The Way of the Wicked-Evil Ascends! (Inactive)

Game Master Yuugasa


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Shadow Lodge

The litch one is just one feat but it comes with a load of money required to spend on the psyholactory.


I would like to submit Cole. Sheet and backstory in alias. Thanks.


bigrig107 wrote:

Question on wealth.

Will we find any gear? Do we control what gear we find?

In other words, do we get money to "spend" on items?

No you won't just find your level three gear stashed somewhere.

This adventure has plenty of gear in it though and I will add more because of the large party.

In the beginning characters will have to make do with what they find but later they will be able to equip themselves to their liking.


Yeah, mentioning Lichs in Character Creation might have been a bit confusing I was just saying that that material will be included. Vampire however is a feat chain that can be begun early. Not too keen on writing out all that text just at the moment but I will put it in the Campaign Info tab soon.


If i may :

Path of the Vampire:

The Bitten

You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.

Prerequisites: You must be bitten by a vampire.

Benefits: You gain darkvision 30 ft. and the alertness feat, however your Constitution score is lowered by two permanently.

The Dying

You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.

Prerequisites: The Bitten, 3rd level

Benefits: Your natural armor improves +2, your darkvision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflection in a mirror. Further, in full daylight you are sickened.

The Risen

Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full reprecussions of this dark gift. Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.

Prerequisites: The Bitten, The Dying, 5th level

Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dex score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).

However, you must sleep in a coffin every night, you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed. If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.

If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated

You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.

Prerequisites: The Bitten, The Dying, The Risen, 7th
level

Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff, Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism

You have mastered your condition of vampirism and are now a true vampire in every sense.

Prerequisites: The Bitten, the Dying, the Risen, The Initiated, 9th level

Benefits: You gain the full benefit and weaknesses of the vampire template.

If you think this is not a good idea, i will delete my post
:)


thanks buddy you saved me some effort=)


Dotting for Interest.

Note: I've been in this game before, but they seem to tend to die off after a while... (some recently) mostly before escaping the prison (although one had made it further). I don't meta and generally create a different concept each time I apply though, to have a different experience. You do seem to be changing things up anyhow (with the 3rd level start, 9 players, and potential mythic levels later).

Fair warning, this being the Paizo forums, I think PG-13 is as far as we can go here.

Questions:
- Do you allow the hybrid classes (from the Advanced Character Guide)? I don't see it (the ACG) in the list of acceptable sources but I notice some applications using it.
- What about the Advanced Race Guide (or some of the splatbooks like Bastards of Golarion) for alternate racial abilities?
EDIT: - Do you allow the Racial Heritage feat, since we're hoping to stick to core races (with some notable exceptions)? There are some interesting Racial Archetypes...

EDIT2: Might go with the fat necromancer I've been toying with here (although I'd miss those traits).


No problem

Well. My idea is to finally start to level in the Master Spy prc. But can only do that from level 8. And i need 2 feats as pre req. So no vamp for this character


Ostarian Thrune wrote:


Questions:
- Do you allow the hybrid classes (from the Advanced Character Guide)? I don't see it (the ACG) in the list of acceptable sources but I notice some applications using it.
- What about the Advanced Race Guide (or some of the splatbooks like Bastards of Golarion) for alternate racial abilities?
EDIT: - Do you allow the Racial Heritage feat, since we're hoping to stick to core races (with some notable exceptions)? There are some interesting Racial Archetypes...

EDIT2: Might go with the fat necromancer I've been toying with here (although I'd miss those traits).

The material allowed is the material in the character creation bit, but I will consider additional material if you link it. Generally though I prefer applications that follow the guidelines and applications that blithely ignore them I mentally place at the bottom of the list, if for no other reason than the fact that the player is showing they aren't very good at following guidelines, which can develop into a serious problem in actual gameplay.

And yes Racial Heritage is allowed(it's in the APG).


Also it has occurred to me that when I said this in the first post: "I would like you to write a bit of a backstory for your character, doesn't have to be really long (actually would prefer if it's not)" I was thinking mostly of some of my RL players who hand me a 30 page backstory for their characters before each new campaign. That's not really a problem here as backstories are rarely more than a page, and I feel like it throws off player expectations for what I consider an acceptable length so I rescind this part:(actually would prefer if it's not).

I would just edit it but...you know.

Make your backstory as detailed as you like.


Yuugasa wrote:
I am looking for nine players(yes nine! Nine is one of the sacred numbers of Asmodeus in some worlds, including mine. Also, play by post can handle more than the usual number of players...so that's a more mundane reason to have nine...)

Yuugasa, are you expecting some of your initial nine players to drop out--this IS play by post, after all--and planning to move on with a then-normal-sized party? Or do you plan to maintain that many players over the course of the campaign?


Emmit Svenson wrote:

Yuugasa, are you expecting some of your initial nine players to drop out--this IS play by post, after all--and planning to move on with a then-normal-sized party? Or do you plan to maintain that many players over the course of the campaign?

I plan on starting with nine and seeing where it goes from there. I have no expectations for the dropout rate (though I fully understand it is often very high) and more importantly I have no control over it. I have asked players to only consider joining if they fully intend on staying till the end and assured them that as long as there is still one player left interested and having fun I will continue the game.

As far as replacing player losses I will leave that up to the group whether or not they want me to at any given time.

I am honestly not to concerned about it, I will balance the game as we go for difficulty and treasure and we can have fun with 1 player to 9.


Looking at how I was thinking on building this character, I've noticed that it would require too many (IMO) dips into items that are outside the guidelines listed. Rather than linking to each in hopes of getting approval, I'll put this concept aside for something else that remains within bounds.

Question:
- As we do not start with any equipment, will the Bladebound Magus find their Black Blade (which they acquire at 3rd level) somewhere in the early stages of the game, or will they have to "reforge" it later? Or would it be preferable to just not play the Bladebound archetype?
- Do you allow archetype combinations provided they do not replace or alter the same abilities?


On posting and games and dropping out. I was in 12 games, now down to 6 as the GM has ended them or they ended due to other players leaving. One of them I have been in for 2 1/2 years, 2 others are at 1 1/2 years and the other 3 are all 6 months to a year. I'm in for as long as you want to run.


I probably should have asked before signing up for this, but are you okay with Words of Power? If not, I can make Caprin a standard spellcaster.


Dotting for interest. I have an idea of a career military dwarf, fallen into evil by the death of his wife, alcohol dependency, and bitterness over the rigid military structure that kept him from his wife during her last days.

I'd like to use the lore warden fighter archetype, as it represents the knowledgeable military man more than most other fighter archetypes, with the added skill points and int-based class skills. Since it is not on your list, I thought I'd ask before building out the character.

My other options would be to go cavalier, I think, or with a little refluffing, perhaps ranger. I'd prefer to stay away from mounts/animal companions though, and the only cavalier archtypes that fit are musketeer and one from the ACG based around the swashbuckler.

Thanks for your input, Yuugasa!


Angelica reporting for duty.

Antipaladin of Asmodeus. Everything should be in her background. I will look over her stats and everything else this weekend to make sure she conforms to your rules.


Anyone wanna post the Lich feat? Would be really useful. Thanks.


With regards to prepared spells (cleric specifically), how much do we know? Do we understand we're at least going to attempt to break out? How much preparation was available on the way to jail?


Clerics have it the easiest seeing as at your chosen point every 24 hours you can choose WHICHEVER spells you want for that day. Had the wrong spells before capture? Meh. First day in prison. Meditate. BAM. Perfect spell selection. ;)


Have my submission ready. Meet Valignatir, cleric of Asmodeus.

Story and Background:
He choose the name Valignatir for himself, as it is the Draconic word for burning (http://draconic.twilightrealm.com/). And that is what he's all about. As a small child, his house was burned down under suspicious circumstances, his mother and father both perished in the fire, and Valignatir was left with horrible scars on his skin.

Valignatir became obsessed with fire; he loved watching the way different things burned. This led to him committing petty arson, burning down small barns and outhouses. But he was destined for greater successes.

When the hidden priest of Asmodeus caught him during an arson attempt on Valignatir's first actual house, the cleric converted him to the cause of the Prince of Darkness and began to train him in the ways fire could be controlled in order to accomplish goals. As he earned power, his scars diminshed to thin ruby lines that glow any time Valignatir uses his powers.

Eventually, the older cleric aimed the malicious gnome towards the clerics and temples of Mitra and her allies. This pleased Valignatir, as he discovered that burning the temples and hearing the screams of the burning clergy pleased Asmodeus, who granted him increasing control over power.

Alas, Valignatir became too ambitious, and attempted to burn down a cathedral of Mitra in a larger city. As he stood in the church, fascinated by the church burning around him, guards charged in to take him into custody. Fortunately for Asmodeus' cause, the cathedral was too far past saving, and it did burn to the ground. The agent responsible for this terrible success is now in jail, but Valignatir has high hopes of escaping and putting his skill set to use for the Lord of the Pit.

Stats and details:
Valignatir, cleric of Asmodeus.
Gnome Cleric 3 (theologian) Domain-Fire
Low-light vision

==Defense==
AC 15 (+4 Dex, +1 Size), touch 15, flat-footed 11
hp 30 (3d8+6)
Fort-+5 Ref-+5 Will-+8

==Offense==
Speed- 20 feet.

Melee- produce flame +2 1d6+4
Ranged- fire bolt +7 1d6+3
Ranged- produce flame +7 1d6+4

==Abilities==
1/day- dancing lights, flare, prestidigitation, produce flame.
fire bolt- 30 feet, ranged touch, 1d6+3 fire, 8/day

==Spells Prepared==
0-(4)
-spark, create water, detect magic, light
1- (4+1)
-burning hands-(domain)- 15 foot cone, 4d4 fire, Ref DC 17 half.
-another burning hands.
-obscuring mist- 20 foot radius cloud, obscures vision beyond 5 ft, anything within 5 ft. has concealment (20% miss), farther is full (50% miss). 3 minutes.
-shield of faith- +2 deflection AC, 3 minutes.
-cure light- heals 1d8+3
2- (2+1)
-produce flame- 4 attacks, 1d6+4 fire, 120 foot, ranged touch
-death knell- touched creature, Will save (DC 17) or die. +2 STR, 1d8 temporary hit points, and +1 caster level. Instantaneous/10 min/HD of creature.
-summon monster III- 3 rounds, usually hell hound (standard thanks to Sacred Summons).

==Tactics==
Usually tries to stay out of melee combat, using ranged attacks (fire bolt, produce flame, etc.) to hinder foes behind front line. If necessary, will use burning hands to keep enimies from getting too close. Not above using produce flame in melee.

==Stats==
STR- 8
DEX-18
CON-12
INT- 8
WIS-20
CHA-16

==Feats==
Sacred Summons- Lawful Evil creatures- summon standard
Spell Focus(evocation)- +1 DC

==Skills==
Acrobatics- +4
Diplomacy- +8
Heal- +9
Perception- +7
Sense Motive- +9
Spellcraft- +5
Stealth- +10

==Gear==
none yet.

==Description==
Valignatir is a gnome, so he's short. But he has a vicious look to him where other gnomes would seem uplifting or excited. He has many burn scars over his skin from various fire/arson mishaps, and can tell you what particular event each came from. Light white skin that has darkened from years of scar tissue. His hair is oddly well-kept, and a crimson red that leads one to wonder if it's natural or a reminder who he serves.


HighonHolyWater wrote:
Clerics have it the easiest seeing as at your chosen point every 24 hours you can choose WHICHEVER spells you want for that day. Had the wrong spells before capture? Meh. First day in prison. Meditate. BAM. Perfect spell selection. ;)

Yeah, that's one of the benefits of clerics. I was wondering if I could/should "metagame" my spell list to "Escape Mode". That's all.


bigrig107 wrote:
HighonHolyWater wrote:
Clerics have it the easiest seeing as at your chosen point every 24 hours you can choose WHICHEVER spells you want for that day. Had the wrong spells before capture? Meh. First day in prison. Meditate. BAM. Perfect spell selection. ;)
Yeah, that's one of the benefits of clerics. I was wondering if I could/should "metagame" my spell list to "Escape Mode". That's all.

1st : the feat is called lich. You need a 120 days to make your phelactery, this also excludes any sacrifices the GM wants you to make. And you also need 120 000gp

2nd: you need your holy simbol to cast spells. Since we start with nothing you wont be able to actually prepare spells or cast


ok I did a good bit of fluff:

fluffy stuff:

Name: Annabelle Emberspark
Race: Gnome lava gnome racial subtype
Class: Summoner/Sorcerer (Elemental fire bloodline)
Ability Scores: STR:9 | DEX:17 | CON:16 | INT:12 | WIS:12 | CHA:20
Alignment: Neutral Evil
Crime: Arson: Hello?!? Fire Sorcerer... what else could it be.
Traits (if we can use them):
Volatile Conduit

A little about her: Annabelle considers herself a manipulator. She has found that her small size and uncanny near human like appearance was a very useful tool. A few years back she managed to get her hands on a magical item that could alter her appearance to that of a human child. And when she was using it she noticed that many people would pay attention to her, some gave her food, other gave her money. This proved rather useful. Annabelle took a child’s name of Annie and got herself into an orphanage. She would act the child, and find a way to entice possible foster parents to take her in.

As a manipulator, she learned how to be selective on who would try and adopt little Orphan Annie. She selected those with power and money. Once she was in the home everything would seem fine at first, then, slowly, she would get more and more of what she wanted out of them. Then once she could get no more she would run away, change her appearance and repeat the process. Sometimes if they start to catch on, there is a fiery accident. She doesn't really like to kill like that, but still there is something mesmerizing by the dancing flames.

While she did not always kill her foster family, she had no remorse in doing so, and Sometimes the fire would not get everyone and she had to resort to more brutal means of elimination.

So, how then, you may ask, did she learn magic? Well Magic was always in her blood, she loved fire, she loved to watch it dance, and she even enjoyed the scent of burning flesh. The problem was, Annie could never truly harness her energy properly. Still Annabelle was content.

That was until a couple arrived looking to adopt. Annie had seen them before at another orphanage, They were very particular about who they were looking for. When Annabelle did not get into their home the first time they met she decided to do a little homework.

The couple, Gregori and Amoline Hastur, They were well to do, adventurers and very skilled in arcane arts. This time she realized what they were looking for, an apprentice. Annabelle managed to get herself noticed by “accidentally” unleashing a small portion of her innate magic.

That seemed to have done the trick. Annie was taken in by the Hastur’s and it wasn’t long before they started to teach her the arcane arts. But all the time Annie felt they were keeping things from her, she started to crave more power.

During her normal nighttime wanderings, she can across a hidden passage, she followed it down into a chamber that she never realized existed. There she found many of the trophies the Hastur’s had collected during their adventuring days.

As she looked through the collection something interesting caught her eye, a strange tome that was nearly as big as she was. Pulling the book off the pedestal she sat down and cracked its pages open, the cover was black like soot and there was a warmth emanating from the book. The cover had a strange symbol, one she had never seen before.

Inside, the book described some bonding ritual. This really intrigued her, she followed the instructions and drew the circled. She took the old teddy bear she had been lugging around for the past several years and placed it in the center. She continued to recite the incantations and she could feel the black magic course through her. There was a sudden flare up of flame around the circle, for an instant she thought she saw a face. But the force of the energy released threw the gnome across the room before she could get a better look.

Once the flames lowered to a pint she could see what the result was, she noticed her teddy was larger, and had grown claws and teeth, there was a fire burning inside of it, she could almost make out the flame behind the stitching.

“who are you?” Annie asked

“I am whatever you wish to call me. I am bound to you, I will do your bidding, and protect you so long as I am able.” The bear responded. Its voice seemed abyssal in tone or was it fiendish. Annie could not tell. But she smiled, this would be useful indeed. Annie placed the book back where she had found it, and she spent the rest of the day learning about the bear and how she can control it.

“then I will call you, Tibbers” Annabelle replied, and the bear nodded.

yeah I know, but I like the name and the concept, I just added a different story to it

Though it is not needed to come to her aid, Annie keeps her new friend in its original teddy bear form. And she only calls it forth when necessary.

Weeks passed, and Annie learned so much from the Hastur’s but there were others that sought revenge for things they did in the past.

spoiler…the tome she found was loot obtained from a high priest of Asmodeous. The face she thought she saw was Asmodeous himself looking into the soul of the one using the book. From that moment on, she was being watched.

the last days with the Hastur’s …

Maintaining her guise as the little girl, Annie had managed to learn a great deal, but hidden away in the house was one more thing. It was some sort of artifact. She didn’t know anything about it, but she kept having dreams about it. She knew she had to find it. But Fate had other plans on this night.

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

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

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

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

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

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

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

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

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

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

"Shut up and cover your face!" The other said in a hushed whisper, "if that Gregori Hastur fellow is really as good as he's supposed to be we're DEAD MEN if they see us."
Night was already falling when they arrived on the hill with the Hastur residence. Only one light was on in the upper story window and the back gate was open. The mercenaries walked up along the side window and slowly lifted the latches.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Ring around the rosy, a pocket full of posies, ashes, ashes, Your all Gonna BURN!!!" Annie shouted gleefully as the burning house started crumbling about her.

The house burned through the moonlight with the roars of Tibbers and the beast slowly dying down as the night passed on. The fires slowly turned to ash when there was no more left to burn. The burnt wood and smoking embers were all that was left of the Hastur residence. A hooded and cloaked character, the markings of Asmodeous cleverly hidden among his clothing, walks up to the wreckage and surveys the damage.

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

The figure chuckles, what is this, he wondered. A little child had slain the mighty Cho'gath? He bent over and picked up a small violet riding hood that was next to the sleeping girl, then slowly placed it on Annie's head and brought down the ends and tied it in a neat bow under her chin. He then turned to go “It’s not your time yet dark child, but I will have my eyes on you. You have yet more tests to pass.

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

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

Her disguise gone now, an investigation was conducted, Annie was charged with both Arson and murder. Fortunately only the charge of Arson could stick, and Annabelle was hauled off to Taligrade prison.

It would seem her scamming days were over…


Seth86 wrote:
bigrig107 wrote:
HighonHolyWater wrote:
Clerics have it the easiest seeing as at your chosen point every 24 hours you can choose WHICHEVER spells you want for that day. Had the wrong spells before capture? Meh. First day in prison. Meditate. BAM. Perfect spell selection. ;)
Yeah, that's one of the benefits of clerics. I was wondering if I could/should "metagame" my spell list to "Escape Mode". That's all.

1st : the feat is called lich. You need a 120 days to make your phelactery, this also excludes any sacrifices the GM wants you to make. And you also need 120 000gp

2nd: you need your holy simbol to cast spells. Since we start with nothing you wont be able to actually prepare spells or cast

Can't start on Lich at first level xD

Actually, you only need the holy symbol for spells with a DF, or divine focus. I need to check and see which of the prepared can be cast without a holy symbol, though.


There we go. The only spells I can't cast until I find an unholy symbol of Asmodeus are Summon Monster 2 and Light.

Doesn't change much, just Bull's Strength to Death Knell. Which is good, anyway.


Also you need to be able to cast 5th level spells :P so from lvl10 onwards


Oh, wow! You didn't mention that :D

Yeah, not sure Valignatir would be interested in that, anyway.
No real reason to be.


So, I think rather than submit an old character, I'd design a new one for this game. This character uses the Unholy Barrister archetype from the Way of the Wicked Campaign, which allows for great support and some actual healing from your party Cleric as an option.

I'm going to fill out the background story tomorrow, but the crunch is done and can be on this alias. As an aside, not having nothing makes the gear selection portion of character generation quite easy I must say!


fluff:

David Trufant III, was always superior than everyone else...at least in his own eyes. He trained day in and day out with his teacher, Master Yurobi. His training partner, Myshu, was his teachers favored pupil. The weapons training came easy to Myshu, while David had great difficulty in using weapons that others in the temple could wield with ease.

David, try as he might could not surpass Myshu, he was more skilled with sparring, with his words, in every facet. When Master Yurobi had chosen Myshu to become the new Madter of the temple...David just snapped, but not outright. He had acted happy for Myshu, but inside he was seething.

He plotted the demise of Myshu, Yurobi, and the other four students at the temple. The night, the fateful night he had crept into Yurobi's room with a broken leg from a table that needed fixing. He raised it high above the Master's ahead. As he went to deliver a killing blow, he felt an intense pain in his back, then fell to the ground. It was Myshu, who had hit a nerve and paralyzed him, but the paralysis only lasted a few moments. Moments that gave Myshu the time to restrain and subdue David. David struggled, but he got knocked out for his trouble.

David, was put on trial for attempted murder for Master Yurobi. He apparently knew people in Talingarde. David was found guilty and sent to Brandescar Prison. David refused to simply give up, he plotted to escape...somehow, someway. He wanted to make Talingarde, Yurobi, Myshu and everyone else PAY for what they did.

crunch:

Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

Feats:
1) dodge
3)
H)
M1) catch off-guard
M2) throw anything


bigrig107 wrote:

Oh, wow! You didn't mention that :D

Yeah, not sure Valignatir would be interested in that, anyway.
No real reason to be.

i wasnt at my pc, so i couldnt remember all the things about being a lich. :P sorry


Would a Dayborn Dhampir fly in this campaign?


For ease of reading I have posted Angelica's stats and background here.
She's a Damphir anti-paladin with the Lord of Darkness archetype from the WOTW bookseries (assuming that's allowed).

background:

Alexandria had a tough childhood. Both her parents were Aasimar paladins who were renowned vampire hunters, Maria and Castor Isley of the church of Mitra. When her mother was pregnant they were both overjoyed with the child. By her blood she would be a true champion of Mitra and slayer of undead. However it meant that they would have to take a break from battling undead for a while. Not the most stupid of the bunch, the vampire Count Zacharios knew the Maria was pregnant and plotted his revenge for his lost brethren and sisters. It was on the night that the birth that Zacharios and his cadre infiltrated the church where the child would be born. They slew the priest and all the monks present and tied both the father and the mother down. Zacharios bit Alexandria's mother and force fed her his blood. Then he patiently waited in the church as the child was born, for he wanted the parents to see the new nature of the child. And when Alexandria came out it became apparent what had happened, Zacharios blood had created a damphir. It wasn't long after that Zacharios slew both infamous vampire hunters, knowing that their daughter would grow up to be an undead freak. It wasn't until the next morning that the priests came by and saw the pool of blood that had came to rest in the church, with the little girl sitting there wailing for her parents.
Through her heritage it was expected that Alexandria would be a glorious paladin and the priests tried their best to raise her that way. However during her childhood she was resented by a lot of commoners, especially the other girls who made fun of her. All that ridiculous behavior led to Alexandria's annoyance and eventually hatred towards those jealous weak-minded individuals.
She was still let in the paladin order of Mitra, just like her parents wished. During her training it did not take long for her to manipulate other trainees to do little tasks for her and some even fell in love with her. She enjoyed toying around with those blathering fools.
Even still, eventually she became a full fledged paladin of Mitra with one purpose: to slay Zacharios. She quickly rose through the ranks due to her name and her skill.

It didn't take long for her to track him down and with a cadre of paladins of her own they were able to infiltrate his castle and slay him and his minions. With his dying breath Zacharios cursed Alexandria that her true nature would soon take over. Arrogant as she was, Alexandria laughed at him and only drove the stake deeper. During the search of the castle they found many relics and magical items which would be cataloged and destroyed when the paladins would return to the capitol. However among those items Alexandria recognized an amulet with her parents name on it. Knowing the item would be destroyed Alexandria took it with her in secret and wore it under her armor.

What she didn't know was that her amulet was indeed cursed and that none other than Asmodeus corrupted her thoughts as she slept, walked around, trained and hunted more undead. With her goal now met, Alexandria was looking for a new one, and soon grew bored and irritated with the menial tasks she was set upon. With her arrogant character and disgust for the weakminded peasants it didn't take much for Asmodeus to convince Alexandria that perhaps Mitra didn't suit her all that well. When the amulet started whispering to her, she became curious of the powers Asmodeus could offer her. Maybe under Asmodeus she would have a worthy goal again, perhaps she would feel real excitement again. With pleasure she started to do his bidding. Anything to get rid of the idiots around her.

She started to corrupt new trainees and even some of her old class mates. First with little things like stealing sweets from the kitchen, until eventually she got one of the recruits to kill an innocent, she had convinced him that he was possessed by a demon. She reveled as the idiot kept adoring her even as he was cast out from the church.
She was able to change the hearts of many a comrade into thinking that the old ways were wrong. Mitra isn't the all powerful one they were taught, no, the older powers could do much more good with the country. True order would protect the weak, not these weak laws and civil rights.

Eventually she was tasked by Asmodeus to strike at Bellinda. Alexandria convinced several idiot recruits and former class mates that the child of the king was possessed, and the personal retinue as well. They would kill the child for her. It was during their inauguration that the recruits and a few full fledged paladins tried to strike, while Alexandria just observed, acting the innocent. But alas they failed and most were killed, though many bodyguards fell as well. Of her fellow comrades, one survived and under interrogation of Sir Balin of Karfeld he spilled the beans. Balin found Alexandria waiting in her room as he and the other knights came in and arrested her. When asked for her reason she said "It's a shame the idiots were incompetent. But what a show they gave us. That corruption has defiled the good name of the paladins for years to come." It didn't take long for the authorities to sentence her to death by burning for the Heresy she has committed. Alexandria laughed all the while during her trail, on her way to the prison and in her cell.

stats etc:

Female Anti-Paladin 3 (Lord of Darkness)
NE Medium Dhampir / Humanoid (Dhampir)
Init +1; Senses Perception +7, Darkvision 60 ft, Low-light Vision
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 28 (3d10+6)
Fort +8, Ref +6, Will +7
Defensive Abilities Resist Level Drain (PFARG 223), Undead Resistance (PFARG 224)
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +6 (1d3+6) 20/x2 [PA]
==STATISTICS==
Str 18, Dex 12, Con 12, Int 14, Wis 10, Cha 18
BAB +3, CMB +7, CMD +18
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +10, Diplomacy +12, Disguise +9, Intimidate +15, Knowledge (nobility) +5 [Your sovereign +5], Knowledge (religion) +6, Perception +7, Sense Motive +5, Stealth +6
SU Aura of Cowardice (PFAPG 120), Cruelty (PFAPG 120 - 121), Smite Good (PFAPG 120), Touch of Corruption (PFAPG 120), Unholy Resilience (PFAPG 120)
Traits Extremely Fashionable (Equipment) (PFCo: AdvAr 30), Seeker (Social) (PFUCgn 61)
Languages Celestial, Common, Infernal

-- DHAMPIREN RACIAL TRAITS --
• Str: +2, Con: -2, Cha: +2
• TYPE: Humanoid (Dhampir)
• SIZE: Medium
• DARKVISION 60 FT: Dhampires can see in the dark up to 60 ft.
• SPELL-LIKE ABILITY: A dhampir can use obscuring mist three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.
• LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light.
• NEGATIVE ENERGY AFFINITY: Dhampires are alive, but reacts to positive
and negative energy as if it were undead-positive energy harms it, while negative energy heals it.
• RESIST LEVEL DRAIN: Dhampires take no penalties from energy draining
effects, though they can still be killed if they accrues more negative levels then they have Hit Dice. After 24 hours, any negative levels a they takes are removed without the need for an additional saving throw.
• UNDEAD RESISTANCE: Dhampires gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• SVETOCHER: Brought forth by the haughty and brutal moroi, svetochers are renowned and feared for their silver tongues and deadly strength. -1 penalty on saves against effects that deal positive energy damage. Dhampir gain a +2 racial bonus on Diplomacy and Knowledge (nobility) because of their heritage.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Anti-Paladin) : You've gain the following bonuses: Hit Point).
• ANTI-PALADIN WEAPONS AND ARMOR: Anti-Paladin are proficient with all
simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). (PFAPG).
• AURA OF EVIL: The power of an antipaladin's aura of evil (see the detect evil spell) is equal to 3. (PFAPG 120).
• CRUELTY: Whenever you uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties you possesse. This choice is made when the touch is used. Fort save (DC 16) to avoid this cruelty.
You've selected the following: Command. (PFAPG 120 - 121).
• DETECT GOOD: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 ft and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range. (PFAPG 120).
• PLAGUE BRINGER: The powers of darkness make an antipaladin a beacon of
corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. (PFAPG 120).
• SMITE GOOD: You can call out to the dark powers to crush the forces of good. As a swift action, choose one target within sight to smite. If this target is good, add +4 on attack rolls and add +3 on all damage rolls against the target. If the target is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack is 6. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. You can uses this 1 times per day. While smite good is in effect, you gain a +4 deflection bonus to AC against attacks made by the target (PFAPG 120).
• TOUCH OF CORRUPTION: You surround your hand with a fiendish flame, causing terrible wounds to open on those you touch. Each day you can use this ability 6 times per day. As a touch attack, you can cause 1d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. The following cruelty apply against status effects of those you touch: Command (PFAPG 120).
• UNHOLY RESILIENCE: You gain a +4 bonus on all saving throws. (PFAPG 120).

• AURA OF OBEDIENCE(Su):
At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.

In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness' level + the lord of darkness' Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

• CRUELTY (Su)
At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.

Commanded: The target must obey one order from the lord of darkness, as per the command spell.

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

-- TRAITS --
• EXTREMELY FASHIONABLE (Equipment): Whenever you are wearing
clothing and/or jewelry worth at least 150 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a class skill for you. (PFCo: AdvAr 30)
• SEEKER (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. (PFUCgn 61)

I based her stats on how she has been trained and her natural talents.
She is quite strong and charming due to her heritage, both from her parents and the vampiric virus in her blood. She has learned patience and cunning in order to strike at her targets. She's a plotter and prefers others to take the fall. Corrupting those just and good is a special hobby of hers. She hopes to one day corrupt and rule the order of the paladins of Mitra from the inside out, leading up to a marvelous revelation and the death of Sir Balin of Karfeld.

Still need to fit in another feat. Thinking about the bitten series, but she's already partly vampire so it seems a little redundant.

Any feedback would be welcome :).


Angelica Isley wrote:

For ease of reading I have posted Angelica's stats and background here.

She's a Damphir anti-paladin with the Lord of Darkness archetype from the WOTW bookseries (assuming that's allowed).

** spoiler omitted **...

Few things.

One, not using traits unless you take Additional Traits.
Two, not sure if alternate heritages are allowed.
Three, unarmed strike damage, for you, is nonlethal. Improv. Unarmed Strike would fix that.

Other than that, how does she plan on getting back into the paladin order, after being sent to jail?


bigrig107 wrote:
Angelica Isley wrote:

For ease of reading I have posted Angelica's stats and background here.

She's a Damphir anti-paladin with the Lord of Darkness archetype from the WOTW bookseries (assuming that's allowed).

** spoiler omitted **...

Few things.

One, not using traits unless you take Additional Traits.
Two, not sure if alternate heritages are allowed.
Three, unarmed strike damage, for you, is nonlethal. Improv. Unarmed Strike would fix that.

Other than that, how does she plan on getting back into the paladin order, after being sent to jail?

Ah missed that section of traits. They are easily dismissed.

I'll wait for a response of the gm for alternate heritages.

I know it's nonlethal, but until we have some weapons it's the only thing she can hit with at this time together with her corrupting touch.

Well if I told all that there wouldn't be much to plan would it? She could corrupt some of those paladins and from there out corrupt more and more. Maybe come back in under the guise of another paladin. Who knows, we have a lot of time to plan that out :).


Well. My character will be able to help ;)

Disguise and bluff at +18.

If my char gets approved. Will post in alias with her stats in a bit

She will be the many faces of the party ;)


So the reason I went with allowing material from the books listed in the Character Creation bit is because I both own them and have played with them before, being familiar with the material I know what to expect and what I am comfortable with.

Since it seems like a huge number of applicants want me to consider material from outside these sources (which I am willing to do if you provide links with the material)I am not going to allow or disallow each bit on an individual basis, instead, make what you like (with links) and understand that I will most likely choose applicants that follow the guidelines (unless your character's story and personality really blow me out of the water).

In regards to weapons, items and creatures gained as class features you will receive them within the first two acts of the game at no additional cost. (acts, not books, so the Branderscar and meeting with the Cardinal bits.)


Here is Yuki Tsune, my Kitsune fraudster, and hopeful face(s) of party ;)

Yuki Tsune:

Yuki Tsune
Female kitsune rogue (kitsune trickster) 3 (Pathfinder RPG Advanced Race Guide 192, 193)
NE Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 27 (3d8+3)
Fort +2, Ref +6, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d4+1)
Special Attacks sneak attack +2d6
Rogue Spell-Like Abilities (CL 0th; concentration +0)
. . 1/day—charm person (DC 15)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 18, Wis 14, Cha 18
Base Atk +2; CMB +3; CMD 16
Feats Deceitful, Realistic Likeness[ARG], Weapon Finesse
Traits fraud
Skills Acrobatics +9, Appraise +10, Bluff +18, Climb +5, Diplomacy +14, Disable Device +7, Disguise +16, Escape Artist +9, Knowledge (local) +10, Linguistics +10, Perception +8, Sense Motive +12, Sleight of Hand +9, Spellcraft +5, Stealth +9, Swim +5, Use Magic Device +10
Languages Abyssal, Aklo, Celestial, Common, Elven, Gnome, Infernal, Sylvan, Undercommon
SQ change shape, fast shifter, gregarious, rogue talent (finesse rogue)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Fraud +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.


Ostarian Thrune wrote:


- Do you allow archetype combinations provided they do not replace or alter the same abilities?

I don't normally allow multi-classing the same class with different archetypes.


Cole, Warpriest of Asmodeous wrote:
On posting and games and dropping out. I was in 12 games, now down to 6 as the GM has ended them or they ended due to other players leaving. One of them I have been in for 2 1/2 years, 2 others are at 1 1/2 years and the other 3 are all 6 months to a year. I'm in for as long as you want to run.

Ok, cool


Caprin Seylin wrote:
I probably should have asked before signing up for this, but are you okay with Words of Power? If not, I can make Caprin a standard spellcaster.

Words of Power are a optional bit and as stated I'm avoiding optional rules in general but at least it's from Ultimate Magic. =P

So, to be more clear and less confusing, yeah it's cool even though I'll be giving more consideration to standard casters.


bigrig107 wrote:
With regards to prepared spells (cleric specifically), how much do we know? Do we understand we're at least going to attempt to break out? How much preparation was available on the way to jail?

All prepared casters should feel free to choose what spells they want prepared in prison, I won't make you justify it in game.


Yuugasa wrote:
bigrig107 wrote:
With regards to prepared spells (cleric specifically), how much do we know? Do we understand we're at least going to attempt to break out? How much preparation was available on the way to jail?
All prepared casters should feel free to choose what spells they want prepared in prison, I won't make you justify it in game.

Alright, cool. Thanks for all the responses. I didn't use anything outside of what you stated was okay, I think.

Hopefully that's right. And I can find a holy symbol, so I can channel and cast light/summon II.


Oh, forgot to add channel to his stats.

Channel- negative, 2d6, Will DC 14 half.


bigrig107 wrote:

Oh, forgot to add channel to his stats.

Channel- negative, 2d6, Will DC 14 half.

just a note but don't you need your Unholy symbol to channel?

Shadow Lodge

Or a specific trait, I believe you also need it for all your spells.


Yuugasa wrote:
Ostarian Thrune wrote:


- Do you allow archetype combinations provided they do not replace or alter the same abilities?
I don't normally allow multi-classing the same class with different archetypes.

All right. Thanks for the info. I'll just pick one archetype and won't add the bladebound archetype to it then.


Edward, yeah, you do. But I still have to put it down, ya know?

And no, Lord Foul, just those with a Divine Focus (DF). All other spells are allowed to be cast without it.

The only two prepared spells I can't cast are Light and Summon Monster II.


Ostarian Thrune wrote:
Yuugasa wrote:
Ostarian Thrune wrote:


- Do you allow archetype combinations provided they do not replace or alter the same abilities?
I don't normally allow multi-classing the same class with different archetypes.
All right. Thanks for the info. I'll just pick one archetype and won't add the bladebound archetype to it then.

Ostarian, I think y'all two are confused. You can normally stack archetypes that don't replace the same thing.

I think what he was talking about was homebrew stuff.
Like, being cleric 3 (theologian) and cleric 3 (crusader).
Taking the class levels twice, and just choosing a different archetype.


Yuugasa, I had a question about a specific feat in the Advanced Class Guide.

Energy Channel:
Energy Channel
You distill your channeled energy into your weapon to empower it.

Prerequisites: Channel energy class feature; Air, Earth, Fire, or Water domain or blessing.

Benefit: As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you must choose one of those damage types when you use this ability. This effect lasts for your next three weapon attacks or until the end of combat, whichever comes first.

Basically, this will let me use channeled energy for something else than just channeling. I feel that Valignatir would use that far more often than normal channeling.

If you don't, that's cool, just thought I'd ask.

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