Carrion Crown AP - Table 1

Game Master Big Joe

Ravengro Map

Ravengo Map Key:

A. Town Square A simple wooden gazebo at the center of a grassy circular plaza serves as the hub for Ravengro’s major festivals and
gatherings. The town council also uses the gazebo as a platform for major announcements. When their labor allows it, farmers who have musical talent often converge here, forming impromptu bands. The town square is also where the local farmer’s market gathers every Wealday.

The town square is the most likely place to encounter Old River, the town dog. Old River has been ownerless for more than a decade, but the citizens of Ravengro have taken to looking after it—the dog has become something of a beloved town mascot. The dog almost always spends its
evenings sleeping under the gazebo steps.

B. The Posting Poles
The best sources for local news in Ravengro are the posting poles located throughout the town. Here one can find dozens of messages tacked to one of the five huge posts jutting out of the ground—generally, all five posting poles have identical notices, but periodically one or two messages might be missing from one of the poles. Pevrin Elkarid, the oldest son of the owner of the Laughing Demon, has taken the role of Post Boy for the last 3 years, charging 1 cp to transcribe five copies of a post and then ensuring that the copies are posted for at least a week. It is at the Posting Poles that the locals leave news of nuptials, job postings for farmhands, or notices of missing pets. The most popular regular item at the Posting Poles, however, is the “Wealday Parchment”—a weekly posting written by elderly councilman Gharen Muricar that summarizes Ravengro’s current politics. Occasionally, it even carries news of events beyond Ravengro’s borders. The “Wealday Parchment” is the closest thing Ravengro has to a weekly paper.

C. The Laughing Demon
Zokar Elkarid holds the philosophy that the best way to meet the horrors
of the world is with a jest, for if one can laugh at the worst life has to offer, there remains little to fear. His warm and friendly tavern does its best to live up to this admirable philosophy, down to the menu.
Zokar takes pains to come up with humorous names for his drinks and meals, with offerings like vampire steaks (cuts of beef skewered on thick wooden spikes), wolfballs (lamb meatballs served on plates painted to look like the face of the full moon), corpse chowder (a thick stew with red broth and chunks of meat), and liquid ghosts (a sweet pale ale that glows faintly with a greenish tint). Zokar and his regulars enjoy telling visitors tall tales about what’s really in the food served here.

D. Ravengro Town Hall
In classic small-town style, the people of Ravengro use this all-purpose facility for virtually everything, including council meetings, wedding receptions, and, when it rains, even the annual cook-off. Town council
meetings are generally scheduled on the first Oathday of the month, and often last well into the night.

E. Temple of Pharasma
This temple is devoted to Pharasma, the Lady of Graves. Ravengro’s only religious structure, the temple is also the town’s most elaborate building. Its eastern facade displays an intricate stained-glass mural depicting a stern Pharasma judging Count Andachi, one of Tamrivena’s most infamous previous rulers. Vauran Grimburrow is officially in charge
of the temple, but the day-to-day tending of the flock and maintenance of the temple and the Restlands are largely seen to by a dozen acolytes. The sale of minor magic items (particularly potions of cure light wounds, potions of lesser restoration, and holy water) is also the acolytes’ responsibility.

F. Ravengro General Store
Goods of all kinds can be procured here, especially tools and everyday items such as pots and pans. Luthko and Marta Avanaki run the store with their five girls. While the store caters to local needs, the Avanakis keep in stock most of the adventuring gear, tools, and skill kits listed in the Core Rulebook. While they do not normally carry weapons, armor, or magic items, the Avanakis might agree to sell a display suit of
masterwork full plate (an inheritance from Marta’s mother) that stands guard in the back of the store if you can talk them into it or they come to trust you enough to part with it.

F. Ravengro Forge
Jorfa is one of Ravengro’s most jealously guarded assets, for her skill at the forge is out of keeping with what one would expect to find in such a small town. Jorfa never speaks to her neighbors about her past—she’s lived in Ravengro for so long that locals see her as more of an institution than a neighbor. She heard a call for skilled crafters to aid in the foundation of a new town — Ravengro. Jorfa arrived only a month after Harrowstone was finished, and has lived in Ravengro ever since. Now approaching old age, she’s taken on a few promising apprentices but remains tight-lipped about her life.

Jorfa isn’t the oldest person in town, but she’s certainly lived in Ravengro longer than anyone else. She’s kept to herself for the past century or so, though, and despite her long life has relatively little insight into the inner workings of Harrowstone. While the majority of her work for Ravengro consists of tools for farmers and fisherfolk,
she often forges weapons and armor as well. Most of these works she sells to visiting collectors, but she keeps a good selection of weapons and armor on hand.

H. Jominda's Apothecary
Jominda Fallenbridge keeps a well-stocked supply of pharmacological
provisions, both herbal and alchemical. Here you can find all of the special substances and items listed in Table 6–9 of the Core Rulebook as well as most common material components for spells and a good selection
of magic potions—although she won’t agree to sell these to anyone but
those whom she trusts.

I. Ravengro Jail
Ravengro itself has never been a crime-ridden town (despite—or perhaps because of—the presence of Harrowstone), and its relatively small jail has always been more than enough to handle the town’s criminals (mostly public drunkards, vandals, or other minor thugs who rarely spend more than a few days in a cell). Indeed, the cells are typically empty, which is fine with the town’s sheriff, Benjan Caeller. Yet despite the town’s dearth of criminal activity, the sheriff likes to keep a tight lid on
things by employing four part-time deputies: Leromar, Riff, Trestleblade, and Vrodish. Each of these deputies spends a few days per week working as farmhands on one or more of the outlying homesteads. Most of the policework involves keeping order at the town taverns and making sure everyone stays calm and honest when the tax collectors from Caliphas ride through town.

J. The Silk Purse
Farming is a tough business. Drought, pests, and floods can make a year’s hard work vanish in an instant. To keep one’s farm afloat, those lucky enough to own land will often pledge it to a moneylender for credit. Others must pledge a percentage of the gross income from their next season of labor. Fortunately for Ravengro’s farmers, the Silk Purse is always ready to provide loans. Two moneylenders work out of this building, Luramin Taigh and Quess Yearburn — security is provided by a small group of eight loyal mercenaries who live in barracks on-site. The Silk Purse also sells old collateral (mostly gems and jewelry) that farmers were unable to buy back after the terms of their loans expired. One of these pieces of jewelry is a ring of feather falling and one of the gems is a "smokey quartz" priced at 500 gp. The moneylenders know full well what the ring is and what it’s worth.

K. The Outward Inn
The board and breakfast provided by Sarianna Vai come highly recommended. The inn has 10 rooms, though it is rare for more than four to be occupied at any one time. Local musicians and storytellers often visit the main floor and basement tavern in the evenings, performing for coppers at the smaller, more intimate gatherings. Only if the place is really jumping can Sarianna be cajoled into performing herself. Although now retired, she was once a singer of some repute in Caliphas, and her voice remains strong and beautiful to hear.

L. The Unfurling Scroll
When their parents can afford to spare them from the farms, a few “lucky” children are sent to study under Alendru Ghoroven, retired wizard-turned-teacher. Alendru teaches reading, history, and math, as well as beginning magical theory. He seeks to elevate “the commoners,” though few of his pupils enjoy the strictness of his classes.

In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created. He offers many 1st- through 3rd-level scrolls for sale, along with a fair number of low-priced magic items. A wand of cat’s grace (13 charges) and a wand of slow (6 charges) are two of his current highest-priced offerings.

M. Council Member's Home
There are four members of the Ravengro town council. Most live in generously-sized houses on the outskirts of town.

M1: Vashian Hearthmount and his family dwell here. Hearthmount
is a retired military commander who settled in Ravengro and took up the mantle of leadership largely so he could retain a sense of self-importance in his old age. He is the most experienced councilman—the other three look to him for guidance more often than not.

M2: Councilwoman Mirta Straelock was born and raised in Ravengro. She was the original owner of the town’s tavern, but sold it many years ago just before she took up public office. Popular and earthy, she is the most public face on the council.

M3: Councilwoman Shanda Faravan is a native-born local who served abroad as a royal accuser. She returned home after a scandal involving a prisoner she thought was innocent but who instead played her for a fool. She doesn’t speak much about her time as a royal accuser as a result.

M4: Councilman Gharen Muricar is just a few years junior to his lifelong friend Vashian Hearthmount, but acts like a man half his age. He’s the most up to date on matters outside of Ravengro, keeping the council abreast of national events, and also serves as the city’s unofficial historian. His reputation as something of a rake has not diminished much in his old age—but he’s such an institution in the town that most of the citizens take his lechery in stride, regarding it as “mostly harmless.”

N. The Lorrimor Place
This modest home was, until recently, the home of Professor Petros Lorrimor and his daughter Kendra. With the professor’s recent death, Kendra has been left the house as her inheritance—whether or not she chooses to stay in Ravengro is an unanswered question, though, for she yearns to see more of the world.

O. The Harrowstone Memorial
Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human
man dressed in leathers and wielding a truncheon—a depiction of Warden
Hawkran. A total of 25 names—the guards who died in the fire of 4661, as
well as the warden’s wife, Vesorianna—are chiseled into the statue’s stone base. The memorial is a popular meeting spot for late-night trysts among Ravengro’s young lovers, for it has just the right mix of tragic romance and spooky ambience without actually being on Harrowstone’s supposedly haunted grounds.

P. The Restlands
Behind the Funebrial is a large stretch of moorland reserved for interring Ravengro’s dead. Thanks to the Pharasmin church’s influence in town, Ravengro’s graveyard is large and well tended. Tradition dictates that whenever one passes by (or through) the Restlands, one must always first draw a spiral on her heart as a sign of respect. The sign wards against the risk that the traveler’s passage will disturb the sleep of the departed.

Q. Gib's Hephenus's Shack
This ramshackle building is home to one of Ravengro’s most foul-tempered retired farmers—Gibs Hephenus.

R. Harrowstone
This reminder of Ravengro’s original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Harrow Cards:

Each card can be used once. You can use either the power of the suit or of the alignment. There are no alignment implications for using Evil cards in and of themselves, although to what use you put the ability could be an infraction. Cards may not be traded between PCs.

Hammers (Str): +8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can also use this card to grant a bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of
the roll. This grants half the bonus (+4 before the roll, +2 after).

Keys (Dex): You can spend a keys card to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn.

Books (Int): You can spend a books card to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited and recharges on a daily basis.

Stars (Wis): If you feel stuck at some point in the adventure, you can spend a card of this suit and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.

Crowns (Cha): You may spend a crown card to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Lawful Good: You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level
to determine bonus damage; otherwise, your bonus damage equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. Meditating on the particular action in question requires 10 minutes and does not expend material components.

Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.

Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level.

Neutral Evil: You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inflict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.

Special Harrow Cards:


Spell Durations:

Spell and effects durations
24 hours: all day
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter

Treasure Tracker


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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.


Dot for interest


Also an interested dot.

I won't be able to build up a character sheet until the second week of august, but thankfully there is still time!


Dotting for interest.


I'll throw Cassandra's hat into the ring. Cassandra Blackpoole, Changeling Oracle of life.


Dotting


I've decided on making a Crypt breaker Alchemist. I'll have them up soon.

Scarab Sages

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I'm putting together a Pharasman Royal Accuser/Sanctified Slayer Inquisitor.

Liberty's Edge

Interested. Thinking of going with a fighter (Aldori Defender).

Grand Lodge

Dot


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?


I've been in a CC game that dropped before entering the Prison...

I'll try thinking of something interesting.


Yeah I’ll go with dhampir arcanist, with the vain drawback

edit: will the twilight sage archetype be allowed? feels fitting


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).


Dotting. Particularly like this part:

GM Big Joe wrote:
Expanded Fear Rules, and Sanity Rules will be in use for this adventure

For this adventure!


Introducing Garrick Felsworn (human ranger). He accompanied Professor Lorrimor several times as a bodyguard over the years. I'm sure he has more than a few stories from those adventures.


Question - Are background skills in?


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.

Crunch:

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


Here is Emmett Xanderi for your perusal.

Emmett Xanderi Hero Forge mini

Two centuries before the Age of Lost Omens began...How Xander (Emmett's ancestor) came to be a gladiator at the Oppara Arena:

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....

The Buxom Ogress tavern:

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's backstory:

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.

Languages:

common tongue: Taldane
ethnicity language: Varisian

The Deliberate Journey pantheon:

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

Pantheon Members Abadar, Barzahk, Desna, Ng

ability scores:

rolled ability score post

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 racial traits:

human ethnicity: Varisian

human

+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.

(turfer) brawler:

brawler

Turfer archetype

Favored Class Bonus:

brawler

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

Traits:

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.

Feats:

Bonus Human Feat: Combat Expertise

1st level feat: Improved Reposition

1st level brawler bonus feat: Improved Unarmed Strike

Skills:

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)

Gear:

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

Class Abilities:

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.

Level 1 Combat Summary:

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.


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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.

....


Oooh, I have a hedge witch I made for this campaign but the GM disappeared. I'll readjust her and post.


RHMG Animator wrote:
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.


I have a number of ideas.

Just going over them.

Might roll some dice to randomise it.


I’ll drop in a fighter for consideration this evening.


This is ironperenti's submission. Need to massage the header a little but the character writeup I think is good. May need to change my traits, the previous game gave us three I think.


Got most of Augghh the Unclean. Cleric of Torag.


Submitting Marz here for the game - a changeling ex-cleric of Tsukiyo, with the Madness domain and clearly losing her sanity faster by the minute.


All right, here is my submission.

Character concept:

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.

Character sheet:

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

Background:

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...


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....


Here be KoolKobold's submission, Telmiroan Archeker III, heir to a powerful vampire aristocratic family and twilight sage arcanist. Will need to add in his gear but other than that he'll be ready


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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


Here is my submission. Arn is a fighter (Aldori Defender).

His crunch and equipment purchases are complete. I just need to flesh out his backstory. His campaign trait is Chance Savior.


@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.


Backstory completed.

Arn is ready for recruitment consideration.


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.


Just updated Garrick's profile with his background and some crunch.


GM Big Joe wrote:

....

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.

Does this apply to other linked sequential feats, such as style feats?


Dotting >:)


Emmett is a controller (CMB +10 for Reposition combat manuever) and melee striker.


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As I look through the current submissions I'll let anyone know if corrections are needed. There are some fantastic submissions so far.


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.


dotting


Uzzul has returned to Ustalav to honor the debt he owes the Professor, though he expects a frigid reception given the reputation of his kind. Still, his axe is sharp and his arm is strong, should anyone wish to make an issue of his presence.

(Orc Barbarian, character sheet linked in profile)


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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


@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.


RHMG Animator wrote:

@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.


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.


pad300 wrote:
GM Big Joe wrote:

....

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.

Does this apply to other linked sequential feats, such as style feats?

Yes.

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