Carrion Crown - Looking for a Game.


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Hello. I post relatively frequently, 2-3 times / day in general.

I am looking for a Carrion Crown game. It is my white whale. I keep finding groups that make it 3-4 weeks to months then peter our at a rapid rate. I am currently only playing a single PbP. I am happy to play on just about any PbP format, but my scheduling can be an issue for live VTT type games.

I'd be interested in running Carrion Crown. I've never DMed a PbP, but I have a lot of experience DMing IRL games. My job requires that I sit at a computer indefinitely, so I can update regularly throughout the week. Let's consider this a recruitment thread and see if anyone else is interested.

Why don't you roll a character so you get first dibs on party roles.

Sovereign Court

I am. lol

Char Build options?

I would love to submit a human scarred witch doctor if there is room!

I would like to join if there is still room. I have a Ranger character concept that I would like to play. Any info on build rules so I could get started on a character sheet?

You had my curiosity. Now... you have my attention.

I have a 20-pt build paladin specced for archery & diplomacy ready to go for this campaign, if someone wants to run it.


I have an oracle in mind of three varieties. It would mostly depend upon your build options.

I submit Utho, my skinwalker paladin. I tried to get into a PbP with him, but was unfortunately rejected. If we don't want 2 paladins (although mine is a melee paladin that will mainly focus on natural attacks) I can easily make him into a different class. Perhaps ranger focused on natural attacks.

Also, if the party is lacking for skill-based characters, I can easily rebuild my character into an inquisitor with only a few changes.

This is my Fighter (Lore Warden) 15pt build that I put together for a Carrion Crow and then wasn't selected. I offer him for consideration now. In the future he will multi class adding both levels of (mindchemist) and rouge (rake).

If there's room, I'd love to play.
Doesn't look like anyone's offered playing an arcane character, I'd be happy playing a Wizard.

Need to know more about what's allowed and what isn't, but I should be able to build a character fairly quickly if it means I can (finally!) play.

Sweet. Looks like we have enough interest. Let's make this official, then...

The letter reads:

"Friends, Colleagues and Acquaintances of Petros Lorrimor,

It is with great sorrow that I deliver the word of my father, Petros Lorrimor, and his demise. Although his curiosity led him vigorously through life, it was that same curiosity that lead him to his end. He would be pleased if you would attend his funeral in Ravengro on 15, Lamashan.

Kendra Lorrimor
4701 Absalom Reckoning"

I'll require that you have some connection to the professor and some semblance of a back story, but nothing too in depth is required. Petros Lorrimor was a professor at Lepidstadt University, before he "retired" to Ravengro some odd years ago.

No classes or races are restricted, but I'll favor interesting concepts over optimization. Characters are required to fit in with civilization to some degree, since their motivation to attend a funeral for a friend is the starting point. That being said, nothing is too outlandish if you can explain well enough.

I'll select the party by the end of the day on Monday. That gives you the whole weekend for any applicants to roll, apply and get their profiles updated. You don't need a fully rolled character to apply, but the more information the better.

Oh and let's do a 15 point build.

So far we have:

Human Scarred Witch Doctor (Witch)
Akinra's character (Oracle)
Archer Diplomat (Paladin or Inquisitor)
Skinwalker (Paladin or Ranger)
Lore Warden (Fighter)
Xyzlvador (Wizard)

@Akinra: do you need any more information to decide?
@Dragoncat and Utho: all of those options are good. Pick whichever you like more and post more detail. I'll let you know if I would prefer the other option for selection.

What's your policy on starting gold? Max, average, or what?

Max HP
Average Starting Gold
2 Traits: can be from players guide to carrion crown, or not. Cannot choose rich parents.
You can take a drawback for an extra trait, but only once.

Am I missing anything else?

I think that about covers my questions.

Rebuilding my character as an inquisitor right now!

Rock, rock on! Will finalize Shub tonight! And figure out a relationship between myself and Petros Lorrimor.

Cheers all! Let's have fun!

My non-killing paladin warrior poet. I like the idea that they were pen-pals but never met. Like someone you only ever talked to over email. This would give my character a completely different perspective on Petros Lorrimor that I find interesting.


So here is my stat breakdown. I avoid min/max and picked a class that I tend not to play.

Race -Halfling

Classes/Levels -Palidin 1

Gender -Male

Size -Small

Age -35

Special Abilities

Aura of good, detect evil, smite evil 1/day

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

Fort:2+2=5 Ref:3+0=3 Will:0+2=2
AC:16 (Sheild+2=18)

Knowledge philosophy: 1
Acrobatics: 1
Sense Motive: 1

weapon finesse

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Curve blade, elven 80 gp 1d8 18–20/×2 7 lbs.
Training sword, 20GP 1D6
Studded leather 25 gp AC+3 Dex+5 AcP–1 15% 30 ft.
Shield, heavy steel 20 gp +2AC AcP–2 15% 15 lbs.

Not really traveling with supplies because he is a social creature. Just keeps the rest of his gold on hand.


Le'Rose is a wandering poet warrior, he always stops by colleges and other places of science and philosophy in order to learn more. He is often shy to talk directly about his god because his actions should say more then any words.

He worships the goddess of beauty and truth. He finds most killing to be something truly ugly but knows the violence is sometimes needed to defend others. He prefers to take criminals in alive and uses a blunted sword.

Le'Rose does have a curved elven sword but he would never draw it against and intelligent creature.

Recently his long time pen-pal has perished and Le'Rose has made the long trip out to attend his funeral. He is finding that the man who wrote him so many letters is quite different from the man everyone else seemed to have known.

Code of Conduct:

I went with Shelyn as my god of choice because I loved the tennants laid out here

Paladins of Shelyn

Paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises.

Their tenets include:

I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.

I never strike first, unless it is the only way to protect the innocent.

I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them.

I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.

I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.

I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened.

I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.

LeRose is also more socially aware then most paladins. He is not opposed to drinking a bit (Never drunk) and he accepts that some people have their vices and evils but he would rather stand by people and help guide them out then condemn them.

One thing he can not stand and will not put up with is abuse of women, children, and the helpless.

His art is poetry, though I am no good at it so I will be borrowing heavily from RL writers and claiming them for LeRose.

Against undead/evil he will use his elven blade but against normal humans and the misguided he will use the training blade to deliver non-lethal attacks.


LeRose stared back at the elven woman and cracked a wide charming smile.

"You are as observant as your are lovely. Yes, I hardly use the elven blade, I would rather not take lives. Some may consider this a weakness, perhaps it is, but I feel as though my faith should not be used as a weapon but worn as armor instead."

He drew out the curved elven blade, feeling its edge with his finger, letting it cut slightly into his finger to show the sharpness.

"A great poet once said:

No man is an island,
Entire of itself.

LeRose's smile faded and he became rather serious.

Each is a piece of the continent,
A part of the main.
If a clod be washed away by the sea,
Golarion is the less."

He placed the blade back into the scabbard.

"As well as if a promontory were.
As well as if a manor of thine own
Or of thine friend's were.
Each man's death diminishes me,
For I am involved in mankind."

LeRose looked deeply and seriously into the elven woman's eyes with just a hint of sadness.

"Therefore, send not to know
For whom the bell tolls,
It tolls for thee."

He paused for a moment, coughed and then his charming smile returned.

blondebandit officially submitting my Character, Ezebelle Thesun (Ranger). Will tweak character a little bit over the weekend likely, but the general concept for the character is now up. Stats are up in her profile, background has been repeated below.

Ezebelle was raised in the wilds of Ustalav by her father, a renowned hunter and guide of the region. From a young age she would help him escort citizens through her “backyard” and came to fall in love with the wilderness and the freedom that it provided. The fact that it was a dangerous place eluded her until the fateful day a feral vampire tore her world asunder. Ezebelle’s nights are now filled with the sadistic gaze of the vampire and the overwhelming helplessness she felt as she watched it slowly drain the life of her father in front of her eyes.

Her happiness of living in the wild stolen from her, Ezebelle headed into the cities of Ustalav to try and re-invent herself, ending up at the Lepidstadt University. A chance meeting with Professor Lorrimor has guided Ezebelle since those early days. Originally convinced that the wilds were no longer a place for her, he helped her in finding a meaning in life; that by helping those that need it and taking up her father’s mantle as guide through the wilderness of Ustalav she could extend his legacy and protect citizens that may not be able to protect themselves. Petros and Ezebelle have worked and studied together since then to hone her skills.

Though she has yet to refind her love of the wilds, she has vowed that the undead creatures that stole her childhood and happiness from her in those early days won’t have the opportunity to do it to another child again and spends her spare time now hunting them in what was once her "backyard".

Dragoncat here. Allow me to submit Cassiel Hawke, archer, inquisitor, diplomat & snarky knowledge monkey with a bit of scouting thrown in.

You can find his character sheet here.

EDIT: Incidentally, Ezebelle, Cassiel's backstory also includes a vampire... maybe they could be tied together somehow? Just a thought, if we both get picked. :)

Dot very interested.

Cassiel if we are picked, I could definitely see a tie in between our Characters.

Possibly a spawn of Alaric Hawke was responsible for my father's death, also see a potential tie-in that is probable we both would have been studying under Lorrimor at the same time at some point(seeing as we both picked undead for our Subject of Study).

Curious! I so happen to have a wizard I applied to another game with, right here. It was close, but he ultimately ended up getting left out. I had to do some edits to account for the 15 point buy (I still have to drop a 1st level spell), but the statblock should be accurate otherwise.

His general premise is that he is a necromancer of the life subschool - he does not believe necromancy should be vilified, and goes out of his way to show that it is truly the magic of life and not of death.

A thoroughly-bred Ustalavian child, Edwyn was born in a rather small village in the province of Vieland. By familial tradition Edwyn's father passed onto him his knowledge of the arcane. Also raised as a devout Pharasmite, he was made all too aware of the evils that lurked in their midst - evil spirits and the wretched undead; products of the "vile magics" of necromancy. The idea that any one school of magic could be inherently evil never quite clicked with Edwyn, who in his later years, sought to expand his education.

Traveling further north to Lepidstadt, Edwyn made the decision to apply to the prestigious University there, under the guise of studying theology. To secure his entry into the school, the young wizard composed a rather controversial treatise denouncing the prosecution of necromancy, titled "The Ethical and Beneficial Applications of Necromantic Magics in Modern-Day Pharasmite Ustalav." The idea that necromancy could in any way be "good" was off-base to the school's educators, who very nearly denied him entry (and tossed him over to Pharasma's inquisitors, at that). However, as luck would have it, one Professor Petros Lorrimor happened to be lecturing at the university around this time. Impressed by Edwyn's treatise, Lorrimor gave him a sterling recommendation that the school was unable to ignore.

From thereon out Edwyn and Professor Lorrimor became rather good friends, frequently debating on the particulars of Pharasmite theology and the evils of undead creation. Such arguments went on even by letter, as they corresponded even when the Professor was away. One day however, Edwyn received a letter that was not written by Petros' hand...

Addendum: The avatar choice has gotten a lot more robust since I first made this alias - I might look for something a tad less gaunt if I get the chance.

What I'm thinking, if we're picked, is that you met the professor first and studied with him for a while before Cassiel showed up with a zombie's teeth stuck in his arm. We could've bonded over the professor's lectures on how to properly defend oneself from undead by Lorrimor using Cassiel as an example of how not to do it. :)

Liberty's Edge

I think I will go to ranger... will have something up tonight or tomorrow. Gotta think a bit for a 15 point build...

Changed to ranger, pretty happy with it. Planning to spec in natural weapons, any suggestions as to archetypes would be appreciated!


I had a birthday surprise party (mine) tonight.

I have a guide I drafted on lunar oracles (advice guides at the end). As option 1.

Oracle of life 1-3, thereafter hospitaller as option 2.

Heavens oracle/sorcerer as option 3, I also posted that guide on zeniths guide list as option 3 under guide to builds.

Or something completely different as option 4.

Let me know your thoughts!

Shub and the Professoer

Not long after Shub’s release from the White Witches he encountered Professor Petros Lorrimor who was part of a research expedition exploring the Realm of the Mammoth Lords’ Tusk Mountains. Shub was hired to act as a guide for the expedition but was generally distrusted and alienated by the members of the research team. Prof. Lorrimor, however, took an immediate liking to Shub – being able to get past the quiet stoicism and intimidating appearance of the Northman. Following the expedition (where they found several interesting artifacts relating to an extinct cult of star worshipers), Shub followed Prof. Lorrimor to Ustlav in order to learn ‘more civilized ways of behaving.’ Shub was working as a laborer in Ardis when news of the professor’s passing arrived by raven.

With regards to posting: I lurk on the forums fairly often, so you can expect me to post frequently. 3-4 times a day if nothing comes up.

Yea I'm a Web Project Director for an NBC affiliate so I can post frequently. I normally hit up the site about 3 times a day and currently I have no other games.

My only game - as a college professor I have a fair amount of work flexibility

I offered up Belor earlier and while I'm not withdrawing him I noticed a lack of Divine spellcasters so here's the character sheet for

Dolgor Thyyrollnd
Male Dwarf Cleric 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 30 ft.
Melee heavy shield bash -2 (1d4+2) and
battleaxe +2 (1d8+2/x3)
Ranged heavy crossbow +0 (1d10/19-20)
Special Attacks agile feet, channel energy, hatred
Spell-Like Abilities
6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—bless, magic weapon, true strike
0 (at will)—stabilize, detect magic, light
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 12 (12 vs. bull rush, 12 vs. trip)
Feats Extra Channel
Traits chance savior, deft dodger, seeker
Skills Acrobatics -6, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist -6, Fly -6, Knowledge (religion) +4, Linguistics +4, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth -6, Swim -4
Languages Common, Dwarven, Goblin
SQ aura, domains (luck, travel), greed, hardy, pride, slow and steady, spontaneous casting, stability, stonecunning
Other Gear Scale mail, Heavy wooden shield, Battleaxe, Crossbow bolts (10), Heavy crossbow, Backpack (11 @ 24.5 lbs), Belt pouch (4 @ 0.4 lbs), Chalk, Dominos, Flint and steel, Grappling hook, Holy symbol, wooden (Kurgess), Rope, Signal whistle, Trail rations (3), Wandermeal (3), Waterskin, Whetstone, 11 GP, 5 SP, 4 CP
Special Abilities
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 1d6 (5/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Dolgor met the Professor one night in a small villiage in rural Taldor. The two probably would have never had met if some foolish adventures hadn't earilier that week inadvertantly breached the seal of an anceint evil which caused the dead to rise from their graves and ransack the town. A band of off duty Pathfinder Soceity agents finished the main threat, but Dolgor, the Professor and several others held the town's Inn against the undead the entire night.

As a traveling cleric of Kurgess Dolgor doesn't stay in one place for long but the Professor and him managed to maintain a sporadic corespondanse anyway. The news of the Professor's death has sadden Dolgor, he's going to miss his friend.

a traveling Cleric of Kurgess there's not a lot of background yet. It however, won't take a lot of effort to flesh him out more. If he's picked I'll create an alias for him.

Divine spellcaster, student of the undead, and researcher for the professor.

Monty was born to Inn keepers who worshipped the gods faithfully. They believed their son a gift from the gods and therefor gave up their son to the god Sarenrae for their thanks. He studdied in the libraries from the time he was ten to twenty and gained book knowledge far surpassing those around him. He was mostly alone until a man came to him to learn more. He was a professor but soon learned that Monty was better at research then most people could ever know.

Monty helped Petros Lorrimor on so many occasions that Professor Lorimor acutally started sending Monty money for him to buy new books for research. Monty was happy to help the professor and enjoyed learning more. Monty had a fascination with the undead and demons. Almost to the point of obsession. His studdies have focused on learning more about this and in order to do that he spent many years learning languages like Abyssal and Infernal to study tomes of necromaners

Monty is thin and unassuming. What he lacks in brute force he makes up for in intelligence and wisdom.



Several years ago, in northern Ustalav, Persephone was assisting the noble Professor Petros Lorrimor on a series of experiments to discover an alchemical cure for the disease commonly known as lycanthropy. Over the course of several months, the small team of researchers made several promising discoveries. Late one night while mixing together some elements that were showing promise, suphur from the near by demonic infestations, saltpeter from the swamps, and black pitch charcoal, the mixture sparked, and an explosion blew the gnome across the lab. Dizzy but alive, Persephone realized that the explosion had not only deafened her, it had severly compromised the wall of the cell nearest her alchemy station. Looking around the gnome quickly located the unconsious body of the good professor and drug his limp form into an empty cell before dashing to the security center to fetch the keys. As she dashed up the hall, she noticed the hulking mass of a were wolf in front of her. Quickly she threw the keys into the professor's cell. A split second later, she felt the wracking pain of a werebeasts claws raking across her face. When she awoke, she found the professor still unconsious in his cell. Afraid of the reprisal for her mistake, she hastilly drafted an appology, and tucked it into Lorrimor's jacket and injected herself with the compound they had been working on for all these months.

The antidote to the disease partially worked, and Persephone's face was frozen half way between her former self and that of a werewolf. No other sign of lycanthropy was present. Aside from her disfigurement and deafness, no harm seemed to have come from her error. Afraid of what the supersticious folk of her homeland might make of her, the girl retreated deep into the woods, and quickly learned that she had developed some form of new powers. Sadly, it seemed divine interference had saved her, not her ingenious concoction. She never had the nerve to face the professor again.


Female Gnome Oracle (Dual-Cursed Oracle) 1
NG Small humanoid (gnome)
Init -1; Senses darkvision 60 ft.; Perception +1
AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2; +2 vs. illusions, +2 vs. death, +2 bonus vs. fear and despair
Speed 20 ft.
Melee bite -4 (1d3) and
. . shortspear +1 (1d4)
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 14), prestidigitation (DC 13), speak with animals
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +4):
1st (4/day)—protection from evil, bless, cure light wounds
0 (at will)—stabilize, create water, guidance, light
Str 10, Dex 12, Con 14, Int 12, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 10
Feats Fey Foundling, Silent Spell
Traits animal friend, beast bond, chance savior
Skills Acrobatics +0 (-4 jump), Climb -1, Craft (alchemy) +3, Diplomacy +7, Escape Artist +0, Fly +2, Handle Animal +8, Perception +1, Ride +5, Spellcraft +5, Stealth +4, Swim -1
Languages Common, Gnome, Other Language, Sylvan
SQ dependent, eternal hope, illusion resistance, mysteries (lunar), oracle's curses (deaf, wolfscarred face), revelations (mera, tiger)
Other Gear Studded leather armor, Shortspear, Backpack (6 @ 4 lbs), Explorer's outfit, Spell component pouch, Trail rations (4), Waterskin, 2 GP, 8 SP
Dancing Lights (1/day) (Sp) - 0/1
Eternal Hope (1/day) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Shortspear - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/4
Special Abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Friend +1 to Will saves when you are within 30' of an animal, Handle Animal is a Class Skill.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fey Foundling Magical healing works better on you
Illusion Resistance +2 racial bonus to saves against illusions.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Spell Cast a spell with no verbal components. +1 Level.
Wolfscarred Face Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impedim

Animal Companion:


NG Medium animal
Init +3; Senses low-light vision, scent; Perception +7
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 natural)
hp 10 (+2)
Fort +4, Ref +6, Will +2; +2 vs. death
Speed 40 ft.
Melee bite +2 (1d6+1) and
. . 2 claws +2 (1d4+1) and
. . 2 rakes +2 (1d4+1)
Special Attacks 2 rakes
Str 13, Dex 17, Con 13, Int 6, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Fey Foundling
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +3 (+7 jump), Perception +7, Stealth +3 (+7 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ combat riding, flank
Other Gear Leather armor, Bit and bridle, Carnivore feed (per day) (4), Riding saddle, exotic, Saddlebags (empty)
Carnivore feed (per day) - 0/4
Special Abilities
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Fey Foundling Magical healing works better on you
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

So, here is a list of applicants by role so far:

Martial Classes
Belor Spearbreaker: Human Fighter (Lore Warden)
Ezebelle Thesun: Human Ranger
Utho: Skinwalker (Witchwolf) Ranger
Le'Rose Shifel: Halfling Paladin of Shelyn

Arcane Classes
Shub Khuul: Human Witch (Scarred Witch Doctor)
Edwyn Varro: Human Wizard (Necromancer)

Divine Classes
Persephone: Gnome Oracle (Dual-Cursed Lunar)
Monty Hail: Human Cleric of Sarenrae
Dolgor Thyyrollnd: Dwarf Cleric of Kurgess

Skill Classes
Cassiel Hawke: Human Inquisitor of Sarenrae

Incidentally, what party size are you looking for, GM? And what experience track will we be using?

Going to toss my hat into the ring with this magus, always wanted to play this AP.


Option 2 for Akinra:

Female Gnome Oracle 1
N Small humanoid (gnome)
Init +3; Senses oracle's curses (clouded vision), darkvision 30 ft., low-light vision; Perception +1
AC 18, touch 12, flat-footed 17 (+4 armor, +2 shield, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +1; +2 vs. illusions, -1 vs. fire effects, -1 when adjacent to open flames or on fire, +2 vs. death
Speed 15 ft.
Melee heavy shield bash -3 (1d3) and
. . heavy mace +1 (1d6)
Special Attacks channel energy
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation (DC 14), speak with animals
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)—protection from evil, bless, cure light wounds
0 (at will)—stabilize, detect magic, create water, guidance
Str 10, Dex 12, Con 12, Int 10, Wis 8, Cha 19
Base Atk +0; CMB -1; CMD 10
Feats Fey Foundling
Traits blessed touch, corpse hunter, excitable
Skills Acrobatics -3 (-4 when adjacent to open flames or on fire, -11 jump), Appraise +0 (-1 when adjacent to open flames or on fire), Bluff +5 (+4 when adjacent to open flames or on fire), Climb -3 (-4 when adjacent to open flames or on fire), Craft (armor) +2 (+1 when adjacent to open flames or on fire), Diplomacy +9 (+8 when adjacent to open flames or on fire), Disguise +4 (+3 when adjacent to open flames or on fire), Escape Artist -3 (-4 when adjacent to open flames or on fire), Fly -1 (-2 when adjacent to open flames or on fire), Heal -1 (-2 when adjacent to open flames or on fire), Intimidate +4 (+3 when adjacent to open flames or on fire), Perception +1 (+0 when adjacent to open flames or on fire), Ride -3 (-4 when adjacent to open flames or on fire), Sense Motive -1 (-2 when adjacent to open flames or on fire), Spellcraft +4 (+3 when adjacent to open flames or on fire), Stealth +1 (+0 when adjacent to open flames or on fire), Survival -1 (-2 when adjacent to open flames or on fire), Swim -3 (-4 when adjacent to open flames or on fire); Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ burned, illusion resistance, mysteries (life), revelations (oracle channel positive energy)
Other Gear Lamellar (leather) armor, Heavy wooden shield, Heavy mace, Backpack (empty), Explorer's outfit, Spell component pouch, Trail rations (6), Waterskin, 5 GP
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Oracle Channel Positive Energy 1d6+1 (5/day) (DC 14) (Su) - 0/5
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/6
Special Abilities
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.
Clouded Vision You cannot see beyond 30'
Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
Darkvision (30 feet) You can see in the dark (black and white vision only).
Fey Foundling Magical healing works better on you
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 1d6+1 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


And she said to me, "Go forth to the lands of Ustalav, for there you are needed." and I knew better. I remained home. My house burned in the night and ash permiated my very flesh.

Again she said unto me, "To Ustalav you are called little one." and again I dallied, this time fearful of the recriminations I would face for having squandered precious time. I hid where I thought she could no longer lay her ever watchful eye upon me.

This time, she took my sight. "Why?" I cried to the heavens, "Why would you cause such pain on one of your faithful?"

And she replied to me, "I do not inflict because you are faithful. Rather, I granted you gifts . . . Gifts which you refused to see. So I took your sight that you might see. Go now to Ustalav."

And so I came.

Both version 1 and 2 are rather under optimized. If you prefer more or less optimization let me know. I will try to bring in line with the party as a whole when I see what builds they have finalized. If the party prefers version 1 or version 2, also please let me know. Here or PM, either is fine.

If I do not get feedback, I would like to try version 1.

Xzylvador here. Finished (most of) my wizard.
First thought of building a necromancer, seemed most fit for this AP...
But then I went with the opposite.
Instead of a guy who feels right at home in the land of horror, Gerald'd honestly really rather not go anywhere near skeletons or ghosts or any of the other horrid things rumored to crawl around at night in that country!

The dull and very everyday life of Gerald Smithsson

As anyone who knows him could tell you, Gerald 'background story' isn't very impressive.
Born and raised in Velumis, a port town in the small country of Lastwall which neighbors Ustalav, Gerald was somewhat of a disappointment to his family. The country was known for its soldiers and its mighty heavy cavalry, but despite all the effort his father and brothers put into training and exercising him, Gerald simply didn't have what it took to become a proper fighter. It was little comfort to his parents that he was very bright, although it did make it easier on them to send him to the cities small magical school. At least that way the family could be rid of him and focus on their horses and his stronger, more promising brothers.

So he studied and read, went fishing and read some more. He learned things, useful things, but did so by himself. His teachers had grown quite accustomed to being considered insufficiently strong for 'real work' and didn't take much pride in their position. They seemed to quite enjoy being left alone and lazily spent their days reading, tending to their small botanical garden and going fishing. The biggest lessen they taught him it was 'best to just read and stay quiet, young man'.

So nothing really eventful happened to Gerald except an event little more than a year ago, when travelling back home from one of his many trips abroad, the horses pulling Professor Lorrimor's chariot were suddenly spooked by something and the coachman lost control. He managed to unhinge the animals but it was too late to stop the chariot from leaving the road 'round Avalon Bay and plunging into the cold deep waters of Lake Encarthan.

It was mere chance that Gerald had taken this day off to relax and go fishing and happened to be nearby having to witness the accident. While not the heroic type with the physique to go diving into deep waters, Gerald's quick thinking made him conjure up a dolphin that rescued the people aboard the chariot.

The professor was deeply grateful and invited Gerald to come to his mansion for proper a proper reward, but the young Wizard politely refused. Living in Lastwall, near the border of Ustalav, he'd heard plenty of stories about the unnatural creatures roaming those haunted lands. And even though not the suspicious type, Gerald's continuing lack of progress in the study of Necromancy -and his mild fear or spiders- told him he simply wasn't meant for things that like that and he should probably avoid anything 'haunted' or 'shadowy', words used every day to describe that terrible country. The professor seemed disappointed but accepted nonetheless, without mocking the young wizard's dread. Still, he promised to never forget and one day repay Gerald.

Gerald hadn't thought much longer about the events of that day. He didn't feel quite so heroic, the fish -or wait he remembered reading that according to new studies, dolphins were mammals- did most of the work. So the letter came as a bit of a surprise. An invitation to the Professor's funeral? The man had been most friendly and showed a great interest in the magical work Gerald had shown him. He'd also promised to reward him before continuing on his journey home... Had he left something in his will for Gerald? He'd certainly seemed to be a man of wealth, it could be possible.

And despite his dislike for that country and the things rumored to lurk in its nights, Gerald could hardly refuse a dying man's wish. Declining the invitation and not going to the kind man's funeral simply wasn't an option.

Character Sheet:

Gerald Smithsson
Human Wizard 1
Lawful Good

AC 11 Touch 11 Flat-Footed 10
HP 7
Fort +1, Ref +1, Will +3

Speed 30ft

Melee: Dagger -1, 1d4-1, x3, 10ft throw
Ranged: Crossbow +1, 1d8, 19-20/x2, 80ft
Base Atk: +0, CMB -1, CMD 10

Str 8, Dex 12, Con 12, Int 19, Wis 12, Cha 8
Racial Abilities:

  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: One additional skill rank every level.
  • Favored Class (Wizard): +1 HP or +1 skill rank per level OR gain an extra spell in your spellbook each level.

Class Abilities:

  • Specialized School: Conjuration (Teleportation)
  • Opposed School: Necromancy, Enchantment
  • Arcane Bond: Familiar
  • Summoner's Charm: Increase duration of conjuration (summoning) by a number of rounds equal to 1/2 wizard level.
  • Shift (Su): Teleport as a swift action as if using dimension door. Distance: 5ft for every two wizard levels. Doesn't provoke AoO, needs LOS. 7/day

Feats & Traits:

  • Chance Survivor (Trait): Saved Professor Lorrimor's life by thinking and acting quickly when most needed. +2 Initiative.
  • ??? (Trait): ???
  • Spell Focus (Conjuration) (Feat Lvl1): +1DC on Conjuration Spells
  • Augment Summoning (Feat Lvl1): +4 Strength and +4 Con to summoned creatures.

Here's an updated list of applicants for the GM's convenience:

Martial Classes
Belor Spearbreaker: Human Fighter (Lore Warden)
Ezebelle Thesun: Human Ranger
Utho: Skinwalker (Witchwolf) Ranger
Le'Rose Shifel: Halfling Paladin of Shelyn

Arcane Classes
Shub Khuul: Human Witch (Scarred Witch Doctor)
Edwyn Varro: Human Wizard (Necromancer)
Gerald Smithsson: Human Wizard (Conjurer)
Rutilus Albus: Human Magus (Hexcrafter)

Divine Classes
Persephone: Gnome Oracle (Dual-Cursed/Lunar) OR (Clouded Vision/Life)
Monty Hail: Human Cleric of Sarenrae
Dolgor Thyyrollnd: Dwarf Cleric of Kurgess

Skill Classes
Cassiel Hawke: Human Inquisitor of Sarenrae

I'm looking for a party of 5. An experience track Medium.

I'll be updating/posting 2+ times a day on week days, but not on most weekends.

Everyone's characters look great. It'll be a hard choice to make.

Okay. Thanks for letting us know!

2-3 posts per day would be ideal! Seems like we could make some serious headway if we can be consistent with that. I'll do my best to give a heads up for outrageously busy days ahead of time.

This was a character I whipped up for a CC game that was recruiting a while back midway. I can level him down later, and will put up a backstory and alias within the next day or so. Maybe the current sheet will be useful to see where I'd like to go mechanically and see how that fits in with your own hopes. I can post a few times a day, but my time zone might be a little wonky.

Utho redone as a paladin, as per your request.

I'd like to throw my gnome into the ring!

He's an Order of the Cockatrice (in an "overly excitable" rather than a "jerk face" way) Cavalier, possibly headed towards a support-focused bard/battle herald after a few levels, depending on how the party shakes out. Otherwise wolf-mounted charge/tank with side of support.

For convenience:


Raised in the River Kingdoms town of Sevenarches, where emanations from the rift to the First World provide gnomes some protection from the bleaching, Arkivolld Bristlekipp nonetheless chose the thrill-seeking wanderings common to his kind. Perhaps to compensate for not feeling “gnomish” enough having grown up without the threat of bleaching, of perhaps just from sheer impulsiveness, he has thrown himself into the role with abandon.

With his loyal companion Girono Growls (“He can say his name! Grr, say ‘Grr’!”), a wolf he’d raised from a pup, Ark wandered the northern inner sea region for a few years, joining a gnomish survey team in the Stolen Lands and serving as a caravan guard for supply trains to the fortifications around the Worldwound. After training in mounted combat in Lastwall, he spent some time skirmishing against orcs on the borders of Belkzen before moving on.

connection to Lorrimor:

Arkivolld crossed paths with Professor Lorrimor twice in his travels. While traveling through Ustalav as a storyteller with a carnival troupe, Lorrimor approached Ark after his act to pepper him with questions about the details of a story. A few years later, Ark serendipitously saved the professor when the two happened to be delving the same barrow: the freshly minted cavalier entered the chamber just in time to throw himself in the path of an undead guardian as it advanced silently on Lorrimor, who was lost in concentration over some ancient runes.

News of Lorrimor’s demise reached him, somehow, in a Nirmathan guerrilla camp deep in the Fangwood. Saddened by the message, Ark was simultaneously heartened by the promise of a change of scenery. After one last sortie against a nearby Molthune position, he packed his few things at headed for Ravengro.

personality and motivation:

While prone to annoying (and likely inflated) monologues about his past exploits and ill-advised charges into new ones, Arkivolld is generally kindhearted, friendly, and eager to help those in need—especially if it will make a heroic story afterwards. He’s also no stranger to joining up with groups that seem like they’ll lead to action and excitement—though he’s likely to end up charging out ahead of those groups more often than not.

Deadline's approaching!

Martial Classes
Belor Spearbreaker: Human Fighter (Lore Warden)
Ezebelle Thesun: Human Ranger
Utho: Skinwalker (Witchwolf) Paladin of Iomedae (Undead Scourge)
Le'Rose Shifel: Halfling Paladin of Shelyn
Arkivolld Bristlekipp: Gnome Cavalier (Order of the Cockatrice)

Arcane Classes
Shub Khuul: Human Witch (Scarred Witch Doctor)
Edwyn Varro: Human Wizard (Necromancer)
Gerald Smithsson: Human Wizard (Conjurer)
Rutilus Albus: Human Magus (Hexcrafter)

Divine Classes
Persephone: Gnome Oracle (Dual-Cursed/Lunar) OR (Clouded Vision/Life)
Monty Hail: Human Cleric of Sarenrae
Arthur the Ferric: Human Oracle (Legalistic/Metal)
Dolgor Thyyrollnd: Dwarf Cleric of Kurgess
Izorshi Sorph: Dhampir Cleric of Pharasma

Skill Classes
Cassiel Hawke: Human Inquisitor of Sarenrae

EDIT: Now including the newest arrival!

Lady of Graves, I do hope I am not too late!

I'd like to submit Izorshi.
Game mechanics can be found here:

The birth of Izorshi Sorph was a tragic incident. Her mother Kamshi was a human priestess of Pharasma, who spent much of her life in a temple in Korvosa. Over time, Kamshi was seduced by (and fell in love with) a mysterious stranger. She had a child with him, and only then did she discover the man she had fallen for was actually a vampire. Although she could normally detect undead, he had used abjurations to conceal his nature and his alignment. Horrified at her relation with the undead, Kamshi did not want to risk her church finding out. She decided to flee Korvosa, taking Izorshi with her, and headed to Ustalav.
Izorshi's childhood was, to put it lightly, miserable. Embarrassed by her heritage, she had great difficulty making friends, for she was hesitant to reveal anything about herself to anyone. She hated herself for her connection to the undead. Although she was alive, she knew she was harmed by positive energy, and that that indicated that she was not fully alive.
It was in Ustalav that Izorshi made the acquaintance of the late Professor Lorrimor. Izoarshi was walking about one night when she saw the professor being attacked by a skeleton. Without understanding what was happening, she allowed positive energy to surge out of her body, causing the skeleton to flee and saving the professor.
Nevertheless, Izorshi decided that Ustalav was far too dangerous of a place to live, and journeyed to Absalom. There, she continued her pitiful existence.
Until one night, everything changed. When Izorshi neared adulthood, she was visited in a dream by Pharasma. The goddess spoke to Izorshi, encouraging her:
"Be strong, for your fate yet lies in the land of the living. Overcome yourself. You are not undead, you are truly alive. Go forth to Ustalav and seek your fate."
When she awoke, she found a letter informing her of the death of Lorrimor. Thus, she prepared to set out to return to Ustalav.

A cautious person, Izorshi is hesitant to reveal anything about herself even to her closest allies. At the same time, she still has to resist primal, monstrous urges stemming from her vampiric heritage. Yet Izorshi remains very loyal to the few friends she does make, knowing how hard they were to earn. She seeks to avoid the spotlight in most situations.

Izorshi seeks to overcome the dark aspect of her father. She hopes that helping living heroes with the task assigned to her will allow her to expunge the evil within herself, and find whatever fate Pharasma has in store for her.

Izorshi's main fears are as follows:
Other people's watch: Being a dhampir in a society from which undead and their kin are frowned upon, one of Izorshi's greatest fears is the possibility of her friends, allies, or enemies discovering her true nature.
Her father: Although she never knew him, Izorshi knows her father is rather powerful, and quite possibly still alive. Although she has a general loathing of all undead, she blames her father for her personal troubles, and fears him more than any other undead.
Herself:Izorshi knows that her very existence was caused by a creature whose own existence violates the tenants of her goddess, and she knows that there is some evil lurking within her.

Shadow Lodge

Since there is already a witch submited I can easily make Rutilus a standart magus if we are both selected so our abilities dont overlap.

Ratfolk mindchemist

Plan on handling all the knowledge skills if needed. Should be a capable party buffer when we have some gp and deal some damage with bombs.

I couldn't get the name Persephone, so I deleted an old character, and stole that name back!

This is Akinra's Oracle.

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