Carrion Crown: Uneasy Lie the Dead [Recruitment]


Recruitment

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Although I'm new to the PbP genre I have been playing and GM'ing D&D in all it's incarnations since 1979 and I'm looking for five players to join me on this adventure. Recruitment will end March 25th @ 12pm. CDT.

The Rules:
Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.
Traits: Character's will start with two traits, one of which MUST be from the Carrion Crown’s Player's Guide found <Here>.
Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

If you have any questions feel free to post them here or PM me and I'll answer them as quickly as possible.
Thanks for your interest,
Alex


Applying with Thorgrund, dwarf ranger (skirmisher). I'll be finishing soon.

Dark Archive

Dotting for interest.


interested...no equip or background yet..

listegn:

Human Sorcerer 1
N Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks heavenly fire (8/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Magic Missile, Sleep (DC 16), Grease (DC 16), True Strike
0 (at will) Disrupt Undead, Daze (DC 15), Detect Magic, Mending, Light
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 20
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer), Expanded Arcana (Sorcerer)
Traits Inspired by Greatness (Magic Missile), Magical Lineage (Magic Missile)
Skills Knowledge (religion) +1, Perception +1, Use Magic Device +9
Languages Common
SQ bloodlines (celestial)
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Celestial Summoned creatures gain DR 1/evil.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (8/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Inspired by Greatness (Magic Missile) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.


This would be a perfect spot for this Ancestor Oracle I've been thinking of ...not particularly bright nor sure of where these abilities and disturbances come from ...subject of study by the good Professor ...hmmmm.


Yup yup. The fluff is pretty solid in my head ...laid back, fairly average kid having way too much interaction with spirits for his own tastes ...but now some of them seem to work for him, not just against him ...not sure what to do with the power he now feels. Crunch on the way, too. Got to go meet a friend for dinner, though.


Name: Fox
Age: 21
Race: Human
Class: Ninja
Alignment: True Neutral
Campaign Trait: Ghost Sight + 2 Perception Undead
Secondary Trait: Chance Savior +2 Init

Male TN Ninja, Level 1, Init +6, HP 8/8, Speed 30 ft AC 16, Touch 14, Flat-footed 12, Fort +2, Ref +6, Will -1, Base Attack Bonus 0
Abilities Str 12, Dex 18, Con 14, Int 1o, Wis 8, Cha 14
Conditions None
Character Sheet
"The board is a mirror of the mind of the players as the moments pass. When an adept studies the record of a game he can tell at what point greed overtook the opponent, when he became tired, when he fell into stupidity, and when he left to fetch tea."
- Fox speaking about Go

Appearance

Spoiler:
Height: 5'9"
Weight: 170 lbs
Hair Color: Black
Skin Color: Pale
Eye Color: Brown

This shadow is a calm faced man with pale skin and short black hair. His features are sharp and angular without marking except for a slight burn near the eye sockets. His body is hard, lithe and lined with muscle like a coil. There are no tattoos to speak of other then an array of scars tracing over the torso. Upon meeting Fox for the first time, one could say his body language was fierce yet almost subdued as a cloak of mist. He is highly agile, flexible and moves with the body language of an animal more then that of man.
Covered in an eclipse of color, Fox's fitting cotton and leathers are bound by rope, pouches and strips of cloth. His twin sword scabbards are fastened across the right shoulder and obfuscated by use of cloth and removal of the hilts. They could also be covered by use of an umbrella handle or other such non-threatening concealment. His calves and wrists are guarded by light angular vanbraces and greaves, while the intricate symmetrical chest piece is largely hidden by darkly pressed cloth.


Personality
Spoiler:
Fox is a young man who holds within himself the sharp presence of immediacy. There is a swift emotional tempo pressed deep below the precise calculation of the surface. He walks a fine line between utter calm in the face of adversity to volatility when necessary. His can be slyly light in spirits and accommodating until there is business to confront; from which he becomes direct and forthcoming if seen at all.
His penchant for acting and disguise alleviates the need for extreme eccentricity within his natural character. The personal spectrum of emotional needs have been met through the channels of guile, deception and mimicry.
This verbose palette gives the human the ability to be extremely selective in his range and particularities when dealing and interacting with all those around him.

Background
Spoiler:
Born to a Sczarni family of gypsies, Fox's birth name was Lucius Rye. The clan traveled from Ustalav province to province, leaving one plagued Soivodaby or Palatinate to another with greater stability or opportunity. Serviced with little love by their fellow countrymen, the Sczarni naturally learned to live through opportunity and by their wits or guile.
As Lucius grew older he became deeply taken with a woman from Lozeri. It was not easy to leave behind his family, but the reputation of their bloodline was less difficult to let go of.
Working the dangerous farmland with his lover for three years, Rye grew a greater understanding of the capricious nature of the nobility and the labourous pleasures of his own profession. Coming home from the fields one evening, he returned to their cottage to find his wife Samanthya murdered by what appeared to be the jaws of some savage beast, but when an autopsy was performed by a local priest it was revealed she died from strangulation prior to the goring. He was heartbroken, vowing to hunt down the true murderer and avenge his lover's senseless death.

Combining both the skills and tools of the common farmer with that of an honorless gypsy, the man known as Lucius burned his old life, giving himself the title Fox. He became an assassin reputed for taking contracts of intrigue, with a quiet agenda of tracking information about the gruesome murder at that cottage. His vengeance was short lived however as upon rescuing a stranded traveler by the name of Lorrimer one night, the final outlaw he silenced covered Fox's sight in acid, burning away the greater part of his vision. Now day by day even the shadows of sight lessen into darkness as Fox Rye marks such irony by walking blindly to the funeral of the man he saved that ominous night.


Roleplaying Sample
Spoiler:
Wrapped in the burlap cloak of a mourner, a shadow flickers into the light. It taps a cherry wood cane and grasps the air towards the bereaved. Under a silhouette of sepia stands a sharply cut human, his eyes close while both hands warm the widow's own.

"I will bear the casket if you would but lead me to it's furthest corner." This new voice sounds hollow; young but echoing from below unseen depths, as if confidence when surfaces reveals new frailty. The musk of incense and the sensation of his quiet retreating grasp enters comfort zones like a splinter. This man sniffs to inhale the value of perfume then wipes his nose, wandering candidly under the hood of the garment. Something does not seem right, for his weakness is nearly imperceptibly uncomfortable. Perhaps he is lying. Perhaps his faults reflects onto the viewer's own. It doesn't matter.
The figure grasps the rear of the wooden box. "Thank-you...." Every ounce of air around him tastes stale like dust mixed with ash, yet as he wets his palette it triggers the twin effect in the nearest onlooker.


Personal Information
Spoiler:
Strengths:
- Stealth, subtlety, expedience; utilizing both charisma and dexterity.
- Wide breadth of skills, both long and short range.
- Skilled in subterfuge, disguise, parley, lock-breaking and trap avoidance.
- Able to act and scout through unorthodox means and abilities.

Weaknesses:
- Does not take truth at face value.
- Provides little physical healing, besides magical devices.
- Does not always give away his real emotional responses or opinion.
- Has no moral qualm killing if necessary.

Fears:
- Fire. To be entrapt while being burned alive.

Likes:
- Sharp and expedient weaponry.
- Riddles. Especially the unanswerable ones.
- The dichotomy of simplicity and complexity in nature and technology.
- Quality food ingredients and preparation.

Dislikes:
- Dependency.
- Self absorption.
- Needless destruction.
- Chickens.


The Samurai lawyer, Jaxi Kelmore.

story:
Jaxi Kelmore, scoundrel, samurai, adventurer and perhaps most infamously Lawyer. Jaxi Kelmore proved at a young age to remarkably adept in convincing other children to do as he said. Or as some would put it variously lied, cheated, intimidated and demanded that they do as he said. This is what started his career as a Lawyer.

Jaxi Kelmore knew that it was not the exact letter of the law that determined a jury's verdict. It was all about the presentation...and the judicous application of bribes and blackmail. Nine out of every ten trials he was called to ask as a defendants lawyer he won. Years of this starting at age 13 built him up a respectable fortune. Two events would prove exceptionally imporant to his career.

First the professor appeared and like so many before him needed needed a lawyer. The trial was difficult, but Jaxi Kelmore won it. The professor then slipped off before paying his legal fees, amounting to 1000 gold. Second the eastern refugees came into the city. They were led by a great Samurai warrior and were also dirt poor. Fortunetely for them Jaxi Kelmore defended their case to be allowed to settle within the city and won it.

This was not out of the good of Jaxi's heart, it was because irate law officals were starting to figure out that his victories in the courtroom had been built on outdated and slightly forged laws.
However the legal tools he had used to cover his tracks would hold out for a while. But in the meantime Jaxi needed a way to defend himself once the truth came to light. The Samurai lord however owed him a great debt.

And so Jaxi called on that debt and became a great Samurai destined to choose his own fate as a Rohin. He received eastern style weapons and armor from the blacksmiths that had come along with the refugees. Completing his training he fled just a day before law officials verified all of his "legal" trials as false, excepting for the refugees who were to entrenched in the city to be removed. Fleeing from the city with a bounty of over 1000 gold on his head, Jaxi Kelmore must find the professor...and ring the legal fee with interest from him...

stats:

Jaxi Kelmore, human Samurai level 1 order Rohin, alignment CN
str 16 (14+2 race mod)
dex 15
con 14
int 10
wis 8
cha 14
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Languages: Common.
feats Weapon Focus (Katana), two weapon fighting.
skill points 4 per level, Bluff (cha), intimidate (cha), diplomancy (cha) and ride (dex).
traits rich Lawyer (reflavored rich parents trait) and Chance Savior.
starting wealth 1005 gp Horse, light(combat trained) 110 gp,
Saddle Military gp 20, Composite longbow, arrows twenty (1 gp) Wakizashi 35 gp, Katana 50 gp, Do-maru 200 gp, travelers outfit (free), waterskins 5 (5 gp), trail rations 10 (5 gp).

.

code of exceptionally loose...er "morals" Collect any debts that you are owed, accept all legal challenges in the courtroom, never show mercy to those you have defeated both on and off the battlefield and keep to the "law" even if it is outdated or has "minor corrections" made to it.

additional stats Intiative 2+, hp 12, ac with Do-Maru on 17, otherwise 12.


Dotting for interest. I've really been wanting to play an Inquisitor, and I'm wondering if you'd allow a LN servant of Achaekek, the Mantis God. I think it'd fit as an opponent to the Whispering Way and especially the Whispering Tyrant himself, given how Achaekek's creation was intended to stop mortal beings who try to steal the power of divinity.


listegn:

Male Human Sorcerer 1
NG Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 6 (1d6)
Fort +0, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Morningstar +0 (1d8/x2)
Special Attacks heavenly fire (8/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Magic Missile, Sleep (DC 16), Grease (DC 16), True Strike
0 (at will) Disrupt Undead, Daze (DC 15), Detect Magic, Mending, Light
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 20
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer), Expanded Arcana (Sorcerer)
Traits Inspired by Greatness (Magic Missile), Magical Lineage (Magic Missile)
Skills Knowledge (religion) +1, Perception +1, Use Magic Device +9
Languages Common
SQ bloodlines (celestial)
Other Gear Morningstar, Bedroll, Everburning torch, Trail rations (3), 4 SP
--------------------
Special Abilities
--------------------
Celestial Summoned creatures gain DR 1/evil.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (8/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Inspired by Greatness (Magic Missile) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.

--------------------
background:
Listegn has used his natural talents to make a living removing pest spirits from buildings and hunting ghosts for a fee. He has relied on his inherent abilities instead but as challenges have increased, he began corresponding with Professor Lorrimor. The professor has inspired him to strive to improve instead of simply relying on his current skills and abilities. When he learned of the Professors death he felt like his hopes of becoming great had been dashed. He does feel he owes the professor for the progress that he has made and would jump at the chance to honor his memory.

skrahen checking in.....


Oooooh, a blight druid is taking shape in my mind right now...

Edit: Yikes, I was just reviewing the archetype and the miasma ability makes this archetype unusable in a normal party. Any chance on getting it houseruled so that miasma can be toggled?


Name: Torak

Age: 19

Race: Human (Kellid/Swampfolk)

Class: Barbarian (Superstitious Archetype)

Personality:Serious, grim, he knows the evil that lurks in the dark bowers of man's domain.

Background : Torak is one of the swampfolk that live in the Graidmere near Carcau. His people know the area well, and know to avoid the strange monoliths and stones in the deeper regions of the swamp. They're usually the ones to issue strange warnings to any foolish outsiders daring to venture further into the green deeps. The Professor was one such foolish outsider. He hadn't even made it to one of the strange monoliths he'd asked about before a hungry marsh crocodile had cornered him in a tree. Torak was hunting nearby and managed to drive off the beast, enabling the Professor to escape. He thanked the young hunter and asked him to lead him to one of the monoliths deep in the swamp. Torak refused, but did share stories with the Professor just why this was a foolish endeavor. The stones were markers that kept ancient evils in check (barely) from unleashing horrors upon mankind. The professor would return occasionally to the area, and as Torak was outgoing (for a swampfolk) he befriended the strange outlander. On his last foray to the trading post, he received a letter informing him of the professor's death.

Campaign Trait:Chance Savior (+2 Initiative)

Appearance:5'11", 185lbs ruddy skin, lank shoulder length black hair and drooping moustache. Rangy and raw boned physique. Eyes are a light brown. Kellid features. Dresses in leathers and skins, though some (slight) civilized traces show through, (i.e. shirts, metal buckles, etc. from trading with outsiders)


I have a few questions. For each Hit die will you be rounding up or down? (An example would be 1d8 with the average being 4.5) Why are you allowing stuff from third parties but not Pathfinder Player Companion and Campaign Setting?


El Serpento, luchador champion, in progress :)


Dotting for interest.

Oliver (???), Human Alchemist, CN

I'm feeling a character that had traveled to Ustalav to become an accomplished alchemist at one of its prestigious establishments - the University of Lepidstadt.

This is just a quick description. Should you like my concept, I'll further generate this character.

Also, as a suggestion. As a fellow GM and PBP fan, it might be a good idea to deny use of the Summoner Character Class. From experience, a player of mine had easily broke my game ( long story short, he soloed a CR4 @ level 1. )

Personality:

Oliver is a poor man's alchemist, having scrapped what little he had to attend Ustalav's famed University. For what he lacks he makes up in cracking jokes, messing up experiments and barely making stable concoctions. Having stopped his schooling for the late Professor, Oliver's understanding of what alchemy is limited - meaning that he's very naive about what alchemical components do.

He's quirky, curious and odd person who has an air of unstableness about him.

Background:

Though, his dream and abilities were two contrasting elements. While he had great aspiration to become a better scientist, he lacked the skills and progressively got bad marks. As a result, he had to stay an extra year to make up. However, running out of money and nearing the pushing point - Oliver was desperate to succeed - throwing all of his focus into graduating.

Oliver felt that no matter what he did, the solutions to problems felt a step away.

Nearing his final semester, a tragedy befell him. His dear friend and mentor had passed away. Realizing the importance of his relationship with the professor, Oliver had abandoned his exam to pay his respects.


Dotting for interest...


I was going to apply, but with a samurai *and* a ninja, I don't see a particularly "Ravenloft" style atmosphere developing I'm afraid. I might show renewed interest if the character creation options are tightened a bit.


Yes, I can see that my rules need to be tightened and clarified a bit. While I don't want to limit anyone's creativity I also don't want a mish-mash of settings colliding into an incoherent mess.

• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG) with the exception of the Summoner, Ultimate Combat (UC) with the exception of the Ninja and Samurai, and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.

Any Paizo published Pathfinder material (i.e. Campaign, Companion, and Core) will be considered valid for use. Although I reserve the right to veto any selections made.

• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average (rounded down) of their particular hit dice, whichever is greater.

GM Gluttony: I'm going to have to say that Miasma just can't be switched on or off as it's somewhat akin to, say, a Cleric or Paladin's aura. It's an unsettling part of your dealing with rot and decay (at least as far as I see it).

DrakeSomerset: I'm going t have to nix the "Assassin God" angle.


would like to join, as I've never played Carrion Crown before
this is my profile

I'll just have to choose a campaign trait instead of "Death sight" (a trait created by me with GM approval,as the boy in "the Sixth Sense"= I see dead people, so i was hard to afraid.(+1 vs Fear, +2 vs fear caused by undead, for those who'd like to know the mechanic of this created trait)


Updating when I can. Essentially I'm going for a front-line ranger, so more combat oriented. Eventually will get a wolf companion.

He knows the Professor since he was hired to guide him to dig sites, and to act as bodyguard on other occassions.


Do you want the full character sheet or is just a concept good enough for preliminary selection?


looks like shaping up to be an interesting group.

already in a carrion crown game and having lots of fun. I may be watching this one to see how things shape up here.


El Serpento is complete! Character sheet is on the profile.

history:
Jaime Santos was the 7th child of a poor farming family in western Ustalav, serfs to a local sheriff. The serfs were brutally oppressed by the baron, who levied outrageous taxes and dispensed brutal punishments for imagined slights. As Jaime grew older, he watched his father - a once proud and strong man - slowly deteriorate into a shambling wreck through stress and crippling poverty. His father finally succumbed to illness the day before Jaime's 15th birthday - and on his deathbed, Jaime swore to him that he would find some way to help the family, and the other farmers around.

Jaime began to train, mercilessly driving himself day and night to perfect his physical skills. He perfected his combat techniques throwing bulls, and his reflexes catching fish bare-handed from a nearby stream. Finally, on his 18th birthday, he was ready to strike back!

Realizing that his family could be subject to vicious reprisals, Jaime adopted a disguise - really just a red half-mask with a crudely-drawn serpent on the forehead. Adopting the name El Serpento, he began a campaign against the Sheriff's troops. He started with the tax collectors - pinning them to unconsciousness, and redistributing the wealth they carried among the other farmers. He then moved on to disrupting supply caravans headed for the Sheriff's tower - again, sending on badly needed food and equipment to the other farming families.

This may have continued, had not the professor been travelling through the area. Finding himself accosted by the Sheriff's troops, he was saved by El Serpento's timely intervention. As he rested before continuing his travels, the professor engaged the young man in a long conversation about whether an individual can ever do enough - or if he needs to act as a symbol to others, where he can do so much more.

Inspired by the older man's insight, Jaime rallied the other farmers - and using weapons stolen from the Sheriff's supplies, led them to pitched battle against the Sheriff's troops. There was carnage on both sides, but by the end of the day, the Sheriff had fled and the farmers were free men at last.

Despite the others' insistence that he stay and lead them, Jaime decided that there was too much injustice throughout the rest of the land. He left to walk the countryside, righting wrongs as he finds them.

appearance:

El Serpento is a giant of a man, standing almost seven feet tall, and hugely muscled. Handsome, but not overly so, he usually keeps his face largely obscured by a red half-mask covering the top half of his head. Bright blue eyes blaze from within the mask, and a long handlebar moustache outlines a smiling mouth.


Dotting. What party roles do you seem to be lacking? I'm pretty flexible

Liberty's Edge

dotting for interest will send character concept tonight from home after work


would an angel blooded Aasimar be ok to play? I will wright up a paladin I think.


Zed Ulmin wrote:
Dotting. What party roles do you seem to be lacking? I'm pretty flexible

Looks like, with varying levels of completeness:

Ancestor Oracle
Dwarf Ranger (melee)
Human Sorceror
Human Barbarian
Human Tetori Monk
Human Alchemist
Human Rogue
Aasimar Paladin

Liberty's Edge

Zed Ulmin posting as the proposed character

Well I see one dedicated divine caster/healer, one dedicated arcane caster, 3 front liners, 1 skillmonkey, then a monk and an alchemist (both a little odd to directly classify). Hmm...perhaps a bard? I created a middle aged catfolk bard who I fell in love with but the games always seem to dissolve under his feet. I need to change a few things on the profile, but he covers your typical bard roles (skillmonkey, mild arcane casting, mild healing) and makes an EXCELLENT party face. I always love feedback!

Edit: Oh wow I just checked the profile, he was set up for a high difficulty lv 5 game, so he's set up pretty powerful right now. I'll probably get to leveling him down tonight or tomorrow


Kudzu Rockfollower wrote:


Looks like, with varying levels of completeness:

Ancestor Oracle
Dwarf Ranger (melee)
Human Sorceror
Human Barbarian
Human Tetori Monk
Human Alchemist
Human Rogue
Aasimar Paladin

Pretty good mix of talents. I love to see how a team will coalesce.

I'm currently at work, so updates won't happen until MUCH later.


If you are still taking applicants, I propose Cestrus Boll, Human Cleric of Pharasma.


Interested in joining do have a question about how we spend starting cash. You ok with us buying potions starting out?


Doren Redeemed wrote:
Interested in joining do have a question about how we spend starting cash. You ok with us buying potions starting out?

I hope he is, cause I got extra cash from the campaign trait I took, and bought a masterwork weapon!


A question for the GM, since the Samurai is derived from the Cavalier class will you accept my Lawyer Samurai as a Lawyer Cavalier of either the order of the Cockatrice or Rohin orders(Rohin Cavaliers are technically referred to as knight errant)?


Teodor Niculescu, Oracle of Ancestors:

Male Ustalavi Ancestor Oracle 1
NG Medium Humanoid (human)
Init +0 ; Perception -1
--------------------
Defense
--------------------
AC 15 (17 w/spell), T 10 (12 w/spell), FF: 15 (17 w/spell)
hp 11
Fort +2, Ref +0, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: ancestral greatsword +3 (2d6+4)
Melee: sickle +3 (1d6+3)
Melee: daggers (2 regular, 1 alchemical silver, 1 cold iron) +3 1d4+3
Melee: morningstar +3 (1d8+3)
Melee: wooden stakes (x4) +3 1d4+3
Ranged: thrown dagger +0 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 15, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD +13
Feats: Expanded Arcana, Extra Revelation
Traits: Subject of Study (+1 vs. Undead), Diplomat
Skills: Profession (Cook) 3 (-1+1+3), Diplomacy 8 (3+1+3+1), , Knowledge Local 4 (0+1+3), Sense Motive 4 (-1+1+3+1),
Languages: Common
--------------------
Spells and Special Abilities
--------------------
Revelations:
Ancestral Weapon/Greatsword (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Spells Known:
0: Stabilize, Enhanced Diplomacy, Purify Food and Drink, Resistance
1 (4/day): Cure Light Wounds, Shield of Faith, Sun Metal

EQUIPMENT:
Scalemail armor
Bedroll
Blanket
Cooking Kit
Sickle
dagger x2
alchemical silver dagger
cold iron dagger
(daggers are actually various kitchen knives)
morningstar
wooden stake x4
artisan's outfit
neckguard
mwk backpack
12 gp
4 sp


Interested will maybe do a magus of some kind, thinking maybe a kensi or hex style.


Masterwork weapons, Potions, and Scrolls are fine to purchase as long as you can afford it.


This is Dread and this is the beginning of my character idea for this campaign.

With 6 characters, I think I could fit a Bard in easily...

so Here is..Longtime friend of Professor Lorimar (sp?). They studied together in bygone days. More recently He had been conducting research for The Professor in Kyonin's Libraries. With his friends death he has come to help lay him to rest, and see if their was any foul play....

Ive statted him and hes begun to come together in my head...more later.


Torak, Superstitious Kellid Barbarian posted.

Shadow Lodge

Not sure if you're still taking applications, but if you are I'm very excited about this AP. I'm new to PbP on paizo.com website, but used to PbP on en world (but that was almost a decade ago now). If you're still accepting applications I will work up all the details, but right now I'm curious to know if you'd accept a teifling Witch? I love the flavor idea of this, and would still like to play a witch even if teifling isn't allowed. If you are still open to applications let me know if a teifling would be allowed and I'll get to work on the character right away.


Dotting, will think on a character and whip them up when I'm home from school and work . Since this is presumably a fairly undead-heavy campaign, how would you feel about a CG human Dirge Bard?


Recruitment is open until 12 pm CDT on the 25th.

Just a reminder for those of you who want to play a more "exotic" race. Ustalav is a very insular place and it's inhabitants are more xenophobic than in other countries.


Submitting this character: Alinza, stuff is in profile also.

Statistics:

Alinza Vishki
Female Changeling (Annis Hag) Magus (Bladebound) 1
CG Medium Humanoid (Changeling)

Str 15, Dex 10, Con 8, Int 17, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 12


Defense:

AC 16, touch 10, flat-footed 16 (+4 Armor +2 Natural Armor)
hp 9 (1d9)
Fort +0, Ref +0, Will +2

Offense:

Speed 30 ft.
Melee Longsword +2 (1d8 +2 19-20/x2, +1 Racial bonus)
x2 Claws Attack +2 (1d4 +2 /x2 +1, Racial bonus)

Feats:
Mothers Gift.

Traits:

Inspired by Greatness: Choose one spell you can cast. From now on, you always
cast this spell at +1 caster level.(Warding Weapon)
Adopted:World Traveler, +1 in Diplmacy, and its always a class skill for me.

Skills:
Diplomacy 7, Intimidate 6, Knowledge (arcana) 7, Knowledge (planes) 7, Spellcraft 7

Spells Prepared::

Lavel 0 (3 Slots):Daze, Light, Read Magic.
Level 1 (2 Slots):Warding Weapon, Chill Touch.
[Spoiler=Spellbook]
Level 0: All spells from the Magus spell-list.
Level 1: Burning Hands, Chill Touch, Corrosive Touch, Warding Weapon, Vanish.
[Spoiler=Special Abilities]
Arcane Pool(4/4):At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (Bladebound) (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Cantrips:A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat:At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.


Gear:

Armor: Lamellar (Leather)
Magus kit.
Dagger.


Alinza Concept:

Alinza was adopted by traveling Varisians passing trough Ustalav, and she adopted her parents culture, when she received the Call she refused it. Though she could not refuse her desire for magic.
Alinza is afraid of her heritage, that sometimes surfaces whithin her, a delight for the suffering of others, the sound of screams, and sobs. In order to direct these desires away from innocent people or her loved ones, she learned how to fight and has hired herself as a mercenary.
She met the professor in an academy for sorceres and wizards and became impressed by the professor capacity of facing his fears even while researching the undead and other abominations. Inspired by him Alinza sought to learn the ways of the arcane even if afraid of her heritage.
Alinza is divided between her darker impulses and her good self.

Alinza Goals:

Alinza believes she must somehow atone for her heritage, thus she strives to do good wherever she goes. Alinza also increasingly believes that she will find no peace till she confront her mother.
.

Alinza people:

+Alinza's parents: Varisian merchant travelers the pair found Alinza wrapped in filthy hags crying near their campfire in a morning, the two adopted the little girl, and brought her up as best they could.
+Alinza Mother: An Annis hag who is furious with her daughter refusal of the call, since the hag had borne the child just to add her power to herself.
+Bavolio: A Sczarni though, it was him that thaught Alinza how to fight he tried to recruit the girl, but failed though she has accepted jobs for the Sczarni before, They share a companionship stabeleced by jobs done together.
+Malena Vishki: The blood daughter of Alinza's parents, she is a bright woman were her sister is dark, she mistrust her adoptive sister, since Alinza bullied her during chilhood.

Alinza Secrets:

+Alinza keeps her darker impulses secret of her friends and family, Bavolio, Malena and her dead enemies, being the only ones to know.
+Bavolio has a something of a crush for Alinza, but being considerably older than her he has kept it a secret.

Alinza Details:

Alinza has something for the pleasures of flash that make her forget gerself, thus she loves dancing, food, drink and sex.
Alinza is weary of harrow decks and fortune-tellers in general, she dislikes the idea of fate.
Alinza values freedom, and honor, she dislikes con-artists, though she is okay with thiefs, she absolutely hates slavers.


He's coming along nicely If you want to take a gander ;)


I'll submit this sorcerer, I will change the stats to reflect your point buy though.

(I can change the race too if needed. Aasimar.)

Dark Archive

For your consideration
Cassandra Balckmoore Changeling Oracle of Life


Viluki wrote:
A question for the GM, since the Samurai is derived from the Cavalier class will you accept my Lawyer Samurai as a Lawyer Cavalier of either the order of the Cockatrice or Rohin orders(Rohin Cavaliers are technically referred to as knight errant)?

Sorry, I missed this while scrolling through last night.

Yes, a Cavalier would be fine. Just trying to avoid a whole east meets west thing going on.


For me, part of the appeal of playing a dhampir is that xenophobic reaction and the character trying to succeed despite it and have the characters personal reputation eventually outweigh these reactions.


I will be creating an alchemist with the vivisectionist archetype.
She's a chaotic good female half elf wielding duel kukri's.
With her knowledge of potions, extracts, formulas, and anatomy, I could easily see her and the professor getting on rather well. I'm considering going with a Sczarni background, perhaps her human parent has ties to them. Good place for someone without a home.

I'll work up her stats and background into a profile shortly.

Always interested in shared backgrounds if something sparks anyone's interest.

Liberty's Edge

Hey DM, just wondering on your thoughts of my character. Not sure if catfolk is ok, wondering what you think of the class/race idea, just general thoughts. If you like Yix I'll get him leveled down


here is Vivian the Alchemist

Any questions or concerns let just ASK!

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