Carrion Crown (ash vs evil dead / Ravenloft feel) Recruitment.


Recruitment


The start will be the Heroes going to celebrate Professor Lorrimars 60th birthday party. you have been invited by his Daughter Kendra for a surprise party. Lorrimar is a renown Monster hunter and you either know him or have heard of him. It is being held in his hometown of Ranvargo.

Characters are level 1
-300 gp starting wealth. (anyone that starts with Firearm Proficiency can start out with a starting gun per gunslinger broken gun rule with some changes. see below-)
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, pistol, or coat pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold) the enemies will also be using this FYI

- Using commonplace Gun rules- Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

-Using Called shot rules. (found in SRD)
-All Classes allowed
-Races allowed will be Human, dhampier, skinwalker, tielfing, Dwarves, Fetchling, asimar, (if using a varient teifling/Aasimar ability roll twice. one is your ability and the other your physical feature, you chose which number is which, fetchling wont get Shadow blending, to bring down their power. or you can use a feat to get it.) I chose the races that I felt most closely looked human for the feel.
-we will be using background Skills.
-NO third party publishing sources allowed!
-All other Paizo books will be allowed
-2 traits or 3 traits if you take a drawback.
- Story feats will be allowed with DM permission. (we will need to work out how it will work within the CC AP.
-20 point buy with no stat above 18 or below 10 before racial adjustment.
-Recruitment will be based more on RP than class preferences and builds.
- Will be using escalated fear rules.
- Dreamscape rules may be used.
-Vampire hunter Class is allowed.
- I will be looking for RPers with the tendency to interparty talk to others. I feel this is integral to a good campaign.
- There will be tech elements including Advanced firearms, flashlights, Lighters, explosives, etc....

recruitment timeframe:
I will give at least two weeks on recruitment and time for people to build characters. (I don't know how much the interest will be but I hate not giving people a chance.)
I will also be recruiting people or to replace people at the end of each book and work them in. With first preference to those in the story already but that will give people a chance to leave or come back or replace missing players. if we lose people in the campaign i will just adjust the CR encounters until the end of the book. along with that, any character changes that someone wants to do they can have a opportunity at the end of each book. I am looking for 5 players to start.

Background- I saw this and stole it. (shoutout DM mathpro, who also stole it from someone else)
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
5) Up to Three key Flaws that define your character as the person and why they are a Dark hero, flawed hero, or unlikely hero. (can have less than three. this can be a sin , tragic upbringing, or a compulsion that you have.)
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

Archetype ideas:
I think would be a good fit. some work well with firearms, encounters, or feel. Savage technologist, Constructed pugilist, Maverick, Cad, Lycanthrope hunter, Archeologist, Amnesiac, Battle host, Siege gunner, Tortured Paladin, Vengeance hunter, Vizer, Drunken master, Sensei, Skinshaper, Blight Druid, Roaming exorcist, channeler of the unknown, living Grimoire, beastmorph, gun chemist, vivisectionist, Germinate Invoker, mooncursed, Dune drifter, Huntmaster, Pyrokenetist, etc......

campaingn feel:
the feel of the Campaign- I am looking for a Ash vs evil dead feel, a dark comedy, with humor, One liners, and heroes that Have flaws. There will be also some Ravenloft themes of seduction.


dotting, looking at a skinwalker (witchwolf) warpriest of nature, with the archetype feral champion.

Are we setting this in "The American West" a "Generic Wild West" or golarion?

Darkwing_DM wrote:
a very western early Unitied States ol' west style where people expect you to have gun...

I thought this sounded more like:

Pfsrd wrote:

"Gun's Everywhere"

Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Just an observation, not that it changes my interest :-)


I was expecting the same. So this is Old West, but with flintlock pistols instead of revolvers?


Ouachitonian wrote:
I was expecting the same. So this is Old West, but with flintlock pistols instead of revolvers?

Generic American Old west with flintlocks and building towards revolvers. they could be avaliable if you have the money, but no one has that kind of money yet, so stores will have them they are just beyond your means currently.


how long you keepin this open?


I made this one for a carrion crown game.


Raphael de Etoil-Mortant wrote:
I made this one for a carrion crown game.

I remember it, go ahead and update it. there is a couple of changes to the submission standard, mainly the character flaws. you can keep the massacre story to how you met the professor. because most of it is the same.

RobL8675309 wrote:
how long you keepin this open?

about two weeks


I forgot that Changelings are also a available race in this campaingn

You can purchase batteries, a lighter, or flashlight at the beginning of the campaign. so far those are the only tech items that are available, and no Technologist feat is not required, and there will not be tech rolls to see if they work. (unless specific items carry that.)


character Idea:
My character will be from an Algonquian Tribe populated by witchwolves who, several generations ago, separated themselves from a tribe of 'wendigo' or Chaotic evil werewolves. The tribe would accept outcasts who, after learning about the curse, would still join them. This would explain why bloodline has thinned becoming skinwalkers instead of true lycanthropes and the tribe members multi-ethnical background. (European trappers, other tribes and escaped black slaves)

The character specifically will be a warpriest of Nature and as such an enemy of not only true lycans but of undead as well.

He will carry a tomahawk (battle axe) an 'Arkansas Toothpick' (gladius) and a rifle. Though his main attacks will be natural in witchwolf form. So the type of firearms are not that important to the characters theme.

Darkwing_DM wrote:
Ouachitonian wrote:
I was expecting the same. So this is Old West, but with flintlock pistols instead of revolvers?

Generic American Old west with flintlocks and building towards revolvers. they could be avaliable if you have the money, but no one has that kind of money yet, so stores will have them they are just beyond your means currently.

Darkwing_DM wrote:
You can purchase batteries, a lighter, or flashlight at the beginning of the campaign. so far those are the only tech items that are available, and no Technologist feat is not required, and there will not be tech rolls to see if they work. (unless specific items carry that.)

I'm having trouble with the tech stretch between 'flintlock rifles' and 'flashlights'... or at least how we understand these things. With magic in the world obviously things may be very different.

I would think the solution to the 'gun' dilemma would be to set the game in an 1820's to 1830's era where cap-and-ball weapons were prevalent but revolvers were ideas still being developed.

Who knows we might run into an 'inventor' who has created a prototype or five...

I just like the price of bullets in the 'guns everywhere' category :-)

Dark Archive

Ok color me interested. Will be revising this to a gun smuggler rogue


* Young Characters?

* Will there be something to help non-casters deal with incorporeal stuff and haunts early on?


Thanks for the explanation of the commonplace guns rule.
Here is

Victor Windlass:

Victor Windlass
Male human (Varisian) barbarian (invulnerable rager, urban barbarian) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 31)
CN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +3; +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +4 (1d8+3/×3) or
dagger +4 (1d4+3/19-20)
Ranged musket +2 (1d12/×4)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Iron Will, Skill Focus (Knowledge [religion])
Traits deathtouched, forbidden knowledge (geb), teacher's pet
Skills Acrobatics -5 (-9 to jump), Craft (firearms) +6, Diplomacy +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +11, Linguistics +6, Profession (librarian) +5, Survival +1 (+5 to avoid natural hazards, follow tracks, gain a save bonus against severe weather, predict the weather, or provide food and water.)
Languages Common, Dwarven, Elven, Necril, Varisian
SQ controlled rage, crowd control, heart of the fields[APG], paranoid
Other Gear lamellar (leather) armor[UC], heavy steel shield, battleaxe, black powder[UC] (10), bullet[UC] (30), dagger, musket[UC], backpack, bedroll, belt pouch, blotter (0.2 lb), field survival guide[UW], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), medium chest[APG], mess kit[UE], pathfinder chronicle[ISWG], pen nibs, pigment for making ink (0.2 lb), pot, powder horn[UC], ruler, small (0.1 lb), torch (10), trail rations (5), vial, waterskin, 62 gp, 5 sp
--------------------
Special Abilities
--------------------
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Heart of the Fields +0 (Profession [librarian], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Paranoid Aid Another DC 15 for attempts to help you.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------

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Background:

Victor grew up in a wealthy and prosperous household. His father, Wesley, is a master gunsmith. Windlass Arms, is renowned for the quality of its weapons, although its small size means they are in short supply. Victor would help his father, but has always been of a more scholarly bent. Wesley indulged his son, giving him the best education and eventually studying under Professor Langdon Butler. Victor's life changed when one of Professor Butler's colleagues, the renowned Pettos Lorrimar was scheduled to speak. Determined to push the cutting edge of arcane knowledge prior to the lecture, Professor Butler invited Victor and four of his young friends to his summer cottage to do some research. The Tome he had unnearthed contained knowledge man was not meant to know, and a malevolent force killed Professor Butler and possessed the young friends, driving then to murder and madness. An unhinged Victor was the only one found in the cabin come morning, amidst the chopped up remains of the others. Fortunately, Professor Lorrimar had arrived that morning and intervened with the authorities, who were more than willing to jump to conclusions and hang the young scholar. Victor was more than willing to let them do it, for one of the victims was his sister Mattilda. Lorrimar was able to deduce and prove that it was a magical possession and attack that had occured, and was instumental in reducing Victor's punishment from death to some time in an asylum. The Professor took the book with him. Now, Victor has been released from the asylum, but the feelings of paranoia have only been increasing. He feels that he has released some monstrous evil upon the world and he needs the book to set it right. Kendra's invitation has provided him an excuse to renew his acquaintance with the good doctor. So he has come to Ranvagro to pay his respects and find the cursed tome, planning to somehow make thing right.
Father - Wesley Windlass
Mother - Ada Oswald Windlass
Sister - Matilda (Matty) Windlass


Defining Characteristics:

1) Survivor of a Magical Massacre
2) Unrelenting Demon and Undead Hunter
3) Disgraced Heir to a Gun Company
4) Guilt over sister and friends deaths
5) A bit of a nerd for a barbarian. Always consulting books.

Goals:

1) Find and destroy the Book
2) Discover what happened to Pr. Lorrimar
3) He has seen first hand the Evil that is out there. He has decided that the best course is to confront it.

Suggested hooks for other players if they wish
1) He recently spent time in an asylum. Perhaps someone else was interred with him.
2) Any Investigator types might have been part of the group that proved him innocent.
3) Gun Wielders will certainly notice his name and the fact that he is the disgraced son of a wealthy gun manufacturer.
More to come


Finishing up the stuff for Victor Windlass

Relationships:

Professor Lorrimar - He considers himself to be in the Professor's debt and will transfer that debt to Kendra once he finds out about the death.
Wesley and Ada Windlass. His parents blame him for Matty's death and have disowned him. The beat up musket his father gave him was not a sign of approval, but of disdain. Their way of showing him just what he thought of what he has become. They are not enemies, but neither will they be friendly until he has atoned in some way for their daughter's death.
See the secret section for his enemy.
Dr. Elijah Keaton - his doctor at the asylum. He is convinced that what Victor says he experienced are real.

Flaws:

1) Due to his experiences at the cabin, he is a firm believer in the mutilation of corpses to prevent them from returning.
2) He is slightly manic in combat. Reveling in the blood and gore, only regretting it later.
3) Deep down, he truly believes that everyone is good. This continually comes back to haunt him.

Secrets:

His most deeply kept secret is that his sister was not possessed when he chopped her up. He was. He was the one who read from the book and became possessed. The act of killing his sister caused him to snap free from the possession and the creature had to possess others in the group from that point.
The secret that he doesn't know is that the incident in the cabin was not an accident. It was orchestrated. No one was supposed to survive. And the person or persons responsible want to correct this failure.

Fears:

His sister coming back would definitely unhinge him. Also any isolated cabins or similar structures trigger an unreasoning terror.


Quote:

I'm having trouble with the tech stretch between 'flintlock rifles' and 'flashlights'... or at least how we understand these things. With magic in the world obviously things may be very different.

I would think the solution to the 'gun' dilemma would be to set the game in an 1820's to 1830's era where cap-and-ball weapons were prevalent but revolvers were ideas still being developed.

Who knows we might run into an 'inventor' who has created a prototype or five...

I think it will be fine with not much as a stretch, off the reserach i have found. Like i said so tech is better and some is worse than real world equivalent.

Flintlock muskets were the mainstay of European armies between 1660 and 1840.
some thousands of flintlock muskets were used in the first year of the American Civil War 1861. Flintlock weapons were commonly used until the mid 19th century

but the first chainsaw was probably made around 1830 by the German orthopaedist Bernard Heine.

First dry cell batter was invented in 1896. It was an improved variant of the previous version in that way that its electrolyte was a paste instead of liquid. Because of that, it could work in any position and it would not break or spill that easily. It was a perfect power source for a portable light source. In 1899, English inventor David Misell invented the first flashlight.

I want the PC's to work up to, and not start out with revolvers, rifles or shotguns. my only other option would be no one start out with pistols until you could afford the revolvers and stuff and that wouldn't be until 3rd level or so for the GP equivalent.

Souls At War wrote:

* Young Characters?

* Will there be something to help non-casters deal with incorporeal stuff and haunts early on?

#1- you can play young character as long as you have a 20 point buy after the young template is applied. that way if you "grow" up it will still be a 20 point buy. same goes for older characters it has to be 20 after the template is applied. i'm cool with younger or older characters i just dont want "Gaming" the point buy.

#2- Holy water, will be 25gp at church.


not done yet, but I'm working on a dwarven gadgeteer/engineer, sort of a steampunk kinda guy


Okay, here's my backstory for my character. I'm still working on his crunch, but I should be able to get it finished tonight.

Background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

*He is the chosen champion of an obscure god (I haven't decided which yet, but it will definitely be a wierd one).

*He is the focus of a prophesy that he doesn't want any part of.

*He owes his uncle, the world-renowned explorer Professor Petros Lorrimor, a good deal of money.

*He is considered the black sheep of his family.

*His uncle saved him from the church of the god.

2) Two goals that you'd like the character to accomplish in-game.

*Abolish the church that is focused on him.

*Get a successful restaurant off the ground.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

*The followers of the god experiemented on him when he was a child to imbue him with the power of the god.

*Unbeknownst to him, this church ruined his last business, believing that forcing him away from stability would drive him towards his destiny.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

*Professor Lorrimor is my uncle.

*I am currently having an affair with the wife of the sherriff of Ravengro. This has been going on for a little over a year.

*I am in love with a mysterious adventurer woman that knew my uncle. He refused to give me any details on her, regardless of my insistance at asking.

*I want to kill the head priest of the church that has been hunting me, a man by the name of Ronaldo.

5) Up to Three key Flaws that define your character as the person and why they are a Dark hero, flawed hero, or unlikely hero. (can have less than three. this can be a sin , tragic upbringing, or a compulsion that you have.)

*He doesn't believe in destiny or fate.

*Subconsciously, he's rather self destructive.

*He's also hedonistic.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

*He's afraid that he has no control over his life, and that fate will just run roughshod over what he desires.


Mortimer Gallo - BASICS:

Mortimer Gallo
Human Witch (Gravewalker) 1
Lawful Evil

Str 8
Dex 10
Con 14
Int 20
Wis 10
Cha 10

Patron: Rot

Languages: Common, Necril, Abyssal, Infernal, Elven, Dwarven

Traits:
Deathspeaker
Deathkeeper

Feats:
Point Blank Shot
Extra Hex (Slumber)

Skills:
Heal +4
Bluff +1
Spellcraft +9
Profession (undertaker) +4
Knowledge (religion) +6
Knowledge (arcana) +9
Knowledge (history) +9
Use Magic Device +4

Spells Known:
Air Bubble
Blood Money
Snowball
Mage Armor
Charm Person
Burning Hands
Obscuring Mist
Mount
Decompose Corpse

Spell Poppet
Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet.

Aura of Desecration (Su)
At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

Bonethrall (Su)
At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

Possess Undead (Sp)
A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

CONCEPT/STORY:

-Publicly, Mortimer is the town undertaker, known for his morose, eccentric demeanor and occasional acerbic wit.
-Privately, Mortimer is obsessed with undeath and performs secret, ethically questionable necromantic experiments and rituals on the bodies he receives through his business.
-Has made an eldritch pact with otherworldly forces of death and decay to grant him magical abilities.
-While he acknowledges that dealing with undead carries certain risks, he believes that necromancy and undeath can ultimately elevate humanity to a new, more transcendent form of life.
-Despire his dark dealings, Mortimer respects the living and avoids harming innocents.

GOALS:

1. Discover secret knowledge related to necromancy and undeath
2. Find or create a powerful undead ally

SECRETS:

1. Mortimer's necromantic experiments are a tightly held secret (though he is known to have magical talent and a few in town are aware that he is a witch).
2. Unbeknownst to Mortimer, his ancestor was a necromancer of considerable power who used undead to terrorize innocent people.

RELATIONSHIPS:

1. Professor Lorrimar - Mortimer has convinced Lorrimar that he has an innocent interest in monster biology and, through him, has managed to procure several monstrous corpses to experiment on.
2. Hyacinth Peyton - Local librarian, one of the few people in town with whom Mortimer has a warm, friendly relationship; he has a bit of a crush on her.
3. Keith Modnar - A member of the town guard who suspects that Mortimer is not as harmless as he appears.

FLAWS:

1. Fascinated by the undead and often prefers to "understand" them rather than combat them
2. Is a bit of a loner thanks to his gloomy personality

FEAR:

Has a deep-seated paranoia that his secret experiments might be exposed to those who would harm him, and is determined not to let that happen.


Darkwing_DM wrote:
Souls At War wrote:

#1- Young Characters?

#2- Will there be something to help non-casters deal with incorporeal stuff and haunts early on?

#1- you can play young character as long as you have a 20 point buy after the young template is applied. that way if you "grow" up it will still be a 20 point buy. same goes for older characters it has to be 20 after the template is applied. i'm cool with younger or older characters i just dont want "Gaming" the point buy.

#2- Holy water, will be 25gp at church.

#1- Kinda makes my brain hurts, maybe I'm just tired.

#2- So I am guessing this won't be Supernatural in that regard?


I'll throw my hat in this ring for now

Tiefling/aasimar.
1d100 ⇒ 90
1d100 ⇒ 55


Here is my submission, with reposted background info:

Kevin Lorrimor:

TN Human Oracle 1

STR 14
DEX 10
CON 14
INT 10
WIS 10
CHA 18

HP 11
AC 17 (10 base, 1 dex, 4 armor, 2 shield), T 11, FF 16
BAB 0
Init

Fort +2
Ref +0
Will +2

Speed 30'

Melee Attack: +2 to hit

Skills: -4 to Dex-based skill checks
*Adventuring: Bluff r1 +8, Diplomacy r1 +8, Sense Motive r1 +3, UMD r1 +8
*Background: Knowledge (Local) r1 +6, Linguistics r1 +5

Feats: Extra Revelation x2

Traits: Weathered Emissary (Social; +1 to Linguistics and Survival checks and Linguistics is a class skill), Teacher's Pet (+2 to Knowledge Local checks and it is a class skill for me)

Languages: Common, Ustalav, Necril

Class Features: Archetype (Black-Blooded Oracle), Curse (Curse of Black Blood), Mystery (Occult), Revelations (Darkvision 60', Ectoplasmic Armor: +4 to AC 1 hr/day, Phantom Touch: melee touch to shaken for 1 round 7/day)

Equipment: Steel Shield, Noble's Outfit w/100 gp of Jewelry, Gold Holy Symbol of Shelyn, 10 gp

Background:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

*He is the chosen champion of an Erecura.

*He is the focus of a prophesy that he doesn't want any part of.

*He owes his uncle, the world-renowned explorer Professor Petros Lorrimor, a good deal of money.

*He is considered the black sheep of his family.

*His uncle saved him from the church of Erecura.

2) Two goals that you'd like the character to accomplish in-game.

*Abolish the church of Erecura that is focused on him.

*Get a successful restaurant off the ground.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

*The followers of Erecura experimented on him when he was a child to imbue him with the power of Erecura.

*Unbeknownst to him, the church of Erecura ruined his last business, believing that forcing him away from stability would drive him towards his destiny.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

*Professor Lorrimor is my uncle.

*I am currently having an affair with the wife of the sheriff of Ravengro. This has been going on for a little over a year.

*I am in love with a mysterious adventurer woman that knew my uncle. He refused to give me any details on her, regardless of my insistance at asking.

*I want to kill the head priest of the church of Erecura that has been hunting me, a man by the name of Ronaldo.

5) Up to Three key Flaws that define your character as the person and why they are a Dark hero, flawed hero, or unlikely hero. (can have less than three. this can be a sin , tragic upbringing, or a compulsion that you have.)

*He doesn't believe in destiny or fate.

*Subconsciously, he's rather self destructive.

*He's also hedonistic.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

*He's afraid that he has no control over his life, and that fate will just run roughshod over what he desires.


Gonna dot, also going to roll for tiefling/aasimar stuff just in case I decide to go that way:

1d100 ⇒ 91
1d100 ⇒ 17


Redoing Victor Windlass and a Geminate Invoker instead of Urban Barbarian

New Crunch:

Victor Windlass
Male human (Varisian) barbarian (,Geminate Invoker, invulnerable rager) 1 (Pathfinder RPG Advanced Player's Guide 79)
CN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +3; +2 trait bonus against mind-affecting effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee battleaxe +4 (1d8+3/×3) or
dagger +4 (1d4+3/19-20)
Ranged musket +2 (1d12/×4)
Special Attacks Trance (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Additional Traits, Iron Will
Traits affable, dangerously curious, deathtouched, forbidden knowledge (geb), teacher's pet
Skills Acrobatics -3 (+1 to jump), Craft (firearms) +6, Diplomacy +4 (+6 to gather information.), Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +3, Knowledge (religion) +6, Linguistics +6, Survival +1 (+5 to avoid natural hazards, follow tracks, gain a save bonus against severe weather, predict the weather, or provide food and water.), Use Magic Device +5
Languages Common, Dwarven, Elven, Necril, Varisian
SQ fast movement, heart of the fields[APG], paranoid
Other Gear lamellar (leather) armor[UC], heavy steel shield, battleaxe, black powder[UC] (10), bullet[UC] (30), dagger, musket[UC], backpack, bedroll, belt pouch, blotter (0.2 lb), field survival guide[UW], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), medium chest[APG], mess kit[UE], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pen nibs, pigment for making ink (0.2 lb), pot, powder horn[UC], ruler, small (0.1 lb), torch (10), trail rations (5), vial, waterskin, 12 gp, 5 sp
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Special Abilities
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Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +0 (Craft [firearms], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Paranoid Aid Another DC 15 for attempts to help you.
Trance (6 rounds/day) (Ex) +4 Con, +2 to Reflex and Will saves, Diehard Feat
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GEMINATE INVOKER
K/Religion, History and Linguistics are class.
Trance instead of Rage

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dotting for interest.

like alexdndl im rolling variant Aasimar and Tiefling stuff just in case.

1d100 ⇒ 50
1d100 ⇒ 74


I'm going to have a build up hopefully tomorrow, but I'm currently leaning towards a Blight Druid debuffer/controller. Not sure which race yet.


I would like to inquire about availability and cost of two items.
A shoulder holster - an over the shoulder holster that straps to the back to store a musket in.
A wooden dolly - to strap to his storage chest with ropes, enabling him to roll the chest where needed.

Also does the Craft/Firearms skill along with a Gunsmith's kit allow you to create Alchemical cartridges or does it require Craft/Alchemy?


Hey Darkwing_DM, my skinwalker warpriest of nature just isn't coming together. I'm going to remove him from the recruitment. If I can make him work or If I come up with something else, I will reapply. Thank you for running the game and good luck everyone.


question: so if people carry around guns/muskets and such, is it weird to carry around swords and axes and whatnot?


Hmm. I think I'll mock up something for this. Aasimar cleric, maybe?

Rolls, if I decide to swing that way:
1d100 ⇒ 79
1d100 ⇒ 29


To those that don't know me I prefer being up front I struggled with this the last few days,

I would personally like to apologize to everyone who posted a completed character (Vrog, Noenblues, Kertuffle, Helkin, and the rest that started but have not completed them.), I just wanted to explain that I will be opening Curse of the crimson throne recruitment instead in a few days, the reason for this is that my table group voted on me to run COCT for our next campaign in about 6 months.( after we finish up Gaintslyaer) So I would prefer to run COCT instead to try out ideas for the table campaign. Because I cant foresee me having enough time to run 3 campaigns, ( I promised myself I would not DM/PC more than two campaigns of the PbP that means one has to go and unfortunately Ash vs Evil dead has to go. I understand if feelings are hurt and I'm offering my apologizes to anyone that feels upset after making a character and it falling flat, sorry It was not my intention for this to happen, but those that are used to PbP they know that things can change in a instant and I felt the sooner letting people know the better.


Thanks for letting us know. I wish you the best of luck.


No worries. Let me know when you are going to start your curse recruitment and I'll probably app to that.


No prob. I think this guy may make a neat character for Crimson Throne as well :)

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