Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


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Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter.

“I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
“For their blasphemy, I am going to burn Talingarde to the ground and from the ashes I will build a new nation that knows its rightful master. I cannot do this alone. I seek servants worthy of our Infernal Father’s majesty. Have I found them in you?”
He rises and his eyes flash with hellfire and divine purpose. “Join me! Serve me well in this holy endeavor and I will raise you up in the eyes of gods and men. I will make you prince of the new Talingarde. Today, swear fealty to me and to Asmodeus.”
“Put aside forgiveness and I shall give you vengeance. Put aside mercy and be made powerful. Put aside peace and become my harbingers of war. What say you? Will you swear your allegiance or will you burn with the rest of the blind fools?”

==/==

Opening recruitment for two maybe three more villains for Call Forth Darkness!

Current party setup is:
Hound - Barbarian
Mysty – Rogue/Sorcerer
Nahia – Witch

==//==

Creation rules:
Level: 7.
Starting wealth: 17k, you can’t use more than half in a single item. No pre-game crafting.
Alignment: LE, even if you class say you can’t be LE, I’m allowing it.
Traits: 2
Drawbacks: Nops!
Banned classes: Samurai, Ninjas, Gunslingers, Paladins.
Abilities Score: Focus and Foible or 25pt. You can roll for F&F, if you don’t like your rolls, you can change for 25pt buy.
Multiclass: Allowed, one extra class.
Archetypes: Allowed, only one per class.
Prestige classes:Allowed, as long your background history cover it.
Background: Why are you evil? What have you done to attract the Cardinal attention, and motivate him into inviting you to join his plans? Don’t need to be necessarily big, but well written and concise backgrounds are a boost.
Motivation: Why do you what you do?
Personality: You character at first glance.
Metal Abilities Score: Dumping mental scores is fine, as long you don’t put int/wis/cha 8 or less and RP your char as the most smart/wise/charismatic person in the party. If you want to dump any ability, be prepared to RP it.
Posting Examples: Select from your previous game one RP example and one Combat example that you like and link it with your application.
Skill Points: You have two extra skill points per level.
Sourcebooks: Anything on Paizo PRD is fine, except for Mythic Adventures, and Technology Guide. If you want to use anything else outside PRD, you’ll need to talk to me first. Summoners must use the unchained version.
3rd Party: Maybe, the party members will have the final saying if they want it or not. If they accept and you get chosen, you must be willing to share the sourcebook for reference.
Posting Rate:1/day posting rate is the minimum required, with the weekends free.

==//==

Things you should know about the game:
House rules: We use a few house rules, most of them concerning out of combat rolls. Outside combat, you don’t need to roll knowledge if you have the skill, with enough research time, you can get the info needed.
Outside combat players don’t roll for: Perception, Bluff, Intimidate, Sense Motive, Disable device or Diplomacy. You simply post your RP and you might gain bonus or penalties based on it.

While in combat: All rolls are open.

Combat:
I don’t do random encounters. All combats have, some extent, a history behind it. Combats are brutal (even though until now I haven’t killed anyone, sniff);
Enemies although strong, are not machines designed sorely to kill the players, they have their own agenda, they make mistakes, the make bad decisions, they act irrational given the circumstance.

Gear:
When creating your character, all things must be from the allowed source books (paizo/prd), after the game starts, everything is free as long it’s obtained inside the game.

==//==

How to get chosen: Well-rounded characters are a plus, must enjoy RP as well combat. I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a human barbarian, a changeling witch and a Halfling rogue/sorcerer.

How to not get chosen:
Min-maxers, optimizers, rule-benders and one-week-posting-rate players, one-line posters will not be considered.
I don’t mind well-crafted and concise characters. However, if you want to optimize you char, your background should be above average and explain those optimizations.

Last reminders:

Don’t create an alias for this recruitment; you may post your application in RP format, and you may RP with other applicants to get a feel of your character; role playing can be used to demonstrate your writing style and help bring out some character potential; RP is not mandatory and everyone, even if not RP will be considered.

Do not create a character sorely for combat, you will not do well, this is a fair advice from the DM.
Leadership feat is allowed, but it works differently, instead of getting followers, you get an organization. If you have interest in taking the feat, talk with me and I’ll give you more details about it.

Recruitment will be open until: April, 28. Results posted on April, 29.

Any questions, drop me a line.


Eeeeeenteresting. I was in a WotW campaign a few years back on here that unfortunately fell apart at around this point in the campaign (maybe a little earlier). I'm tempted to try my hand at a charmingly evil bard of some sort... or maybe an evil druid... let me see what I can find in the way of archetypes.

Oh and his stats:
Focus: Charisma
Foible: Strength
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (2) + 7 = 9
Int: 1d10 + 7 ⇒ (2) + 7 = 9
Wis: 1d10 + 7 ⇒ (6) + 7 = 13
Total of 23 pb, so will go with the 25pb option instead :p stupid 9s...


I don't see races mentioned, other than what you have (Human, Halfling, Changeling). Do you have particular restrictions?


Grunyn the Mossless wrote:
I don't see races mentioned, other than what you have (Human, Halfling, Changeling). Do you have particular restrictions?

Thanks for the question.

There’s no race restriction, but races other than core races needs an added background to explain why that particular race.

--

Also, while I remember:
Some might know about the vampire feat chain presented in book two.
I’m not using it for this game.


Ooh, I'm interested. so few WoW games ever even leave the prison. Rolling for F&F...

1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12


For those that are not familiar with F&F:

Focus and Foible
Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

--

When rolling F&F, please select a Focus, then a Foible.
After that, you roll your other four times.


So something like this:

STR=1d10 + 7 ⇒ (8) + 7 = 15
DEX=1d10 + 7 ⇒ (10) + 7 = 17
CON=1d10 + 7 ⇒ (5) + 7 = 12
INT=18
WIS=8
CHA=1d10 + 7 ⇒ (4) + 7 = 11

But if I don't like how this turns out, I can use a 25-Point Buy, right?

Edit: The dice command doesn't like a capital D.

Dark Archive

Focus: CHA
Foible: WIS

STR:: 1d10 + 7 ⇒ (5) + 7 = 12
DEX:: 1d10 + 7 ⇒ (9) + 7 = 16
CON:: 1d10 + 7 ⇒ (2) + 7 = 9
INT:: 1d10 + 7 ⇒ (2) + 7 = 9

*Crossing fingers for good rolls of his evil bard*

*Edits*
I'd like 25 point buy, please.

Sczarni

Focus: Strength
Foible: Int

Unchained Monk
Str: 18 (20)
Dex: 1d10 + 7 ⇒ (5) + 7 = 12(13)
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Int: 8
Wis: 1d10 + 7 ⇒ (7) + 7 = 14
Cha: 1d10 + 7 ⇒ (8) + 7 = 15

Link to Combat Post

Link to Roleplay Post

Skeetomp Wetu has been in and out of prison more times than he cares to count. His crimes range from pickpocketing and petty theft to arson and murder; a career criminal, he works for whomever can pay his fees. His skills focus on the subtle and quiet, and he relishes those jobs which allow him to slip in, achieve his goal, and slip out completely unseen.

Morals and compunctions against violence are things that well-fed, rich people have the luxury for. Raised on the streets and kicked around by fate, Skeetomp learned very early on in his life that no-one is going to look out for him. The bastard son of a barmaid, he never knew his true father. Delusions of a rich and powerful sire were beaten out of his imagination by the slew of men his mother "entertained" to keep the two of them fed.

Skeetomp ran away at the age of 13, deciding he'd rather face the cold and dark streets on his own terms, rather than deal with drunken louts abusing him and his mother. He holds no true affection for her, in fact, he feels very little in the way of emotion, anymore. Cold and dispassionate, he strenuously trains his mind and body to remain on the cutting edge of combat effectiveness.

He came to the attention of the Cardinal when he successfully retrieved a handful of Asmodean artifacts, locked away by the Mitran church and forgotten by their leadership. The slick way he broke in and out impressed Cardinal Thorn enough to bring him into the "faith." Skeetomp offers lip service to the church of Asmodeus, and respects both the power and effectiveness of the Prince of Devils, but does not consider himself a "true believer." That works just fine, since he keeps his word and works within the confines of the church quite effeciently.

Nuts & Bolts: Human Unchained Monk, focusing on infiltration and stealth. Fights with his fists and occasionally whatever he can lay his hands on. A deadly fighter, but one who chooses his prey carefully and prefers to strike from the shadows rather than in an up-and-up brawl.

Dark Archive

*A handsome 5'4" 18-year-old Chelaxian man enters. He's wearing a headband with +2 chain shirt and a +1 Rapier at his side.*

"Greetings, I'm here to submit my resumay (I know spelled wrong, but I can't do the e with accent thing). The name is Ethan Grabinsky. I will see you when we are about to adventure."

He puts his parchment on the table and turns and walks out.

Ethan Grabinsky
Male Human Bard L7
LE Medium size
Init +8; Perception +10
--------------------
Defense
--------------------
AC 18 , touch 12, flat-footed 16 (Armor +6, +2 Dex)
hp 53
Fort +6, Ref +7, Will +5
Defensive Abilities: None
--------------------
Offense
--------------------
Speed 35 ft. (Base: 30 +5 Fleet)
+1 MW Rapier +8 (BAB +5, +1 Magical, +2 Weapon Finesse) (d6+2)
Ranged: Darkwood Composite Shortbow +8 (1d6+1)

--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 13, Wis 10, Cha 21
Base Atk +5; CMB +6; CMD 18
Feats: Armor Proficency (light), Bardic Weapon Proficiency, Fleet, Great Fortitude, Improved Initiative, Nimble Moves, Shield Proficiency, Simple Weapon Proficiency-All, Weapon Finesse
Skills: Acrobatics +11 (Versatile Performance: Dance), Diplomacy +12 (Versatile Performance: Oral), Fly +11 (Versatile Performance: Dance), Know: Arcana +14, Know: Dungeoneering +14, Know: Nature +14, Know: Planes: +14, Know: Religion +14, Perception +10, Perform: Dance +10, Perform: Oratory: +11, Sense Motive +11 (Versatile Performance: Oratory), UMD +15
Languages Common, Draconic
Combat Gear --; Other Gear +2 Chain Shirt, +1 Rapier, Darkwood Composite Shortbw, 20 Arrows, Headband of Alluring CHA +2, backpack, 137 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

--------------------
Spells
--------------------
Cantrips:
Detect Magic, Ghost Sound (DC 15), Haunted Fey Aspect, Know Direction, Light, Unwitting Ally (DC 15)
1st Level:
Alarm, Comprehend Languages, Expeditious Retreat, Grease, Identify
2nd Level:
Glitterdust, Mirror Image, Oneiric Horror, Silk to Steel
3rd Level:
Blink, Haunting Choir

---------------------
Personal
---------------------
Ethan was always a bit of an odd duck. Ever since he saw his first Varisian performer sing in the Chelaxian theater. He wanted to become renown for singing. But alas, he had no talent. But he could still talk and tell stories. So he collected as many stories as he could, but the hunger is in him, he had to travel to get more.

He also found he had a talent for some magic. Having a dispute with someone, had simply wished the person would go jump in a river. There was a small stream nearby with a arced walk bridge over it and they jumped off that small bridge into the water.

From then on he worked on magic also, getting what he wanted through trickery or just full blown command s backed up with his magic ability.


DM Aku wrote:

Also, while I remember:

Some might know about the vampire feat chain presented in book two.
I’m not using it for this game.

Not that I was intending to go for it, but does that apply to the lich path too?


Peanuts wrote:
Not that I was intending to go for it, but does that apply to the lich path too?

There’s no ‘feat chain path for lich’ as you make it sound. It only describes one particular ritual to become a lich (other methods exists as well). :D

I’d say not to worry about it.
Lich is stuff for high levels.


mmm fair enough. I just knew there was something about how to become a lich in this campaign :)

Currently focussing on a divine character of some sort and figured I may as well ask, is there a houserule that allows an evil character to choose to channel to heal and/or spontaneously cast cure spells? Healing as an evil character has always been tricky (both thematically and mechanically).

Currently I'm thinking either a fallen cleric who was tortured and brainwashed to the dark side (Possibly by thorn or one of his minions), or that dark druid. If I went the druid route would it be possible to become a Siabrae (from The Worldwound, page 58) further down the line? It's tied to the worldwound thematically, but it seems to be somewhat of a Druid lich equivalent.

Will keep working on my ideas but,you may be able to tell that I like to play weird characters. In the other WotW game I played in the DM actually let me play a minor devil :p (a host devil or Gaav)

Liberty's Edge

I'm potentially interested. I'm leaning towards a blood conduit bloodrager. I'm amused by the idea of nailing some smug angel with the most electrifying suplex. =P

Can you tell me about the tone of the campaign and your take on evil for this campaign? Way of the Wicked games very drastically on the evilness scale.


Off screen evil for the most part. Right now there is silliness as my character just got fastball special'd at a winged snake.


okay forget the questions in my last post, decided to go with a Fiendish Vessel Cleric which solves the healing issue, and makes the druid questions irrelevant. Will PM you to discuss some background stuff.


STR: 1d10 + 7 ⇒ (6) + 7 = 13
Foible: Dex = 8
Con: 1d10 + 7 ⇒ (3) + 7 = 10
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Focus: Wis = 18
Cha: 1d10 + 7 ⇒ (9) + 7 = 16

Liberty's Edge

Thanks anyway. I think I'll bow out.


I'd like to create a character that uses a 3rd party class, so I'd like to get your take on it before I stat it out (as you said you'd want the party's input).

The class is called Engineer, and it's a character that specializes in creating constructs. They also get a construct that improves with level called an Automaton, and they can wear constructs that they create--think Iron Man from the Iron Man movies. They can operate independently, or the engineer can control it and wear it like a suit of armor. It's written by the Four Horsemen, which (if you know about them) are awesome.

As for the character concept, I think it would be cool to make a half-orc who was mercilessly bullied as a child for being the runt of the litter. He thought his fortunes would change when he was rescued by some Mitrans, but it turns out that the so-called "good guys" had their own prejudices towards people like him. At first his armor was a means to defend himself, but over time it's caused him to become more and more power hungry.

Let me know if that sounds like something you'd be interested in. As far as what can he contribute to the group, he brings a lot of versatility with his crafting (can craft magic items if I take crafting feats) and his constructs, from scouting, tanking, support, whatever is needed.

Foible: Strength 8
Dex: 1d10 + 7 ⇒ (8) + 7 = 15
Con: 1d10 + 7 ⇒ (7) + 7 = 14
Focus: Intelligence 18
Wis: 1d10 + 7 ⇒ (6) + 7 = 13
Cha: 1d10 + 7 ⇒ (6) + 7 = 13


RP Post
Combat Post

(Only in a couple games so far.)

I am considering a Zen Archer monk, though one who's going a significantly different route than the Windsight of the posts - this one would be a 'ranged assassin' sort of fellow. Looking, perhaps, at sharing background with another player (message has been sent); I imagine this one got identified by the Cardinal due to a murder or six, possibly in support of a partner, and/or to assist in a jailbreak, that sort of thing. This is still up in the air, but the following would be F&F rolls for the character; just that the F&F might change.

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15 + 1 (Lvl 4) = 16
Focus Wisdom 18 + 2 = 20
Foible Charisma (8).

His Focus involves being clever (that 16 INT) and cunning when it comes to noticing things and about how people work, the nasty sods. His Foible, however, would involve the fact that he pretty much bloody well hates pretty much all of the nasty sods, and that he simply can't keep his disgust and contempt from leaking into his interactions.


mbauers wrote:
I'd like to create a character that uses a 3rd party class.

It might take a day or two to get your answer.

Peanuts wrote:
okay forget the questions in my last post, decided to go with a Fiendish Vessel Cleric which solves the healing issue, and makes the druid questions irrelevant. Will PM you to discuss some background stuff.

The idea you sent me seems good.

Grunyn the Mossless wrote:
But if I don't like how this turns out, I can use a 25-Point Buy, right?

Yup; Feel free to use point buy instead, if you don't like your rolls.

Saiman wrote:
"Greetings, I'm here to submit my resumay

Résumé received.

==//==

Applications so far.

Interest:


  • Peanuts.
  • Grunyn the Mossless
  • Philo Pharynx
  • JoshB
  • mbauers
  • The Wyrm Ouroboros

Applications:


Follow up question--when you say no pre-game crafting, does that apply to constructs as well? I understand it would be unfair for me to craft items for myself pregame (and essentially double my wealth), but I'd like to craft one or two constructs if that's allowed.


hey, excellent timing, I was just about to post the finished character! :) Glad you like it.

Yaren Heartgaze, Tiefling Cleric of Belial:
Yaren Heartgaze
Male devil-spawn tiefling cleric (fiendish vessel) of Belial 7 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 52 (7d8+14)
Fort +8, Ref +4, Will +11
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk light mace +5 (1d6-1)
Special Attacks hell's corruption (3 rounds, 8/day)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—pyrotechnics (DC 13)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—dazing touch
Cleric Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—fiendish augury
Cleric (Fiendish Vessel) Spells Prepared (CL 7th; concentration +12)
. . 4th—confusion[D] (DC 19), greater infernal healing[ISWG], poison (DC 21)
. . 3rd—bestow curse (DC 20), blindness/deafness (DC 20), dispel magic, suggestion[D] (DC 18)
. . 2nd—align weapon (evil only)[D], hold person (2, DC 17), silence (DC 17), spiritual weapon
. . 1st—command[D] (DC 16), enhance water, infernal healing[ISWG], protection from good, ray of sickening[UM] (DC 18), shield of faith (2)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, scrivener's chant
. . D Domain spell; Domains Charm (Lust subdomain), Devil (Law) Evil (Devil (evil) subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 12, Wis 20, Cha 13
Base Atk +5; CMB +4; CMD 15
Feats Combat Casting, Greater Spell Focus (necromancy), Spell Focus (necromancy), Unfettered Familiar[ACG]
Traits fast-talker, traditionalist
Skills Appraise +5, Bluff +12, Craft (stonemasonry) +8, Diplomacy +12, Heal +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +5, Knowledge (religion) +10, Linguistics +5 (+7 to make forgeries), Sense Motive +14, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Celestial, Common, Infernal, Skald
SQ channel evil, fiendish familiar, fiendish summonining, prehensile tail
Combat Gear pearl of power (2nd level), wand of cure light wounds; Other Gear +2 mithral breastplate, +1 darkwood heavy wooden shield, mwk light mace, boots of the cat[UE], cloak of resistance +1, absinthe (per bottle)[UE], bedroll, candle (10), drug, flayleaf (5), flint and steel, forger's kit[UE], iron holy symbol of Belial[UE], journal[UE], masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], oldlaw whiskey (per bottle)[UE], silk rope (50 ft.), soap, spell component pouch, tobacco (2), trail rations (5), waterskin, 45 gp, 9 sp
--------------------
Special Abilities
--------------------
Channel Evil 4d4 (4/day, DC 14) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Lust)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Devil
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.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hell's Corruption (3 rounds, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

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Background and Motivation as detailed in PM.
Personality: Dour and morose Yaren is unhappy with his current lot in life bound to the will of a dark entity and his minute puppet master. As such he attempts to drown his sorrows in the pleasures of the flesh whenever given the chance. When cajoled into action he performs his role with sullen grace, preferring to debilitate his foes with crippling magic to leave them at the mercy of his 'allies' than wade into battle or employ more direct magics. He can occasionally be coaxed into showing some genuine interest if faced with a problem in his wheelhouse however and rather enjoys bringing others down to his level by his silver tongue.
Posting examples (from the aforementioned previous WotW campaign):
RP 1, RP 2
Combat 1, Combat 2

Hope you like my submission :)


mbauers wrote:
Follow up question--when you say no pre-game crafting, does that apply to constructs as well? I understand it would be unfair for me to craft items for myself pregame (and essentially double my wealth), but I'd like to craft one or two constructs if that's allowed.

I have no way of answering this question. I have no information about the class. Consider sharing the sourcebook or a link to the class.

Peanuts wrote:
Background and Motivation as detailed in PM.

That’s a background and motivation concept. Write it up, narrative style and post in recruitment where the players can see.


Dotting


Hi,

Considering creating a character, since I have had a concept for a villainous character that's been burning in the back of my brain. However, I have two questions.

1. How would you feel about an evil Oracle of Life? The character concept I have is someone who was once a pretty good person, but fell hard and it seems like the group would do well with a solid healer. However, the concept could easily be changed to just about any other divine class, if evil life oracle seems like too much cheese.

2. I feel obliged to reveal that I am familiar with the campaign and have run a table through Call Forth Darkness. I'd like to think that I can separate any meta-knowledge easily enough. However, I understand if this is a deal breaker.

As for rolls:
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (9) + 7 = 16


All in one place now:

Background:
The woman now known as Hel Blackfist has been through fire and hell already. At one time, she was a calm, quiet, courteous mouse of a girl in Matharyn; she followed her parents in their roles as librarians, she dressed primly, kept her head down, and was almost overwhelmingly socially maladroit and shy. Her father taught her other languages; her mother showed her the art of the bow, such as is fashionable for young ladies. One of the best things of her upbringing, though, was her chance to read fantastic, obscure, and even forbidden tracts, for though her parents were good Mitrans, they weren't that good of Mitrans; in their librarians' minds, knowledge, even evil knowledge, must be preserved, for without the knowledge of evil, what is good?

All this changed when a priest of the Fire Undying discovered their well-tended cache of forbidden tracts. She and her parents were put in chains, her parents tried as witches, the library seized as evidence of their 'evil'. Despite the priest's preference that all three of them be thrown on the pyre, the judge - a priest of the Beneficent Sun - decided that she was young enough to have not been tainted, and so decided that while her parents would be manacled and chained, the girl would be bound only in rope - bound inside their own library. And then the library was set on fire around them, that they might watch their evil purified by the fire before they themselves were so purified.

No, smoke inhalation didn't kill them, at least not right away, for the library was (had been) a haven of light and knowledge, with windows high up so that the light of the god could bring light to the people; all sorts of good Mitran symbolism. Madly desperate to escape, however, the girl practically ripped the skin off her left hand and forearm in getting it free of the binding rope; while she could not free her parents (she tried), she did escape most of the flames' damage; only the already-damaged left hand was hurt worse than the rest, mostly first degree burns from dashing through the long tunnel of fire, with the torn flesh of her left hand and arm receiving second-degree superficial partial thickness burns.

While she would in time heal fully, even without any real scarring, the skin color on her left hand and forearm would come back in with a massive pigmentation change - black black black, ending only near the elbow in streakiness as it changed back to her normal pale coloration.

However, escaping the flames didn't mean escaping punishment, exactly; the fifteen-year-old was placed in watchful foster-care with a good but childless couple - a strict harridan of a woman who felt that to spare the rod was to spoil the child, giving lessons to the girl by day and lashing her for nearly any fault. The husband was, in his way, much worse; intimidated and deprived by his wife, his near-nightly sexual assaults upon his new charge taught her everything she never wanted to know about the hatred that lies in men. The only thing that prevented her from running away was the mark placed on her by the priests, which would help them re-capture her if she should flee - recapture and this time undoubtedly chain her to the stake before setting the fire.

For almost three years she suffered under their care, praying for someone, anyone to deliver her. For nearly three years, her strength of will, strength of body, speed of hand, and durability were unwittingly heightened by the cruel woman and the fornicating man. She did her best to mouth the praises and platitudes of Mitra, to return to being the submissive mouse she'd been before the library pyre. For three years, she carefully kept her rage and hatred hidden, stoking their fire, turning burning coal into blazing diamond.

And then came the day of her eighteenth birthday. Before the Mitran priests, the pair proclaimed her a righteous woman, and the mark was removed from the girl. That night, as the man relaxed in his den after his wife went to their chill wedding bed, the girl came submissively to him in a diaphanous gown. Straddling him and taking him inside her was the perfect way to get close enough and distract him enough for the first fierce blow to take him by surprise. His useless seed on her thigh and the blood from his smashed skull on her hands, she left him dead behind her.

Taking up the prized bow and arrows of the man's father, Hel Blackhand walked upstairs and from point-blank range pinned the woman to the bed with an arrow through her gut. The moment of shock gave her just enough time to stuff a stocking into the woman's mouth to muffle her screams before putting several more arrows into her - legs, arms, chest, mouth, and finally heart.

After pulling and cleaning the arrows, she calmly dragged the husband's body up to the bedroom, then cleaned herself up, put together what small portable valueables there was to take from the place, and got some sleep. Very early the next morning, she ambushed the maid who came three mornings a week, killing her and dragging her up to her own bed. She then set fires in both her own room, the great room, and the couple's room, ensuring that the house would go up in flames, and locked the house up behind her. Enough of the evidence vanished in the subsequent fire for it to be clear that the three members of the 'family' died due to the early-morning fire - the woman and herself in their sleep, the father having smashed his head in against the corner of a chest when he woke and panicked.

She disappeared into the warrens of Matharyn, soon trading her accuracy with a bow for food and privacy - and never, ever, ever for the company of men. She watched and scouted and waited for just the right time, gaining a reputation for a sharp, biting wit, a keen discernment, and a blazing hatred for men and withering contempt for almost everyone else. It was said, rightly, that she could blister a man's thoughts right out of his head with a well-timed and scornful statement of his form, failings, or intellect.

In time, her surveillance paid off. The priest-judge of the Beneficient Sun who placed her in the care of the couple was her first kill. Unfortunately, the witch-hunter who had originally exposed them was far more difficult to murder, and though she led him on a merry chase, she _did_ get captured and imprisoned. This time she didn't pray for deliverance, but deliverance came anyhow. Her successful and attempted assassinations had drawn the attention of Cardinal Thorn, who arranged for her escape.

Hel Blackfist is not a passionate devotee of Asmodeus, but she respects and honors the diabolic one's plots and plans, and is more than willing to assist the Cardinal in wreacking havoc on the self-important country that slew her family and put her through hell for three years. She will not relent until it is wrecked from north to south, and the Temple of Mitra in Matharyn is ablaze.

Blackfist may have been a part of the Knot Hibernal during their assassinations of commanders of the watch, and is being transfered over to the Nessian Knot to bolster its numbers. She may also be linked with Skeetomp Wetu, with whom she easily could have paired up during her days in Matharyn's criminal society, perhaps his having saved her from a mob of angry men. The two would make a very effective and mobile combat pair, covering each others' foibles.

RP Post
Combat Post

Hel is intended to be a Zen Archer monk - unchained, if you are allowing the Unchained archetypes. (Purple Duck and Rogue Genius Games have a number of them; I'm utilizing the Hero Lab download, 'Unchained Pack' from ShadowChemosh.) (Also - how are you doing hit points for us?)

She is intended in part as a 'ranged assassin' sort, using stealth to get into a prime location before unleashing hell. She and Skeetomp, if psionichamster agrees that the two have history, would also combine as top-notch and mobile hitters, fitting in well with Hound's increased mobility and Mysty and Nahia's ranged capacities.

Strength: 1d10 + 7 ⇒ (5) + 7 = 12
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence: 1d10 + 7 ⇒ (8) + 7 = 15 + 1 (Lvl 4) = 16
Focus Wisdom 18 + 2 = 20
Foible Charisma (8).

Hel's Focus involves having all too good of a knowledge of how nasty people really are; in addition to that perceptiveness, she is intelligent, relatively well-read, and has gained a sharp tongue with which to tear people into figurative shreds. Her Foible, however, is interpreted via the fact that she pretty much bloody well hates all of the nasty sods, and that she simply can't keep her disgust and contempt from leaking into her interactions.

She believes (not rightly, but still) in her heart that Mitrans lie as a matter of reflex, and couch everything in terms of how good and wonderful their torturous god is. She has sworn never to tell a lie herself, instead refusing to speak if telling the truth would be bad for her; she also possesses a normally-fastidious nature that, over the past years, has worstened into a near-obsessive/compulsive desire to be clean.

Technicals:

Hel Blackfist
Female human monk (unchained, zen archer) 7 (Advanced Player's Guide, Pathfinder Unchained 14)
LE Medium humanoid (human)
Init +2; Senses Perception +16
--------------------
Defense
--------------------
AC20, touch 20, flat-footed 17 (+2 Dex, +1 dodge, +1 monk, +6 Wis)
hp 66 (7d10+14, using Average-round-up +1 method)
Fort +7, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +9/+4 (1d8+2)
Ranged +1 merciful composite shortbow +15/+15/+10 (1d6+5 nonlethal/×3 plus 1d6 non-lethal)
Special Attacks flurry of blows (unchained), style strike, zen archery
Monk (Unchained) Spell-Like Abilities (CL 7th; concentration +6)
. . —barkskin (self only, 1 ki - +3 natural armor bonus to AC for 10m/lvl; +4 at lvl 9.)[UM]
--------------------
Statistics
--------------------
Str 12/14, Dex 15, Con 15, Int 16, Wis 20/22, Cha 8
Base Atk +7; CMB +9; CMD 29
Feats Crane Riposte[UC], Crane Style[UC], Crane Wing[UC], Deadly Aim, Dodge, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (shortbow), Weapon Specialization (shortbow)
Traits attempted murder, bruising intellect
Skills Acrobatics +12 (+20 to jump), Climb +12, Craft (bows) +11, Disable Device +5, Escape Artist +10, Heal +9, Intimidate +15, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (nobility) +5, Knowledge (religion) +9, Linguistics +5, Perception +16, Profession (librarian) +12, Sense Motive +16, Stealth +12, Survival +7, Swim +9
Languages Common, Goblin, Iraen, Infernal, Old Talirean (dead Language), +1 To Be Recommended by GM
SQ fast movement (unchained), ki archery, ki arrows, ki pool (11 points), ki powers (qinggong power, wholeness of body), monk vows (vow of cleanliness[UM], vow of truth[UM]), style strike (knockback kick)
Other Gear +1 merciful composite shortbow (+2 Str, 8,525 gp), belt of giant strength +2, headband of inspired wisdom +2, 475 gp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with some weapons.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 7/day) When wielding a monk weapon, your attacks can be extremely precise.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Knockback Kick (max 20 ft.) On kick hit, CMB chk moves foe 10 ft or more away. Foe provokes no AoO and is not prone.
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wholeness of Body (1d8+7 hp) (Su) As a standard action, use 2 ki to heal damage to self.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


DM Aku wrote:
Peanuts wrote:
Background and Motivation as detailed in PM.
That’s a background and motivation concept. Write it up, narrative style and post in recruitment where the players can see.

Aww, dang, was hoping I could get away with the PM :p heh, alright I'll expand it a bit and post.


Applications so far.

Interest:


  • Grunyn the Mossless
  • Philo Pharynx
  • JoshB
  • mbauers
  • The Archlich
  • ElenionAncalima

Applications:

==//==

Peanuts wrote:
Aww, dang, was hoping I could get away with the PM :p heh, alright I'll expand it a bit and post.

No good deed goes unpunished.

--

ElenionAncalima wrote:
1. How would you feel about an evil Oracle of Life? The character concept I have is someone who was once a pretty good person, but fell hard and it seems like the group would do well with a solid healer. However, the concept could easily be changed to just about any other divine class, if evil life oracle seems like too much cheese.

There is no restriction that says an oracle of life cannot be evil, nor there’s any restriction saying you cannot have channel positive energy while being a villainous backstabber. Also, there’s no restriction saying that you cannot get cure spells while evil, so yeah, I don’t see any problem with that.

The evil oracle of life is an interesting concept. Looking forward to read the fall from grace.

--

ElenionAncalima wrote:
2. I feel obliged to reveal that I am familiar with the campaign and have run a table through Call Forth Darkness. I'd like to think that I can separate any meta-knowledge easily enough. However, I understand if this is a deal breaker.

If you can keep things separated, I don’t see a problem with that.

--

Peanuts wrote:
D Domain spell; Domains Charm (Lust subdomain), Devil (Law) Evil (Devil (evil) subdomain)

I couldn’t figure this out on my own: Why your cleric has access to three different domains?

--

EDIT:

The Wyrm Ouroboros wrote:
@Submitted: Hel Blackfist

I haven’t read in detail your application yet, but you missed something of the recruitment rules:

Archetypes: Allowed, only one per class.

Your character currently uses two different archetypes: Qinggong Monk and Zen Archer.
Pick one, drop the other.

Dark Archive

*Sitting over in a corner, using his dagger to clean his nails. Pondering when this party will get started.*

The Exchange

Focus: Strength
Foible: Charisma

Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Dex: 1d10 + 7 ⇒ (4) + 7 = 11
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Dex: 1d10 + 7 ⇒ (1) + 7 = 8

Well - after that stunningly bad series of rolls I'll be using a 25pt buy!

Tyrek is going to be a Tengu Mindblade. Fluff and updated crunch will be posted as soon as possible.


DM Aku wrote:

D Domain spell; Domains Charm (Lust subdomain), Devil (Law) Evil (Devil (evil) subdomain)

I couldn’t figure this out on my own: Why your cleric has access to three different domains?

Uhh, I think that's just some weirdness from Herolabs since Devil is a subdomain of both the Law and Evil domains. To be clear my two domains are the Lust subdomain and the Devil (Evil) subdomain (the one that gives Hell's Corruption and Scythe of Evil as it's powers).


The class gets the Craft Construct feat at level 1, so I was wondering if I could craft a homunculus before the game started. The class also gets a craft pool, essentially gold to use for crafting, so I can use that instead of starting gold if it matters. It’s not a huge deal if I can’t.

If I'm selected I will share the pdf with you. Before then, I'll type up the crunch with all of the class features spelled out so it should make sense.

I read the brief description of book 2 and it seems like we need to defend an area for a long time. During our time there I'd like to craft a Graven Guardian. It's a construct keyed to the worship of a god, so Asmodeus, naturally. I'm also looking at using the bodies of the fallen invades to craft a Carrion Golem.

As far as my posting, I’ve been involved in several PbPs here on the site. My longest currently running one as a player is here. We’ve been going strong for almost a year (my character is Arlan Ward).

I’m also a PFS GM and I’m currently Gming the Mummy’s Mask AP here. In about 1.5 months we are between a third and halfway done with book one. I use google drawings for maps and pride myself on both my RP, rules knowledge, and keeping things running smoothly.

I understand the hesitance of using 3rd party stuff, but the most fun character I’ve ever played was a pregen in a tournament I participated in at Gencon last year (run by the Four Horsemen). I saw this class was created by them, so I bought it and was not disappointed. It’s balanced and fun and fits what I think you’re trying to do here. So, here’s my background and RP with crunch to follow.

Background:

Ulroch was a frequent disappointment to his father, the strong, bold chieftain of the Longtusk Tribe. Called “Runt” for most of his childhood, Ulroch accepted his position in the tribe, though he didn’t understand it. He wondered about the world and how things worked, longed to create objects of both beauty and functionality, but instead was ostracized mercilessly for his weak, frail form. Chief Ugroch also turned much of his derision towards Ulroch’s mother, blaming her “half-breed” blood for making a weak son.

Ulroch, for his part, bore the brunt of his insults as best as a child could, seeking an outlet for his creativity. When he found some good clay-like mud by the river, he sculpted what, to him, looked like a dragon, gifting it to his mother, the only one who ever spared him a kind word. Upon discovering it Ugroch raged, beating the boy and telling him that orcs don’t make statues, they make weapons to wage war. He said his son could work in the forges to do just that, or he would be ousted.

So the child slaved, lending his intellect and capacity for design to help forge weapons and armor, though he could barely lift a smith’s hammer. When the Mitran crusaders came, they killed the orcs indiscriminately. They slew Ulroch’s mother as she stood guard over her son, then expected the boy to thank them for “saving him from the barbarians”.

He never forgave the Mitran’s for killing his mother, but he accepted that maybe life in human society would provide him with a better life. It turns out that humans discriminate harshly against orc-raised half-orcs, just like his father did. Whereas in his own tribe he was viewed as a weak, frail runt, in Talingarde he was automatically seen as a uncouth, brutish thug. He learned quickly that he was on his own, and could trust only himself in the world.

Adopting a human name, Jonas, in the futile hope that he would find more acceptance, Ulroch spends his time studying voraciously and seeking to build what he can, infusing magic into his creations.

He desperately seeks a father figure’s approval (though he won’t admit it to himself), so when Cardinal Thorn approached him and said he could provide him with a place where he could both work without distraction, and his creations would be valued and appreciated, Jonas jumped at the chance.

RP sample:

The suit of iron armor appears to walk of its own accord, clanging heavily on the cobblestones. Flying near its head is what appears to be a child’s sculpture, a round, misshapen clay pot with bulbous appendages, flying on impossibly tiny wings. I’d like to make Ulroch’s original clay sculpture into a homunculus.

Suddenly, a series of mechanical “whirs” and hisses accompanies the armor opening, bisecting it vertically. Inside is a small half-orc with a single braid, ritual scars carved all over his skinny frame. He steps out from the armor and addresses you with a nod.

Greetings, I’m Jonas, at your service. Cardinal Thorn in his wisdom has commissioned me to help see to the defense of the temple once it is secured. Rest assured that no invaders will interrupt your plans when my guardians are in place. Even the fallen among our enemies can be repurposed to serve our efforts. I assure you, we cannot fail.

His words aren’t cocky, just brimming with certainty.


Think I'll work up a mobile fighter type, possibly with some shadow dancer thrown in...havent decided.

Focus: Dex
Fioble: Cha

Str: 1d10 + 8 ⇒ (2) + 8 = 10
Con: 1d10 + 8 ⇒ (10) + 8 = 18
Int: 1d10 + 8 ⇒ (9) + 8 = 17
Wis: 1d10 + 8 ⇒ (10) + 8 = 18

Um...or maybe something else....


Spazmodeus wrote:

Think I'll work up a mobile fighter type, possibly with some shadow dancer thrown in...havent decided.

Focus: Dex
Fioble: Cha

Str: 1d10 + 8 ⇒ (2) + 8 = 10
Con: 1d10 + 8 ⇒ (10) + 8 = 18
Int: 1d10 + 8 ⇒ (9) + 8 = 17
Wis: 1d10 + 8 ⇒ (10) + 8 = 18

Um...or maybe something else....

Good rolls, but F&F is +7, so the actual rolls are:

Str: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 1d10 + 7 ⇒ (10) + 7 = 17


DM Aku wrote:
Spazmodeus wrote:

Think I'll work up a mobile fighter type, possibly with some shadow dancer thrown in...havent decided.

Focus: Dex
Fioble: Cha

Str: 1d10 + 8 ⇒ (2) + 8 = 10
Con: 1d10 + 8 ⇒ (10) + 8 = 18
Int: 1d10 + 8 ⇒ (9) + 8 = 17
Wis: 1d10 + 8 ⇒ (10) + 8 = 18

Um...or maybe something else....

Good rolls, but F&F is +7, so the actual rolls are:

Str: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (10) + 7 = 17
Int: 1d10 + 7 ⇒ (9) + 7 = 16
Wis: 1d10 + 7 ⇒ (10) + 7 = 17

I stand corrected :)


Submission for Cecelia Wentworth:

Here is my character sheet. I can move the information over to an alias if I get selected.

Background:

As a young child, one of Cecelia’s teachers once remarked to her parents that her best trait was her loyalty. Time and time again, she demonstrated her loyalty to her friends, her parents, her country and her faith. Yet, there was one person that Cecelia was more loyal to than any other, her twin brother Cedric. It wasn’t always easy being loyal to Cedric. He was always in trouble in one way or another, from skipping school to pickpocketing from the other children. However, no matter how much Cecelia disliked trouble and dishonesty, she would always cover for him.

As they grew older, Cecelia joined the Mitran church as a paladin and healer, while Cedric graduated from schoolyard mischief to criminal activity. Much to Cecelia’s sadness, a distance grew between her and brother. He became distrustful of her relationship to the church and resentful of their parents’ constant remarks that he should be more like his sister. For nearly two years she didn’t hear from Cedric. Then, one dark winter night, Cedric showed up at her door with tears streaming down his face and fear in his eyes, saying those all too familiar words from their childhood, “Cecelia…You have to help me!” With pleading eyes he told her that the books and notes he was carrying needed to be hidden. Cecelia tried to get more information, begging him to stay with her, so she could help him. However, all she got was a tearful apology and a long embrace before he disappeared into the snow.

The next time Cecelia saw her brother, he was screaming out for her help as he burned on a Mitran pyre. She screamed and fought against the priests, her so-called friends and brethren, who were now holding her back from saving the person she loved most. Once the fire was quelled, the head priest took her aside and suggested that she take some time off.

Alone in her home, Cecelia initially searched for comfort and clarity in her prayers to Mitra. However, the experience had left her so traumatized that doubt and anger crept into her mind. After days of weeping, while barely eating or sleeping, she hit rock bottom. Crying out into the night, she renounced Mitra and all who follow him. Feeling her divine powers being stripped from her, she began screaming every curse she could at the god who killed her brother, until she finally got the attention she was seeking. In a flash of light, something cursed back, blinding Cecelia and knocking her to the floor.

Defeated and broken, she laid there in total darkness, until she started hearing whispered words of vengeance in her mind. Slowly she felt the darkness receding from her eyes. Though most of the room was still hazy, she could see the floor with perfect clarity, as if something beneath was calling to her. Lifting up the floorboard, she pulled out the books she had hidden for Cedric and began reading. The more she read, the closer she felt to her lost brother and the more she found peace and clarity she was searching for. She felt some of her divine powers returning in a new unfamiliar form, as the whispers in her mind grew louder and louder. Finally she heard a clear voice in her head. “Return to the church. Be our spy…But, have patience. Our servants will find you. Then you will have your retribution.”

Personality and Motivation:

Remaining within the church has been difficult for Cecelia. She has been forced to hide the depths of her hatred for Mitra, the other priests and even her own parents, who have thoroughly disavowed their dead son. She survived by adopting a morose demeanor, taking advantage of the fact that people were uncomfortable asking about her brother and the vision troubles that have plagued her since her sabbatical. However, underneath her sorrow, is a passionately angry young woman, desperately waiting on a promise of revenge from forces she doesn’t fully comprehend. There is also a woman who, though sociable by nature, has been isolated for a very long time. It is not just the chance of revenge that she is waiting for, but also the promise of other likeminded individuals and an end to her loneliness. This vulnerability has made Cecelia particularly susceptible to manipulation by dark forces.

Posting Examples:

I have been taking a bit of a break from PbP games, after getting a little discouraged by games that died out. However, I am hoping to jump back in again and am impressed by how long lasting this game. Below are some of my posting example.

Awkward first impressions
Starting to understand one another
These are some posts from conversations I had with another player in a Jade Regent game. I was playing a shy, but good hearted paladin who had a rather interesting relationship with the non-too-smart and very flirtatious half-orc fighter. The game ended pretty early, due to the GM (and replacement GM) disappearing, but the interactions between these two characters were really fun to RP, while it lasted.

Sulking is a free action
This is another RP example from a game that was dwindling down. This was my attempt to keep things active with a mildly humorous post, as well as offer a little more development for my character.

Unseen enemies
This is combat example where my character didn't have a lot of options to contribute, but I tried to keep things rolling on.


DM Aku wrote:

I haven’t read in detail your application yet, but you missed something of the recruitment rules:

Archetypes: Allowed, only one per class.

Your character currently uses two different archetypes: Qinggong Monk and Zen Archer.
Pick one, drop the other.

Hel uses the Zen Archer archetype ('Community created', as found in ShadowChemosh's Hero Lab download, though there are at least two third-party monk archetype books that have the Zen Archer archetype in them - trying to get a hold of one or both of them) of the Unchained Monk class. Unchained Monk has access to Qinggong abilities, as found here.


Focus: Dex
Foible: Cha

Str: 1d20 + 7 ⇒ (9) + 7 = 16
Con: 1d20 + 7 ⇒ (10) + 7 = 17
Int: 1d20 + 7 ⇒ (7) + 7 = 14
Wis: 1d20 + 7 ⇒ (6) + 7 = 13

I've really wanted to play a Vitalist for a while now so I figured I'd ask first. It is a Dreamscarred Press class, but I think they're generally considered the gold standard of balanced 3pp.

If people aren't familiar, the Vitalist is a healer class with some offensive options, including stealing health from your enemies and moderate buffs/debuffs. I would focus on heal-stealing. I'm envisioning a Dwarf (or maybe even Duergar).

All the class info is hosted on d20pfsrd HERE, and I've got the books too if you would prefer that. If I get a 'go-ahead', I'll post the build/backstory.


Here's my statblock. I just need to also post the stats for when Jonas is wearing his automaton (he gets the physical stats and armor of it, essentially. When damage is dealt to him the DR applies first, then both he and the construct are damaged). I see him as being able to help anyone in the party, especially crafting whatever items/weapons they need.

My background and RP sample is above, let me know if you'd like to see more examples of my RP.

tracking:

Jonas Longtusk
Male Half-Orc Engineer 7
LE Medium Humanoid (Human, Orc)
Init +6 (+2 Dex, +4 feat); Senses Darkvision, Perception +12
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 59 (8 + 5 + 5 + 5 + 5 + 5 + 5 + 14 Con + 7 Favored Class)
Fort +6 (2 base, +2 Con, +1 luck, +1 resistance)
Ref +9 (5 base, + 2 Dex, +1 luck, +1 resistance)
Will +9 (5 base, +2 Wis, +1 luck, +1 resistance)
Defensive Abilities
OFFENSE
Spd 30 ft
Melee

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 8 (-1) (foible)
Dex 15 (+2)
Con 14 (+2)
Int 22 (+6) (focus 18 +2 racial + 2 headband)
Wis 14 (+2) (13 + level 4 adjustment)
Cha 13 (+1)
Base Atk +5 (+5 Engineer)
CMB +4 (+5 BAB, -1 Str)
CMD 16 (10 +5 BAB, +2 Dex, -1 Str)
Feats
Craft Construct [Bonus 1]
Improved Initiative [Level 1], +4 Init
Craft Wondrous Item [Level 3]
Craft Magic Arms and Armor [Level 5]
Intercept Charge [Bonus 5], when a teammate with this feat is charged you may move your speed as an immediate action to move into the path of the charge.
Craft Wand [Level 7]

Traits
Almost Human: +4 trait bonus on Disguise checks to pass as human, and Disguise is a class skill for Jonas.
Pragmatic Activator: Jonas may use his Int modifier instead of Cha when making UMD checks.

Skills
Acrobatics +5(3 ranks, +2 Dex)
Craft (Armor) +18 (7 ranks, +3 class, +6 Int, +2 circumstance)
Craft (Jewelry) +18 (7 ranks, +3 class, +6 Int, +2 circumstance)
Craft (Leather) +18 (7 ranks, +3 class, +6 Int, +2 circumstance)
Craft (Sculptures) +18 (7 ranks, +3 class, +6 Int, +2 circumstance)
Craft (Weapons) +18 (7 ranks, +3 class, +6 Int, +2 circumstance)
Disable Device +14 (7 ranks, +3 class, +2 Dex, +2 circumstance)
Fly +5 (3 ranks, +2 Dex}
Disguise +9 (5 ranks, +3 class, +1 Cha) (+4 trait bonus to pass as human)
Knowledge (Arcana) +13 (4 ranks , +3 class, +6 Int)
Knowledge (Engineering) +13 (4 ranks, +3 class, +6 Int)
Knowledge (Planes) +13 (4 ranks , +3 class, +6 Int)
Perception +12 (7 ranks, +3 class, +2 Wis)
Spellcraft +14 (5 ranks, +3 class, +6 Int)
Use Magic Device +16 (7 ranks, +3 class, +6 Int)
Total Points: 84 ([4 Engineer + 2 Houserule + 6 Int] x7 levels)
AC penalty is
Languages Common, Orc, Abyssal, Draconic, Giant, Gnoll, Goblin, Celestial (2 base, +6 Int)

Equipment
Artisan's Outfit, 1 gp, 4 lbs.
Cloak of Resistance +1, 1000 gp, 1 lb.
Headband of Vast Intelligence +2, 4000 gp, 1 lb.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
Traveler’s Any-Tool, 250 gp, 2 lbs
MW Thieve’s Tools, 100 gp, 2 lbs
Wand of Crafter’s Fortune (50 charges), 750 gp
Wand of Mage Armor (50 charges), 750 gp
Wand of Make Whole (50 charges), 4500 gp
Scroll of Dimension Door, 700 gp
Scroll of Fireball (CL 5), 375 gp
Scroll of Solid Fog, 700 gp
Potion of Cure Serious Wounds, 750 gp, 1 lb.
Smelling Salts, 25 gp, 0 lbs.
Antiplague, 50 gp
Antitoxin, 50 gp
Belt pouch, 1 gp, 0.5 lbs.

611 gp in belt pouch
Weight Carried: 23.5 lbs. (30 lbs or less is light, 31-60 is medium, 61-90 is heavy)

SPECIAL ABILITIES
Darkvision Jonas can see in the dark up to 60 ft away
Orc Blood Counts as both an orc and a human
Weapon Familiarity Jonas is proficient in greataxes and falchions and he treats any weapon with ‘orc’ in its name as a martial weapon
Sacred Tattoo Jonas gains a +1 luck bonus on all saving throws (replaces orc ferocity)
Scavenger Jonas gains a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste (replaces intimidating)
Proficiencies Jonas is proficient in all simple weapons, greataxe, falchion, light armor, medium armor, heavy armor (but not shields)
Automaton (Ex)(Craft: Armor)At first level, Jonas builds a single mindless construct of his size, called an automaton.
Craft Construct (Ex) At first level Jonas gains Craft Construct as a Bonus Feat (and he does not need to meet the prerequisites)
Crafting Pool (Ex) 11,850 gp to use for crafting (minus homunculus cost)
Magical Crafting (Ex) Jonas can count his engineer level as his caster level for the purposes of crafting and qualifying for item creation feats (and can even create spell-trigger or spell-activation items)
Wear Construct (Ex) Jonas can wear any construct he creates that is at least his size, entering or exiting as a free action.
Construct Modifications Jonas’ automaton and any controlled constructs automatically gain the following modifications:
*Faster (Ex) (chosen at 2nd level)[/b]: +10 ft base land speed
*Energy Attacks (Su)—Electricity (chosen at 4th level)[/b] : +1d6 electricity damage to all natural attacks
*Additional Movement (Ex)—Flight (Clumsy) (chosen at 6th level): gain flight = to ½ base land speed
Fast Craft (Ex) When using the craft skill, Jonas makes a week’s worth of progress in one day. When creating magic items he makes twice as much progress for any time spent (this doesn’t reduce cost).
Tactical Preparation (Ex) Jonas gains Intercept Charge as a bonus feat. All constructs under Jonas’ control gain all teamwork feats he possesses as bonus feats.
Harmonious Magic (Ex) A worn construct gains the benefits of any magical items worn by Jonas. They automatically bypass any spell resistance or immunity the construct possesses. If Jonas wears an item in an equivalent spot to the construct, his functions and the construct’s does not.
Patch (Ex) Jonas gains a pool of temporary HP that can be used to “repair” his automaton or any construct under his control. He can use this a number of times equal to half his engineer level plus his Int modifier. One use grants 1d8 temporary HP for every two engineer levels he possesses. This is a standard action unless he is wearing the construct (and then it is a swift action). Temporary HP cannot raise the construct’s HP total to higher than its maximum. They last for one hour per engineer level.

Automaton:

The automaton’s exact physical appearance is up to the engineer, but it must have a shape roughly similar to the engineer’s. The automaton’s Hit Dice, saving throws, and abilities are tied to the engineer’s class level, and increase
as the engineer gains levels. The engineer selects a single Craft skill type (such as clockwork or sculptures) to use with the automaton.
It does not cost the engineer gold to repair her automaton, but it does require time and Craft skill checks. The difficulty to repair the automaton is equal to 10 + the engineer’s class level and requires 1 day of effort. This roll may be retried on a failure, but requires an additional day of effort. With a success, the automaton regains 1d6 hit points per Hit Die. Repair in this way can only be performed while the automaton is inanimate or nonfunctioning. At
any time, the engineer can deactivate the automaton with a touch and a standard action.
The engineer can even repair or replace the automaton if it is destroyed, but doing so adds +5 to the Craft check DC and requires 1 day of effort. With a success, the automaton is returned to 1 hit point and may then be further repaired as normal.
The engineer’s automaton is healed by spells such as make whole or rapid repair. The engineer cannot repair any other construct she controls in this manner (see Pathfinder Roleplaying Game: Ultimate Magic for details on repairing constructs).

Automaton stats when not worn:

Medium sized construct
HP: 53/53 (6d10 + 20 bonus HP)
AC: 24, touch 13, flat-footed 21 (+11 natural, +3 Dex)
DR/adamantine: 5
CMB +13 (+6 BAB, +7 Str)
CMD 26 (10 + 6 BAB + 3 Dex + 7 Str)

Speed: 40 ft, 20 ft flight (clumsy)

Str: 24
Dex: 16
Con:--
Int: --
Wis:10
Cha:1
Fort:+2
Ref:+5
Will:+2
Melee: Slam (x2): 1d20 + 13 (+6 BAB, +7 str) (1d4 + 7 + 1d6 electricity/x2)

Equipment:
+1 Greataxe, 2320 gp, 12 lbs
3 chakrams, 3 gp, 3 lbs
50 ft of hemp rope, 1 gp, 10 lbs

Crafting Pool:

Crafting Pool (Ex): Starting at 1st level, the engineer gains a pool of magical energy each level that can be used to craft magic items or constructs.
The points in the engineer’s crafting pool equate to the gold piece cost associated with crafting. The engineer may reduce or even eliminate the cost of item crafting by spending points from her pool. An engineer’s crafting pool is cumulative with each level, and can be saved over multiple levels for a higher cost item crafting. The engineer may spend any combination of gold and her crafting pool towards magic item crafting or towards repairing any construct she creates.

Wear Construct:

At 1st level, all constructs the engineer designs are created to be worn like a suit of full-body armor or piloted craft. The engineer is completely concealed within the construct and cannot be directly targeted. Only the engineer can wear a construct she creates in this manner, and the construct must be at least the engineer’s size or larger. The engineer may enter or exit an adjacent construct’s body as a full-round action. She may then act as the construct, using all of the construct’s physical statistics, attacks, and abilities. She shares in the construct’s armor class, magic immunity (if any), damage reduction, and resistances provided by the construct trait. She may use any class abilities, feats, or skills she possesses, modified by the construct’s physical ability scores instead of her own. The engineer uses her base attack bonus and base saves, modified by the construct’s physical ability scores. The engineer retains her normal hit point total.
A worn construct does not gain the benefits of any magical items worn by the engineer. Spellcasting within the construct that requires material or somatic components is impossible. If the construct possesses magic immunity or spell resistance, any spell the engineer casts must be capable of bypassing the construct’s magic immunity or spell resistance or else it fails.
Any damage that is taken in excess of the construct’s damage reduction is taken by both the construct and the engineer. If the engineer is rendered unconscious, the construct acts independently, obeying its last orders or defending itself as required. If the construct is destroyed, the engineer can take no actions other than exiting the construct. A worn construct counts as heavy armor with a 50% arcane spell failure chance and no armor check penalty. The engineer cannot wear armor and a construct at the same time.

Advancement:

Level 8:

Gear Priorities:


Pathfinder Adventure Path Subscriber

Interested! Played book 1 so far, but came apart unfortunately.
First try i had a sorcerer, second try which actually finished the book (or was at least close i think) was an antipaladin.
I´m currently in 3 games, but miss a bit more and deeper rp. The games are cool, but more on the casual side i think.

Paladin is mentioned to be banned. Does that extend to Antipaladins?

Stat: 1d10 + 7 ⇒ (3) + 7 = 10
Stat: 1d10 + 7 ⇒ (2) + 7 = 9
Stat: 1d10 + 7 ⇒ (2) + 7 = 9
Stat: 1d10 + 7 ⇒ (10) + 7 = 17

Oh my that´s some very bad rolls, looks like 25PB^^


Cleric!

Focus and Foible:

Focus: Wis
Foible: Str
Dex: 1d10 + 7 ⇒ (6) + 7 = 13
Con: 1d10 + 7 ⇒ (4) + 7 = 11
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Cha: 1d10 + 7 ⇒ (10) + 7 = 17

Wow dem mental stats. Apparently a purely caster cleric is in my future.

Anyways, a question or two before I start building...

Is worshiping Asmodeus mandatory, or are there other acceptable godly powers to bend knee to? I do understand that the character is bound to serve Asmodeus.
I know that Way of the Wicked isn't based on Golarion deities, so what domains are open to a cleric of Asmodeus?

I'm definitely interested in taking Leadership feat, especially with my rolls. I'd love to get some more info about the organization system! Do you still get a cohort to go with it?


I think Asmodeus and his court are the ones available. Such as the Whore Queens and Mephistopheles.


Hound wrote:
I think Asmodeus and his court are the ones available. Such as the Whore Queens and Mephistopheles.

Thanks for the info! I'll read up on 'em.


Applications so far.

Interest:


  • Grunyn the Mossless
  • Philo Pharynx
  • JoshB
  • The Archlich
  • Tyrek Archaos
  • Spazmodeus
  • DeviousDevious
  • Hayato Ken
  • Mimesyne

Applications:

==//==

The Wyrm Ouroboros wrote:
Hel uses the Zen Archer archetype ('Community created', as found in ShadowChemosh's Hero Lab download, though there are at least two third-party monk archetype books that have the Zen Archer archetype in them - trying to get a hold of one or both of them) of the Unchained Monk class.

I have no idea what that means.

--

The Wyrm Ouroboros wrote:
Unchained Monk has access to Qinggong abilities, as found here.

Fair enough. I missed that when reading my copy of Unchained.

--

DeviousDevious wrote:
All the class info is hosted on d20pfsrd HERE, and I've got the books too if you would prefer that. If I get a 'go-ahead', I'll post the build/backstory.

Since getting the opinion of the players is taking more than first anticipated, I’ll just go will go ahead.

--

Hayato Ken wrote:
Paladin is mentioned to be banned. Does that extend to Antipaladins?

Antipaladins are free to go, but a fair warning: In my other games, I had some trouble with Antipaladins, so currently they are out of grace with the DM, I’m not planning to pick an Antipaladin unless it’s a very solid submission.

--

Mimesyne wrote:
Is worshiping Asmodeus mandatory, or are there other acceptable godly powers to bend knee to? I do understand that the character is bound to serve Asmodeus.

Golarion deities are present, just not in focus in the game.

You can serve any other evil god, but as Hound said, Asmodeus and his buddies are preferred.

--

I think I got all the questions, drops me a line if I forgot anyone.


@Peanuts:

Your cleric ability score seems off: I count 24 point-buy and you might have forgotten the additional status raise for level 4.

Trait: Traditionalist isn’t from the allowed sources. I don’t think this is a deal breaker, so let’s put this on hold for now.

--

@ElenionAncalima

Trait: Both of your traits are social. If I remember correctly you cannot take two of the same type.

Paizo/PRD wrote:

Restrictions on Trait Selection

There are a few rules governing trait selection. To begin with, your GM controls how many bonus traits a PC begins with; the default assumption is two traits. When selecting traits, you may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose). Certain types of traits may have additional requirements, as detailed in the section above.

The trait: Secret-Keeper is not from the allowed sources;

--

I’ve run outta of time, I'll continue later. :D


DM Aku wrote:

@Peanuts:

Your cleric ability score seems off: I count 24 point-buy and you might have forgotten the additional status raise for level 4.

Trait: Traditionalist isn’t from the allowed sources. I don’t think this is a deal breaker, so let’s put this on hold for now.

Ahh my bad, I didn't think to check where my traits were from, just wanted to get knowledge local as a class skill and that one seemed to fit best with the background I'd come up with :)

As to the ability scores here is the breakdown:
Str = Base 8, -2pb
Dex = Base 13, 3pb
Con = Base 12 +2 racial, 2pb
Int = Base 12, 2pb
Wis = Base 17 +2 racial, +1 lvl 4, 13pb
Cha = Base 15 -2 racial, 7pb
Total: -2+3+2+2+13+7=25

In case you weren't aware I'm using the Devil-Spawn tiefling heritage which could be why your calculations were different?

Anyway, here is the character again with a full (and somewhat long) background included :) Hope everything passes muster this time ^_^

Yaren Heartgaze:
Yaren Heartgaze
Male devil-spawn tiefling cleric (fiendish vessel) of Belial 7 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 52 (7d8+14)
Fort +8, Ref +4, Will +11
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk light mace +5 (1d6-1)
Special Attacks hell's corruption (3 rounds, 8/day)
Spell-Like Abilities (CL 7th; concentration +8)
. . 1/day—pyrotechnics (DC 13)
Domain Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—dazing touch
Cleric Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day—fiendish augury
Cleric (Fiendish Vessel) Spells Prepared (CL 7th; concentration +12)
. . 4th—confusion[D] (DC 19), greater infernal healing[ISWG], poison (DC 21)
. . 3rd—bestow curse (DC 20), blindness/deafness (DC 20), dispel magic, suggestion[D] (DC 18)
. . 2nd—align weapon (evil only)[D], hold person (2, DC 17), silence (DC 17), spiritual weapon
. . 1st—command[D] (DC 16), enhance water, infernal healing[ISWG], protection from good, ray of sickening[UM] (DC 18), shield of faith (2)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, scrivener's chant
. . D Domain spell; Domains Charm (Lust subdomain), Evil (Devil subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 12, Wis 20, Cha 13
Base Atk +5; CMB +4; CMD 15
Feats Combat Casting, Greater Spell Focus (necromancy), Spell Focus (necromancy), Unfettered Familiar[ACG]
Traits fast-talker, traditionalist
Skills Appraise +5, Bluff +12, Craft (stonemasonry) +8, Diplomacy +12, Heal +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +5, Knowledge (religion) +10, Linguistics +5 (+7 to make forgeries), Sense Motive +14, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Celestial, Common, Infernal, Skald
SQ channel evil, fiendish familiar, fiendish summonining, prehensile tail
Combat Gear pearl of power (2nd level), wand of cure light wounds; Other Gear +2 mithral breastplate, +1 darkwood heavy wooden shield, mwk light mace, boots of the cat[UE], cloak of resistance +1, absinthe (per bottle)[UE], bedroll, candle (10), drug, flayleaf (5), flint and steel, forger's kit[UE], iron holy symbol of Belial[UE], journal[UE], masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], oldlaw whiskey (per bottle)[UE], silk rope (50 ft.), soap, spell component pouch, tobacco (2), trail rations (5), waterskin, 45 gp, 9 sp
--------------------
Special Abilities
--------------------
Channel Evil 4d4 (4/day, DC 14) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Lust)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (8/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Devil
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.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Hell's Corruption (3 rounds, 8/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Just a heads up but the below may be a bit on the more mature side. I tried not to be too specific but it does contain references to torture and other mature themes. Let me know if I'll need to tone things back even further though, don't want to make anyone uncomfortable.

Background/Motivation etc.:
Born the middle child of a successful merchant family Yaren travelled frequently in his youth seeing much of Talingarde and the Lands of the Linnorm Kings across the sea as his father (Jarrod) pursued his business interests. Though he was treated to the same education and had the same exposure to the family business as his elder brother (Farley) and sister (Theresa) he never quite took to it as they did. He was always much more fascinated by the variety of people he met on the travels, even to the extent that he was the first of the children to learn the tongue of the native people of the Linnorm Kingdoms.

The exciting travels of his youth came to an end when he was approaching manhood (12-13) however when his mother (Gayle) became gravely ill. His father applied his not inconsiderable wealth in donations to the church and all number of supposed remedies from healers in the region and abroad but after 18 months despite all of their best efforts she passed away.

The death of Gayle affected them all differently; Jarrod threw himself into his work and into grooming the then 16 year old Farley to eventually take over the business from him. Theresa’s flirtation with rebellious behavior was swiftly put to an end with an arranged marriage to slightly older gentlemen who was showing promise within the kings court. Yaren meanwhile was perhaps most deeply affected having spent much time at his mother’s bedside witnessing the ministrations of the priests. With his busy father’s permission he was soon welcomed into the bosom of the Mitran church as a novice under Father Walter Reid, one of the priests who had helped care for his mother, and a member of the blessed Order of St. Macarius.

During his time as first a Novice and then an initiate with the monks life went on for his family; his father remarried a few years after Gayle’s death and Yaren was able to go visit and meet his step-mother Mirabelle when she gave birth to fraternal twins whom they named Leilani and Ransden.

As nice as it was to be with his family again he didn’t linger at the estate near Daveryn; the church was his life now and Father Reid was confident that Yaren would soon be chosen to join the ranks of the clergy himself.

A little more than a year later, with Yaren in his 23rd year he was ordained by the Blessed Father Raulyn Fallenwood, and given leave to serve in the northern borderlands where he felt his talents could be put to the best use. This indeed proved to be the case as he was present for several clashes involving the savage northern bugbears providing vital aid to fallen soldiers, though he found his beliefs challenged when faced with the ferocity of the creatures and there were few occasions when he bothered to tend to the monsters.

Though a dangerous life it was a fulfilling one for him. Eventually earning a position in one of the watch wall castles he was content to care for the brave men and women who lived there, sheltering the lands to the south with the honor and bravery.

Such was not to last however when he accompanied a patrol led by the son of the castle’s commander. The patrol rode into an ambush by the bugbears and nearly half of it’s number was slain. It was only when he took up one of the fallen soldier’s weapons and struck a distracting blow against the leader of the ambushing forces locked in combat with the commander’s son that the assault was thwarted. Yaren did what he could for the fallen soldiers, and when the patrol returned bloody and bruised Yaren was hailed as a hero. Embarrassed by the acclaim and uncertain about the line he had crossed in joining the fight he did his best to play down his part, but the grateful commander wouldn’t hear it after the glowing report from his son, throwing a feast in Yaren’s honor.

Eventually the event moved into the past and Yaren was just pleased to get back to his normal duties until a few months later word was received from the south. Word it seemed had reached his superiors in the order and he was requested to return to the Monastery of St. Macarius. With some trepidation he complied, packing his belongings and riding south with an anxious knot of nerves in his belly.

Such anxiety proved to be unfounded as when he reached the monastery he found Father Reid (who had reached the station of high priest during Yaren’s absence) to be waiting for him. He had a chance to talk to Father Reid before he was to meet with one of his superiors in the order. Father Reid was able to settle his nerves that while they were a peaceful order dedicated to healing he was not to be punished for his actions but that it was a matter that needed to be discussed. In the end the trip proved to be slightly enlightening and at least helped to put his mind at ease. Without further incidence he return to his position on the wall and settled back into his life there. For a little while at least.

It seemed the consequences of the one hasty action would continue to haunt him as unknown to him dark forces were moving along the watch wall and they too had heard of his heroism and subsequent visit to the south. Seeing an opportunity for advancement one of Asmodeus’ agents struck, managing to slip a little something extra into Yaren’s dinner one night…

He awoke in a pitch-black chamber to pain and an urgent voice from the dark, promising relief if Yaren but answered a few questions. Needless to say the faithful priest would not yield to such coercion, at least… not at first. Yaren was given little relief, kept chained in a cold stone room, tended to just enough to keep him alive, and extensively tortured. He had no clue how long he hung there in the dark, weeks certainly, possibly months as his patient captor went to work breaking his will. His prayers to Mitra for rescue and relief went unanswered and after his first few attempts to magic his way free of the chamber failed utterly he doubted he could summon the concentration necessary to form the spell if he tried. Slowly despair overwhelmed him, and one dark night he could take it no longer.

Relief was slow in coming as it seemed his answers that he had spoken only to one of the bishops serving at the monastery did not please his captor. It was at least another week before his assailant finally seemed to accept that Yaren knew nothing about the mysterious leader of the Monastery.

He knew somewhat was wrong when the frustration of his captor evaporated and he began to move with purpose once more. Not only did the daily sessions of torment stop but the room was lit with torches and in their dim light Yaren got his first glimpse of the person who had abducted him. He was astounded to find a slim women moving about in the torchlight; he almost thought it must be someone else but as the woman with her slightly pointed ears began to wash the old blood and gore from his body and whisper ‘soothing’ words to him he recognized the same voice that had been questioning him all these weeks. His dread only grew as she began to trace intricate shapes over his abused form and the stone floor of the chamber beneath him. His gaze shuddered away from his own form as he refused to see what had been done to him, but even so he recognized the infernal runes and sigils he had read about in his history books.

It was then he plead for death, but not even that was granted to him as the evil woman finished her preparations. The room was now lit by dark, flickering candles, with arcane shapes covering and surrounding Yaren. He closed his eyes as she began to chant, but he couldn’t block his ears to the infernal words of the ritual. Pain wracked his body as her chant rose and a sense of… wrong seemed to be growing deep within his chest. He cried out as something seemed to slash at his chest, and blessed unconsciousness overtook him as he felt something move within him.

This must be death. That was his first thought when he awoke next. The pain was gone, it was astonishing the difference; he could breathe deeply without the ache of poorly healed ribs; his arms, so long chained above his head that they had lost all sensation were his once more. But no… this was not the river of souls, he was in a room not too different to the one he had spent so long in, and witnessed only recently. He was granted a reprieve from the Raven Queen’s judgment; he shuddered to think how he would stand before her after his fall the last few weeks, he had plead for his tormenter to stop, he was not proud of the things he had said…

Things moved fast then as he heard movement in the room. A voice, high pitched but demanding spoke to him and as he tried to rise to face this new person he discovered that though his body was free, he was not without bonds… The figure proved to be an imp, one of the lesser of the devils, and yet when this imp spoke he was forced to obey. Sleeg was gleeful to inform Yaren of their new arrangement; Shearah, his captor had it seemed, made a deal with infernal forces. She had (through intermediaries of course) contacted one of the archdevils of hell offering him a tether to the mortal realm and a useful, if unwilling servant. “That’s you.” Sleeg had told him with a grin in case he hadn’t figured it out yet.

Sleeg was there as Belial’s representative to take charge of Yaren and put him to work furthering the terrible archdukes plan’s. Yaren had scowled, but despite how he struggled he found he could not rise from his knees where the imp had commanded him. Yaren could only let out a sob and collapse as Sleeg laughed.

That was over a year ago now, not that Yaren paid much attention to the passage of time. Though all signs of Shearah’s physical torment were gone, his ‘new’ body was only the first step in the continuance of his mental torment. Gone was his… at least marginally attractive form. Oh true his face was the same… apart from the double pair of horns rising from his skull, the star-like pupils and the grey hue to his skin. The long barbed tail and hairy ankles (though thankfully he still had all his toes rather than hooves) just completed the image. Even if he could somehow escape from Sleeg’s watchful gaze (and he couldn’t even tell when the thing was around) he couldn’t go back to the church looking like this. After what he’d been forced to do in the time since his dark rebirth he almost wanted to though, just so that they could free him from his living torment… of course then would begin his eternal torment, he was certainly bound for hell now, to become the Belial’s plaything, or whichever of his servant had made the actual deal. Damned if he did, and damned If he didn’t, quite literally so. So Yaren continued to slog along falling into the arms of oblivion whenever he got the chance; after all his fate couldn’t get much worse from enjoying what few pleasures were available to him could they?

A less floury summary of events is that Yaren was a faithful Cleric of Mitra until an agent of Asmodeus named Shearah captured him hoping to learn some of the secrets of the order of st macarius, and when that proved to be a dead end she decided to hock his soul to the infernal forces for a promotion. He now serves Asmodeus somewhat faithfully as he’s given up hope on ever freeing himself and somehow getting redemption. When he does have any qualms Sleeg, his Imp familiar is there to keep him in line :p

Personality: Dour and morose Yaren is unhappy with his current lot in life bound to the will of a dark entity and his minute puppet master. As such he attempts to drown his sorrows in the pleasures of the flesh whenever given the chance. When cajoled into action he performs his role with sullen grace, preferring to debilitate his foes with crippling magic to leave them at the mercy of his 'allies' than wade into battle or employ more direct magics. He can occasionally be coaxed into showing some genuine interest if faced with a problem in his wheelhouse however and since developing quite the silver tongue as a necessity of survival he has grown to take a pervous joy in bringing others down to his level. Misery loves company after all.
Posting examples (from the aforementioned previous WotW campaign):
RP 1, RP 2
Combat 1, Combat 2


Never knew about that trait rule. Guess you learn something new everyday. I'll look for a replacement on the PRD when I get home (or if I get a free moment at work).


@DM Aku: as its not stated to be baned I assume that a vigilant(magicla child) would be allowed


Yokaiboy wrote:
@DM Aku: as its not stated to be banned I assume that a vigilante(magical child) would be allowed

Vigilante and its archetype were introduced in the following book: Pathfinder Roleplaying Game Ultimate Intrigue which was released earlier this year, and unfortunately not yet added to Paizo/PRD, which in turns make it not allowed for this recruitment.

It took me a couple of search minutes to find which book this class was from, I wasn't even aware of it, and since I don't own the book nor can I use the prd online reference, it cannot be used. :D

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