Llaelian's Slumbering Tsar (Inactive)

Game Master Llaelian

Who will be strong and fool enough to discover the secrets lying in the bowels of the evil Tsar?


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Liberty's Edge

Ahhh, Slumbering Tsar! Was about to go to sleep and found this thread, and already a billion ideas bouncing about. Ok, maybe not quite a billion, but hey. ;)

I'll sleep on this, see what I can think up!

1d100 ⇒ 92
1d100 ⇒ 64

See creatures on the ethereal plane and see through less than five feet of material for one round/day.. huh. Interesting!


Pathfinder Lost Omens Subscriber

had always lived on the fringes of Bard's gate. Just because of her looks, and her unusual features she was hated, and feared. But other things stalked the streets and back ally's of Bards Gate. Things that were both more numerous, and less wholesome, than her cursed infernal heritage...And someone had to hunt them...so she did.

Dire rats, baby killers, rapers, murders...someone need to remove them from the streets, and someone was always willing to pay to have it done. It wasn't the most lucrative or fulfilling job in the city...but a girl's gotta eat. Then the dreams started. Where was this place? Did it exist other than in her dreams? Why was she feeling this irresistible tug to head north of the City? Could she expect a better life?

Finally the urge became overpowering, so packing up her gear she headed out of the city. And as she came closer to the source of the call, and the dreams became more vivid, she became more worried...Could she resist the call to join instead of help stem the tide of this evil calling.

Rough Concept

Spoiler:

WINNJET CARUSS CR 6
Female Daemon-Spawn Tiefling Rogue (Survivalist) 7
CG Medium Outsider (Native)
Init +4; Senses Darkvision; Perception +9
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+2 armor, +4 Dex, +1 natural, +1 dodge)
hp 42 (7d8+14)
Fort +4, Ref +9, Will +1
Defensive Abilities Evasion, Uncanny Dodge; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gladius +7 (1d6+2/19-20/x2) and
. . Quarterstaff +7 (1d6+3/20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Ranged Shortbow +9 (1d6/20/x3)
Special Attacks Deadly Range, Sneak Attack +4d6
Spell-Like Abilities Shadow Clone, Vanishing Trick
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 14, Int 16, Wis 9, Cha 12
Base Atk +5; CMB +7; CMD 22
Feats Combat Reflexes (5 AoO/round), Dodge, Extra Rogue Talent, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies
Traits Shadow Stabber, Skeptic
Skills Acrobatics +14, Appraise +10, Bluff +11, Climb +10, Diplomacy +6, Disable Device +14, Escape Artist +14, Knowledge (Dungeoneering) +9, Knowledge (Local) +10, Perception +9, Perform (Dance) +5, Profession (Gambler) +5, Sense Motive +9, Sleight of Hand +16, Stealth +14, Swim +8, Use Magic Device +7
Languages Abyssal, Common, Draconic, Infernal, Orc
SQ Does not Sleep, Endure Elements (CL 7) (1/day) (Sp), Hardy (Ex)
Combat Gear Gladius, Leather, Quarterstaff, Shortbow;
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Range +10' (Ex) A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.
Does not Sleep You do not need to sleep. You are not immune to sleep effects.
Endure Elements (CL 7) (1/day) (Sp) At 3rd level, a survivalist rogue gains endure elements as a spell-like ability, as the spell of the same name. The survivalist's caster level is the same as her rogue level. This ability replaces trap sense.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hardy (Ex) Survive longer without food or water.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Shadow Stabber An instinct for dishonorable conduct serves you well when fighting opponents who are blind, oblivious, or blundering around in the dark. You gain a +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Skeptic +2 save vs. illusion.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

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Interest...

I'd like to make a regular Tiefling Duelist. We will see how the build goes...


May I present Faustus of the Woods (NG Faultspawn Druid 7) for consideration

Crunch:

Starting Stats={25 point buy)
Str 8 (-2 pts)
Dex 14 (5 pts) (+2 racial) > Dex 16
Con 14 (5 pts)
Int 12 (2 pts) (-2 racial) > Int 10
Wis 18 (17 pts) (+2 racial) (+1 level) > Wis 21
Cha 8 (-2 pt)

Variant Tiefling Abilities: Acid resistance 5 :(

Druid Stuff

Taking bonus domain spells instead of animal companion.
Domain: Weather

Traits and Feats
Feats(4):Spell focus(conjuration):Lame, but prerequisite , Augment Summoning: Summoned creatures get +4 STR and CON, Natural Spell:Cast spells while using wild shape., Wild Speech: Can speak while using wild shape.

Traits(2): Focused Mind(+2 on concentration checks)
Adopted(elf):Warrior of old(+2 Init)

Party role: Being able to wild shape and having a stupidly high Perception will allow Faustus to scout if need be. In combat, his focus will be on battlefield control and summoned monsters.

Fluff:

Background:
Born with luminescent eyes lacking any pupil and skin covered in fine dun coloured scales, Faustus' fiendish heritage was readily apparent to the horrified midwives that oversaw his birth. Disgusted by the abomination, they took the infant out into the woods and left it there to die. This would have been the end of him, had it not been for the fortunate passing of a wandering ancient elven druid that came to investigate the child's cries. Taking pity on the newborn, the Druid decided to raise him as his own and teach him the ways of the woods.

Faustus flourished under the tutelage of his adoptive father and as he grew, he learn many mysteries of the wild, but his fiendish taint kept the animals of the woods ever wary of him. After many years, the man he thought of as his father passed on, leaving Faustus to wander the hidden valleys alone. It was lonesome, but the beauty of the wild places soothed his soul as ever and helped him to surpress his darker urges.

Then the dreams began. For a long time Faustus tried to ignore the call, to put it from his mind, but in the end he answered the summons. He did this not because the pull was irresistible, but because it promised answers. He had never thought much of his heritage, though his adoptive father had explained the tain within him, but now, with his blood singing and the dream's incessant call urging him onwards, Faustus has decided to try to find some answers.

Appearance
Faustus is tall and sinewy, long of limb and quick of movement. He is hairless and covered head to toe in fine dun coloured scales. His large eyes are without pupils and have a faint glow to them. Having been raised alone in the wilderness, he is a little uncomfortable around other people, but eager for company.

Let me know if you have any questions


Rough outline of my character

stats:

Male Demon-Spawn Tiefling
Paladin 2/Sorceror 4/Dragon Disciple 1
Str: 16 Dex: 14 Con: 14
Int: 12 Wis: 10 Cha: 16
Hp: 52
Bab: +4 CMB: +7 CMD: 19
AC: Touch: Flatfooted;
Speed: 30 ft
Init: +2
Fort: +10 Reflex: +6 Will: +11

Claws
+7/+7, 1d4+3 x2
Longsword
+7, 1d8+3 19-20/x2

Skills:

Intimidate: +15
Knowledge Arcana: +11
Perception: +10
Use Magic Device: +13

Feats:

Power Attack
Intimidating Prowess
Still Spell
Improved Natural Armor

Backstory soon


Thanks for the clarification!

Second roll: 1d100 ⇒ 21


I was wondering how long it would be until the first Slumbering Tsar PbP recruitment! I'm currently considering a Demon-spawn, non-archtype Bard.

Variant ability rolls:
1d100 ⇒ 10
1d100 ⇒ 45


I really want to play this, dotting for interest! I have a Tiefling Rogue from another game that didn't take off that I will re-work for this.

1d100 ⇒ 28
1d100 ⇒ 5

Dark Archive

Llaelian, to add to my previous questions, how much liberty do we have in creating our backgrounds? Can I do "A Traveler From Another World" background?


Application:

Falko Escheus
Race: Pitborn Tiefling and Fiendish Luck (rolled 21)
Class: Bard
Archetype: Arcane Duelist
Alignment: Chaotic Good
Stats: STR16+2, DEX 14, CON 13+1, INT 12-2, WIS 10, CHR 14+2
Feats: B-Arcane Strike, 1-Big Game Hunter, B-Combat Casting, 3-Weapon Focus (longsword), 5-Power Attack, B-Disruptive, 7-Defensive Combat Training
Style of fight: Battlefield Control or SoS to start combat, then melee two-handed.
Interaction skills: Focussing on intimidate, diplomacy and bluff.
Description: With long straight hair of brown and silver, Flako has a handsome chiseled face, crowned with eyes of a beautiful silver, but with small horns that betray an abyssal contribution.
He stands tall and graceful, with an athletic build clearly showing under the simple, but well kept, dark gray traveler’s garment he wears on the road. A careful look at him will let show a fire and a passion that can only be fueled by some higher purpose.
His voice has a clearness that reminds one of the spring winds whistling through the fledgling new leaves announcing a glorious summer. His movements are sensual, yet powerful and precise, showing an awareness and a cultivation of ones graces, talents and attractiveness.

Background: Falko has always thanked Fertile Freya for the gift of a loving family. His father spent his life in books, while his mother longed for a family despite her sterile womb, leaving the door opened for mischief. Despite the obvious horror of his birth, Falko was welcomed as a small miracle by his pragmatic parents and spent most of his youth learning the Arts and mastering his temper.
Still, he eventually had to step out of the house and collide with prejudice and stereotypes. Forced into fights, he quickly learned to go beyond the Arts, leveraging strength and skills. A sad turn of event forced him to leave his village and live as a traveler. On the road, he met with wonder, as his path crossed those of masters, abusers, visionaries, thieves, armies, mystics, tyrants and charlatans.
When the dreams started, he first thought his sinister side was taking over, and he aimed south, hoping to stay as far away from Tsar as possible. For weeks he meditated on the meaning of the dreams, until one day, he saw a glimpse of hope, and meaning for his birth. He turned north, smiling.


Axis Vannya CG Grimspawn conjurer (teleportation) wizard 7

Stats
Str:10
Dex:14 (12+2racial)
Con:14
Int:20(17+2racial+1level)
Wis:8 (10-2racial)
Cha:14

Feats: Scribe scroll, spell focus (conjuration), augment summoning, superior summoning, improved familiar (Lyrakien azata)
Skills: knowledges, spellcraft, craft (alchemy), use magic device

background:

Born to Melissa Darkwood, priestess of Freya and the young half-elven mage Roderik Vannya, Axis was raised on the temple of the godess in Starhaven, a great trading city at the edge of the Great Plains. He had a good childhood in the temple, becoming an acolyte and started learning magic from his father, until his tiefling heritage manifested in his teens. His mother rejected him and cast him off the temple. His father, on the other hand, took him to the ancestral elven stronghold of Greenlight, where he aprenticed under his father's teacher, the elven archmage Kiran. His father and Kiran treated him well, but the other elves where rude if not downright malicious, so he abandoned his teacher's tower in Greenlight and started adventuring. With other adventurers he slew the Wolf Lord, revealed the Magister of Navaas as the seven stabs killer, took a phoenix egg back to it's mother and he alone defeated the imp witch Taxarl in an arcane duel, rescuing in the process the azata Valan, who in thanks acceeded to become his familiar.

appearance:
Axis looks like a tall and slim half-elf, with little black horns curving backwards from his forehead. His skin has the paleness of death, and his hair is a pearly white-silver. His eyes are completely black, and when angered they glow like burning coal.

Dark Archive

Application:

Damian Morav
LG Pitborn Paladin 7

STR: 16 +2 racial
DEX: 10
CON: 10
INT: 15 +1 4th level bonus
WIS: 10 -2 racial
CHA: 16 +2 racial +2 alt.racial

Traits: Bully (+1 Intimidate, Intimidate is a class Skill)

Feats:

1st: Power Attack
3rd: Intimidating Prowess
6th: Vital Strike

Background to follow...


Dark Netwerk wrote:
Quote:
You can, but if you do, you won't get the +2 cha bonus included in the fiendish sorcery.

I was under the impression fiendish sorcery only worked with the Abyssal or Infernal bloodlines. Is that what you are referring to, or are you saying it linked more via heritage then (e.g. Daemon heritage with Daemon bloodline, Div heritage with... Genie(?) bloodlines, Kyton heritage with Shadow (?) bloodline, etc.)?

EDIT: Sorry for all the questions. Just want to get this right.

Whoa, lots of post. Let me reply in order.

@Dark Netwerk. There is no ruling on that, but that's what I think is hinted in Blood of Fiends, so that's how I'm ruling it. The associations you make look indeed correct to me.


Mrdarknlight wrote:

Balasiel Valo.

** spoiler omitted **...

For the moment, this looks really nice. I realized you've chosen a race more for the background than for the characteristics synergy. You could have made an inquisitor with a similar backstory, have you thought of it?


Llaelian wrote:
Mrdarknlight wrote:

Balasiel Valo.

** spoiler omitted **...
For the moment, this looks really nice. I realized you've chosen a race more for the background than for the characteristics synergy. You could have made an inquisitor with a similar backstory, have you thought of it?

You mean Inquisitor going into Hell Knight or just Inquisitor? If you mean going into Hell Knight no did not think of that. As for just Inquisitor I really wanted to play a Hell Knight for awhile and going with the devil spawn Tielfing, idea seemed to go well with me.


nightflier wrote:

Okay, after an hour of rummaging through my books, I've decided on going with vanilla Paladin. I realize that a lot of people will propose the Paladin as their character choice, but what the heck.

But, I do have some questions:

1) What are your thoughts on Leadership feat?

2) What about the gods of the setting? Thyr and Muir are options, I suppose. If I remember correctly, the priesthood of Thyr uses hammers and those of Muir bastard swords, right? Is it perhaps possible to replace Muir with Iomedae or to somehow combine the two? Purely from practical standpoint, there is a lot more stuff for Iomedae and there will be even more when the Knights of Inner Sea are published.

1) Nope, no Leadership please. There will be enough things to monitor. Plus I don't think the cohorts will last long unless you plan to leave them behind. and then, it's not really leadership but an in game bonus you have to earn.

2)I've put the God's of ST link on the campaign page. I know there is more religion traits/feats for Iomedae, but there are enough other feats/traits to compensate. Muir is light or heavy mace, Thyr is longsword or bastard sword.


David James Olsen wrote:

Qlippoth-Spawn Fighter (Two Handed Fighter) wielding Scythe

+2 Str, +2 Wis, –2 Int

Class Skills Escape Artist, Survival

SLA blur

1d100 You are invisible to all unintelligent undead. This is a supernatural ability.

1d100 Once per day, you can use inflict light wounds as a spell-like ability.

** spoiler omitted **

Thanks for applying. can you be more specific with the background. How has he struggled with being a tiefling? Why would he come to ST. What is his personality?


Here is my submission for Gorn the Tiefling Rogue. Thanks for your consideration.

Gorn the Blade:

Race: Tiefling - Rakshasa Heritage
Class: Rogue 6 (Rake variant)/Fighter 1.

Traits:
Bully (+1 trait bonus to Intimidate)
Fast Talker - Rapscallion (+1 to escape Artist and Initiative)

STR:10
INT: 12
WIS: 10 (12-2)
DEX:20(17+2+1 lvl)
CON:14
CHA:15(13+2)

Feats: Skill Focus (Intimidate), Weapon Focus (Short Sword)-Fighter Bonus, Iron Will, Improved Iron Will, Skill Focus (Use Magic Device)
Rogue Talents: Weapon Finesse, Two Weapon Fighting, Offensive-Defense

Combat Style: TWF with Shortwords, typically flanking and demoralizing opponents as he carves them to pieces.

Gorn will make a good scout/trapfinder. Also is very good at questioning and use magic device so can use a lot of different utility items. He can also bluff and disguise his way through things so he has quite a few interactive skills, although diplomacy is not his strong suite, he usually leaves that kind of talking to others. I see him as a back up fighter/full scout & skill monkey.
Background:
Ulek wants his gold now, you are two weeks late!, Gorn said seriously as his blade slipped out of its sheath. In the old days he had liked this part the best. The big baker stuttered as he tried to get out his best excuse...Gorn didn't even bother listening. The baker wasn't even aware that his other blade also slipped out and was now between his legs.
So I guess I will take your manhood this time, as payment of the interest on your principal????
The big baker paled as he felt the blade rest on his privates.
No, no, you can have the jewelry then, just don't take them! the Baker looked down at the blade between his legs. A few minutes later Gorn was on his way back to the whorehouse, another balance collected with extra interest...that was his life growing up...

Gorn was born on the streets of Bandor. He knew nothing of his mother and father other than he was born a freak, never knowing that he was some cast-off from a Rakshasa. Feral teeth, yellow eyes, and odd tint to his skin, marked him as something else, something to earn the other children's scorn. There was also the dreams. They plagued him almost nightly. Voices telling him to do things...dark things. There were times he thought they might take him, maybe even into madness, but somehow he held on and figured out a way to suppress them.
He never knew how he ended up at the orphanage known as St. Detrius, but they were not kind there. Years at an orphanage can take its toll on a person and break them or it can make them hard. In Gorn's case it had shaped him into stone. Knowing nothing about his background, his natural "talents" still came in handy. Being able to sneak in and out of places. Quick hands and feet to escape a bully or a mark...handy indeed.
Eventually his "fight" for survival caught the eyes of a local street knife named Ulek.
Ulek the Half-Orc had little style. He was a low level enforcer for a local crime boss. One day he ran across Gorn escaping a mark and claimed him as his own. Working with his other "daggers" he spent a few years picking pockets and picking up small debts from merchant types. Between his features and a natural knack for getting things out of people quickly he became Ulek's top debt collector. Just the threats from Gorn's short swords and his implied threats from his alien nature were usually enough to get the job done. During this time the voices had gone quiet...for several years in fact, but he remained fearful that they might return.

Unfortunately for Ulek, he had planned a kidnapping of a city official's daughter and it had gone terribly wrong, ending in her death. When the official was able to use magic to locate those responsible, one of the fools involved had taken something valuable belonging to the daughter and hadn't told Ulek, a sect of the cities Paladins descended on Ulek and his crew. A fight ensued and Ulek's crew surprised the small group of holy knights with their ferocity. A lone Paladin had become trapped between two of the gang when I ran into the room. The Paladin was hard pressed and wouldn't last much longer. That is when I recognized him from one of my dreams. The voices had told me to kill him...I was startled to inaction for a moment. It was at that time that Gorn made the first decision in his life towards something bigger than himself. There was nothing more that he hated than being told what to do, so he turned on the other thieves and helped the Paladin. The Paladin seemed almost as surprised as Gorn was at the sudden change in alliance. In under a minute, both thieves were down and the Paladin and I watched each other warily.

That is when two other holy knights came storming up the stairs. I dropped my blades and let them take me. Under magical spells I told tem my story and although I was not guilty of being involved in the direct crime, my other crimes were revealed. I sat in jail for a Tenday while they decided my fate.

Eventually the Paladin I had saved came to see me. We spoke for a while and I found out his name was Armigor, mainly around why I had helped him. Deep down I had wanted to, but the dreams had pushed me to action. Gorn had never killed for Ulek, in fact he had go out of his way to spare others, using his skill instead of his blades. After a time he gave me an ultimatum. Join him and several others going to a ruin called the Whispering Well to erase the evil within or rot in this jail for 10 years while I paid for my crimes. That is how I found my way and become an adventurer instead of a enforcer and cutpurse.

Gorn traveled with Armigor, and his band of adventurers for several years. He honed his skills and the others taught him much about magic and fighting. He was happy for the first time in his life. Eventually he became friends with these men and women and he earned his freedom from his crimes throgh his good deeds.

Then suddenly the dreams returned. Dreams of a dark city looming in the horizon. Dreams of a dark cloud of evilness seeping from it to conquer the world. And the voice, hoarse and deep, challenged you to stop it. Was it a true mission or another plot to lure Gorn to do more evil? The dreams turned more precise, directing you towards the shoulder of a small hill, north of Bard’s Gate and just one day south of the hovel called the Camp.

Gorn told Armigor of the dreams and let him he was going. He thought that they must stop and maybe this will finally end them once and for all. Maybe this is the force behind the voice that started all those many years ago.

Personality: Gorn is a very serious type, but does have a sarcastic side. He knows his strengths, and although he considers himself a threat, he knows when not to step over a line or cross those he shouldn't. Although he grew up on the streets, he is no stranger to working with others and under the strict guidelines in a group.

So Armiger could be changed to someone else in the party easily so I cold know someone else and share part of a common background or keep it the same
A little about me. I am a very frequent poster, you can click on some of my links to see my posting style like Malthir or Grall are good examples.

Let me know if you have any questions about his background or basic character build. By the way I made up some names of places since I wasn't really sure what world this is set in.


scranford wrote:

had always lived on the fringes of Bard's gate. Just because of her looks, and her unusual features she was hated, and feared. But other things stalked the streets and back ally's of Bards Gate. Things that were both more numerous, and less wholesome, than her cursed infernal heritage...And someone had to hunt them...so she did.

Dire rats, baby killers, rapers, murders...someone need to remove them from the streets, and someone was always willing to pay to have it done. It wasn't the most lucrative or fulfilling job in the city...but a girl's gotta eat. Then the dreams started. Where was this place? Did it exist other than in her dreams? Why was she feeling this irresistible tug to head north of the City? Could she expect a better life?

Finally the urge became overpowering, so packing up her gear she headed out of the city. And as she came closer to the source of the call, and the dreams became more vivid, she became more worried...Could she resist the call to join instead of help stem the tide of this evil calling.

Rough Concept
** spoiler omitted **...

The background looks nice. I would prefer you to expand it a little more. Just another remark for you. The rogue talents you've taken are all ninja talents. You'll have to change them eventually, but that can wait after the selection if you're selected. In the mean time for my understanding, can you confirm you intend to go for a range fighting rogue?


Mrdarknlight wrote:
Llaelian wrote:
Mrdarknlight wrote:

Balasiel Valo.

** spoiler omitted **...
For the moment, this looks really nice. I realized you've chosen a race more for the background than for the characteristics synergy. You could have made an inquisitor with a similar backstory, have you thought of it?
You mean Inquisitor going into Hell Knight or just Inquisitor? If you mean going into Hell Knight no did not think of that. As for just Inquisitor I really wanted to play a Hell Knight for awhile and going with the devil spawn Tielfing, idea seemed to go well with me.

One or the other. You can leave the character as is. It was just a thought I had reading your background.


Looks like I'll be going with a Spitespawn (Div) Sorcerer (Efreeti) 6 / Oracle of Flame 1. Things are starting to come together

Do you allow the Tattooed Sorcerer archetype from Inner Sea Magic?


Fanguar wrote:

May I present Faustus of the Woods (NG Faultspawn Druid 7) for consideration

** spoiler omitted **

** spoiler omitted **...

Thanks for your submission. I've put your character in the pool on the campaign page. Just one question, how do your character sees the destruction of nature by human civilization? How does he reacts to it?


Aroach1188 wrote:

Rough outline of my character

** spoiler omitted **

Backstory soon

Thanks, I will wait for the background to put your character in the pool. Please repost the build when you add the background so I can link it easily.


nightflier wrote:
Llaelian, to add to my previous questions, how much liberty do we have in creating our backgrounds? Can I do "A Traveler From Another World" background?

I would prefer the character to be local (of this world), but if you can swing me with a good enough background, I may be tempted.


Dreaming Warforged wrote:
** spoiler omitted **...

Thanks for applying. Can you just precise what the sad turn of event that forced him to leave his village is.


nightflier wrote:

Application:

Damian Morav
LG Pitborn Paladin 7

STR: 16 +2 racial
DEX: 10
CON: 10
INT: 15 +1 4th level bonus
WIS: 10 -2 racial
CHA: 16 +2 racial +2 alt.racial

Traits: Bully (+1 Intimidate, Intimidate is a class Skill)

Feats:

1st: Power Attack
3rd: Intimidating Prowess
6th: Vital Strike

Background to follow...

Thanks, nightflier. As I've said in a precedent post, when you post the background, please repost the build as well in the same post.


Here are my two rolls for my Pitborn Cavalier/Paladin(Shining Knight), Locke Mance.

1d100 ⇒ 20
1d100 ⇒ 12

Edit: The ability to never sleep sounds good.

Edit 2: Hrm, Lots of pitborn paladins.


terok wrote:

Here is my submission for Gorn the Tiefling Rogue. Thanks for your consideration.

** spoiler omitted **...

Thanks for applying. Very nice background. My question is more related to the build. By choosing your archetype, you realize that you won't have trapfinding and will not be able to disarm magical traps? anyway, that's something that can be addressed later on.


Dark Netwerk wrote:

Looks like I'll be going with a Spitespawn (Div) Sorcerer (Efreeti) 6 / Oracle of Flame 1. Things are starting to come together

Do you allow the Tattooed Sorcerer archetype from Inner Sea Magic?

I don't see why I would not but I'm not very familiar with the tattoo effects. I'll have to read more. for the moment, please go without it.


Rasputin17 wrote:

Here are my two rolls for my Pitborn Cavalier/Paladin(Shining Knight), Locke Mance.

1d100
1d100

Edit: The ability to never sleep sounds good.

Edit 2: Hrm, Lots of pitborn paladins.

Yes, I'll add the race to the list of applications.


Llaelian wrote:


Thanks for your submission. I've put your character in the pool on the campaign page. Just one question, how do your character sees the destruction of nature by human civilization? How does he reacts to it?

I'd say he reacts more with sadness and the loss than anger at the destruction. I think he would preach for balance and harmony between civilization and nature, but accept that progress brings disruption. Wanton destruction or poisoning of nature would fill him with a righteous wrath though.


I'm not quite sure yet what to play but I have an idea that's for sure. I have an old character Erik. He was born into a noble family. His mother was impregnated by a foul beast(have to check out which) She dies giving childbirth and his grandfather raised him in the noble ways. Starts with 2 levels ranger(trapper) the 1 level bard. He was then forced out of his home when the townsfolk found out about the crossbred monster living secretly in their town. The grandfather has no choice in order to keep the peace Erik must leave. So he does and travels the land taking odd jobs as guards and such. 2 levels of fighter(lore warden). After 5 or so years he decides to return home only to find it ruled by an usurper who had the town rally against his grandfather upon his departure. This is when he learns to rage and gains a level right there slaughtering the whole town. Barbarian 2. That puts me at level 7. I can write a proper backstory with insights and stuff later but now sleep and of course my rolls to inspire me. Don't worry the real backstory wont me wall o text!!

1d100 ⇒ 91
1d100 ⇒ 70


Are you using the deities mentioned in the pdf you posted in the campaign section or the Pathfinder pantheon? While I'm on the subject, in what setting does this take place, Golarion or a different universe? Forgive me, just a bit confuzzled.

Edit: Wow, just wow. Looking back at it it says "gods and demons." Disregard the first question.


Llaelian, here is my updated entry. I changed a few things around to fit the background but it is mostly the same.

Quenoth Fenton Stats:
CG Demon-Spawn Fighter (Two Handed Fighter) wielding Scythe

+2 Str, +2 Cha, –2 Int

Class Skills:Disable Device, Perception

SLA: Shatter (Will trade out for Inv to Undead)

1d100 ⇒ 48 You are invisible to all unintelligent undead. This is a supernatural ability.

1d100 ⇒ 89 Once per day, you can use inflict light wounds as a spell-like ability.

Quenoth Fenton:
Str 19 (16+2+1) 10 points
Dex 14 (14) 5 Points
Con 14 (14) 5 Points
Int 13 (15-2) Points
Wis 10 (10)
Cha 10 (8+2) -2 Points

Feats: Power Attack (1), Combat Expertise (F1), Furious Focus(F2), Weapon Focus (Scythe)(3), Weapon Specialization (F4), Improved Trip (5), Vital Strike (F6), Felling Smash (7)

Traits: Killer (Combat) Weapon Bonus Damage to Criticals,
Superior Clutch (Race) One size larger weapons do +1 Damage

Spell-Like Ability: Invisible to Undead

Background, appearance, Combat Style:

In Combat: Will focus on hitting hard, and tripping. Will use single attacks when he can (Combination of Power Attack with Overhand for extra bonus damage, Furious Focus will make it have no attack penalty, Vital Strike for extra dice damage with Felling Smash to trip at the end. Leave Combat Expertise to increase AC if needed) Can be primary target or secondary damage dealer.

Appearance: Quenoth is a huge man with an over-sized right arm. He has smoking orange eyes, black greasy clumps of hair on his head. He also has a short reptilian tail.

Background:

Quenoth was only a few years old when he wandered into a small town near the desolation. Where he came from no one knew, but they panicked and were going to kill him. But the blacksmith in town who had recently lost his wife and child took pity on him and convinced the town to let him raise him.

As he grew Quenoth struggled with his anger, his demon heritage playing havoc with his emotions. He had strange dreams about a city of evil in desolation. The blacksmith would come and calm him making it all better. The dreams eventually faded.

As as he got older he only got bigger and stronger. The blacksmith used Quenoth's strength and anger and funneled it into his business. Quenoth had no skill in making anything, but there was plenty of tasks to do that could use his strength. The blacksmith also taught him right from wrong and most importantly gave him stability.

One day however necromancer cultists came out of nowhere sending waves of zombies and skeletons at the town. Villagers were killed left and right so Quenoth took up arms and fought back. The undead acted like they didn't even know he was there. He let his demonic nature wash over him and slaughtered as many undead as he could. Too late however he saw the blacksmith, his father, get sliced up by a cultist with a scythe. He arrived a moment to late killing the evil necromancer. Picking up the weapon he continued defending the town until there were no longer anyone left attacking.

The town was grateful, but Quenoth feared that without the blacksmith's influence he would eventually lose it and do something to one of the townspeople. Taking up the scythe he left the town in search for evil to take out his urges and do some good and maybe save that next town. For years he fought evil with his scythe.

Recently the dreams of the city in desolation has resumed. Now however it seems more real and pulls at his soul. He remembers a hill just north of Bard's Gate in his dreams. Setting out he is ready to see what is on top of that hill.

Personality: Quenoth is a fierce fighter relentless in battle. He channels his angry impulses into each hit, therapeutic for his demonic impulses. He does what he feels is best, and what is good. He is completely loyal to anyone who shows loyalty to him and despite his angry appearance his usually in a happy mood.


A bit more about Erik Wandersnatch of a small town in the south that no longer exists. I hope you enjoy.

Stats and Crunchy Bits:

NG Deamon Spawn Ranger(trapper)2/Bard1/Fighter(lore master)2/Barbarian2

+2 Dex, +2 Int, -2 Wis. Disable Device/Sleight of Hand SLA:Death Knell

Str:18 (17+1 from Level) 13 points
Dex:16 (14+2) 5 points
Con:12 (12) 2 points
Wis:8 (10-2)
Int:14 (12+2) 2 points
Cha:11 (13-2) 3 points

Feats:
1:Combat Reflexes
2(ranger):Sheild Slam
3:Weapon Focus(whip)
4(Fighter):Whip Mastery
5(Lore):Combat Expertise
5(Fighter):Improved Trip
5:Fury's Fall
7:Improved Whip Mastery
Rage Power:Knockback

Traits: not sure yet there are so dang many.
Bonus tiefling power: DR 2/slashing

Background:

Erik was not a normal baby. His mother was the daughter of a new and well to do noble of a small town in the south. His mother had taken no husband nor had she been with any man. One day as she was gathering berries in the woods for her father she was set upon by a wolf. It bit her once in the belly and then ran away leaving her with nothing but a scratch. She was startled by the happening but thought nothing of it until months later when she showed signs of being pregnant. How could this be? Her father was furious and scolded her for what he perceived to be her own misdoings. She begged him to forgive her, as she did not know the source of her swelling though she wished it to be viewed as a blessing. Her father eventually calmed down and agreed that they had in fact been blessed no matter how it had come to be.

Months passed and Erik's mother grew larger as he grew inside her belly. The day came for him to be born as his mother lay on the birthing table crying in pain, a young Erik made his way from her womb into the world. The midwife who had been sworn to secrecy was not happy to see the results of the birth however. Erik was a monster. He was covered in tiny little baby spikes that had ripped his mother to shreds during birth. She would not survive the night. The midwife crossed her chest in prayer at the sight of the Deamon-spawn baby. We cannot allow it to live she pleaded to Eriks Grandfather. His Grandfather was so distraught at the idea of loosing his daughter that he snatched the baby(the only thing he had left of her) and screamed at the midwife telling her to leave.

His grandfather set about raising Erik the best he could. He found quite early that milk did not sate his desires and a bit of cow's blood had to be mixed with it to get the baby to calm down. He secluded himself from the town making sure noone outside of his keep was to see the baby and try and kill it as the midwife had.

When Erik came into youth his grandfather set about teaching him the ways of a noble. He was a noble after all and he should know these things. He was trained in the use of bow and sword and all manner of weapons as well as the use of instruments and proper courtesy. He loved his grandfather and the stories he would tell. He was a quick learner when it came to hunting and sparring and it was not long before he was his grandfathers better with a sword. It was then his grandfather set about teaching him the secrets of the whip. A difficult weapon to master, but a boon to all those who could. As with all things combat oriented Erik excelled beyond his grandfathers wildest dreams. He was proud of his grandson and felt that when the town was ready to bow to a Tiefling Erik would be a great and noble protector of his home.

This was not the plan of the wolf who bit Erik's mother however. Thew wolf had, in fact, been a tricky Deamon who had plans to rip apart this town for his own pleasure. He made motions in the background working slowly against Eriks grandfather spreading rumors and planting seed of mistrust. This plan culminated on Erik's 16th birthday when the deamon finally convinced the midwife who had delivered Erik to reveal her secret to the rest of the townsfolk.

They were outraged and immediately organized and marched on the keep demanding answers. Why had their lord let a monster live among us, Had he no desire for their saftey? They believed it was only a matter of time before his true nature revealed itself and he killed them all. With his 16th birthday here and him almost a man they were afraid of it's coming at any moment. Erik's grandfather met them in the courtyard. He calmed them all and spoke long about their worries. He did not wish to worry the townsfolk and though it pained him to do it he eventually agreed to send Erik away for the good of the town.

Erik stood bewildered ad his grandfather told him the news. He felt a twinge of anger at his grandfathers obvious lack of a proper solution. His eyes lit up for a second as his brain begged him to reach out and strike this old man who apparently though himself better than him. He calmed instantly as his grandfather collapsed in his arms crying uncontrollably. He understood that this was not a choice made lightly, but one forced upon him because of the nature of his rule here. He said his goodbye to his grandfather and slipped out of toen under the cover of darkness.

He wandered the land picking up odd jobs as a guardsmen here or an escort there. His appearance was a hindrance however as many would not trust him to be honest and true. He eventually found himself on the battlefield fighting as a mercenary against demonic cultists. It was here he met the first person he could truly call friend. The man was a dervish on the battlefield wielding a whip with surprising grace and destruction. Erik was enamored by his skill and begged him for lessons. The man was intrigued by Erik's heritage and surprised to find such culture in a man with so much evil flowing through his veins. They traded stories of great heroes of history and the man eventually taught Erik the secrets of the whip as an extension of ones person.

Wars cannot be fought forever though and the two had to eventually part ways. Erik felt a longing for home and the sight of his grandfathers face. He also had some new tricks he wanted to show off to the old man. It had been 5 years since he left, he hoped the townsfolk would have calmed down, but he did not take any chances and entered town at night to avoid detection. What he found in his grandfathers keep however was not to his liking.

In his absence the Deamon had manipulated a strong willed young man into a desire for the throne. He had slowly gathered influence with the more aggressive of the townsfolk until they had sufficient force to storm the keep. With Erik gone his grandfather had been slowly falling into depression. He did not put up a fight as the usurpers killed him and all who resisted.

What Erik discovered upon waking his grandfather was that it was not his grandfather. It was this man who had killed him. The man was proud of his accomplishment and also unaware of Erik's skill. He boasted of slaying Erik's grandfather and even had the nerve to insult his prowess and honor. This was all to much for Erik and in the snap of a whip he had the man by the throat. With another flick of his wrist his neck was snapped and Erik let out a roar that woke the town.

Erik came out of his blackout standing in the center of town drenched in blood. The light of burning houses shining off the sheen that covered his body. He had no idea what he had done but around him stood the bodies of women, children, soldiers, all those he had sworn to protect when his Grandfather was still alive. His grandfather was not still alive he remembered with a feeling of mental agony. What had he done upon finding this out. What had happened to him. All he remembered was the surprise of finding another man in his grandfathers bed and then a blur. He saw flashes of screaming people begging for their lives and then saw his whip taking those lives from them. He remembered the pleasure he felt at all the carnage and it made him sick now. He threw up and he fell to one knee tears pouring from his eyes. This was unforgivable he thought as he took his dagger from his belt and placed it at his heart.

He was interrupted by a chuckling and as he looked up eyes blurry with tears he saw his father for the first time. He smiled down at his confused son. "To waste such a perfectly delicious life would be an even greater crime then that which you have just committed. Come son join me and we shall cause mayhem and destruction across this land." Erik would have none of that. He lunged at the deamon with his sheild only to find air as he stumbled to the ground hearing maniacly laughter fading into the wind. He vowed this day to never let evil win him over again. To protect the lands from those that would threaten peace and goodness.

He stumbled his way into the keep past piles of bodies that he knew he had put there. He passed out in his old bed hoping the day would bring brightness to his shadowy soul. That night he dreamed of an Evil growing near a small hill, north of Bard’s Gate. A voice called out to him to stop the spreading cloud of destruction. He awoke, a new purpose in his mind as he set out for the hill with richeousness in his heart.

Play Style:

Erik weilds his grandfather's whip and a heavy steel shield most of the time and wears mithril breastplate he won with money from being a mercenary. In battle he focuses on controlling enemies positioning and creating choke points and safe areas for his teammates. He carries a reach weapon and a bow as well as a greatsword for when the whip wont cut it. He focuses on tripping mostly but because of his feats and his weapon choice can also disarm and bull rush fairly well. He will most likely take more levels of fighter in the future and perhaps if the story gives him good reason levels of Dragon Disciple as well. He may even consider more barbarian if he finds he can control his anger.

He is quite skilled as well 50 ranks(with favored class fighter) I believe and will focus on stealth, disable device, and a smattering of knowledge. He can disable magical traps. He also had some wonderful spell backup from his time as a Bard and can even inspire courage when times look harsh.


Here is my application. Let me know if there is something that won't work for you. It's possible that I may modify the name, skills, spells and whatnot, but I think it's pretty close to final (apart from hp and equipment). I can also add to the background if you like.

Xoshak Qadir

NG Male Div-spawn (Spitespawn) Tiefling
Tattooed Sorcerer (Efreeti) 6 / Stargazer Oracle of Flame 1

Basics:

Medium Humanoid
Init +3 ; Senses Darkvision 60', Perception +7
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
hp ? (1d8+6d6, +14 con)
Fort +4, Ref +5, Will +6
Special Cold resistance 5, Electricity resistance 5, Fire resistance 10
==OFFENSE==
Spd 30 ft
Melee
Ranged
==STATISTICS==
Str 9, Dex 16 (14+2), Con 14, Int 12 (14-2), Wis 8, Cha 22 (17+4+1) {24 with respect to sorcerer}
Base Atk +3, CMB +2, CMD +15
Concentration +13 Sorcerer, +7 Oracle
Skills * untrained
Languages Common, Abyssal {race}, Draconic {ling}, Ignan {curse}, Infernal {int}, +1 language {ling}
Skills Acrobatics* +3, Appraise* +1, Bluff +10, Climb* -1, Craft* +1, Diplomacy +12, Disguise* +6, Escape Artist* +3, Fly* +3, Heal* -1 {+5 when night sky is visible}, Intimidate +10, Knowledge (arcana, history, nature, planes, religion) +5, Linguistics +5, Perception +7 {+13 when night sky is visible}, Perform* +6, Ride* +3, Sense Motive +5 {+11 when night sky is visible}, Spellcraft +11, Stealth* +3, Survival +3 {+9 when night sky is visible}, Swim* -1, Use Magic Device +16

* untrained


Skill Ranks:
Oracle: 5 (4 class +1 Int)
Sorcerer: 24 (2 class +1 Int +1 favored)

Bluff 1, Dimplomacy 1, Intimidate 1, Knowledge (arcana) 1, Knowledge (history) 1, Knowledge (nature) 1, Knowledge (planes) 1, Knowledge (religion) 1, Linguistics 2, Perception 3, Sense Motive 1, Spellcraft 7, Survival 1, Use Magic Device 7


Feats:
Feats Extra Revelation x2, Spell Penetration, Toppling Spell, Varisian Tattoo (evocation)

Feat Descriptions
ALERTNESS (from familiar): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
EXTRA REVELATION: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
TOPPLING SPELL: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response. A toppling spell only affects spells with the force descriptor. Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)
VARISIAN TATTOO (evocation): You cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day - Evocation (ragario): dancing lights


Spellcasting:
SORCERER SPELLS PER DAY (DC 17 + spell level): 1st: 8, 2nd: 7, 3rd: 5

SORCERER SPELLS KNOWN:
0th (7): Acid Splash, Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation, Spark
1st (4+1): Enlarge Person & Charm Person, Mage Armor, Magic Missile, Vanish
2nd (2+1): Scorching Ray & Darkness, Glitterdust
3rd (1): Haste

ORACLE SPELLS PER DAY (DC 16 + spell level): 1st: 5

ORACLE SPELLS KNOWN:
0th (4): Create Water, Purify Food & Drink, Read Magic, Stabilize
1st (2): Cure Light Wounds, Obscuring Mist


Class Abilities:

BLOODLINE TATTOOS (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

ELEMENTAL RESISTANCE (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.

FAMILIAR TATTOO (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to his sorcerer level. His sorcerer levels stack with any wizard or witch levels he possesses when determining the powers of his familiar—this ability does not allow him to have both a familiar and a bonded item. Unlike most familiars, his familiar can transform itself into a tattoo that he carries in his flesh. Transforming into a tattoo or back to normal familiar form is a move action for his familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

ORACLE'S CURSE - TONGUES: In times of stress or unease, you speak in tongues. Effect Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

REVELATIONS (Flame Mystery):
• BURNING MAGIC(Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
• GAZE OF FLAMES (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally.
• GUIDING STAR (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level.

VARISIAN TATTOO (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.


Traits:
HAVOC OF THE SOCIETY (magic): Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
WAYANG SPELLHUNTER (regional): When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Familiar:

Special Abilities: Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Speak with Master, +3 bonus on sight-based and opposed Perception checks in bright light

About Iago
Hawk Familiar
Tiny Animal
Init +3 ; Senses Low-light vision, Perception +14
==DEFENSE==
AC 15, touch 15, flat-footed 12 (+3 dex, +2 size)
hp ? (1/2 master)
Fort +2, Ref +5, Will +9
Special Improved evasion
==OFFENSE==
Spd 10 ft, fly 60ft (average)
Melee 2 talons +8 (1d4-2)
==STATISTICS==
Str 6, Dex 17, Con 11, Int 8, Wis 14, Cha 7
Base Atk +3, CMB +4, CMD 12
Skills Fly +7, Perception +14; Racial Modifier +8 Perception
Feats Weapon Finesse


Background anecdote:
An old woman was sitting in front of the hearth, her sightless eyes reflecting the fires within. Have you heard the story of the urchin boy who found a lamp? she asked. You know the one. The boy had fallen in love with the princess but their stations were too distant for them to come together. The boy finds a lamp which held a genie. A genie that would grant the boy wishes.

A sigh escapes a cloaked form sitting at a nearby table. Stop. Just stop, it whispers.

So you have heard of it! the woman chuckles. Such a romantic story. A true story. How the genie helps the boy become rich and famous. How the boy marries the princess and they have many wonderful adventures and live happily ever after. Such a good story, continued the woman with a smile. A beautiful story. I'm sure I have a copy of it lying around somewhere, she says with a wave. You should read it. A great story. You should read it to your children. Children love happy endings and this one is full of happy endings.

A fist slammed down on the table, blue skin gleaming in the light of the flame. A voice spoke with a mixture of crackles and roars, as if of the fires itself. The form takes a deep breath to calm itself. That is not how the story goes. There was no happy ending, the form growls.

Nonsense! I may be old, but I remember it like it was yesterday. It was wonderful to see such young love between the two of them. The land was already grand but it grew even more prosperous under their reign and their legacy stands to this day.

Enough! shouted the form. Yes, there was a boy, it continued with a softer tone. Yes, there was a princess. And yes, there was a lamp.

With a genie! cackled the woman.

It was not a genie. It was a foul creature from the accursed depths of Abaddon.

Yes, a wonderful genie, the woman replied, not seeming to hear.

A creature that invaded the boys dreams. Influenced him. Brought him power...

Indeed, power and wealth so he would be worthy of the princess.

A sigh. Yes. Worthy enough to marry the princess.

And so they lived happily ever after, the woman smiled. A lovely story.

No... The influence of the creature from the lamp, had them fall into the depths of depravity. Cruelties, plague, famine... The kingdom fell... A desolate wasteland... a dead urchin... a pregnant princess.

Ah yes! The son! They had such a beautiful son! And this is his kingdom to rule now. Such a lovely boy.

A boy born in a shack, not a palace. Deformed, marked by the evil that brought down the kingdom. Persecuted by all.

Such a lovely boy, the old woman said.

The form turned to the woman, golden eyes, seemingly aflame, peering out from under the hood. Perhaps not by all, it said softly.

Have you heard the story of the urchin boy who found a lamp? she asked.

Yes mother. It is a beautiful story.


Okay, here's the crunchy goodness.

Link to Locke Mancer's Character Sheet on ObsidianPortal

Character Bio forthcoming.


Thanks for the feedback. The description and background were a bit thin. I've expanded some, to try and give a better sense of the character's personality, motivation and quest.

Reviewed Application:
Falko Escheus
Race: Pitborn Tiefling and Fiendish Luck (rolled 21)
Class: Bard
Archetype: Arcane Duelist
Alignment: Chaotic Good
Stats: STR16+2, DEX 14, CON 13+1, INT 12-2, WIS 10, CHR 14+2
Feats: B-Arcane Strike, 1-Big Game Hunter, B-Combat Casting, 3-Weapon Focus (longsword), 5-Power Attack, B-Disruptive, 7-Defensive Combat Training
Style of fight: Battlefield Control or SoS to start combat, then melee two-handed.
Interaction skills: Focussing on intimidate, diplomacy and bluff.

Personality: Quick on his feet, with his tongue and quicker even with the blade, Falko is a free spirit looking to honor his loving parents’ ideals. Yet his spirit is also torn by a fierce temper and inner anger that often lead him towards a more deadly approach to conflict resolution.

Description: With long straight hair of brown and silver, Flako has a handsome chiseled face, crowned with eyes of a beautiful silver, but with small horns that betray an abyssal contribution.
He stands tall and graceful, with an athletic build clearly showing under the simple, but well kept, dark gray traveler’s garment he wears on the road. A careful look at him will let show a fire and a passion that can only be fueled by some higher purpose.
On his chest lies a small ivory pendant that his mother made: Freya’s Falcon. His hand often goes to it in moments of stress.
His voice has a clearness that reminds one of the spring winds whistling through the fledgling new leaves announcing a glorious summer. His movements are sensual, yet powerful and precise, showing an awareness and a cultivation of ones graces, talents and attractiveness.

Background: Falko has always thanked Fertile Freya for the gift of a loving family. His father spent his life in books, while his mother longed for a family despite her sterile womb, leaving the door opened for mischief. Despite the obvious horror of his birth, Falko was welcomed as a small miracle by his pragmatic parents and spent most of his youth learning the Arts and mastering his temper.
Still, he eventually had to step out of the house and collide with prejudice and stereotypes. Forced into fights, he quickly learned to go beyond the Arts, leveraging strength and skills. Regardless of his efforts, a sad turn of event forced him to leave his village and live as a traveler. A visiting merchant reported goods destroyed and a pendant stolen, which was then found in Falko’s room. The merchant asked for reparation. Falko accused the merchant of faking the theft to get coins from his parents. The debate got heated and Falko lost his temper, striking the man. Daggers quickly flashed and the merchant lost the argument, and his life...
On the road, he met with wonder, as his path crossed those of masters, abusers, visionaries, thieves, armies, mystics, tyrants and charlatans. Going from adventure to adventure, he took a liking to living from one day to the next. Working for a better world, but never tied to it. Still, his abyssal temper often got the best of him, turning simple arguments into pitched battle, but, as his blade was quick and long, so was his tongue.
When the dreams started, he first thought his sinister side was taking over, and he aimed south, hoping to stay as far away from Tsar as possible. For weeks he meditated on the meaning of the dreams, until one day, he saw a glimpse of hope, and meaning for his birth. Perhaps he needed to face his inner peril? He turned north, smiling.

Dark Archive

Pathfinder Adventure Path Subscriber

OK, I have a concept for an oracle of flame that is getting his powers and visions from the last remnants of Arden. I'll work up a full character and backstory over the weekend.


Fanguar wrote:
Llaelian wrote:


Thanks for your submission. I've put your character in the pool on the campaign page. Just one question, how do your character sees the destruction of nature by human civilization? How does he reacts to it?
I'd say he reacts more with sadness and the loss than anger at the destruction. I think he would preach for balance and harmony between civilization and nature, but accept that progress brings disruption. Wanton destruction or poisoning of nature would fill him with a righteous wrath though.

Thanks for the reply.


Rasputin17 wrote:

Are you using the deities mentioned in the pdf you posted in the campaign section or the Pathfinder pantheon? While I'm on the subject, in what setting does this take place, Golarion or a different universe? Forgive me, just a bit confuzzled.

Edit: Wow, just wow. Looking back at it it says "gods and demons." Disregard the first question.

It's not Golarion and we're using the deities in the gods and demons. but as it is setting neutral and everything happens into the desolation, you can invent other places/names/towns.


David James Olsen wrote:

Llaelian, here is my updated entry. I changed a few things around to fit the background but it is mostly the same.

** spoiler omitted **

** spoiler omitted **...

Thanks for the reviewed character, I've updated it on my list. Just one question, why have you changed your Tiefling heritage to demon?


Shizzle69 wrote:

A bit more about Erik Wandersnatch of a small town in the south that no longer exists. I hope you enjoy.

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Thanks for you background. This is quite a complicated character you've created but as long as you know what you can/can't do, I'm fine with it.

Added to the list.


Llaelian wrote:
why have you changed your Tiefling heritage to demon?

When trying to fill in his background I was trying to use his heritage on influencing his behavior and I was having a hard time applying the Qlippoth heritage to how I wanted him to be. Once I started to think about how I could do his background, personality, and fighting style as the demon heritage the words started to flow and it made more sense to me. The stat bonuses ended up being the same so the crunch side made little difference.

The Qlippoth heritage was interesting to me, but I wasn't sure the character would have been the best party member or the way I was envisioning him in my head. Maybe a different class choice or non good alignment could fit the heritage better.


Dark Netwerk wrote:

Here is my application. Let me know if there is something that won't work for you. It's possible that I may modify the name, skills, spells and whatnot, but I think it's pretty close to final (apart from hp and equipment). I can also add to the background if you like.

Xoshak Qadir

Thanks for applying. I have one request for your background. for the moment the background is intriguing but can you add some more about why the character would come to the desolation? One other question is for the next levels, are you planning to go more oracle or sorcerer?


David James Olsen wrote:
Llaelian wrote:
why have you changed your Tiefling heritage to demon?

When trying to fill in his background I was trying to use his heritage on influencing his behavior and I was having a hard time applying the Qlippoth heritage to how I wanted him to be. Once I started to think about how I could do his background, personality, and fighting style as the demon heritage the words started to flow and it made more sense to me. The stat bonuses ended up being the same so the crunch side made little difference.

The Qlippoth heritage was interesting to me, but I wasn't sure the character would have been the best party member or the way I was envisioning him in my head. Maybe a different class choice or non good alignment could fit the heritage better.

Okay, thanks for the explanation.


Rasputin17 wrote:

Okay, here's the crunchy goodness.

Link to Locke Mancer's Character Sheet on ObsidianPortal

Character Bio forthcoming.

I'll wait for the background to add you to the list, but I've noted your submission. One question on the build, why have you chosen cavalier and paladin? The abilities will not stack, especially the mount ability.


Dreaming Warforged wrote:

Thanks for the feedback. The description and background were a bit thin. I've expanded some, to try and give a better sense of the character's personality, motivation and quest.

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thanks for the expansion, I've changed the link in my list.


Misroi wrote:
OK, I have a concept for an oracle of flame that is getting his powers and visions from the last remnants of Arden. I'll work up a full character and backstory over the weekend.

!Interesting concept. Take your time to write it up. You have a week for that and I will not close the recruitment earlier.


Llelian wrote:
Thanks for applying. I have one request for your background. for the moment the background is intriguing but can you add some more about why the character would come to the desolation? One other question is for the next levels, are you planning to go more oracle or sorcerer?

Extra Background:

Go... The dreams have been calling... Stop the darkness... Do this and I die in peace, knowing that some good has come from the evils of my past... Please, my child... go...

Those were the last words his mother had spoken. A rare moment of lucidity. Xoshak had been ignoring the dreams that were plaguing him in order to care for his dying mother. He had no idea that she was beset by them as well. Perhaps there was something to them. This call... this summons. Perhaps if he could have even some small part in stopping this evil, bringing some small piece of light back to this world, his mother's soul could rest.

There was nothing left for him in this burnt out hollow land, his "kingdom". What people were left in the area, were insular and superstitious. Even though he had been trading with them for years to help his mother, it still took all his tact to get anything from them at something close to a reasonable price. And even then, sometimes, he would return home with nothing but bruises from the stones some had thrown at him. I suppose I can't blame them. Some of them were alive when the kingdom was whole and I just remind them of what they lost and how they lost it. It will be best for all that I leave here.

Xoshak shouldered his pack and began his journey.

The current plan is to continue with sorcerer for the next levels.

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