| GM Big Joe |
| 5 people marked this as a favorite. |
Hi everyone. This is an open recruitment for anyone interested in playing the Carrion Crown Adventure Path using the Pathfinder 1st Edition ruleset. I am looking to recruit 4 to 5 players. Submissions will be accepted until August 14th.
CHARACTER CREATION GUIDELINES
Content Available for Use in this Campaign: All Paizo published 1st edition material is available for use with the exception of Mythic Adventures, Mythic Origins, and Mythic Realms.
Third Party Material: No third-party material will be allowed for use in character creation.
Ability Scores: Ability scores will be generated via 20 point buy with no ability score starting below 7 prior to racial adjustments.
Races: All races from the core rulebook are available for play along with Changelings, Dhampirs, and Orcs. If you wish to play another race please discuss it with me and provide a bit of background as to why a character of your race would know Professor Lorrimor. Please note that the people of Ustalav are an insular lot and distrustful of outsiders.
Classes: All Paizo published classes with the exception of Gunslinger, Ninja, and Samurai are available for play. Note: The Gunslinger using the Bolt Ace archetype is okay for play.
Ultimate Campaign and Horror Adventures Subsystems: Background Skills, Expanded Fear Rules, and Sanity Rules will be in use for this adventure.
Feats: If you choose a feat that has improved and greater versions of itself you will automatically gain the improved and greater versions of those feats when you meet the feats prerequisites.
Traits: All characters will start with two traits of which one must be from the Carrion Crown Players Guide. You may take a drawback to gain another trait but be prepared to roleplay the drawback.
Starting Wealth: All characters start with the maximum wealth for their chosen class.
Player's Guide: All players are strongly encouraged to download a copy of the Carrion Crown Players Guide for use in character creation and to get a feel for the adventure path.
POSTING: All players are asked to try to post at least once per day Monday through Friday. However, I am not a stickler and if you miss a day, it is not a big deal to me. If you are going to be away for an extended period, please let us know so that your character can be run by proxy if need be. No one is expected to post during holidays.
| KoolKobold |
Absolutely dotting. I dropped out of a Carrion Crown campaign due to massive emotional burnout, but I’m ready to get back into it. I actually have an orc brawler that I used for said campaign I can dust off if that’s alright
EDIT: otherwise I’ll consider either a dhampir arcane caster, will test out arcanist; or an unchained rogue (race undetermined). One question-variant heritages for aasimars, dhampirs, and tieflings, yes or no?
| Emmett Xanderi |
Interested.
Going to edit Emmett to line up with your character creation.
Carrion Crown campaign trait: On the Payroll
non-campaign trait: Heirloom Weapon
human brawler (turfer archetype)
alternate racial trait: Giant Ancestry (Source Horror Adventures pg. 41)
Both the Heirloom Weapon trait and the Giant Ancestry alternate racial trait are integral to his character concept/backstory (see his profile to read).
| Josef Wayland |
DBH here with my Crypt breaker Alchemist. Josef has worked with Professor Lorrimor many times in the past and has the On the payroll trait.
JOSEF WAYLAND
Male Human (Varisian) alchemist 1, NG medium humanoid (human)
Init +2; Senses Perception +5,
Languages Common, Draconic, Necril, Varisian
AC 15, touch 12, flat-footed 13. hp 10 (1HD)
Fort +3, Ref +4, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Speed 30 ft. (6 squares)
Ranged light crossbow +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
Melee cold iron dagger +1 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)
Melee silver dagger +1 (1d4/19-20)
Ranged silver dagger (thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 13
Special Actions Alkahest Bombs, Throw Anything,
Prepared Spells Prepared Spell List
Alchemist (CL 1st):
1st - comprehend languages (DC ) , cure light wounds (DC 14)
Abilities Str 12, Dex 15, Con 12, Int 16, Wis 12, Cha 12
Special Qualities Alchemy, Bonus Feat, Crypt Breaker's Draught, Formulae, Skilled, Trapfinding,
Feats Fast Learner, Point-Blank Shot, Throw Anything
Skills
Acrobatics +1,
*Appraise +7,
Bluff +1,
*Craft (Alchemy) +7, Craft (Alchemy) (Create item) +8,
Diplomacy +1,
*Disable Device +6,
Disguise +1,
Escape Artist +1,
Fly +1,
*Heal +5,
Intimidate +1,
*Knowledge (Arcana) +7,
*Knowledge (Nature) +7,
*Perception +5, Perception (Trapfinding) +6,
Ride +1,
Sense Motive +1,
*Spellcraft +7,
Stealth +1,
*Survival +5,
Possessions studded leather armor; thieves' tools; Light Crossbow ; Backpack, Common [ Alchemy Crafting Kit; Grooming Kit; Mess Kit; Survival Kit (Common); Bedroll; Winter Blanket; Coffee Pot; Grappling Bolt; Lantern (Bullseye/Waterproof); Oil; Silk Rope (50 ft.); Shovel; Waterproof Bag; Waterproof Bag; Oldlaw Whiskey (Bottle); ]; Waterproof Bag [ Stationary; ]; Waterproof Bag [ Coffee (Cup) (x12); Honey (Jar); Powdered Milk; ]; Belt Pouch [ Compass; Flint and Steel; Sewing Needle; Soap; String (50 ft.); ]; Wrist Sheath [ Silver Dagger; ]; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ;
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+3 points of acid damage plus an additional 0d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other creatures, alkahest bombs deal 1d4+3 plus 0d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness.
Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
On the Payroll: Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long
career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had
contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times.
Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best. Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.
Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.
I'll work on his background. I see him as an academic who spends a lot of time on expeditions due to his skills, which was where he met Lorrimor
| Emmett Xanderi |
Here is Emmett Xanderi for your perusal.
Emmett Xanderi Hero Forge mini
In the year 4407 AR, during the last year of the Everwar, Xander was one of several Ulfen and Varisian humans captured by Chelaxian slavers near the newly form city of Korvosa. They remained slaves of the Chelaxian army for the next three years. When the Everward ended in 4410 AR, the army commander who captured Xander and the other slaves sold them to the Oppara Arena. Of the lot of slaves Xander was a part of, only Xander and three of the others survived a year in the arena. The four of them fought as a group for a year, becoming favorites of the spectators. During their third year as slaves in the arean, they were pitted in a four against one fight with the werewolf ogre champion, Gutspiller. It cost the lives of his three closest friends of the past three years, but Xander took advantage when Gutspiller was gloating to the crowd, and picked up the sword of one of his fallen comrades, and when Gutspiller went to sunder the held sword, Xander released it and struck Gutspiller with his smaller-designed silver cestus through the eye, dropping the lycanthropic champion. He won his freedom that day....
On the wall behind the serving bar at the The Buxom Ogress. is a rudis (a wooden sword that indicates a gladiator slave has won their freedom). Below the rudis, is a plaque with the words, Xander won more than his freedom the week he slew the reigning champion, the vicious lycanthropic ogre, Gutspiller. Gutspiller's mate found Xander in this very tavern the following day, demanding blood for blood. When Xander had bested the ogress and was about to deliver the death blow, he said with a lustful glint in his eyes, "Blood for blood can be done another way.". The ogress replied, "Make it blood and brew and consider yourself mine." Xander smiled and offered the barkeep half the betting gold purse he won the day before for the deed to the bar. After the bartender agreed to sell the bar, Xander boomed aloud and grabbed a mug of ale from a nearby table and raised it, "The name of the bar is now The Buxom Ogress and, looking at the ogress beneath him, "The brew is yours but our blood will bear my name." Underneath the plaque is the masterwork cold iron metal klar shield Xander wielded in the arena.
The above is public knowledge, what is not so common knowledge, is there is no silver in the blade of the klar shield Xander fought with. For Xander's shield was forged using cold iron) and made it easier for Xander to inflict more damage on the ogre werewolf champion with his cestus, who's metal was silver and not common steel. Too small for the spectators to notice that his cestus was not a typical cestus, aside it being smaller than a standard cestus (so the pieces of silver protruding from it were not as large), which is how he tricked Gutspiller into thinking he had no silver weapons during the day Gutspiller's guts were spilled.
The silvered cestus that Xander fought in the arena with was passed down through the generations. Family tradition is when the youngest child of the current owner of the cestus family heirloom turns 17, all the children of the current heirloom owner (who is also the owner or a co-owner of The Buxom Ogress) compete in a barroom brawl on the floor their ancestors fought on, Xander and the ogress first fought. With the winner receiving the family heirloom from the owner of the bar. The new heirloom owner then becomes a co-owner of the tavern with the previous heirloom wearer.
Xander won his freedom more than a century ago (before the Age of Lost Omens had begun).
Emmett Xanderi is the first-born child of Walter Xanmer (the current owner of The Buxom Ogress). Emmett was 20 when the youngest of his siblings turned 17 (ten years ago) he and his siblings had the traditional barroom brawl to determine who would become the new owner of the family heirloom and co-owner of the tavern. Emmett shuffled his smaller siblings around, as he could not bring himself to damage them, so he planned to wait until only one of his siblings was still in the fight and then pin them to the ground to claim victory. That was until his youngest sibling (his brother Stragg) drew a dagger and stabbed their other brother (Typhys) in the back. Emmett grabbed his dagger-wielding brother and repositioned him away from their brother Typhus. Xander's actions to save his one sibling from a fatal second dagger attack resulted in his other sibling, his only sister (Krayla), to have her throat slit, as Emmett moved his dagger-wielding brother away from his other brother, the Stragg struck out as he got within reach of his sister and slit Krayla's throat.
Emmett, shocked at what his youngest sibling did, flung him against the wall of the tavern, Stragg going unconscious when he hit the wall and slid to the floor. Emmett then ran over to his sister, trying to stop the blood spurting from her neck with his huge hands, but it was too late. Just before life drained from Krayla's eyes she warned her big brother, "Behind you," as her body went limp in his arms. Thinking it was his dagger-wielding brother his sister was warning him about, Emmet spun around with a devastating backfist and knocked his other brother unconscious.
Within in a week of his sister's murder, his youngest brother was arrested for murder, Emmett was wearing the family heirloom and with a rumour spreading that Emmett and his youngest brother had worked together during the fight, his father told him it would be best if he left the city for a few years. His father gave him the chest that once held the coins that Xander purchased the tavern with and told his eldest child to not come back until he had filled it with coins. Before Emmett was about to walk out the door, his father told him to not leave yet, and to the astonished onlookers in the tavern, took Xander's masterwork cold iron klar shield from the wall underneath the plaque and walked over and handed it to his first-born, "To help ensure you walk back through the door someday, son."
Emmett's imposing size (7'2"; 350 lbs) has made it fairly easy for him to get work as a guard in a caravan that was traveling north from Taldor to Ustalav and the Land of the Linnorm Kings. Professor Lorrimor joined the caravan from Ustalav to the Land of the Linnorm Kings, and during that time he became impressed with Emmett's skills at discouraging bandits from trying their rob from the caravan. Over the years Professor Lorrimor hired Emmett as one of his personal carvan guards. Whiile Emmett already possessed the two heirlooms of his family, he used the significant wealth he earned over the years to purchase another prized possession - a masterwork chain shirt crafted with living steel. Professor Lorrimor has witnessed more than once when a band of bandits attempting to rob from the caravan became shocked when their metal weapons sometimes would get destroyed upon striking Emmett with them.
common tongue: Taldane
ethnicity language: Varisian
The Deliberate Journey pantheon
One of the most widely worshipped of all deities across the Inner Sea, Desna is particularly known for her care of travelers, especially the dreamy wanderer. But her aid is also invoked by those whose travel is of a much more intentional nature, such as those who organize caravans across lengthy routes through the Saga Lands or along the Golden Road. The pantheon of the Deliberate Journey includes Desna for her wisdom and support through the many winding roads of their journeys. They also appeal to Abadar, for he's interested in the traveler that carries civilization and wealth to new places. Mapping the routes is important to Abadar for encouraging safety in these aims, as well as for building roads. Ng, the enigmatic Eldest known also as the Hooded, is the patron of those who travel long distances with purpose, and such travelers appeal to him for safety from banditry, treacherous weather, and getting lost. Worshippers turn to Barzahk, known also as the Passage, for aid when at a crossroads, for they are the psychopomp who maintains the Dead Roads, the secret back routes between the planes and the mortal world, as well as looking after migrations and lost souls. Especially when the crossroads is figurative or when death looms near on an ill-fated journey, travelers implore Barzahk to intercede.
Category Pantheons
Edicts plan for travel and bring what you need, identify the best route, make deliberate decisions for the benefit of all who travel, travel with a purpose
Anathema fail to prepare for a journey, let chance decide which way to go, put travelers under your care in danger
Areas of Concern caravans, crossroads, knowing the way, travel by road
Follower Alignments NG, LN, N
Using 20 point-buy: Str 16 (10), Dex 14 (5), Con 14 (5), Int 10 (0), Wis 10 (0), Cha 10 (0).
+2 human adjustment to Str
Str 18 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 10 (+0)
human ethnicity: Varisian
+2 to any one ability score (Str)
Bonus feat (Combat Expertise)
skilled --> Giant Ancestry (Source Horror Adventures pg. 41): Humans with ogre or troll ancestry end up having hulking builds and asymmetrical features. Such humans gain a +1 bonus on combat maneuver checks and to CMD, but a –2 penalty on Stealth checks.
Human (Advanced Class Guide pg. 71): Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.
Chosen two maneuvers for Emmett's favored class bonus: reposition and sunder
Carrion Crown adventure path campagin trait: On the Payroll
Basic (Social) Trait: Rich Parents (The family tavern in Oppara, The Buxum Ogress earns the family considerable wealth.)
Equipment Trait: Heirloom Weapon (silver cestus, +2 trait bonus on Reposition combat maneuvers.)
Drawback: Overprotective*
*Emmett's overprotective drawback includes never going a day he does not miss his sister, who was killed by one of his younger brothers during the family brawling tradition to determine which child of the current owner of the family heirloom becomes a co-owner of the family's tavern and becomes the new owner of the family heirloom.
Bonus Human Feat: Combat Expertise
1st level feat: Improved Reposition
1st level brawler bonus feat: Improved Unarmed Strike
The Brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
ACP from masterwork living steel chain shirt: -1
ACP from masterwork cold iron klar shield: -0
Background Skills (2)
Handle Animal +4 (1 rank, +3 class skill, +0 Cha)
Profession (caravan guard) +4 (1 rank, +3 class skill, +0 Int)
Adventuring Skills (4)
Intimidation +4 (1 rank, +3 class skill, +0 Cha)
Knowledge (local) +4 (1 rank, +3 class skill, +0 Int)
Perception +4 (1 rank, +3 class skill, +0 Wis)
Sense Motive +4 (1 rank, +3 class skill, +0 Wis)
Stealth -1 (0 ranks, +2 Dex, -2 giant ancestry, -1 ACP)
Maximum 1st level class wealth (increased to 900 gold for Rich Parents basic-social trait) plus 150 gold from On the Payroll campaign trait.
Total Starting Wealth: 1,050 gold
- silver cestus (25 gold) (1 lb) (running tally: 25 gold; 1 lb)
- masterwork cold iron metal klar shield (174 gold) (6 lbs) (running tally: 199 gold; 7 lbs)
- masterwork living steel chain shirt (750 gold) (25 lbs) (running tally: 949 gold; 32 lbs)
- mule (8 gold) (-) (running tally: 957 gold; 32 lbs; mule 0 lbs)
- bit and bridle (2 gold) (1 lb) (running tally: 959 gold; 32 lbs; mule 1 lb)
- pack saddle (5 gold) (15 lbs) (running tally: 964 gold; 32 lbs; mule 16 lbs)
- small chest (stored in pack saddle) (2 gold) (25 lbs) (running tally: 966 gold; 32 lb; mule 41 lbs)
- simple lock (part of chest) (20 gold) (1 lb) (running tally: 986 gold; 32 lbs; mule 42 lbs)
- beast (ungulate) whistle (5 gold) (-) (running tally: 991 gold; 32 lbs; mule 42 lbs)
- explorer's outfit (free outfit) (8 lbs) (running tally: 991 gold; 40 lbs; mule 42 lbs)
- cold-weather outfit (8 gold) (7 lbs) (in chest) (running tally: 999 gold; 40 lbs; mule 49 lbs)
- 2 bandoliers (1 gold) (-) (as thigh straps instead of bandoliers around his back and chest) (running tally: 1,000 gold; 40 lbs; mule 49 lbs)
- sling (-) (-) (on right thigh strap)
- sling pouch with 10 sling bullets (1 silver) (5 lbs) (on left thigh strap) (running tally: 1,000.1 gold; 45 lbs; mule 49 lbs)
- dagger (2 gold) (1 lb) (on left thigh strap) (running tally: 1,002.1 gold; 46 lbs; mule 49 lbs)
- dagger (2 gold) (1 lb) (on right thigh strap) (running tally: 1,004.1 gold; 47 lbs; mule 49 lbs)
- belt pouch (1 gold) (1/2 lb) (on person, attached to belt) (running tally: 1,005.1 gold; 47.5 lbs; mule 49 lbs)
- winter blanket (5 silver) (3 lbs) (in chest) (running tally: 1,005.6 gold; 47.5 lbs; mule 52 lbs)
- bedroll (1 silver) (5 lbs) (in chest) (running tally: 1,005.7 gold; 47.5 lbs; mule 57 lbs)
- metal canteen (2 gold) (1 lb) (on person) (running tally: 1,007.7 gold; 48.5 lbs; mule 57 lbs)
- mess kit (2 silver) (1 lb) (in chest) (running tally: 1,007.9 gold; 48.5 lbs; mule 58 lbs)
- tin tankard (2 copper) (1 lb) (in chest) (running tally: 1,007.92 gold; 48.5 lbs; mule 59 lbs)
- soap (1 copper) (1/2 lb) (in chest) (running tally: 1,007.93 gold; 48.5 lbs; mule 59.5 lbs)
- flint & steel (1 gold) (-) (in chest) (running tally: 1,008.93 gold; 48.5 lbs; mule 59.5 lbs)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (tied to belt) (running tally: 1,009.03 gold; 49 lbs; mule 59.5 lbs)
- sack (4 cubic feet carrying capacity) (1 silver) (1/2 lb) (in chest) (running tally: 1,009.13 gold; 49 lbs; mule 60 lbs.)
- waterproof bag (5 silver) (1/2 lb) (in chest) (running tally: 1,009.63 gold; 49.5 lbs; mule 60 lbs)
- feed (3 days) (in pack saddle) (15 copper) (30 lbs) (running tally: 1,009.78 gold; 49.5 lbs; mule 90 lbs)
- trail rations (3 days) (in waterproof bag in chest) (15 silver) (3 lbs) (running tally: 1,011.28 gold; 49.5 lbs; mule 93 lbs)
- waterproof bag (5 silver) (1/2 lb) (tied to belt) (running tally: 1,011.78 gold; 50 lbs; mule 93 lbs)
- wandermeal (10 days) (stored in waterproof bag tied to belt) (10 copper) (5 lbs) (running tally: 1,011.88 gold; 55 lbs; mule 93 lbs)
- wandermeal (7 days) (stored in waterproof bag in chest) (7 copper) (3 1/2 lbs) (running tally: 1,011.95 gold; 55 lbs; mule 96.5 lbs)
- dandy brush (in pack saddle) (2 silver) (2 lbs) (running tally: 1,012.15 gold; 55 lbs; mule 98.5 lbs)
- weaponrack backpack (25 gold) (5 lbs) (running tally: 1,037.15 gold; 60 lbs; mule 98.5 lbs)
- 5 torches (in weaponrack backpack) (5 copper) (5 lbs) (running tally: 1,037.2 gold; 65 lbs; mule 98.5 lbs)
- cold iron light hammer (in weapon rack) (2 gold) (2 lbs) (running tally: 1,039.2 gold; 67 lbs; mule 98.5 lbs)
- cold iron dagger (in weapon rack) (4 gold) (1 lb) (running tally: 1,043.2 gold; 68 lbs; mule 98.5 lbs)
- 50 foot rope (stored in weaponrack backpack (1 gold) (10 lbs) (running tally: 1,044.2 gold; 78 lbs; mule 98.5 lbs)
- hammock (in weaponrack backpack) (1 silver) (3 lbs) (running tally: 1,044.3 gold; 81 lbs; mule 98.5 lbs)
money in belt pouch: 5 gold, 6 silver, 10 copper
Both Emmett (Str 18) and his (female) pack mule (name: Speckles) have the same encumbrance thresholds.
light encumbrance threshold: 100 lbs
medium encumbrance threshold: 200 lbs
heavy encumbrance threshold: 300 lbs
lift over head: 300 lbs
lift off ground: 600 lbs
push/drag: 1500 lbs
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers.
Combat Maneuver Bonus Calculations:
Base Attack Bonus: +1
Strength Modifier: +4
Giant Ancestry (alternate human racial trait): +1
Heirloom Weapon Equipment (trait) (silver cestus): +2 trait bonus on Reposition combat manevuers
Improved Reposition (feat): +2 to Reposition combat maneuvers
CMB +6 (Reposition +10)
Combat Maneuver Defense Calculations:
Base: 10
Base Attack Bonus: +1
Strength Modifier: +4
Dexterity Modifier: +2
Giant Ancestry (alternate human racial trait): +1
Improved Reposition (feat): +2 to CMD to resist Reposition combat maneuvers
Human Brawler's Alternate Favored Class Bonus: +1 CMD to resist Reposition & Sunder combat maneuvers
CMD 18 (20 to resist Sunder; 22 to resist Reposition)
Flat-footed CMD 16 (18 to resist Sunder; 20 to resist Reposition)
I will complete the combat summary before the recruitment cut-off date.
| DBH |
DBH wrote:Question - Are background skills in?He did mention it
GM Big Joe wrote:....
Ultimate Campaign and Horror Adventures Subsystems: Background Skills, Expanded Fear Rules, and Sanity Rules will be in use for this adventure.
....
Looked through the post twice and still missed it! Thanks for that.
| Veniir |
All right, here is my submission.
Carla is a Hedge Witch, which means she can trade out prepared spells to spontaneously cast Cure spells. She is a great support character and main healer, although a bit supersticious.
STR 8, DEX 14, CON 12, INT 19, WIS 12, CHA 10
Female Human
Medium Size
NG (Hedge) Witch 1
BaB +0
Init +6; Senses: Perception +4, Sense Motive +0
CMB +0 (0BaB)
CMD 12 (0BaB +2dexterity)
Favored Class Witch
FC bonus: +1 HP
Defense
AC 12, touch 12 flat-footed 10 (+2 Dex) (Consider Mage Armor)
HP 8 (6 + 1 (1*1Con) + 1 (1*1FCbonus))
Fort +2 (+0 base +0 Con +2 Familiar)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +1 Wis) (add 2 vs fear effects)
Offense
Speed 30 ft
Ranged touch attack +2
Space 5 ft, Reach 5 ft
Arcane magic
Patron: Healing
CL 1
Concentration (CL + Int): +5
Familiar: Rat
DC: 14+spell level
Prepared (slots):
Cantrips (3): Dancing Lights, Detect Magic, Daze
1 (2): Snowball, Charm Person
Spells known
Cantrips: All
1 (7): Bungle, Charm Person, Comprehend Languages, Ear Piercing Scream, Mage Armor, Obscuring Mist, Snowball
Hex
Healing
Misfortune
Other abilities and SQ
Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
This replaces the witch’s hex gained at 4th level.
Empathic Healing (Su):
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.
This replaces the witch’s hex gained at 8th level.
Traits:
Making Good on Promises
Spirit Guide
Feats:
Lvl 1 - Extra Hex
Human - Improved Initiative
Skills:
Heal +5 (1 Ranks +1 Wis +3 CS)
Knowledge (arcana) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nature) +8 (1 Ranks +4 Int +3 CS)
Knowledge (religion) +10 (1 Ranks +4 Int +3 CS +2 trait)
Perception +2(4) (1 Ranks +1 Wis (+2 Alertness when Familiar is within arm's reach))
Spellcraft +8 (1 Ranks +4 Int +3 CS)
UMD +4 (1 Ranks +3 CS)
Background skills:
Knowledge (history) +8 (1 Ranks +4 Int +3 CS)
Knowledge (nobility) +5 (1 Ranks +4 Int)
Languages: Common, Sylvan, Skald, Varisian, Undercommon
Equipment:
Wealth: 29gp 7sp
Common items
Dagger, Backpack, Bedroll, Winter blanket, Ink, Inkpen x2, Parchment sheet x5, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch, Healer's kit (10)
Familiar:
Rat - Lawrence
1HD (4 HP)
Melee Bite +4 (1d3-4)
Saves +2 +4 +3
AC 15
Abilities: 2 15 11 6 13 2
Alertness, Improved evasion, Share spells, empathic link, Store spells
Carla Hiibus lived her entire life in Ustalav. She and her brother Stephan have depended on each other over the years and this is how she survived. While Stephan worried about the more practical aspects of life, Carla has always been more spiritual, often falling back to her culture's supersticions. This has always been a point of contempt between the two.
Stephan only let it go once Carla's spirituality became more formal, through the study of different religions with more focus on Pharasma. The young woman has always been in awe at the deity's power of deciding what happened to the dead. As often as she could, she would come to the temple and pray, however, divine powers never manifested in her.
She spent many years in search of a calling, praying to Pharasma, but sometimes to no deity in particular, just to be able to bring the power of life and death. Though no god answered her, she did find a rat that looked at her somewhat funnily. She didn't tell Stephan about him, since this would prompt another discussion, but every day she felt the rat was following her. Until one day she tried talking to it. Instead of running, the rat approached her, and without effort, Carla could feel what the rat was feeling. "What's your name?", she asked. Without a verbal reply, Carla knew to call him Lawrence.
Over time, Carla started to talk more to the rat than people, and she felt it could teach her things. But she had to tell someone. She couldn't tell Stephan, as he wouldn't understand. So, Carla looked for someone else. She did find someone who could help her, a certain Professor Lorrimor seemed to have the knowledge and the will to help her.
With his help, Carla understood that Lawrence was sent from a higher being, although it wasn't yet clear who, or for what purpose. She also realized that, the more the Professor helped her, the more indebted she was to him. One day, he left to continue his work around Ustalav, so he went home. At first, Carla was happy, that there were no strings attached to his help. However, there was always the uncomfortable feeling in the back of her head that one day he would come back to collect the favor...
| RHMG Animator |
Ok, time to decide with Dice.
Ass/Skill: 4d100 ⇒ (68, 10, 11, 31) = 120 Monk:Fighter/Ranger:Rogue
Div/Arc: 4d100 ⇒ (17, 86, 91, 90) = 284 Warpriest:Cleric/Bard:Alchemist
Semi: 4d100 ⇒ (20, 87, 96, 62) = 265 Monk:Cleric/Bard:Alchemist
Final: 2d100 ⇒ (30, 49) = 79 Cleric/Bard
So Making a Bard..... Might do VMC with Cleric......
Race: 1d3 ⇒ 1 Elf:Half-Elf:Human
Ok so an Elven Bard....
| RHMG Animator |
| 2 people marked this as a favorite. |
Character Submissions:
Assault:
Emmett - Human Brawler
Garrick - Human Ranger
Mihai - Human Fighter
Arneson - Human Fighter
Arcane:
Josef Human Alchemist
Telmiroan - dhampir arcanist
Carla - Human Witch
Divine:
Cassandra - Changeling Oracle
Aggghhh - Dwarf Cleric
Marz - Changeling Cleric
Skilled:
RHMG - Elven Bard
edit:
Added Arneson "Arn" Aldori from below
| RHMG Animator |
@GM.
Since we have until Aug the 14.
Should we setup a RP Tavern (a discussion thread) so characters can get to know each other and you get to observe them and see who is meshing well with each other. It would also help players get in character and figure out how they are going to play them.
-------
Got most of the character done, ironing things out.
| Telmiroan Archeker III |
Will iron out Telmiroan’s backstory and gear tomorrow. For a brief synopsis of his backstory, he’s the son of a human and a poweful aristocratic vampiress. The Professor was his tutor for a time in regards to arcane knowledge, and it led to him searching deeper into ways to blend arcane magic and necromatic power.
| Emmett Xanderi |
Emmett wears a weapon rack backpack that currently holds a cold iron dagger and cold iron light hammer, with the other two weapon slots empty (eventually want to acquire two silver weapons for the two empty slots), so for the time being the two empty weapon rack slots can be used to store back-up weapons of other PCs (or to store two weapons we find as we adventure), and of course other PCs can draw the cold iron weapons from the backpack as needed.
| RHMG Animator |
| 2 people marked this as a favorite. |
Character Submissions:
Assault:
Emmett - Human Brawler
Garrick - Human Ranger
Mihai - Human Fighter
Arneson - Human Fighter
Uzuul - Orc Barbarian
Arcane:
Josef Human Alchemist
Telmiroan - dhampir arcanist
Carla - Human Witch
Divine:
Cassandra - Changeling Oracle
Aggghhh - Dwarf Cleric
Marz - Changeling Cleric
Skilled:
Noya - Elven Bard
| RHMG Animator |
@GM
Since I'm taking bard and have a Whip proficiency.
Does that extend to all Whips like; Nine-section whip, Scorpion whip.
Since your doing the Auto Improve and Great feat thing.
As hardly anyone uses Exotic weapons....
Also is Encumbrance in play?
Cause when Encumbrance is in play, everyone pretty much needs like at bare minimum a STR of 12 to not drop their stuff in every fight.
| GM Big Joe |
@GM
Since I'm taking bard and have a Whip proficiency.
Does that extend to all Whips like; Nine-section whip, Scorpion whip.
Since your doing the Auto Improve and Great feat thing.As hardly anyone uses Exotic weapons....
Also is Encumbrance in play?
Cause when Encumbrance is in play, everyone pretty much needs like at bare minimum a STR of 12 to not drop their stuff in every fight.
Yes, all whips are included.
I tend not to worry about encumbrance unless you are trying to do something out of the ordinary or conditions call for it such as having to cross an old weather worn weak wooden bridge spanning a chasm.
| Javell DeLeon |
I'm gonna throw this guy in there: Jack Ryder
He starts out as a Ranger(Trapper) but will switch to Rogue(Knife Master/Relic Raider) the rest of the way after 1st level.
Ultimately, a Rogue build.
I'll have to bust him down to 1st level but this is the gist of him.
| GM Big Joe |
GM Big Joe wrote:Does this apply to other linked sequential feats, such as style feats?....
Feats: If you choose a feat that has improved and greater versions of itself you will automatically gain the improved and greater versions of those feats when you meet the feats prerequisites.
Yes.