TABLE OF CONTENTS Ability Scores .........................................................................................................................1 Races ......................................................................................................................................1 Changeling .......................................................................................................................... 2 Dwarves .............................................................................................................................. 3 Elves ................................................................................................................................... 4 Gnomes ............................................................................................................................... 4 Half-Elves ........................................................................................................................... 5 Half-Orcs ............................................................................................................................ 5 Halflings ............................................................................................................................. 6 Humans ............................................................................................................................... 7 Classes ....................................................................................................................................8 Cavaliers, Fighters and Rogues .......................................................................................... 8 Clerics, Paladins and Inquisitors ........................................................................................ 8 Alchemists, Bards, Magi, Sorcerers and Wizards .............................................................. 8 Rangers ............................................................................................................................... 8 Druids, Witches and Oracles .............................................................................................. 9 Barbarians ........................................................................................................................... 9 Monks ................................................................................................................................. 9 Hit Points................................................................................................................................ 9 Familiars ................................................................................................................................. 9 Spells ....................................................................................................................................10 Shape-shifting Spells ........................................................................................................ 10 Summoning Spells ............................................................................................................10 Feats ..................................................................................................................................... 11 Additional Trait ................................................................................................................ 11 Ustlavic Noble .................................................................................................................. 11 Bonus Languages ................................................................................................................. 12 Skills ..................................................................................................................................... 12 Organisations........................................................................................................................ 12 Character Background..........................................................................................................12 Traits ................................................................................................................................. 12 Starting Gold and Equipment ...............................................................................................13
Other House Rules ............................................................................................................... 13 One Round Grace .............................................................................................................13
ABILITY SCORES A 20 point buy system is used to generate ability scores. You can buy down to 7, with a minimum score of 5 after racial modifiers.
RACES These are the races that are available to play, along with notes on how they’ll be viewed in Ustlavic society. Ustalav has non-standard views on most races. Ustalav is also a heavy roleplaying campaign and a campaign that travels from one location to another on a regular basis. For races that are subject to prejudice, although it may be possible (with a lot of hard work) to eventually persuade the people of a town to view you in a more f avourable light. It is likely that by the time this has been achieved the campaign will need you to leave that town, forcing you to start all over again in the next town. Unless being the continual subject of racial prejudice sounds fun, I would recommend you avoiding these races (unless you can pass for human). When taking a level in their favoured class, all races can have 1 extra hit point or 1 extra skill point as their favoured class bonus. Alternate favoured class options that are available are detailed below. Alternate racial traits are banned as well unless detailed below.
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Changeling When a hag of any sort conceives a child with a man, the result is a changeling. The male parent is usually eaten or killed by his partner before he can see the offspring, or else flees the area in shame upon discovering the true nature of his lover. The hag herself interacts with the child just long enough to swap it with a family’s newborn daughter which it then cook s for dinner. Depending on the race of her father, a changeling can resemble any type of humanoid, including dwarves, gnomes, and even orcs and goblins. At first no-one is aware of the swap or that anything is out of the ordinary. However as the changeling grows older her unusual powers and traits become more and more predominant. It is around puberty that the changeling’s powers truly manifest at which time she will begin to hear what hags refer to as “the call.” This is a hypnotic, spiritual voice that only she can hear and that beckons her to travel. To where, the changeling does not know, but the underlying prospect of finding out her true origins is often enough to drive the girl to seek out the source of this mystical voice. Changelings who ignore the call eventually ceas e to hear it. More information on the changelings is available to anyone who wants to play one.
Changeling Racial Traits – 2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty. Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is: Hulking Changeling : A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack. Green Widow: A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you. Sea Lungs: A changeling with a sea hag mother can survive underwater for longer than usual. You gain the ability to hold your breath for a number of rounds equal to three times your Constitution score instead of two. Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack. Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1. Darkvision: Changelings can see in the dark up to 60 feet. Languages: Changelings begin play speaking the primary language of their host society and Common. Changelings who have high Intelligence scores can choose from among any languages that her father is eligible for.
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Dwarves Not particularly common in Ustalav, dwarves are often traders from Five King Mountains. Not only are they accepted by most Ustlavians, rural Ustlavians consider them to be quite exotic. Sometimes though, dwarves may be mistaken for being a funny looking human and will as such be the butt of many jokes. Alternate Racial Traits The following alternate racial traits are allowed:
Ancient Enmity (APG) Craftsman (APG) Deep Warrior (APG) Lorekeeper (APG) Magic Resistant (APG) Relentless (APG) Stonesinger (APG) Stubborn (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Barbarian (APG) Cleric (APG) Fighter: Add +1 to CMD when resisting bull rush or trip (pick one). (APG) Oracle (APG) Ranger (APG) Rogue (APG)
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Elves Members of the Shining Crusade, elves were vital i n defeating the Whispering Tyrant and trapping him within Gallowspire. The Ustlavic people struggled for years t o repair their broken civilization, and resent the elves for immediately returning to Kyonin once the war was over. As such elves are extremely uncommon outside of cosmopolitan cities due to the harsh treatment they often receive in more rural regions. Alternate Racial Traits The following alternate racial traits are allowed:
Desert Runner (APG) Dreamspeaker (APG) Eternal Grudge (APG) Silent Hunter (APG) Woodcraft (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Barbarian Bard: +1 to CMD against disarm or sunder attempts (pick one). (APG) Cavalier (APG) Fighter: +1 to CMD against disarm or sunder attempts (pick one). (APG) Sorcerer (APG) Wizard (APG)
Gnomes Gnomes are quite rare in Ustalav and are considered extremely exotic. Gnomes are sometimes confused for funny looking humans and can be the butt of many jokes. However this jovial tone can quickly turn nasty as they find themselves accused for any unusual events that occur in town. Many gnomes will travel in circuses as part of the freakshow in order to gain some measure of safety. Alternate Racial Traits The following alternate racial traits are allowed:
Gift of Tongues (APG) Magical Linguist (APG) Warden of Nature (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Alchemist (APG) Bard (APG) Rogue (APG) Wizard (APG)
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Half-Elves The hybrid of humans and elves, half-elves can often be the tar get of racial prejudice normally reserved for elves. That said, an elf with the Pass for Human feat can often avoid this and live somewhat comfortably among humans. Alternate Racial Traits The following alternate racial traits are allowed:
Integrated (APG) Water Child (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Bard (APG) Druid (APG) Fighter: Add +1 to the fighter’s CMD when resisting disarm or overrun (pick one). (APG) Ranger (APG) Rogue (APG)
Half-Orcs The unholy union of humans and orcs, half-orcs are the subject of strong racial prejudice. Although they’ll be tolerated (to a degree) in cities, they are often run out of rural towns before long. In regions that are the subject to regular attacks by orcs, it is not uncommon for half-orcs to find themselves lynched at the slightest provocation. Some half-orcs are able to live among humans without too much prejudice if they take the Pass for Human feat. Even with a disguise, the y always live in fear that someone will be able to see through it and reveal their true nature. Alternate Racial Traits The following alternate racial traits are allowed:
Beastmaster (APG)
Bestial (APG)
Cavewight (APG)
Chain Fighter (APG)
Gatecrasher (APG)
Rock Climber (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Barbarian (APG)
Inquisitor (APG)
Ranger (APG)
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Halflings As refugees from other nations where they’re enslaved, halflings have begun fleeing to Vieland and Lozrei. In these counties they have cr eated their own towns while integrating into human villages when they’ll be accepted. Not all Ustlavians look upon these new neighbours in a favourable light. While some consider them to be honest and hard workers and thus welcome them with open arms, others view them as competition and complain that they steal jobs from honest and hard-working humans. Never knowing how they’ll be treated, some halflings attempt to disguise themselves as human children when travelling abroad. Others find refuge in travelling circuses in the freakshow. Alternate Racial Traits The following alternate racial traits are allowed:
Low Blow (APG)
Outrider (APG)
Practicality (APG)
Underfoot (APG)
Warslinger (APG)
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Cleric (APG) Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip (pick one). (APG)
Monk: Add +1 to the monk’s CMD when resisting a grapple.
Monk: Add +1/2 to the number of stunning attacks a monk can attempt per day.
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Humans Of the human ethnicities, only Kellids are universall y hated. For all other ethnicities their appearance and manner are much more important in determining how they’ll be viewed by locals. Alternate Racial Traits The following alternate racial traits are allowed:
Eye for Talent: +2 bonus on Sense Motive checks. This replaces the bonus feat racial trait. Heart of the Fields: Gain a bonus equal to your character level for a single Craft or Profession skill. This racial trait replaces the skilled racial trait. Heart of the Streets (APG) Heart of the Wilderness: Gain a bonus equal to half your character level on survival checks. When dying, add half your character level to your Constitution score when determining the negative hit point total necessary to kill you. This racial trait replaces the skilled racial trait.
Alternate Favoured Class Options The following alternate favoured class options are all owed:
Bard (APG)
Cleric (APG)
Druid (APG)
Fighter: +1 to the Fighter’s CMD when resisting a combat manoeuvre of the character’s choice.
Inquisitor (APG)
Monk : +1/2 to the monk’s ki pool.
Oracle (APG)
Ranger (APG)
Rogue: Gain +1/4 of a rogue talent.
Sorcerer (APG)
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CLASSES All base classes from the Core Rulebook, Advanced Player’s Guide and Ultimate Magic are allowed except for the Summoner. Contact the GM to find out which Archetypes, Alternat e Classes and other class features are available. However it is important to note that Ustlavians are extremely superstitious and have a poor understanding of many core classes, including ones with obvious magical abilities. Below is a brief outlines that explains how each class is viewed within Ustalav.
Cavaliers, Fighters and Rogues Fighters and Rogues are uniformly accepted throughout all of society as long as they don’t get caught breaking the law.
Clerics, Paladins and Inquisitors While Clerics, Paladins and Inquisitors are universally accepted in large cities, their ability to detect people’s alignments is almost universally reviled. Most people can recongise spell-like abilities due to the fact that the person enters a brief trance in order to activate them. They will immediately assume the worst and believe the person placed a curse on them. More worldly people may deduce that their alignment was in fact detected, but their reaction will likely be no less hostile as they become offended at their character being called into question. In more rural settings clerics and paladins will find themselves welcomed to begin with for their healing abilities. However community leaders will quickly grow jealous of these visitors and start suggesting them to leave, growing more hostile as ti me passes.
Alchemists, Bards, Magi, Sorcerers and Wizards Although accepted in large cities, they find rural environments to be less inviting. These classes are tolerated in small towns and villages (although none are ever invited to t ake up residence) on the condition that they do not cast spells in the area. Some bards will simply avoid using magic while others will use the Silent Spell feat to help mask their magical abilities and make them appear to be simple mundane trickery. Such bards will often carry an assortment of smoke bombs and mirrors in their luggage for snooping chambermaids to discover.
Rangers In rural areas, rangers are quite common. Although most of them don't have an animal companion and don't reach a high enough level to cast spells. Those that do gain an animal companion will often work hard to hide it, but are invariably shunned from society when they are caught out. Those that reach a high enough level to cast s pells start taking levels in fighter, simply refuse to use the spells or become hermits.
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Druids, Witches and Oracles These are viewed poorly by most members of society. However the y are often contacted first for help whenever trouble rears its ugly head. It is important to note that cities and towns are featured quite heavily in this campaign and that large and dangerous animal companions (such as lions and bears ) aren’t permitted within these environments.
Barbarians Kellid and barbarian are considered synonyms of each other, with members of each group equally hated.
Monks This class is accepted by most Ustlavians, simply because most people don’t know what monks are and aren’t able to recognise one when they see one.
HIT POINTS Characters have maximum hit points at first level. For each subsequent level they gain half Hit Die + Constitution modifier.
FAMILIARS All Core Rulebook Familiars are permitted. No other familiars are allowed except for the following:
Donkey Rat
Fox
Goat
Greensting Scorpion
Hedgehog
Pig
Thrush
Turtle
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SPELLS All core rulebook spells are permitted. All other spells require GM approval, preferably between sessions. If a spell is crucial to your character build please check with the GM before the campaign starts.
Shape-Shifting Spells If a spell allows you to transform into another creature (such as Beast Shape I and Dragon Form I) please provide the GM with a list of animals you’re planning on transforming into as certain monsters that can be shape-shift ed into can be overpowered.
Summoning Spells If you plan on performing any summoning spells (such as Summon Monster I) please have the stats for each creature printed and on hand in an easy to access manner.
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FEATS All feats from the Core Rulebook are allowed except for the following:
Craft Wondrous Item
Craft Magic Arms and Armour
All other feats require approval ahead of time. However some guidelines are included below:
Inner Sea World Guide: Almost guaranteed to be permitted.
Advanced Player’s Guide: probably permitted.
Ultimate Magic: might be permitted.
Ultimate Combat: might be permitted.
Additional Trait This feat from the Advanced Player’s Guide can only be taken at first level, although it can be taken twice by a human (using the human bonus feat racial trait).
Ustlavic Noble Prerequisites: Human or changeling, must be taken at 1st level, Special Benefit: You gain a +2 bonus on all Knowledge (nobility) checks and it is always considered a class skill for you. In addition your starting gold increases to 900gp in order to acquire items to support your lifestyle and appearance as a noble.
When you select this feat, choose one of the benef its listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate. Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. Scion of War : You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. Special: To be eligible for this feat you cannot take the Rich Parents trait from the Advanced Player’s Guide.
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BONUS LANGUAGES The following languages are appropriate choices as bonus languages for an Ust lavic native.
Taldane (Common)
Varisian
Skald
Halfling
Orc
Scholarly types may know the following languages:
Ancient Osiriani
Draconic
Necril Aklo
SKILLS The fly skill doesn’t exist. Gaining new languages by spending skill points requires someone to teach you the language.
ORGANISATIONS There are various organisations that operate within Ustalav and it’s possible for you to start the campaign as a member of one of these organisations. Once you’ve come up with a basic character concept, contact the GM to be given details on appropriate organisations you may belong to.
CHARACTER BACKGROUND When creating your character you need to create a background for the character. It can be as verbose or as concise as you desire, although it should contain the following at a minimum:
Your character name.
Where your hometown is.
How you came to gain levels in your class.
How you came to have your background traits.
Where you were when you received word that Professor Petros Lorrimor was dead.
How you came to join an organisation (if applicable).
Traits Two traits are chosen at character creation. One must be a campaign trait from the Carrion Crown Player’s Guide. The other trait can be from any other source, although approval from the GM is required before the campaign starts.
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STARTING GOLD AND EQUIPMENT Starting gold is 200 gp. All mundane equipment from the following sources are permitted:
Core Rulebook
Advanced Player’s Guide
Inner Sea World Guide
Mundane items from other sources will more than likely be available. Simply check with the GM before buying them.
OTHER HOUSE RULES All rules are subject to verisimilitude.
One Round Grace If a player character goes from positive hit points to outright dead by a single attack acti on, then that player has 1 round to be stabilised before they die.
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