Tazo |
I'm considering making a Dhampir or Tiefling champion of Orcus. As a champion of undeath, he will be summoning lots of undead minions to aid the forces of Chaos. Probably an Oracle of Bones, going Marshal.
4d6 ⇒ (2, 3, 5, 6) = 16 = 14
4d6 ⇒ (1, 2, 2, 5) = 10 = 9
4d6 ⇒ (6, 3, 4, 3) = 16 = 13
4d6 ⇒ (5, 3, 2, 3) = 13 = 11
4d6 ⇒ (3, 1, 5, 4) = 13 = 12
4d6 ⇒ (2, 3, 3, 6) = 14 = 12
4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (1, 6, 6, 2) = 15 = 14
15, 14, 14, 13, 12, 12
A bit average, but I can work with this.
Hotaru of the Society |
Two players possibly interested. My main question: Must our alignment match our deity? How close can it be?
Is the Dual Path mythic feat available if we wanted to express two areas, one of which belongs to someone else? (I.E. could I do Erastil Ranger, and take Warrior, picking up Marshal with dual-path, if that were the character concept I went with, despite Marshal belonging to someone?)
4d6 ⇒ (1, 1, 5, 5) = 1211
4d6 ⇒ (6, 4, 6, 6) = 2218
4d6 ⇒ (4, 2, 1, 6) = 1312
4d6 ⇒ (4, 3, 2, 4) = 1311
4d6 ⇒ (1, 5, 4, 3) = 1312
4d6 ⇒ (4, 5, 2, 3) = 1412
4d6 ⇒ (1, 6, 3, 6) = 1615
4d6 ⇒ (2, 4, 3, 4) = 1311
18, 15, 12, 12, 12, 11
Doomguide |
hmm have an idea for each side.
On the Law side, I think the Fae eldest need to have a finger in the pie. Magdh the eldest of complexity and Fate certainly would be interested.
LN Warpriest of Madgh. Hierophont or Marshal for path.
Or on the chaos side, you can't have chaos without the Monkey King.
CN Monkey King Bard, Trickster or Marshal path.
Lets see if the dice cooperate.
1: 4d6 ⇒ (1, 1, 5, 4) = 11 10
2: 4d6 ⇒ (5, 3, 3, 2) = 13 11
3: 4d6 ⇒ (2, 4, 2, 1) = 9 8
4: 4d6 ⇒ (5, 5, 4, 4) = 18 14
5: 4d6 ⇒ (1, 6, 1, 3) = 11 10
6: 4d6 ⇒ (3, 2, 4, 6) = 15 13
7: 4d6 ⇒ (2, 6, 4, 4) = 16 14
8: 4d6 ⇒ (2, 3, 1, 4) = 10 9
Doomguide |
Ok so lets try this again with less suck.
1: 4d6 ⇒ (2, 5, 5, 4) = 1614
2: 4d6 ⇒ (4, 1, 4, 6) = 1514
3: 4d6 ⇒ (4, 2, 1, 4) = 1110
4: 4d6 ⇒ (5, 3, 4, 5) = 1714
5: 4d6 ⇒ (5, 4, 4, 2) = 1513
6: 4d6 ⇒ (2, 3, 4, 2) = 119
7: 4d6 ⇒ (2, 4, 6, 1) = 1312
8: 4d6 ⇒ (1, 5, 2, 5) = 1312
14,14,14,13,12,12
Well that is 22 point buy. Not my first choice, but I can make it work.
Dark Netwerk |
It's funny, I'm noticing the Lawful side are tending towards LN and LG (there's one LE as far as I can tell) and the Chaotic Side is tending towards CN and CE (no good). Interesting.
Still haven't decided which direction I want to take, but I'm leaning heavily towards Evil (which is meaningless in the campaign terms). Chaos, with a party of non Good to worry about with friendly fire, means there may be some extra options.
Hotaru of the Society |
@Drako "The Merciful"
Dual Path
That's the feat I asked the DM about earlier. It might help you if he allows it.
"Prophet" |
Loup Blanc posting in with his submission: Prophet, the self-proclaimed true speaker for Gorum. I'll try and have backstory written up later tonight, but for now here's the crunch.
I'm also still working on the swashbuckler I mentioned earlier. Should I post that one in here once it's finished, too, so that people--especially you, GM DFang, and those looking to play on the Chaos side--can give input on which they'd rather work with potentially? I'm really not sure which one I'd rather play.
Deiros |
I wanted to do something for Asmodeus, but I guess I can represent one the other Archdevils instead.
Hellknight should be in order.
4d6 ⇒ (3, 6, 5, 3) = 17 - 14
4d6 ⇒ (6, 6, 2, 3) = 17 - 15
4d6 ⇒ (2, 5, 6, 4) = 17 - 15
4d6 ⇒ (3, 6, 2, 6) = 17 - 15
4d6 ⇒ (5, 2, 2, 3) = 12 - Drop
4d6 ⇒ (4, 6, 6, 4) = 20 - 16
4d6 ⇒ (4, 1, 3, 6) = 14 - 13
16, 15, 15, 15, 14, 13
Decent rolls
GM DFang |
@Hotaru: Sure, that feat is open for you to take. The initial limitations are only meant to divide major party roles.
@Loup Blanc / Prophet: Feel free to show us at least the general outline. Both are on Chaos side correct?
Chaos suddenly just had an influx of applicants. 7/27 is still far off but I'm already looking forward to seeing your finalized PC and back stories. I'll be running 2 different threads for you guys just in case you're wondering.
Format: Forum Handle (if no alias) - Alias/PC Name - Patron Deity - Class - Mythic Path
ORDER
n/a - Book Wyrm - Irori - Wizard - ???
Ashe - ??? - Iomedae - Paladin - ???
n/a - Zain Ashvale - Apsu - ??? - ???
KakkarottoZ - Issac Insolitus - Alseta - Sorcerer - Archmage
ZaGstrike - ??? - Achekek - ??? - ???
YoricksRequiem - ??? - ??? - ??? - ???
CHAOS
n/a- Maxson Stal - Nemyth Vaar - Anti-paladin - Champion/Guardian
Bane88 - Random Red - Groetus - Cleric - ???
Loup Blanc - Prophet/? - Gorum/? - Bloodrager/? - Guardian/?
n/a - Bobbity - Azathoth - Alchemist - Trickster
Mistress Morgana - ??? - Calistria - Arcanist/Sorcerer - ???
Tazo - ??? - Orcus - Oracle - Marshal
Deiros - ??? - Asmodeus - Hellknight - ???
UNASSISNED
Max_Sterling - ??? - ??? - ??? - ???
Craztok - ??? - ??? - ??? - ???
The Pale King - ??? - ??? - ??? - ???
Dark Netwerk - ??? - ??? - ??? - ???
Captain Castellus Cale - ??? - ??? - ??? - ???
Pahlok |
Azi Dahaka, Fist of Ydersius
Preferred group to join: Chaos
Patron Deity: Ydersius
Mythic Path: Champion
Character Description: Azi stands at a formidable 6 feet of scale-clad muscle. His golden-hued, slit eyes shine brightly against his pale-green complexion. Despite his size and apparent strength, he has a lithe grace about him as well. His forked tongue and sharp-toothed grin are often the last things his enemies see before he puts them out of this world.
Character Personality: Azi is harsh and straightforward, against the stereotype of his kind. Many expect a serpentine type to be a lying trickster, but Azi doesn't spare time on mind games. This does not mean he is loyal, however. He will follow his word to a point, until he changes it on his own whim. Rather, he would not tell a straight lie, but he would easily commit a sin. The semantics of whether this is truth or trickery is up in the air, but Azi isn't concerned with how others perceive it. He takes great pride in his body especially, honing it to be an efficient killing machine worthy of his ancestors' grace. He detests weaponry and favors a battle of the body over a battle of steel. After discovering the religion of the deity Ydersius, he has made it his sole focus to rejoin Ydersius' head and body in order to receive the deity's favor and power, as well as return glory to all serpentine races after their defeat in the ancient snakefolk war against the Azlanti. Due to the harsh childhood he suffered, Azi is cold and calculating, and will not stop coming at his opponents until they are truly finished.
Character Background: Azi was born a bastard in the Chu Ye province of Tian Xia. When the Oni overtook the province, he was still a child, and was put to work alongside other mortal slaves of the province. Seperated from his mother and growing up under this oppression, he joined forces with the Mizu Ki Hikari rebels in order to attain his freedom. After it became apparent that the Mizu Ki Hikari were on the losing side of this battle, he sold them out to the Oni in exchange for freedom and power. Using this opportunity, he was able to escape with his freedom to Wanshou through the Chuyokai Forest. Despite his treachery, he keeps the teachings passed onto him from his fellow rebels always in his mind, for it is there that he learned how to be strong. Additionally, his training in makeshift salvaged armor for the rebellion has honed his body to move more fluidly in better-fitting armor.
Seeing no opportunity for him in Tian Xia, Azi sailed to Golarion. It was there that he heard rumor of the ancient tale of Ydersius, the grand snake god. As there was evidence that Ydersius still lived, he decided that it would be in his best interest to find a way to reconnect the fallen god's head and body, simultaneously restoring superiority to his own kind in the process. His true hopes were to become a god in his own right in the process, by the mercy of Ydersius himself. With that power, he could return to Chu Ye, overthrow the Oni, and instate his own iron-fisted rule over the land.
Character Stat Block or Alias:
http://www.myth-weavers.com/sheetview.php?sheetid=967190
(I'll make an alias with all of this info on there if accepted)
Roll: 4d6 ⇒ (3, 6, 5, 2) = 16 = 14
Roll: 4d6 ⇒ (2, 6, 2, 6) = 16 = 14
Roll: 4d6 ⇒ (3, 3, 6, 6) = 18 = 15
Roll: 4d6 ⇒ (1, 4, 2, 6) = 13 = 12
Roll: 4d6 ⇒ (3, 5, 1, 4) = 13 = 12
Roll: 4d6 ⇒ (6, 4, 6, 3) = 19 = 16
I know there's already another Vishkanya submission, but I've been waiting for an opportunity to implement this character for a long, long time.
Max_Sterling |
@GM DFang: Thanks, here's my submission:
Name: Lise [pronounced li-se] Kharisthana
Patron Deity: While she reveres Milani, it was Calistria who selected Lise for this trial. Although Calistria may be a bit radical for Lise's taste, it's not hard to imagine why Calistria would take interest in one such as her. As a result, she could foreseeably be placed on either side of Law or Chaos (GM's choice!?).
Class: Ninja
Mythic Path: Have not had the opportunity to play with mythic rules yet, but looks like Trickster is the way to go here.
Description: Lise is of slender build, standing at 5'5" with dark green eyes and long, black hair worn straight and unbrushed. Very fair skin and the unnatural grace of her movements accentuate an indelible beauty. Her musical voice and melodic laugh betray an ancestry not altogether human.
Background: Lise was to be born to human parents before an encounter with a vampire left her father dead and her expectant mother struggling to retain her humanity. Almost certainly due to some aasimar heritage that had remained dormant for generations, Lise's mother found--or perhaps was given by an unborn Lise herself--the strength to live as a human until the child was born.
Precisely what happened after that, Lise did not need to ask. The one who raised her, a fey guardian of one of nature's most beautiful realms, relayed what was necessary and, in addition to providing a mother's love, taught Lise that she can be an instrument of righteousness in the world. Finesse, deception, beauty, and words became her weapons... in addition to actual blades, of course. Although the beauty of nature is dear to her, Lise had a call to answer--and so she left behind the peaceful forest life for a city drowning in corruption and blood. The blood was that of the innocent, exploited and helpless in an unjust system. With practiced patience, Lise began using her weapons to track down those spilling the blood, and add to it their own.
Personality: Lise believes in hope and justice despite the often cruel nature of reality. She despises those who abuse whatever power they may wield, and acts methodically in removing one despicable target after another. She has no romantic aspirations of heroism or recognition--she simply lives by her own code: to murder those who deserve it. Not only does it give her a sense of purpose, but such villains often live a life of luxury they can no longer enjoy when removed from the world--and Lise has come to appreciate some of these "repurposed" finer things.
Appreciating such luxuries has become something of a replacement for nature in her extended times away from her true "home" in the forest. During such times, she also pines for the company of the forest's animal and other inhabitants, greatly divergent from the animals she hunts in the city.
Lise also enjoys various musical and artistic performances, and is herself a talented dancer. Other favored non-murderous activities include shopping, reading, stargazing, and flower tending. Excellent with preparation, details, and persuasion, she is unfortunately less skilled at improvisation and, sometimes, considering the feelings of others.
Rolls:
4d6 ⇒ (1, 4, 3, 1) = 9=8
4d6 ⇒ (3, 6, 2, 2) = 13=11
4d6 ⇒ (3, 6, 4, 1) = 14=13
4d6 ⇒ (5, 3, 6, 5) = 19=16
4d6 ⇒ (6, 2, 1, 2) = 11=10
4d6 ⇒ (4, 3, 1, 4) = 12=11
4d6 ⇒ (2, 4, 2, 6) = 14=12
4d6 ⇒ (6, 2, 2, 1) = 11=10
10,11,11,12,13,16 = 17
Rerolling...
4d6 ⇒ (6, 1, 6, 6) = 19=18
4d6 ⇒ (4, 4, 1, 5) = 14=13
4d6 ⇒ (1, 2, 2, 4) = 9=8
4d6 ⇒ (2, 6, 6, 5) = 19=17
4d6 ⇒ (6, 2, 2, 1) = 11=10
4d6 ⇒ (5, 6, 5, 6) = 22=17
4d6 ⇒ (3, 2, 3, 3) = 11=9
4d6 ⇒ (2, 6, 6, 2) = 16=14
10,13,14,17,17,18 = 51
Musetouched aasimar ninja 1
LN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 12 (1d8+3+1)
Fort +3, Ref +7, Will +3; +2 racial bonus vs. death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee wakizashi +5 (1d6/18-20), wakizashi (two-weapon fighting) +1/-3 (1d6/1d6/18-20), sai +5 (1d4), sai (two-weapon fighting) +1/-3 (1d4/1d4), shuriken +5 (1d2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 17, Int 13, Wis 14, Cha 20
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse
Traits princess, indomitable faith, legacy of death Rite Publishing trait, identical to reactionary
Skills Acrobatics +9, Bluff +9, Diplomacy +12, Disable Device +9, Knowledge (Local) +5, Perception +6, Perform (Dance) +11, Sleight of Hand +9, Stealth +9
Languages Common, Celestial, Sylvan, Draconic
Gear wakizashi x2, sai x2, shuriken x10, studded leather armor, thieves' tools, grappling hook, silk rope (50 ft.), 0 gp
--------------------
Special Abilities
--------------------
Deathless Spirit, Resistance 5 against negative energy damage, do not lose hit points when gaining a negative level, and gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Skilled (Variant), Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks.
Variant Aasimar Ability, You gain an additional +2 racial bonus to your Dexterity score. This replaces an aasimar's spell-like ability racial trait.
Darkvision (60 ft.), Aasimar can see perfectly in the dark up to 60 feet.
Princess, You gain a +1 trait bonus to Diplomacy and Intimidate checks.
Legacy of Death, You gain a +2 trait bonus on Initiative checks.
Indomitable Faith, You gain a +1 trait bonus on Will saves.
Meticulous (Drawback), –2 penalty on skill checks for skills with which you’re untrained.
Poison Use, A ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack, A 1st level ninja deals 1d6 sneak attack damage.
YoricksRequiem |
....I only just realised that the god I chose and wrote my backstory around is Neutral. *Curses loudly*
BACK TO THE DRAWING BOARD.
Either way, I'll give you what I know so far: I'm going with a Tengu Inquisitor on the side of Order. Mythic Path will either be Hierophant or Mashal, depending on how the game goes.
GM DFang |
Yeah, it still depends on who's getting in; but with those rolls, I may have to crank up the effective APL by one so it's back to the drawing board for a bit for me as well.
@Bobbity: Don't worry, the impact of stats are usually felt during the low levels, but when you get to level 10+, items and magical effects tend to overcome the extra +1/+2 modifiers quickly. As an Alchemist, I'm sure you'll blow them off easily enough.
@The Pale King: A few more days to go, I hope inspirations hits you soon.
Kirzon |
Tazo here with my submission for a champion of Orcus. After further reflection, Kirzon is no longer an Oracle, but is instead a Cleric (Undead Lord). Plan is to go Marshal, though he may dip into Heirophant depending on the party composition.
The roleplay hook is that Kirzon is a demon who, defying his heritage, went in service to the forces of Law. Orcus is amused by this fact, and has returned him to life (or perhaps unlife) to serve as his representative. In the beginning, he's going to mock the efforts of his chaotic "allies," despite being forced to work for them. But doubts will emerge, until everthing changes at his moment of ascension.
Haikyu |
Alright, YoricksRequiem here with my submission. Still a rough draft so I may take another run at it before the deadline. Feedback is welcomed!
Haikyu
Tengu Inquisitor
Side: Order
Deity: Andoletta (LG)
Mythic Path: Hierophant or Mashal, depending on how the game goes.
Crunch in Profile
Each tengu is a law unto himself, bound only by his own sense of honour. The hierarchy within a tengu flock is not based on power or wealth as in other societies, but is instead based on knowledge. Elders, including ones parents, are all seen as teachers, to be respected. In a tengu flock, the most knowledgeable and often eldest tengu, the daitengu, resides above all the others, high atop the mountain, who provides guidance, counsel, and wisdom, to those who come seeking.
The tengu do not judge other races, preferring to allow each individual to stand or fall according to their own actions. They are not overly trusting, however, and tend to view non-tengu with caution and suspicion. Their first action with a new person tends to be testing their value.
Tengu who leave the flock have been susceptible to the influences of the outside world. In a human city, where wealth is based on material possessions, a tengu would be treated as a second class citizen, even seen as a ‘beast’ or scavenger, living on the streets or in shadow.
Some of them struggle to find places for themselves in these societies, and can turn to being a sellsword, or a thief, or, for those who remember that knowledge is power, even a spy, hoarding truth. A tengu would not generally have embarrassment or regret for their actions, following what they believe to be their path.
Whatever the status of a tengu, they see themselves as brothers, and do not impose their ways of life on each other, for enlightenment cannot be gained by following the path of another. They understand that individuals learn in their own ways. Their independence and lack of preachiness can make them seem secretive or reclusive.
Some believe that the tengu live a less spiritual life now than they did before they began living in cities, but many tengu would argue that their lives have always been about experiencing life and meditating on it, whatever it happens to be.
However, even his own training was not complete when tragedy struck. A plague swept through Haikyu’s flock, and within two weeks the entire tribe was dead - save for him. The sickness was so terrible that he could not even consume his elders, which was a tengu tradition based around the idea of devouring their knowledge. Haikyu took what little he had and left the mountain and the trees, becoming a ronin.
He walked, and walked, and one morning, a flock of ravens flying overhead gave pause, forming a strange symbol in the sky that Haikyu had never seen before. A long raven flew down from the group, growing larger as it descended, and as it approached the ground, it transformed into an old woman with a cloak of dark feathers. “We have chosen you.” she explained, “to represent our people in a trial.”
Even a younger tengu like Haikyu could recognise the being for who she truly was. “Grandmother Crow,” he murmured, first with shock, and then squawked in anger when he processed her words. “Protector of the weak? Punisher of the sinful? Where were you when my flock lay dying?”
The woman’s wrinkled face quickly took the appearance of anger. “Would you know our mind?” She asked, her wrath shaking the very earth they stood on. “Our decisions? Managing a million intertwining threads?” Her wrath dissipated quickly, and the winds calmed again. “You have a lot to learn, little bird.”
Before Haikyu could speak, she continued. “Their path ended there. Yours did not. Mourn the loss and move on. There is work to be done, and yes, child, lives to be saved.”
Haikyu nodded, swallowing. “Where does my road lead?”
As with most tengu, Haikyu has dark blue-black feathers and a black beak. He stands shorter than an average human, but is quick-moving and clever. He is serious, and accustomed to being alone, and being something of a drifter.
Haikyu does not go out of his way to help others, believing that the struggles facing them are part of their own spiritual journey. If help is requested of him, however, he will oblige, believing that to be part of his own. He does, however, tend to be more sentimental and loyal than many other tengu - losing his entire community has made him somewhat overprotective of those he is with.
There will be things that set him apart from others, as quirks. When they bed down, he’ll gather sticks to make small nest-like structures to sleep in. He’ll likely preen and molt his feathers while deep in thought, especially while listening to explanations of others.
The Emerald Duke |
How would you feel about a submission for the forgotten goddess Lissala (LE)? I know she isn't "popular" anymore, but in theory she isn't dead... and with the runes awakening across modern Varisia, you would think that she might be awakening too. My thought would be a wizard, learned enough that he discovers her... and she picks him as her champion.
If you don't approve it is fine, I just thought I would throw out the idea and see how it sits.
The Emerald Duke |
Dice rolls for said character... some will call me presumptuous... I prefer to see myself as prepared.
Rolls, first attempt:
1st: 4d6 ⇒ (4, 6, 2, 1) = 13 -1=12
2nd: 4d6 ⇒ (1, 1, 1, 3) = 6 -1=5
3rd: 4d6 ⇒ (5, 4, 2, 3) = 14 -2=12
4th: 4d6 ⇒ (2, 6, 4, 6) = 18 -2=16
5th: 4d6 ⇒ (2, 6, 2, 1) = 11 -1=10
6th: 4d6 ⇒ (4, 3, 5, 4) = 16 -3=13
7th: 4d6 ⇒ (1, 2, 6, 2) = 11 -1=10
8th: 4d6 ⇒ (6, 2, 2, 1) = 11 -1=10
Even with the 16 on one score, its only a 17 point buy... rerolling:
Rolls, second attempt:
1st: 4d6 ⇒ (4, 2, 3, 2) = 11 -2=9
2nd: 4d6 ⇒ (5, 1, 3, 3) = 12 -1=11
3rd: 4d6 ⇒ (4, 6, 2, 4) = 16 -2=14
4th: 4d6 ⇒ (5, 1, 2, 2) = 10 -1=9
5th: 4d6 ⇒ (1, 4, 1, 1) = 7 -1=6
6th: 4d6 ⇒ (1, 2, 4, 1) = 8 -1=7
7th: 4d6 ⇒ (1, 3, 4, 3) = 11 -1=10
8th: 4d6 ⇒ (1, 5, 2, 1) = 9 -1=8
Wow... not even over a 12 point buy... time for round three:
Rolls, third attempt:
1st: 4d6 ⇒ (1, 6, 2, 4) = 13 -1=12
2nd: 4d6 ⇒ (4, 2, 6, 4) = 16 -2-14
3rd: 4d6 ⇒ (5, 2, 2, 4) = 13 -2=11
4th: 4d6 ⇒ (5, 2, 2, 5) = 14 -2=12
5th: 4d6 ⇒ (3, 5, 2, 2) = 12 -2=10
6th: 4d6 ⇒ (2, 4, 6, 4) = 16 -2=14
7th: 4d6 ⇒ (4, 2, 6, 4) = 16 -2=14
8th: 4d6 ⇒ (5, 5, 6, 6) = 22 -5=17
Much better... 32 point buy! That will do I think.
Working on the rest now, will stick to being a plain human to keep things semi-fair.
"Prophet" |
Alright, sorry it took a bit, but here's the background for my submission. I have also decided to only submit Prophet, as I decided myself that I'd have more fun with this character than the swashbuckler (who will undoubtedly make his own appearance in another game, some day...).
The story ends where the game begins, presumably: with her selection to represent Gorum in this battle. I personally imagine that the Lord in Iron doesn't really care much who wins either way, but it's a fight, and he wants in.
Name: Prophet
Patron Deity: Gorum, the Lord in Iron.
Class: Bloodrager
Mythic Path: Guardian. While Champion would make her a more offense-based warrior, the combination of Bloodrager's Destined bloodline and the Guardian path will make Prophet a nigh-unkillable avatar of battle.
Growing up an orphan half-breed was hard, and with no one to care for her, Prophet grew up fast and nameless. From a young age she displayed fierce toughness and strength, and even slightly older orcs learned better than to cross the feisty and dangerous girl. Though some of the tribe's shamans tried to quell her anger, hoping to guide her into a more acceptable role as a healer or shamaness, their only influence was to teach her of the gods. After years of trying, they gave up on reigning in the girl's rage, declaring that she must have been blessed by The Iron Lord and that she was "born to fight." One particularly old--and senile--shaman jested that she was a prophet of Gorum, and the name stuck, none taking to it more than Prophet herself.
However, her anger couldn't be controlled, and when she struck and killed another tribe member who went too far in his advances, things came to a head. Knowing she likely faced death for her crime, Prophet took her sword and armor and fled into the plains of the Hold, a hand-carved fetish of Gorum's symbol around her neck her only other possession. Though she was strong of body and mind, none could hope to cross the vast expanse of Belkzen without food or water, especially while running for their life. Days after leaving the tribe, she staggered, the sun beating down on her shoulders. Her throat was parched, her stomach empty, her muscles weak. Gazing down at her symbol, she fell to her knees, closed her eyes in prayer, and lost her tenuous grip on consciousness...
EDIT: Also, any word on whether I could take the Wild Rager archetype?
Raffe Crymoff |
This is the beginning of my submission for the Emerald Duke. Still working on the backstory and the full crunch... but what I have so far is attached to this alias.
For the rest:
Patron Deity: Lissala, LE, former Patroness of Thassilon, Goddess of Runes, Mistress of Fate.
Team: Order
Class: Universal Wizard
Mythic Path: Archmage
Background will follow!
"Prophet" |
Alright, I've added that archetype in. I did just realize that I'm unsure how it interacts with her bloodline powers: normally a wild rager can't use rage powers while confused from her wild rage, but it's up to you whether that extends to her bloodline. (Personally I think I'd rule that passive abilities stay on, but she can't use active ones, but that's just me.)
Raffe Crymoff |
Here is my promissed backstory. Still don't have the full equipment or spells or feat... but traits match his story, and everything else will fall into place by COB today. :) I hope you like it.
Backstory:
Raffe was born 28 years ago in the Cheliax-styled town of Korvosa. His father, Julian, was overjoyed to finally have a son to carry on his work as a scribe for the high court. This joy was not diminished at all when his wife died two days later from complications due to the birth. Some might call that callous or cold, but to quote Julian on the matter, "My wife never was my favorite toy."
With her death, the rearing of the child mostly fell to his older sister Pontia and the servants in the house. Pontia was the first to notice that Raffe was abnormally curious, solving logic puzzles far above those meant for his age group. When she tried to bring this to the attention of their father, his only verbal response was, "And?" When she proceeded to try to explain why this might matter, he proceeded to follow his verbal response a swift strike to her face and ringing the bell to have the servants remove her from her presence.
Unbeknownst to their father, however, this was not just due to a tweak of genetics or a random blessing of fate. Their mother's side of the family had been dealing with devils and demons in modern Cheliaxian style in an effort to prepare for the long awaited day of Korvosa being reassimilated into the Empire. This summoning and dealing over the past few generations had had the effect of making them conduits for possession, as well as smarter and more charming (both of which had been bargained for in exchange for allowing such a conduit).
This became known when Pontia herself was possessed by a demon. After nearly killing their father, she then sought out her younger brother. Raffe was only sevem at the time, but the sight of his sister covered in his father's blood, eyes turned solid black, mouth open at an unnatural angle... somehow wasn't as disturbing as it aught to be. She merely smiled, and said in a much too deep voice, that he was special for a friend that was making her resurgance soon. After patting his face lovingly, she walked out of the house and out of their lives.
Their father survived the incident, but was unable to walk... or talk... again. His once black hair had turned into a full silver. At this point, he entered his son into the academy to be rid of him. Though he has survived until present day, he has had no further contact with his son by his choice. Perhaps something possessed Pontia said to him keeps him away...
Life in the academy was hard on many levels for Raffe, but intellectual was not one of them. Every problem they put to him he solved, every riddle he had an answer for. By the time he was twelve he already was casting cantrips without error. By the time he was 15 he had learned more first level spell than many wizards graduating.
Raffe's real challenge was trying to determine what his possessed sister's cryptic message meant. Who was this "friend" and why was he special to her? A year before graduation, while studying ancient Varisian runes for his finals, he received the answer to his question. Lissala, goddess of runes, patroness of long forgotten Thassilon, possessed Raffe for the briefest of moments.
In that moment, however, all became clear to him. He saw the land as it was pre-Earthfall. He saw the seven minor holdings in ancient Thassilon, each held by a mighty practicioner of now forgotten rune magic. The Runelords, each dedicated to one of the seven virtues of Lissala. Each at war with his or her neighbors, each only as powerful as their vice enabled them to be... none the visionary that their former master, Xin, had been. All presumed dead... all very much still alive, merely awaiting the call to awaken once more. A call that she was planning on issuing through Raffe.
After only a minute of possession, Lissala left much as she came, leaving only the vision and a minor link that she used from time to time to impart knowledge. From that moment on he was her herald, to learn magic and to reawaken the old empire. To mark his commitment to his new god he had her insignia (the seven pointed Sihedron rune) tattooed on his hands, right above his first two fingers and his thumb.
Raffe has spent the last ten years learning as much as he can about the arcane arts, history, the planes, languages, and even religion. He has wandered everywhere he can, exploring ancient Thassilonian ruins in Varisia. His journeys have also taken him to remote places, such as the underground kingdoms of the fey and drow.
All he has done, all he continues to do, is with the end of fully reawakening Lissala and creating a second golden age of Thassilon. He hopes to win support from Cheliax and the underground kingdoms... and eventually the support of the runelords themselves. They will awaken, and he will have their allegances one way or another.
ZaGstrike |
Woo, sorry for the delay about these details. Work stuff, yadda yadda. Here's my character info:
Group: Order
Name: Nariz "Dark-Speaker" Hakoreem
Diety: Achaekek
Class: Oracle
Alignment: Lawful Evil
Mythic Path: Hierophant
Gender: Male
Mystery: Bones
Revelation: Soul Siphon
Oracle Curse: Tongues (Infernal)
I'll start writing up the backstory later tonight then post it when I'm done. I'm still not sure what race to go with, so I'm open to any suggestions.
Max_Sterling |
I see Mistress Morgana was looking at Calistria as well, so thought I'd note that, if it makes things easier, Lise could just straight-up represent Milani (I had Calistria for flavorfulness, but can just as easily do without). In that case, given Milani's relationship with Iomedae, I'd say she'd be much more likely to represent Order, which is fine with me. Just putting it out there.
Also, looks like I dumbed on Lise's languages, so she wouldn't have Draconic. Whoops.
@ZaGstrike: There are a lot of nice race choices for oracles (mechanically speaking). Dhampir has some interesting potential with the Bones mystery, but drow, changeling, half-orc, human, or aasimar/tiefling(variant) would work well, too. Even gnome, halfling, half-elf, and catfolk mesh well as "less-traditionally evil(?)" options. You really do have even more options than that though, so try to narrow it down to a few races you like if none of those above grab your attention.
Mistress Morgana |
Group: Chaos
Name: Morgana
Diety: Calistria
Class Arcanist
Alignment: Chaotic Nuetral
Mythic Path: Archmage
CN Medium Human (Dual Path, +2 INT, +2 CHR)
Arcanist
Deity: Calistria
Init +3, Perception +1
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DEFENSE
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AC 13, Touch 13, Flat-footed 10
HP 8 (1d6+2)
Fort +1 Ref +3 Will +3
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OFFENSE
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Speed 30 ft.
Ranged Crossbow +3(1d8/20x2)
Melee Dagger +0(1d4/19-20x2)
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STATISTICS
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11 STR, 17 DEX, 13 CON, 20 INT, 13 WIS, 17 CHR
Base Attack +0 CMB +0 CMD 13
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Special Abilities
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Weapon and Armor Proficiency:Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn’t yet used up her spells per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook). An arcanist’s may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare. Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit.
SpellBooks An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic, which all arcanists can prepare from memory. An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook).
Arcane Reservoir:[b]
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
[b]Arcanist Exploit By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Ice Missile (Su): The arcanist can create missile made of freezing ice by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of cold damage plus 1d4 points of cold damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). In addition, the target is staggered for
1 round. The target can attempt a Fortitude saving throw to negate the staggered condition.
Consume Spells The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
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Traits
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Magical Lineage(Firesnake): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level
Calistrian Courtesan (Calistria): You worked in one of Calistria's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (Diplomacy) is always a class skill for you.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Powerhungry: -2 to will saves if promised power and wealth.
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Feats
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Point Blank Shot, +1 to damage and attack rolls within 30 feat.
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Skills
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Diplomacy +7
Spell Craft +9
Knowledge Arcana +9
Knowledge Planes +9
Knowledge Religion +9
Knowledge Local +9
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Gear
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Dagger x3 (3gp)
Wizard's Kit (21gp)
Grooming Kit (1gp)
Scroll Box (5gp)
Light Crossbow 35gp
50 crossbow bolts 5 gp
Spells Known
Color Spray, Magic Missile, Charm Person, Burning Hands, Magic Armor, Shield, Protection Vs Law, Sow Thought.
Morgana was originally named Meelah. She was born into the Lightbringers, a noble family well known for producing clerics and paladins devoted to Iomedae. She had a happy childhood. She and her sister Kayle got along well as children but this would change overtime.
Her sister Kayle was born an aasimar, and her parents gave her all their attention. Meelah, grew jealous at all the attention her sister was receiving. It seemed to her no matter what she did was not good enough it was all about Kayle. This jealousy turned to resentment. At this point Meelah stopped caring what her family thought of her began seeking instead to satisfy her own needs and wants. She began worshiping Calistria instead and sought carnal pleasure to numb the pain. When the Lightbringers learned that Meela turned her back on the Lightbringer way they had no choice but to disown their daughter. Meelah threw away her given name and became Morgana instead. She swore she would return someday and get her revenge.
Morgana honed her arcane talent and went to enact her revenge. This is the last thing she remembers before being summoned mid battle to represent Calistria.
Physical description: Morgana stands 5'6" and 115 pounds, Her vibrant red hair barely extends past her shoulders. Morgana is well groomed and cleaned. Morgan is typically scantily clad and dressed to show here figure.
Personality: Morgana is not necessarily cruel or evil, she is just vindictive. She will likely be friendly to others as long as they do not give her a reason not too. She believes those with power should use it however they see fit which went against her families belief that power should be used for the better of others.
ZaGstrike |
@Max_Sterling: Thanks for the advice, i think i'll go with Changeling, that sounds pretty fun.
Here's my updated character info and her backstory. It's a little "Meh" but i think it gives her a reason to be in this campaign. She pretty much believes that the tongues she speaks is Achaekek telling her to assassinate certain people. I'll have my stats and crunch here soon.
(new)Name: Fariza "Dark Speaker" Nareez
(new)Gender: Female
Race: Changeling
Size/Type/speed: Medium/Humanoid/30ft
Racial Traits: Hulking Changeling/Claws/Natural Armour(+1)/Darkvision(60ft)
When she reached puberty she finally recieved "The Call", leaving her adopted family for good and attempting to find her true mother. She began to speak a strange language she had never heard before, her body becoming wracked with seizure and the words spilling from her lips without her control, thought she understood every word of it. A phrase that would be repeated over and over is "He who walks in blood", and the hidden name of a creature god known as "Achaekek".
When she had at last found her mothers residence she discovered an old, fungus covered hut nestled within a valley atop dozens and dozens of ancient graves. Within the hut she found the decayed corpse of an immense hag, rotting as it sat before an immense tome written with evil scribblings that Fariza recognized to be in the foul language that she speaks. Each side of the hut was covered with the dark letters, repeating mentions of the bloodwalker and of a time when she would be called for serve him. Shoving the corpse of her mother out hte front of the hut Fariza took up her place in the hut and became its new resident.
For years she studied her mothers insane writings, trying to decipher the meaning from its ramblings as well as becoming more used to her changing and near monstrous form. Occasionally travelers would visit her, and she allowed them to believe that she was the same valley witch that the visitors were there to see, using them to learn about the happenings in the world around them. During the nights the dark tongue would come forth from her lips again, though she had gained a level of control over it as she grew older.
She is now 26 years of age. She now understands more of her diety and its purpose, believing that He who walks in blood speaks through her and gives her the instructions she requires. Already she has performed tasks that have been given to her through her ravings and enacted bloody assaults on those that the mantis god want dead before they become a threat, usually targeting children whom had possible destinies of greatness.