Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

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The shadow?!
Also in relation to intersepecies breeding and dnd. You left out the true master, never doubt the tenacity of a desprate bard! bardic insanity! yes that is in fact a rock.


Alright, love these kinds of games. In the past I played a Young, Juju Zombie Nagaji Ninja, and am currently playing a lesser host devil in a way of the wicked game :)

So I've been wanting to play a troll character for approximately forever, just a big hulking monster that tears people apart. The brief to have them as an outcast however got me thinking, and that sent me careening off in a rather weird direction.

So my concept is a Troll who found a cursed headband of intellect which possessed the soul of a crazy old cat lady/witch. This mostly came from the mental image of a crossdressing troll :p There is a template called Haunted-One that I could apply to the character, but frankly I'd prefer to just keep the 'possession' at a roleplaying level.

The character has gained significant skill with a needle and thread (max ranks in Craft (clothing) from the headband), and frequently argues with himself, doing a 'screechy old lady voice' in the style of the monty python actors when the 'spirit' speaks. I figure he'd also have a hat of disguise so he can appear as an enormous/enormously fat and ugly old lady.

As far as class levels I was going to just stick levels of witch on him, but mechanically this didn't look great. I ended up deciding he would have levels of the Hexcrafter Magus instead so he can get a familiar (a giant centipede that the old lady thinks is one of her beloved hats), and some witchy hexes :) I figure a Troll with 2 levels of magus and 25 point buy should be about the right CR from what discussions you've had in the last few pages. His gift/bribe is either going to be a shiny +1 shadow mithral chain shirt, or a ring of fire resistance (lesser), haven't quite decided.

Anyway, that's what I've come up with so far, mechanics are still a bit vague but I believe those don't have to be established until after character selection right?

Awesome idea btw :)


Finally able to post backstory. Changed it a few times but now I'm happy with it. Was originally going to be an assassin but someone else posted one first so I figured I'd change it up a bit.

A drow qinggong monk vampire here. Sheet in profile still under construction. Took me four days to decide which class I should go lol. Points if you can tell where I took inspiration for the backstory narration from.

Backstory:
My name is Everryn Strasa. For many years I served my betters for the good of my people in the hopes that one day I would rise and take my rightful place among them. I was seen as a dog and servant with little chance that my noble blood would manifest into the powers that they use with ease. But I ignored their looks and bode my time with patience. When the usual time came and went when it was expected that my nobel blood would surface I was cast aside. Little more than glorified street paving to them I once looked up to. My anger could not be controlled and foolishly I attempted to kill the first noble I chanced across and failed. They should have killed me when they had the chance. But in their cruelty they made a mistake. They sentenced me to the surface for the rest of my days to live hunted and alone. It was to be a fate worse than death.

I wandered for many years. Almost every creature, humanoid or otherwise attempted to kill me for food or out of fear. I killed those that I could and ran away when I couldn't. The years ate at me and my hate for the nobles that scorned me grew. Their punishment for me was working so far. Then I met someone that changed my life. A dread vampire named Astorin who had been a human in life captured me when I tried to run. He laughed and tormented me for days, weeks, months. Feeding off me, keeping me alive because he loved the taste of my supposedly noble drow blood. He said that it tasted like heaven and hell mixed together. I eventually got used to his routine and became accustomed to the pain. It blended in with everything else until it seemed like the odd day when there was no pain that I was dead. Everything that had been done to me I never had the power to stop. Astorin eventually caught on to this and he told me that I didn't taste the same. He gave me two options, die like the useless drow I was or transcend life. Be like him. It was an offer I couldn't refuse. I did not want to die yet, and this gave me some hope of future revenge against my people. I submitted to his ritual and three days later here I am. A vampire. He taught me to hunt and use my powers. Strangely enough the desire to kill him for all the torment and pain he put me through never surfaced. Besides he is a far more powerful vampire than me. His sorceries are wondrous to behold. Finally after another few decades he released me to pursue my own desires. There are many that still need to suffer. I don't know if you needed to suffer, but I do get hungry from time to time and I must feed. And I can't exactly let you live now tha you knowmy story. I hope you understand. At least you had one last good roll in the hay, I certainly enjoyed. Make me your last thought as you go. It won't hurt as much.

Everryn smiled as the gagged man lay there wide-eyed. He hadn't been that bad. By his clothes she would say he was somewhat important in these parts. He wouldn't be missed. Snapping his neck took little effort. "Just business." She opened one side of her carriage and rolled the body out into the countryside. Now if she could just get to her destination unbothered and see what this woman in her dreams wanted her to do, perhaps she could finally get what she wanted.


@Monkeygod: yeah, getting rid of odd scores that way should be fine. And with the CR on the Bralani (since that Fiendish template you wanted doesn't add a better DR), you should get 1 class level.

@hallows: Yeah, but at level 7 anyone can do okay with just Power Attack and high strength. And Erinyes—like Succubi, Nymphs, or Ogre Magi—get a lot of generally cool spell-like abilities to let them do things. (Constant true seeing and teleports?)

Meanwhile, I'm guessing it's pretty obvious what this GM's favorite Rakshasa flavor is (and I'm at, what, a hundred posts?)


@thunderbeard man you got yur work cut out for ya. Some of these entries are super awesome. Did I see something about a 2 headed goblin the other day? Lol, that's awesome. I hope my mindflayer makes the cut


I may have missed it, but what's the ruling on HP? I've been doing average for the sake of time.


Here is my rough draft for Mal. I may change his name, but we'll see. His Gravekinght energy type is going to be fire i think. Its thematically appropriate.

Mallory Efescent - Gravekinght:

Male Devil-Spawn Tiefling Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
LE Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft., see in darkness; Perception +18
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 51 (5d8+1d6+6)
Fort +7, Ref +1, Will +12
Resist cold 5, electricity 5, fire 5; SR 19
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Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +8 (1d3+5) and
unarmed strike +8 (1d3+5 nonlethal)
Spell-Like Abilities (CL 6th; concentration +9)
1/day—fiendish augury
Domain Spell-Like Abilities (CL 6th; concentration +13)
10/day—copycat (5 rounds), fire bolt (1d6+2 fire)
Cleric (Fiendish Vessel) Spells Prepared (CL 6th; concentration +13):
3rd—
2nd—
1st—
0 (at will)—
[D] Domain spell; Domains Fire, Trickery
--------------------
Statistics
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Str 20, Dex 10, Con 10, Int 14, Wis 24, Cha 17
Base Atk +3; CMB +8; CMD 18
Feats Armor Proficiency (Heavy), Command Undead, Craft Magic Arms & Armor, Mounted Combat, Power Attack, Ride-by Attack, Toughness
Traits diabolical dabbler, reactionary
Skills Diplomacy +9, Disguise +7, Intimidate +9, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (planes) +10, Knowledge (religion) +8, Perception +18, Ride +6, Sense Motive +13, Spellcraft +10, Stealth +9
Languages Common, Infernal, Undercommon
SQ aura, channel evil, damned, domains (fire, trickery), fiendish familiar, fiendish summonining, hero points, infernal charisma
Other Gear +1 glamered mithral agile half-plate, 17,750 gp
--------------------
TRACKED RESOURCES
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Copycat (10/day) (Sp) - 0/10
Fiendish Augury (1/day) (Sp) - 0/1
Fire Bolt (1d6+2 fire) (10/day) (Sp) - 0/10
Mounted Combat (1/round) - 0/1
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Evil 3d4 (DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 13) Channel energy can take control of undead.
Copycat (10/day) (Sp) Create a single mirror image duplicate
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Fire Bolt (1d6+2 fire) (10/day) (Sp) 30' Ranged touch attack deals 1d6+2 Fire damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (19) You have Spell Resistance.
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Sacrilegious Aura (Su)

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area?such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype?must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.

Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.

The graveknight also gains the following ability.

Rejuvenation (Su)

One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days?if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size.

Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight's HD + the graveknight's Charisma modifier unless otherwise noted.

Channel Destruction (Su)

Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.

Devastating Blast (Su)

Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.

Undead Mastery (Su)

As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Special Qualities: A graveknight gains the following.

Phantom Mount (Su)

Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.

Ruinous Revivification (Su)

At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.

Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.

Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to

--------------------

Kodo
Devil, Imp (Valet)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 25 (3d10); fast healing 2
Fort +4, Ref +6, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4) and
unarmed strike +8 (1 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect good, detect magic, invisibility
1/day—augury, suggestion
1/week—commune
—prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 14
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 jump), Bluff +8, Diplomacy +3, Disable Device +6, Disguise +5, Escape Artist +4, Fly +21, Knowledge (arcana) +5, Knowledge (planes) +9, Perception +9, Sense Motive +7, Sleight of Hand +6, Spellcraft +9, Stealth +20
Languages Infernal, Undercommon
SQ able assistant, change shape (boar, giant spider, rat, or raven, beast shape i), hero points, improved evasion, teammate
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TRACKED RESOURCES
--------------------
Augury (1/day) (Sp) - 0/1
Commune (1/week) (Sp) - 0/1
Suggestion (1/day) (Sp) - 0/1
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Special Abilities
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Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Sting—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

--------------------

Podo (animal Companion)
Imp
LE Tiny outsider
Init +5; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 22, touch 17, flat-footed 17 (+5 Dex, +2 size, +5 natural)
hp 30 ()
Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 50 ft. (perfect)
Melee +1 shock falchion +9/+4 (1d4+8/18-20+1d6 electricity) and
sting +6 (1d4+2) and
unarmed strike +11/+6 (1+5 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—doom, invisibility (self only)
1/day—suggestion (DC 15)
1/week—commune
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +9; CMD 20
Feats Piranha Strike, Weapon Finesse, Weapon Focus (falchion)
Skills Acrobatics +11 (+7 jump), Bluff +11, Escape Artist +11, Fly +26, Perception +10, Sense Motive +10, Stealth +22
Languages Celestial, Draconic, Infernal, Undercommon; telepathy 50 ft.
SQ alternate form, change shape (boar, giant spider, rat, or raven, beast shape i), devotion, hero points
Other Gear +1 shock falchion
--------------------
TRACKED RESOURCES
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Commune (1/week) - 0/1
Detect Good (Constant) - 0/0
Detect Magic (Constant) - 0/0
Invisibility (self only) (At will) - 0/0
Suggestion (1/day) - 0/1
--------------------
Special Abilities
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Alternate Form (Cat) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Doom (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Poison: Sting-Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd rd; effect Dex; cure 1 save.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.

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Tiny Coffee Golem wrote:

Here is my rough draft for Mal. I may change his name, but we'll see. His Gravekinght energy type is going to be fire i think. Its thematically appropriate.

** spoiler omitted **...

I forgot to mention. This was build with Hero lab, so it's not 100% correct. It's mostly correct. I've added most of the mechanical stuff (stats, skill bonus, etc). Though I've made the calculations for the lack of Con (mostly) I still have to actually remove it. Once accepted I'll manually make sure everything is accurate and update the formatting.


I always like the idea of an Anti-Paladin graveknight. Everything off charisma. saves, hp, abilities. :P

Though double charisma to fort is a bit redundant isn't it. Being immune to almost everything requiring a fort save.


Everryn the Seducer wrote:

I always like the idea of an Anti-Paladin graveknight. Everything off charisma. saves, hp, abilities. :P

Though double charisma to fort is a bit redundant isn't it. Being immune to almost everything requiring a fort save.

Double charisma to Fort is also illegal as per James Jacobs. The line of reasoning is that bonuses, even untyped bonuses, don't stack with themselves.


Tiny Coffee Golem wrote:

Here is my rough draft for Mal. I may change his name, but we'll see. His Gravekinght energy type is going to be fire i think. Its thematically appropriate.

** spoiler omitted **...

Defenses seem low at first glance, but I assume that's because you've not yet acquired equipment. Slap the Armor of NOPE! on him and he'll probably do fine.


Hmmm... Now that I think about it, one of our greatest weaknesses as a party, depending on who is getting picked, is that everybody's SR makes it difficult for us to do in-combat healing/buffing.

May have to pick up Spell Penetration for RNE.


Ah thanks, that's helpful to know. It never occurred to me that shouldn't happen.

Hallowsinder that is interesting. Wondering now if it is possible to heal a vampire forced into mist form...


That is a good question!


So who wants to help cause an Azata to fall? Perhaps one of our seduction mistresses?

The Exchange

Could it be tortured into falling? Start craving the abuse?


Hehe, now that you mention the seduction mistresses, I find it hilarious that the person with "the Seducer" in their name probably has the lowest Cha of any female character proposed on this thread so far by 8. :P

The Exchange

She's down by 1 from Iranaset who for the longest was the lowest CHA female in this thread at 16 :p.


Ooh, yeah, forgot Iranaset because she wasn't put in the face category!

Gosh we have so many concepts for The Dapper Croc to choose from.


hallowsinder wrote:
Hmmm... Now that I think about it, one of our greatest weaknesses as a party, depending on who is getting picked, is that everybody's SR makes it difficult for us to do in-combat healing/buffing.

Interesting. Hadn't thought about this.

Half of our proposed party seems to be negative-energy dependent. Does channel energy trigger spell resistance? Does this argue for Go Team Evil Cleric?

At least as a summoner I can bring my own toys and buff them.


Haha, yeah, that's why RNE is CN and still hasn't chosen which type of energy he channels until the final party selection. :P

If Crimson Stranger wanted too, she could probably run four teams of "High Cha Gal Squad Infiltrators", "Undead Death Squad of Deathiness", "Assorted Deadly Monsters and a few Half-Whatevers", and finally "Various Drow out for Vengeance".


jimibones83 wrote:
I been posting quite a bit, I almost lost track of this thread lol. Does anyone have an updated list of submissions?

I could use a list of the updated submissions.

Also there went one of my ideas for a character idea (Male Shae Warrior Type) leaving me with the idea of a Ogre Trench Fighter (Siege Oriented)


Yes well, who needs the highest charisma of them all when I can make them believe almost anything I say with my vampire enhanced bluff. Gotta have some smarts to go with that personality. It also seems to fit her, not having amazing charisma. Monk class notwithstanding.

I think spell resistance is different than channel resistance(which adds to the will save). So I don't think that would be a problem. I have channel resistance but I would only want to make a save against positive energy.


Oooh, don't get too proud of that bluff check. If the GM wants to use anyone even capable of beating Scarletrose's Delyliath's +29, you and me's mere +19s would be child's squirming all antsy like when trying to tell a fib.


hallowsinder wrote:


If Crimson Stranger wanted too, she could probably run four teams of "High Cha Gal Squad Infiltrators", "Undead Death Squad of Deathiness", "Assorted Deadly Monsters and a few Half-Whatevers", and finally "Various Drow out for Vengeance".

If the drow chick eidolon counts for the first, I think the ghost summoner would technically qualify for all four of those teams. :-P


You have a good point, sir!


Haha yea. It's certainly not AMAZING or anything. Hopefully good enough for keeping up her disguise among mortals with a hat of disguise.


Oh, certainly, you should have no trouble with that!


hallowsinder wrote:
Oooh, don't get too proud of that bluff check. If the GM wants to use anyone even capable of beating Scarletrose's Delyliath's +29, you and me's mere +19s would be child's squirming all antsy like when trying to tell a fib.

Bluff +9.... "It was.... um, turtles that done it. Yeah, turtles! Like,... five of them, or maybe 25! And they came in through that miraculously closed and unbroken window over there. Um,... which they fixed on the way out. With their little turtle hands. What, you don't believe me?"


Monkeygod wrote:
So who wants to help cause an Azata to fall? Perhaps one of our seduction mistresses?

*raises her hand*


Wait, your summoner has Bluff +9? You have like Cha 26, right? Do you have like 1 rank in it?


hallowsinder wrote:
Wait, your summoner has Bluff +9? You have like Cha 26, right? Do you have like 1 rank in it?

Something like that, yes. When the succubus rolled in with her three-digit Charisma score, I figured trying to out-Bluff the demon princess of lies and temptation was quite possibly out of my league.

I also don't try to compete in Formula One events on a bicycle.

I acknowledge this as a character flaw.


Hmmm, I'd say a thing about how everyone in an infiltration squad needs at least some bluff so the plan doesn't fall apart when someone talks to the non-face, but seeing as you are a ghost, I don't think people get to talk to you when you don't want them too.


I almost thought you were a Synthesist summoner. That would be hilarious. possessing your eidolon and all.


Everryn the Seducer wrote:
I almost thought you were a Synthesist summoner. That would be hilarious. possessing your eidolon and all.

Oh, I can, if necessary. Magic jar makes a wonderful spell-like ability. I figured it would be more useful, though, to possess one of the flunkies of the guy doing the questioning.


Huh.. If your ghost is tied to a ring that your Eidolon wears.. What happens when your Eidolon is banished?


hallowsinder wrote:
Huh.. If your ghost is tied to a ring that your Eidolon wears.. What happens when your Eidolon is banished?

That's a good question. I don't think the ring came with an instruction manual.


You should make Illia carry it around wherever you need to go in return for crafting her hat o' disguise, Illia is nothing if not durable. :P


hallowsinder wrote:
You should make Illia carry it around wherever you need to go in return for crafting her hat o' disguise, Illia is nothing if not durable. :P

Hmmm. Give my soul to a scatterbrained lawful evil outsider in exchange for doing her a favor. I'll give that suggestion all the consideration it merits.


Orfamay Quest wrote:


Hmmm. Give my soul to a scatterbrained lawful evil outsider in exchange for doing her a favor. I'll give that suggestion all the consideration it merits.

*raises her hand*

Anyways will be done with a new description and updated backstory in the next hour or so. I called the Darklands the underdark -_-, which is weird because I've definitely played PF for a longer time than I've played any variant on D&D. I was hesitant to post under this alias because I wasn't sure if I wanted to change her name or not, but I'm sticking to it.


Orfamay Quest wrote:
Tiny Coffee Golem wrote:

Here is my rough draft for Mal. I may change his name, but we'll see. His Gravekinght energy type is going to be fire i think. Its thematically appropriate.

** spoiler omitted **...

Defenses seem low at first glance, but I assume that's because you've not yet acquired equipment. Slap the Armor of NOPE! on him and he'll probably do fine.

Here's the updated version. Still has the same issues being built with hero builder, but the majority is there.

Mallory Efescent - Gravekinght:

Male Devil-Spawn Tiefling Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
LE Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft., see in darkness; Perception +18
--------------------
Defense
--------------------
AC 28, touch 10, flat-footed 28 (+10 armor, +4 shield, +4 natural)
hp 51 (5d8+1d6+6)
Fort +7, Ref +1, Will +12
Resist cold 5, electricity 5, fire 5; SR 19
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 consecrated flaming light mace +9 (1d6+6+1d6 fire) and
gauntlet (from armor) +8 (1d3+5) and
masterwork silver dagger +9 (1d4+4/19-20) and
suns edge +9 (1d8+6+2d6 vs. Evil) and
unarmed strike +8 (1d3+5 nonlethal)
Spell-Like Abilities (CL 6th; concentration +9)
1/day—fiendish augury
Domain Spell-Like Abilities (CL 6th; concentration +13)
10/day—copycat (5 rounds)
Cleric (Fiendish Vessel) Spells Prepared (CL 6th; concentration +13):
3rd—magic vestment (2)
2nd—
1st—
0 (at will)—
[D] Domain spell; Domains Devil (Evil), Devil (Law), Evil, Trickery
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 10, Int 14, Wis 24, Cha 17
Base Atk +3; CMB +8; CMD 18
Feats Armor Proficiency (Heavy), Command Undead, Craft Magic Arms & Armor, Mounted Combat, Power Attack, Ride-by Attack, Toughness
Traits beast bond, reactionary
Skills Diplomacy +9, Disguise +7, Intimidate +9, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (planes) +8, Knowledge (religion) +8, Perception +18, Ride +9, Sense Motive +13, Spellcraft +8, Stealth +4
Languages Common, Infernal, Undercommon
SQ aura, channel evil, damned, domains (trickery, devil [evil]), fiendish familiar, fiendish summonining, hell's corruption, hero points, infernal charisma
Other Gear +1 glamered mithral agile half-plate, masterwork heavy steel shield, +1 consecrated flaming light mace, suns edge, masterwork silver dagger, platinum holy symbol, 608 gp
--------------------
TRACKED RESOURCES
--------------------
Copycat (10/day) (Sp) - 0/10
Fiendish Augury (1/day) (Sp) - 0/1
Hell's Corruption (2 rounds) (10/day) (Su) - 0/10
Masterwork silver dagger - 0/1
Mounted Combat (1/round) - 0/1
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Evil 3d4 (DC 15) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 13) Channel energy can take control of undead.
Copycat (10/day) (Sp) Create a single mirror image duplicate
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Augury (1/day) (Sp) You may use your fiendish familiar to cast augury once per day.
Fiendish Familiar Familiar acts as a divine focus and your channel evil can center on it.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Hell's Corruption (2 rounds) (10/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Resistance (19) You have Spell Resistance.
--------------------
Sacrilegious Aura (Su)

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area?such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype?must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function.

Armor Class: Natural armor improves by +4.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.

Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.

The graveknight also gains the following ability.

Rejuvenation (Su)

One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days?if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size.

Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight's HD + the graveknight's Charisma modifier unless otherwise noted.

Channel Destruction (Su)

Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.

Devastating Blast (Su)

Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.

Undead Mastery (Su)

As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.

Special Qualities: A graveknight gains the following.

Phantom Mount (Su)

Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.

Ruinous Revivification (Su)

At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.

Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.

Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon?s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to

--------------------

Kodo
Devil, Imp (Valet)
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 25 (3d10); fast healing 2
Fort +4, Ref +6, Will +6
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4) and
unarmed strike +8 (1 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 3rd; concentration +5)
At will—detect good, detect magic, invisibility
1/day—augury, suggestion
1/week—commune
—prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 14
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8 (+4 jump), Bluff +8, Diplomacy +3, Disable Device +6, Disguise +5, Escape Artist +4, Fly +21, Knowledge (arcana) +5, Knowledge (planes) +7, Perception +9, Ride +7, Sense Motive +7, Sleight of Hand +6, Spellcraft +7, Stealth +20
Languages Infernal, Undercommon
SQ able assistant, change shape (boar, giant spider, rat, or raven, beast shape i), hero points, improved evasion, teammate
--------------------
TRACKED RESOURCES
--------------------
Augury (1/day) (Sp) - 0/1
Commune (1/week) (Sp) - 0/1
Suggestion (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Able Assistant (Ex) (Valet) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Cooperative Casting
Your assistance makes item crafting f
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Sting—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Prestidigitation (Sp) (Valet) A valet can use prestidigitation once per hour.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day
Teammate (Ex) (Valet) A valet is considered to have all the teamwork feats its master has.

--------------------

Podo (animal Companion)
Imp
LE Tiny outsider
Init +5; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+5 Dex, +2 size, +5 natural)
hp 30 ()
Fort +2, Ref +10, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee +1 shock falchion +9/+4 (1d4+8/18-20+1d6 electricity) and
sting +6 (1d4+2) and
unarmed strike +11/+6 (1+5 nonlethal)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic
At will—doom, invisibility (self only)
1/day—suggestion (DC 15)
1/week—commune
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 10, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +9; CMD 20
Feats Piranha Strike, Weapon Finesse, Weapon Focus (falchion)
Skills Acrobatics +11 (+7 jump), Bluff +11, Escape Artist +11, Fly +26, Perception +10, Sense Motive +10, Stealth +22
Languages Celestial, Draconic, Infernal, Undercommon; telepathy 50 ft.
SQ alternate form, change shape (boar, giant spider, rat, or raven, beast shape i), devotion, hero points
Other Gear +1 shock falchion
--------------------
TRACKED RESOURCES
--------------------
Commune (1/week) - 0/1
Detect Good (Constant) - 0/0
Detect Magic (Constant) - 0/0
Invisibility (self only) (At will) - 0/0
Suggestion (1/day) - 0/1
--------------------
Special Abilities
--------------------
Alternate Form (Cat) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Doom (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Poison: Sting-Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd rd; effect Dex; cure 1 save.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Iranaset Maior wrote:
I was hesitant to post under this alias because I wasn't sure if I wanted to change her name or not, but I'm sticking to it.

Yeah. I'm not actually going to make an alias until I learn if I'm selected or not, because I want to keep the forum name space as clean as possible and I don't want to clutter it up with my trash. Also, I still don't have a name.

But rest assured that an alias will appear if needful, possibly under some dreadfully unimaginative name.


Orfamay Quest wrote:
hallowsinder wrote:
Hmmm... Now that I think about it, one of our greatest weaknesses as a party, depending on who is getting picked, is that everybody's SR makes it difficult for us to do in-combat healing/buffing.

Interesting. Hadn't thought about this.

Half of our proposed party seems to be negative-energy dependent. Does channel energy trigger spell resistance? Does this argue for Go Team Evil Cleric?

At least as a summoner I can bring my own toys and buff them.

**Evil cleric raises his hand.** My channel energy works a little differently. It heals evil and harms good.


I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!


Tiny Coffee Golem wrote:


**Evil cleric raises his hand.** My channel energy works a little differently. It heals evil and harms good.

So, what does it do to neutral undead like zombies?


Everryn the Seducer wrote:
I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!

Who said you can't? Granted, ripping off your arm and throwing it at someone is probably an improvised weapon at best.....


Orfamay Quest wrote:
Everryn the Seducer wrote:
I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!
Who said you can't? Granted, ripping off your arm and throwing it at someone is probably an improvised weapon at best.....

I find it better to rip someone else's arms off and beat them with it. Cuts down on paperwork.


Orfamay Quest wrote:
When the succubus rolled in with her three-digit Charisma score, I figured trying to out-Bluff the demon princess of lies and temptation was quite possibly out of my league.

Also, our nice patron gifted me with a ring of mind shielding.

+29 bluff (actually +30 if the target is attracted by me via charming Trait... and let's face it... unless I'm talking to a rock he would be attracted.) immunity to detect thought, discern lies and detect alignment.
I'd say I'm just a few points from pulling a haley stunt

I'm thinking about diplomacy. I didn't spend a single point in that because I plan to use versatile performance on it ... but I think I will max it anyway and retrain later. Versatile performance on diplomacy is coming in 6 levels from now anyway, first I'll have Dance.

Edit: I guess someone else will do the appraising...


Orfamay Quest wrote:
Everryn the Seducer wrote:
I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!
Who said you can't? Granted, ripping off your arm and throwing it at someone is probably an improvised weapon at best.....

Well with fast healing I guess when my arm returns I can attach it back on with no problems.

TCG, that's just unnecessary violence right there.


Delyliath wrote:
Orfamay Quest wrote:
When the succubus rolled in with her three-digit Charisma score, I figured trying to out-Bluff the demon princess of lies and temptation was quite possibly out of my league.

Also, our nice patron gifted me with a ring of mind shielding.

+29 bluff (actually +30 if the target is attracted by me via charming Trait... and let's face it... unless I'm talking to a rock he would be attracted.) immunity to detect thought, discern lies and detect alignment.
I'd say I'm just a few points from pulling a haley stunt

Yeah. Your honor, the defense has no further questions of this witness.

Fortunately, i can still pull my weight in the Intimidation department. Which may be useful for combat debuffs. Had I a hojillion spare feats I might even invest in Dazzling Display.

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