
GM Wolf |

“The Haunting of Harrowstone” assumes that the PCs have
personal ties to recently deceased Professor Petros Lorrimor.
This provides a reason for Lorrimor’s daughter, Kendra,
to invite the PCs to her father’s funeral, and also explains
why the PCs appear in the professor’s will. The Carrion
Crown Player’s Guide informs players about everything they need to know to play
characters that will fit in well with the country of Ustalav
and the Carrion Crown Adventure Path. Included in this
player’s guide are a number of campaign traits that players
can choose for their characters—in addition to providing
minor benefits, each of these campaign traits gives the
PCs reasons to come to Ravengro to pay their respects to
Professor Petros Lorrimor.
Character Generation:
Roll [dice]4d6[dice] (keeping the highest 3) 7 times, the seventh roll may replace any of the earlier rolls. The rolled stats may be moved around to best fit your character.
4th level
Everyone starts with one special aura. This ability will give your class a focus and other minor abilities. So if you picked Ice, you may want to be able to freeze water if you touch it with your finger. You likely would become resistant to cold, gain the ability to slide naturally on ice, or the ability to create water.
Suggestions: Regeneration, Lightning, Fire, Acid, Cure, Inflict, Draconic, Fey, Angelic, Beast.
All classes accepted, if you play an occult class you will need to explain it a lot.
2 traits.
Background skills and feat tax adjustments are encouraged. If you have any questions please ask.
I expect you each to have a character sheet, a description, a background story, personality & preferences, last I want a major flaw. This could be a physcial deformity that you try to overcome, or a mental addiction to porn. You choose!

Ever_Anon |

Extremely interested. Carrion Crown is an AP I’ve always wanted to try. Am I understanding correctly that we’d be starting at fourth level from the very beginning of the AP? Do we still begin with the normal starting gold for our class? How would that affect future leveling?
Going ahead and rolling for stats:
4d6 ⇒ (1, 1, 4, 1) = 7 6
4d6 ⇒ (4, 1, 5, 5) = 15 14
4d6 ⇒ (6, 5, 2, 4) = 17 15
4d6 ⇒ (3, 1, 5, 6) = 15 14
4d6 ⇒ (5, 6, 6, 4) = 21 17
4d6 ⇒ (5, 5, 4, 2) = 16 14
4d6 ⇒ (5, 2, 4, 3) = 14 12
That’s ridiculously good. If you think it’s too good I don’t mind either rerolling or keeping the 6. (The character I’ve had in mind for this AP is a Pharasman inquisitor which, being MAD, would appreciate all those 14s. However dumping Charisma wouldn’t be an issue if you think keeping the 6 would be better for balance.)

Mokmurian the Great |

I am certainly interested. I will have limited internet access until the 22nd, but I will try to make a character as soon as I can.
4d6 ⇒ (2, 5, 2, 6) = 15 = 13
4d6 ⇒ (6, 5, 4, 6) = 21 = 17
4d6 ⇒ (2, 6, 1, 2) = 11 = 10
4d6 ⇒ (6, 6, 6, 4) = 22 = 18
4d6 ⇒ (4, 3, 3, 3) = 13 = 10
4d6 ⇒ (3, 3, 2, 6) = 14 = 12
4d6 ⇒ (6, 1, 5, 3) = 15 = 14
Stat array seems quite good. I may try an alchemist character - perhaps a crypt breaker serving as the party rogue?

Robert Henry |

Curious GM Wolf, I've been thinking about 'Carrion Crown' lately. I was wondering if I should run the AP adding a 'Penny Dreadful' twist and making it 19th century alt-earth. This may scratch that itch instead.
A few questions: How long are you keeping recruitment open for? How many players are you taking? What races will you permit? What sort of posting rate are you looking for?
stats: 4d6 - 5 ⇒ (5, 6, 5, 6) - 5 = 17
stats: 4d6 - 1 ⇒ (3, 3, 1, 5) - 1 = 11
stats: 4d6 - 1 ⇒ (5, 5, 1, 2) - 1 = 12
stats: 4d6 - 2 ⇒ (5, 4, 4, 2) - 2 = 13
stats: 4d6 - 3 ⇒ (6, 5, 3, 4) - 3 = 15
stats: 4d6 - 1 ⇒ (1, 2, 6, 3) - 1 = 11
a 27 pt buy,

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Interested but I don't quite understand the character creation, are we starting at level 4? And a little more info about the aura would be helpful as well
Stats: 4d6 ⇒ (3, 5, 2, 5) = 15
Stats: 4d6 ⇒ (2, 2, 2, 4) = 10
Stats: 4d6 ⇒ (4, 4, 1, 5) = 14
Stats: 4d6 ⇒ (5, 1, 4, 3) = 13
Stats: 4d6 ⇒ (6, 5, 5, 6) = 22
Stats: 4d6 ⇒ (3, 1, 5, 1) = 10
Stats: 4d6 ⇒ (1, 5, 3, 2) = 11
Lucky

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I'm interested.
4d6 ⇒ (4, 2, 4, 2) = 12 10
4d6 ⇒ (3, 3, 4, 4) = 14 11
4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (1, 3, 4, 4) = 12 11
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (2, 2, 1, 1) = 6 5
4d6 ⇒ (5, 4, 4, 3) = 16 13
I'm thinking of a crossbowman, someone who was employed by Professor Larrimore for protection regularly (taking the "On the Payroll trait).

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Sounds like fun... let's see what I get!!
4d6 ⇒ (1, 4, 6, 5) = 16 - 15
4d6 ⇒ (5, 2, 3, 1) = 11 - 10
4d6 ⇒ (5, 6, 6, 6) = 23 - 18
4d6 ⇒ (1, 5, 1, 3) = 10 - 09
4d6 ⇒ (6, 2, 5, 5) = 18 - 16
4d6 ⇒ (2, 6, 1, 2) = 11 - 10
4d6 ⇒ (4, 1, 3, 3) = 11 - 10
Not horrible...will have to think what I want to play and will fit with the game.

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When do you plan to begin gameplay? I haven't played Adventure path before so I'm not exactly how does feat tax work.
4d6 ⇒ (3, 4, 5, 1) = 13
4d6 ⇒ (5, 1, 4, 6) = 16
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (2, 2, 3, 3) = 10
4d6 ⇒ (1, 6, 6, 1) = 14
4d6 ⇒ (2, 4, 2, 2) = 10
4d6 ⇒ (6, 4, 2, 5) = 17
At the moment I'm building either rogue or witch.

GM Wolf |

This could be a simple magical item less than 500 gp, a +1 trait bonus to a skill, a contact within the city of Ulstav, or I am open to suggestions.
Yes 4th level! I intend to add more enemies and some unique undead!
Wealth by level gives you each a total of 6,000 gp. But knowing my games have so many more magical devices and such so instead you will have wealth greater by a level, so 10,500 gp!
Mustaparta: rogue or witch.
Daniel Stewart: ?
Dslak: crossbowman, someone who was employed by Professor Larrimore for protection regularly (taking the "On the Payroll trait).
Ms. Bloodrive:
Mokmurian the Great: alchemist character - perhaps a crypt breaker serving as the party rogue?
Edward Sobel: life oracle of Pharasma
The Lobster:
Ever_Anon: Pharasman inquisitor (Keep your rolls! I may give others that rolled less a small boost.)
Robert Henry: nice 27 point buy!
A few questions: How long are you keeping recruitment open for? How many players are you taking? What races will you permit? What sort of posting rate are you looking for?
I would say it depends on demand. If we have a lot of interest, which it looks like and everyone wants a week to develop their characters we can wait for the week. We won't start the game until we have five players with complete profiles.
Races: Any race is an option, if you take a monstrous race or template you lose the equivalent number of levels. So if I take a +2 template, then I only get two levels.
I am aiming at 2 posts a day Monday thru Thursday. Once we start I probably would like more than that so we can get off running. I plan to make a lot of responses around 9 pm, pacific time.
I am also looking for someone to have a butler, bodyguard, cook, or squire to create a GM NPC.
Oh, I will be bringing Sly into this one! Anyone want a shocker lizard familiar?

GM Wolf |

So you have an idea of where we are starting:
Kendra Lorrimor
Although he was getting on in years, Petros’s death was
rather sudden and his daughter Kendra, a 25- year-old
woman who has lived in Ravengro for nearly 15 years
(having moved here with her family as a child from
Lepidstadt after her father retired from teaching),
is still in mourning. Her eyes are red and puffy
and she dresses in dark, conservative clothes. Trim
and attractive, Kendra greets the PCs with a mixture
of curiosity, sadness, and relief—no one else has
come to pay their respects to her father, and “with
things the way they are in town these days,” very
few folks from Ravengro have come out for the
funeral as well. Kendra waves off questions for
now, promising the PCs that after her father
is buried and they return to her house, she’ll
answer any questions they have—both about
her father’s death and about his will.

Ever_Anon |

I think I've got the barebones of the backstory down. (Still working on the build. I can't decide if I want to go melee or ranged.)
My inquisitor will have the Child of the Temple and Subject of Study traits. When she was young her family sent her to the Church of Pharasma to serve as an acolyte. Her skills caught the attention of Zetiah Mardhalas, the High Exorcist, who suggested she be trained as an inquisitor. At some point during that training a gravebound buried her alive. She was only able to free herself due to a (previously unknown) affinity for earth. This peaked Professor Lorrimor's interest and they began corresponding.
Three questions:
1. Would earth be an acceptable choice for the special aura you mentioned? I want to double-check since it's not on the list of suggestions.
2. Could severe claustrophobia count as her major flaw, or would you prefer something less socially acceptable?
3. Could I use the Royal Accuser Inquisitor archetype? I've never played this AP so I'm not sure if having her thematically tied to the prince of Ustalav would cause issues.

GM Wolf |

To help explain the aura's you can look at Ever_Anon's reference to her affinity for earth. So she will have an Earth aura, which could evolve to be more specific or remain general. Specific types would be dirt, stone, metal, etc.
If you pick fire as your aura you could cast the cantrip spark. Later gain fire resist 5 and at 5th gain
To break it down it gives you some special benefits:
A cantrip that matches your 'element'
1/day spell like ability (1st spell).
At 3rd level gain resistance to element 5.
At 5th level gain a 1/day spell like ability (1st or 2nd level spell).
and gain affinity for your chosen 'element'
etc...
If you need any more clarification let me know and if anyone has an idea but wants help to develop it just let me know.

GM Wolf |

Three questions:
1. Would earth be an acceptable choice for the special aura you mentioned? I want to double-check since it's not on the list of suggestions.
2. Could severe claustrophobia count as her major flaw, or would you prefer something less socially acceptable?
3. Could I use the Royal Accuser Inquisitor archetype? I've never played this AP so I'm not sure if having her thematically tied to the prince of Ustalav would cause issues.
Earth would be an acceptable choice! The given list is just a few options, there are hundreds more!!!
Yes severe claustrophobia count as her major flaw.
Yes you can use the Royal Accuser archetype. We will see if it will draw some drama when it comes to that point. That should be fun roleplaying if it does happen!

Edward Sobel |

Ok some dice rolls
4d6 ⇒ (4, 6, 1, 5) = 16 = 15
4d6 ⇒ (6, 2, 3, 3) = 14 = 12
4d6 ⇒ (2, 5, 2, 1) = 10 = 9
4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (5, 5, 6, 6) = 22 = 17
4d6 ⇒ (3, 1, 1, 3) = 8 = 7
4d6 ⇒ (2, 2, 2, 5) = 11 = 9
Looks like final set is
17, 16, 15, 12, 9, 9
Could be interesting let's see how it pans out
As far as auras would a positive energy aura be something?

Phantom Genius |

Oh, I will be bringing Sly into this one! Anyone want a shocker lizard familiar?
Oh you had me at shocker lizard! And this is also one of the PF1 AP's that I haven't played.
1. Could the race be a lizardman and is that just a regular race or +1 level race? Because lizardman with shocker lizard is just too cool.2. Does it have to be a familiar? (I could play a witch.) Or could it be an Animal Companion? (I could play a druid or hunter.)
1: 4d6 ⇒ (1, 2, 5, 5) = 13 ->12
2: 4d6 ⇒ (6, 4, 2, 6) = 18 ->16
3: 4d6 ⇒ (3, 2, 3, 1) = 9 ->8
4: 4d6 ⇒ (2, 6, 4, 5) = 17 ->15
5: 4d6 ⇒ (6, 5, 4, 1) = 16 ->15
6: 4d6 ⇒ (2, 3, 1, 3) = 9 You're out.
7: 4d6 ⇒ (4, 1, 2, 5) = 12 ->11

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Ok...here is the rough crunch for my submission. He is a paladin. Will work on final version and background.
Unnamed Hero
Male agathion-blooded aasimar (idyllkin) paladin (oath against undeath) 4 (Pathfinder Player Companion: Blood of Angels 21)
LG Medium outsider (native)
Init 2; Senses Perception +3
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 10, flat-footed 23 (+10 armor, +3 shield)
hp 40 (4d10+12)
Fort 10, Ref 6, Will 12; +2 circumstance vs. blinded or dazzled, +0 morale bonus against saves to overcome negative levels
Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Spell-Like Abilities (CL 4th; concentration +9)
. . At will—halo
. . 1/day—summon nature's ally II
Paladin (Oath against Undeath) Spells Prepared (CL 1st; concentration +6)
. . 1st—endure elements, protection from evil
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 20
Base Atk +4; CMB 7; CMD 17
Feats Toughness, Weapon Focus (longsword)
Traits chance savior, ustalavic noble
Skills Acrobatics -6 (-10 to jump), Diplomacy +11, Handle Animal +12, Heal +7, Intimidate +5 (+7 circumstance vs. evil creatures), Linguistics +2, Ride -1, Sense Motive +7, Survival +5; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common
Other Gear +1 full plate, +1 heavy steel shield, 4,480 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Undead (Su)
Energy Resistance, Acid (5)
Energy Resistance, Cold (5)
Energy Resistance, Electricity (5)
Ghost Touch Aura (Su)
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Immunity to Disease
Immunity to Fear (Ex)
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.

The Sly |
1 person marked this as a favorite. |

As far as auras would a positive energy aura be something?
Yes you can have a positive energy aura. What were you thinking for your abilities?
GM Wolf wrote:Oh, I will be bringing Sly into this one! Anyone want a shocker lizard familiar?Oh you had me at shocker lizard! And this is also one of the PF1 AP's that I haven't played.
1. Could the race be a lizardman and is that just a regular race or +1 level race? Because lizardman with shocker lizard is just too cool.
2. Does it have to be a familiar? (I could play a witch.) Or could it be an Animal Companion? (I could play a druid or hunter.)** spoiler omitted **
Yes you are welcome to be a lizardman with 10 race points or the other variants your choice. You could also be a Dragonkin, my own special race, check it out:
CR: Lvl + 1
Type: Dragon humanoid. Do not recalculate HD, BAB, or saves.
Armor Class: Nat. armor improves by +2.
Special Qualities and Defenses: A dragonkin gains darkvision 60 feet; low-light vision; immunity to sleep and paralysis; and resist energy 10 of the same type as its breath weapon.
Speed: 30 feet.
Melee: A dragonkin has two claw attacks and a bite attack. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see Natural Attacks.)
Special Abilities: A breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per HD possessed by the dragonkin (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).
Dragon Variety Breath Weapon
Black or copper 30–foot line of acid
Brass 30–foot line of fire
Blue or bronze 30–foot line of electricity
Gold or red 15–foot cone of fire
Green 15–foot cone of acid
Silver or white 15–foot cone of cold
Powerful Build: Basically works as if you are Large but only when advantageous to do so.
Abilities: Increase from the base creature as follows: Str +4, Con +2, Int -2, Cha +2, Wis -2.
Animal companion does not work for Sly, but he could be your familiar. You could also blow a feat and get him as an arcane caster. Possibly using Familiar Link
Oh no! I found and even better one!!! Spark of the Uncanny!
I think some class archetypes gain familiars. So witch, sorcerer, wizard would be the easy choices. But I know a paladin that gets a familiar and it shows its true form when you get to 5th level I believe. I am sure other classes have it as well.

Phantom Genius |

Then it will definitely be Dragonkin Eldritch Fighter (who trades a feat for a familiar.) He could have a 20 Strength. Is that acceptable?
His weakness is libraries and universities, because he has no book learnin' and is positive that everyone there could take one look at him, judge him, and humiliate him. He would be the unarmed man in a battle of wits.

Edward Sobel |

Edward Sobel wrote:As far as auras would a positive energy aura be something?Yes you can have a positive energy aura. What were you thinking for your abilities?
Character radiates a small aura of positive energy. That harms undead. Does 1d4 damage to undead that are adjacent to the character. Also if the character channels positive energy to heal then add 1d6 to the amount healed.
A house rule I use (this is only a suggestion) we dont specify to heal living or harm undead. Channel is simply a wave of positive or negative energy (depending on alignment or diety) and it affecta all in the area of effect as applicable excluding those per selective channel feat

Valiard Tessar |

I plan to use Valiard. A roguish herbalist. Will knock him down to 4th and re-stat. He survived Carrion Hill, so I will be putting that in his back-story if that's ok?
4d6 ⇒ (5, 3, 1, 4) = 13 = 12
4d6 ⇒ (4, 5, 6, 6) = 21 = 17
4d6 ⇒ (2, 2, 1, 6) = 11 = 9
4d6 ⇒ (5, 3, 4, 2) = 14 = 12
4d6 ⇒ (6, 2, 1, 1) = 10 = 10
4d6 ⇒ (5, 2, 3, 6) = 16 = 14
4d6 ⇒ (4, 6, 6, 5) = 21 = 17

GM Wolf |

Then it will definitely be Dragonkin Eldritch Fighter (who trades a feat for a familiar.) He could have a 20 Strength. Is that acceptable?
His weakness is libraries and universities, because he has no book learnin' and is positive that everyone there could take one look at him, judge him, and humiliate him. He would be the unarmed man in a battle of wits.
Yes having a 20 in a stat using racial adjustments is accepted and welcomed! ;P
Nice flaw!

GM Wolf |

The Sly wrote:Edward Sobel wrote:As far as auras would a positive energy aura be something?Yes you can have a positive energy aura. What were you thinking for your abilities?Character radiates a small aura of positive energy. That harms undead. Does 1d4 damage to undead that are adjacent to the character. Also if the character channels positive energy to heal then add 1d6 to the amount healed.
A house rule I use (this is only a suggestion) we dont specify to heal living or harm undead. Channel is simply a wave of positive or negative energy (depending on alignment or diety) and it affecta all in the area of effect as applicable excluding those per selective channel feat
Yeah they did that in the beta and decided to not go that route. I just stuck with my 3.5 ruled brain.
Those positive abilities sounds good, but take out, "to heal then".
GM Wolf |

I plan to use Valiard. A roguish herbalist. Will knock him down to 4th and re-stat. He survived Carrion Hill, so I will be putting that in his back-story if that's ok?
4d6 = 12
4d6 = 17
4d6 = 9
4d6 = 12
4d6 = 10
4d6 = 14
4d6 = 17
Yes you can be among the survivors of Carrion Hill. Please add it to your fabulous backstory.
☆☆☆
So it looks like we have two half completed characters with background. How is everyone else doing? Once we have five we will close recruitment. I hate to turn people away especially after putting in so much hard work, so I may even run two games at the same time. I have been reading up on the campaign and taking lots of notes, especially of the Trust system.
Valiard you will give the group 2 more trust points!

Robert Henry |

How is everyone else doing? Once we have five we will close recruitment.
Hmmmm, The only character I've ever entered 'Carrion Crown' with was Seljak as a bloodrager. I could work him up to fourth level if we're really in a hurry. But I'd rather play something else.
I'm looking at two different characters. a Skinwalker Witchwolf (Werewolf-kin) Slayer named Børak. Who fears he's cursed because his mother told him he was born to be sacrificed to Jezelda. He would have met Petros rescuing the professor while he was traveling through the Shudderwood where Børak lived, so trait would be Chance Savior. The second character I'm considering is a Dhampir named Sariel I don't love the 'vampire hunter' class but I'm leaning towards something that would permit him to see himself that way, possibly a gunslinger possibly inquisitor. His flaw would be that he fears his 'family' is hunting him in return. He probably would take the Subject of Study trait.
Hopefully I'll get something posted before you get your five, or ten?

Ever_Anon |

I might do some tweaking of equipment and the like, but Tatyana Weis is basically complete. I ended up going for archery so her primary combat role will be ranged damage, with her spells being mainly used for buffing. Outside of combat she's a decent face despite only having 12 Charisma, because the Heresy Inquisition lets her use Wisdom for Bluff/Intimidate and gives free rerolls on Bluff/Diplomacy checks. She also gets 10 skill ranks per level and has invested in a lot of different skills.
As discussed her special aura will be earth and her major flaw is severe claustrophobia.
Please let me know if you have any questions or notice any mistakes!

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Here's Henric. Will probably give him some levels in Gunslinger (Bolt Ace) once he has some more Wisdom, so I can pool some grit points.
Henric Torje
Male human fighter (crossbowman) 4 (Pathfinder RPG Advanced Player's Guide 104)
CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +3
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 28 (4d10)
Fort +4, Ref +5, Will +2 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +8 (1d4/19-20)
Ranged henric's crossbow +8 (1d8+7/19-20)
Special Attacks deadshot
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 11, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 18
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Empty Quiver Style, Power Attack, Precise Shot, Prone Shooter[UC], Rapid Reload, Weapon Focus, Weapon Specialization
Traits ambush training, on the payroll
Skills Climb +4, Handle Animal +7, Intimidate +7, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (religion) +2, Perception +3, Ride +8, Spellcraft +1, Survival +6
Languages Common
SQ finesse weapon attack attribute, hero points
Other Gear +1 mithral chain shirt, henric's crossbow, blunted bolts (10), cold iron dagger, crossbow bolts (20), incendiary bolt (10), belt of incredible dexterity +2, handy haversack, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), tindertwig (4), trail rations (5), waterskin, 62 gp, 1 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadshot +2 (Ex) +2 to damage with a readied crossbow.
Empty Quiver Style (Light crossbow) Make melee atk with chosen weapon as if heavy or light mace.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prone Shooter Prone modifier to AC is -2 vs. melee and +6 vs. ranged.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Weapon Focus (Crossbows) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
--------------------
A child of Ustalavic peasants, Henric would had an ordinary childhood but for his mysterious ability to heal minor scrapes and wounds. His parents convinced the priests at the local temple of Pharasma in Tamrivena to take him in, but he had no aptitude for education or magic. He did however develop a talent for shooting crossbows at the practice range in Tamrivena, and began making money as a guard for caravans traveling across Ustalav.
This was how Professor Lorimor made Henric's acquaintance. Henric can't say that he knew the Professor well, but you do get to know a bit about a man when you work for him multiple times over the years, in harrowing situations. Once, when the Professor had been injured by a trap some Sczarni hireling had failed to spot, Henric had used his power to heal the Professor's wounds, which led to an extended and fruitless line of questioning about the source of Henric's power.
Aura: Cure - Touch an ally as a standard action to heal 1d3 wounds
Flaw: Henric is a notorious card shark. Immediately before departing for Ravengro, he was playing againt a local Sczarni leader who accused him of cheating (he was). So Henric shot him. It's only a matter of time before the rest of the gang catches up to him, and he's always done his best talking with his crossbow.

Phantom Genius |

I saw Regeneration on your list of auras. I think I'd like that since I'm all fight, no cast. I'm debating between sticking with claw/claw/bite and some interesting reach weapon. (Maybe I should start with reach, take my AoO as they approach, and then go c/c/b.)
I have the Player's Guide and have begun immersing myself in this land's history and people.

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Just starting my character's background and I noticed Dslak's story and thought it might meld nicely into mine, if you are interested.
Breynor is the only son of a noble family who lost their titles and land. As a youth, Breynor trained as a knight to help take over the lands of his ancestral home, but it seemed that his family was not seen as capable landlords, and they were removed from their fief. Many of the poor landholders were also removed with no thought of where they would go or how they would survive. Breynor's father and mother sold all they had to try and help their former tenants, but it was all for not, as soon they too were broke and starving. If not for the church of Iomedae they all would have perished.
The church was able to absorb most of the disenfranchised, and those they could not help were sent to neighboring lands with money to start a new life. Breynor felt a great debt to the church, and when he heard the calling from the goddess, he answered.
During their time struggling to survive, Breynor befriended a mercenary crossbowman named Henric Torje. The fellow had fallen into debt to a local loanshark who was trying to beat his money out of the poor fellow. Stepping in, Breynor traded his family armor to pay the man's debt and save him further injury. It was a surprise when he discovered the fellow could cure himself of many of his minor wounds. Taking this as a sign from Iomedae he befriend the man and the two became close companions.
It was Henric who introduced him to the Professor. It was during one of the explorations that Breynor was invited to assist, and it was by sheer luck he was there to save the professor's life. While he never accompanied the group on further adventures, he was always invited and many times the Professor would visit him at the church to talk.

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Ok, I have a thought about a boon;
As a warrior of Iomedae, the church has gifted a sacred weapon to Breymor, Inheritor's Light.
Inheritor's Light
Type: Longsword
Cost to buy: 6,555 gp
Source: Inner Sea Gods pg. 256 Aura faint conjuration and transmutation CL 3rd Slot none; Price 6,555 gp; Weight 4 lbs.
Description
This +1 longsword sheds light as a torch and when drawn emits a shining starburst around the hilt, similar to Iomedae’s holy symbol. Any cure spells or lay on hands effects used to heal the wielder of this blade heal an additional 1 point of damage per die, up to the effect’s normal maximum healing amount. Once per day, the wielder can use inheritor’s smite.
Construction
Requirements Craft Magic Arms and Armor, cure light wounds, inheritor's smite; Price 3,435 gp

Edward Sobel |

ok here is what I got:
KIMBERLY SNOW
Female human oracle (reincarnated oracle) 4
NG Small humanoid (human)
Init +3; Senses Perception +6
AC: 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 19 (4d8-4)
Fort +0, Ref +2, Will +7
Speed 30 ft.
Melee +1 cold iron dagger +6 (1d3/19-20) or
. . unarmed strike +5 (1d2-1 nonlethal)
Special Attacks channel positive energy 8/day (DC 18, 2d6)
Oracle (Reincarnated Oracle) Spells Known (CL 4; concentration +9, +5 melee touch, +5 ranged touch)
. . 2nd (4/day) (0/4)—cure moderate wounds, detect thoughts (DC 17), lesser restoration
. . 1st (8/day) (0/8)—bless, cure light wounds, detect evil, magic stone, sanctuary (DC 16), see alignment [UC]
. . 0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, ghost sound (DC 15), guidance, light, mage hand, read magic, resistance, stabilize
. . Mystery Life
Str 9, Dex 12, Con 9, Int 15, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Channel, Extra Revelation [APG], Power Attack, Racial Heritage (Samsarian) [APG]
Traits chance savior, sacred conduit
Skills
Acrobatics +1
*Appraise +2
Bluff +5
Climb -1
Diplomacy +12 (+4 ranks, +5 CHA, +3 Class skill)
Disguise +5
Escape Artist +1
*Handle Animal +10 (+2 ranks, +5 CHA, +3 Class skill)
Heal +12 (+4 ranks, +3 WIS, +3 Class skill, +2 healer’s kit)
Intimidate +5
*Knowledge (history) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (nature) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (planes) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (religion) +9 (+4 ranks, +2 INT, +3 Class skill)
*Lore (lesser undead) +7 (+2 ranks, +2 INT, +3 Class skill)
Perception +6 (+3 ranks, +3 WIS)
Ride +1
Sense Motive +10 (+4 ranks, +3 WIS, +3 Class skill)
Spellcraft +6 (+1 ranks, +2 INT, +3 Class skill)
Stealth +5
Survival +3
Swim -1
*=Background Skill
Languages Celestial, Common, Samsaran
SQ finesse weapon attack attribute, oracle's curse (haunted), revelations (enhanced cures, location memories [ARG], channel)
Gear ghost-vision gloves[UE], potion of hide from undead (4), potion of lesser restoration, antiplague[APG], antitoxin, healer's kit, holy water (2), holy weapon balm[ACG] (2), soul stimulant[UE], twitch tonic[UE] (2); mithral chain shirt, +1 cold iron dagger, backpack, bedroll, belt pouch, candle (10), candle lamp[UE], flint and steel, silver holy symbol of Pharasma, soap, tindertwig (10), waterskin, 1 gp, 6 sp
+1 cold iron dagger
Mithral Chain Shirt
Ghost-vision Gloves : These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to see the restless dead more clearly for the next 10 rounds. While active, ghostvision gloves grant the following effects.
The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet.
If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s.
While the gloves are active, constructs and living opponents treat the wearer as blind.
Potion (Hide from Undead) x4
Potion Lesser Restoration
Dagger - 0/1
Oracle Channel Positive Energy 2d6 (8/day) (DC 18) (Su) – 0/8
Location Memories (8/day) (Su) - 0/8
Spirit Memories (Su) (7/day) (DC 18) - 0/7
Holy Weapon Balm – 0/2
Healer’s Kit – 0/10
remaining coin: 1 gp, 6 sp
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not-so-distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhanced Cures (+4 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Location Memories (8/day) (Su) For 1 minute, gain +2 insight bonus on Perception & Survival, plus Scent and Low-light Vision.
Oracle Channel Positive Energy 2d6 (8/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Racial Heritage (Samsaran) You count as another race for the purpose of prerequisites.
Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head.
Believing it was her doll that she carried, she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name.
She remained a recluse, many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro.
She would always find a place to sleep, and food to eat with the church of Pharasma, never realizing the power she held inside. She would often walk the streets of the small town watching the people go about their business, she even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll.
Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend.
One evening, while wandering the town, Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign with his hand before passing cemetery gate. This did not bode well. There was something about him that piqued her curiosity, so Kimberly followed.
Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked Kimberly and she screamed. She wanted to flee but, she heard the voice of her friend once more urging her to go to the man.
Unsure what to do, she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign when she entered the cemetery, and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign of a spiral with her finger over her heart.
It was at that moment a wave of divine energy emanated from her, driving back the monsters; Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. She saved the man’s life that night; a deed that she never thought about again… until now.
Additional Notes:
1, Kimberly was born from the mists of the Southwest of Canterwall. The villages consumed and left desolate reside there. All her life, before finding the gypsies was gone from her, or perhaps they never existed.
2. The “sign” mentioned represents the old superstition of making the sign of Pharasma “A spiral shape with the finger” across your heart before passing or entering the cemetery.
3. Kimberly knows several of the other children in town but she would not be considered “friends’ with them since she is recluse and seldom conversed with them, but she would know them by name and some she would know where they lived.
4. The man rescued was of course Professor Lorrimor the events of that night were within a year of the funeral. During that time Kimberly spent more time at the church. 1] Because she was scared from what happened and what her “friend” told her. 2] To secretly practice her new talents guided by her “friend”
5. Kimberly’s “Friend” is just fluff and has no game mechanic other than serving as an explanation for the Haunted curse. To those that do not know any better, Kimberly could be considered to have Schizophrenia.
6. Kimberly is reincarnated and sometimes has have visions of her past lives. She retains the maturity of an adult yet is trapped in the body of a young girl. her ancestry seems to be Samsarian but for some reason she was reincarnated in a human body this time – Perhaps it was Pharasma’s will.
7. Kimberly radiates an aura of positive energy that inflicts 1d4 damage to undead that are within 5’ of her she also can channel that energy into her ability to channel adding 1d6 to her channel dice (either healing or damaging)
8. The spirit inside her doll is her mother that guides her and protects her. I had thought of having the doll be a Soulbound Doll

GM Wolf |

Ever_Anon = Tatyana Weis, Female Human Inquisitor (Royal Accuser) 4 (ranged)
Dslak = Henric Torje, Male human fighter (crossbowman) 4
Zeta Gigamesh = Valiard Tessar, A roguish herbalist.
Edward Sobel = KIMBERLY SNOW Female human oracle (reincarnated oracle) 4
Daniel Stewart= Breynor, Unnamed Hero, Male agathion-blooded aasimar (idyllkin) paladin (oath against undeath) 4
5 competed characters!
Recruitment is closed.
The rest of you will have a week or two to finish.
Others interested from previous post:
Mustaparta: rogue or witch.
Daniel Stewart: ?
Dslak: crossbowman, someone who was employed by Professor Larrimore for protection regularly (taking the "On the Payroll trait).
Ms. Bloodrive:
Mokmurian the Great: alchemist character - perhaps a crypt breaker serving as the party rogue?
Edward Sobel: life oracle of Pharasma
The Lobster:
Ever_Anon: Pharasman inquisitor (Keep your rolls! I may give others that rolled less a small boost.)
Robert Henry:
Please post with your aliases in discussion and perhaps make some connections between the group.

Ever_Anon |

Ever_Anon = Tatyana Weis, Female Human Inquisitor (Royal Accuser) 4 (ranged)
Dslak = Henric Torje, Male human fighter (crossbowman) 4
Zeta Gigamesh = Valiard Tessar, A roguish herbalist.
Edward Sobel = KIMBERLY SNOW Female human oracle (reincarnated oracle) 4
Daniel Stewart= Breynor, Unnamed Hero, Male agathion-blooded aasimar (idyllkin) paladin (oath against undeath) 4...
Please post with your aliases in discussion and perhaps make some connections between the group.
To clarify, are you saying the five of us with completed characters should go ahead and post in discussion? Then if the other interested parties complete characters within the next week or so you might run a second table?