Lexi's Way of the Wicked

Game Master lexibean

Lexibean's minions kill all the Paladins in Way of the Wicked!


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Yes WotW player deaths. Won't spoil much but I will say the AP is heavily reliant on players being clever ... my players decided that because they'd been clever thusfar that the AP was easy ... tried to brute force it and tangled with a mage three levels highee and got crisped.


Hola Lexi, long time no see. Sorry to be a pain, I know you said no third party...but since this is from the game in question I figured I should ask. Would you allow the Hand of Tyranny Monk Archetype?


Just noticed I put CE for my anti-paladin's alignment. Should be LE. Sorry! She'd update her crunchamungies, but she's evil! She'll just procrastinate and wait to it some other day.

Told ya she's evil. That and it's a lot of brackets and b's, and more brackets, and... sigh.


1. 4d6 ⇒ (6, 2, 1, 4) = 13 - 12
2. 4d6 ⇒ (3, 1, 5, 5) = 14 - 13
3. 4d6 ⇒ (3, 6, 6, 5) = 20 - 17
4. 4d6 ⇒ (4, 6, 5, 6) = 21 - 17
5. 4d6 ⇒ (6, 6, 5, 1) = 18 - 17
6. 4d6 ⇒ (3, 4, 4, 4) = 15 - 12
7. 4d6 ⇒ (5, 6, 2, 6) = 19 - 17
8. 4d6 ⇒ (6, 4, 4, 4) = 18 - 14
9. 4d6 ⇒ (3, 4, 5, 4) = 16 - 13
10. 4d6 ⇒ (2, 5, 2, 1) = 10 - 9
11. 4d6 ⇒ (2, 5, 6, 4) = 17 - 15
12. 4d6 ⇒ (1, 1, 1, 4) = 7 - 6

So, final stats are 17, 17, 17, 17, 15, 14.

I can work with that...


1. 4d6 ⇒ (6, 1, 3, 1) = 11 10
2. 4d6 ⇒ (1, 2, 2, 4) = 9 8
3. 4d6 ⇒ (3, 6, 4, 6) = 19 16
4. 4d6 ⇒ (3, 6, 2, 2) = 13 11
5. 4d6 ⇒ (3, 5, 5, 4) = 17 14
6. 4d6 ⇒ (4, 1, 1, 1) = 7 6
7. 4d6 ⇒ (3, 6, 2, 1) = 12 11
8. 4d6 ⇒ (6, 1, 1, 6) = 14 13
9. 4d6 ⇒ (2, 1, 3, 3) = 9 8
10. 4d6 ⇒ (1, 5, 2, 3) = 11 10
11. 4d6 ⇒ (5, 6, 2, 6) = 19 17
12. 4d6 ⇒ (2, 3, 2, 2) = 9 8

looks like I have a 17, 16, 14, 13, 11, 11.

I will have my character built and ready tomorrow.

Gonna go with a dwarven barbarian who has a problem with the way that dwarves are treated in Talengarde. While he will be evilly aligned, he's definitely not the "ggrrrr, smash!" kind of evil. He's the kind of evil that believes it is the hero of the story.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Spoiler:

4d6 ⇒ (6, 4, 2, 5) = 17 15
4d6 ⇒ (4, 4, 4, 1) = 13 12
4d6 ⇒ (5, 5, 5, 6) = 21 16
4d6 ⇒ (4, 1, 2, 5) = 12 11
4d6 ⇒ (2, 6, 5, 1) = 14 13
4d6 ⇒ (2, 4, 4, 2) = 12 10
4d6 ⇒ (1, 4, 4, 1) = 10 9
4d6 ⇒ (4, 2, 6, 4) = 16 14
4d6 ⇒ (5, 5, 2, 5) = 17 15
4d6 ⇒ (5, 6, 5, 1) = 17 16
4d6 ⇒ (5, 1, 5, 3) = 14 13
4d6 ⇒ (5, 1, 5, 4) = 15 14

16,16,15,15,14,14

Will now work on something....


JonGarrett wrote:

So, final stats are 17, 17, 17, 17, 15, 14.

I can work with that...

O.O I would hope so lol. ;)

Best... anything ever!


They call me murderer. They try me, convict me. But my works are holy, my fists the instruments of God. The bloods I have shed are the baptismal waters of my true birth. The King of Hell has promised me a place in His Unholy Kingdom, but first I must fulfill my promises. The soft flesh of mortals must give way so the souls contained within may pour into their Rightful Damnation. No, Branderscar, you may not yet claim my life, for my works are yet unfinished.

Aldrot Kortz
Male oread warpriest (sacred fist) of Asmodeus 1 (Pathfinder RPG Advanced Class Guide 60, 130; Pathfinder RPG Advanced Race Guide 144)
Crunch:

Spoiler:

LE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 Wisdom)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d6+4+1d4 bleed)
Special Attacks flurry of blows
Warpriest (Sacred Fist) Spells Prepared (CL 1st; concentration +5):
. . 1st—infernal healing, murderous command (DC 15)
. . 0 (at will)—create water, mending, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 15, Wis 18, Cha 13
Base Atk +0; CMB +4; CMD 20
Feats Belier's Bite, Improved Unarmed Strike
Traits martial manuscript, murder
Skills Acrobatics +6, Intimidate +5, Perception +8, Sense Motive +8, Stealth +6
Languages Abyssal, Common, Infernal, Terran
SQ aura, blessing (evil blessing, fire blessing), blessings, crystalline form, ferrous growth, fire strike, unarmed strike, unholy strike
Other Gear --
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight.
Fire Strike (Su) Touched weapon deals +1d4 fire dam for 1 min.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Manuscript +2 to confirm critical hits with Unarmed Strike and Monk weapons.
Murder You deal 1 additional point of damage when flanking a foe.
Unarmed Strike (1d6) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Unholy Strike (Su) Touched weapon deals +1d6 dam vs. good foes for 1 min.
--------------------

Dark Archive

Sweet, thanks Lexi.


4d6 ⇒ (6, 4, 6, 1) = 17
4d6 ⇒ (1, 6, 4, 1) = 12
4d6 ⇒ (3, 1, 3, 5) = 12
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (6, 3, 1, 6) = 16
4d6 ⇒ (5, 6, 2, 2) = 15
4d6 ⇒ (1, 1, 6, 6) = 14
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (3, 2, 2, 6) = 13
4d6 ⇒ (5, 6, 1, 5) = 17
4d6 ⇒ (1, 1, 4, 5) = 11
4d6 ⇒ (2, 5, 6, 4) = 17

16
15
13
16
16
15

I can work with that :d


I think I'm ready. Alicia's just a tanking fighter. Not flashy, does decent damage, hard to hit (when she's not naked, ya know).


Best of luck to everyone, love the builds I have seen so far. Some great evil BBEG potential here hehe. :D


4d6 ⇒ (5, 4, 5, 1) = 15=14
4d6 ⇒ (1, 5, 5, 1) = 12=11
4d6 ⇒ (3, 5, 4, 3) = 15=12
4d6 ⇒ (4, 4, 6, 1) = 15=14
4d6 ⇒ (1, 2, 1, 5) = 9=8
4d6 ⇒ (6, 1, 5, 6) = 18=17
4d6 ⇒ (1, 5, 3, 6) = 15=14
4d6 ⇒ (6, 3, 3, 4) = 16=13
4d6 ⇒ (6, 3, 2, 1) = 12=11
4d6 ⇒ (4, 2, 2, 5) = 13=12
4d6 ⇒ (3, 2, 1, 5) = 11=10
4d6 ⇒ (6, 6, 5, 4) = 21=17

Scores14,14,17,14,13,17


Think I'll go with a bomb-throwing, firebug Grenadier Alchemist. I'll have crunch and hopefully all/most of the fluff up sometime tomorrow!


Alchemist gunslinger is great.

So is rapid shot fast bombs combo. :0


In way of the wicked book five there is an archetype to the antipaladin which is tied to Asmodeus called the lord of darkness. This gives the antipaladin powers to manipulate and control the weakminded. The concept I had in mind would fit perfectly with this archetype.

Crunch will follow.

background:

The character in mind is a girl called Alexandria who was pushed up to be a glorious paladin due to her divine birth, but who was resented by a lot of commoners which led to arrogance and eventually hatred towards those jealous weakminded individuals.

During her training it did not take long for her to manipulate other trainees to do little tasks for her and some even fell in love with her.

It was during one of her training missions that she came upon an artifact of Asmodeus which she kept for herself. When this artifact started whispering to her, she became curious of the powers Asmodeus could offer her. With pleasure she started to do his bidding.

She started to corrupt other trainees more and more. First with little things like stealing sweets from the kitchen, untill eventually she got one of the recruits to kill an innocent, she had convinced him that he was possessed by a demon. She reveled as the idiot kept adoring her even as he was cast out from the church.

Eventually she was tasked by Asmodeus to strike at a member of the royal family. She convinced several idiot recruits, including the one who was forced out of the church that the child of the ruler was possessed, and the personal retinue as well. They would kill the child for her. It was during their inauguration that the recruits tried to strike. But alas they failed and most were killed, though many bodyguards fell as well. Of her fellow trainees, one survived and under interrogation he spilled the beans causing a death sentance for Alexandria.


Np with the WotW archetypes, btws. Since they're for this campaign!


Ok Slevin's updated with his shiny new stats.


Sorry I missed a few questions answering thigns on my phone. :)

@tangaroa - Just the extra campaign trait, otherwise normal skills.

@others Yes, the first book has some player's guide-y type stuff in it. :) Just don't read *the rest of it!

Did I miss anyone else?


For curiousity's sake here's some rolls.

4d6 ⇒ (5, 6, 5, 6) = 22 = 17
4d6 ⇒ (1, 5, 1, 6) = 13 = 12
4d6 ⇒ (5, 1, 6, 1) = 13 = 12
4d6 ⇒ (1, 6, 5, 6) = 18 = 17
4d6 ⇒ (5, 6, 2, 6) = 19 = 17
4d6 ⇒ (5, 4, 5, 6) = 20 = 16
4d6 ⇒ (6, 6, 2, 2) = 16 = 14
4d6 ⇒ (4, 2, 2, 4) = 12 = 10
4d6 ⇒ (6, 5, 5, 3) = 19 = 16
4d6 ⇒ (4, 6, 3, 6) = 19 = 16
4d6 ⇒ (5, 2, 2, 2) = 11 = 9
4d6 ⇒ (5, 4, 6, 4) = 19 = 15

Stats:
17
17
17
16
16
16

Hot dang... thinking.


Wow That could be one epic monk!

Shadow Lodge

Or anything really.


Is this full?

My other PBP has had 2 GM posts in the last 10 days. I'm pretty sure it's dying, and I really enjoy playing.

Should I submit a character concept?

I think a Thassilonian Specialist Wizard would be a great match, sin magic and all...

Ben


Hey Lexi, good to see you back in GM-ing as well.

I've had an idea to play a certain kind of character as a cameo of one of my favorite evil heroes, because it's 'Good to be Bad'.

I'm not really sure about all his stats and crunch anymore, but basically he's a big red tiefling who loves pain, either in taking it or dealing it with his scythe and moderately sadistic in his ways.

I'm sure we don't have to be all LE, so I guess a NE Barbarian (Invulnerable Rager archetype) can fit the party right?

Eventually going into the Pain Taster prestige class if we ever get there.

Let me see about tose rolls and see what we can make of them.
4d6 ⇒ (3, 2, 6, 6) = 17=15
4d6 ⇒ (6, 4, 6, 6) = 22=18
4d6 ⇒ (1, 5, 4, 1) = 11=10
4d6 ⇒ (3, 4, 2, 1) = 10=9
4d6 ⇒ (1, 1, 3, 1) = 6=5
4d6 ⇒ (4, 4, 4, 4) = 16=12

4d6 ⇒ (4, 2, 2, 5) = 13=11
4d6 ⇒ (6, 3, 5, 1) = 15=14
4d6 ⇒ (3, 4, 6, 6) = 19=16
4d6 ⇒ (5, 2, 1, 6) = 14=13
4d6 ⇒ (5, 3, 2, 3) = 13=11
4d6 ⇒ (1, 6, 2, 1) = 10=9

So I've got an 18,16,15,14,13,12 to work with? Not bad, not bad at all

Silver Crusade

Preliminary concept:

Blastov Smirnov Samsaran Witch or Evoker

Motto "Have the most power. If you don't have the most power, have the most money. If you don't have the most money, have the best vodka."


She's got lots of languages known and is a manipulator. Alter self spell with high disguise and bluff for funsies.
Planning to take leadership, but if you do not want it in the game I can toss it out, will take another trait then.

When she can finally get her gear she will be a high dmg dealer. Around lvl 5 she will get followers who can help with that and other things for her.

crunch Alexandria:

Anti-Paladin 1 (Lord of Darkness)
NE Medium Aasimar / Outsider (Native)
Init +2; Senses Perception +6, Darkvision 60 ft
==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 12 (1d10+2)
ER Acid 5, Cold 5, Electricity 5 Fort +4, Ref +2, Will +3
Defensive Abilities Aasimar Resistance (PFBty 7)
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +4 (1d3+6) 20/x2 [PA]
Special Attacks Alter Self (PFBty 7)
==STATISTICS==
Str 18, Dex 15, Con 15, Int 16, Wis 13, Cha 18
BAB +1, CMB +5, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +9, Disguise +8, Intimidate +8, Perception +6, Sense Motive +7 [Intercept a secret message +7], Stealth +6
SU Smite Good (PFAPG 120)
Traits Seeker (Social) (PFUCgn 61)
Languages Celestial, Common, Draconic, Elven, Sylvan

-- AASIMAR RACIAL TRAITS --
• Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DAYLIGHT: Can use alter self once per day with a caster level of 1.
• AASIMAR RESISTANCE: Resistance to acid 5, cold 5, and electricity 5.
• LANGUAGES: Aasimars begin play speaking Common and Celestial.
• DARKVISION 60 FT: Aasimar can see in the dark up to 60 ft.
• ANGELKIN: Angelkin are mortal paragons of exceptional beauty, and they serve as
exemplars of good and light regardless of the myriad forms they may take. An Angelkin
can use alter self once per day as a caster of his class levels.
• TRUESPEAKER: There are some aasimars whose language transcends all boundaries.
They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two
languages each time they gain a rank in Linguistics.
• Automatic Languages: Common, Celestial
• Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan

-- CLASS ABILITIES --
• FAVORED CLASS (Anti-Paladin) : You've gain the following bonuses: Skill Point).
• ANTI-PALADIN WEAPONS AND ARMOR: Anti-Paladin are proficient with all
simple and martial weapons, with all types of armor (heavy, medium, and light), and
with shields (except tower shields). (PFAPG).
• AURA OF EVIL: The power of an antipaladin's aura of evil (see the detect
evil spell) is equal to 1. (PFAPG 120).
• DETECT GOOD: At will, an antipaladin can use detect good, as the spell.
An antipaladin can, as a move action, concentrate on a single Item or individual
within 60 ft and determine if it is good, learning the strength of its aura as if
having studied it for 3 rounds. While focusing on one individual or object, the
antipaladin does not detect good in any other object or individual within range.
(PFAPG 120).
• SMITE GOOD: You can call out to the dark powers to crush the forces of good. As
a swift action, choose one target within sight to smite. If this target is good, add
+4 on attack rolls and add +1 on all damage rolls against the target. If the target
is an outsider with the good subtype, a good-aligned dragon, or a good creature with
levels of cleric or paladin, the bonus to damage on the first successful attack is 2.
Regardless of the target, smite good attacks automatically bypass any DR the creature
might possess. You can uses this 1 times per day. While smite good is in effect, you
gain a +4 deflection bonus to AC against attacks made by the target (PFAPG 120).

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of
armor in which you are proficient, the armor check penalty for that armor applies only
to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and
Tumble checks. (PFCR 118)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- TRAITS --
• SEEKER (Social): You are always on the lookout for reward and danger. You gain
a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
(PFUCgn 61)
• Sedition: You have attempted to covertly stir up rebellion against
your rightful sovereign. This differs from high treason
in that you attempted to convince others to make war
against Talingarde instead of taking direct action yourself.
A subtle difference to be sure. But it is the difference
between receiving the swift justice of the axe instead
of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks
and Bluff is always a class skill for you. Further if you
ever take the Leadership feat, you gain a +1 trait bonus
to your Leadership score.


Stat Rolls:

4d6 ⇒ (6, 5, 1, 5) = 17 16
4d6 ⇒ (6, 5, 4, 2) = 17 15
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (2, 5, 3, 5) = 15 13
4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (3, 5, 2, 3) = 13 11

4d6 ⇒ (6, 4, 6, 6) = 22 18
4d6 ⇒ (5, 1, 1, 2) = 9 8
4d6 ⇒ (4, 4, 6, 4) = 18 14
4d6 ⇒ (3, 5, 1, 5) = 14 13
4d6 ⇒ (4, 3, 1, 6) = 14 13
4d6 ⇒ (6, 6, 1, 4) = 17 16

Blastov Smirnov Stats: 18, 17, 16, 16, 15, 14

I'm looking at the Veneficus (poison) witch with a cauldron specifically. COOK PEOPLE!

If there's an opening I will do more character development after work. If this game is full, I'll save myself the 3 hours to properly build and format.

Ben


Still looking at all the apps! Will be full - or not - when I pick some players.


Ben

The thread is still in recruitment phase. I think it would be in your best interest to read over the OP's instructions at the beginning and post a character.

You have to choose one of the crimes as your campaign trait as you are starting in prison.

Since you are starting in prison you dont need to worry about starting gear. So it should be really easy to put together.

Good luck!


Every time i roll stats i am reminded of the time i rolled an 82pb :)
I ended up re-rolling that one ^_^
Now to get fancy with the roller and see what i get >:)

:

4d6 - 1 ⇒ (1, 1, 4, 1) - 1 = 6
4d6 - 1 ⇒ (1, 4, 2, 3) - 1 = 9
4d6 - 2 ⇒ (2, 3, 4, 6) - 2 = 13
4d6 - 2 ⇒ (4, 4, 4, 2) - 2 = 12
4d6 - 3 ⇒ (3, 3, 6, 3) - 3 = 12
4d6 - 2 ⇒ (4, 3, 6, 2) - 2 = 13
4d6 - 2 ⇒ (4, 2, 2, 4) - 2 = 10
4d6 - 3 ⇒ (5, 3, 4, 3) - 3 = 12
4d6 - 2 ⇒ (6, 6, 2, 6) - 2 = 18
4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
4d6 - 1 ⇒ (1, 2, 1, 3) - 1 = 6
4d6 - 2 ⇒ (2, 5, 5, 2) - 2 = 12

So i got:
12, 12, 12, 12, 12, 18
Well i managed to get my 1 good stat ^_^ kinda crummy otherwise...

So my first thought is some sort of Rakasha sorcerer. Then try to make his spellcasting stealthy, or at least hard to identify.

I dont really have the stats to play a decent martial character :(
I could create a pure Con orc? He would be rather simple (10 mental stats across the board) but i could see an Orc Barbarian Machoist being quite fun :)
[ooc](although having a sadist and a machoist on the same team...)

I like that idea:

A few quick things about him
Stats
Str: 16 (20)
Dex: 12
Con: 18 (22)
Int: 10
Wis: 10
Cha: 10
17 (21) hps, diehard feat, ferocity (and possibly DR) would make me pretty durable.
4x skill points. (not bad ^_^ better than i anticipated)

Eventual feats/powers/ideas
Toughness, power attack deathless inniate feat tree, raging vitality.
Dragon totem? Fiend totem?

Could i have something like the Finding Haleen campaign trait? +1 hp and skill point would really fit the character concept.


Gobo Horde

You are allowed to build your own race up to 15 rp btw. Just restating. That would mean picking the stat array as well so you have some flexibility there. :)

Also didnt you get 13 13 12 12 12 18? Ain't much of a difference but it still a tiny miniscule bit better. ^.^;


@Gobo With rolls like that, you can specialize your race a bit, yes. :)

LOL Some of the rolls are just ridic! How come I never roll like that when I make chars for my home games!?


Lol ikr? XD

4x 17
4x 18?! Wut!

I fear for the good guys as the bad guys are packing heat... o.O;


I take a liberal attitude to adjusting foe stats so ... y'know. Don't worry for them too much. :)


Lol nice. :) forget cannon, go epic! More fun that way. :D

So Wore isn't a super gritty evil campaign normally is it? or is it left open to DM interpretation? I heard about it but never played it is why I ask.


Its sort of up to the DM, though there is a bit in the player's guide about generally keeping it PG-13 just as a rule for *most people's player comfort.

My table is full of some nasty sobs, though, so my RL one isn't, surely. It doesn't bother me either way, except that I am not naturally gorey in my own descriptions ... and these are official paizo boards and such and don't want to be gross. :)

Like I said, there are horror elements, but going for more of a Buffyverse kind of humorous approach to things (with the same brief glimpses into ickiness) rather than, say ... Trublood or something. I'm loathe to use those shows as an example since I'm sure its all more nuanced than that, but that more or less sums up my thoughts on the matter. :)


Lexi sent ya a PM also I my be getting a bit carried away with the back story.. will post as soon as I can.


Gotcha. :)

It is a neat take on the usual being the hero adventure. XD

Gritty doesn't bother me but your right about the boards. I have never been warned in a pbp but I am sure they are watching. @.@

Edit. And they are see in my wonderful spelling. *finds coffee*


*looks about shiftily*

Dark Archive

Should have everything in order, to my knowledge...

Character Sheet

Dhampir:

ANCIENT-BORN
Ancestry Nosferatu
Ability Modifiers: +2 Str, +2 Wis, -2 Con
Alternate Skill Modifiers: Climb, Survival
Alternate Weakness: Ancient-born take a -1 penalty on saving throws against effects that damage, drain, or reduce physical ability scores.

The union that results in an ancient-born is too horrific for most to imagine. Even in relative youth a nosferatu is so terrible to behold that any such coupling must be the result of arcane manipulation or insanity.
Ancient-born's hatred for humanity is reflected in their appearance; from birth they are misshapen, sallow, and painfully thin. Abuse from their disgusted peers wears deep on ancient-born's skin thanks to their physical weakness. Lacking the gift of immortality to offset the wasting effect of the curse they are born with, their chalky complexion scars easily and bruises like an overripe peach.
Ancient-born's unsettling appearance makes their participation in society challenging. If they are not chased from their homes by the time they hit puberty, nosferatu­ born usually leave of their own volition as soon as possible. Some seek isolation, some revenge, and some even their own glorification-or destruction-as adventurers.
Ancient-born are more common in Ustalav than in other parts of the world. Some say they gravitate to the wickedness of that place, but others suggest that they are all related to a single nosferatu whose search to rid itself of its curse has included a number of "experiments" on mortal women.

Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead­, positive energy harms it, while negative energy heals it.
Spell-Like Ability: A Ancientborn dhampir can use doom three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common.

Touched Damage Resistance (3 RP): Prerequisites: None; Benefit: Members of this race gain DR 5/silver.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Slayer (Deliverer):

Weapon and Armor Proficiency
A deliverer gains proficiency with his deity's favored weapon, in addition to the slayer's normal weapon proficiencies.
This ability alters the slayer's weapon and armor proficiency.
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.


Feats & Traits:

Disdainful Defender
You are resistant to the magic of other faiths.
Benefit: You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity as you do.
Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honourable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honourable. Duelling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honour. Now, duelling of any sort is punished severely. Duelling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves
Unusual Origin (Dhampir)
Your undead progenitor left you with more than a hint of vampiric nature.
Prerequisite(s): Dhampir.
Benefit(s): You gain a natural bite attack that deals 1d4 points of damage. Once per day upon making a successful bite attack, you can choose to deal an additional 1d4 points of bleed damage to the creature struck.
Special: You can only select this feat at 1st level.

Backstory:

There are many such tales of noble knights diving headfirst into darkness to slay whatever unholy monsters lay within, to return to the cheering jubilations of the common folk they have protected. But this is no such tale. Late one dead winter morning the a knight returned home to his wife after he and his brothers in arms had successfully followed an undead abomination back to its lair. And while the valiant knights had succeeded in bringing the beast low it was not without great cost into themselves. The knights perished in their attempt to stop the beast, but the did not lay idly afterwards as good corpses are apt to do. With magic they had before in life or gained in undeath they each returned back to the lives they once had, or rather, what had belonged to the corpses that now unnaturally walked about as men.

To the unawares of his wife, family, and friends who were altogether too trusting (though the use of illusion and enchantment played no small part) the once valiant knight went on about his life till one day members of his order he once called brothers came upon him with weapons drawn. One of the former vampire hunters had had a twinge of guilt and disgust at his unlife and had revealed the truth about their existence to the other living members of the monster hunting order. In the ensuing all too familiar fight of knights against a monster wearing a familiar face one of the aids to the hunters turned on the wife of the former knight, thinking her a willing compliant accessory rather than a unwitting thrall. Filled with self assured righteous indignation but lacking the most basic combat skills the the attempt was feeble, and the wife was able to escape.

Fleeing from everything she had once known she took refuge in the many caverned mountains that dotted the land. It was here in these solemn sanctuaries that she would give birth to a child of a monster, in and of itself a monster. Although disgusted with what the baby boy was maternal instinct easily won out and she could not find it in herself to blame the child for the sins of the father. Do she stayed in those cold unforgiving mountains for the safety of not only herself, but for that of her child.

Trying to raise the half feral child though became harder with each passing year, as his birth had seemed to wring most of her life force away from her, and his continued presence proved to leech more and more until one day she did not wake. And although the boy was sad he did not know loneliness for the benefactor of his father's sire had trickled down the familial bloodline and now, with no one else to guide or correct him, it made its existence known to him. Each night that he slept The Beast Behind the Dream whispered sweet nothings and savageries into his mind's ear, and each day he awoke with more loathing for the world that had rebuked him and his mother, a world that he had never known until recently.

Restless with his hermetic life he came down from the mountains to world below, to varying degrees of hatred on first sight and fear and indifference and curiosity. As the seasons came and went he became increasingly tired of people and their holier than thou ways and culture and so set forth to a smaller island nation off the coast from the mainland, although upon making land it soon turned out the land he had ventured to was even more bigoted and self righteous. With only a few days spent on the soil he elected to travel elsewhere but was accosted by a group of young knights, who were more than a little under the weather at the time. One knight stepped forward from the others and declaring the half-spawn an abomination upon his God Mitra challenged him to a duel to the death.

While possessed of no qualms about taking lives the repercussions of a monster killing someone in shiny expensive armor and livery was immediately apparent to him. Wanting to just leave the man with a beating that a drunk deserved to snap them to their senses, as although the challenge had been declared and the knight's weapons drawn and boxing him in the challenger simply drolled on in a puffed up self righteous monologue, completely fascinated by the sound of how own voice. Thinking the man would soon fall over due to his drunken grandstanding the traveler simply waited and let the idiot ply his superfluous beliefs. Until the intoxicated mockery of a holy champion touched on the subject of what kind of women would willingly lay with a monster to produce whatever it was that the drunkard saw before him, although using less kind words.

Having enough of the knight's nonsense the traveler removed a dagger from his vest and tossed it into the man's throat. It found the enlarged organ easily and sank deeply, putting an end to the man who made a better half assed bard than a sellsword in fancy armor. The events that played out next were as predictable as they were stupid. The man garbled as his mind forever failed to even conceive that he had been wounded, let alone slain. The man fell with eyes wide open with a look as if he had aged ten years. The other Knights and the gathered guards and townsfolk swiftly fell upon the traveler and although he couldn't remember much from before his vision went black he did fall with a grin on his face for jus teeth clutched a large piece of flesh from one of his attackers.

And it soon simply spiraled from there. The drunken knight became a self sacrificing martyr who valiantly have his own precious life to hold off a savage monster from ravaging the innocents around them. With an over abundance of testimony from Knights dressed in similar holy garb and clutching the sacred symbols of their God calling for righteous vengeance against a foreign monster who did little more than snark about the current situation and insult the victim in lieu of putting up a defense the outcome was predetermined and clear. And so the monster was shipped off to where all monsters are sent to on the island nation.

Ealdeez NE The Beast Behind the Dream Regression, reversion, savage revenge


ok here is the first cut of the backstory for Annabelle Ember, the gnome wanted for murder, arson, blackmail, fraud and Asmodeous knows what else. the ring leader of an aspireing crime syndicate cut short by a few loose lips.

yes I stole ideas from various sources. icluding vieo games and movies. (especially the movie Orphan)

long story:

The cool Autumn day looked even more dreary as the rain fell, The children at the Orphanage of the Blessed Mitra were all stuck indoors. Several of the children were sitting on the floor playing a game of “pick-up sticks”. Three girls and a boy sat in a circle around the pile of sticks in the center, each taking turns picking up the sticks in the center trying to get the most without disturbing the others.

One girl in a red dress with a headband over her head adorned with what appear to be pink cat ears, she is never without her pink backpack with pictures of bears on it. She holds a worn out teddy bear, missing an eye and torn in a couple of places, an off color patch sewn onto the teddy’s back keeping the stuffing inside. She sat there seemingly staring off into space silent, not paying attention to the game.

“Annabelle, its your turn, Annabelle?” one of the other girls says trying to get her attention. Suddenly Annabelle snaps out of her trance and returns to the game, “Oh, yeah, sorry.” She replies reaching toward the pile of sticks.

As Annabelle reaches out there is a slight shimmer Anabelle notices it right away, her hand suddenly looks fuzzy,

“Damn” she thinks to herself, She looks to the others as they stare wondering what is happening, “I have to go to the bathroom” Annabelle says as she gets up and runs to the bathroom shutting and locking the door.

“Damn, I should have kept better track, I never let the magic expire.” She looks in the mirror as the illusion spell fades, and Annabelle is transformed back to her true self, same size and same general proportions but definitely older and definitely not human, Annabelle is a gnome, posing as a child hiding in the Orphanage.

There is a knock on the bathroom door, “are you alright Annabelle? Should I call the caretaker?”

“No, I am fine” she replies, suddenly realizing her voice has changed as well, she clamps her hand over her mouth. Thinking fast Annabelle grabs the mirror and pulls it off the wall shattering it on the floor. She takes a piece of the glass and puts a cut on her face. She then quickly grabs a towel and covers her face as she screams in fright.

The other children rush in; the boy got the caretaker when Annabelle ran off.

Annabelle was crying amid the broken mirror a towel covering her face, “The mirror fell and it almost hit me, I was trying to clean it up but I got cut.” She says adding to the ruse.

The caretaker escorts Annabelle out of the bathroom to see a healer, “don’t worry Annie, everything will be just fine.”

Meanwhile, Outside, a carriage pulls up to the orphanage, a wealthy couple step out, pulling their cloaks about them to shield them from the rain. Annabelle was sitting in the infirmary looking out the window noticing the couple entering. “new victims” she thought, “and they look rather promising.”

After several minutes, the Caretaker enters the infirmary, “Annie, there are some people I would like you to meet.” And Annie is escorted to meet the couple. She had renewed her spell resuming her disguise as a child.

Annie is introduced to the Hastur family, “Mr. and Mrs. Hastur are looking for a nice girl to adopt, Say hello Annie”

Annie curtsey’s “pleased to meet you” she says being as polite as possible.

After some time and several forms Annie is escorted to her new home. The caretaker gives a rather wicked smile as the couple leave with their new daughter. She then turns to the closet and sliding a secret panel open, the papers are set in the hidden compartment. Hanging on the wall are wanted posters all describing a Miss Annabelle Ember, wanted for murder, Arson, fraud, extortion, and blackmail.

It was not more than 2 hours after Annabelle left with the Hastur family, when the authorities arrived at the orphanage. They went through the building and several arrests were made, the Caretaker, Annie’s co-conspirator and partner in crime was taken, most likely to be sentenced to death in Taligrade prison.

Annie was oblivious of all this, and for the next few weeks remained in her guise as the Hastur’s daughter, as the investigation continued.

"Brown bear, brown bear, what do you see! hehehe!" Annie giggled as she danced around with her toy bear Tibbers in the forest behind her home off the main trails around the northern Shudderwood. Annie plopped down on her small wooden chair her father had made for her and set Tibbers down in front of her. Annie set down her tea set on the tree stump in front of her.

"Look Tibbers!" Annie held the teapot in her hands and closed her eyes. "Mmmm WAH!" The teapot let out a friendly whistle as steam rose from the top. Annie poured herself and Tibbers a glass and smiled mischievously at her bear.

"Tibbeeeeers are you hiding the honey again?" Annie said with a smile. She reached behind her toy bear and brought out a small bottle of honey. "Oh you silly bear, don't worry I'll give you extra!"

Annie couldn't have been happier with her tea party and favorite guest Tibbers. As a matter of fact so happy she forgot how long she had been out.

"Oh Tibbers mommy is not going to be happy with us." Annie said looking worried. She quickly grabbed Tibbers and started running back to her house.

Annie was thoroughly engrossed in her role as the good little girl, all the while, little by little she had been cleaning them out of all their wealth, forging deeds to various alias’ she had planned to set up, working out new angles to blackmail the Hastur family.

A Demon in the Heartlands? Not since the destruction of the Gray Order. The hooded and cloaked figure slowly walked amongst the settlements founded by the old Order slowly navigating themselves towards the unsavory area of town. The figure walked into a nearby tavern and took a seat at the bar.

"What'll it be stranger?" The bartender asked trying to peer under the patron’s hood to make out a face.

The stranger didn't say anything but just slipped the barkeep a note and an envelope.

"Ah alright." The bartender pocketed the envelope and beckoned over two mercenaries that were sitting in the corner of the tavern. The two got up and followed the stranger out of the tavern. Outside in the alleyway the mercenaries looked the hooded stranger up and down. Then they looked inside the envelope they were each handed. After smiling approvingly at the sum inside they walked off towards the Hastur residence.

"This is it man this is our big break." One mercenary said to the other nervously. "We just drop these summoning stones inside the house and no more scrappin’ for money."

"Shut up and cover your face!" The other said in a hushed whisper, "if that Gregori Hastur fellow is really as good as he's supposed to be we're DEAD MEN if they see us."

Night was already falling when they arrived on the hill with the Hastur residence. Only one light was on in the upper story window and the back gate was open. The mercenaries walked up along the side window and slowly lifted the latches.

"Hey Charles these void stones from that Demon feller will deal with the wizards inside so I got to thinkin that while they are busy with that why don't we see if we can get our hands on anything inside. These wizard folk always have all sorts of them magic items that we could sell off in the market ye?" The mercenary said excitedly.

"Alright we'll see throw those void stones inside and we'll sneak into the other window." The one called Charles instructed.

The two mercenaries dropped the two violet void stones they were given inside the window and ran to the far side of the house.

Gregori and Amoline were upstairs in the study reading from their collection of tomes and scrolls. They would have been too focused in their work to notice the crackling of summoning stones just one floor below them. Nor they would have noticed the demon that was lurching its way out of the temporary portal to the stones opened. They wouldn't have heard the beast dropping its clawed feet onto the wood floor and stretching its sickle hands into the air. Little did they know the foul stench of human only further enraged it and the taste of magic only empowered the being. The powerful mages would have been prepared for the beast crawling up the stairs. But that is the price of the endless pursuit of knowledge for the only things the mercenaries heard were the sounds of rippling bolts of magical energy and tearing of flesh; afterwards only the latter could be heard.

While the beast was quietly feasting on its new meal it did not smell the two mercenaries sneak into the house… but that is the price of an insatiable desire for flesh. But most importantly neither the beast nor the two now would be thieves noticed a little girl entering through the back door coming home after a long day of play.

As Annie slowly creaked her back door open she could sense something was amiss, "Mommy..." her call went unanswered, "Daddy?" silence. She clutched Tibbers tightly against her side. Annie let out a little whimper as she saw the entire first floor ransacked. The drawers were emptied and the shelves were all knocked over. The trembling little Annie flicked her finger to all lamps into the room lighting the area. Annie stood in place and looked around there were bloodied foot prints all around her some human some a shape she had never seen before.

"Mommy...?" Annie called. Then a single drop of blood fell from the floorboards above her and landed on Annie's cheek. The thing about frightened little children with immense power is that when their emotions are unstable so is their power. Annie's eyes lit up with flame and a molten sphere formed around her. She started giggling uncontrollably.

"Come out; come out where ever you are." Annie chirped as she hurled a fireball towards the closet door, blowing it off its hinges. As the smoke cleared Annie witnessed a man hunched over on the floor of the closet trembling as he tried to keep his partner from bleeding. There were vorpal spikes protruding from the mercenary lying on the floor, each infected wound bleeding profusely.

"Dammit Charles...ah jeez I'm so sorry man, just stop bleeding..." He looked up to Annie that was beaming as if she found a new toy.

"Have you seen my bear Tibbers?" She asked the mercenary and before he could answer a sickle claw burst through the side of the closet wall and dragged the screaming mercenary away. Annie giggled with glee thinking they were now playing hide and seek. Annie loved to play that game.

As Annie skipped over to the closet closer to the sound of gurgled screams she stepped over the dying mercenary and peered into the hole where the other one was just dragged through.

"I found you!" Annie said happily, "come out and play...heeheehee...don't make me hurt you!" Annie said in a sing song voice. Disappointed when nobody answered Annie rushed up the stairs to tell mommy about her new friends. When she opened the door to the study she didn't find her parents. What used to be a neat and orderly room was littered with scorch marks and blood. Annie slowly walked over to her mother's favorite chair and picked up the purple riding hood she always wore. Annie slowly started to sob. The child slowly came to the realization of what could have happened and this made her very angry.

Annie began to wail, kick and scream her tantrums causing the furniture around her to spontaneously combust.

"MOMMYYYY!!!" She yelled through her tears. Her cry did not fall on deaf ears, as she looked up she saw the beast staring right at her mouth agape from the door. Its glowing eyes and fangs dripping with blood hungered for her. Annie hurled a fireball at the beast which glanced off its plated back. The now irritated monster lunged for Annie and inches from her face let out a feral scream that would have silenced any normal human but Annie only screamed back at it. Almost on cue a Tibbers tore away from Annie's hand and grew into the feral bear. It lunged onto the beast and ferociously bit into the beast neck as the void creature tore into Tibbers with its own fangs and claws.

The louder Annie screamed the larger the flames emanating from Tibber’s body engulfed the two beasts, locked in a death struggle. Annie thinking the two were dancing wiped away her tears and skipped around the two as they tore at each other. In her delight Annie hurled balls of flame in all directions as her entire house was ablaze. She was the conductor of a fiery opera her hands waving madly as fire sprung from her palms and all around her.

"Ring around the rosy, a pocket full of posies, ashes, ashes, Your all Gonna BURN!!!" Annie shouted gleefully as the burning house started crumbling about her.
The house burned through the moonlight with the roars of Tibbers and the beast slowly dying down as the night passed on. The fires slowly turned to ash when there was no more left to burn. The burnt wood and smoking embers were all that was left of the Hastur residence. A hooded and cloaked character, The markings of Asmodeous cleverly hidden among his clothing, walks up to the wreckage and surveys the damage.

As the cloaked figure walks up the charred steps, stops and stares, at an unfamiliar sight, in the middle of everything; There lying in the middle of the wreckage was a little girl quietly sleeping while sucking on her thumb and holding a burnt stuffed bear by her side. Behind her lies what was the charred remains of a giant beast with its arms and legs torn from its body.

The figure chuckles, what is this, he wondered. A little child had slain the mighty Cho'gath? No, a gnome, a clever gnome. One that the hooded figure could use. He bent over and picked up a small violet riding hood that was next to the sleeping girl, then slowly placed it on Annie's head and brought down the ends and tied it in a neat bow under her chin. He then turned to go “It’s not your time yet dark child, but I will have my eyes on you. You have yet more tests to pass.

The figure was startled by the sound of approaching footsteps. “Your next test begins now dark Child” he whispered. And with a wave of his hand he vanished along with the remains of the Demon Cho’gath.

“There!” One of the approaching soldiers exclaimed, seeing the charred remains of the manor. The soldiers, looking over the wreckage, came across the same scene. But this time, Annie stirs slowly waking.

The disguise spell had faded, her true identity was visible, The case of Annie Ember has been closed.

also if anyone wanted to be tied to Annabelle there is an unnamed person in the story that could be filled by a fellow PC.


"Have you seen my bear Tibbers?"


I've been trying to check to make sure I've got the number of traits right and so far I see characters with 2 traits + 1 campaign trait and 1 trait + 1 campaign trait. Not sure which one I need to go with :)


2 + 1 campaign trait! :)


Were drawbacks allowed? :0

Mine was 2 +1 ct because I took a drawback. :)


Sure, if you like, but I will poke them repeatedly. With a sharp stick.


Thats fine. Every villain needs a drawback. Like hook and the tick tock croc~ :)


^That. :)


Lol Tibbers. I guess I can get at least one more trait, two if I pick up a nice drawback. Will have to see what I pick. Prolly just reactionary like everyone else ;).


Oh, my. I only took 1 + 1 traits. I... I don't know what to do now. The possibilities! And I guess that means that I'll have to repost Lisbeth. le'sigh. Sooooo many brackets.

Okay! Resubmitting Lisbeth.

Recrunchlies:
Lisbeth Steelsong
Female human antipaladin 1
LE Medium humanoid (human)
Init +2; Senses Perception +3

Defense
AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +5

Offense
Speed 30 ft.
Special Attacks smite good
Antipaladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect good

Statistics
Str 19, Dex 15, Con 15, Int 14, Wis 15, Cha 18
Base Atk +1; CMB +5; CMD 17
Feats Furious Focus, Power Attack
Traits armor expert, crime (high treason), omen
Skills Bluff +8, Handle Animal +8, Intimidate +9, Knowledge (nobility) +6, Perception +3, Ride +6, Sense Motive +6
Languages Common, Giant, Infernal
SQ aura of evil

Background:
Lisbeth grew up along with the nobility of Talingarde. Not because she was noble herself, but because her family were revered paladins of Mitra. Before she was born, her mother had a revelation that unfortunate and disastrous changes would happen when her sole daughter came of age. Afraid to tell her husband, she went to the church that she had trusted so much and confided in them. They assured her that her secret was safe. Not long after childbirth, Lisbeth's mother passed away, unable to bear the burden any longer.

Raised solely by her father, Lisbeth grew up learning the tenets of Mitra, and held them dearly. But she had visions, visions that ran through her mother's side. She saw horrible things in the future. And the proponent of these awful changes was always brought forth by the Monarch of Talingarde — the beloved King Markadian V.

Passing her religious studies, Lisbeth graduated from the Church of Mitra and became a full fledged paladin. Assigned to the court, she began to look into how to prevent the disastrous future that she witnessed every night she lay down to sleep. But the Church did not listen to her. None believed in her visions, just as they did not believe in her mothers, and tried to assure her that it was nothing more than the Fallen one's influence, trying to test her faith.

But she believed, and she began to plot. If only the Brave of House Darius were no longer in power, perhaps the lands might be saved. She sought others that were like minded. Others that could help her destroy the current rule. Plans were put into motion to discredit the legitimacy of the throne. Secret taxes were enforced without the monarchs knowledge. Heralds seeking to cause sedition were found in the streets nearly every day.

But something went wrong. There were royal spies in the midst of her conspiracy. They quickly found the source, and confronted Lisbeth. She was tried by the courts and convicted of High Treason. The Church, her only pillar of strength, turned their backs on her. She was frightened, but more than that, she was angered. How could they!? Would they not listen to reason?

But she found another rock in the turbulent storm of chaos, a dark voice deep inside her. The Fallen One's words were soothing, and stoked her anger. It spoke to her of future deeds, and how she could destroy the hated Church, and cease the line of the monarchy forever. She would have her revenge. The iron bars she found herself behind now, awaiting her execution, could not contain her wrath. She would find a way. The Church would burn. A new rule would be established. The lands would be washed in cleansing darkness.

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