
GM Wolf |

Note from Module 1: 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.
If your combined ability scores are below a +9 you may reroll.
5th level
Templates are allowed but if you take a CR 2 template you can only have a 3rd level character.
HP: Max 1st level, roll twice for each level. Keep a record of your rolls.
Also if you roll two 1's you get max HP for that level. It almost never happens.
Ability Scores should be spelled out as such:
Mod | Final | (Starting, Race, Template, magic items, age)
+7 | Str 25 | (15, +0, +6, +4, +0)
+7 | Dex 24 | (16, +2, +4, +2, +0)
| Con -,
+3 | Int 16 | (11, +2, +0, +0, +3)
+2 | Wis 14 | (11, +0, +0, +0, +3)
+10 | Cha 31 | (18, +0, +6, +4, +3)
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 are 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, we are using the elephant in the room rules!
I expect you each to have a character sheet, a description, a background story, personality & preferences, I want a major flaw. This could be a physical deformity that you are trying to overcome or a mental addiction to porn. You choose! We have had several players be claustrophobic.
Wealth by level gives you each a total of 10,000 gp. But knowing my games have so many more magical devices and such so instead you will have wealth greater by a level, so 18,500 gp!
***If your rolls are under the average then you likely will get a few +2s.***
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 are continuing the story and I am not sure how many previous players will be joining us. I am assuming Imrik and Calin. They should dot in soon enough. Then I would be willing to take on three more players.
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 three levels.
Posting Rate:
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.
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.

Seth86 |

I'm in
Roll (not this one)
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (1, 3, 1, 1) = 6
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (6, 5, 1, 2) = 14
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (4, 3, 3, 1) = 11
4d6 ⇒ (3, 1, 1, 3) = 8
Reroll (this one)
4d6 ⇒ (1, 5, 2, 2) = 10 9
4d6 ⇒ (6, 1, 5, 2) = 14 13
4d6 ⇒ (3, 6, 2, 5) = 16 14
4d6 ⇒ (6, 6, 5, 6) = 23 18
4d6 ⇒ (3, 1, 5, 5) = 14 13
4d6 ⇒ (4, 2, 6, 1) = 13 12
4d6 ⇒ (5, 4, 6, 5) = 20 16
I was thinking of taking ogrekin template.
The template has a built in defrmaty. Would this qaukify for your creation restriction?
Thank you

Seth86 |

HP rolls. X 3
HP: 2d12 ⇒ (9, 3) = 12 9
HP: 2d12 ⇒ (4, 9) = 13 9
HP: 2d12 ⇒ (8, 11) = 19 11
Total : 41+16 : 57 HP (excluding likely item and racial bonuses)
If ogrekin is not really fitting.
I'm thinking a half-celestial paladin
HP: 2d10 ⇒ (8, 9) = 17 9
HP: 2d10 ⇒ (5, 7) = 12 7
HP: 2d10 ⇒ (4, 10) = 14 10
36+16 : 52 excluding likely item and racial bonuses)

Philo Pharynx |

4d6 ⇒ (4, 2, 5, 6) = 17 15
4d6 ⇒ (5, 4, 5, 2) = 16 14
4d6 ⇒ (3, 5, 5, 5) = 18 15
4d6 ⇒ (2, 3, 3, 6) = 14 12
4d6 ⇒ (2, 4, 2, 6) = 14 12
4d6 ⇒ (1, 5, 2, 4) = 12 11
4d6 ⇒ (1, 1, 1, 5) = 8 7
Below +9
4d6 ⇒ (2, 2, 6, 2) = 12 10
4d6 ⇒ (1, 3, 3, 2) = 9 13
4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (5, 1, 6, 3) = 15 14
4d6 ⇒ (1, 6, 3, 1) = 11 10
4d6 ⇒ (6, 1, 6, 3) = 16 15
Below +9
4d6 ⇒ (6, 4, 4, 2) = 16 14
4d6 ⇒ (1, 2, 2, 2) = 7 6
4d6 ⇒ (6, 1, 1, 3) = 11 10
4d6 ⇒ (4, 3, 6, 3) = 16 13
4d6 ⇒ (1, 2, 2, 6) = 11 10
4d6 ⇒ (3, 1, 5, 4) = 13 12
4d6 ⇒ (1, 2, 1, 2) = 6 5
Below +9
4d6 ⇒ (1, 5, 1, 6) = 13 12
4d6 ⇒ (2, 5, 1, 3) = 11 10
4d6 ⇒ (5, 3, 3, 5) = 16 13
4d6 ⇒ (2, 5, 4, 3) = 14 12
4d6 ⇒ (5, 4, 6, 5) = 20 16
4d6 ⇒ (4, 5, 1, 5) = 15 14
4d6 ⇒ (4, 5, 1, 4) = 14 13
Exactly +9

wanderer82 |

I have enjoyed Carrion Crown,but never made it past book 1. I have a couple characters to consider depending on what the dice provide. Now let the bones be cast!
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (5, 2, 2, 4) = 13
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (5, 1, 6, 4) = 16
4d6 ⇒ (5, 6, 3, 4) = 18
4d6 ⇒ (2, 5, 2, 6) = 15
4d6 ⇒ (5, 3, 5, 6) = 19
16, (11), 14, 15, 15, 13, 16 = +13

TheLastGhost |

A grimdark, gothic hero - here we go.
4d6 ⇒ (1, 1, 4, 2) = 8 7 = -2
4d6 ⇒ (1, 3, 6, 4) = 14 13 = +1
4d6 ⇒ (6, 1, 3, 3) = 13 12 = +1
4d6 ⇒ (5, 1, 1, 1) = 8 7 = -2
4d6 ⇒ (3, 4, 3, 1) = 11 10 = +0
4d6 ⇒ (1, 4, 6, 5) = 16 15 = +2
4d6 ⇒ (5, 2, 5, 2) = 14 12 = +1
Total: +1
4d6 ⇒ (5, 4, 1, 1) = 11 10 = 0
4d6 ⇒ (3, 1, 4, 6) = 14 13 = +1
4d6 ⇒ (2, 4, 5, 6) = 17 15 = +2
4d6 ⇒ (2, 1, 4, 3) = 10 9 = -1
4d6 ⇒ (3, 6, 1, 6) = 16 15 = +2
4d6 ⇒ (1, 4, 4, 2) = 11 10 = 0
4d6 ⇒ (5, 2, 6, 4) = 17 15 = +2
Total: +6
4d6 ⇒ (4, 5, 5, 2) = 16 14 = +2
4d6 ⇒ (6, 3, 6, 1) = 16 15 = +2
4d6 ⇒ (3, 5, 4, 1) = 13 12 = +1
4d6 ⇒ (5, 5, 1, 4) = 15 14 = +2
4d6 ⇒ (2, 1, 1, 2) = 6 5 = -3
4d6 ⇒ (1, 2, 1, 3) = 7 6 = -2
4d6 ⇒ (2, 5, 6, 2) = 15 13 = +2
Total: +4
4d6 ⇒ (4, 3, 5, 3) = 15 12 = +1
4d6 ⇒ (6, 3, 3, 5) = 17 14 = +2
4d6 ⇒ (2, 6, 5, 4) = 17 15 = +2
4d6 ⇒ (2, 3, 1, 4) = 10 9 = -1
4d6 ⇒ (4, 3, 2, 6) = 15 13 = +1
4d6 ⇒ (1, 2, 1, 4) = 8 7 = -2
4d6 ⇒ (5, 1, 5, 4) = 15 14 = +2
Total: +5
Okay, seems my dice are feeling suitably angsty. Going to step away for a few moments and try rolling again.

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Stat: 4d6 ⇒ (6, 4, 6, 5) = 2117
Stat: 4d6 ⇒ (6, 5, 2, 2) = 1513
Stat: 4d6 ⇒ (3, 6, 2, 4) = 1513
Stat: 4d6 ⇒ (3, 5, 5, 2) = 1513
Stat: 4d6 ⇒ (5, 1, 1, 1) = 87
Stat: 4d6 ⇒ (4, 4, 6, 3) = 1714
Stat: 4d6 ⇒ (3, 4, 4, 2) = 1311
Stat: 4d6 ⇒ (4, 2, 2, 4) = 1210
Stat: 4d6 ⇒ (2, 1, 1, 2) = 64
Stat: 4d6 ⇒ (3, 3, 6, 4) = 1613
Stat: 4d6 ⇒ (1, 6, 2, 1) = 109
Stat: 4d6 ⇒ (2, 2, 6, 4) = 1412
Stat: 4d6 ⇒ (2, 3, 1, 2) = 86
Stat: 4d6 ⇒ (5, 6, 4, 4) = 1915
Stat: 4d6 ⇒ (3, 6, 6, 3) = 1815
Stat: 4d6 ⇒ (2, 3, 5, 2) = 1210
Stat: 4d6 ⇒ (5, 5, 2, 1) = 1312
Stat: 4d6 ⇒ (2, 6, 3, 5) = 1614
Stat: 4d6 ⇒ (3, 4, 5, 2) = 1412
Stat: 4d6 ⇒ (3, 3, 3, 4) = 1310
Stat: 4d6 ⇒ (5, 1, 4, 6) = 1615
Stat: 4d6 ⇒ (1, 6, 6, 6) = 1918
Stat: 4d6 ⇒ (1, 5, 3, 2) = 1110
Stat: 4d6 ⇒ (2, 5, 3, 4) = 1412
Stat: 4d6 ⇒ (1, 1, 3, 1) = 65
Stat: 4d6 ⇒ (2, 1, 2, 2) = 76
Stat: 4d6 ⇒ (2, 2, 2, 1) = 76
Stat: 4d6 ⇒ (6, 6, 4, 5) = 2117
Stat: 4d6 ⇒ (3, 5, 2, 1) = 11
Stat: 4d6 ⇒ (3, 6, 3, 6) = 18
Stat: 4d6 ⇒ (3, 1, 1, 1) = 6
Stat: 4d6 ⇒ (5, 4, 2, 2) = 13
Stat: 4d6 ⇒ (1, 1, 6, 4) = 12
Stat: 4d6 ⇒ (4, 1, 1, 3) = 9
Stat: 4d6 ⇒ (2, 4, 3, 4) = 13
Stat: 4d6 ⇒ (5, 3, 6, 6) = 2017
Stat: 4d6 ⇒ (2, 3, 5, 5) = 1513
Stat: 4d6 ⇒ (1, 3, 6, 1) = 1110
Stat: 4d6 ⇒ (1, 6, 4, 6) = 1716
Stat: 4d6 ⇒ (3, 1, 5, 5) = 1413
Stat: 4d6 ⇒ (5, 1, 5, 5) = 1615
Stat: 4d6 ⇒ (1, 6, 4, 6) = 1716
WINNER
Advanced Halfling Hunter

Tara Ravenheart |

I feel like a witch, oracle, or shaman could be an especially good concept for this adventure.
4d6 ⇒ (3, 4, 6, 1) = 14 - 13
4d6 ⇒ (1, 1, 3, 2) = 7 - 06
4d6 ⇒ (6, 1, 1, 1) = 9 - 08
4d6 ⇒ (1, 4, 1, 1) = 7 - 06
4d6 ⇒ (1, 2, 1, 5) = 9 - 08
4d6 ⇒ (5, 1, 5, 6) = 17 - 16
4d6 ⇒ (5, 6, 5, 2) = 18 - 16
Well that is pitiful....
4d6 ⇒ (5, 3, 4, 1) = 13 - 12
4d6 ⇒ (6, 4, 5, 6) = 21 - 17
4d6 ⇒ (4, 3, 4, 5) = 16 - 13
4d6 ⇒ (1, 3, 3, 3) = 10 - 09
4d6 ⇒ (6, 5, 1, 5) = 17 - 16
4d6 ⇒ (4, 6, 5, 5) = 20 - 16
4d6 ⇒ (1, 4, 4, 3) = 12 - 11
Okay, that is a turn around

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4d6 ⇒ (6, 3, 5, 2) = 16 14
4d6 ⇒ (3, 3, 6, 2) = 14 12
4d6 ⇒ (5, 5, 2, 6) = 18 16
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (5, 4, 6, 5) = 20 16
4d6 ⇒ (6, 4, 4, 1) = 15 14
4d6 ⇒ (3, 2, 6, 3) = 14 12
Cool cool. Looks like your two possible existing PCs are already str/cha, otherwise I'd make a Champion of Irori with those stats. Need to come up with a suitably MAD concept.

Anapa Scion of Anubis |

Seth86 here
Anapa
Male half-celestial agathion-blooded aasimar (idyllkin) paladin (undead scourge) 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Bestiary, 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 56 (4d10+20)
Fort +13, Ref +9, Will +12; +2 vs. death, energy drain, negative energy, or necromancy spells, +4 vs. poison
DR 5/magic; Immune disease, fear; Resist acid 10, cold 10, electricity 10, negative energy 5; SR 15
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (good)
Melee (L) +1 undead-bane adamantine bastard sword +11 (2d8+8/19-20 plus 2d6 vs. Undead)
Ranged +1 adaptive composite longbow +8 (1d8+6/×3)
Special Attacks channel positive energy 3/day (DC 17, 2d6), smite evil 1/day (+5 attack and AC, +4 damage), smite evil 2/day (+5 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +9)
. . 3/day—protection from evil
. . 1/day—aid, bless, detect evil
Paladin Spell-Like Abilities (CL 4th; concentration +9)
. . At will—detect evil
Paladin (Undead Scourge) Spells Prepared (CL 1st; concentration +6)
. . 1st—bless weapon, cure light wounds
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 18, Int 18, Wis 17, Cha 20
Base Atk +4; CMB +9; CMD 22
Feats Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus
Traits chance savior, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Fly +2, Handle Animal +14, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +5, Sense Motive +10, Survival +5; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ deathless spirit[ARG], finesse weapon attack attribute, lay on hands 7/day (2d6), mercy (fatigued)
Combat Gear durable arrow (20); Other Gear mwk banded mail, +1 adaptive composite longbow, +1 undead-bane adamantine bastard sword, blunt arrows[APG] (20), effortless lace, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 697 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fly (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Spell Resistance (15) You have Spell Resistance.
Weapon Focus (Heavy Blades) 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.
What i put together for now

Fatima Eisen |

Rollling
4d6 ⇒ (4, 6, 5, 1) = 16 15
4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (6, 1, 5, 1) = 13 12
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (2, 4, 5, 2) = 13 11
4d6 ⇒ (3, 6, 1, 4) = 14 13
4d6 ⇒ (2, 1, 5, 4) = 12 11 (not used)
Total: +9
4d6 ⇒ (5, 4, 2, 1) = 12
4d6 ⇒ (2, 6, 1, 3) = 12
4d6 ⇒ (1, 2, 2, 6) = 11
4d6 ⇒ (6, 1, 4, 6) = 17
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (5, 1, 5, 5) = 16
4d6 ⇒ (6, 4, 2, 4) = 16
Played an Sacrament Alchemist in the first book in a campaign that didn't make it to this chapter, would like to revisit her.

Ouachitonian |

4d6 ⇒ (5, 2, 2, 6) = 15-2=13
4d6 ⇒ (1, 3, 4, 6) = 14-1=13
4d6 ⇒ (1, 1, 3, 5) = 10-1=9
4d6 ⇒ (1, 4, 1, 6) = 12-1=11
4d6 ⇒ (6, 2, 3, 1) = 12-1=11
4d6 ⇒ (4, 3, 4, 2) = 13-2=11
4d6 ⇒ (6, 1, 1, 2) = 10-1=9
Well. That’s not great. Reroll time!
4d6 ⇒ (4, 6, 2, 5) = 17-2=15
4d6 ⇒ (1, 3, 2, 2) = 8-1=7
4d6 ⇒ (2, 1, 6, 3) = 12-1=11
4d6 ⇒ (1, 1, 1, 4) = 7-1=6
4d6 ⇒ (1, 6, 1, 4) = 12-1=11
4d6 ⇒ (4, 2, 6, 6) = 18-2=16
4d6 ⇒ (3, 1, 4, 6) = 14-1=13
That’s…not much better. More rerolls!
4d6 ⇒ (5, 3, 4, 6) = 18-3=15
4d6 ⇒ (6, 1, 5, 2) = 14-1=13
4d6 ⇒ (3, 4, 5, 2) = 14-2=12
4d6 ⇒ (2, 1, 1, 6) = 10-1=9
4d6 ⇒ (5, 2, 6, 1) = 14-1=13
4d6 ⇒ (4, 6, 6, 6) = 22-4=18
4d6 ⇒ (1, 4, 2, 3) = 10-1=9
That’s still only +7.
4d6 ⇒ (4, 3, 1, 3) = 11-1=10
4d6 ⇒ (6, 4, 4, 4) = 18-4=14
4d6 ⇒ (3, 2, 3, 1) = 9-1=8
4d6 ⇒ (6, 6, 1, 3) = 16-1=15
4d6 ⇒ (2, 3, 6, 5) = 16-2=14
4d6 ⇒ (4, 6, 4, 1) = 15-1=14
4d6 ⇒ (1, 6, 3, 5) = 15-1=14
Well, that’s +9. Still not impressive. But I do like the option of a template. I’ll consider some options.

Anapa |

Sorry for the spam, but i think this should cover everything. Added and modified a few things
Anapa
Male half-celestial agathion-blooded aasimar (idyllkin) paladin (undead scourge) 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Bestiary, 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 52 (4d10+16)
Fort +13, Ref +9, Will +12; +2 vs. death, energy drain, negative energy, or necromancy spells, +4 vs. poison
DR 5/magic; Immune disease, fear; Resist acid 10, cold 10, electricity 10, negative energy 5; SR 15
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (good)
Melee (L) +1 undead-bane adamantine bastard sword +11 (2d8+8/19-20 plus 2d6 vs. Undead)
Ranged +1 adaptive composite longbow +8 (1d8+6/×3)
Special Attacks channel positive energy 3/day (DC 17, 2d6), smite evil 1/day (+5 attack and AC, +4 damage), smite evil 2/day (+5 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +9)
. . 3/day—protection from evil
. . 1/day—aid, bless, detect evil
Paladin Spell-Like Abilities (CL 4th; concentration +9)
. . At will—detect evil
Paladin (Undead Scourge) Spells Prepared (CL 1st; concentration +6)
. . 1st—bless weapon, cure light wounds
--------------------
Statistics
--------------------
Str 20, (18;+0;+2)
Dex 16, (12;+2;+2)
Con 18, (16;+2;+0)
Int 18, (13;+1(ASI);+2;+2)
Wis 17, (13;+2;+2)
Cha 20 (16;+2;+2)
Base Atk +4; CMB +9; CMD 22
Feats Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus
Traits chance savior, seeker
Skills Acrobatics -2 (-6 to jump), Diplomacy +12, Fly +9, Handle Animal +14, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +5, Sense Motive +10, Survival +5; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ deathless spirit[ARG], finesse weapon attack attribute, lay on hands 7/day (2d6), mercy (fatigued), Deformity (Scarred Face)**, Angelic Aura**
Combat Gear durable arrow (20); Other Gear mwk banded mail, +1 adaptive composite longbow, +1 undead-bane adamantine bastard sword, blunt arrows[APG] (20), effortless lace, bedroll, belt pouch, canteen[UE], chewing stick, comb (0.2 lb), flint and steel, golden holy symbol of Ragathiel[UE], hairbrush (0.3 lb), hemp rope (50 ft.), hip flask[UE], holy text (Ragathiel)[UE], masterwork backpack[APG], mess kit[UE], mirror, nail file (0.1 lb), scissors (0.3 lb), soap, soap, sponge, tooth powder (0.1 lb), trail rations (5), waterskin, 496 gp, 9 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fly (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +5 to hit, +4 to damage, +5 deflection bonus to AC when used.
Spell Resistance (15) You have Spell Resistance.
Weapon Focus (Heavy Blades) 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.

stormraven |

4d6 - 1 ⇒ (6, 1, 3, 4) - 1 = 13
4d6 - 2 ⇒ (2, 2, 4, 6) - 2 = 12
4d6 - 2 ⇒ (5, 6, 2, 2) - 2 = 13
4d6 - 3 ⇒ (3, 4, 3, 3) - 3 = 10
4d6 - 1 ⇒ (4, 3, 6, 1) - 1 = 13
4d6 - 2 ⇒ (2, 4, 4, 3) - 2 = 11
4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
TOTAL: 1 + 1 + 1 + 1 + 1 + 0 + 1 = 6 Nope!
4d6 - 2 ⇒ (4, 6, 4, 2) - 2 = 14
4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
4d6 - 5 ⇒ (5, 6, 6, 6) - 5 = 18
4d6 - 2 ⇒ (2, 5, 4, 5) - 2 = 14
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14
4d6 - 1 ⇒ (4, 4, 1, 5) - 1 = 13
4d6 - 1 ⇒ (4, 2, 1, 4) - 1 = 10
TOTAL: 2 + 3 + 4 + 2 + 2 + 1 = 14 Yep!

TheWaskally |

"Glory of Glories! A GM Wolf game recruitment!!!" Because GM Wolf Games forking RULE!!!
Roll #3: 4d6 - 1 ⇒ (3, 5, 4, 1) - 1 = 12
Roll #4: 4d6 - 1 ⇒ (1, 4, 5, 4) - 1 = 13
Roll #5: 4d6 - 1 ⇒ (3, 1, 3, 5) - 1 = 11
Roll #6: 4d6 - 2 ⇒ (3, 2, 3, 3) - 2 = 9
Special Roll #7: 4d6 - 1 ⇒ (4, 1, 6, 3) - 1 = 13
Total -2, Roll again.
Roll #1: 4d6 - 1 ⇒ (4, 1, 2, 5) - 1 = 11
Roll #2: 4d6 - 3 ⇒ (5, 4, 4, 3) - 3 = 13
Roll #3: 4d6 - 1 ⇒ (6, 1, 2, 1) - 1 = 9
Roll #4: 4d6 - 1 ⇒ (6, 3, 1, 3) - 1 = 12
Roll #5: 4d6 - 1 ⇒ (1, 2, 3, 1) - 1 = 6
Roll #6: 4d6 - 2 ⇒ (2, 4, 5, 5) - 2 = 14
Special Roll #7: 4d6 - 4 ⇒ (4, 4, 4, 5) - 4 = 13
Total +4. Getting better. Roll again.
Roll #1: 4d6 - 3 ⇒ (3, 6, 6, 3) - 3 = 15
Roll #2: 4d6 - 1 ⇒ (1, 5, 5, 1) - 1 = 11
Roll #3: 4d6 - 1 ⇒ (6, 3, 1, 1) - 1 = 10
Roll #4: 4d6 - 1 ⇒ (1, 4, 4, 3) - 1 = 11
Roll #5: 4d6 - 1 ⇒ (3, 1, 4, 6) - 1 = 13
Roll #6: 4d6 - 1 ⇒ (1, 1, 5, 4) - 1 = 10
Special Roll #7: 4d6 - 4 ⇒ (6, 4, 5, 6) - 4 = 17
Total +6, Nearly there! Roll again.
Roll #1: 4d6 - 2 ⇒ (2, 3, 2, 5) - 2 = 10
Roll #2: 4d6 - 2 ⇒ (4, 2, 3, 3) - 2 = 10
Roll #3: 4d6 - 3 ⇒ (3, 6, 3, 6) - 3 = 15
Roll #4: 4d6 - 2 ⇒ (3, 3, 2, 6) - 2 = 12
Roll #5: 4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
Roll #6: 4d6 - 1 ⇒ (5, 1, 4, 2) - 1 = 11
Special Roll #7: 4d6 - 1 ⇒ (3, 1, 5, 1) - 1 = 9
Total +5, Still working on it! Roll again.
Roll #1: 4d6 - 1 ⇒ (5, 5, 1, 6) - 1 = 16
Roll #2: 4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
Roll #3: 4d6 - 1 ⇒ (1, 5, 4, 3) - 1 = 12
Roll #4: 4d6 - 1 ⇒ (6, 2, 1, 1) - 1 = 9
Roll #5: 4d6 - 1 ⇒ (2, 1, 5, 4) - 1 = 11
Roll #6: 4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
Special Roll #7: 4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10
Total +6, Getting better! Roll again.
Roll #1: 4d6 - 4 ⇒ (6, 4, 6, 5) - 4 = 17
Roll #2: 4d6 - 1 ⇒ (5, 4, 1, 2) - 1 = 11
Roll #3: 4d6 - 1 ⇒ (6, 1, 6, 5) - 1 = 17
Roll #4: 4d6 - 1 ⇒ (1, 6, 5, 6) - 1 = 17
Roll #5: 4d6 - 3 ⇒ (6, 3, 6, 5) - 3 = 17
Roll #6: 4d6 - 2 ⇒ (5, 2, 2, 6) - 2 = 13
Special Roll #7: 4d6 - 1 ⇒ (3, 6, 1, 4) - 1 = 13
Total +14. WE HAVE A WINNER!!
17, 17, 17, 17, 13, 13
I'll keep you posted on my character submission.

DoubleGold |

ability: 4d6 ⇒ (5, 4, 4, 4) = 17 13
ability: 4d6 ⇒ (4, 5, 5, 2) = 16 14
ability: 4d6 ⇒ (5, 2, 2, 5) = 14 12
ability: 4d6 ⇒ (2, 1, 1, 6) = 10 9
ability: 4d6 ⇒ (2, 4, 5, 6) = 17 15
ability: 4d6 ⇒ (1, 5, 3, 6) = 15 14
ability: 4d6 ⇒ (4, 4, 4, 2) = 14 12
Question, it says any race is allowed, but it subtracts from our level. How do you determine a race's level? So a core Race is 10 points right? Is it every 10 extra race points beyond 10 is a level?
I'm picking a race that can live to be beyond 100. His major flaw is that he has a hard time talking to people close to his age and talks to people younger, regardless of gender or race. So if he is a Dwarf, the class matures between 40 and 70 and they can live to be like 150 or so and he'll have a hard time talking to anyone above the age of 40 if he is 60 regardless of race. If he is an elf, he'll have a hard time talking to anyone above the age of 80 if he is 100, regardless of race, as they mature around age 100 for the class. Obviously my character would not be a human, because I would have to make my human 40 years of age just for it not to be cringe, and humans reach adulthood before elves, half-elves, dwarves. Androids and Gargoyles also work for that. Also for Gargoyle, I wouldn't mind eliminating the fly speed, I'm not picking that race because of fly speed. I know GMs will say no race with flying.

Violant |

4d6 ⇒ (4, 6, 2, 3) = 15 4d6 ⇒ (1, 5, 2, 4) = 12 4d6 ⇒ (3, 1, 3, 5) = 12 4d6 ⇒ (3, 5, 5, 2) = 15 4d6 ⇒ (5, 3, 6, 1) = 15 4d6 ⇒ (2, 6, 5, 6) = 19 4d6 ⇒ (3, 1, 2, 5) = 11 13 11 11 13 14 17 10 (+7)
4d6 ⇒ (1, 1, 1, 5) = 8 4d6 ⇒ (5, 5, 5, 5) = 20 4d6 ⇒ (3, 4, 5, 3) = 15 4d6 ⇒ (2, 5, 4, 2) = 13 4d6 ⇒ (5, 4, 2, 3) = 14 4d6 ⇒ (3, 3, 6, 4) = 16 4d6 ⇒ (2, 1, 5, 2) = 10 7 15 12 11 12 13 9
Okay. Absolutely not. I'm out.

GM Wolf |

[dice=ability]4d6 13
[dice=ability]4d6 14
[dice=ability]4d6 12
[dice=ability]4d6 9
[dice=ability]4d6 15
[dice=ability]4d6 14
[dice=ability]4d6 12
Question, it says any race is allowed, but it subtracts from our level. How do you determine a race's level? So a core Race is 10 points right? Is it every 10 extra race points beyond 10 is a level?
I'm picking a race that can live to be beyond 100. His major flaw is that he has a hard time talking to people close to his age and talks to people younger, regardless of gender or race. So if he is a Dwarf, the class matures between 40 and 70 and they can live to be like 150 or so and he'll have a hard time talking to anyone above the age of 40 if he is 60 regardless of race. If he is an elf, he'll have a hard time talking to anyone above the age of 80 if he is 100, regardless of race, as they mature around age 100 for the class. Obviously my character would not be a human, because I would have to make my human 40 years of age just for it not to be cringe, and humans reach adulthood before elves, half-elves, dwarves. Androids and Gargoyles also work for that. Also for Gargoyle, I wouldn't mind eliminating the fly speed, I'm not picking that race because of fly speed. I know GMs will say no race with flying.
We had two with flying already. Imrik and Rognar.
Based on your plan for interactions, I would suggest dwarf or elf!

GM Wolf |

Question, GM Wolf. I'm currently playing in another GM-modified Carrion Crown game that just started Book 2. We are approaching Lepidstadt. Do you have any reservations about having a player who is running in a parallel game?
Nope, but there is already a strong running here. If my two others show up, then I will only be taking on four more at most. All others will be held in reserve in case things don't work out.
There will likely be a lot of differences as my games go homebrew real quick!

TheWaskally |

GM Wolf, I've decided to submit a sublime human Ustalavic Noble cleric of Pharasma.
Here is my first draft of my character's Special Aura.
At 3rd level, Calin can cast detect undead at-will as a spell-like ability.
At 5th level Calin gains Alignment Channel feat.
At 7th level, Calin gains the ability, Smite Undead. This functions as the paladin ability of the same name, but Calin does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
At 9th level, Calin gains the ability, Spirit Touch. As a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.
At 11th level, Calin gains Aura of Life (Su). Calin emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy.
At 13th level Calin can expend one use of her channel energy ability to attempt to force a possessing creature from its host body. Calin must make a melee touch attack against the possessed creature; if successful, Calin deals damage to the possessing creature as if it were targeted by the Calin’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = Calin’s channel energy DC) halves the damage taken and negates the expulsion.
At 15th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), Calin can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR).
At 17h level, Calin gains the ability, Ward Against Death. Calin can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
At 19th level, Calin gains the ability, Undead Annihilation (Su). Calin can expend one use of her smite undead ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 Calin’s level + Calin’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect.

GM Wolf |

12 applicants so far. So I am going to close recruitment. Feel free to keep asking questions and keep the posting rate up!
Connections! Look and make connections!
I can't wait to see some of your applications.
Creds out to Anapa for getting the first crunch done. Seth for hopping on first. Waskally for being awesome!
---
Waskally, the name Calin is not going to work, too close or the same as a previous player.

TheWaskally |

No problem, GM Wolf, I'll make that change. In the meantime, here is what I have for my cleric's backstory. Hopefully it can be used as a reference for other applicants.
At first, young Cristo had to deal with some hazing from senior acolytes and some senior clerics who did not like a noble's child in their presence. Yet, with hard work, and a great deal of humility, Cristo quick became known as a diligent student and zealous follower. After several years, Cristo let his parents know he wished to take the vows of a Pharasman. Both parents were pleased, as that eased the way for Calia to move up the family ranks.
One fateful cloudy day, newly-raised cleric Cristo Galadana was assisting several inquisitors at a possible archaeological site near Gracye in Caliphas. The senior inquisitor was going off recently found journals from a paladin during The Shining Crusade that was ambushed near Gracye. The excavation tolled for weeks, but eventually found a strange golden sphere glowing under several large slabs. The chief inquisitor commanded Cristo to carefully carry the sphere into the nearby tent, as a storm was rapidly approaching. Just before entering the secure tent, a lightning bolt from the storm struck near the overly- careful cleric holding the artifact. This caused Cristo to fall backward, still holding the golden sphere were he fell. Upon hitting the ground, the golden sphere shattered on Cristo's chest, where the cleric was knocked unconscious.
Cristo finally awoke several weeks later, surrounded by his family. Calin was shocked as his family called out for the other Pharasmans to come. The young cleric was in his bed in Kavapesta where the Pharasmans took Cristo back to. The young cleric was questioned about his experience, the senior inquisitor still upset over the loss of the artifact. Despite being unresponsive for weeks, Cristo was not malnourished, but looked more hale and healthy than even back in his days in Amaans. What the Pharasmans were able to piece from the broken shards of the golden sphere was that the artifact was a powerful celestial weapon that was to be used to destroy a large portion of The Whispering Tyrants force's in Gracye, but was foiled from its implementation. The symbols on the golden shards seemed to indicate that the golden sphere was possibly created on The Positive Energy Plane.
Once it was clear Cristo was going to make a full recovery, The Galadans left to return to Willowmourn. Those who worked and lived with Cristo noticed a deep change in the normally quiet, soft-spoken cleric. Cristo was full of life and energy it seemed, cracking jokes, smiling to the annoyance of others, and being found in questionable situations with female acolytes, keen on this 'new' charismatic noble's son. Despite the many small scandals, Cristo found a new zeal for healing the sick. Soon, other clerics came to Cristo to consult with difficult illnesses and patients.
One day, almost a year later, Cristo was ordered on patrol of the roads near Vische in Barstoi. The cleric and his fellow Pharasmans came across several ghouls close to swarming a sealed carriage. The Pharasmans used their combined might and knowledge of undead to end the savage attack. Within the battered carriage was Professor Lorrimor and some of his experts, battered and close to death. Cristo, along with his fellow Pharasmans, healed the injured and helped escort all the survivors to Vische to recover. Professor Lorrimor was overjoyed and impressed with the young cleric's skill with healing and battling undead. A correspondence and friendship between the cleric and the professor began that day.
Sadly, Cristo was absent from the events told in The Pathfinder Novel, The Prince of Wolves. When the Pharasman cleric returned to Willowmourn, his uncle Lord Lucinean Galdana was able to tell his nephew the grim fate of Cristo's sister. On the positive side, Lord Lucinean has noticed his nephew's alignment change and welcomes it. For the first time, Lord Lucinean and Cristo have become closer, now sharing many interests between them.
I feel I should have Cristo's completed character submission in by tomorrow. The crunch and fluff are done; I just need to format it properly in character profile.

Aja of Ardis |

stormraven here...
Nope, but there is already a strong running here. If my two others show up, then I will only be taking on four more at most. There will likely be a lot of differences as my games go homebrew real quick!
That all sounds grand! Thanks!
Feel free to keep asking questions.
LOL. I always have questions.
So, if Imrik, and/or Calin decide to return I’m assuming they will be playing their same characters, yes?
Imrik – ½ Dragon Aasimar Omdura
Calin – Aasimar Paladin
And it seems that you are NPCing:
Drake – Sublime Elf Ranger
Is Drake a recurrent character? I ask because you mentioned him by name in the new gameplay thread.
If (big if) most of those characters are in the mix, do you feel the team needs more healing? I was toying with the idea of submitting an Oracle of Healing (Spirit Guide) based of Aja here. But if healing isn’t a big issue for the team, I could bend her in other directions or take a tangent.
Since the current cast are BDH’s (Big Damn Heroes), I was thinking it would be fun to contrast that with an unkempt, little bit creepy, little bit ‘not all there’, but still good hearted, Ustalavian ‘hag’ of some flavor.
I know you can’t predict the party composition but I try to pick an unfilled niche, when possible. Any thoughts would be appreciated.

GM Wolf |

I figured out what I wanted to call the themed powers... I give you!
***$***Themed Affinity***$***
1st level: A cantrip that matches your 'theme'
2nd level: 1/day spell like ability (1st level spell).
3rd level: gain resistance to element 5.
5th level: gain a bonus feat
7th level: Smite ability 1/day
9th level: Spirit touch, elemental strike, etc.
11th level: Aura 10 feet
13th level: gain channel energy @ 1/2 your character level as a cleric or increase an existing ability by 1d6 and 2 more times per day.
15th level and on will be a work in progress.
Thanks Waaskally for the inspiration!!!

GM Wolf |

stormraven here...
So, if Imrik, and/or Calin decide to return I’m assuming they will be playing their same characters, yes?
Imrik – ½ Dragon Aasimar Omdura
Calin – Aasimar PaladinAnd it seems that you are NPCing:
Drake – Sublime Elf RangerIs Drake a recurrent character? I ask because you mentioned him by name in the new gameplay thread.
If (big if) most of those characters are in the mix, do you feel the team needs more healing? I was toying with the idea of submitting an Oracle of Healing (Spirit Guide) based of Aja here. But if healing isn’t a big issue for the team, I could bend her in other directions or take a tangent.
Since the current cast are BDH’s (Big Damn Heroes), I was thinking it would be fun to contrast that with an unkempt, little bit creepy, little bit ‘not all there’, but still good hearted, Ustalavian ‘hag’ of some flavor.
I know you can’t predict the party composition but I try to pick an unfilled niche, when possible. Any thoughts would be appreciated.
I assume they will be playing their characters. Calin is away on a business trip and should be back in a few days.
Yes my GM NPC Drake will still be a large part of the game. Depending he could become a villian, a philosophy, mentor, or be in so many roles. I plan on adjusting him based on how the others treat him.
I am sure the healing role is covered!

GM Wolf |

So far we have Anapa who is a paladin.
Calin who is a paladin.
Waskally who is a cleric.
Imrick a Half-Dragon Aasimar [Angel Blooded] Omdura of Omrataji 2 (a bit of healing and hitter.)
Feel free to add to the list and give any extra indicators for the group to realize your planned role.
Sorry for the spam, but i think this should cover everything. Added and modified a few things
** spoiler omitted **...
Your ability scores don't make sense.

Seth86 |

So far we have Anapa who is a paladin.
Calin who is a paladin.
Waskally who is a cleric.
Imrick a Half-Dragon Aasimar [Angel Blooded] Omdura of Omrataji 2 (a bit of healing and hitter.)Feel free to add to the list and give any extra indicators for the group to realize your planned role.
Anapa wrote:** spoiler omitted **Sorry for the spam, but i think this should cover everything. Added and modified a few things
** spoiler omitted **...
Paladin can use LoH to channel
Ability scores
I get bonuses from template and race
And the +1 from level 4 increase

GM Wolf |

You have channel 3/day from lay on hands. So you can lay on hands 6/day?
Your ability scores don't make sense:
As a half Celestial you gain a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. It looks like you have just +2's.
Please add a price next to your magical items in your gear section.
I ran out of time of editing my post.

TheWaskally |

Here is my character submission, Cristo Galdana, Ustalavic Sublime human Noble Cleric of Pharasma.
Level 2 HP: 1d8 ⇒ 7 ✔️
Level 2 HP: 1d8 ⇒ 4
Level 3 HP: 1d8 ⇒ 7 ✔️
Level 3 HP: 1d8 ⇒ 3
Will apply HP rolls to character.

AJM4885 |

4d6 ⇒ (6, 4, 3, 6) = 19=15 (+2)
4d6 ⇒ (5, 1, 6, 6) = 18=17 (+3)
4d6 ⇒ (1, 1, 4, 6) = 12=11 (+0)
4d6 ⇒ (1, 1, 3, 6) = 11=10 (+0)
4d6 ⇒ (4, 1, 1, 3) = 9=8 (-1)
4d6 ⇒ (2, 1, 2, 1) = 6=5 (-3)
4d6 ⇒ (3, 6, 6, 4) = 19=16 (+3)
Total: +4
4d6 ⇒ (6, 6, 4, 2) = 18=16 (+3)
4d6 ⇒ (6, 3, 6, 3) = 18=15 (+2)
4d6 ⇒ (4, 4, 2, 2) = 12=10 (+0)
4d6 ⇒ (1, 6, 5, 1) = 13=12 (+1)
4d6 ⇒ (2, 3, 4, 4) = 13=11 (+0)
4d6 ⇒ (2, 1, 2, 4) = 9=8 (-1)
4d6 ⇒ (2, 6, 5, 4) = 17=15 (+2)
Total: +7
4d6 ⇒ (1, 5, 5, 1) = 12=11 (+0) Strength
4d6 ⇒ (4, 4, 1, 5) = 14=13 (+1) Wisdom (+2)=15
4d6 ⇒ (5, 4, 4, 6) = 19=15 (+2) Dexterity
4d6 ⇒ (6, 2, 4, 5) = 17=15 (+2) Constitution (-2)=13
4d6 ⇒ (4, 1, 3, 3) = 11=10 (+0)
4d6 ⇒ (5, 6, 6, 6) = 23=18 (+4) Charisma (+2)=20
4d6 ⇒ (5, 2, 6, 2) = 15=13 (+1) Intelligence
Total: +10

AJM4885 |

I once played a Changeling Oracle of Life in a previous CC campaign. I'll see if I can retool her to fit your specifications.
Meanwhile...
Hit points Level 2: 1d8 ⇒ 2
Hit points Level 2: 1d8 ⇒ 4
Hit points Level 3: 1d8 ⇒ 7
Hit points Level 3: 1d8 ⇒ 2
Hit points Level 4: 1d8 ⇒ 5
Hit points Level 4: 1d8 ⇒ 4
Hit points Level 5: 1d8 ⇒ 1
Hit points Level 5: 1d8 ⇒ 5

Seth86 |

i did the editing
Anapa
Male half-celestial agathion-blooded aasimar (idyllkin) paladin (undead scourge) 4 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Bestiary, 7)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural)
hp 56 (4d10+20)
Fort +15, Ref +10, Will +13; +2 vs. death, energy drain, negative energy, or necromancy spells, +4 vs. poison
DR 5/magic; Immune disease, fear; Resist acid 10, cold 10, electricity 10, negative energy 5; SR 15
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 60 ft. (good)
Melee (L) +1 undead-bane adamantine bastard sword +12 (2d8+10/19-20 plus 2d6 vs. Undead)
Ranged +1 adaptive composite longbow +8 (1d8+7/×3)
Special Attacks channel positive energy 4/day (DC 18, 2d6), smite evil 1/day (+6 attack and AC, +4 damage), smite evil 2/day (+6 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +10)
. . 3/day—protection from evil
. . 1/day—aid, bless, detect evil
Paladin Spell-Like Abilities (CL 4th; concentration +10)
. . At will—detect evil
Paladin (Undead Scourge) Spells Prepared (CL 1st; concentration +7)
. . 1st—bless weapon, cure light wounds
--------------------
Statistics
--------------------
Str 22, (+0;+4)
Dex 16, (+0;+2)
Con 20, (+2;+4)
Int 18, (+0;+2; +1 ASI)
Wis 17, (+0;+2)
Cha 22 (+2;+4)
Base Atk +4; CMB +10; CMD 23
Feats Combat Expertise, Deadly Aim, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus
Traits chance savior, seeker
Skills Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Draconic, Dwarven, Elven, Sylvan
SQ deathless spirit[ARG], finesse weapon attack attribute, lay on hands 8/day (2d6), mercy (fatigued), Scarred Face**, Angelic Aura**
Combat Gear durable arrow (20); Other Gear tatami-do armor 1000gp[UC], +1 adaptive composite longbow 3400gp, +1 undead-bane adamantine bastard sword 11070gp, blunt arrows[APG] (20), effortless lace 2500gp, bedroll, belt pouch, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), hip flask[UE], holy text (Ragathiel) 50gp[UE], iron holy symbol of Ragathiel 10gp[UE], masterwork backpack 50gp[APG], mess kit[UE], scissors (0.3 lb), soap x2, sponge, 7 gp, 4 sp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fly (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +6 to hit, +4 to damage, +6 deflection bonus to AC when used.
Smite Evil (2/day) (Su) +6 to hit, +4 to damage, +6 deflection bonus to AC when used.
Spell Resistance (15) You have Spell Resistance.
Weapon Focus (Heavy Blades) 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.

Fatima Eisen |

HP rolls for Fatima
Level 2
HP: 1d8 ⇒ 61d8 ⇒ 1
Level 3
HP: 1d8 ⇒ 51d8 ⇒ 3
Level 4
HP: 1d8 ⇒ 21d8 ⇒ 2
Level 5
HP: 1d8 ⇒ 61d8 ⇒ 6
The birth of Tima, into a family that lived and hunted in northeastern Ustalav, would have been grounds for a minor scandal to begin with. Her father had died more than a year before and her mother had never remarried, yet here she was. Worse was her appearance; though she had no obvious deformities, Ustlavis were adept at spotting things that seemed out of place. In Tima's case, her white hair and ashen complexion had some whispering her mother, a local medicine woman, had dallied with the dark elves said to dwell beneath Ustalav. Or perhaps something even worse.
Her mother, no fool, took her child and fled before somebody gathered enough firewood to make a pyre. Together they traveled south to Lepidstadt, where she remarried well. Tima's stepfather was a arcanist who had recently settled down after a lucrative life of adventuring.
After that Tima had fairly normal life. As things turned out, the outward appearance that had nearly earned her a public burning at home seemed to be the oddest about her. Despite her mother's gifts with magic, her stepfather's guidance and whatever her bloodline carried, the girl exhibited no inborn talent for the Arts — despite a prodigious intellect. Her stepfather was content to marry her off and be done with her, but Petros, an adventuring acquaintance and fellow scholar, convinced him to send her to the University of Lepidstadt instead.
There, she threw herself into the study of alchemy, specifically pursuing techniques to mimic both arcane and divine magics through chemistry. The latter practice has been controversial — the local churches saw the use of pharmaceuticals to contact divine servants as borderline heresy. But Tima by this point had accumulated enough backers — several of whom were also patrons of the church — that she could continue her research unabated.
Though Lepidstadt bills itself as teaching the “mortal sciences,” she had two favorite professors at university who were also skilled in traditional magic: Veklyri Ars, a prelate with the church of Pharasma, and Gurov Ulster, a fellow alchemist who also delved into necromancy. Ulster was sacked in her final year, it was rumored he was involved in the Whspering Way, though he disappeared before any formal charges could be levied.
Description: Petite and pale … is it from all the time spent in the lab, or something else? Wild, white hair, though she typically keeps it covered with a scarf, except in the lab.
Personality: Skeptical, self-reliant. Suspicious of anyone who seems to get something without working for it. (Sorcerors, mystics, priests, etc.)
Character Flaws: A tendency to self-medicate. Has a somewhat fraught relationship with her elderly mother, who's in failing health.
Traits: Student of Philosophy: Has had repeated arguments with clerics on the morality of using drugs to contact deities.
Relations:
Stepbrother, Drahl Eisen: Priesthood of Pharasma. She's constantly badgering him for samples of holy water and insists there's really a physical secret ingredient he's not telling her about.
Mother: Elderly now, lives with her.
Mythweavers: https://www.myth-weavers.com/sheets/?id=2008571
[SIZE=+1]Fatima Eisen[/SIZE]
F N Half-Elf (Drow) Alchemist (Sacrament, Chirurgeon, Ectoplasm Master,), Level 5, Init 2, HP 8/9, Speed
AC 16, Touch 12, Flat-footed 14, CMD 12, Fort 4, Ref 6, Will 4, CMB 0, Base Attack Bonus 0
10/day, splash damage Bomb +4 (3d6+Int mod, x2)
Dagger +0 or +4 (1d4, 19-20)
Injection Spear +3 (1d8, x3)
Chain Shirt, null (+4 Armor, +0 Shield, +2 Dex)
Abilities Str 11, Dex 15, Con 10, Int null, Wis 12, Cha 13
Condition None
Feats: Precise Shot, Healer's Hands, Signature Skill (Heal), Psychic Sensitivity, Skill Focus-Heal

GM Wolf |

I know it's only been 14 minutes since the last post about posting. I need a response to that within the next 24 hours! We will be playing Monday To Thursday and I will get some posts likely outside of that.
This is recruitment, I hope to see many of you posts in the next 24 hours.
Call me a grueling task master but I will not have another game that takes more than a day to get through a round of battle! I plan to close down two more of my games if this continues.
Now it's time to go play Minecraft with my boy!

Fatima Eisen |

How much time do you guys need? Please make a post with a requested amount of time, this will help me determine who is still in the running.
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Fatima's crunch looks like a 1st level. Half elf is a standard core race so you get 5 levels.
More updated now. Still need to work on gear and aura.
Fatima Eisen
F Half-Elf (Drow) Alchemist 5(Sacrament, Chirurgeon, Ectoplasm Master)
N Medium Humanoid
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 36 (5d8+10)
Fort +5, Ref +7, Will +5
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Offense
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Speed 30 ft.
Melee (L) +1 adamantine dagger +6 (1d4+1)
Ranged +5 Bomb (3d6+5)
Special Attacks Throw Anything, +Int to Damage with splash weapons
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Statistics
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Str 11, (12)
Dex 15, (15)
Con 16, (16)
Int 20, (17;+1(ASI);+2 race)
Wis 13, (13)
Cha 12 (12)
Base Atk +3; CMB +6; CMD XX
Feats Precise Shot, Concentrated Splash, Signature Skill (Heal)
Bonus Feats: Skill Focus-Heal (Chirurgeon), Psychic Sensitivity (Race),Combat Expertise, Deadly Aim, Point Blank Shot, Weapon Finesse (EitR)
Traits Teacher's Pet, Student of Philospophy
Skills:
Appaise +13, Bluff +10, Craft (Alc) +13, Disable Device +12, Heal +12, Know (Arc) +13, Know (Nat) +13, Know (Rel) +13, Spellcraft +9, UMD +9
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Special Abilities
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Alchemy
Bomb 3d6, 10/day
Infused Curative: Cure spells treated as if infusions (replaces poison use)
Anaesthetic: Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only deals the minimum damage. Replaces Poison Resistance +4
Ectoplasmic Extracts (Su): she adds all sorcerer/wizard Necromancy spells to class list, replaces Brew Potion
Sacramental Cognatogen (Su):Grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to her deity as if she were a cleric of her alchemist level. Teats her alchemist level as her cleric level for purposes of using these domain powers, and treats her Intelligence modifier as her Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level. (Replaces mutagen)
Divinely Inspired Alchemy (Su):Once per day while preparing extracts, for a period of 24 hours, a sacrament alchemist can gain an alchemist discovery (qualifies as level -2)
Healing Infusion (Sp, Su):At 2nd level, the blightbreaker can prepare extracts of the healing subschool as if she had the infusion discovery and can choose to render any such extracts inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used). If the blightbreaker has the infusion discovery, or if she is also a chirurgeon, she can use touch injection as a spell-like ability once per day as a standard action, but only to absorb an infusion of the healing subschool.