits stopped. Batoh thought that the professor had finally learned everything he came to learn and was done with him, until the letter arrived; summoning him to Ravengro.
--------------------
Description:
--------------------
Batoh has gotten old in his days, but the countless days of working in the fields have kept his muscles toned and strong. The dirt on his body is nearly undistinguishable from the texture of his suntanned skin that reveals his bloodline. For those that doubt the mixture of his heritage, the rocky spurs jutting from his knees, elbows, and shoulders should be enough to convince them. The hair atop his head is the same hue as the ground he toils on, and though it is a bit thinner now it is more than most men his age could hope for.
As the day wanes, the scars from his past begin to ache, another reminder that he cannot entirely forget his history. After that night, Batoh had gone to a temple of Sarenrae to heal his wounds, but the scars remain as a constant reminder. Since then he has become one of Sarenrae’s faithful, following her teachings as law for living. For added protection, he had the scriptures of Sarenrae tattooed upon his body in hopes to fight any sign of corruption after the attack. His entire left side has been marked with words or Sarenrae, and over his heart he specifically had the scriptures pertaining redemption and swift justice.
On the battlefield he stands strong, towering above his enemies. Though he was unable to become a paladin of Sarenrae, he took up her favored weapon in hopes that his faith would strengthen him in battle. Batoh bolsters his defense when upon the field of battle, but as his fury grows he begins to attack without abandon, allowing his strength to forge the path through his enemies before him.