Control The City! (Inactive)

Game Master D-Kal

A game for villains with dastardly plans.
Throne Room Map


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This is the official open recruitment for the Bad Guys team for my new game, which I am dubbing "X the City!". Since you are the villains, you will be oppressing it.

Setting:
The game will begin in "the City!", where you live and work as despicable criminals and/or urban legends. "the City!" itself (hereafter referred to as simply the City) is a nebulous area wherein you may go to find an inn, sell goods, buy goods and services, hide from heroes, etc. Spellcasting services are available for any CL1 spells (so 1st-level clerics and wizards, 4th-level paladins, and so on). Magic items available for purchase include +1 armor and weapons, as well as anything costing 1000gp or less.

Outside the City: This is where you will be questing. It is an expansive, mostly undefined region wherein you will explore abandoned towers, mysterious dungeons, haunted villages, and everything in between. But be careful, because the heroes are out, and they may well be hot on your tail!

Within the City: There lies an abandoned castle from which kings of old used to rule. The Finders' Keep, as they call it, is an excellent place from which to control and oppress the citizens and defend the City against meddling heroes. This will be a quest site, similar to those outside the city, except that the reward at the end will be control of the City!

Objectives:
In case that last part was confusing, your general objectives will be to quest for rewards. Whether you're seeking out powerful ancient artifacts with which to assault the Finders' Keep, old crotchety spellcasters to raise your dead friend, or simply a secret hideout where the heroes will never find you plotting, questing is your bread and butter.

Okay, but what's the point of questing if you never get to fight the good guys? Well, besides the fact that it's tons of fun, obviously. Well, as a quest option, you can seek out the heroes. If you out-roll them (learning about a quest area is a knowledge local or gather information check, finding it is a survival check), you can get there before they do and set up an ambush, take or destroy their treasure, or even set traps (if you're that kind of Ranger). If they out-roll you, you might arrive in time to confront them as they are leaving, or perhaps even collapse the only exit to the cave they're still in! If you tie, you might just be in the awkward position of arriving at the same time...

But of course, for much of the game, someone is going to be ruling the town from the Finders' Keep. There will always be the quest option to raid the Keep! Where you'll face usual quest obstacles combined with heroic defenses, and perhaps even the puffed-up heroes themselves! But you'll find that while ruling from the Keep, you have less time to be out questing around, so don't go in unprepared.

Characters:
Starting Level 2
20-point buy
Core Races (+some common ones, like Oread, Tiefling, Aasimar), any Classes/Archetypes (except 3pp)
Max HP at every level
Traits 2
Starting Wealth 1000gp

You will quest on weekends, so feel free to invest in a day job or crafting skill (since you're probably a criminal, consider a day job of sleight of hand or the like). Or just take weekdays off, scaring children and taking their treats. This won't really benefit you, except insofar as free treats.

Being a Villain:
You will be expected to be LE or NE, and to act appropriately. If a villain is acting out of line, non-lethal PvP is permitted. If a villain outright betrays you (and isn't kicked from the game), lethal PvP is permitted. You are a villain, and your job is to oppress the citizens. Don't make it complicated.
NOTE: You may only play one character in this game, whether you are on the Heroes team, the Villains team, or the Maverick.

If you die, one of 3 things will happen:
1) You will "surprisingly" survive, but with heavy ability damage that will take a lot of time (or magic) to heal. This option requires that you are either dragged off for later reviving, or your team won (or the other team fled) after you "died". If your whole team goes down, or they leave you behind, this one is pretty much off the table.
2) You will be captured. If the heroes beat you, they'll lock you in the Finder's Keep dungeon (or some other sinister location) and you'll have to escape (or, if your teammates were smart, they evaded capture and can spring you). If you were killed by a dungeon trap or something, this is pretty much off the table.
3) You will be dead. Maybe the heroes went a little overboard and hit you with a disintegrate, or maybe you fell into The Pit of Eternal Fires and a Thousand Million Deaths (Or PEFTMD, for short). Either way, you're dead. You can: bring in a new character, drop from the game entirely, or play an NPC (of my making) while your team quests for a way to resurrect you.

Being a Maverick:
I will consider allowing a Maverick, who does not have to be LE or NE, but may instead be CE, LN, N, CN, or even CG. For CG and LN, see the call for Heroes thread.

The Maverick will act as a free agent, aligning with the villains (and maybe sometimes the heroes) as it suits his purpose. What is his purpose? Maybe becoming the new king of the City, perhaps he wants to destroy the Finders' Keep, or perhaps he wants to end the world. If you're the Maverick, that's up to you. If you're not, it's up to you how much you trust him (if you even know who he is).

Mechanically, the Maverick will be able to quest with either party, or independently (please don't do this much, as that's annoying for me). But all PvP is fair game against a Maverick, so be sure this is what you want. It's not likely that anyone's going to want to save you either. You're on your own.

Grand Lodge

i will me making an an Bard (Archaeologist) this part of the game. :)


for aasimar, are the alternate racial abilities available?


It is so good to be bad...
I think I can pull this off and provide a solid villain for the campaign, play the role, provide some good fun for the heroes, etc.


Seth86 wrote:
for aasimar, are the alternate racial abilities available?

I won't disallow it.


Would you like us to submit builds to this thread before selection?


Yes, but either behind a spoiler or behind an alias.

Grand Lodge

Here is is:

Jack:

Jack Archaeologist Bard 2
Medium Tiefling / Outsider (Native)
Init +2; Senses Perception +7, Darkvision 60 ft
==DEFENSE==
AC 20, touch 12, flat-footed 20 (+4 armor, +2 shield, +2 dex, +2 natural armor)
hp 18 (2d8)
ER Cold 5, Electricity 5, Fire 5 Fort +0, Ref +5, Will +2
Armor Chain Shirt, Light
Shield Heavy Steel Shield
Defensive Abilities Tiefling Resistances (PFBty 264), Uncanny Dodge (PFCR 34)
==OFFENSE==
Spd 30 ft/x4
Melee Longsword +5 (1d8+4) 19-20/x2
==STATISTICS==
Str 18, Dex 14, Con 10, Int 10, Wis 8, Cha 16
BAB +1, CMB +5, CMD +17
Feats Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT) (PFCR 118), Shield Proficiency (PFCR 133)
Skills Bluff +7, Diplomacy +7, Disguise +7, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (religion) +5, Perception +7, Perform (sing) +7, Spellcraft +4, Stealth +3
MC Bardic Knowledge (PFCR 35)
Traits Fate's Favored (Faith) (PFUCgn 55), Maestro of the Society (Social: Bard) (PFCh: FcGd 63)
Languages Abyssal, Common, Infernal

ack story begins 25 years prior, when he was exiled with his mother Tairi. He remembers nothing of the days prior to the exile, and little of the wandering after. His earliest memories are setting down in a small village named Eldon’s Troubles. Really little more than a meeting point for local farmers to trade goods, it had little other traffic coming through. Tairi had chosen it for it’s absence of an elven population.

Life in the village was difficult for Jack. Mostly human, he often found himself becoming friends with the younger kids. Eventually a family of elves did move into a nearby farm, encouraging Jack to make friends with their children. Sadly, when their parents learned who jack's mother was, they quickly forbade them to play with him. This changed from friends to ignoring Jack, and gradually changing to Jack becoming bullied by them. Tairi did little to discourage this, becoming mostly a loner at this time.

Tairi was a known witch and is was rumored that she had sold her body to a devil for power. The burden of proof was the man

About two years after this, a family of dwarves bought out the town’s Inn, planning on fixing it up and expanding it out. The eldest son, Talg, saw the torment some of the other children were dealing Jak while she was shopping and stood up for her. The two quickly became friends after that.

A bit of a troublemaker, Talg often would get into some form of mischief or another, earning him a sour reputation only further enhanced by his friendship with the now ostracized Jak. Talg, being a skilled liar and quite cunning, particularly enjoyed playing pranks, which Jak inevitably found Himslef helping him with. In fact, when either was found separately, villagers would stay on guard wondering what ill was about to befall them.

Eventually Talg’s pranks would catch up to him. For two decades Talg and Jack were the best of friends in the village. The other children, the often receiving end of Talg’s plans, knew they wouldn’t be able to trick the conniving dwarf. Instead they focused on Jack. Having purchased a series of fireworks from a caravan passing through town, they planned to ignite them near Jack’s home. But when they set off the explosives, instead they veered off path, lighting the small house aflame.

Villagers came to see what had happened, and to help extinguish the house. But luck was not with them. The flames had spread quickly to the doors and windows. It didn't seem they would be able to get Jack and Tairi out. But Talg wasn't willing to give up. Quite nimble, he managed to climb a nearby tree and leap over to the roof. Sending a rope down the chimney, he had Jack and Tairi climb up through to escape the blaze even as the fire attempted to engulf the house. The two of them almost safely off, he had them leap to the villagers to escape but the roof caved in. Talg an Tairi fell into the blaze.

Jack ran to the house, ready to charge in despite the fire, held back by others to prevent him from rushing to his death. He fell to his knees, watching the house be consumed.

some month passed and eventually a traveling circus came through town. After some fierce negotiation by Talg’s father, eventually the circus set up for a few days instead of traveling on through.

He decided to join and travel with them. There is learn to practise the bulging magic he knew as well as to defend himself with a simple weapon.

He played mostly during the comedy show as a Samourai going on adventure where funny and trouble would find him. (Comic relief) He eventually earned the his stage name of Samurai-Jack

A few years have passed but the circus revenu started to dwindle, until it eventual broke apart. Each an everyone going their separate ways

Having ruffle one to many people. He decided it was time to leave once gain and therefore made his way into the port city.

He ended up a few month later finding a job at the prestigious Morgrave university as a replacement assistant librarian. He job was to find books asked by teachers and students and to re filed them once done. His natural easy going and charming self made him an easier person to talk to. Professor Dannigan took a special liking in him and from time to time in late after noon when Jack would bring him books to his office he would ask about the content, or question about the professor's research. And between working his ass of for two years (saving money) and a grant given by the University 5 years later Jack was not only able to enroll and to Graduate in Archaeology / History with a minor in Practical Arcane Magic , mentored by the old professor.

I did and was tiding things up a bit :)


Algar, perhaps you could read the post right above yours?

EDIT: Thanks!


My submission: The Reaper (We are villains after all =^^=)

The Reaper:

The Reaper
Agathion-Blooded Aasimar (Idyllkin) Cleric (Undead Lord) of Urgathoa 2
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 15 (2d8+2)
Fort +4, Ref +0, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork switchscythe +2 (2d4/×4)
Special Attacks channel negative energy 7/day (DC 16, 1d6), death's kiss
Cleric (Undead Lord) Spells Prepared (CL 2nd; concentration +6):
. . 1st—cause fear{super}D{/super} (DC 15), cure light wounds, cure light wounds, protection from good
. . 0 (at will)—detect magic, guidance, mending, stabilize
. . D Domain spell; Domains Death, Undead
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 10, Wis 18, Cha 18
Base Atk +1; CMB +1; CMD 11
Feats Command Undead, Selective Channeling
Traits deathspeaker, sacred conduit
Skills Diplomacy +9 (+11 when dealing with the undead), Knowledge (arcana) +4, Knowledge (religion) +4, Sense Motive +8, Spellcraft +4, Survival +6; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ aura, corpse companion, variant channeling (undeath variant channeling)
Other Gear masterwork mountain pattern armor, masterwork switchscythe, backpack, masterwork, bedroll, blanket, hip flask, holy text, silk rope (50 ft.), unholy symbol with flask (Urgthoa), gold unholy symbol (Urgthoa), goblin dog (combat-trained), 85 gp, 4 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 1d6 (7/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 16) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death's Kiss (1 rounds, 7/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Deathspeaker +2 to Diplomacy vs undead and on Charisma checks to influence them.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Selective Channeling Exclude targets from the area of your Channel Energy.
Undeath Variant Channeling Enhanced healing for Undead

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

Goblin dog (combat-trained)
Bloody Goblin Dog Skeleton (Pathfinder RPG Bestiary 0)
NE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 10 (1d8+2); fast healing 1
Fort +2, Ref +3, Will +2; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d6+2) and
. . claw +2 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 16, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
SQ deathless
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless (Su) Return to unlife 1 hour after being destroyed.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.


I'd love to play a Maverick or a Villain, still working on what character to use though.

Sczarni

I would like to submit an Alchemist(Vivisectionist)1/ Magus 1 who will prestige into Arcane Trickster. Randall likes to dable in the arcane arts. He will be NE as he doesn't care if he follows the law or not. Getting his hands on valuable items and searching out that big pay day is what motivates him.

I will post up stats later.


@Seth - nice concept!

@Dragon - no problem, you have some time.

@Randall - sounds good, I'll check it out later.


Presenting Crystal Shalhoume, Cleric 2 of Asmodeus for your approval.

Sczarni

Magus 1 / Alchemist(Vivisectionist) 1
Medium Tiefling / Outsider (Native)
Init +5; Senses Perception +5, Darkvision 60 ft
==DEFENSE==
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 19
ER Cold 5, Electricity 5, Fire 5 Fort +5, Ref +5, Will +3
Armor Leather, Light
Defensive Abilities Tiefling Resistances (PFBty 264), Uncanny Dodge (PFCR 34)
==OFFENSE==
Spd 30 ft/x4
Melee Longsword +5 (1d8+4) 19-20/x2
==STATISTICS==
Str 9, Dex 17, Con 12, Int 18, Wis 12, Cha 8
BAB +0, CMB +12, CMD -1
Feats Point Blank Shot
Skills Disable Device +10, Escape Artist +5, Knowledge (arcana) +9, Knowledge (nature) +8, Perception +5, Spellcraft +8, Stealth +7, Survival +5, Use Magic Device +4
Special Abilities SLA 1/day Darkness, Sneak Attack 1D6, Arcane Pool 5, Alchemy, Spells
Traits Reactionary, Magical Knack (Magus)
Languages Common, Infernal, Elven, Gnome, Draconic


DM-Kal wrote:
...behind a spoiler or behind an alias.

Scarab Sages

Oh my word. I wish I could join this, but I have too much going on already. :(


Well you are certainly welcome to keep tabs on us. Villains die every day, you know.

Shadow Lodge

Kalthiss the Unbeliever, for your consideration...

Kalthiss the Unbeliever
Male Human (Chelaxian) Witch 2
NE Medium humanoid (human)
Init +12; Senses Perception +5

Stat Block:

--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+6)
Fort +2, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +1 (1d4/19-20) and
. . sickle +1 (1d6)
Special Attacks hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 2nd; concentration +6):
. . 1st—burning hands (DC 15), ear-piercing scream (DC 15), ill omen
. . 0 (at will)—detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Extra Hex[APG], Improved Initiative
Traits pragmatic activator, reactionary
Skills Fly +6, Heal +5, Intimidate +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +5, Sense Motive +3, Spellcraft +9, Use Magic Device +9
Languages Common, Daemonic, Elven, Infernal, Thassilonian
SQ patron spells (time)
Combat Gear potion of fox's cunning, scroll of comprehend languages (x2), scroll of delay disease, scroll of enlarge person (x2), scroll of mage armor (x5), acid, alchemist's fire, alkali flask, liquid ice, smelling salts, smoke pellet, smog; Other Gear cestus, sickle, cracked dull grey ioun stone, backpack, masterwork, bandolier, earplugs, smoked goggles, spell component pouch, 198 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s, DC 15), DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.

Silver Crusade

Backstory:
In the caravan that comes to town, there is a baker. He makes many things but his specialty is pies. They always sell out as his pies are renowned. He's charming and always quick with a joke, when he finds a child crying, he gives them 2 pieces of pie, one for themselves and another to share with a friend. He likes bringing the community together and helping people connect with one another, often sponsoring banquets and feasts.

He is well liked by the townsfolk he meets, but their are stories that even the beasts of the dark forests and craggy mountains love his pies so much, that they allow him free passage, even leading him to secret berry patches and orchards.

He is an Anti-Paladin, his pies delight the humans as they are made with the freshest ingridients, his pies delight the monsters, as they are made with the freshest villagers. He spreads disease through pies, he encourages the gathering en mass of the public so as to spread the disease further and wider.

He uses his charitable nature to earn favors thar start small, but then grow into bigger and better things. The only ones who know his true nature are those locked away in sanitariums whom he visits regulary so he can witness their suffering. They are presumed insane at their insistence that the pies are poison and that this kind soul is a monster, some even moved to rabid assault on this paragon of virtue.

He'' kill you with disease, or have groomed a lonely child into an angry assassin, he'll have tricked you into murdering your family in a bout of insanity, and while doing so he'll be warmly welcomed into into your village, into your home. People line up for hours for a chance to thank him for his presence. He'll have killed you with a handshake loaded with plague, which you'll spread to your family at a banquet in his honor.

Super high Charisma Profession:Baker/Event Coordinator, super high diplomacy and Bluff.


The clinking of metal boots on the floor reverberates through the walls and halls, signaling the arrival of a new guest.

They wears black robes and steel: gauntlets, greaves, breastplate, and a mask. A hood covers the rest of their head. The only visible parts of their face are slight traces of burnt flesh are visible on the edges of the eye and mouth holes of the mask.

A woman's voice speaks from behind the mask, a heavy accent from Ustalav's Barstoi region punctuating each word. "Vell, vell, vell. Vat do ve have here?” She slowly circles those gathered, her greaves landing heavily on the ground with each step.

She folds her arms in front of her and raises her head. ”You might think to yourselves, in your pitiful little minds, 'Who is zis magnanimous creature, und vhat has brought her here?'” She holds up a clenched fist.

She throws out her arm dramatically. "It must be Fate." Even though you can't see it, you can hear a smile accompanying those words.

Crunch is in profile

Dark Archive

I get to make a CE barbarian! All evil groups need extra muscle from time to time. Might be fun to be a maverick barb... Must make character!


Grave walker witch. Will update to fit your game. More or less can be a master mind that will make undead and dress them like patchwork doll's. Day job as a seamstress. Willing to make magic items.

Silver Crusade

Tin Foil Yamakah wrote:
** spoiler omitted **

Alright I will whip up this sick sum bich as soon as possible. Do you have a date when you would like to start

Edit: I just saw the answer on the goody good thread


Background fleshed out a little more. Crystal is ready.

Shadow Lodge

I'm thinking of building a vivisectionist that really lives up to the title,
Oh if only we were working in gestalt he'd also be a necromancer and it would work together so well,
Still seems fun
Can we roll instead of taking point buy?


No, I'd prefer you take point buy. You are welcome to multiclass, but not Gestalt.


Harak stalks the city that he considers his own, his light footsteps muffled by the quiet clanks of his armor and the panting of the large dog beside him. His scarred face breaks into a smile at the sight of other "citizens"-veering to the other side of the street to avoid him. He has come to play.
In case it wasn't obvious, I'd love to play this Urban Ranger, the crunch is in his profile.


Im thinking of changing my skeleton dog to a horse. With barding. He is The Reaper after all 3:>


Hmmmm...

Can there be multiple teams of Villains, allowing different teams of Villains to fight and squabble against each other as well as the heroes?

I'm trying to think of a character concept right now, actually.

Will get back to you on that later.

Actually, can I create two characters? One a Maverick, on a Villain?


The Reaper (Revised):

The Reaper
Agathion-Blooded Aasimar (Idyllkin) Cleric (Undead Lord) of Urgathoa 2 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Magic 0)
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 15 (2d8+2)
Fort +4, Ref +0, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork switchscythe +2 (2d4/×4)
Special Attacks channel negative energy 7/day (DC 15, 1d6), death's kiss
Cleric (Undead Lord) Spells Prepared (CL 2nd; concentration +6):
. . 1st—cause fear{super}D{/super} (DC 15), cure light wounds, cure light wounds, protection from good
. . 0 (at will)—detect magic, guidance, mending, stabilize
. . D Domain spell; Domains Death, Undead
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 10, Wis 18, Cha 18
Base Atk +1; CMB +1; CMD 11
Feats Command Undead, Selective Channeling
Traits deathspeaker, savannah child
Skills Diplomacy +8 (+10 when dealing with the undead), Knowledge (arcana) +4, Knowledge (religion) +4, Ride +2 (+4 to stay in the saddle), Sense Motive +8, Spellcraft +4, Survival +6; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ aura, corpse companion, variant channeling (undeath variant channeling)
Other Gear masterwork mountain pattern armor, masterwork switchscythe, backpack, masterwork, hip flask, holy text, unholy symbol with flask (Urgthoa), gold unholy symbol (Urgthoa), heavy horse, bedroll, blanket, leather barding, military saddle, saddlebags, silk rope (50 ft.), 85 gp, 4 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 1d6 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 15) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death's Kiss (1 rounds, 7/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Deathspeaker +2 to Diplomacy vs undead and on Charisma checks to influence them.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
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.
Selective Channeling Exclude targets from the area of your Channel Energy.
Undeath Variant Channeling Enhanced healing for Undead

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

Horse, heavy
Bloody Horse, Heavy Skeleton
NE Large undead
Init +9; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 15 (+2 armor, +5 Dex, -1 size, +4 natural)
hp 17 (2d8+4); fast healing 1
Fort +2, Ref +5, Will +3; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5) and
. . claw +5 (1d6+5) and
. . 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 20, Con —, Int —, Wis 10, Cha 14
Base Atk +1; CMB +7; CMD 22 (26 vs. trip)
Feats Improved Initiative
Skills Ride +5
SQ deathless
Other Gear leather armor, bedroll, blanket, military saddle, saddlebags, silk rope (50 ft.), 21 gp
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless (Su) Return to unlife 1 hour after being destroyed.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.


Okay... I'm thinking a Catfolk Roof Runner 2 specializing in dropping from roofs and attacking with her claws. Next level, Rakar is multiclassing into Ninja.

Will have backstory up shortly.


Here's the crunch.

Warning: may have errors due to me being very tired.


@Kalthis and Tin Foil. Skimmimg through, I read that Kalthis was a witch, OK. Nothing much. Then I saw Tin Foils backstory, " In the caravan that comes to town, there is a baker. He makes many things but his specialty is pies."
And thought it was the same guy. Urp! A witch that cooks people and turns them into pies! D:
Had me worried there for a bit ',)

@DM-Kal. I doubt I could play in the game as of right now but I sure do enjoy making characters :)
So I think I will for this as well, on the off chance I can/do play in this. And because its fun! And for Science!

Thinking a charasmatic bastard intent on controlling the mindless masses, err, the good people. Or a barbarian breaker who worships Rovagug and wishes to reduce the castle to rubble. Or a seemingly undead internal alchemist who neither eats or breathes and "dies" every time he sleeps (in an underwater coffin in his basement) and is well on his way to becoming undead. Yay alchemist Shenagins! Or a generic alchemist obsessed with blowing s@%tup :)


Joseph Bonkers wrote:


Or a seemingly undead internal alchemist who neither eats or breathes and "dies" every time he sleeps (in an underwater coffin in his basement) and is well on his way to becoming undead. Yay alchemist Shenagins!

My character can help in that regard ;)


so here is updated fluff for my grave walker witch, rest of the info will be in this alias

@DM Kal anything else that you would want to know?

Bio:

appearance,
she has blond hair, her traveling cloths are of simple stuff but has many different areas of embroidery making the outfit look more refined.

Background
She was taught the ways of her crafting in Geb, her masters taught her how to best ensnare the mindless undead the are common in the city, she had a habit of making the ones she controlled dress up, her teacher frowned at that so she had to stop, at least where he could see, she started to craft dolls in privet away from her masters eyes. he taught her ways to cut the cost on making magic items it did not save much but she took the lesson to heart, using the money saved to make dolls. she found out that she could make scrolls of spells she could not cast, after much trial and error she discovered she did not have to force her will on the scrolls she could cheat and use some of her intelligence to make the scroll work, her master found out about this and tested her ability on other items and found out that she had a gift for using magic items that were not meant for her. She left her master and used the money saving methods that her master taught her to make her way.

she is a young soul at heart viewing everything with wounder, she is a bit naive at times but believes that it will all work out in the end, and she will get some new dolls out of the experience.

A low power caster she does not like to fight if at all possible, but is willing to aid her current ally's in what ever way she can.

She works in the City as a seamstress for hire. when she is not working on an outfit she is making a doll of some sort or another, normally of people, or creatures she has seen in her life. The dolls are always for sale. She also crafts magic items for those that know to ask.

role in villain game,
be a mastermind that stays in the tower. goes out when needed and crafts the magic items that the party might need or want. she finds it a fair trade they get what they want she is not in as much danger most the time and can do what ever you do in the tower.

will also make lots of undead to fill different areas as traps if in the tower or anywhere that she goes out at a quest. but that is some time off yet.

when in her villain persona she dresses up in patchwork cloths and a raggedy anne like mask hiding herself from those that might know her.

Shadow Lodge

Since we have pleanty of necromancic sim thinking instead going mind controller
Just gotta decide, bard, sorcerer, or enchanter wizard


I appreciate all the submissions! I'm thinking of closing recruitment when I check the boards Monday morning, unless anyone has any particular objection to that. Is there anyone that has posted interest that doesn't feel like they can flesh out a character by then?


Well... I am contemplating a concept.

WWVD:
Kenneth Haigh (Wave Oracle 1/Ninja 1)
Male Angelkin Aasimar Legalistic Wave Oracle 1/Ninja 1
LE Medium Humanoid (Human)

He'll be an assassin that uses mist to get targets flat footed and the alter self tor the occasional disguise. A large part of his idea is WWVD (What Would Vader Do?)... (but the James Earl Jones Vader, not that other whiny jerk.)


But if I don't have it sorted out by Monday morning it's fine to ignore me. This weekend is shaping up to be odd...


I will try to finish if possible could we close this tues am?

This is TFY BTW


Included a RP example in my Profile. I believe, after two false starts, that I am ready.

Dark Archive

i have crunchy bits!

crunchy bits:

Sarcon the Enduring
Half-Orc Barbarian (Invulnerable Rager, Urban Barbarian) 2 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Combat 0)
CE Medium humanoid (human, orc)
Init +4; Senses darkvision 90 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (2d12+4)
Fort +5, Ref +2, Will +0
DR 1/—, 2/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee silversheen falchion +6 (2d4+6/18-20)
Special Attacks rage (8 rounds/day), rage powers (animal fury)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Diehard, Endurance
Traits dangerously curious, reactionary
Skills Acrobatics +4, Climb +6, Craft (tattoo) +8, Perception +5, Survival +1, Swim +6, Use Magic Device +6
Languages Common, Orc
SQ controlled rage, crowd control, heart of the fields, orc blood, weapon familiarity
Combat Gear flame ink, permanent, flame ink, permanent; Other Gear lamellar (leather) armor, silversheen falchion, masterwork tool, weapon cord, wrist sheath, spring loaded (2), 34 gp, 9 sp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (90 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Heart of the Fields +1 (Craft [tattoo], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Weapon cord Attached weapon can be recovered as a swift action.

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 Publishing, LLC®, and are used under license.


Background and character info added


oh ya for those of us with day jobs, would you want us to say where we work and if we own the shop we work at, and would you want us to buy/pay for our building maybe using the ultimate campaign rules?


Nope. For now, a day job is a day job. No need to specify where you work, who owns it, who shops from you, or where you get your materials. It's not part of the game, at least for starters. Keeping it simple.


Finished alias (intentionally mysterious.)

Might PM you the full story later, GM.


Tentative closure date: Tuesday Morning
If you have already posted interest but need more time than this to finish (most of) your character, please let me know.

Submissions I have reviewed:
Jack (melee archaeologist bard) - I don't see your spells or inventory.
Randall Quaid (magus/vivisectionist) - I don't know how you have +5 to your longsword attack when you have 0 BAB and a -1 from Strength. Also, please put your crunch in your alias.
Jonas the Baker (ranged anti-paladin) - Unfinished (but you know that).
Victoria Fate (caster time oracle/crossblood sorcerer) - Looks good.
Cyithar Tialan (gravewalker witch) - Your profile is a bit... oddly formatted, and difficult to read. Perhaps you could format after the fashion of Victoria Fate? Also, your HP appears incorrect.
Crystal Shalhoume (range-ish cleric of Asmodeus) - Looks good.
Kalthiss the Unbeliever (witch) - I'd be interested in a backstory, if you have one. Doesn't have to be much. Just something to let me know what kind of feel you're going for.
Rakar Waldi (roof-runner rogue) - Do you have a backstory? Also, double-check your point buy. Finally, I'm not familiar with some of that equipment, but that's okay as long as I can access the content (and it isn't 3rd-party).
Harak (urban ranger) - I'd prefer to avoid hobgoblins. Perhaps a half-orc would suffice?
The Ripper - Noted.
The Reaper (necromancer cleric) - Have a backstory? I mean, I think I get where you're coming from; it's pretty straight-forward. But you're welcome to fluff it up.
Sarcon the Enduring (falchion barbarian) - Same as above (backstory?).

Did I leave anyone out?


DM-Kal wrote:


Harak (urban ranger) - I'd prefer to avoid hobgoblins. Perhaps a half-orc would suffice?

Sure, no problem.

Dark Archive

Backstory, thought I was forgetting something. Will work on that


The Good Doctor is fluffy!!

Fluffyness!:
The man known as The Good Doctor is a strange man indeed. With chalky, pale skin and ashen white hair, sunken eyes and a raspy, dry voice the Good Doctor resembles a corpse more then any kind of human. Yet his skills are undeniable. Whether it comes to pulling teeth or treatment for a disease or amputating a limb, the Doc is the man to see.
Still, as he seems to neither eat nor breathe, and has a pulse so weak as to seem non-existant has caused rumors to abound. The fact that some say "he sleeps like the dead" have done nothing to quell the fears and suspicions. And the Doc has learned to use his reputation and others superstitions to garner a small amount of respect, or at least fear, to great effect, using it as a tool with as much skill as any sergons blade.

But the truth is even worse than the rumors, for he indeed does not eat or breathe, and every night he goes down to his cellar. There, in the lightless depths he lays down in an underwater coffin and dies every night, only to rise in the morning. It truly is the sleep of the dead.

Worse still is the hidden chamber in that dank cellar where the Good Doctor sheds his namesake, where he hones his craft on hapless victims. A traveling merchant or a wandering bum, all in various states of torture. For what better way to understand how to treat an amputated leg than to amputate it yourself?

The Good Doctor is in.

Doc, as most would call him, is a human internal mindchemist with the heart of the sea trait, which with 13 con means he only has to breathe for 6 seconds every day.
However, internal mindchemist is not the strongest combination so he will be taking a more support role and party face. He will be very good at knowledge skills, can craft potions for the party (the perfect medicine), have a good heal skill (for those times you need to amputate XD) and Cognoagen set to Cha + a good Cha stat means he can do the party face well ;)
For feats i am thinking combat reflexes + bodyguard + helpful trait to be able to buff allies by +3 ac/attack as needed, or something more offensive focusing on bombs.
Late, late on he will go for implant bombs XD.
For discoveries he would go with spontanious healing + healing touch + lingering spirit + preserve organs + mummification if/when he ever hits lvl 10 and finally turning into a pseudo-undead :)

I only have 1 question. Would it be ok if i took goodberry as a lvl 1 extract? It would use up one of my valuable extracts but would allow me to get the "dosent eat" concept where he only eats 1 berry every 1-2 days :)

"Lots of down time combined with implanting bombs and a steady day job create the most exciting nightlife!"

Actually, Doc would be quite the good candidate for the Maveric where both sides would be vying for his services :)
And any adventuring party could use a doctor! There is always a need for amputations where deadly traps and goulish undead abound!

Edit: hmm. Hes proving to be VERY mad... He needs 13 con to not breathe, 13 dex for combat reflexes, int for bombs and knowledge skills, cha for social skills, more dex if he wants to hit anything with his bombs and str if he wants to hit anything for bodyguard... I might have to rethink a bit ^_^
Fluff part is for the most part done, crunch coming next!

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