Gestalt Carrion Crown

Game Master bigrig107

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Congrats!


Have fun!


Alright! Unfortunately I have to reopen the recruitment again, taking one member at level 3 this time. Petyr (Polyfrequencies) is on an extended break, but will be back, so ideally I'm looking for someone who has a bit of skill competency (at least disbale device and trap diasbling/detection) without overlapping with Petyr too much.

Current Party members:
Petyr (on break), Lore Warden Fighter 2 gestalt Empiricst Investigator 2
Park, Fighter(Weapon Master)/Bard(Duettist)
Morganne, Cleric (stoic caregiver)/Arcanist

Build rules"
- 25 point buy
- 'normal' race options (nothing too exotic, just ask if you're unsure)
- gestalt, level 3
- background skills
- two traits, one must be a campaign one from the Carrion Crown campaign guide.
- elephant in the room feat tax rules are in effect
- need a reason to be in Ravengro, as well as how you knew the Professor. You’ve missed his funeral already, so that’s unfortunately not an option anymore.

Feel free to ask if I forgot anything!


I'm working on a uRogue/uMonk (vanilla no archetypes) for consideration.


I'm probably going to draft up a Mindchemist//uRogue for the skill coverage between Rogue and Mindchemist's Perfect Recall or whatever it was.


Two questions: has starting gold changed since they're a higher level? How are you doing HP?


They haven't quite hit 3 yet, but I can see doing WBL for level 2, so 1,000 gold. Half +1 for HP.

Grand Lodge

Id love to do a Brawler/Shifter build


this is stormraven, with my WIP...


I shall respec my prior submission a Bloodrager Archeologist, she would be a more selfish natural attacker compared to Park.
Background will be mildly altered, the professor sent her on an archeological expedition (feel free to add things to her if the party needs extra goods) from which she just returned.

Deity is switched to Brigh to get disable device as a class skill (which archeologists dont actually get by default, inspite of having sizeable boni to it).

Sczarni

Hey everyone! Hey GM!

I think I have a character based around Ustalav, as no Ustalav game should be complete without someone wearing a big hat, carrying a lore libram, and wielding a repeating crossbow! Even if their teeth are clacking all the time.

I'm looking at a Bolt Ace Gunslinger/Psychodermist Occultist for the above. Mostly leaning on the former rather than the latter, with a focus to providing group utility on the caster side, alongside survival, tracking and the paranoid skills like Perception and Sense Motive.


Mostly done if half charged wands are allowed!

There will be a suprising number of mastwork stuff like thieves tools etc.

@GM is a half charge wand of cure light allowed? While infernal healing is "better", the way I see her recent activities is that she was in Lastwall on a ruin delving mission, and would rather not ping as evil in a Paladin/inquisitor heavy area.

We would have 2 people using the bard spell list, and currently have some overlap because we both have grease and we both have cure light wounds, but thats like, probably a good thing?

She hits pretty hard but is a glass cannon.

Her reason to be in Ravengro is that the professor sent her along to an expedition to lastwall to get experience, which went well, but she was hold up on the way back due to quarantine procedures after UNO-reverse-carding a Vampire Spawn are bit too intensely.


Ooh, I always love some gestalt 1e! I've got an idea for a slayer/bladebound arcanist. They should bring some combat and skills to the table while also not treading on Petyr's toes too much once he's back.

My general idea is to take the On the Payroll campaign trait, basically playing a mercenary/hired blade who frequently worked for the Professor, but missed his funeral due to some (most likely shady) side business, and has recently come to Ravengro to pay their respects.


Thinking I might go with a Slayer/Inquisitor of Pharasma. Someone with some strong opinions about necromancy and the undead, and how such abominable perversions of the natural order need to be…put back in their place.


Rajuna is complete, I think. Let me know if you have any questions.


This is Emilia without the Brawler added. Figured she is a Bat Wetetouched Shifter/ Mutagenic Brawler who worked for the professor aquiring rare herbs and minerals. As well as providing her the nessecary exilers to help Tame the beast, or per it out


Hmmm... color me interested, either with an inquisitor//cleric (For a more necromatic character) or a mesmerist//sorcerer (For a more enchantery character). I noticed a lack of debuffs in a party that might not rely on them, but will certainly be able to use them in their toolkit. Utility casting is filled, martial is filled, I figured I'd check to see if this sounds like something that would compliment the party?


Second thought found a Halfling Rogue/Swashbuckler that may work better

Anton is a cad and traveller who has corresponded with the Good Professor many of times. Having met a time or two discussing la guages, ruins and the like. As well as cuisine. As for why he is in Ravengro as he was delayed by bandits lead by a paur of Ogre Brothers. So now he is looking to pay his last respects with the good professor


The Lion Cleric here with my submission - I believe that's everything covered, except for gear, which should be easy to go through.

Backstory-wise and party meshing, scared survivalist loudmouth, trap disabler, and person who does monster hunter things.
========================================
Elize 'Lys' Brokenshield
Female Human Gunslinger (Bolt Ace) 3/Occultist (Psychodermist)
NG medium humanoid (human)
Init +4; Senses, Perception +8

DEFENSE:

AC 20, touch 15, flat-footed 16 (+4 Dex, +3 armor, +2 shield, +1 dodge)
HP 25 (3d10 + 3 [Con])
Fort +4, Ref +8, Will +6 (+2 vs Fear)

OFFENSE:

Speed 30 ft.
Melee battleaxe +3(1d8-1; x3)
Ranged +8 The Messenger (1d10; 19-20, x3)
Rapid Shot +6/+6 (1d10)
DA+RS +4/+4 (1d10+2)
Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

====GUNSLINGER====
Grit (2/day)

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Nimble(Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
_____DEEDS______

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. Can't be reduced by Cost-reducing Deeds.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

====OCCULTIST====
Monster Hunting Lore (Ex): At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.
Discern Death (Su) At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.
Trophies (Su): Gain Harvest Parts as bonus Feat.
Mental Focus (5/day, DC 14)
Abjuration
Warding Talisman (Su): Whoever wears (or holds, for bells) it gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 per 4 occultist levels.
Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5.

Divination
Third Eye (Su): The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Watchful Eye (Sp): You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

Transmutation
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.
Philosopher’s Touch (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess.
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

______SPELLCASTING______
Knacks (DC 12): Know Direction, Detect Poison, Mending
1st Level (DC 13, 4/day): Shield, Heightened Awareness, Gravity Bow, Feather Fall, Liberating Command

Traits:

Alternate Race Trait - Imposter Wary (+2 vs Illusions, Sense Motive)
Vagabond Child [Region] - +1 to Disable Device, class skill
Making Good On Promises [Campaign] - +2 vs fear.

[spoiler=Feats]
[Human] Fast Learner
[Occultist] Harvest Parts
[1st] Precise Shot
[3rd] Rapid Shot

Skills:

4 base, 2 from int, 1 from Skilled/Alternate, +1 from FLearner, 2 background

Disable Device +11
Perception + 8
Survival +8
Acrobatics +8
Climb +4
Ride +8
Knowledge (Religion) +8
Knowledge (Dungeoneering) +6
Knowledge (Arcana) +7
Stealth +10
Sense Motive +8

Knowledge (Engineering) +8
Lore (Monster Hunters) +8

FCB: +1 HP, +1 Skill Point
Languages: Common, Dwarf, Orc

GEAR/POSSESSIONS:

Mwk. Heavy Repeating Crossbow - Starting Gear (I'm fine paying for it if its too expensive)
Studded Leather Armour - 25gp
Heavy Horse (Combat Trained) - 300gp


===================================================

Background:
Elize was one of the many orphans growing up in Trunau, the sole 'civilised' town in the Hold of Belkzen, raised by dwarven parents. Growing up in the Brokenshield household meant learning about maintaining, fixing and creating various devices, from hammering a cart-wheel to shape to keeping Trunau's porticullis oiled and rust-free. Elize showed some promise, but it was clear that she isn't terribly interested in the future of a tinkerer, and, seeing how her adoptive parents were still quite young and more than likely to outlive her, was left to her own devices.

A known pest and a prankster, it wasn't much surprise when she left Trunau quickly after coming of age to find her fortune around Lake Encarthan. Fleeting assistance to the Nirmathans' freedom-fighting, cut short by a vicious Molthunian response and flight to Druma. Encapturing by the glimmer and gold of the Kalistocracy, training to join the ranks of the Blackjackets, only for acts of brutality in service of coin few too many spoke to her better instincts.

It was Ustalav where she found purpose - a promising, if not veteran mercenary with a heart not too dark and desire for dedication obvious to some, where she joined forces with Viktor - an inquisitor of Pharasma, aiding the countryside with problems paranormal and mundane alike. Coin was sparse, but beds (or barns) were warm and easier to sleep with, and even the few horrors were easier to face with someone with conviction - faith that Lys never found - at your side. Professor Lorrimor was a man she'd seen a sparse few times - the studious eccentric consulted for matters more eldritch than the usual. At the wise professor's insistence, while consulted on a hunt for a devious vampire spawn, the broke inquisitor attempted to refuse a scroll containing the power of the sun - only to be given it for exchange for a future offer. The light proved life-saving as the duo were ambushed in their sleep soon after, with the Professor's name uttered in prayers (by the inquisitor) and many toasts (by Lys).

All light fades to darkness, however. In a small, nameless village, Viktor fell - slain by a mob of villagers, dominated by a vampire. Unable to fight the fight against such foes, after a mad dash to freedom and life, she found herself alone, once again.

Fear may clasp the heart, but debt and duty fend its claws, goes the Dwarven saying. Alone with nothing but a debt once again, Lys set foot to Professor Lorrimor's estate.

Appearance:
Elize is a young human, leaning on the short and wiry side, with auburn hair and brown eyes, plain but jovial, if not unattractive. The thing that catches the eye is the absolutely unordinary outfit she has: A once-majestic inquisitor's hat, a pair of gaudy Druman jeweled earrings, wearing a worn, unbuttoned Blackjacket uniform, interrupted by a sleeve of black-painted Blackwall full plate, and finishing with even more worn ranger's boots. Despite the mish-mashness of it, it's all picked so it fits together. A humongous crossbow-shaped contraption is strapped to her back, the words The Messenger engraved in silver on the stock. Two quivers, or Magazines are on each side of the blackjacket, and a worn leather pouch is usually on her side.

Personality:
Elize is crass. And nervous. And hides the latter behind the former. She gives lip service to Pharasma, aids others out of principle while convincing herself it's out of habit, and is internally sure that a sudden and inevitable end is behind every corner.

Not one to show weakness, she usually masks negative emotions and distaste with humour and jests, especially fear and loneliness, the two emotions drilling in her mind in the quiet after battle. While outwardly jovial, she often questions her choices, her skills and especially, her conviction to the cause, the thought of running away whispering quietly in her mind.


@Lucretia de Artois: partial wands is fine, as long as you pay per charge correctly.

@Lawful Lilly: the first is most likely covered by the existing cleric, and the second does sound good but I'll warn you there is a significantly higher amount of undead in this AP than other ones. So if you spec into mind-effecting, you might have issues with that.

Loving the ideas so far, keep up the good work!

I believe I'll keep the recruitment open until this Monday, and then choose that evening.


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Complete-ish Candidates

Lucretia de Artois | N Tiefling | Bloodrager (Rageshaper) 3 / Bard (Archaeologist) 3 [Mightypion]
Rajuna | LN Human | uMonk 3 / uRogue 3 [stormraven]
Anton Silverseed | N or NG Halfling | Swashbuckler (Mouser) 3 / uRogue 3 [Critzible]
Elize ‘Lys’ Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 / Occultist (Psychodermist) 3 [The Lion Cleric]


I don't think I'm going to submit for this one. I love a good gestalt game, but nothing's speaking to me, and I don't want to force it. I reserve the right to change my mind, but don't wait up for me if I don't have anything in at the deadline.


I remembered one of the characters had a backstory of researching alchemical methods of disrupting undead, and then I saw a gunslinger submitted, and remembered that there'd be undead, potentially incorporeal in this adventure then it clicked: GRAVESLINGER.

I can remove the Gunslinger if need be due to your preferences, I just figured Graveslinger would slot in with the research fairly well. Will still have them be Alkenstari either way, but they'd leave the firearm at home if you say no to firearms.

Anyways, Kadwotann , Musket Master Graveslinger 1 / Gunchemist Mind Chemist 2 // uRogue 3. Will probably change the skills to be more appropriate to the party, but they're intended as a ranged skill monkey with some dice stacking and incorporeal-undead bashing capabilities.

Do we need to answer the 20 questions, or was I thinking of a different campaign you hosted? Also, I just noticed how many of your campaigns I applied to at this point, ha.


I built a new character to submit for this, Zhandar. She's a Caydenite tiefling druid//magus focused on making potions and throwing things at her enemies. She's kind of like a Wisdom-based alchemist. She knows Professor Lorrimor from an encounter thirty years ago, and has come to Ravengro to learn more about the circumstances of his death. She doesn't know anything about her father, so it's possible she is somehow related to the other tieflings in the party.


1 person marked this as a favorite.

Complete-ish Candidates

Lucretia de Artois | N Tiefling | Bloodrager (Rageshaper) 3 / Bard (Archaeologist) 3 [Mightypion]
Rajuna | LN Human | uMonk 3 / uRogue 3 [stormraven]
Anton Silverseed | N or NG Halfling | Swashbuckler (Mouser) 3 / uRogue 3 [Critzible]
Elize ‘Lys’ Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 / Occultist (Psychodermist) 3 [The Lion Cleric]
Kadwotann | N Half-Elf | Gunslinger (Graveslinger, Musket Master) 1 / Alchemist (Gunchemist, Mindchemist) 2 / uRogue 3 [Violant]
Zhandar | NG Tiefling | Druid (Nature Priest, Skinshaper) 3 / Magus (Card Caster, Hexcrafter) 3 [eriktd]


Added some more background concerning a possibility of her ancestry.

It could setup some things happening in Tyrants grasp, although I dont know how much of that was our GM.


Switched up my concept quite a bit! I'll be bringing a beastmorph alchemist/slayer, instead, which I should be able to finish up for the most part before tonight.


Here is the promised character! I'll need to finish selecting gear, but Urhal should be good to go otherwise.

Stats:

Urhal ton-Thuyek
Half-orc alchemist (beastmorph)/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 shield)
hp 28 (3d10+6)
Fort +5, Ref +6, Will +2 (+2 trait bonus vs. charm and compulsion)
Defensive Abilities sacred tattoo[APG], trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged bomb +6 (2d6+4 fire)
Special Attacks bomb 7/day (2d6+4 fire, DC 15), sneak attack +1d6, studied target +1 (1st, move action)
Alchemist (Beastmorph) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—enlarge person (DC 15), heightened awareness[ACG], long arm[ACG], shield
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Brew Potion, Combat Expertise, Deadly Aim, Dodge, Power Attack, Throw Anything, Weapon Focus
Traits child of two peoples, inspired by greatness
Skills Acrobatics +5, Climb +6, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Perception +6, Spellcraft +10, Swim +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +3), beastform mutagen, discovery (feral mutagen), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 30 minutes), orc blood, poison use, slayer talent (trapfinding[ACG]), track +1, trapfinding +1
Combat Gear mutagen (feral)[APG]; Other Gear mwk chain shirt, mwk buckler, alchemist starting formula book, 595 gp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Beastform Mutagen Mutagen gives beastial features but grants one alter self ability.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Background:

Urhal’s parents were mercenaries once, his mother from Absalom and his father an outcast orc from the Hold of Belkzen. His father named him in the old Orcish way, and he has carried the name with him ever since. It has not been kind to him.

He grew up in the countryside of Vieland, watched over by the few folk in the village they called home that were willing to look past his half-orc features and at the intelligent and ambitious young man that he truly was. Urhal had seen his parents come home from battles against orcish raiders or demonic incursions beaten, bloody, and traumatized. He did not want that life for himself. In all truth, they didn’t either.

Somehow, despite the deep bias against half-orcs than many in Ustalav harbored, Urhal managed to secure acceptance to the University of Lepidstadt, his skills in alchemy undeniable.

Urhal left that little town, unsure of his future, of his skills, of what his life would be.

He thrived there, despite it all. His peers treated him like filth, like a beast let in off the street, but when his formulae worked beyond his wildest dreams and thereby proving himself one of the brightest upcoming minds in the fields of physiology and mutagenic alchemy, they had no way to disprove his excellence. If that didn’t convince them, his constant exercise and formidable build protected him from any challenges. Indeed, he had found a place for himself, one he thought he might remain in for all his days.

A chance encounter with Professor Petros Lorrimor changed all that. The old academic took an interest in Urhal that few had. Rather than the half-orc playing at scientist that his peers often accused him of being, Professor Lorrimor saw him as an exceptional student, and one that was destined for greater things than the life of a simple academic.

Their time together was brief, only a few weeks, but the lengthy correspondence that followed secured a lasting friendship between the two of them, one that inspired Urhal to strive for the grander fate that the professor had imagined he could have.

He left the university on an academic grant to travel to the Hold of Belkzen. Urhal sought to study the traditions of the orcish alchemists, specifically their talent for mutagenic solutions that twist their forms into that of beasts.

Urhal departed the University in the same way he had arrived, anxious for his future. But now, he knew his skills, and what they could do.

It was in his time in the Hold of Belkzen that he found a deep connection to his orcish heritage. He found refuge from the harsh wilderness of Belkzen among the Murdered Child clan. Though their brutality disgusted him, they accepted half-orcs more readily than other clans did. Indeed, his skill with alchemy and explosives easily proved his worth to the clan, and after a few months he was granted the sacred scars that proved him an adult among the orcs. He spent three years with the orcs of the Murdered Child clan. He learned to fight, to hone the razor focus that he had previously only applied to alchemy to many other things. He refined his alchemical craft with the knowledge he learned from the clan’s alchemists, and in battle came to resemble an orc with the features of a ravening beast as his mutagen enhanced his already formidable physiology.

A messenger came from Ustalav, at great risk, to tell him that his old mentor had died. He had already missed the funeral, but he would pay his respects to the man’s grave, at the very least.

And Urhal ton-Thuyek left the Hold of Belkzen for the little town of Ravengro. For the first time, as he went from one stage of his life to another, he was truly confident in himself. His time among the orcs of Belkzen had tempered him, turned him from an ambitious academic who had to prove himself to the world to one who knew that whatever he would face, he would be ready.

Appearance and Personality:

Urhal is a hulking half-orc man, with wiry black hair and deeply tanned skin. Small tusks protrude from his mouth as with most half-orcs. He wears light, simple clothing designed to stretch as his mutagens increase his size and change his physiology. His style is odd, some mix between that of an Ustalavic scientist and an orcish warrior. His eyes are dark and vigilant. Elaborate scars crisscross his back, a reminder of the painful but deeply sacred ritual that confirmed him as an adult and a member of the Murdered Child clan.

He is a bit of a paradox in terms of personality. Though his parents and caretakers raised him with the typical grim determination one finds in the people of Ustalav, he also carries with him a fierce pride instilled by his time among the orcs. Of his own accord, he’s also found a deep desire for freedom. Not just for himself, but for any who’ve found themselves on the fringes of society. He will carry on no matter what, but the constant jockeying for power and status among the orcs proved to him that he could not sit idly by as the world moved on past him. His academic upbringing and new connection to the wildness of the orcs has created a man who’s personality seems to be at odds with itself. He is a scholar and a savage, a warrior and an academic, an orc and a human. At times, when he looks within himself, he does not know who he will find.


Complete-ish Candidates

Lucretia de Artois | N Tiefling | Bloodrager (Rageshaper) 3 / Bard (Archaeologist) 3 [Mightypion]
Rajuna | LN Human | uMonk 3 / uRogue 3 [stormraven]
Anton Silverseed | N or NG Halfling | Swashbuckler (Mouser) 3 / uRogue 3 [Critzible]
Elize ‘Lys’ Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 / Occultist (Psychodermist) 3 [The Lion Cleric]
Kadwotann | N Half-Elf | Gunslinger (Graveslinger, Musket Master) 1 / Alchemist (Gunchemist, Mindchemist) 2 / uRogue 3 [Violant]
Zhandar | NG Tiefling | Druid ()Nature Priest, Skinshaper 3 / Magus (Card Caster, Hexcrafter) 3 [eriktd]
Urhal ton-Thuyek | CG Half-Orc | Alchemist (Beastmorph) 3 / Slayer 3 [Simeon]


I hope I'm not too late, I haven't been a player in a pbp game in a couple of years and figured it was time to check things out again, see what people have been brewing. I've never played Carrion Crown either so this could be fun.

I'm building out a ranger (ilsurian archer) / alchemist (crypt breaker, trap breaker). Would goblin or hobgoblin be okay as a race? I'll flesh it out more if approved, but I'm thinking from Isger - the Goblinblood Wars ended ten years ago in 4701, but Lady Kaltessa Iyis (one of Mammon's favored) has been building an undead army out of the dead littering Isger almost since the moment they ended. My hobgoblin, rather than throw himself against such a foe on his own (especially since, after the defeat of Mammon's plans for Westcrown and Chammady as per Council of Thieves, she's likely to be even more focused on her own methods for enacting Mammon's plans in the area) has made his way to Ustalav to try to learn how best to counter undead directly, eventually intending to go back to Isger and teach the remaining goblinoid tribes how to do the same.


Pocket's ranger/alchemist here. Still fleshing out the backstory, but the barebones above will remain. Just wanted to get it posted.


Complete-ish Candidates

Lucretia de Artois | N Tiefling | Bloodrager (Rageshaper) 3 / Bard (Archaeologist) 3 [Mightypion]
Rajuna | LN Human | uMonk 3 / uRogue 3 [stormraven]
Anton Silverseed | N or NG Halfling | Swashbuckler (Mouser) 3 / uRogue 3 [Critzible]
Elize ‘Lys’ Brokenshield | NG Human | Gunslinger (Bolt Ace) 3 / Occultist (Psychodermist) 3 [The Lion Cleric]
Kadwotann | N Half-Elf | Gunslinger (Graveslinger, Musket Master) 1 / Alchemist (Gunchemist, Mindchemist) 2 / uRogue 3 [Violant]
Zhandar | NG Tiefling | Druid (Nature Priest, Skinshaper) 3 / Magus (Card Caster, Hexcrafter) 3 [eriktd]
Urhal ton-Thuyek | CG Half-Orc | Alchemist (Beastmorph) 3 / Slayer 3 [Simeon]
Garaghak | LN Hobgoblin | Alchemist (Crypt Breaker, Trap Breaker) 3 / Ranger (Ilsurian Archer) [Pocket, the Fool]

Silver Crusade

when is the deadline?

considering a ranged martial. Crossbow focus for flavor.


Right now, unfortunately. I had set it for this evening, and just now got around to making my decision.

Rajuna, please report to the discussion thread and introduce yourself! Again, thank you all for the submissions, I greatly enjoyed looking them all over!

Silver Crusade

best of luck to all, have fun!

Sczarni

Have a great game everyone!


Hello! Hate to keep recruiting, but still trying to find that perfect party. Our arcanist/cleric has stepped away, so we're looking for an arcane caster and a divine caster to fill the hole.

I'll be looking for two characters this time, to take us up to four with the other two party members. Petyr and Rajuna are the current members, if you want to look at their sheets.

Same build rules as the beginning, but you'll be level 3 now, about to hit 4.
- 25 point buy
- 'normal' race options (nothing too exotic, just ask if you're unsure)
- gestalt, level 3
- background skills
- two traits, one must be a campaign one from the Carrion Crown campaign guide.
- elephant in the room feat tax rules are in effect
- need a reason to be in Ravengro, as well as how you knew the Professor. You’ve missed his funeral already, so that’s unfortunately not an option anymore.

If you have any questions, feel free to ask!


Here Xotikeides is, updated and attempted to fit better into the setting. Tried to have her be more of a tired, exhausted, and anxious student suffering from "Preparations don't stack" this time. Intended to replace the Arcanist/Cleric.

She's also a worshipper of Pharasma, but the Lady of Graves isn't the one granting the overworked theurge her spellcasting, if that's worth anything.

Build-wise, she has two of the recommended domains from the player guide, as well as a copious amount of spells, courtesy of being both a Cleric and a Wizard. The only thing set in stone build-wise is getting Beyond Morality.

How long do you plan to run recruitment for this time around? Also, wish you the best of luck in this round of members actually sticking around; commendable being this determined to see the adventure through. It's been fun to read from the sidelines!


With needing two members, most likely a little longer than previous ones. Around Friday maybe? Depends on how many applicants I get, and how quickly they come in.


Alright, thanks for the response, GM of the crown.


Is it standard wealth per level (3,000 gp)?


Yeah, standard. They're getting towards the end of book 1 and will be finishing the big dungeon in the book soon-ish.


dot

Have a couple of vague ideas of druid/witch or bard/cleric. Will try to flesh one out


GM of the Crown wrote:
Yeah, standard. They're getting towards the end of book 1 and will be finishing the big dungeon in the book soon-ish.

Cool, thanks. I'll toss Sister Zephra back in the ring as soon as I get her updated.


Would Drask work

Dark Archive

GM of the Crown wrote:

Hello! Hate to keep recruiting, but still trying to find that perfect party. Our arcanist/cleric has stepped away, so we're looking for an arcane caster and a divine caster to fill the hole.

I'll be looking for two characters this time, to take us up to four with the other two party members. Petyr and Rajuna are the current members, if you want to look at their sheets.

Same build rules as the beginning, but you'll be level 3 now, about to hit 4.
- 25 point buy
- 'normal' race options (nothing too exotic, just ask if you're unsure)
- gestalt, level 3
- background skills
- two traits, one must be a campaign one from the Carrion Crown campaign guide.
- elephant in the room feat tax rules are in effect
- need a reason to be in Ravengro, as well as how you knew the Professor. You’ve missed his funeral already, so that’s unfortunately not an option anymore.

If you have any questions, feel free to ask!

You really sure Petyr is still in the game? His player hasn't posted anything since October in any of his aliases. I just replaced him in another game. Even the games where he is the GM the players are talking about looking for a new one.


You’re right, so sorry! It’s Park that’s the current other player, my apologies.


There are 2 ways I could go with her:

1: Urban Bloodrager/sorceror.
As Dex/Cha character she would duplicate a fair amount of capabilities and item need Park already has.

2: Natural attack Bloodrager/Oracle (flames or life).
A flame oracle would be able to take up blasting duties, a life one can channel, either is fine.


Really hoping Petyr is not gone for good. Besides this I'm in one game that he is the GM, and it was a really fun game! This one has been really fun too!

I cover the entertainment.... Rajuna has the rogue skills. He and I have knowledge skills, but not with any high bonuses. Divine Magic is needed! Some blasting magic might help, if of a type that affects non-corporeals....


Hi folks! I'm one of the players. Our party currently consists of:

Park : Fighter (Weapon Master) / Bard (Duettist)
Rajuna : uRogue / uMonk

Both are able melee combatants. This is an undead-heavy campaign and what we most keenly lack at the moment is healing and positive channel blasting. While the GM will be selecting two new players, it is almost a certainty that at least one of the applicants making it in will meet the healing/channel-blasty need.

So, if you are interested in:
* getting your hands dirty in graveyards (and elsewhere)...
* adventuring in the the haunted garden that is Ustalav...
* AND getting to do it with a gestalt build...

I'd recommend you consider the team's needs when making your character.

Please note: These are my opinions and do not necessarily reflect the views of our glorious GM.

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