
Undead_Narrator |

Hey all, after being absent for awhile from the boards due to the pandemic, I am back on the boards for good. I have 20+ years of RPing, all different games and editions. I am a fan of horror and high level play, so no more perfect campaign than Carrion Crown. I want to try out the "Ashes at Dawn" module here in PbP, skipping over the lower level parts of CC, starting at 11th level. If there is interest, we can finish the AP too. Anyway, I have one slot reserved for a player who is interested in playing an alchemist, serving the trap disabler role. So I am looking for 3-4 other brave characters to round out the group!
Character creation guidelines:
20-point buy - no stat lower then 8 after racial adjustments.
11th level
No VMC
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 occult classes.
Races: Core and Dhampir only, since the latter fits the setting.
Application:
Be a team player.
Post your physical description.
Mannerisms, tics, personality...what makes you unique?
Personal achievements - why and how did you get into adventuring? What are your goals? The game starts near Ustalav - why are you in the region?
You don't have to create an alias, but I would like to see your crunch.
I will leave recruitment open for 10 days, but reserve the right to cut the recruitment short if enough applicants apply.
Any questions, let me know. Hope there's still interest. Cheers!

Sven the Shieldbearer |

Race: Dwarf
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
* Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Traits:
* Enemy of the Undead (Region): You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
* Corpse Hunter (Religion): You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.
* Subject of Study (Campaign): You gain a +1 bonus on damage rolls against undead
* Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Classes:
1-7 Infiltrator Ranger
* Favored Enemy Undead (+4) Giants (+2)
8-11: Sun Seeker
12+ Ranger (Sun Seeker gives nothing else of value)
Heavy armor with Ranger abilities that also gives touch ac
Vs Undead: +5 Hit +5 Damage +2 AC +4 Saves vs spells (+6 saves with Hardy)
Vs Giants: +2 Hit +2 Damage +2d6 damage (probably won’t come up but it’s cool and will go with the backstory)
Feats designed so when he hits people it causes free bull rush, which if it works provokes AOO from every ally besides himself.
——
So if there is an undead problem? Then he is the dwarf for the job! Can get the rest up later. But overall someone who will be very tanky

Undead_Narrator |

Race: Dwarf
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
* Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.Traits:
* Enemy of the Undead (Region): You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
* Corpse Hunter (Religion): You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.
* Subject of Study (Campaign): You gain a +1 bonus on damage rolls against undead
* Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.Classes:
1-7 Infiltrator Ranger
* Favored Enemy Undead (+4) Giants (+2)
8-11: Sun Seeker
12+ Ranger (Sun Seeker gives nothing else of value)Heavy armor with Ranger abilities that also gives touch ac
Vs Undead: +5 Hit +5 Damage +2 AC +4 Saves vs spells (+6 saves with Hardy)
Vs Giants: +2 Hit +2 Damage +2d6 damage (probably won’t come up but it’s cool and will go with the backstory)Feats designed so when he hits people it causes free bull rush, which if it works provokes AOO from every ally besides himself.
——So if there is an undead problem? Then he is the dwarf for the job! Can get the rest up later. But overall someone who will be very tanky
Great, I do love dwarves!

Sven the Shieldbearer |

That makes two of us! The crunch is just about done. As for the background...please tell me if this works for you. It is setting him up to be worthy of being Lvl 11, and for having a clear grudge against the Whispering Way. Even if ironically it should be they who should have a grudge against him.
The Coppertongue Clan sent an ill-fated expedition into the cursed land of Ustalav. A prospector had discovered gold in the Hungry Mountains and had reported back the find. It was a "mountain of wealth" just waiting to be dug up. As for why it had never been touched before? Well, that much was obvious. For it was not hard to find the gold, as the mine was already there. Apparently humans had found it long ago, and the dark magic of the region kept their skeletons toiling away in the darkness.
It was decided that the venture was worth the risk. A group of miners, masons and guards were sent, with the goal of secretly establishing the mine and working it to fruition in the safety of the darkness of the mountain. Their goal was to get in there, dispatch the handful of undead, and to dig the veins out to the last touch of ore.
At first all went well. The dwarves descended upon the skeletons like an avalanche, shattering the minor undead miners apart with ease. Operations then began in earnest. But that was just at first. Little did the dwarves know that the mine was under the ownership of the Whispering Way, with a solitary necromancer assigned to control the undead miners so that the gold within could fund the operations of the cruel and secretive operation. The necromancer did not engage, for he knew that alone he could not overcome the dwarves. Rather, he returned to Caliphas for reinforcements.
A coven of necromancers returned to the mines. Rather than tip their hand, they instead used their powers to send wave after wave of mindless undead at the dwarves. From above they came. A few at first, then more, and more...and more. Still the dwarves stubbornly held on, working the operations as best they could. The production still went well, with a literal fortune having been dug out. The problem though, was that the trickle of undead had become a flood, and it was clear that there would be no way out. Not from the surface at least. Which is why the miners eventually turned their attention away from extracting gold, and instead towards digging a new way out. What happened from there was a war of attrition, a race to see whether the dwarves could get out before their supplies ran out, and before they were overrun.
In this, Sven was one of the guards who had been sent to safeguard the miners. He and his kin were "shieldbearers." Heavy infantry trained to work in tandem with each other. Each had a weapon which was a combination of shield and spear. Any enemy who came to them would be met by a wall of spears, and each dwarf was trained to use their weapons to push back the enemy, forcing them to fall back into their own ranks and to be opened up to the spears of their comrades. Against the waves of undead which came at them, it was quite effective. The problem, though, was that these weapons used by the Clan were better for offense than defense, as their fighting style dedicated taking ground and holding it by forcing the enemy back rather than using the shields to cover the dwarf beside them. One by one the dwarves took losses. Losses that they could not replace. But the undead could.
This went on until the way out was complete. The last issue was getting out with the gold. And they had dug out enough that it was not an easy prospect. The Shieldbearers, those that were left, were the rearguard, while the miners got the gold away to safety. The plan was to collapse the tunnels behind them, so that they might flee without pursuit. It was a horrific night of fighting in the dark, as the Whispering Way's necromancers sent their hordes against them. In the end, though, it was a near perfect success. The gold had been extracted, the miners had gotten out, and most of the Shieldbearers managed to fall back. The key word was most.
Sven found himself on the wrong side of the cave-in. When the dust settled, his thick armor and thick skull had protected him from the worst of the falling rocks, something which could not be said for the many zombies and skeletons that he and his kin had been fighting. But there was only one way out for him and his kin. Through the undead.
With no other way out, the dwarven veterans threw themselves forward with such ferocity that it took the necromancers off guard. The few dwarves who made it under the light of the moon found, for the first time, the faces of those who had oppressed them. Filled with desperation and rage they continued to surge forward, tired beyond belief.
This assault was not a success. Exhausted from day after day of constant fighting, followed by the battle they had just been in, the dwarves could not stand up to the arcane assault from an entire coven of necromancers. Of the Shieldbearers, only Sven managed to survive the battle, having tumbled off the edge of a hill when an intelligent ghoul leapt upon him. Looking up, all he could see and hear was the undead horde, as the last battlecries of his kinsmen died away. There was little he could do but flee, and pray that others had survived.
Bruised, battered, bleeding and exhausted, he made his way to Caliphas. The dwarf slowly recovered, relying on what gold he had to support himself. While his body healed, his mind did not. The trauma of what he had experienced haunted him. As did the fate of his brother, a fellow Shieldbearer who had died before him, in the depths of the mines.
It was in this state that he found his faith, dedicating himself to Magrim, the dwarven god of death and foe to the undead. It was in prayers to this stern deity that he beseeched the God to watch over his brother's soul, and in which he put himself on the path towards seeking vengeance against the unnatural forces which had killed his family.
Having found a measure of peace, he was left with a choice of what to do next. Granted, the smart thing would be to return home, to his Clan. To ensure that they had gotten back safely and to report that he was alive. But he couldn't do so. For the many months spent recuperating had given him time to think. And with his grief under control came clarity. Clarity in that the necromancers they had encountered were a group, who were organized, patient and skilled. Moreso, none acted as if though they were in charge. It was clear to him that they were part of a larger organization. And his investigations, such as they were, came back with the name the "Whispering Way", along with the warnings to stop looking any further. For his own safety. That, and something was preying upon the ancient vampire clans of Ustalav's capital.
Sven decided that he could not leave. Not yet. There was a mystery here. Someone had killed his brother. Murdered his kin. They had nearly killed him. He wanted to know for certain who they were, what they were doing, and how he could enact a measure of revenge upon them.
A few things from doing the crunch.
* Against undead he is at +27/+19/+14 and does 2d6+30 damage
- These attacks are with a +5 weapon, so they should overcome most DR
* On a hit he gets a free bullrush at +28, giving AOO to adjacent allies
* He has AC 31 (+2 for 70 minutes/day, +2 vs undead) (I tend to see 20+lvl as being what makes a good tank. He's better against undead, but against just about anything he is good enough to be in the front line)
* Saves are +11/+7/+9. He has +2 vs Spells, which increases to +6 vs spells and SLAs from the undead.
* He is immune to possession and mental control, including charm and compulsion effects.
* Spells: Keep Watch, Longstrider, Endure Elements as lvl1 spells. Meaning that he is effectively 30ft movement and can't be caught asleep. 2x empowered cure light wounds per day, and 2x instant enemy. Against non-undead, being able to get +4 hit and +4 damage is worth a spell slot.
And that should just about do it. Might play around with the archetype. But I think that this is pretty solid. Still need to do skills, but will get around to it.

Javell DeLeon |

What about Background skills?
I'm gonna throw this guy in there: Morbury Dedlock
Got to work on getting him up to 11th though. He's obviously far from it.

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Beojraek, the godfist
STR 24 DEX 14 CON 16 INT 10 WIS 10 CHA 14
BAB: +7, AC: 22, SAVES: F+9 R+7 W+5
Feats: Power Attack, Favored Prestige Class, Dragon Style, Extend Spell, Dragon Ferocity, Toughness, Prestigious Spellcaster x2, Improved Initiative, Weapon Focus (unarmed)
Traits: Magical Knack, ??
SPELLS: known up to level 4, slots up to level 5
ABILITIES: flurry of blows, AC bonus, blindsense, breath weapon
Beojraek is bold, proud, and friendly. Everyone is his friend and there is nothing to fear or mourn, for the world poses no danger to him and nothing can be lost that cannot be gained again. He is a man with a great destiny and a great certainty that he will achieve it. Thus, with hardly a care to weigh him down, he walks a difficult road but makes light of every moment.
While the circumstances around Beojraek's birth are shrouded in mystery, he was raised by nomadic goat herders roaming the foothills of the northern mountains. But he never really belonged, never fit in with the others due to his seemingly supernatural strength and durability. And while the others were quiet and humble, Beojraek was loud and rowdy. Finally in his teenage years he was given to a monastery in the hungry mountains to learn more about himself, his origin, and his destiny.
It was there he had his first visions. He was shown a future where he could ascend, transcend, to become more than human. In his blood was the power of dragons, but also something greater. He was their avatar, the dragon diefied. At least, if he could overcome enough trials.
And so he set off in pursuit of his destiny to perform his great labors and become the man that would one day be a god. He faced many dangers, and overcame many challenges. He fought great heroes and terrible monsters. And finally he has landed in Ustalav, following the call of adventure once more.
Beojraek wears no armor, for none has been made that's tougher than his skin. He wields no weapons, for none has been made that's stronger than his hands. He is the image of physical prowess, muscles like iron wrapped in perfect symmetry around a frame like a mountain. Though he may appear to be the best of human, he is something even more.

Kazmanaught |

Gonna reuse a character that didn't make another recruitment, so this is a rare time I have the backstory done before the crunch! I hope you enjoy it, and the Crunch will follow shortly! In case its not obvious, I'll be submitting a Halcyon Druid, which is a very casting focused version of druid. He will be a puny human.
Zengi'a is a pragmatic man. He grew up in a small village just outside the city of Nantambu. His parents, wanting something more for their son, who was weak for a tribesman, but was gifted with a thirst for knowledge, sent him to the Magaambya. A man can learn much of magic there, it has been said.
Indeed, Zengi'a learned quite a great deal of magic while he was there. The Magaambya synthesizes divine and arcane castings to try and create something greater than the sum of it's parts. Zengi'a was a natural at this. He felt a deep kinship with the natural aspects of the world, and fell into druidic circles. However, his naturally curious mind always kept him in contact with the academy to refine his understanding of magical theory. Many years passed, and Zengi'a became an accomplished servant of the Green Faith; serving to bring the peoples of the Mwangi together, and defend them against incursions from outer planes, most often the servants of the demon lord Angazhan. Slow to anger, and gracious almost to a fault, he was nonetheless a deadly foe, capable of weaving a variety of dangerous magics, and wielding the very earth itself to destroy unnatural blights. His parents grew more and more proud of him every time he came to visit, and he would tell them of his exploits, keeping the land safe.
Let it not be said that Zengi'a reveled in the violence he brought down upon the foes of the Magaambya. His biggest joy in life was healing those who were in need. Many a village has been saved by Zengi'a's cleansing magics. Many a child has had their bones set by him. Those who are familiar with divine magics often mistake him for a paladin, but he will always gently correct them. "Just a man who knows the right way to ask a body to heal itself."
One day, one of the great diviners of the Magaambya asked to see Zengi'a. She told him that she had seen a great danger to the entirety of Golarion; a festering cancer on a different continent that if left unchecked, could result in the entire world being overrun by the spirits of the dead, a new and terrible god would usher in an order that was antithetical to life. "Worse than demons," she said, "For at least a demon's motivation is known to man. They are base creatures. To fight a truly clever foe that was once mortal is an entirely different story." She said more things to him then, secret things, She told him that she had seen a group who would stand against the tide of madness, and that she had seen him with that group. He must travel to Ustalav, to meet with them, and to offer them his assistance.
Zengi'a left that day. He was not pleased, but what could he do? The diviner had never been wrong before. Zengi'a had studied the undead before, in his studies of the Magaambya. He had even fought the occasional flood zombie, or self-styled juju priest. But he never thought he would see the day that The Whispering Way would strike against the free peoples of Golarion. Even if it never reached the Mugwampi, it was his duty to help all the people of the land.
It was a dangerous journey for the druid. After all, he had never left the Expanse. But after a long year of travel, he is finally near Ustalav. Maybe then, the ramblings of the seer would make sense. But as he traveled, he could never quite shake the feeling that something just beyond his perception was always looking at him, sneering at the audacity of the bug that dared approach.
I think that covers personality/backstory, I hope anyway?
The mask that Zengi'a wears should be frightening. After all, it has a carving of a fierce beast on it. But the true nature of an Agathon shines through even the rough carvings of a novice druid. He is dark skinned, and wears heavy clothing in the relative cold of Ustalav. He carries no weapons, save a walking stick, but has a heavy wooden shield slung across his back. His eyes can be seen through his mask, and they are kind. One hand has a strange mark upon it that bears a striking resemblance to the Mwangi symbol for the Greenfaith.
I'd love any input, questions, concerns, or even just a friendly hello!

Undead_Narrator |
1 person marked this as a favorite. |

Thank you all for the interest. Here are my comments to your posts:
1. Sven: He makes a great tank and damage dealer. Like how the backstory ties into the WW.
2. Javell: Will say yes to Background skills. Thanks for asking. Look forward to updated version.
3. D-Kal: Background is kind of short and general.
4. Kazmanaught: Very cool background, look forward to the crunch.

Ouachitonian |

I’ve played part of the AP before, but we didn’t get this far. Might submit a version of the same character I used there. A devout Pharasmin who hates undead and wants to destroy them. Might be a Dhampir himself, but I could do a half-orc too. Probably a Warpriest, but maybe with a dip in something else. Im at lunch at work right now, more specifics later.

infomatic |
Will the PCs be assumed to have gone through earlier parts of the Adventure Path? Or does this chapter stand on its own? (Not too familiar with the storyline). Considering a former Sacrament Alchemist who settled on Ustalav for a quiet retirement. (She was, as the saying goes, misinformed.) (WIP sheet for Fatima Eisen,) still have to level her up a bit and continue her history

Kazmanaught |

HP:80|BaB:8/3|AC:26 T:13 FF:24|Fort:9 Ref:6 Will:16|Init+8
Str: 8 =-1
Dex: 14 =2
Con: 12 =1
Int: 14 =2
Wis: 16+2+1+1+6 =8
Cha: 10 =0
Race Stuff:
+1 sp/lvl
+2 Wisdom
+1 feat
Skills: Ranks Stat Class Misc Total
Knowledge Plains 11 2 Y 0 16
Heal 11 8 Y 6 26
Knowledge Religion 11 2 Y 0 16
Perception 11 8 Y 0 20
Knowledge Local 9 2 Y 5 19
Diplomacy 11 0 Y 5 19
Sense Motive 11 8 N 0 19
Survivl 2 8 Y 0 15
Background:
Knowledge History 1 2 Y 0 6
Knowledge Geography 1 2 Y 0 6
Knowledge Engineering 1 2 Y 0 6
Knowledge Nobility 1 2 Y 0 6
Lingustics 7 2 N 0 9
Craft Mask 11 2 Y 0 16
Class Features:
Bonded Mask: 1/day cast any spell known
Well trained: Diplomacy and all knowledges are class skills
Peacekeeper: +.5/lvl to knowledge local and diplomacy
Spontanious casting: Spntanious spells into spells off of the good domain instead of summon nature's ally (protection from evil, align weapon, magic circle against evil, holy smite, dispel evil, blade barrier)
Natural Arcana: 4th, and every even level, learn two wizard spells of a level 1 lower than max spell level
-4th: Enlarge Person, Crafter's Fortune
-6th: Web, Mirror Image
-8th: Haste, Slow
-10th: Black Tentacles, Solid Fog
Resist Fiendish Influence: +4 on Saving throws against abilities/spells of evil outsiders, or spells with the evil descriptor
Woodland Stride: Natural difficult terrain doesn't work
Trackless Step: Leave no trail, can't be tracked
Venom Immunity: Immune to poisons
Feats:
Human: Healer's Hands
1st: Improved Initative
3rd: Spell Focus Conjuration
5th: Skill Unlock Heal
7th: Spell Focus Transmutation
9th: Skill focus Heal
11th: Spell Penetration
Traits:
Birthmark: +2 vs charm/compulsion, Holy symbol on hand
Reactionary: +2 to initative
Stuff:
82,000
Headband of Wisdom +6 (36,000)
+2 Heavy Wooden Sheild (4157)
+2 Green Dragonhide Breastplate (4600)
+1 Amulet of natural armor (2000)
+1 Ring of Deflection (2000)
+1 Cloak of Resistance
Evergreen Seed Pouch (16,000)
Healer's Satchel (1500)
2 castings of Hallow (2000)
Goggles of Night (12,000)
Masterwork Quarterstaff (300)
443
Spells:
Spells marked with a * are cast at DC +1
0's: (Usual Loadout: Detect Magic, Guidance, Create Water, Mending)
1sts(DC 19): (Usual Loadout: Windy EscapeX2* Produce Flame, entangle* Enlarge Person* 1 open slot)
2nds(DC 20): (Usual Loadout: Web*, Mirror Image, Stonecall*, Barkskin*, Wilderness Soldiers*, 1 open slot)
3rds(DC 21): (Usual Loadout: Hastex2*, Slow, Sleet storm*, Feather Step Mass*, Aqueous Orb* 1 open slot)
4ths(DC 22): (Usual Loadout: Black Tentacles* Solid Fog*, Freedom of Movement, River of Wind 1 open slot)
5th(DC 23): (Usual Loadout: Wall of Thorns*, DeathwardX2
6th(DC 24): (Usual Loadout: Greater Black Tentacles* 1 open slot)
Notes:
Good spells for the future: Wall of stone, Source Severance
Hey! I've finished Zengi'a, a quite competent battlefield control mage/healer/buffer. I know that sounds like a lot of roles, but it all kind of comes together quite well. In fact, it came together so well that I'm not sure what I should do with my 9th and 11th level feat. Maybe I should take greater spell focus? But that seems kind of boring. Anyway, feel free to give me some advice (both players and DM) but those two feats probably won't change the character all that much! Wise, powerful, and kind, Zengi'a has come to help put an end to the Whispering Tyrant!
A few notes that might be relevant for the DM, should they be unfamiliar with the archetype: I am not a wildshape druid, and have very little martial capabilities. In fact I traded wildshape out for the ability to poach some spells off the wizard list, like haste. Also I can't spam summoned monsters, instead I can spontaneously cast spells off of the good domain spell list, so stuff like circle of protection against evil, dispell evil, etc. Considering that I find both summoning spam, and wildshape the most annoying parts of being a druid, I see this as a total win! Hope you like it!

Bhornkild "Walks with Spirits" |

I made this guy for a level 8 game that didn't end up happening so I'll throw his hat into the ring. He's a shoanti Chained Barbarian/2 Oracle 4/ Rage Prophet 5.
The Rage Prophet is sort of an anti-undead PrC, which is pretty thematic for the AP. I put a fair amount of resources into upping his spellcasting ability, but he's primarily a melee combatant. His damage potential doesn't look amazing, but with Power Attack, Rage, and Divine Power, his full attack is something like +23/+23/+18 for 2d6+30.
Most of the spells I've chosen are negotiable, just depends on what kind of composition the party ends up with and what people want, but he can help with supplemental healing and take some of the spell slot pressure off of the parties 'main' divine caster with Restoration and Dispel Magic and the like. On the Oracle side he has the Lore Mystery, so he has solid knowledge skills and passable Diplomacy/Intimidate.
A question. Would you be amicable to me using the Unchained Barbarian with the PrC instead of using the Chained Barb? The Rage Prophet requires the "Moment of Clarity" rage power, but the UnBarb only has access to the "Calm Stance." They do the same thing, but since they're not called the same thing the UnBarb technically can't qualify for the PrC. I'd prefer to use the UnBarb because their Rage has a whole lot less math involved with it, but if you'd prefer I stick with the Chained Barb that's fine too.
Moment of Clarity (Chained):The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.
Calm Stance (Unchained): The barbarian can enter a state of calm. While in this stance, the barbarian doesn’t gain any benefits from rage other than the temporary hit points, but she doesn’t take any of the penalties from rage (including the penalty to AC and the restriction on actions she can take). Rounds spent in a calm stance still count against her total number of rounds of rage per day. This is a stance rage power.
Male human (Shoanti) barbarian 2/oracle 4/rage prophet 5
N Medium humanoid (human)
Init +0; Senses Perception +14
--------------------
Defense
--------------------
AC 27, touch 16, flat-footed 23 (+9 armor, +2 deflection, +4 Dex, +2 natural)
hp 121 (11 HD; 4d8+5d10+2d12+52)
Fort +13, Ref +9, Will +9
Defensive Abilities uncanny dodge; Immune fatigue
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 furious earth breaker +16/+11 (2d6+9/×3)
Special Attacks rage (16 rounds/day), rage power (moment of clarity)
Rage Prophet Spell-Like Abilities (CL 5th; concentration +13)
. . 1/rage—guidance (+2 vs. fey/outsider/undead/incorporeal)
. . 1/day—dancing lights, ghost sound (DC 14), mage hand
Oracle Spells Known (CL 11th; concentration +19)
. . 4th (5/day)—cure critical wounds, divine power, legend lore, restoration
. . 3rd (7/day)—blood rage, cure serious wounds, dispel magic, locate object, magic circle against evil, speak with dead (DC 17)
. . 2nd (7/day)—aid, cure moderate wounds, inheritor's smite, ironskin, lesser restoration, see invisibility, tongues
. . 1st (7/day)—bless, cure light wounds, detect undead, divine favor, hidden spring, identify, moment of greatness, remove fear
. . 0 (at will)—create water, detect fiendish presence, detect magic, enhanced diplomacy, guidance, light, purify food and drink (DC 14), read magic
. . Mystery Lore
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 18, Int 10, Wis 10, Cha 18
Base Atk +8; CMB +13; CMD 25
Feats Extra Rage, Favored Prestige Class, Power Attack, Prestigious Spellcaster, Prestigious Spellcaster, Raging Vitality, Weapon Focus (earth breaker)
Traits fate's favored, magical knack
Skills Appraise +8, Climb +10, Diplomacy +12, Intimidate +13, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +21, Linguistics +5, Perception +14, Swim +10
Languages Ancient Osiriani, Celestial, Common, Elven, Necril, Nightsong, Shoanti
SQ fast movement, oracle's curse (lame), ragecaster, raging healer, revelations (lore keeper, sidestep secret), slow and steady, spirit guardian
combat gear +3 mithral chainmail, +2 furious earth breaker, amulet of natural armor +2, belt of physical might +2 (Str, Con), headband of alluring charisma +4, ring of protection +2, ring of resistance +2, spell component pouch,
Other Gear handy haversack, bedroll, blanket, trail rations (7), 500 gp, 9 sp
--------------------
Special Abilities
--------------------
Fate's Favored (Faith Trait) +1 to Luck Bonuses.
Extra Rage +6 rounds of rage/day.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Prestige Class (Rage Prophet) Gain +1 HP or SP each level, +4 bonus to Know (Religion).
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Magical Knack (Oracle) +2 to caster level.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prestigious Spellcaster (1st level) Increase Oracle Magic level by 1.
Prestigious Spellcaster (5th Level) Increase Oracle Magic level by 1.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ragecaster (+7 CL) (Su) Oracle CL adds Barbarian level with moment of clarity.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Spirit Guardian (Sp) Swift action to spend rage and grant arms ghost touch for 1 rd, even when not raging.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Focus (Earth Breaker) +1 on attack rolls with weapon.
===============Personality===============
Like any shoanti, Bhornkild carries himself with cool confidence, trusting both in his own skill and the guidance of the spirits. Unlike most shoanti, Bhornkild has a charismatic quality that might even be called "forceful", far more approachable than his tribal kin. Despite a natural gift for socializing a winning people over, Bhornkild is a loner, though he is never really alone. Haunted by visions of the spirit realms and those who reside there, he has always been distant with those who still have two feet firmly planted within the land of the living. He can come off as more aloof and spontaneous than his stoic brethren, but that is only because the spirits are fickle, often changing their minds without notice, and he follows where they lead. His calm and quiet personality stands in stark contrast to his appearance. He does not seek confrontation, but he does not shy away from battle or challenge. Bhornkild has a surprising mastery of all scholastic subjects, from the mundane the the most cryptic and esoteric, a feat he attributes, like all things, to the spirits.
===============Appearance===============
Pic of Bhornkild
Age: 39 | Height: 6'03" | Weight: 230 lbs. | Hair: Dark Brown| Eyes: Dark Blue
Bhornkild is a human of shoanti descent. His most notable feature are his dark blue eyes, which shoanti do not normally have. Dark blue eyes that tend to wander, following the paths of the spirits that leap and play about him. The spirits that have guided him since birth. Brown hair hangs to his shoulder blades and he has a full, medium length bear. He has copper colored skin - a feature as much a gift from his shoanti heritage as it is from endless hours spent under the sun. His skin is crisscrossed with many battle scars, some from beasts, some from more intelligent foes, but he has somehow managed to acquire a collection of only what would generally be considered "attractive" scars - scars that make readily apparent his tale as a skilled and powerful warrior, but do not leave him disfigured or maimed. His copper skin is also covered in tribal tattoos, mostly on his arms and back, representing his Quah. He is tall even for a shoanti, with broad shoulders, barrel chest, and heavy muscling. His clothing is of traditional shamanic styling: open toed leather sandals and loose-fitting flame-orange linen trousers under a simple, white sleeveless cotton robe of sorts that is often left open to bare his chest. He wears a large amount of jewelry and piercings for a warrior, mostly gold and onyx, each piece representing a different spirit or rite or ward against the undead. He wields a mighty iron earth breaker - the weapon of his people - and wears a mithril breastplate, cut down to minimize its interference in moment and only covering enough to protect his vital organs from direct blows.
===============Story===============
The boy was born with blue eyes. Shoanti are not born with blue eyes. They say children with blue eyes are favored by the spirits - that blue eyes can better see the spirit world. Born into the Skoan-Quah, the Skull Clan, this omen was seen as a great blessing. It was the duty of the Skoan-Quah to protect the spirits of all the dead clansmen who had come before.
Life on the Storval Plateau was hard, even for survivors like the shoanti. Children were raised not by their parents, but by the clan as a whole. This gave the children access to the resources of the whole clan, not just of their parent's, and gave children the best chance to survive. But life was hard on the Storval Plateau. Less than half of the children born would survive to see eight summers. With so few children making it to adulthood, children were not seen as one of the Quah until their twelfth year. The children were not even named. A sort of emotional survival mechanism; if you do not love them, you will not miss the majority that do not make it. Those who do make it their twelfth summer undergo a rite of passage where they will take their true place beside their clansmen and where they will receive their name. The rite of passage is determined by the shaman of the Quah, who communicates with the spirits to find a suitable test for each child. The rites were not intended to kill, but they were nevertheless deadly, as were all things on the plateau.
Being born with blue eyes was a mark of the spirits favor; it was not a promise that a child would rise to greatness, or even survive childhood, but the boy with blue eyes seemed destined for greatness. He grew fast and strong, hale and hearty, clever and charming. A favored child, but he did not seek attention, or even seem to enjoy it. From infancy, the blue-eyed boy seemed distracted by things only he could see. His gaze would dart erratically around the room, following something only he could see before he burst into laughter at the antics of the sprits invisible to all but him. The blue eyed boy learned all the things needed to survive on the hostile plateau and he did his share of the basket fixing and fire tending and other jobs suitable for young children, but when not needed for anything specific, he often wandered far and away from the rest of the clan, ever chasing his spirit companions. The lad was easy prey for the Cinder Wolves and Bush Tigers, but he always defied fate, always being in the right place at the right time to avoid the deadly predators.
His twelfth summer came, and it was time for the blue-eyed boy to undertake his rite of passage and earn his name. Atsila, the clans shaman, communed with the spirits and set the boy on his task: steal an egg from the nest of an inferno eagle, who make their nests atop the cliffs of the Wyvern Mountains. A harrowing task, the inferno eagles themselves were half the size of roc's, never mind all the other threats the mountain harbored. He eagerly set upon the rite and succedded. The boy claimed a mischievous and cunning fox spirit named Máii iiłtsoí guided him on his quest. On his return, the blue-eyed boy was named Bhornkild - "Walks With Spirits" in the common tongue.
Bhornkild's wanderings away from the main body of the tribe rapidly increased in distance and duration over the next few years. One day, in his sixteenth winter, he left and did not return.
That was near two decades ago.
Bhornkild is a warrior who fights for the spirits of the dead. He has many spirit companions; Skeind, the powerful bear spirit and Fiere, the wise owl spirit are two of his most prominent companions, but he has always been led throughout the world by his constant companion Máii iiłtsoí, the playful fox. He has traversed much of the inner sea region in his quest to bring peace to the restless undead and the souls bound to their twisted and corrupted forms. Some journeys see him delving alone deep into forgotten tombs to slay wights and zombies, while others have him joining forces with armies to put down hoards of undead summoned to the face of Golarion by liches or foolish mortal necromancers. His most recent task was to put down the risen mummy of a forgotten pharaoh in the Scorpion Coast region of Osirion. That task dealt with, Máii iiłtsoí wished Bhornkild to travel to the Ustalav. The guardian spirits of the afterlife whisper warnings of the rise of a foe unlike any Bhornkild has faced before...

Undead_Narrator |

Responses to comments:
1. Infomatic: No, the party will not have gone through the prior chapters of the AP. The party will be hired for an escort mission at the beginning and then become aware of the larger plotline.
2. Ash: Eldritch Knight- interest piqued!
3. Lapyd: RP is welcomed so please submit. I have looked at the reserve player's cleric and it is not optimized - solid with good survivability but not OP.
4. Kazmanaught: Very cool. I was unaware of this druid concept, so thanks for the rundown.
4. Bhornkild: Very nice use of the PrC! Yes, you can use the Unchained version of the barbarian to qualify for the PrC. Anything in favor of easier math! :)
Great concepts everyone!

Beryl Saltboulder |

Hi GM! Thanks, Lapyd here with my concept :) still working on the character. He won't be as optimized or efficient as my friends, but I feel still can be fun (and will give me the opportunities to RP).
Since a lot of people were going with prestige classes, I loved the idea and wanted to try one too - so I built the character going into the Mortal Usher one!
Beryl is a gravedigger and worshipper of Pharasma. As a trained stonemason, he also works on the tombstones for the town. Yet, he's a recluse man, used to work at nights when no one was around, and used to the cold silence of it.
A given day, however, the dead started to dig out their graves - and, surrounded, the poor Beryl fought tooth and nails with the tools he had to send them all back to their deep holes. Overwhelmed, he saw himself fighting side by side with a strange outsider - a psychopomp - and together they won the day.
The vagabond "warrior" took the teachings of Pharasma to his heart, and started to dedicate his time to her service, becoming a Mortal Usher in the process. He isn't a trained fighter - he uses improvised weapons - but was empowered by the Lady of Graves, and is nowadays fairly capable to do her bidding.
I like that mechanically I get to use the very strong shikigami style feats and combine with combat maneuvers (I'm a sucker for them) like feinting and disarming. Again, my colleagues will likely be kicking a lot more bony undead asses around me, but I still think I can be useful, and I love the opportunity of role playing such an unique character.

Bhornkild "Walks with Spirits" |

Bhornkild: Very nice use of the PrC! Yes, you can use the Unchained version of the barbarian to qualify for the PrC. Anything in favor of easier math! :)
Cool cool cool. Thank ya.
In that case I made some changes to Bhornkild to account for UnBarb. I discovered that Oracles have Magic Vestment and that a Lesser Extend Metamagic Rod + Ironskin was a better use of resources than magic armor and an Amulet of Natural Armor, so his items have changed a bit. I also shored up his Diplomacy/Intimidate and bought a Circlet of Persuasion. Bhornkild hunts the undead not because he hates them, but to free them from their hellish bonds of undeath, so I thought it would make sense for him to be good at talking to intelligent undead and stuff. Overall the build hasn't changed much, but the updated stats are in the profile if'n you want.

RHMG Animator |

Kazmanaught: Don't need anything from you.
RHMG: Core races and Dhampir only. D-Kal was referring to the draconic bloodline.
Beryl/Lapyd: Look forward to reading the complete concept.
Bhornkild: Changes noted.
I was looking at Core races but with a template added, so technically I am still going with a Core race.
The ideas I had were;Feral Human, or Half-Minotuar Elf, both ideas products from a mad scientist who experimented on the character earlier one and seeking vengeance against those that supported the project that tormented them...so.....
(I planned on throwing away a few parts of each template to lower their impact
and with the game level being this high, a LA +1 template is only a slight bump in power, reference and is effectively nulled)

‘Eκάτη |

Very interested in this particular adventure, and even more so on these levels. I will bring the character within a day or two. The basic idea is a Hellknight Signifer, probably from the Order of the Pyre. She investigates a number of crimes committed by the cultists of the Whispering Way throughout Avistan. Order of the Pyre literally specializes in destroying dangerous cults (not just chaotic ones), so the motivation of the character is more than understandable. This is her job and vocation.

Undead_Narrator |

Okay, just to give everyone a summary of the the applicants so far:
Complete:
Sven the Shieldbearer – Dwarf Ranger 7/Sun Seeker 4
Zengi’a: Human Halcyon Druid 11
Bhornkild: Human Unchained Barbarian/2 Oracle 4/ Rage Prophet 5.
Incomplete:
Beojraek: Human Monk 1/Sorcerer 4/DD 6
Beryl Gray: Human (Varisian) brawler (hinyasi, snakebite striker) 6/mortal usher 5
Infomatic: Half-Elf Alchemist 11
Javell DeLeon: Dhampir Paladin ?
Expressed interest:
Ouachitonian
WabbitHuntr
Ash
RHMG Animator
Ekatn (as close as I can get)
If I missed anyone, let me know.
Deadline is: 5/15 at Noon EST.

Javell DeLeon |

Okay, I've got him done for the most part: Morbury
I'm still in limbo on a few things mechanically and that's due to a few questions I have. I figure I'll wait to see if he gets chosen, that way, I won't bother you with a bunch of questions that won't matter if he's not selected. :P
Unless it's necessary then I can send you a pm with them. Let me know.

Chalkou |

Okay, this is Ouachitonian's submission. All the details are in the alias, but the upshot is that Chalkou is technically a half-orc, but with the Necromantic Affinity feat for that Dhampir flavor. He's a Pharasmin warpriest who focuses heavily on being anti-undead. The background and whatnot is...maybe a little less detailed than it could be, I always struggle a bit with making relatively high-level characters sound as experienced and badass as they should be. But anyway, he should be basically finished, pending the answer to my question a few posts up from this one. And maybe retouching the background somewhat if you don't think it cuts the mustard.

Undead_Narrator |

Ok, some responses are needed:
Azrael: Witch fits the setting.
Lapyd: Fun read.
Javell: Comment on Morbury: Trying to understand, he takes damage from positive energy, but he channels and he does not have selective channel, so he purposefully injures himself when he does so. Is that accurate?
RHMG: Remember the 4th player is playing a cleric.
Ruin Explorer: Welcome and look forward to it.
Ouachitonian: No drawbacks. I like the tie-in to the Palatine Eye.

RHMG Animator |

Ok, some responses are needed:
Azrael: Witch fits the setting.
Lapyd: Fun read.
Javell: Comment on Morbury: Trying to understand, he takes damage from positive energy, but he channels and he does not have selective channel, so he purposefully injures himself when he does so. Is that accurate?
RHMG: Remember the 4th player is playing a cleric.
Ruin Explorer: Welcome and look forward to it.
Ouachitonian: No drawbacks. I like the tie-in to the Palatine Eye.
I thought the reserve was going alchemist.
Also my cleric is bring the gift of immortality, using next to 95% core content....

Undead_Narrator |

@GM: Thanks! It's fun to write about him too.
About Javell's Morbury, I believe that characters that channel can always exclude themselves from the burst, even without selective channel (it's more for other targets if I'm not mistaken).
You are correct. Thanks for the clarification. It's the last line: A cleric can choose whether or not to include herself in this effect.

Undead_Narrator |

Undead_Narrator wrote:Ok, some responses are needed:
Azrael: Witch fits the setting.
Lapyd: Fun read.
Javell: Comment on Morbury: Trying to understand, he takes damage from positive energy, but he channels and he does not have selective channel, so he purposefully injures himself when he does so. Is that accurate?
RHMG: Remember the 4th player is playing a cleric.
Ruin Explorer: Welcome and look forward to it.
Ouachitonian: No drawbacks. I like the tie-in to the Palatine Eye.I thought the reserve was going alchemist.
Also my cleric is bring the gift of immortality, using next to 95% core content....
Initially yes, but he changed his mind to a cleric. I posted it above - see Post #14.

![]() |

I am here to toss in my hat with Lorgar, the non-Judgmental Inquisitor.
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Male Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 11
NG Medium humanoid (Orc, Human)
Init +3 ; Senses Perception +23
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Defense
--------------------
AC 24, touch 15, flat-footed 19 (+9 armor, +3 Dex, +1 Dodge, +1 Insight)
hp: 91 (11d8+11 Con, +11 FC, +11 Toughness)
Fort +14, Ref +12, Will +17
Defensive Abilities: Shake it off [+1-4 bonus on saves equal to number of adjacent allies]
--------------------
Offense
--------------------
Speed: 20 Ft [30 ft without armor]
Melee: +1 Greataxe +15/10 [1d12+10; x3]
Ranged: None
Special Attacks Bane 14/14 rounds, Sneak Attack +3d6, +1 Damage to Undead, Haste 10/10 Rounds
Spells (CL 11; Concentration +15)
Level 0 (-):[6] Acid Splash, Detect Magic, Light, Read Magic, Stabilize, Create Water
Level 1 (/5): [6] Bless, Divine Favor, Shield of Faith, Cure Light Wounds, Remove Fear, Wrath
Level 2 (/4): [5] Align Weapon, Lesser Restoration, See Invisibility, Spiritual Weapon, Tongues
Level 3 (/4): [4] Daylight, Heroism, Magic Circle Vs C/E/G/L, Communal Resist Energy/Deadly Juggernaut (Depends slightly on group)
Level 4 (/2): [3] Death Ward, Freedom of Movement, Greater Invisibility
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 12, Int 10, Wis 18, Cha 8
Base Atk +8 ; CMB +14; CMD 28
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoos: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Spells: I can cast spells using Wisdom.
Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.
In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.
At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
This ability replaces an inquisitor’s domain.
Studied Target: At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: I have cantrips.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Stalwart: At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Sneak Attack: At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Slayer Talent: At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
Speak with Dead: At 6th level, when the inquisitor eats an enemy’s sins, within 10 minutes of doing so, she can ask the remnants of the enemy’s soul questions as if using speak with dead, with a caster level equal to her inquisitor level. She does not need the enemy’s corpse to use this ability (she can eat sin, move away from the corpse, then use speak with dead), though the soul gets a saving throw just as a corpse would.
This ability replaces the bonus teamwork feat gained at 6th level.
Traits
Fate’s Favored (Faith): Double Luck Bonuses.
Subject of Sudy (Undead): You gain a +1 bonus on damage rolls against creatures of this type.
Feats:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Power Attack: ou can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Extra Bane: You can use your bane ability for 3 additional rounds per day.
Heavenly Bane: Whenever you have a weapon imbued with the bane special quality, that weapon is considered good and lawful for the purpose of overcoming damage reduction.
Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Skills: Acrobatics +4 (3) [0], Bluff +10 [8], Climb +7 [0], Disable Device +24 [11], Intimidate +4 [0], Knowledge: Arcana +10 (14) [5], Knowledge: Dungeoneering +8 (14) [5], Knowledge: Nature +8 (14) [5], Knowledge: Planes+8 (14) [5], Knowledge: Religion +14 (18) [11], Perception +23 [11], Sense Motive +23 [11], Spellcraft +10 [5] (Armor Check Penalty -3, No penalty to Climb or Acrobatics checks to Jump)
Languages: Common, Orc
SQ: Darkvision 60 ft
Combat Gear: +1 Greataxe (2320 gp/ 12 lbs), +3 Agile Breastplate (9550 gp/30 lbs), +2 Belt of Physical Might (Str/Dex) +2 (10,000 gp/ - ), Headband of Inspired Wisdom +4 (16,000 gp/-), Handy Haversack (2000gp /5 lbs), Eyes of the Eagle (2500 gp/-), Ring of Maniacal Devices (5000 gp/-), +4 Cloak of Resistance (16,000 gp/1 lb ) Dusty Rose Prism (5000 gp/ -), Boots of Speed (12,000 gp / 1 lb), Wand of Infernal Healing (750 gp/ -)
Gold: 759 Silver: 4 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll* 1/1 5 0.1 gp
Wooden Holy Symbol 3/3 0 3 gp
Masterwork Thieves Tools 1/1 2 100 gp
*= Carried in Haversack
Total Weight 44 lbs / 173 lbs or less light/ 174-346 medium / 347-520 heavy
When he came of age Lorgar set out to find those who were weighing down their souls with their sins in order to eat their sins as the books of Pharasma spoke of while also working to stop them from continuing to take actions which would make Pharasma judge them harshly.
Lorgar is a large half-orc covered in tattoos that ward against evil. He wears a breastplate and carries a large axe. Lorgar
Lorgar tends to be very calm. He has become adept at telling people in a generally believable manner that everything will be ok and that he is not judging them even if he is pretty sure that Pharasma will be judging them harshly.
Lorgar began his adventures by traveling high into the Emerald Tower. After working to save the souls of the beings in that dark place he traveled to the lands near Ustalav where he began to help the people in the fog-covered land and beset by beings whose souls were heavily weighed down by the darkness in them. He spent much of his early time in the lands working with some other adventures to deal with a group of lycanthrope that hunted in the small city of Karcau. The creatures hunted the canals of the city and used them to strike and escape making it difficult for the local guards and Lorgar to track them down. But in time Lorgar and his allies managed to track the lycanthropes to their leader, an evil cleric of Jezelda.

Undead_Narrator |

Friday update!
Complete:
Sven the Shieldbearer – Dwarf Ranger 7/Sun Seeker 4
Zengi’a: Human Halcyon Druid 11
Bhornkild: Human Unchained Barbarian/2 Oracle 4/ Rage Prophet 5.
Beryl Gray: Human (Varisian) brawler (hinyasi, snakebite striker) 6/mortal usher 5
Morbury - Dhampir Paladin 11
Chalkou - Half-orc (mystic) warpriest of Pharasma 11
Malinor - Male Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 11
Incomplete:
Beojraek: Human Monk 1/Sorcerer 4/DD 6
Infomatic: Half-Elf Alchemist 11
Expressed interest:
WabbitHuntr
Ash
RHMG Animator
Ekatn (as close as I can get)
Azrael
Ruin Explorer
If I missed anyone, let me know. 2 days left!

Azrael Dukshi |

So I've put down the background and her other roleplaying aspects here, for Kassidee, Half-Elven Bonded Witch 11. Working on the crunch still but she'll have a Spirits Patron with some healing/utility/control spells and hexes for her. I hope this concept appeals for the DM and players alike!
Life as a freed slave was still harsh for them, as Kassidee and her mother spent time on the fridges of Ustalavan society. Distrusted by most commoners, her mother had to take distasteful jobs to make ends meet before she was able to save enough money to bring them down to Caliphas, away from the superstitious prejudice they encountered. Here she quickly found work in a seamstress shop, and Kassidee would join her shortly as an apprentice, using a spindle to weave fibers into thread.
Things were looking up for a while until Kassidee started to notice strange people watching her in the distance. When she told her mother, she couldn't see them at all. It wasn't until she was in her teens though that she realized that there was something off with what she was seeing. She heard whispers at night in the dark, fearful that she was going mad. But she came to realize that she was being called to power. Inspired by the potential of bringing herself and mother up in the world, she pricked her finger upon her spindle, creating her bond with her patron.
Over the decades she's used her patron's power for the benefit of herself and mother, improving their living conditions, helping her to own her own seamstress shop and following the whispers of the spirits, for they usually ended with a reward for her services. These days she continues this path, thought she's recently felt worried about what will happen when the whispers ask her for something more distasteful.

Edelsmirge |

11th level cleric of Horus with subdomain Animal and subdomain Day(Sun).
Human LN
1. Improved channel (+2 DC)
A. Selective channel
3. Improved init (+4 init)
5. Boon Companion
7. Quick Channel
9. Channelling Variance (rulership)
11. Channelling Variance (rulership)
Traits
1. Sacred Conduit (+1 DC)
2. Reactionary (+2 init)
Str 10 Dex 10 Con 14 Int 10 Wis 16 Cha 18
Lv 4 +1 Wis
Lv 8 +1 Wis
Skills:
1. Perception 11 3 0 14
2. Diplomacy 11 4 3 18
Background:
Profession soldier 11 3 3 17
Ride 11 0 3 14
Appearance: Morgrym is an older man with bleached white blond hair and a well tanned face who has an easy going smile who despite his older age is healthy and good looking.
Background: Morgrym was born in the far deserts of Osiriani with a calling to Horus from birth and a desire to travel. Along with his trusty side kick he picked up along the way he has gone ever following the call for those in need of help and for lands in need of just rule. Morgrym rarely finds himself in arguments and often when he does simply talks his way out of them. When this does not work he calls upon Horus to strike down his enemies with the vision of the Falcon. Morgrym's sense of adventure brought him to join several countries armies where he took up the life of a professional combat healer and gained his devil may care attitude as far as where he goes. This has brought him to seek coin and travel and to enjoy a good coffee or drink as well as the fine companionship of good friends and fine women.
Morgrym's trusty friend is a large Falcon that grows in the Brazen Peaks and whom Morgrym has had since a youngling.
Vulture, Giant
STARTING STATISTICS
Size Medium; AC +2 natural armor; Speed 10 ft., fly 50 ft. (average); Attack bite (1d8); Ability Scores Str 12, Dex 15, Con 14, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, +4 on saves vs. disease.
7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.