Whispers on the Wind: Dragoncat's Carrion Crown Recruitment Thread


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It is with great regret that I write you this letter, for the unthinkable has happened. My father, Petros Lorrimor, Professor Emeritus of the University of Lepidstadt, has suddenly & tragically passed away. As I was busy sorting out his final affairs, I discovered that he has named you as a beneficiary in his will.

Please come to the village of Ravengro in Ustalav for the funeral.

Kendra Lorrimor

Hello, Paizo Boards! I've got a hankering to run the Carrion Crown Adventure Path--or at least the first book. To that end, I'm looking for 4 PCs to play with.

Without further ado, here are the Character Generation Rules I will be using for this:

Method: 20-Point Buy

Races: Core & the following: Changeling, Dhampir, Orc. Other races may be considered with a good enough background.

Alignments: Any Non-Evil.

Classes: No Antipaladin, Ninja, Samurai, or Vigilante. Occult classes are especially appropriate for this AP.

Starting Wealth: Average for your class.

HP Rolls: Max for 1st level, then half + CON +1 upon levelling up.

Traits: 2, with 1 being a Campaign Trait. You may take a Drawback for a 3rd trait.

XP Track: Medium

Recruitment ends Saturday, July 9th, 9:00 PM Atlantic Standard Time.

Grand Lodge


Liberty's Edge

Dotting the hell out of this. Will almost certainly submit an occult class, or a non-occult class with one of the occult archetypes.

Here are the stats of Spugnoir, 1/2 orc alchemist.


Full Name : Spugnoir

Race: 1/2 orc

Classes/Levels Alchemist 1(Vissectionist) (HP favored)

Gender M

Size M

Age : 25

Special Abilities :

Alignment: NG


Location :Ustaluv

Languages :Common,Orc,Abyssal,Draconic,Giant

Occupation : ALchemist/Healer

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Alchemist
Hit Points: 11
Spd: 30
Init: +2
AC: 14 ( 2 armor shield)/Touch 12/FF 12)
BAB: +0
Saves: Fort +4 Ref +4 Will +0 (+2 vs. fear)

Morning Star +2 1d8+3
Light Crossbow +2 1d8

Skills:Craft-Alchemcy (1+3+3+1)8,Perception (1+3)4,Heal (1+3)4,Stealth(1+2)3,Disable Device(1+2+3)6,Use Magic Device (1+3)4,Climb (1+2)3

Feats: Brew Potion(Class),Throw Anything(+1 to hit with thrown splash weapons, Add intelligence bonus to damage),
Traits: Making good on promises(+2 vs. fear),Anatomist(+1 confirm critical hits),
Special Abilities: Dark Vision 60 Ft,+2 Intimidation,Orc Ferocity,Proficient with greataxes and falchions,Sneak attack +1d6,Mutagen (+2 Nat AC, +4 one stat, -2 to relevant stat)
Extracts per day: 2/
Extracts Known: Cure Light Wounds,Shield,Enlarge Person,True Strike,Ant Haul
Leather armor (10)
Morning Star (8)
Light Crossbow (35)
20 Bolts (2)
Alchemist Kit (40)
Alchemy Crafting Kit
Belt pouch
Iron Pot
Mess Kit
Torches (10)
Trail Rations (5)
53 gp

Background: Spugnoir was left on the doorstep of an orphanage in Ustalav as many children have been when they are unwanted by their parents. Taken in, he was fed and clothed but not given any real love and so became a sullen child, and thus was passed over by prospective parents and seemed destined to end up on the streets when he came of
However, he was essentially bought by an unethical professor who wanted a lab assistant and brought to the university and treated little more than a well trained slave. Spugnoir cleaned and assisted, working long hours for a bed and food and basic training on how to help in a lab. This continued until Professer Lorrimor exposed the other
professor's necromantic experiments and had him arrested. Lorrimor took an interest in Spugnoir and arranged for him to become an actual student at the university so he could get a proper education.

Description: Spugnoir is a rather neatly-dressed man, he takes effort in maintaining his appearance and keeps his black hair short and his clothing(the non workroom variety) neat. His work attire is stained with alchemical substances but is well maintained and his equipment is spotless as much as it can be.

RP: The professor gave me a gift, life. I had very little to be thankful for and my time under that professor's thumb was hardly better than I had at the orphanage, at least I could go out and play there. I will strive to learn as much as I can within the boundaries of decency and help those who were as unfortunate as I

Dot. No promises, though, it's a busy weekend/next week.

Dot to the dot.

I'm going to use this character, although I'll probably multiclass her with the oracle of the heavens. Have to tidy her up some though.

How would you deal with the 'appropriate' location for a Medium to channel a spirit?

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber


Here is my rough draft of my Crypt breaker Alchemist. Nissa can handle Rogue duty thanks to her archetype.

Nissa Krager:


Female Human (Ulfen) alchemist 1 NG medium humanoid (human)

Init +2; Senses Perception +5,

Languages Ancient Osiriani, Azlanti, Common, Skald, Thassilonian

AC 15, touch 12, flat-footed 13, hp 9 (1HD)

Fort +3, Ref +4, Will +1, +2 vs. mind-affecting effects

Speed 30 ft. (6 squares)

Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)

Base Atk +0; CMB +1; CMD 13

Special Actions Alkahest Bombs, Throw Anything,

Abilities Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12

Special Qualities Alchemy, Bonus Feat, Crypt Breaker's Draught, Formulae, Skilled, Trapfinding,

Feats Point-Blank Shot, Precise Shot, Throw Anything

Skills Acrobatics +1, Appraise +3, Artistry +3, Bluff +1, Craft (Alchemy) +7, Craft (Alchemy) (Create item) +8, Craft (Untrained) +3, Diplomacy +1, Disable Device +8, Disguise +1, Escape Artist +1, Fly +1, Heal +5, Intimidate +1, Knowledge (Arcana) +7, Knowledge (Nature) +7, Perception +5, Perception (Trapfinding) +6, Perform (Untrained) +1, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Survival +5, Use Magic Device +5,

Possessions outfit (explorer's); studded leather; thieves' tools (masterwork); formula book; Crossbow, Light ;

Formula Book

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+3 points of acid damage plus an additional 0d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other other creatures, alkahest bombs deal 1d4+3 plus 0d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.

Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness.

Deathtouched At some point you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages (usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times. Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.


Nissa has just returned to Ustalav from Osirion, receiving word of Professor Lorrimor's death with great sadness.

Having met him while she was still a student at the university of Lepidstat, Nissa had caught his eye thanks to her dedication and skill in applying the art of alchemy for the exploration and study of ruins and vaults.

It was his employing her for several expeditions that aided her in graduating with honors, and his encouragement and advice that sent her to Osirion to learn the ways of the Crypt breaker.

Nissa is very focused and intelligent in her fields, if somewhat lacking socially. Constant study, experimentation and expeditions have left her with very few friends. One of whom she has just lost to her great sorrow.

She will immediately set off for Ravengro with a heavy heart.

I still have some equipment to buy, but Nissa is nearly complete.

Please let me know if you have any questions or corrections.

Hello Dragoncat, I would love to try to play again under your tutelage, after our Jade Regent sadly failed.
I would like to try an Occultist.

Grand Lodge

Pathfinder Lost Omens, Maps, Rulebook, Starfinder Maps Subscriber

Would a varisian pilgrim cleric with some further harrow influences work? (I have a harrow deck)



SS Shadows submission. Will modify him a bit to meet the criteria above.

The Pale King wrote:
How would you deal with the 'appropriate' location for a Medium to channel a spirit?

If it's at least somewhat like the favoured location for the spirit you're trying to channel, I'll let you try to channel it.

Of course, whether the locals take kindly to such things might me another matter entirely... :)

Xazil wrote:
Would a varisian pilgrim cleric with some further harrow influences work? (I have a harrow deck)

Sure, if you make it interesting enough. :)

Dark Archive

Would love to give this one a try with my 1/2 Orc archivist bard. I'm planning to multiclass into Tome Eater Occulitst as well, so we'll get some occult flavor in there after a bit. Backstory would work really well for explaining how I know the professor, since my character is a scholar as well.

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This got the creative ideas going. I'm working on a Chelaxion Occultist who works as a librarian at the University of Lepidstadt.

I have a question. You didn't mention any background submission guidelines. Would a 10 minute background be appreciated or is that too much text? She won't be min/maxed, but more this fits with the theme so I chose it. Is that cool?

I want to sumbit my Witch Hulma Yorginson she is a Medium and has been haunted by spirits and ghosts her whole life.

Met Prof Lorrimor in Taldor at a college tour he was doing and moved to Ustalav to do more research into the haunts and such that go on there.

I will add more later

CariMac wrote:

This got the creative ideas going. I'm working on a Chelaxion Occultist who works as a librarian at the University of Lepidstadt.

I have a question. You didn't mention any background submission guidelines. Would a 10 minute background be appreciated or is that too much text? She won't be min/maxed, but more this fits with the theme so I chose it. Is that cool?

I'm not looking for an essay on your character. Three paragraphs worth will usually suffice for me, but if you so wish I'll let you use the Ten-Minute Background method.


I've decided to allow you to use Background Skills as well.

Dot. Very interested.

Query: would you allow Psychic Investigator and Lepidstadt Investigator to stack?

The Doomkitten wrote:

Dot. Very interested.

Query: would you allow Psychic Investigator and Lepidstadt Investigator to stack?

Unfortunately, no.

This looks like a lot of fun. I thought it might be neat for the group dynamic to have one guy who starts out as a skeptic towards all the superstitions and bogeymen. So, an empiricist investigator...

Keyon grew up on the outskirts of society in Rahadoum. His parents were half orcs who fled Cheliax for fear of being victimized by a local religious cult. Despite being treated as freaks and outcasts in Rahadoum, they were always grateful to be living in a nation free from religion. They raised Keyon to feel that same gratitude.

As he grew older, Keyon's unassuming appearance and surprisingly quick wit proved useful to the Pure Legion. Religious agitators often assume that half orcs will be easy to recruit due to their poor treatment by mainstream society. Keyon worked as an undercover informant, allowing himself to be recruited so that he could gather information and pass it on to the Pure Legion.

It was during one such mission that he rescued Professor Lorrimor. The cult Keyon was infiltrating was more aggressive than most and hoped to gain the favor of their god--not to mention worldwide notoriety--by sacrificing a prominent scholar. Keyon was assigned to guard the professor before the ritual began and was able to sneak him out of the compound.

Personality and Appearance:
From a distance, Keyon looks like a mess. His hair is unkempt, his beard matted, his skull misshapen, and his clothes mismatched. His left foot drags behind him as he walks, supported by a cane. A close observer might notice that underneath the clothes is a well-maintained set of armor and that a sharp blade is hidden in the cane.

Keyon generally prefers to listen rather than talk. People often assume that half orcs are unthinking followers, and Keyon is happy to play along with those prejudices. When he does speak he prefers to appeal to logic (or rather, common sense) rather than emotion.

Half-orc investigator (empiricist) 1
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4
AC 15, touch 12, flat-footed 13 (+2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3
Speed 30 ft.
Melee sword cane +2 (1d6+2)
Ranged shortbow +2 (1d6/×3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—heightened awareness[ACG], true strike
Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Elongated Cranium[OA]
Traits chance savior, promising peacemaker, student of philosophy
Skills Acrobatics +0, Appraise +4, Bluff +3 (+3 vs. other humanoids, +4 to feign ignorance, +9 to lie (as a result of using Int instead of Cha)), Climb +0, Diplomacy +3 (+3 vs. other humanoids, +5 vs. orcs, half-orcs, and humans, +9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +5, Disguise -5, Escape Artist +0, Fly +0, Heal -2, Intimidate -5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10 (+12 on checks involving orcs, half-orcs, and humans), Knowledge (religion) +10, Perception +4, Ride +0, Sense Motive +6 (+6 vs. other humanoids, +4 to intercept secret messages), Stealth +6, Survival -2, Swim +0; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Abyssal, Common, Draconic, Gnoll, Goblin, Orc
SQ alchemy (alchemy crafting +1), inspiration (4/day), meticulous, orc blood, overlooked mastermind, trapfinding +1
Other Gear wooden armor[APG], arrows (20), shortbow, sword cane[APG], investigator starting formula book, 9 gp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Meticulous -2 on all untrained skill checks
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Dot! :)

Dot! I'm thinking ranger off the top of my head, but maybe I'll think of something more occultish.

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Dragoncat wrote:

I'm not looking for an essay on your character. Three paragraphs worth will usually suffice for me, but if you so wish I'll let you use the Ten-Minute Background method.


I'll keep it to three paragraphs or so.

Dotting in with a Dhampir Cruromancer (Necromancer wizard).

Here's Ravimir so far. I like to let a character develop during a game (so his most interesting deeds are ahead of him, not behind), but this is the rudimentary background for him. I'll have to start crunching tomorrow, but I'm definitely thinking ranger.

Dooooot. Got myself a few character concepts in mind

Grand Lodge

I will be submitting a Dhampir Paladin of Damerrich, a former executioner from Last Wall who found the light.

He studied Under Professor Lorrimor as a major in Religion, having an obsession at first with The Lady of Graves Pharsma. He had hundreds of deaths on the blade of his axe and could not longer bear the blood on his hands. He turned to The Weighted Swing for guidance on turning away form his former behaviours.

I will have a character made up later

I'm thinking either, a spiritualist or a ranger or fighter of some type.

Dotting for interest. Thinking of a Changeling Witch (either Hex Channeler or Hedge Witch).

I've got this guy: Morbury

He's been a part of a few CC games in the past. Below the dotted line is what you're looking for save the spoilered background above it.

Dotting up in here. I've wanted to play through Carrion Crown from the beginning for a while now.

Dark Archive

Dotting will see if I can work something up.



What posting rate are you expecting from players?

Weekends yes or no?

How often will you be posting?

Thanks for hosting.

Game on!

Fabian Benavente wrote:



What posting rate are you expecting from players?

Weekends yes or no?

How often will you be posting?

Thanks for hosting.

Game on!

In order:

1. I'm generally going to aim for a 1/day posting rate at minimum.

2. Weekends optional.

3. I'll be posting as often as Life allows.

4. You're welcome. :)

Dot for interest

Grand Lodge


Jagorath Ulma
Moroi-born dhampir (svetocher) paladin (oath against undeath) 1 (Pathfinder Player Companion: Blood of
the Night 20, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +3
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +4; +0 morale bonus against saves to overcome negative levels, +2 vs. disease and
mind-affecting effects, -1 vs. positive energy damage
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
Speed 30 ft. (20 ft. in armor)
Melee earth breaker +4 (2d6+4/×3) or
handaxe +4 (1d6+3/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +3)
3/day—obscuring mist
Str 16, Dex 10, Con 12, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Power Attack
Traits armor expert, teacher's pet
Skills Acrobatics -3 (-7 to jump), Diplomacy +8, Knowledge (nobility) +7, Knowledge (religion) +7,
Perception +3, Profession (butcher) +6, Sense Motive +6; Racial Modifiers +2 Diplomacy, +2 Knowledge
Languages Common, Thassilonian
SQ detect undead, resist level drain
Other Gear scale mail, earth breaker UE, handaxe, backpack, bedroll, belt pouch, flint and steel, hemp
rope (50 ft.), holy text UE, pot, soap, trail rations (5), waterskin, wooden holy symbol of Damerrich, 43 gp,
3 sp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect
undead instead of detect evil. This ability replaces detect evil.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.

Jagorath Joined the Knights of Ozem to try to redeem himself, he was someone who would be hated all throughout Last Wall if the common people found out who he was.

He was on his way to Gallow Spire to Garrison there when he received word of the Passing of Professor Lorrimor. He rode along the boarder of LastWall and Ustalav heading straight for Ravengro to where he was summoned.

Would you allow guns?

Dot for interest as well I have been in two quickly dropped attempts with Chel here, She will need adjustments to meet the requirments but I will do so

Background for Daniel:
Daniel never knew his father. His father had died long ago, his mother was, to say the least, an outcast in Ustalov. She was different, she had golden eyes, silvery markings and fiery red hair, put simply she was beautiful, especially to Daniel’s late father. The only thing Daniel had to remember his father was a shield, a steel kite shield larger than he was as a child. It had spikes on the center in the shape of some symbol. His mother always told him that his father had been a brave, strong man, that he often protected the towns in the area with this very shield even if they did shun him. Daniel grew up hearing tales of how his father defeated undead, beasts, even dreadful vampires and how whenever he entered town many of the folk would lock themselves in their homes, save the inn keeper, and a fellow named lorrimar. He would be able to purchase the necessities they needed from these fine folk that knew of his work and of his mother.

Eventually she said Lorrimar contacted Daniel’s father about working together on something. It wasn’t long after that that Daniel’s father never returned; only his shield and armor was brought back, polished and clean. Lorrimar would often visit the family after that, bringing food and other things. It wasn’t a bad life, Daniel would often play outside with his father’s shield, pretending to bash the ‘bad guys’ when he wasn’t helping his mother tend the small farm outside their cottage. Alas, it wasn’t to last, one dark stormy night when Daniel was 14 his small house was attacked by several undead. The zombies bashed the door in as he and his mother were sitting at the table near the fire. Daniel stood frozen in fear at the sight of the creatures. He stood by as he watched his mother kill one with a blazing torch. He continued to stare as another 3 brought her down and slowly, bloodily, killed her. He stood staring for what seemed like hours as the creatures tore at his mother when finally something snapped. He grabbed his father’s shield and bashed one of the beasts heads to pulp, the other two turned on him, ones claw bouncing off his shield, the others drawing a deep gash across the side of his face. Daniel backed up slowly, the creatures strikes slamming into the shield. Daniel grew scared, he was gonna die. Then something welled up in him again, as it had before. He threw himself and his shield into the zombies pushing them back, he brought the shield around and used its edge to slice clean through one of the zombie's neck. He then picked up the burning torch his mother had dropped and shoved it down the last zombies throat, knocking him into the fire pit scattering blazing logs all about.
Daniel stood outside the burning house, staring at the flames. Saying a last farewell to his mother as she, and his childhood, burned. It was while Daniel stood there that Lorrimar ran to the place. Panting he asked Daniel what had happened. Daniel told him, in a voice devoid of feeling. The Prof. sat and listened with a deep sad expression on his face. Daniel ended his story with one sentence.
I hate the townsfolk, if they weren’t so paranoid, if they weren’t so ignorant, moma would be alive. I hope they all burn.
The prof. Grew worried at that last statement. He took Daniel back to his home and cared for him for a week, the gash on his face at been bad, it would leave a large scar there for the rest of Daniel’s life. It was here that the prof. tried a way of turning the boy’s rage away from the townsfolk, it was cruel, but he had faith in the boy.
You know, if you had been stronger like your father, those zombies wouldn’t have been any problem. You need to be stronger.
For a month the prof. assaulted Daniel with phrases like this. And Daniel agreed. He needed to be stronger, he would never let someone he loved die in front of him again. Eventually the Prof. Managed to contact an old friend of Daniel’s father. A ranger in the forests north of here, he would take the young man in, teach him what he could, and hopefully instill in him the same morals that Daniel’s father held so dear. As a whole, it would be successful. The lad wouldn’t learn about any weapon he couldn’t use with his father’s shield in the end save the bow. Many of the morals his father had held were passed to the child. But Daniel always struggled with ignorance, particularly that of the folk of Ustalov. He would always find himself asking if they deserved to be protected, why he shouldn’t leave them to their fate. Why had his father been so stalwart in protecting them? He understood fighting evil, protecting the people of the world against its dark encroaches. He understood, and accepted that in so doing, he himself would likely come to be labeled a monster and feared or distrusted. He could handle that, but the pure xenophobic culture of Ustalov always wore on the lad. The burning cottage, a seared image in his mind, always flickering its way back into his mind, haunting him, reminding him of the cost of his weakness, and the of a closed, and xenophobic mind.

Heres the background for Daniel. I havent decided if he will be a fighter or ranger yet. Leaning towards ranger.

He will likely take infiltrator archetype.

TheOrcnextdoor wrote:
Would you allow guns?

If you have a good enough reason in your backstory, sure. It'll be Early Firearms, however.

What do you think of variant multiclassing? I'm thinking of a witch doctor archetype shaman with VMC cleric of Pharasma.

VMC is okay.

My submission is now complete.

This is Ariarh Kane's submission - Jayla Janviel, Changeling Witch (Hex Channeler). I will be completing her backstory tomorrow. :)

Here's the submission for thegreenteagamer. I attached his story in his profile under a spoiler. I still need to do a sheet for his spirit animal/familiar, but other than that he's done! He's a witch doctor shaman with the life spirit - pretty much a focused white mage type, mechanically. I plan to go VMC cleric for third level (he already has the requirements for 1st level - he follows Pharasma and has an alignment one step from her, follows her code, etc - his spirit animal is even a whippoorwill, her sacred bird!)

And here we have the spirit animal.

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