WhtKnt
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I am seeking to recruit two player characters to fill in a gap in an online game of Carrion Crown. We are about one-quarter into the first book. The group could really use a strong divine and a good arcane.
Character creation rules are:
- 1st level
- 15 point buy
- No 3rd party materials
- Start with 150 gp to buy gear
- No evil alignments
- Two traits; one must be from the Carrion Crown Player's Guide
- Begin with maximum hit points. After that, you will take the average (just as for PFS play)
- You must provide a background for how/why your character is in Ustalav
I will keep the recruitment open until Sunday, October 18, 2015 at 11:59 PM CST. If you want to see how the adventure has progressed thus far, take a look.
WhtKnt
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Divine need not necessarily be a cleric, likewise, arcane need not necessarily be a sorcerer/wizard.
The current party make-up is a paladin, an inquisitor, and an alchemist.
The characters will be selected based on the character background (how well they fit into the existing group) and also by those I feel will add the most to the adventure. This doesn't mean that you have to go with something weird to get selected. I'm looking for well-balanced characters that I feel will be both a boon to the group and will make the AP interesting to both run and play.
You do not need to be a stranger to the AP, but I do expect you to separate character and player knowledge, naturally.
You may make as many submissions as you wish.
| R0B0GEISHA |
“Love will find you by the first Oathday of Pharast. I know this by the positioning of the seventh star of the Eternal Rose’s lovers in the house of the Hunter. And the Harrow cards. See here? The Unicorn is aligned in the present alongside the Dance and the Marriage card, indicating the same thing. As for your dream...well, it doesn’t take a diviner to interpret something that lucid. I wish my dreams were as simple. And as entertaining.”
—a fortune told by Eilinica Ziorec by a campfire under the open sky
Presenting Eilinica Ziorec, fortune-teller and priestess of Desna. She is my submission for the divine slot. :)
CG Medium humanoid (human)
Init +1; Senses Perception +3
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
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OFFENSE
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Speed 30 ft.
Melee heavy mace +1 (1d8+1), starknife +2 (1d4+1/x3)
Ranged light crossbow +1 (1d8/19–20), starknife +1 (1d4+1/x3)
Special Attacks channel positive energy 6/day (DC 11, 1d6)
Cleric Spells Known (CL 1st; concentration +3)
1st—bless, longstrider[D], protection from evil
0 (at will)—brand (DC 12), disrupt undead, guidance, stabilize
D Domain spell; Domains Liberation, Travel
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STATISTICS
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Str 12, Dex 13, Con 12, Int 10, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 12
Traits Devotee of the Green, Inspired By Greatness
Feats Extra Channel, Turn Undead
Skills Knowledge (geography) +1, Knowledge (nature) +5, Knowledge (religion) +4, Sense Motive +7 (3 points; 2 class, 1 race, 0 INT)
Languages Common, Varisian
Special Abilities agile feet (6/day), aura, +10 base speed from Travel domain
Gear/Possessions scale mail, light steel shield, heavy mace, starknife, light crossbow with 10 bolts, backpack, bedroll, flint and steel, harrow deck (common), ink (1 vial), inkpen, parchment (5 sheets), pocketed scarf, scroll case, spell component pouch, trail rations (5 days), traveler’s outfi, waterskin, whetstone, wooden holy symbol
Money 55 GP 0 SP 0 CP
Before leaving home, Eilinica’s grandmother gave her a distinctive scarf known as a kapenia—a badge of honor usually denoting a child’s coming of age. Eilinica’s scarf bears elaborate embroidery denoting her family’s entire genealogy. She counts it among her most prized possessions and has used it to guide her travels over the years, retracing her roots by visiting each deceased relative’s grave in order to honor them. Since her people travel wide and often, these journeys have taken up much of her young adulthood, but she cherishes every moment, enjoying the friends she makes and the sites she’s seen.
One such trip enabled her to meet the Professor, Petros Lorrimor. While wintering in Ravengro, they struck up a fast friendship, regaling one another with tales of their adventures. Petros often asked Eilinica to deliver missives to his friends or procure samples of various wildflowers or other reagents he wished to examine for his studies. Eilinica never accepted payment for these services, enjoying the thrill of the road and the sharing of new stories with the Professor more than anything else.
| Euphemia 'Femi' Ferka |
Mr. Ferka as he's know by, well, nobody I guess, for your examination.
He is, I think, ready to go - though I'm happy to change out Knowledge Religion for Knowledge Arcana if you pick up a divine caster with a strong Religion. Just looking for holes a little and trying to plug them - hope that's OK.
If selected, I can also help with treasure tracking if you like. I have a useful spreadsheet that I use in campaigns I'm in to help track that sort of thing. You should be able to see a version of it here (link).
Please let me know if you have any questions and I'll do my best to answer them.
| Wood the Wizard |
I have a wizard who made it through Carrion Crown before the game folded. He has a Necronomicon for flavor (master kit to give +2 to Knowledge Planes). He also has one of the campaign traits no one takes, because it makes good flavor. He is a conjurer wizard.
Would modify to fit any requirements.
Conjurer wizard who would plan on moving to Collegiate Arcanist if things progressed that for.
He is a Lovecraftian type hero, who has dabbled in the wrong magic. Upon learning of the evil world at large, he now has to stop it.
| Deevor |
I give you Jiydathi, a sorcerer to consider...
Jiydathi, was until her travels part of the legal system on Jalmeray. An adviser and prosecutor of those who transgressed the laws and come up against the Thakur's justice. She followed in her families traditions, her father a member of the Maurya-Rahm, but not all is well with her family. Despite its wealth and position, the family hs been struck with a taint, one which manifests itself in Jiydathi herself and would not be welcome by the Thakur. In an effort to understand the families relationship of the undead, she followed her family heritage and found in some distant past a journey to Ustalav, from which time it seems the family have had received the taint. So with her father's blessing, she traveled to Ustalav and went to discover the source of he families troubles. It was whilst on her travels that she met within the university Dr Lorrimor, where their mutual interest in researching the undead and history brought them together. Here she developed a deep respect for the professor and his learning, but this went further than that, that it was at this time she learned new powers of the arcane, the inherent magics within her, thanks to Prof Lorrimor's tuition and help. Intent on destroying the undead that gave her family the taint and restore her families honor, she continues to follow her research.
It was with sadness she heard of his death, and felt obliged to honor him by attending his funeral and continuing on the path to fulfil your own powers, before returning to Jalmeray.
Jiydathi
Female human (Vudrani) sorcerer 1
LN Medium humanoid (human)
Init +5; Senses Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +2
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Offense
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Speed 30 ft.
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—grave touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—charm person (DC 15), glue seal[ACG]
0 (at will)—detect magic, disrupt undead, light, read magic
Bloodline Undead
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Statistics
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Str 7, Dex 12, Con 12, Int 12, Wis 10, Cha 19
Base Atk +0; CMB -2; CMD 9
Feats Eschew Materials, Improved Initiative, Toughness
Traits inspired by greatness, scholar of the great beyond
Skills Bluff +8, Knowledge (religion) +5, Knowledge (history) +6, Profession (barrister) +4, Spellcraft +5
Languages Abyssal, Common, Vudrani
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells)
Combat Gear scroll of mage armor, scroll of mage armor, scroll of mage hand, scroll of message; Other Gear 75 gp
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Special Abilities
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Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (1 rds, 7/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Inspired by Greatness (Charm Person) 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 delighted to have directly or indirectly motivated you to strive for you full potential.
P.S. Still a little bit of shopping to do...
Barlo Underhill
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Barlo has been traveling with a circus in Ustalav for several months. His parents were originally from the River Kingdoms but moved here many years ago. His parents worked at the same circus that Barlo does now. His juggling skills have kept him employed and in high regard from his employer. He now seeks other avenues for adventure and the his friendship with Prof Lorrimor might be just the key. He just started to study magic but before they could work together any longer the professor passed away.
| The Norv |
So here's my submission...I've always loved the gothic horror of Carrion Crown, so this was a challenge I enjoyed tackling. Let me know if you have any questions about the character, roleplaying-wise or build-wise. I'm pretty flexible...I have a lot of ideas that I like for this AP, so if this doesn't seem like it'd fit, let me know and I'll try to generate something else!
Thanks for the consideration! :)
"Don't you ever worry about what I might be doing in there, sweet sister?"
"Never. I infinitely prefer you locked in there to being out here."
Eleanora grew up not far from Ardis, the only legitimate child of Andruss Olexina, the last of a decaying line of gentleman farmers. Although she had a happy childhood, it was slightly marred by the existence of her bastard half-brother, Edmund, Andruss's son from an affair he had in the last days of Eleanora's mother. That woman, who was accounted quite a beauty, died shortly after giving birth to Eleanora. Ella (as her father called her) had a solitary and quiet childhood, preferring to read, visit Ardis, or take quiet walks in the countryside near their estate rather than play with other children. Edmund was the only one she took with her on many of these journeys, partly out of a sense of duty. While at first Edmund was a perfectly agreeable playmate, as they grew older Eleanora started to detect strange looks and disturbing behavior from him. He seemed overly fond of causing pain to small and helpless things, and though he claimed repeatedly that he would never really hurt anyone--at least not anyone he cared about--his presence sometimes made her skin crawl. As they reached their teenage years, she spent less and less time with him, until eventually he was nearly a stranger to her--albeit one that kept trying to spend time with her, and one whom she heard disturbing rumors about when she visited town.
When she was 19, and Edmund 18, their father passed away from pneumonia. Upon his death, the children discovered that their father had been deeply in debt, and that the farm was due to be seized by his creditors in a matter of months. With winter coming on, Eleanora convinced her estranged brother to set aside their distance so they could try to find a solution. As the months passed, though, it proved impossible: Edmund cared nothing for his sister's financial woes, spending most of his time visiting brothels in Ardis and returning reeking of alcohol and cheap perfume, and bearing wholly unwanted "gifts" for his sister, to whom he professed an undying devotion. Eleanora grew more and more concerned for her safety, but their desperate financial straits prevented her from taking action.
Finally, the night before their home was to be foreclosed on, Edmund came home even more drunk than usual, and enraged by something that had happened in town. Though Ella tried to avoid and ignore his drunken stumbling, eventually he found her in the library, and he attacked her in a drunken rage, screaming that neither she nor their father had ever really seen him, seen his devotion to them or his talent. When she fought back, he got his hands around her neck and began to squeeze. Her vision began to fade. In an act of sheer desperation, she seized a letter opener that was lying on a nearby table and stabbed him…again and again and again.
The creditors, arriving the next day, found the house securely locked, with all the shutters pulled to. Since they saw no lights and heard nothing, they assumed that the owners had quit the place and left again, quite pleased with themselves. Inside, Ella lay, catatonic, feet away from her half-brother's body, watching his blood dry on the carpet. It wasn't until later that day that she moved, and another three days before she slept--and then only fitfully. She buried Edmund's body under a dying sycamore in their backyard during the darkest night she thought likely to come, and then she tried to go back to a life as normal as it could be while squatting in what was once her house.
Seven days after his death, she sat bolt upright in bed, sweating, as she heard her brother humming tunelessly to himself as he made his way to bed. Worse, just when she'd convinced herself that it was all a dream, she heard his voice whispering to her inside her own head. "Well now, sister. Rather a tight fit in here, no?"
Over the next few months, Ella slowly discovered that she was not mad--even more impressively, the Edmund that was in her head did not manage to drive her mad. She learned that she could control him, to some extent--even push him out of her head. When she did this, though, he took semi-solid form, and so it was something she avoided. No matter what, though, he never attacked her physically as a spirit: he might taunt, howl, and curse at her, but he never even tried to lay a hand on her.
It was Petros Lorrimor who finally helped her fully understand what had happened to her. Intrigued by the stories he'd heard of the "haunted house" in Ardeal, he showed up at the door one day and broke in…surprised, though not alarmed, to find a single young woman living there. Eventually he was able to hypothesize as to what had happened, and why Ella's repeated prayers to Pharasma had gone unanswered: in the moment of Edmund's death, when Ella's own spirit had been in the process of leaving her body, their ethereal souls had become entwined in what he dubbed an "ectopsychic entanglement." When she begged him to help her exorcise the ghost, he cautioned her: with their souls so heavily enmeshed, it was entirely possible that permanently exorcising Edmund's spirit would rip her own soul from her body. Instead, with the help of a local wise woman named Mama Graymews, Lorrimor was able to devise a "suppressant" necklace, which Ella always wears around her neck. The three of them tested it, and Ella was shocked: Edmund's voice receded from an overwhelming mental presence to simply an annoying chatter inside her mind. When Ella shame-facedly admitted to Mama Graymews that she had no money to pay for this treasure, the old crone surprised her by informing her that Petros had already paid for the thing in full. Ella feels desperately grateful to Petros, and has been living in a sort of paranoid dread ever since of what he might ask her to do in return.
The letter announcing that she was a beneficiary of Petros's will came, therefore, as a surprise that seemed to Ella to bode ill. What's more worrisome, however, is the fact that ever since Petros's death, Edmund's voice inside her head has been slowly growing louder…
Eleanora Olexina
Human (Ustalav) Spiritualist (Haunted) 1
Favored class: Spiritualist
N Medium Humanoid (Human)
Height: 5'6" Weight: 130 lbs.
Init +2; Senses Perception +3
XP: 0
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
HP 8 (1d8+0 CON)
Fort +2, Ref +2, Will +5 [+7 when sharing consciousness] (+2 against fear; +1 on any saves against insanity, confusion, madness, or Wisdom damage/drain; +4 against mind-affecting effects when sharing consciousness)
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Offense
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Speed 30'
Melee Dagger -1 (1d4-1/10'/19-20)
Ranged Light crossbow +2 (1d8/80'/19-20)
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Statistics
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Str 8 Dex 14 Con 10 Int 12 Wis 16 Cha 14
Base Attack 0; CMB -1; CMD 11
Feats Shared Soul, Spiritualist's Call
Traits Making Good on Promises (Campaign), Defy Madness (Faith)
Trained Skills Bluff +6 [1 rank, 2 Cha, 3 CS], Diplomacy +3 (+6 sharing consciousness) [1 rank, 2 Cha, (3 Skill Focus)], Sense Motive +7 [1 rank, 3 Wis, 3 CS, (3 Skill Focus)], Spellcraft +5 [1 rank, 1 Int, 3 CS], Knowledge (Geography) +6 [1 rank, 1 Int, 3 CS, 1 racial], Knowledge (Religion) +6 [1 rank, 1 Int, 3 CS, 1 racial]
Languages Common, Varisian (Romanian)
Gear Padded armor, dagger, light crossbow, 20 crossbow bolts, traveler's outfit, common backpack, belt pouch, inkpen, 3 oz. ink, 10 sheets of stationery (neatly folded), 1 flask of holy water.
Cash 43 gp, 9 sp
Encumbrance: 25.5/26 lbs. (light load)
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Special Abilities
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RACE
Bonus Feat
Comprehensive Education: Eleanora was a voracious reader in her youth, and her father's wide-ranging library has given her a thorough grounding of virtually any topic germane to life in Ustalav. She gains a +1 racial bonus to all knowledge skills she has as class skills (all Knowledge skills).
TRAIT
Making Good on Promises (Campaign): Eleanora has spent the past several years anxiously worrying when Lorrimor might call on her…and her experiences with him and Edmund have made her inured to ordinary fear. She gains a +2 trait bonus on saves against fear effects.
Defy Madness (Faith): Eleanora's experiences with Edmund constantly attacking her from insider her own mind have also left her deeply resilient. She gains a +1 trait bonus on any saving throw against confusion, insanity, madness, and Wisdom damage and drain.
CLASS
Phantom: The soul of Eleanora's vicious half-brother, Edmund, has gotten enmeshed with her, and she has found ways to control him and force him to do her bidding...mostly.
Shared Consciousness: Once/day, Ella can shunt a mind-affecting effect she fails her save against onto Edmund as an immediate action. For the normal duration of that effect, she loses the bonuses on saving throws and from Skill Focus effects that he grants her.
Etheric Tether: There is an established limit to how far away from Ella Edmund can get...and how long. This is fortunate, for everyone, really.
FEAT
Shared Soul: Eleanora and Edmund's souls are deeply, even dangerously, intertwined with each other's. While Edmund is in her consciousness, Ella gains a +2 bonus on saving throws against death effects, energy drain, and possession. In addition, once per day when she fails a saving throw against a death effect, a possession, or when she gains a negative level, she can shunt that effect into Edmund's section of her soul instead as an immediate action. When she does so, she is not affected by that effect, but she also doesn’t gain any of the normal benefits of her shared consciousness ability and can’t manifest Edmund in any way for the normal duration of the spell or effect shunted into the phantom’s consciousness. Edmund suffers the full effect she transferred, and as long as he continues to suffer from the effect, she cannot shunt a death or possession effect or negative level onto him.
Spiritualist's Call: Edmund revels in the freedom that Ella so rarely grants him. Whenever she summons him, he can gain a +2 enhancement bonus to his Strength, Dexterity, or Charisma. This bonus lasts for 10 minutes after the summoning ritual is complete.
SPELLS
Knacks (Unlimited, DC 13): Telekinetic projectile, open/close, virtue, daze
1-level (2/day, DC 14): Remove fear, burst of insight
Edmund
CE Medium Outsider (phantom; dedication focus)
Senses Perception 0, darkvision 60'
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Defense
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AC 14, touch 12/14, flat-footed 14/12 (+2 Dex, +2 natural armor/deflection, depending on form)
HP 11 (1d10+1 CON)
Fort +1, Ref +4, Will +4
DR 5/slashing [ectoplasmic form only]
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Offense
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Speed 30'
Melee 2 Slams +3 (1d6+1, or 1d8+1 against target of Dutiful Strike)
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Statistics
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Str 12 Dex 14 Con 13 Int 7 Wis 10 Cha 13
Base Attack +1; CMB +2; CMD 14
Feats Iron Will [bonus], Weapon Finesse
Trained Skills Diplomacy +5 [1 rank, 1 Cha, 3 CS], Sense Motive +4 [1 rank, 0 Wis, 3 CS], Intimidate +5 [1 rank, 1 Cha, 3 CS], Knowledge (Local) +2 [1 rank, -1 Int, 3 CS]
Languages Common, Varisian (Romanian)
Special Abilities: Darkvision, link, share spells, Dutiful Strike
(Side-note: if selected, I'm considering making two aliases, one for Elleanora (or "Ella" as I think she might go) and one for Edmund to better play up the tension between them.)
Mechanically speaking, I'm happy to swap out most of her current spells if there are any that work better for the party--I haven't had time to read through everyone's character sheets in detail. The Defy Madness trait is one that I think works really well thematically, but I recognize that technically it's supposed to be for worshippers of the Old Gods...if anyone thinks that's an issue, I'm happy to swap that out for another one (probably the Secret-Keeper social trait).
| Judah Locke |
Doomed Hero here, presenting Judah Locke for consideration.
Judah is a Summoner, who doesn't understand why or how he's suddenly become a focus point for horrifying extraplaner creatures.
He is tormented by his newfound nature. He has come to Ravengro in hopes that Professor Lorrimor might be able to help him. Unfortunately, he's arrived just in time for the professor's funeral. (That's just his kind of luck, really)
Judah is fairly cowardly by nature, but he's found that his life his full of horror no matter what he does, so he really might as well try to figure out some way of stopping it or dealing with it. So, while he's a coward, he's a proactive one. He's also driven to learn about things he wishes he didn't know things about. Whatever has him in its thrall really wants him to learn. Judah doesn't get much say in the matter.
Before he discovered his new "gifts" he was a petty thief, so he can scout fairly well and is great at picking locks. He probably won't really want to be the guy in front of the group though...
If you decide to pick Judah for your game, expect lots of frightened screaming, running away, and not wanting to open doors.
| Viktoria Savitskya |
Submitting this character, an inquisitor for your consideration. All fluff and crunch are currently in profile, any changes needed on the crunch side will be made upon my selection.
I've tried to play this AP twice, once as a GM, and once as a player. Both fell through, but you can read some of my RP as Viktoria in the short lived campaign if you or your players are interested.
Thank you for your consideration!
| Andras Telor |
I created Andras some time ago for another Carrion Crown adventure that ran into issues. I think he might be a great fit here. I'd love to properly settle into some good gothic horror.
I'm reading up on the thread so far and I like what I see. You have a good group and good atmosphere. I'd love to be a part of it if you'll have me!
Thanks for the consideration.