Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion

Pathfinder Roleplaying Game


Pathfinder Society

Pathfinder Adventure Card Game

Pathfinder Adventure Card Game Gift Certificates
On Sale and Clearance!

DM Voice's Envoy of Geb - An Undead Campaign (Inactive)

Game Master Mark Sweetman

The Shadow Claw has sent you forth as a vanguard of Geb to seek a book that may hold the key to where Nex has been hiding all these years...

101 to 147 of 147 << first < prev | 1 | 2 | 3 | next > last >>

@ Hauke - chuck 3 HD on for now, and we'll worry about intra-party balancing if you make the cut.

ment to have my concept up by afternoon yesterday. Have over half of it done but I am going to be spending all morning packing and this afternoon I have a 5 hr flight to SC. I will have my concept up by tomorrow fully fleshed out.

Ok, updated Naichoryss and added the stat-block (most of it, missing a few feats and gear) to my profile. Working on the background now, rough draft here, any addition will be added to the profile

  • born as a green hag several centuries ago
  • raised as Sarah Johansson by human parents being switched with their child shortly after birth by her mother
  • abducted by her mother ones she came of age and introdduced into her coven
  • used by her mother as a pawn in a bid for control of her coven
  • repaid the favour several years later when she disposed her mother and took control of the coven herself
  • fun times terrorizing the vicinity
  • killed in a bid for power over the region involving a prolonged war
  • returns from the dead as a witchfire, much to the chagrin of her foes
  • takes her first few undead decades to exact revenge on her murderers, changing her ways of doing things, sticking to the shadows and working with disguises and from the background
  • moves to Geb, claims a ruined castle as her home, introduces herself to the powers
  • strifes to make a name for herself (only among the ones in the know, a name to be whispered at dark meetings) and increase her personal powerbase
  • present day

Witchfire (CR 10)

CE Medium undead (incorporeal)
Init +13; Senses darkvision 60 ft.; Perception +19


AC 28, touch 28, flat-footed 19 (+9 deflection, +9 Dex)
hp (13d8+117)
Fort +13, Ref +13, Will +13
Defensive Abilities incorporeal, witchflame; Immune fire, undead traits


Speed fly 50 ft. (perfect)
Melee incorporeal touch +18 (8d6 fire plus witchflame)
Ranged witchflame bolt +18 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 13th)

  • At will — dancing lights, disguise self, ghost sound (DC 19), invisibility, pyrotechnics (DC 20), ray of enfeeblement (DC 20)
  • 1/day — summon (level 4, 2 will-o’-wisps 50%)


Str —, Dex 28, Con —, Int 20, Wis 16, Cha 29
Base Atk +9; CMB +18; CMD 36
Traits calistrian prostitute, indomitable faith
Feats combat reflexes, fly-by attack, improved initiative, vital strike, ???, ???, ???
Skills bluff 22 (13+9), diplomacy 26 (13+9+3+1), disguise 25 (13+9+3), fly 20 (0+9+3+8), knowledge (arcana) 15 (7+5+3), knowledge (local) 12 (7+5), knowledge (religion) 15 (7+5+3), linguistics +10 (5+5), perception 19 (13+3+3), sense motive 20 (13+3+3+1), stealth 25 (13+9+3), use magic device 22 (13+9)
Languages Abyssal, Auran, Common, Draconic, Elven, Giant, Infernal, Kelish, Osiriani, Sylvan
SQ sound mimicry (animal noises)


Witchflame (Su)

Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 24 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 24 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The save DCs are Charisma-based.

Naichoryss wrote:

Ok, updated Naichoryss and added the stat-block (most of it, missing a few feats and gear) to my profile. Working on the background now, rough draft here, any addition will be added to the profile

** spoiler omitted **

** spoiler omitted **...

It could be interesting to have two incorporeals. You apear to be more straight damage where i'm more caster. It'll be interesting.

The Exchange

9HD Former Human Armiger Graveknight
Pre-Graveknight Template

Post-Graveknight Template
24 +7
12 +1
12 +1
12 +1
20 +5

That's currently what's gonna happen with my armiger. He was probably an official in some army before being brought back, possibly by the necromancer that killed him. I dunno, I'll flesh him out.

I'm working on a Vampire Nymph with a level or so in Blight Druid.

She'll be somewhat insane from the lost of her connection with the First World after suffering at the hands of a Blood Lord centuries ago. (I'm kind of going with a Drusilla from Buffy the Vampire Slayer vibe with her.) In recent years, her view of nature has become askewed from her undead state, warping her perception of beauty as things rotting and the ending of their life cycle (somewhere in there she is really glorifying nature's chance at rebirth and renewal, something that has been taken away from her.)

@Voice of the Voiceless

More of a minor summoner, all of the Oracle levels are being devoted to minions and undead. Via Augment summoning and Skeleton Summoner, the Magus levels are for oomph when he wades into combat alongside the walking dead.

Sovereign Court

Yeah still intrested, sorry was away from my books for a little bit. I have an idea for a Elven Vampire thats a summoner and maybe a level or two of a barbarian will have history up a little later.

@ Euridicea - nice concept and noted.

@ Roidrage - no problems, you've still got a few days to get it all ratted out.

Damn, there are some really solid characters here. I really hope I get in so I can play along side these others.

As a tease:

Gathroc was born about two hundred years before Treerazer came to Golarion. He actually assists the demon's entrance into this world, hoping to gain power by allying with him. However, before such power could be his, Gathroc is captured and imprisoned via suspended animation. He serves a sentence of 750 years, and is then released. Having seemingly learned his lesson, the great swordsman appears to undergo a religious transformation and becomes a sort of holy warrior. When Taldor launched the Shining Crusade, Gathroc saw his chance to once more ally himself with a great power and joined the crusade, keeping his desires secret.

He finally gets his chance when the Knights of Ozem summon Arazni to battle the Whispering Tyrant. He offers to be apart of the force she leads against the Lich, and puts up a good show of being on the side of righteousness. However, an opportunity soon presents itself and he betrays Arazni, and Knights, slaying many of the warriors he had claimed he was an ally of. His betrayal makes Tar-Baphon's victory of the Herald much easier and the mighty undead rewards the Elf with much power.

However, even that was not enough to prevent the Tyrant's imprisonment, though Gathroc escaped that fate. He manages to hide away with Arazni's corpse and fights the Graveknights trying to steal her away for Geb, but is slain. However, for his loyalty to her, Geb brings the Elf back as a Dullahan. Gathroc is now one of the many generals leading Geb's armies, particularly any who venture into Nex.

Human Lich, Cleric 9 of Urgathoa:
age 55(prior to becoming a lich)
Domains Death, Evil
Channel energy (Inflict) 5d6
Favored Class Cleric +1 Skill point/Lvl

Alignment: Neutral Evil
Senses Darkvision 60ft, Perception +25
Aura Fear (60ft radius, Will DC18), Evil (Strong)

Initiative +4
AC 21 (10+6(armor)+0(Dex)+5(Natural)) Touch 10, Flat Footed 21
HP 8d8+36
Fort10(4+6) Ref5(0+3+2) Will11(5+6)
Channel resistance +4, DR 15/Bludgeoning and Magic, Immune Cold and Electricity, Undead Traits

Str 10 (12+1lvl-3age)
Dex 11(14-3age)
Con -
Int 18(14+2lich+2age)
Wis 20(14+2human+2lich+2age)
Cha 18(13+2lich+1lvl+2age)

BAB +6/+1
CMB +6/+1
CMD +16/+11
Speed 30ft

Masterwork Scythe +8/+3(2d4+0 x4 P/S Trip)
Touch +6/+1(1d8+5 plus Paralyzing touch, Fort DC18)

0, 4
1, 4+1
2, 4+1
3, 3+1
4, 2+1
5, 1+1[

8 (2Clr+1Human+1Favored Class+4Int) skill pts/lvl
Acrobatics 0Dex
Appraise 4Int
Bluff 4Cha
.Climb 0Str
Craft 4Int
Diplomacy 4Cha
.Disguise 4Cha
.Fly 0Dex
Heal 4Wis
.Intimidate* 16 (9pts+3Class+4Cha)
.Knowledge (arcana)* 16 (9pts+3Class+4Int)
.(religion)* 16 (9pts+3Class+4Int)
.Perception* 25 (9pts+3Class+5Wis+8Lich)
Perform 4Cha
Ride 9 0Dex
.Sense Motive* 25 (9pts+3Class+5Wis+8Lich)
.Spellcraft* 16 (9pts+3Class+4Int)
.Stealth* 20 (9pts+3Class+0Dex+8Lich)
Use Magic Device 13 (9pts+4Cha)

Command Undead
Improved Initiative
Lightening Reflexes
Weapon Focus(Scythe)

Languages: Common, Draconic, Abyssal, Infernal, Elven

Here is the paper portion of my character concept, did it on my flight since I have all the books in PDF format. I will have the background history up by tomorrow and will have made a profile for, and added spells and equipment to the character.

Alright, here is the background and I have most of the profile made up, still need to do gear and spells. i will post using Daemon Son-of-None once he is complete.

Daemon's Background:
Daemon grew up as an acolyte in the church of Urgathoa, when he came of age he decided to become a priest and quickly rose through the ranks of the church. By the time he was 50 he was well known for his abilities and devotion to the church.

When it became known to the church that Daemon was beginning the process to become a Lich, even though it would still take many years before he was able to, to increase his standing in the church as well as to add to his power a mysterious benefactor stepped forward and offered to help for a chance to study Daemon as he went through the change from man to Lich. The benefactor paid for everything that was needed and Daemon became a lich at the age of 55. After Daemon's change he was coated in Unguent of Timelessness to prevent his body from decaying over the years, but was not given his Phylactery. He was told that he was now the property of the church and while he could continue to work in his elevated position he could never forget that it was he who served the church and not the other way around.

The last several hundred years Daemon has been kept in the church doing menial jobs on a very short leash under constant watch to make sure that he would not try and find his Phylactery, The church now trusts him enough to send him on his first mission outside of its walls.

And here he is, mostly done (still) I am going to change out Toughness and Weapon focus for different feats and I still have to pick spells, other then that he is ready to roll out.


The Exchange

Really long spoiler, but I'm finished. I put all of the Graveknight abilities in there as well. If I'm chosen, I'll actually roll his hitpoints. As for now, I just put in the minimum.

Human Graveknight Armiger 9:

STR 26 +8
DEX 12 +1
INT 12 +1
WIS 12 +1
CHA 22 +6

HP: Minimum:132(Not rolled yet)

DR 10/magic
DR 2/-

AC 37 10 +4 nat +1 dex +6 Shield +14 armor +2protection


Reflex +6
Will +9

SR 21

Cold, Electricity

Template Feats:
Improved Initiative
Mounted Combat
Ride-by Attack

Improved Shield Bash
Defensive Combat Training
Shield Focus
Power Attack
Weapon Focus: Bardiche
Furious Focus


Intimidate: 26
Ride 21
Perception: 21
UMD 15
Sense Motive 15
Knowledge Nobility 15

Armiger Class Abilities:
Bulwark:The armiger knows how to protect not just himself, but also how to help protect his allies. An armiger grants soft cover to any ally adjacent to him, even against attacks the armiger is not aware of and those that come from a direction that would not normally count the armiger as cover. The armiger does not count as cover for himself, though two armigers standing next to each other both do gain this benefit.
An armiger must be conscious and able to take actions in order to grant this benefit. He cannot do so if suffering under effects such as being flat-footed, unconscious, dead, paralyzed, or stunned.

Reflect:A 2nd level an armiger can maximize the protection his armor gives him to reduce the damage area attacks deal him. An armiger in heavy armor takes only half damage from any attack, spell, or ability that allows a Reflex saving throw. The armiger is still allowed a normal saving throw, he simply takes half of whatever damage he normally would based on the result of that saving throw. If the attack, spell, or ability has a non-damaging effect, the armiger suffers the appropriate effect based on his saving throw result.

Defensive MaximizationAt 3rd level, an armiger learns to get more out of his armor, increasing the armor bonus to AC he receives from medium or heavy armor by +1. This bonus increases to +2 at 9th level, and +3 at 15th level.

Armored DRAt 4th level an armiger can use his armor to absorb some of the damage he suffers from physical attacks, and can prevent attacks from striking weak points in his armor. The armiger gains DR 1/— when wearing medium or heavy armor. This DR also applies to the hardness of the armiger’s armor or shield if either suffers a direct attack. This DR increases to 2/— at 7th level, 3/— at 10th level, 4/— at 13th level, 5/— at 16th level, and 6/— at 19th level. Thus a 7th-level armiger, with armored DR 2/— , increases the hardness of any armor or shield he is wearing by +2.
An armiger in medium or heavy adamantine armor adds the value of his armored DR to the value of the armored DR total. For example, a 10th-level armiger (with armored DR 3/—) wearing an adamantine breastplate (with DR 2/—) combines the two values and has DR 5/—.

Quick StrapAt 4th level, an armiger can don and remove his own armor more quickly and aid others to do the same. The armiger can strap on a shield as a swift action. The armiger can don or remove his own armor in 1/3 the normal time, and can don half-plate or full plate without having someone help. This time reduction also applies if the armiger opts to don hastily. Having an assistant does not help an armiger don armor any more quickly.
An armiger can also grant these time reductions for donning, hastily donning, and removing armor to up to two adjacent allies. The armiger must take full-round actions to assist these allies. Unlike most characters, an armiger can don his own armor at the same time he assists others in doing so.

Safeguard At 6th level, an armiger’s defensive instincts become so great that he can intercept attacks aimed at his allies. Once a day, as an immediate action, the armiger can swap places with an adjacent ally who has been struck by an attack. The armiger can make this decision after seeing the damage dealt by the attack to his ally. This prevents the original target from suffering any damage or effect from the attack. The armiger instead becomes the target of the attack, and is automatically hit by it. This is true even if the original attack roll would not have hit the armiger—the act of intercepting the attack requires the armiger to lower his own defenses and leaves him vulnerable to the attack. The armiger does gain the benefit of his own saving throws, DR, and resistance against effects that allow such defenses. The armiger and the original target actually trade positions as a result of this power.
The armiger must be conscious and able to move, and cannot be flat footed, to use this ability. Only attacks and effects that require attack rolls can be intercepted with safeguard (an armiger can’t prevent an ally from being hit by magic missiles, for example). The armiger can use this ability on allies up to one size larger than himself, but it must be possible for the ally to stand in the space originally occupied by the armiger. (A human armiger can use this ability on a Large bear ally, for example, but only if there is a space the bear can stand in that includes the space originally occupied by the armiger).
The armiger gains an addition use of this ability per day at 9th level, and again at 12th, 15th, and 18th level.

Armiger Talents:

Spear Brace(+2)This armiger talent allows an armiger to brace a pole arm or spear on an equipped shield, to aid in handling and fighting with it. His increased stability gives the armiger a +1 bonus to attack rolls made with a pole arm or spear with which he is proficient. He gains this bonus only while he has a shield equipped. This bonus increases to +2 at 6th level, +3 at 12th level, and +4 at 18th level. Additionally, even when the armiger is using a shield that prevents his hand from being free, he can use his shield-arm to hold (and fight with) a pole arm or spear with which he is proficient.

Uncanny Block With uncanny block, an armiger can interpose a shield between himself and danger before his senses would normally allow him to do so. When the armiger has a shield equipped, he cannot be caught flat-footed even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized or if a foe successfully makes a Bluff check to feint against him.

Shelter of SteelThis talent allows an armiger to use his armor to absorb some of the inevitable punishment of battle. As a move action, an armiger in medium or heavy armor can gain 1d8 temporary hit points +1 per 2 class levels. The armiger may do this a number of times per day equal to his Constitution bonus (minimum 1/day). {may be switched to CHA, if not, replace with Resist: Sonic.}

Other Abilities:
Sacrilegious AuraA graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate, which the graveknight constantly gains the benefits of. In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing descriptor—must make a Concentration check with a DC equal to 10 + the graveknight’s Hit Dice. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost.

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

Channel Destruction:Any weapon a graveknight wields is shrouded in destructive energy, and deals an additional +1d6 points of damage for every 4 Hit Dice the graveknight possesses. This additional damage is of the energy type determined by the ruinous revivification special quality.(Electricity)

Devastating Blast: (6d6)Three times per day the graveknight may unleash a 30-foot cone of destructive force. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight possesses. Creatures within the area may make a Reflex save for half damage. This damage is of the energy type determined by the graveknight’s ruinous revivification special quality. (Electricity)

Undead Mastery:As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must make a successful Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s Undead mastery for 24 hours.

A graveknight can control 5 Hit Dice worth of undead creatures for every Hit Die it possesses. If the graveknight exceeds this number, it loses control over some of its minions, as per the spell animate dead.

Phantom Mount: Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The phantom steed's powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.(16 HP, 80 ft move speed)

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

Equipment: 109gp

+3 Full Plate
+3 Heavy Steel Shield, +2 Spikes
+2 Keen Bardiche
+2 Charisma Headband
Boots of Striding and Springing
Ring of protection +2
+2 belt of Strength
7 wands ILW CL1
Cloak of Resistance +2

I ran out of stuff I wanted to get, so I got wands of Inflict Light wounds, for healing.

I'll post his background later.

Ok, so I took leadership as one of my feats, I am unsure as to how I should add up leadership points (would being a lich count as a good thing or a bad thing for instance?) Also I was wondering If I should take an undead as my follower or if it should be human.

Spent some time looking it over, and I think a Youth Vampire sorcerer of undead bloodline would be the best bet for me. Human child, bitten early, Has learned to harness his inner powers and delights in manipulating others, before ripping out their thouight and sucking their blood.

He'd be a Caster/Face, not afraid to get into close range for touch spells or abilities. very versatile with shapeshifting and spells. High charisma and manipulation spells and abilites should eb helpful, especially with the undead arcana to make some of his spells more affective vs undead

Here's some basic character info for Hector.

Just a reminder.


This looks interesting, if application are still open would a worm that walks be allowed?

Dm voice is gone for the weekend but I doubt he will mind that. Tbe characters we have so far are pretty ridiculous. I think I might be the most normal of the lot with a ghast antipaladin of urgathoa. Feel free to throw your worm idea in, requirements are ab hd/class level breakdown, stat spread and role in and out of combat.

I like to introduce Merchant Quinton Xi'rest, Elven Vampire Summoner-7/Barbarin(brutal Puligist)-1.

Merchant Lord Quinton Xi’rest’s Background Story:
Merchant Lord Quinton Xi’rest, just appeared one day in Geb with his unknown servant in toe. He worked his way into the merchant houses of Geb taking over smaller guilds and moving them forward. It was a slow process but the Vampire started to create his trade empire till he became one of the top Merchant lords in the area. As he became successful the rumors of where he came from started brewing. Some believe he was born to a lesser vampire house and was tired of his family and his servant drag each of there coffins outside so they could see the sun at high noon. Others say when he was a mortal elf his heart was colder then any undead and he craved power. So he used his charms to seduce a young vampiress and once he was fully turned he slowly killed her, it took almost a month just so he could find out his limits. Though no one truly knows his beginnings and no one knows who his loyal servant is or if he even has a name.

After the Merchant Lord achieved his great riches and created his vast manor, his obsession for power started to grow. He usually quelled his thirst for power with drinking in his other two vices slaughter and seduction of the lesser creatures. The only thing Lord Xi’rest, cared about was his manor and he was very particular about every little detail. Many of his servants and slaves died by his hands for there failure to comprehend his vision. As his manor was finished, his eyes looked to one of the Blood lord’s estates and at that time he realized where his next conquest was. So he started to raise an opposing force, he believed he should be prepared for brute force if his charm failed or if it was too boring. In the process of conjuring an army he seduced a powerful female necromancer and changed her into his spawn. After many years of building up a strong force, the local Blood Lord(let you pick as well as city) captured his spawn and forced her to talk. Then Merchant Lord was out when the blood lord destroyed and turned Quinton’s army. Lord Xi’rest arrived at his estate with his servant holding an umbrella over his master’s head so the day light doesn’t hit him, the Merchant Lord let out a long sigh and prepared for confrontation after seeing a large force on his property stepping on his perfect garden. The Blood Lords took all away from him and were going to destroy the ambitious vampire but rather then that they told him that if he went on a this small raid on Nex he could gain back his manor. Knowing that the Merchant Lord would probably be destroyed on this mission, and gave him the condition that if he tries to create any spawn or other forces he will be alerted and destroy part of his manor. Quinton agreed grudgingly, it was said on the days before the mission that Lord Xi’rest went on a rampage and killed many in a rage. After packing all of his favorite killing tools on his servants pack and grabbing a limited amount of his treasures the Blood Lord will allow he goes to the meeting spot already bored. ”I hope the slaughter will be worth it Servant.” he says with a yawn.

In combat: Hes a heavy striker with crowd controlling through summoning, and will be a buffer as well.

Outside Combat:He'll be a talker mostly.

This is what i get for working 12+hour shifts for the past four days... :P

So, is the game full yet? Howe much time till cut off?

Much cheers to you and yours!

Pathfinder Campaign Setting, Companion Subscriber
Ashwara, Bin-Asheel wrote:

This is what i get for working 12+hour shifts for the past four days... :P

So, is the game full yet? Howe much time till cut off?

Much cheers to you and yours!

Voiceless is away till tomorrow, so you have at least till then.

Background done along with most of the sheet beyond gear and spell selection.

It was over a millennium ago when Euridicea made her way to Golarion from the wild depths of the First World. Upon arriving to this world, she immediately fell in love with a beautiful valley in the mountains overlooking the eastern edge of the Mwangi Expanse. For centuries she would dwell in this small valley amongst the soaring peaks at peace. The tribesmen of the jungle below would come to know her by as the Lady of the Singing Trees as the wind would blow through the trees of her valley making soothing melodies. The peace and music came to an end the moment he stepped foot in the valley.

He was a powerful necromancer from Geb and a vampire noble who was soon to be elevated to the rank of Blood Lord. He happened upon Euridicea’s pristine haven while looking for a location to experiment without any undue distractions getting in the way. The first night of his arrival was marked in blood as he slaughtered a family of mountain bears to use their den as a lair to rest out the daylight. It was the second night when Euridicea learned something was wrong in her domain, that something foul had come to the valley. At first it was merely finding animal blood and entrails scattered randomly amongst the trees but soon it was discovering rotting trees where healthy ones stood merely days before.

For over a week, the necromancer named Vemiar tormented Euridicea by desecrating her valley piece by piece. The nymph tried to find and stop him but she was always a moment late or turned back by the ever increasing ranks of his undead minions. While her heart broke as the beauty of her home was slowly leeched away by the Gebite man, the biggest insult and injury came when he slew her fey friends that shared the valley with Euridicea. Vemiar sent the shambling bodies of a satyr and several pixies to harass the nymph for three days before he finally grew tired of his game and came to collect the final prize.

As his final torture and greatest experiment, Vemiar denied Euridicea the mercy of a clean death, instead bestowing her with the vampire’s kiss. When the last drop of her blood was sipped and the last ounce of her energy consumed, as death opened her arms with the promise of rebirth in the First World, Euridicea felt the cold chains of undeath latch around her spirit. All she could do as her spirit was drug back to her body was scream a mournful song that no-one would hear. Days later when she would arise to her new existence and a world bereft of the beauty that was once her life, her mind was a broken vessel. Sanguine tears ran down her cheeks as her new master commanded her to attend him.

Centuries more would pass for Euridicea under the yoke of her powerful lord who delighted in twisting the nymph’s innocence into a corruption of that which was once pure and perfect. Euridicea would slip in and out of sanity but found her heart more and more hardened with each moment of clarity. Soon, she would come to savor the mortal lives that fueled her existence before lapsing into fits of regret and mourning.

While she was Vemiar’s trophy for both her looks and uniqueness, one that he kept close on most occasions to show off to visitors and rivals amongst the court, he did grow tired of her raving moments of insanity and would send her away for months until she could regain her senses. It was during this time that Euridicea earned her title as the Hollow Maiden as she found an eerie solace amongst the stone figures of the Field of Maidens. The few visitors to this desolate place would often hear her mournful songs and nonsensical ramblings over the years and thus brand her with her new nickname.

Sovereign Court

Pathfinder PFS RPG Subscriber

I would like to throw my hat in the ring with a rather... unusual... character concept:

Gabriel Helminth, Undead Lord (CR +2) Crawling Hand Rogue(Scout) 9 (CR 8) = CR 10

Str 16 (Base) + 2 (4th&8th) + 4 (template) = 22
Dex 14 (Base) + 2 (template) = 16
Con -
Int 10 (Base) + 2 (template) = 12
Wis 10 (Base) + 2 (template) = 12
Cha 14 (Base) + 4 (template) = 18

I see has primary role as being an infiltrator and general skill-monkey, who can also hold his own when it comes to the art of quiet assassination.

LE Diminutive undead
Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +15

AC 21 (+4 Size + 3 Dex + 4 Natural Armor), touch 17, flat-footed 14 (+4 size)
hp 85 (9d8+36)
Fort +8, Ref +10, Will +5
Immune undead traits

Speed 40 ft., climb 40 ft.
Melee claw +18 (1d1+7 plus grab)
Space 1 ft.; Reach 0 ft.
Special Attacks mark quarry, strangle


Str 22, Dex 16, Con --, Int 12, Wis 12, Cha 18
Base Atk +6/+1; CMB +8 (+12 grapple); CMD 22
1st: Dodge
2nd (Rogue Bonus): Weapon Focus (Claw)
3rd: Mobility
5th: Skill Focus(Knowledge[Local])
7th: Spring Attack
8th (Rogue Bonus): Lunge
9th: Eldritch Heritage (Arcane - Gains a Familiar [Raven])
Acrobatics: +15 (+3 Dex + 9 ranks + 3 class skill)
Climb +18 (+6 Str + 9 ranks + 3 class skill)
Disable Device +15 (+3 Dex + 9 ranks + 3 class skill)
Escape Artist +15 (+3 Dex + 9 ranks + 3 class skill)
Knowledge(Local) +16 (+1 Int + 9 ranks + 3 class skill + 3 skill focus)
Perception +15 (+1 Wis + 9 ranks + 3 class skill + 2 Alertness (from familiar))
Sleight of Hand +15 (+3 Dex + 9 ranks + 3 class skill)
Stealth +27 (+3 Dex + 9 ranks + 3 class skill + 12 size)
UMD +16 (+4 Cha + 9 ranks + 3 class skill)

Racial Modifiers +4 Survival
Languages Common (can’t speak)

Aura of Desecration (Su)

Undead lords constantly project an aura in a 20–foot radius that functions as a permanent desecrate spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus.Undead within the area (including the undead lord) gain a +1 profane bonus to attack rolls, damage rolls, and saves. Summoned or created Undead that appear in the area gain +1 hit points per HD.

Damage Reduction (Ex)


Channel Resistance (Ex)

Undead lords gain channel resistance +4.

Command Undead (Su)

Undead lords command or rebuke undead creatures of the same type as itself as a cleric with the Command Undead feat equal to its current Hit Dice. If the base creature can already command or rebuke undead, this ability stacks.

Create Spawn (Su)

A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. Spawn are under control of the undead lord. This replaces any other create spawn ability the base creature possesses.

Summon Undead (Sp)

Once per day, an undead lord can summon a total number of HD worth of undead (of the same type as the undead lord) equal to its HD x 1.5. Undead lords cannot summon an undead creature that has more HD than it does.

Spell-like Abilities (CL 9): 1/day—darkness, fear. Caster level is equal to the undead lord’s HD (9). Saves have a DC of 10 + spell level + the undead lord’s Charisma modifier (+4).

Undead Telepathy (Su)

Undead lords can communicate telepathically with any other undead within 100 feet, including mindless undead such as zombies and skeletons.

Rogue Abilities:
Sneak Attack +5d6
Trapfinding +4
Trap-sense +3

Scout’s Charge (Ex) At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Skirmisher (Ex) At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Minor Magic (Acid Splash)
Major Magic (Mage Armor)

Gabriel started life as a luckless human rogue who made the mistake of crossing a Necromancer, and ended-up as an experimental subject. His body was considered to be so much ghoul-fodder, but one of his hands was retained for a rather 'special' experiment: The Necromancer specialised in item retrieval and assassination, and desired a minion that was able to act as a lieutenant in controlling the massive web of crawling claws that he had at his command. As such, Gabriel was reborn as an undead lord.

The process fragmented his mind somewhat, but he did vaguely remember things from his past; in particular, he was keenly aware of what he had lost... However, the bonds of magic with which he was ensorcelled were too strong for him to seek revenge upon his tormentor, and so he was forced to carry-out his Master's commands for several decades... before a party of adventures came and ended him.

Freed from his Master's control, Gabriel quietly slunk away into the shadows, and worked on surviving. He discovered that he was quite adept at information and item retrieval, and at assassination, but grew tired of having to exist in the shadows, and eventually migrated to Geb, where he was quickly snapped-up as a high-value infiltrator. Since that time he has acted as a particularly effective agent of the Blood Lords; few would expect a severed hand to be such a brutally efficient killer...

The lack of a body will not hold Gabriel back - the Lunge feat means that he has reach, and taking the Scout Rogue archetype, and coupling that with the Spring Attack chain, means that he will routinely be able to handle himself in close combat.

Similarly, not being able to speak directly will not be an issue - Undead Lord gives him telepathy with other undead creatures, and his Raven familiar will let him 'speak' with non-undead, as well.

Regarding carrying gear, although he loses-out on magic item slots, he can still haul around plenty of gear - a Glove of Storing + a Bag of Holding (Type I), means that he has plenty of 'space' to store gear!

Let me know what you think :-)

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

I wish I felt like there was more time for me to work something up for this, because it seems like such a cool concept game that just doesn't crop up often:

I'd like to apply a Daughter of Urgathoa:

The question would be whether to just build upon her clericality by adding cleric levels, or give her sorcerer levels aiming for Mystic Theurge.

If a Daughter is CR 8 and Sorcerer levels only count as half levels, 4 sorcerer levels should bring her to CR 10, one level shy of the prestige class. Theoretically, I could give her Wizard levels and manage to make it to Theurge 1, but her race's Cha is higher than Int. I could give her the young template to make her smaller and bring her CR down by 1. It'd make it easier for her to fit into an infiltrating game too, if she was medium and could disguise herself as human. She'd be a "Young" Daughter of Urgathoa Sorcerer 4/Mystic Theurge 1.


The alternate idea was a Bodak Assassin of some sort, though I haven't gotten further than that he'd wear a skull mask to hide his face. Or maybe an albino mantis's mask because he was formerly a Red Mantis assassin in life, but he died trying to slay a foe that destroyed him in the most unholy of fashions, shattering his mind with Abyssal visions.

Ok - I'm now officially back in the land of internet having returned home. You can call that as recruitment over, and I'll start the arduous process of winnowing down the list to the chosen 5 or 6 (more likely 6 at this rate though).

Thanks to everyone who has put something forward and I'll have the final choices up shortly.

DM - Voice of the Voiceless wrote:

Ok - I'm now officially back in the land of internet having returned home. You can call that as recruitment over, and I'll start the arduous process of winnowing down the list to the chosen 5 or 6 (more likely 6 at this rate though).

Thanks to everyone who has put something forward and I'll have the final choices up shortly.


The Exchange

Aww, I never got his background up. Oh well. Happy hunting to those of you who make it. >:)

DM - Voice of the Voiceless wrote:

Ok since there have been a few questions on it, I'll put down explicitly what I need for a submission to be considered:

1) Class / Hit Die breakdown and which archetypes / templates you are using.
2) Ability Spread
3) Significant character choices and generalized party role
4) Detailed character history is not required - unless it is a justification for an odd choice. I'll be selecting more on putting together a varied and effective team.

If you have that in a profile, thats great - but I'm just as happy to see it posted on your main alias.

Anything more than what is stated is gravy, and is not required for me to consider the character. If I have follow-up questions I'll ask you directly in thread.

No-one is guaranteed a spot, and the recruitment phase will be open for a while longer (probably through the weekend, as I'll be away for work for a few days)

This is what he wanted Edgar which does not seem like he wants a background so you might still get in.

The Exchange

That's true. I forgot that he didn't necessarily need a background.

Luke_Parry wrote:

I would like to throw my hat in the ring with a rather... unusual... character concept:

Gabriel Helminth, Undead Lord (CR +2) Crawling Hand Rogue(Scout) 9 (CR 8) = CR 10

Str 16 (Base) + 2 (4th&8th) + 4 (template) = 22
Dex 14 (Base) + 2 (template) = 16
Con -
Int 10 (Base) + 2 (template) = 12
Wis 10 (Base) + 2 (template) = 12
Cha 14 (Base) + 4 (template) = 18

I see has primary role as being an infiltrator and general skill-monkey, who can also hold his own when it comes to the art of quiet assassination.

** spoiler omitted **...

Love the visual of a creepy Hand riding on a raven. ^_^

Luke_Parry wrote:

I would like to throw my hat in the ring with a rather... unusual... character concept:

Gabriel Helminth, Undead Lord (CR +2) Crawling Hand Rogue(Scout) 9 (CR 8) = CR 10
Regarding carrying gear, although he loses-out on magic item slots, he can still haul around plenty of gear - a Glove of Storing + a Bag of Holding (Type I), means that he has plenty of 'space' to store gear!

** spoiler omitted **...

The concept is bloody brilliant (pun intended) and I like it.

SO when you create spawn, basically the poor sod's hands rip themselves off of the corpse? Creepy. I like itl

Luke_Parry wrote:

I would like to throw my hat in the ring with a rather... unusual... character concept:

Gabriel Helminth, Undead Lord (CR +2) Crawling Hand Rogue(Scout) 9 (CR 8) = CR 10

Str 16 (Base) + 2 (4th&8th) + 4 (template) = 22
Dex 14 (Base) + 2 (template) = 16
Con -
Int 10 (Base) + 2 (template) = 12
Wis 10 (Base) + 2 (template) = 12
Cha 14 (Base) + 4 (template) = 18

** spoiler omitted **...

So, is it a rogue or a scout? Or is it a gasalt character?

The Exchange

It's a Rogue, with the Scout archetype.

Ah, got it.

The Exchange

I see the OOC thread is up, but who was selected?

~ominous music~

Edgar Lamoureux wrote:

I see the OOC thread is up, but who was selected?

~ominous music~


Sovereign Court

Pathfinder PFS RPG Subscriber
Tiny Coffee Golem wrote:

The concept is bloody brilliant (pun intended) and I like it.

SO when you create spawn, basically the poor sod's hands rip themselves off of the corpse? Creepy. I like itl

Thanks :-) Yes, that is the visual that I get, as well. I think a trail of handless corpses would prove somewhat... disconcerting for those that found his victims, to say the least ;-)

@Hauke Klimenko: I had not thought of that, but it is certainly an interesting idea :-P

@Dementia Walker: Gabriel is a Rogue, with the Scout archetype.

Ok, final choices:
alientude - Attic Whisperer Bard
Draconus - Vampire Nymph
Edgar Lamoureux - Graveknight Armiger
Tiny Coffee Golem - Ghost Sorceror
Dementia Walker - Lich Cleric
Ryuko - Ghast Antipaladin

And an extra selection outside of the original six:
Luke_Parry - Crawling Hand Scout I'll let you know my plans for you over in the OOC thread

Those selected so far, please join me in the Crypt

My sincere apologies to those that I was unable to let in - many of the other concepts caught my eye and if I had infinite free time I'd start a second group. However that is not the case, so I'll have to settle for just the one party.

If any of the selected party doesn't show up, I'll be coming back for alternates.

The Exchange

I'll make an alias, then.

Pathfinder Campaign Setting, Companion Subscriber

Bah, was hoping that since I was one of those who helped pick what type of game this would be, i'd get in /cry

You all owe me cookies damnit!! lol

Our Ghast Anti-Paladin has fallen to a lightning strike by Pharasmic terrorists. Which leaves us one short.

Gathroc the Betrayer is called upon to claim vengeance for the loss
Ryuko passed, so Monkeygod - if you're still interested the spot is yours. Please note that the tears and threat of cookie debt did not influence my decision :P

Pathfinder Campaign Setting, Companion Subscriber
DM - Voice of the Voiceless wrote:

Our Ghast Anti-Paladin has fallen to a lightning strike by Pharasmic terrorists. Which leaves us one short.

Gathroc the Betrayer is called upon to claim vengeance for the loss
Ryuko passed, so Monkeygod - if you're still interested the spot is yours. Please note that the tears and threat of cookie debt did not influence my decision :P

LOL, all the PCs owe me cookies, since i helped to pick this as an undead game. Anyways will head over to OOC thread

Pity. Was looking foward to giving life to Naichoryss. Best of luck everybody.

Congrats on all those who made it in.

I'm not unhappy about not making the cut. Real Life has drained my time to create a character, again congrats to those who have. =)

Much cheers to you and yours.

101 to 147 of 147 << first < prev | 1 | 2 | 3 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / Envoy of Geb: Homebrew Undead Campaign All Messageboards

Want to post a reply? Sign in.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.