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Goblin Squad Member. 283 posts (9,141 including aliases). No reviews. No lists. No wishlists. 59 aliases.


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Here is my basic PC idea. Still needs work. :)

Igdus the Incanter:

Igdus
Human Natural Werehawk Incanter 1
N Medium Humanoid (human, shapechanger)
Init +2; Senses Low-light Vision, Scent; Perception +10
________________________________________________________________________
Defensive
________________________________________________________________________
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +7
________________________________________________________________________
Offensive
________________________________________________________________________
Speed 30 ft.
Melee Destructive Blast +0 (1d6/x2)
Range Destructive Blast +2 (1d6/x2) or
Bramble Blast +2 (1d4/x2)
Special Attacks Destructive Blast (110 ft.)
________________________________________________________________________
Statistics
________________________________________________________________________
Str 10, Dex 14, Con 12, Int 14, Wis 20, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Fast Learner, Extra Magical Talent x2
Traits Seeker, Clever Wordplay
Skills Diplomacy +6, Fly +6, Knowledge (Geography) +6, Knowledge (Nature) +6 Linguistics +6, Perception +10, Sense Motive +9, Spellcraft +6
Languages Common, Flan, Draconic, Sylvan, Aklo,
________________________________________________________________________
Magic
________________________________________________________________________
Spell-like Abilities
1/day- Enhanced Diplomacy, Create Water, Purify Food and Drink, Cure Light Wounds
Spell Pool 6
Caster Level 1st
Spheres Conjuration, Destruction (Bramble Blast [Ref DC 16], Ranged Destruction), Light (Periscope [DC 21]),
Tradition Easy Focus, Elongated Summoning, Focus Casting
Companions Protector Ayla (Medium Biped, Natural Aspect)
________________________________________________________________________
Special Abilities
________________________________________________________________________
Fey Magic (Forest, Diplomacy, Sense Motive), Change Shape, Curse of Lycanthropy, Lycanthropic Empathy,
________________________________________________________________________
Gear
________________________________________________________________________
180 gp


Are we taking traits or drawbacks? If so how many?


If I recall correctly, natural lycanthropes are not restricted in alignment so it's more nurture then nature for them. That should not be an issue, let me know if I'm mistaken. :)

Aiming for the greyhawk recruitment. If you could suggest anywhere to brush on it I'd appreciate it, been a few years to say the least. If you allow spheres of power, I think I'll choose a class from there depending on the lycan I go for. Which leads me to another question, are we restricted to the lycan on the list or any animal is fine?


Look forward to the recruitment. Were creatures galore. :)


A werewolf game sounds interesting, I'd vote for that. Alas I have no clue what WtA is. Maybe a little net swim will enlighten me. :)


Yeah we may want to compare numbers, I still have to double check when I have some time. But Noxsuum turned out surprising considering his non direct nature. At least items won't be an issue, no body in his natural state limits his options. That's actually good news. x)

Congrats to those that made it and better luck next time to those that did not.


Updated

Dungeon Lords
Goblin King (Male Goblin)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle Slayer)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Shingleblitzen (Male Quickling Rogue/Wizard)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Nightmare Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)
Nuala (Female Debased Advanced Nymph)
Alekto (Female Young Blue Dragon)
Teresa (Female Succubus Bard)
Cephalon (Male Advanced 9 Headed Hydra)

Good luck to everyone, phase one is coming to a close soon. xD

Slightly Updated Submission:

GM_Almonihah: wrote:

1) What kind of dungeon lord are you? Aim for something in the CR 9 range, whether that be a level 10 goblin shaman or a young blue dragon, or something in between.
2) What kind of dungeon floor did you lord over? (Those chosen will have to actually build this floor)
3) A sketch of your character's personality and goals.
4) Some discussion of what you, as a player, would like to do/see in this campaign.

Submission Update

1- Noxsuum is a shadow demon but not like most. Having dwelt in the realm of dreams and made use of it as a round about method of interacting with mortals for eons he has gained power in that realm in addition to those of his own nature, making him a nightmare as well. Starting off he will have shadowdancer levels.

2- Noxsuum's entire level will have dim lighting with some shadow related minions. It will also have traps and hazards aplenty as any other dungeon floor, again likely shadow or trickery related. Yet it's most notable feature will be the many creatures and custom rooms they dwell in. Having the ability to possess the bodies of others and being a bit of a collector. Noxsuum has captured/invited/stored a number of creatures that now dwell in his home. One room may have a grassy floor with a nice oak tree and magical twilight that holds a tricked dryad. While another may appear carved from the very rock with gems embedded in the walls playing host to a smitten shaitan.

3- A being of impulse and frivolity, Noxsuum is very much a believer of "possession is nine tenths of the law". As such he specializes in possession. Be it people or things. He has a very easy come easy go mentality due to his age and ability to "die" without worry. Sense he has never really been killed rather suffering the loss of a host time and again as needed due to his skill or at worst being sent back to the abyss for a short time before being brought back by his fellow lords. None the less his lust for life is undiminished and he is surprisingly laid back for a demon unless truly provoked, something that has not happened in decades if not longer. As for his goals, like any demon he seeks more power and freedom to do as he pleases on a larger scale. Besides that he would like a wider selection of host bodies and perhaps a large enough place to house them and his other toys/playthings along with better access to exotic food, drink, and drugs. He already has comrades among the other dungeon lords, they couldn't possible complain about having a better place to play poker.

4- I would like to see monsters with more personality then the all to common rage/madness/arrogant type. Would also like to see how such different monsters work together as a team and maybe have the dungeon as a whole fight back against those pesky adventurers. Not to mention cause havoc with a character that can take over enemies and use them like puppets. I find the concept devilishly interesting. Not to mention the silly factor just makes it sound like a fun game. This guys whole concept came from recently seeing Casper again and the line "stop hitting yourself" going through my head. Throw in the unapologetic unbound humor of a demon and I get a very "Venom" from the marvel comics feel. Hopefully he can live up to that. I promise I won't talk about eating brains though. xD


Updated

Dungeon Lords
Goblin King (Male Goblin)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle Slayer)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Shingleblitzen (Male Quickling Rogue/Wizard)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Nightmare Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)
Nuala (Female Debased Advanced Nymph)
Alekto (Female Young Blue Dragon)
Teresa (Female Succubus Bard)

My dungeon level will be called the Twilight Halls. Building it already and it's so fun. So far I have roughed out 9 rooms, one of which is my personal room/lair called the shadow sanctum. Not much in the way of traps yet but some nice variety of monsters/minions. Noxsuum is very open minded when it comes to that sort of thing. Sure everyone says hobgoblins are rigid soldier types, but have you ever seen one tap dance. That's how you win a battle in my book. ;D


Updated

Dungeon Lords
Goblin King (Male Goblin)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle Slayer)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Shingleblitzen (Male Quickling Rogue/Wizard)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Nightmare Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)
Nuala (Female Debased Advanced Nymph)
Alekto (Female Young Blue Dragon)
Tim (Male Unicorn Bard)
Teresa (Female Succubus Bard)

As always let me know of any changes needed. :)


Updated

Dungeon Lords
Goblin King (Male Goblin)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Shingleblitzen (Male Quickling Rogue/Wizard)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Nightmare Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)
Nuala (Female Debased Advanced Nymph)
Alekto (Female Young Blue Dragon)
Tim (Male Unicorn Bard)

Accounting for drops and adds. :)

I am adding the nightmare template to Noxsuum, just seems to be a perfect fit for him. Have no idea how I missed it. Those silly adventurers don't understand that even if they escape, they can't hide from me or my lordly fellows. Anyways sometimes a demon just likes to go window shopping for when they are looking for that special body needed for that special occasion. >:D

All this floor talk has me itching to flesh out my own floor a bit more in detail. Sadly short on time due to my job, but I think I will do a little work on it in a day or two. Going to show what a tricky rascal Noxsuum is and the little surprises he keeps for those uninvited guest. I think the main theme will be, nothing is what it seems.

P.S. Adam are you referring to the kobold dungeon from hell, makes high levels weep. Because the wee kobolds are smart and don't fight fair. Cause I know about it a little, still their are worst out there. I've seen it, Tucker took it easy. O.O


Updated

Dungeon Lords
Goblin King (Male Goblin)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Shingleblitzen (Male Quickling Rogue/Wizard)
Scaff (Male Kobold Sorcerer/Rogue)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)
Nuala (Female Debased Advanced Nymph)
Alekto (Female Young Blue Dragon)

Accounting for those that dropped out, our new submissions, and changes brought up.

I am thinking Noxsuum will get along with just about anyone on the list. Still considering shadow demons are tied to Nocticula and his semi hoarding characteristics. The matron would likely chase him around the place because of his misbehaving. I could also see Alekto killing his host whenever she catches Noxsuum dressing her up in her sleep as a skimpy sorceress. xP

"You can play with my toys but your paying me when you break them my dear dragoness."


Not a problem for us sneaky bastards. As long as you don't give me access to a optimized goody two shoes that I can possess your good. Noxsuum is all about the trickery. Not that he doesn't have a few giants in the fridge for when things get crazy. Back off I got a troll, I'll use it! O.-

Just wondering but are dungeon's limited in any way? Size, number of minions, gold spent on traps or features? Or will it be more like we run stuff by you and you clear what will or will not fly? Just curious if a system will or will not be used for it.


Updated

Dungeon Lords
Goblin King (Male Goblin)
Sir Squiggleton (Chaos Beast)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Old Merk (Male Deep One Psychic)
Shingleblitzen (Male Quickling Rogue/Wizard)
Kobold Chief (Male Kobold Sorcerer)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Shadow Demon Shadowdancer)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)
The Matron (Female Xill Matriarch)

Changed to account for Choon's new choice.


Yeah I am pretty fixed on my theme but going over some other possession types and templates. I went with shadow demon because they have a feat line that enhances demon possession.


Updated

Dungeon Lords
Goblin King (Male Goblin)
Sir Squiggleton (Chaos Beast)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Gargoyle)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Old Merk (Male Deep One Psychic)
Shingleblitzen (Male Quickling Rogue/Wizard)
Kobold Chief (Male Kobold Sorcerer)
Tikkik (Male Kobold with W.M.D)
Noxsuum (Male Shadow Demon Shadowdancer)
Plant Thing (Yellow Musk Creeper)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)

I just went off the first he or she I saw to determine gender. I suppose I will just wait until the players state which they prefer to identify with. Unless they want to walk that hard road of never identifying gender. ;)

Can't speak for anyone else but shadow demons need not be medium with two arms or legs you know. Not that it matters much when you can possess creatures. Some days Noxsuum may feel like tentacles or maybe oozing along the ground. :P


For the DMs convince and to have an idea of our gathering. ;)

Dungeon Lords
Goblin King (Male Goblin)
Sir Squiggleton (Female Chaos Beast)
Professional Hero-Killer (Male Tiefling Vigilante)
Gargoyle (Male Gargoyle)
Vladimir Rokopatov (Male Human Vampire Veiled Blade Swashbuckler)
Old Merk (Male Deep One Psychic)
Shingleblitzen (Male Quickling Rogue/Wizard)
Kobold Chief (Male Kobold Sorcerer)
Tikkik (Male Kobold)
Noxsuum (Male Shadow Demon Shadowdancer)
Plant Thing (Yellow Musk Creeper)
Lord Heineous (Male Tiefling Antipaladin)
Brixton (Male Behir)

Let me know if I missed someone, need to change or add something. More then a few of you guys are hard to pin down, I count myself among them mind you. Flexibility has it's down sides.


GM_Almonihah wrote:

1) What kind of dungeon lord are you? Aim for something in the CR 9 range, whether that be a level 10 goblin shaman or a young blue dragon, or something in between.

2) What kind of dungeon floor did you lord over? (Those chosen will have to actually build this floor)
3) A sketch of your character's personality and goals.
4) Some discussion of what you, as a player, would like to do/see in this campaign.

Submission

1- Noxsuum is a shadow demon but not an average one. Depending on party make up I may shift him around but he will have some class levels for a trick or two in his back pocket. Thinking at least a dip in shadowdancer.

2- Noxsuum's entire level will have dim lighting with a few shadow related minions. It will also have traps and hazards aplenty as any other dungeon floor, again likely shadow related. Yet it's most notable feature will be the many creatures and custom rooms they dwell in. Having the ability to possess the bodies of others and being a bit of a collector. Noxsuum has captured/invited/stored a number of creatures that now dwell in his home. One room may have a grassy floor with a nice oak tree and magical twilight that holds a tricked dryad. While another may appear carved from the very rock with gems embedded in the walls playing host to a smitten shaitan.

3- A being of impulse and frivolity, Noxsuum is very much a believer of "possession is nine tenths of the law". As such he specializes in possession. Be it people or things. He has a very easy come easy go mentality due to his age and ability to "die" without worry. Sense he has never really been killed rather suffering the loss of a host time and again as needed due to his skill. None the less his lust for life is undiminished and he is surprisingly laid back for a demon unless truly provoked, something that has not happened in decades if not longer. As for his goals, like any demon he seeks more power and freedom to do as he pleases on a larger scale. Besides that he would like a wider selection of host bodies and perhaps a large enough place to house them and his other toys/playthings along with better access to exotic food, drink, and drugs. He already has comrades among the other dungeon lords, they couldn't possible complain about having a better place to play poker.

4- I would like to see monsters with more personality then the all to common rage/madness/arrogant type. Would also like to see how such different monsters work together as a team and maybe have the dungeon as a whole fight back against those pesky adventurers. Not to mention cause havoc with a character that can take over enemies and use them like puppets. I find the concept devilishly interesting. Not to mention the silly factor just makes it sound like a fun game. This guys whole concept came from recently seeing Casper again and the line "stop hitting yourself" going through my head. xD


Personally I would just like to play a SoP caster sense I have yet to in a game. I am willing to adjust as needed. On the setting side, I would rather not see classes disappear or reskinned due to the magic system used. I feel it takes away from the world, I would rather simply add to it. That's an adventure hook in itself if you want, find out why some people have suddenly learned to use magic in a new way never seen before. :)

That said SoP can replace or stand alongside of the vancian spellcasting system. That is part of what makes it a good system and a easy to implement one. As Pale King says SoP has sphere versions of all the classes capable of spellcasting from PF (except alchemist but they do have an archetype). So you don't need to play a SoP class to make use of it yet having it won't exclude anyone else capable of casting ether. If you want to mix, it can be explained as just a different method of spellcasting traditions, same result yet different means. If you want to use SoP only then nothing really changes in the setting as far as lore goes. PF remains intact if you wish it.


Same here, really wish more games would show up for it. Spheres of Power is a great system that allows alot more flexibility for casters of any kind or theme. :)


For the record Draegloth are not always male, they can be ether gender. Really don't want to meet one that's a priestess or favored by Lolth. ;)


Dragonofashandflame wrote:
They had a racial splash page in Races of the Underdark? I think that's the book. But, ya, half demon/half drow

I got my info on them from Drow of the Underdark, page 110 if that helps.


He is referring to this, they are called Draegloth. I will have to look through my books to see if I can dig up the template for you(if they have one as I don't remember off the top of my head). Are you considering drow dragons or half drow dragons while your at it? :)

I am thinking of submitting a drow mage of some sort, maybe a eldritch knight. Are you open to any 3.5e conversions for prestige classes or PF only?

Edit- Draegloth are CR 5 creatures with 6 racial HD, so pretty sure they have no template. As far as 3.5e is concerned anyways.


Dotting, now who to choose. :)


Dotting, I would say darklands or dragon empires. :)


Well sense Oswell has it's own mini wars internally I am going to say it was one of those that my guy was involved in. x)

Working my way down the list, should get into it in earnest later today.

Spoiler:

- Which of the 7 virtues you feel your character embodies- Diligence
- Which of the 7 deadly sins you feel your character most likely to succumb to- Greed

Loyalty, or Honesty- Loyalty
Compassion, or Justice- Justice
Charity, or teaching- Teaching
Love, or Fear- Love
Obedience, or free thinking- Free Thinking
Pride, or Greed- Greed
Group, or Individual- Group


What I have so far, rough and work in progress. :)

Spoiler:

- Nation you are from- Oswell (Unknown State)
- Your thoughts of your home nation- The right idea, but needs alot of work. A lack of true unity and to much useless politics with power plays. If everyone's main concern was the betterment of the nation rather then of their own interest, Oswell could be just what the world needs to become a better place.
- Your characters thoughts on the other nations/races-
Humans- Each one is different, take them as they come but never trust them at face value.

Elves- The only people I call pointy eared bastards without any sense of guilt. Not bad folks if they can get over themselves and their females tend to have a thing for the half breeds, at least in my experience. Makes up for all the so called pity I tend to get, sometimes.

Half Elves- My people and yes we are a people. A little like humans and nothing like elves, or so I like to think. We're all different but tend to be accepting, after all if we aren't then what hope is there.

Orcs- Brutes plain and simple. They don't have alot of rules but if you follow them then they can be dealt with. Just never get them drunk or insult them flat out, not unless you can beat one senseless with your bare hands. Even then better make sure he stays down and you don't kill them. Their touchy about murder outside of war but beatings are all fine.

Half Orcs- Depends, some are just like any other folk that everyone hates and think their murdering scum for what their born as. Others are exactly that. Best keep an open mind and give them a chance, just don't let your guard down. Their fully smart enough to trick or lie to you.

Halflings- Nice people, got nothing bad to say.

Dwarves- A bunch of stumpy gravel monkeys with more in common with elves then they would ever admit. I guess that's why they hate them, my kind is no different in their eyes. Their only redeeming trait is their expertise with metals and machines, which I admit is impressive. If they would get over their hatred I think we would get along fine.

Catfolk/Kitsune- Simple people, not by choice I think. Don't see why everyone has a problem with them. They only got a problem with those that have a problem with them. Yeah they look a little strange first time around but unless you have a fear of fur, their just like anyone else. Maybe with a little more teeth and claws but otherwise I stand by my words.

Gnomes- Nuts, I can't say it any other way. The lot of them are nuts, but more like the genius kind more often then not. Otherwise pretty nice people with plenty to offer, just get used to moving fast when something sounds strange.

Kingdom of Aloran- Warrior's paradise and full of the proud. All honor and righteousness, seems to work their still around and their people are happy. Something to be said for that, personally I can't go without soft beds and warm baths but that's just me.

Empire of Belthouse- They don't care for magic much and even less for the gods, big mistakes in my book. They hold on to their machines too much and crawl over themselves like ants in a mound.

Kingdom of Razeria- Life is grand if your a magic user, otherwise your pretty much cattle. I like it about as much as Belthouse. It's like a three legged stool with only one leg, useless and leaves you wondering what were they thinking.

- What your character did before- A student in a magical academy studying conjuration and warp magic. When war came and a call for spellcasters went out, he volunteered, learning destruction magic and becoming a war mage. Sense leaving the military he has started to wander and travel, using his abilities to get by. Bounty hunter, transporter, or even on occasion mercenary. Sense the war his expertise has slowly shifted away from destruction magic, yet it still remains in grained and useful.

- How/why your character has come to the States of Oswell- Having traveled far and wide he was feeling a touch homesick or in need of familiar sights. So he made his way back to see how things have changed.


1d10 + 8 ⇒ (3) + 8 = 11
1d10 + 8 ⇒ (6) + 8 = 14
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17
18
8

Dotting and rolling, are you allowing SoP?


As always congrats to those that made it. Good luck to those that did not. Really can't say much else really. ;)


So half their number are chosen. The wicked goblin rest with sweet thoughts of our anguish, soothing him to sleep. xD


The first has been named, rejoice and despair. Now there remain but five. xD


::Slips the dice gods a extra candle to light in their honor::

Not asking, just saying oh mighty dice gods. ;P

But really good luck to all, hard choices and great work by my counting. ;)


That sir is why your the GM, correct. Go have a cookie. ;P

@Ausk
Congrats, first divine entry.


GM Captain Trips wrote:

Questions/Comments for Characters Added

- Voros Viator - Really good background, lots of great details. The second life thing is a bit different, and does take considerable liberties with character creation, but its an interesting angle to play out. Liked the Pathfinder Society hook, opens up some early level adventure opportunities.

I am rarely the kind to throw in stuff without reason. Ten points if you can name the type of being Voros patron is as well as it's home realm. I will say he is not a mystic goblin from the plane of dreams. ;)

Anyways glad it meets with your approval. Let me know if you need more on anything.


If I was interested in a powerful PC, Voros would be very different even if he stayed a spellcaster. Mostly I try to fit the crunch to the idea I have. I was more then half way through the backstory before I even found out about pact wizards, which goes to show, you should always look around pfsrd and your books. Found him an equally flavorful familiar, one with surprises in the future should he be so fortunate. xD


Idea's are easy, getting them statted out and being effective is hard. At least that's my experience. ;)


Just wondering why I was not on the list or anything. I think it's complete now. Let me know if I missed anything. :)

Voros Viator:

Voros Viator
Male Human (Varisian) Pact Wizard 1
NG Medium humanoid (human)
Init +3; Senses Low-light Vision; Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 Armor, +1 Nat)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20/x2)
Range Light Crossbow +2 (1d8, 19-20/x2) or
Dagger +2 (1d4, 19-20/x2)
Atk Options Hand of the Apprentice (7/day)
--------------------
SPELLS (CL 1st) +1 vs SR, CONCENTRATION +6
--------------------
Wizard Spells:
1st- Summon Monster I, Color Spray
0 (at will)- Detect Magic, Dancing Lights, Prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Augment Summoning, Alertness
Traits Clever Wordplay, Arcane Temper
Skills Craft (Alchemy) +8, Diplomacy +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Linguistics +8, Perception +7, Spellcraft +8
Languages Common, Varisian, Draconic, Infernal, Celestial, Thassilonian, Giant
Combat Gear Potion of Cure Light Wounds (3), Potion of Shield of Faith +2, Scroll of Identify, Scroll of Comprehend Languages (2), Scroll of Obscuring Mist (2), Scroll of Snowball
Other Gear Explorer's Outfit, Haramaki, Dagger, Light Crossbow, Bolts (30), Spring Loaded Wrist Sheath (2), Bandolier (2), Spellbook, Wizard's Kit, Scrivener's Kit, Hemp Rope (50 ft.), Familiar Satchel, Scroll Box,

Money 23 gp
--------------------
Special Abilities
--------------------
Racial:
Fey Magic- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. (Diplomacy and Perception. Urban Terrain Only 1/day- Create Water, Know Direction, Purify Food and Drink, Cure Light Wounds)

Class and Archetype:
Arcane Bond- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Familiar- A pact wizard must select a familiar for his arcane bond. The familiar's loyalty ultimately lies with the pact wizard's patron, and it reports back to the patron on the wizard's activities. (Ioun Wyrd- Signis)

Pact Focus- At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. (Necromancy)

Pact- A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura- A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons- A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

Hand of the Apprentice- You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Personal Spellbook
1st- Windy Escape, Color Spray, Magic Missile, Summon Monster I, Obscuring Mist, Comprehend Languages, Snowball, Ear-Piercing Scream, Identify
0- all

Backstory:

Born Viorec Crispin the bastard son of a powerful Korvosan merchant family scion and a Varisian nomad. His father denied his birthright, family name, and true existence as his son. Viorec's mother did not press the issue after the rejection, she placed her son above a city bound man with ease. So the first few years of his life Viorec grew up as a true varisian amid the endless roads and caravans of his people. His fathers blood was thick in him, marking him more as a chelaxian then his peers, yet his soul and nature were varisian which was all his people truly cared for. Yet fate was as unkind as his father for the man he never knew did not forget his bastard. Finding an early grave on a merchant run he lived long enough to legitimize his son before he passed on to the next world. So the korvosan's used their wealth and influence to find their wayward cousin, doing so easily. With the information gathered they knew Viorec would not be parted from his mother and adopted family, they also knew that his caravan family was not to be trifled with. So they hired a handful of specialized mercenaries to kidnap the boy. The mercenaries were well versed in their trade and befriended the caravan for many weeks, earning their trust and waiting for the perfect moment. One festive night they had it, easily spiriting Viorec away and escaping in the night. Viorec's mother and her family did all they could to find the mercenaries and her child. Yet with their task completed and payment received the mercenaries left for distant lands.

Viorec fought at first as all children would, yet will careful molding and time he became what they made him. Naturally intelligent with the tutors and teachers of a wealthy merchant family his hunger for knowledge was stroked and nurtured. Going so far as to show a talent for magic at a young age, he was as many other wealthy intelligent children in Korvosa were as well, sent to the Acadamae. With his prior conditioning and training he not only excelled in the magical school but the aspects of ruthlessness and cunning favored by his family came to the forefront. By the end of his first year no less then half of his classmates were dead, higher then even the schools average rate. Strangely enough not a single one of those that crossed Viorec were among those left alive. The next two years of slave like work did not seem to find Viorec as much as the others. When the time finally came to properly learn magic, he had some how gained a lead. Specializing in conjuration that the school favored and required. His rise and stay at the top of the class followed until his last exam where he summoned a erinyes, a feat none other of his year or the last six graduating classes before his managed.

Upon his return to his family he was granted gifts and praise in abundance. Yet he sought more knowledge and mastery of magic. Growing tired of the merchant work he completed with ease, he finally booked passage to Cheliax. Arriving in the devil tainted country he quickly fell in with the wealthy and powerful, a league far greater then that of his own home. His talent, youth, and power opening doors and opportunities. Which he took with abandon and enjoyed for a time. His ruthless nature and cunning mostly served him well as it did in the past, but in the end he was mortal and Cheliax was home to true devils. Running afoul of their schemes he found his death and glimpsed his fate. Standing among the other souls waiting in the boneyard, the fiends of hell came for him. Delighting in his pain and damnation, still fate cared not for hell or it's kind. For Viorec's soul was torn from hell's own grasp by a force of good that not only saved him but sent him back to the mortal realm.

Viorec's mother had not forgotten him or given up on her lost son. For she had found him, only too late. She had found him after he had been twisted by his fathers family and tainted by infernal influences. Being a priestess of an empyreal lord all her life she had prayed and worked in the ways of her god to save and redeem her son. So upon his death and before his judgment he was given a second life. Reborn a cleansed but old soul in a new body, Viorec Crispin was indeed dead. Voros Viator was alive and well. The price was not paid by his mother alone for Voros lost all of his power, knowledge, and time. He had been truly reborn with only, now distressing, memories of his former life. He was as he had been before his father's family had changed him, a child yet to find his place in the world.

Voros was raised by his aged but twice over mother. For the second chance was as much for her as for him. Despite having the memories of another life and the thoughts of a man, Voros turned out to be a good child free from the oppressive ways of city folk with a mother that loved him dearly. As in his first life he traveled the lands of Varisia. His rebirth having thinned his chelish blood if not destroyed it, he was welcomed as a brother in every sense. So he once more grew into a man, this time on the road among friends as well as family. Yet while time had been reset for him, it was not the same for his mother and the years of happiness still moved at the same pace as those without. She died peacefully shortly after Voros reached manhood. That night he had a vivid dream of things long past, flashes of history and his own past. The dreams came in waves without reason or direction. Giant's and men bring great works to life in stone and art. Dragon's lowering their heads to a single man in robes and jewels. A quaking of the world as it was consumed in ash and darkness. These few stood and fell before his mind and swirled as one into he thought madness would claim him. Just then it all disappeared and he stood before a strangely noble creature, it bore a crown of horns upon it's head. Great wings draped down it's sides like a fanciful cloak and it wore runic robes of silver and pale gray. A trio of parts humanoid, serpent, and dragon all black scaled yet wise of expression. It raised a hand, for a moment he hesitated then took it in his own. With that he awoke in a sweat with sudden movement drawing his attention towards the wagon that he had shared with his mother upon the road. He drew a dagger and slowly made his way to the shadowed corner, only to be blinded by the sudden light as something threw off the sack it was moving under. Recovering quickly, after having dropped his weapon he tackled the light, only to have it disappear if not whatever he had grasped. Blinking the spots from his eyes focused on it as it moved with in his grasp. It was a gem with many smaller bits of gem and rock floating about it. A name and a few words came to his mind unbidden as if the dream had yet to completely depart. "Signis, your familiar".

With the death of his mother and the arrival of Signis, he felt it was time to do something more with his second life. He had no doubt that he would not get a third. Something he had retained from his former life was his keen wits and love of knowledge, as such he set out to improve them once more. This time he would do so in his own way and not the way others thought he should. None the less he would need some schooling so he would visit all the mage academies he knew of. With the exception of the Acadamae, which he shunned along with all of Korvosa and Cheliax for good measure. His first stop was Magnimar, it was one of the largest and friendliest cities in Varisia by reputation. The cities was certainly lively and while it had much knowledge to offer with it's museams and galleries. It's two arcane schools of note did not take to Voros. The Golemworks was more like factory and merchants school then one of learning, while the Stone of Seers was focused on who they allowed to learn from them that Voros simply was not suited. None the less he left Magnimar in good graces as he continued his search. He headed to Riddleport next and nearly lost a good deal of coin upon entering the place by way of a cut purse. Making haste to the Cypher Lodge, he quickly found the so called cyphermages to be more interested in their own knowledge and improvement above all else. He felt he would learn little form them and lose what little wealth he had in the process. Leaving Riddleport in no small rush he returned to the caravan routes of his people, joining them while he figured out his next move.

By luck or chance the caravan he joined had a stop over at Galduria which he quickly learned had it's own school of magic. Not daring to get his hopes up, he visited and inquired at the Twilight Acadamy as it was called. To his relief it's very founding was due to the same reasons he did not join the city bound colleges he had encountered, to keep themselves removed from politics. Finding them to only focus on learning but with a wide approach that did not narrow their vision. So taken was he with their way of approaching magic that he joined them that very night. Spending the next few years learning much and rediscovering his talent for magic. All the while sharpening his wit and expanding his knowledge in more ways then in reading tomes.

When it came time for Voros to leave the acadamy, he left behind good friends. Yet was gifted with a storval auroch leatherbound spellbook, a case of potions, and a scrollbox with scroll scribing materials to aid him on his journey. Which he started by once more returning to his people, taking the caravan routes throughout Varisia. This time his goal was unknown to him, he would seek out the mysteries and knowledge hidden in his homeland as so many before him did. There being no shortage of ruins and ancient structures still standing from the past.

During his exploration of one ruin that sparked his interest, he came across another group. Clearly they were explorer's with their equipment and foreigners at that taking their manner of dress and looks into account. Choosing caution he was about to be on his way when he noticed a thassilonian rune of warning above the arch they were crossing under. Yelling out to stop, the group turned but the ones in the front kept moving as they turned right under the arch. He noticed the rune glow, yelling to take cover the words barely left his mouth when the old magic took effect. Even he had not taken into account the scope of the ward as a massive wave of force spread out centered on the arch, reaching even him. Having the good fortune of being on the edge knocked him senseless and backward regardless. He only just regained his wits in time to see another glowing rune on the stone above where he landed. Scrambling to run away, the magic took effect. Only this time it was not destructive magic, the effect was one he knew well, a summoning. Against his better judgment he spared a glance over his shoulder, he spied an exotic beauty even by the standards of his people, that was until he noticed the beastly lower half of her body. Akin to a great wild cat of some sort, clearly a monster of some kind he kept running. Yet with the feline grace and speed granted by her form the cat woman not only outpaced him but cut him off. A wicked dagger in human like hands and feline claws preparing to lash out he knew he was done. Not that he intended to be easy, suddenly another blast burst forth before him. Directly on the woman's chest, she was bathed in fire. Not one to question good fortune he back peddled and brought out his crossbow. Before he could even take aim a few more explosions dropped down on the monster. He noticed their source was from where the first rune had triggered, small orbs of some kind were being flung over a pile of stones. In mere moments their was nothing left of the creature and a man that looked as if he had not slept soundly the night before came stumbling towards him. He steadied himself enough to drink from a vial, shaking his head but looking better for it. His wild hair not being considered, he introduced himself as an alchemist and explorer. Apparently his warning had saved a few lives among them, the alchemist included. He wished to know how he had known about the trap and how to repay the kindness. It was from this that Voros first encountered the Pathfinder Society and the science of alchemy.

Voros later learned the name of the man to be Eoral. A talented alchemist who specialized in rare ingredients for alchemical use. With Voros historical knowledge and linguistic abilities concerning the local ruins he was invited to join the group. In exchange Eoral traded alchemical knowledge and an invitation to Absalom. The two became fast friends even if Eoral had a habit of causing explosions when he did not always mean to.

The group left Varisia by ship with a few detailed reports and a crate of Cinder Blooms, a flower that survived and only grew in the dreaded Cinderlands. According to Eoral it could be refined for alchemical fire protection and enhancement in equal order. Another reason he was eager to learn from his friend and travel with him to Absalom, with it's impressive stores of knowledge and supplies of magical components from around the world if words to be believed. Still he felt Eoral had something else in mind for him, something he did not know how to feel about. Eoral was a strange one.

Soon enough he learned Eoral's intention after a mere week in Absalom. He proposed Voros attempt to join his society, promising nothing but a chance and his encouragement mind you. Truthfully he had considered it sense before they left his homeland, everything he had learned of the Pathfinders appealed to his own nature. While he suspected it was not so clear cut and personally having no desire for glory. The lure of knowledge and travel baited him greatly. Thanking his friend he made his way to the Grand Lodge to apply.

After nearly three years of work and dedication, Voros was reaching the time of his confirmation. It would be his first and possible his last mission for the society and would welcome him as a true member. Or mark the end of that path. He preferred not to dwell on it and kept working as best he could on all task assign to him. Even if he did not always like them, which was more often then not.

Eosri (Close Friend):

Eoral's younger brother who's age is the same as Voros (that of his second body at least) took to his brother's guest well. Himself a priest of nethys, Eosri had much in common with Voros. Often speaking with him at length. He also proved invaluable when it came to matters of religion, specializing in many besides his own.

Aeral Blakros (Unknown Friend):

One of the many daughters of the renowned Blakros family. Aeral took notice of Voros when he first came to Absalom as he toured the wise quarter with Eoral and Eosri. Ever sense she has developed a strong affection for him from a distance. Growing well informed about him and secretly helping him in small ways while she works up the nerve to approach him. Something she has been unable to do for nearly three years.

Aela (Known Enemy):

During his early days in Absalom Voros came across a stall in the Coins that sold curio's and relics from Varisia by a Varisian harrow reader. Or rather a con artist with fakes that he promptly disproved. In itself a embarrassing sight but not unheard of, only Voros good argument inflamed those near by who had already had their coin swindled to the point that the guard was involved. Aela got off with a light sentence and loss coin but she did not forget Voros. Over the years she has more then once gotten in his way or sent trouble down his path. Often thugs fed a false story or convinced of his guilt by way of his shared ethnicity.

Tyiloru Thrune (Unknown Enemy):

Hell itself is not to be cheated easily. Tyiloru Thrune owes his existence to that nature of the infernal plane. For when Voros was born anew, his soul torn away from it's chosen fate in hell, he lost much of himself. While this was by design, hell had a will of it's own. All the foulness and vile did not fade nor was it consumed in place of a true soul. Instead hell condensed it and sent it to those bond tightly to hell in that mortal realm. So was the seed that would become Tyiloru planted among the branches of House Thrune. Born among the infernal, empowered even as a child, he paralleled Voros. Knowing that no matter how powerful he became, he would always be bound to hell as a pawn. To justify his own existence and gain free will, Voros would have to be claimed by hell. Only then would Tyiloru be a true soul himself. Free of the shackles he had always known.

Eoral (Contact):

The reason Voros came to Absalom, partly the reason he sought to join the Pathfinders, and in all likelihood the reason he was alive to this day. Eoral is both friend and somewhat mentor, if a strange one on both accounts. As a full pathfinder with his own duties he has not spent as much time with Voros but he has always kept well informed on him. He truly believes he has great potential as a Pathfinder and a strong will. The fact that he was good enough to warn total strangers over letting them get killed and looting what was left having a good deal to do with that if he was truthful.

Posting and Role:

My posting habits are steady I would like to think. I can post once a day without much fuss, normally really early or later in the day. At the moment I can post multiple times a day, but that may change. My one post a day will not change regardless. Personally I don't like to post without a reason, a bland or generic post is no post to me. This does not mean I don't keep up and really it only tends to happen when I play "fighter" types which is part of the reason I am putting forth a spellcaster and thinker type of character. They always have something on their mind, which is plenty of post material to me.

Concerning Voros role, clearly arcane. But he is more supportive in nature I think. Summoning allies to flank or exploit a weakness. As he levels he will pick up some more summon enhancing feats. Also he prefers debilitating effects over direct blasting when he is not summoning, or at least that's my intention as he levels. At the moment his go to action in combat will be using his crossbow, maybe hand of the apprentice if range is short enough. When it comes to his skills like most wizards he is a walking library but he has nearly as good perception and being a verisian he knows how to talk. Favoring diplomacy over lies or threats. Lastly he has taken a liking to alchemy so he could make some useful items later on when he has saved enough for a lab.


@GM Captain Trips
Did you miss my earlier post?


Well here is part two, including part one for ease of read and continuity. I am thinking the Pathfinder Society for Voros faction, they seem the best fit and offer a good amount of freedom which Voros would like. Let me know if you want me to end it here or go as far as his arrival and time in Absalom. Not sure how much of a faction relationship you want the PC's to have.

Voros Viator Stats:

Voros Viator
Male Human (Varisian) Pact Wizard 1
NG Medium humanoid (human)
Init +3; Senses Low-light Vision; Perception +7
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +1 Armor, +1 Nat)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
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Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20/x2)
Range Light Crossbow +2 (1d8, 19-20/x2) or
Dagger +2 (1d4, 19-20/x2)
Atk Options Hand of the Apprentice (7/day)
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SPELLS (CL 1st) +1 vs SR, CONCENTRATION +6
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Wizard Spells:
1st- Summon Monster I, Color Spray
0 (at will)- Detect Magic, Dancing Lights, Prestidigitation
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Statistics
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Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (Conjuration), Augment Summoning, Alertness
Traits Clever Wordplay, Arcane Temper
Skills Craft (Alchemy) +8, Diplomacy +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Linguistics +8, Perception +7, Spellcraft +8
Languages Common, Varisian, Draconic, Infernal, Celestial, Thassilonian, Giant
Combat Gear Potion of Cure Light Wounds (3), Potion of Shield of Faith +2, Scroll of Identify, Scroll of Comprehend Languages (2), Scroll of Obscuring Mist (2), Scroll of Snowball
Other Gear Explorer's Outfit, Haramaki, Dagger, Light Crossbow, Bolts (30), Spring Loaded Wrist Sheath (2), Bandolier (2), Spellbook, Wizard's Kit, Scrivener's Kit, Hemp Rope (50 ft.), Familiar Satchel, Scroll Box,

Money 23 gp
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Special Abilities
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Racial:
Fey Magic- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. (Diplomacy and Perception. Urban Terrain Only 1/day- Create Water, Know Direction, Purify Food and Drink, Cure Light Wounds)

Class and Archetype:
Arcane Bond- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Familiar- A pact wizard must select a familiar for his arcane bond. The familiar's loyalty ultimately lies with the pact wizard's patron, and it reports back to the patron on the wizard's activities. (Ioun Wyrd- Signis)

Pact Focus- At 1st level, a pact wizard must choose one additional opposition school, even if he is a universalist. A pact wizard can't pick conjuration as an opposition school. (Necromancy)

Pact- A pact wizard enters into a bargain with an extraplanar being in order to gain increased wizardly powers. At 1st level, he selects a patron belonging to one specific subtype of outsider for which there exists an improved familiar option (such as devil or azata). The pact wizard can select a subtype of outsider even with a diametrically opposed alignment; in this case, the patron being offers the pact in an attempt to tempt or redeem the pact wizard. A pact wizard whose alignment shifts away from the chosen outsider subtype, who grossly abuses his familiar or any outsider of the chosen subtype, or who commits egregious acts against the alignment of the patron loses all the benefits of this archetype (but keeps the additional opposition school) until he receives an atonement.

Aura- A pact wizard has an aura corresponding to the alignment of his chosen subtype as a cleric of his wizard level.
Pact Summons- A pact wizard can select Sacred Summons as a wizard bonus feat. He can use this feat only to summon outsiders of his chosen subtype.

Hand of the Apprentice- You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Personal Spellbook
1st- Windy Escape, Color Spray, Magic Missile, Summon Monster I, Obscuring Mist, Comprehend Languages, Snowball, Ear-Piercing Scream, Identify
0- all

Voros Viator Fluff Part Two:

Born Viorec Crispin the bastard son of a powerful Korvosan merchant family scion and a Varisian nomad. His father denied his birthright, family name, and true existence as his son. Viorec's mother did not press the issue after the rejection, she placed her son above a city bound man with ease. So the first few years of his life Viorec grew up as a true varisian amid the endless roads and caravans of his people. His fathers blood was thick in him, marking him more as a chelaxian then his peers, yet his soul and nature were varisian which was all his people truly cared for. Yet fate was as unkind as his father for the man he never knew did not forget his bastard. Finding an early grave on a merchant run he lived long enough to legitimize his son before he passed on to the next world. So the korvosan's used their wealth and influence to find their wayward cousin, doing so easily. With the information gathered they knew Viorec would not be parted from his mother and adopted family, they also knew that his caravan family was not to be trifled with. So they hired a handful of specialized mercenaries to kidnap the boy. The mercenaries were well versed in their trade and befriended the caravan for many weeks, earning their trust and waiting for the perfect moment. One festive night they had it, easily spiriting Viorec away and escaping in the night. Viorec's mother and her family did all they could to find the mercenaries and her child. Yet with their task completed and payment received the mercenaries left for distant lands.

Viorec fought at first as all children would, yet will careful molding and time he became what they made him. Naturally intelligent with the tutors and teachers of a wealthy merchant family his hunger for knowledge was stroked and nurtured. Going so far as to show a talent for magic at a young age, he was as many other wealthy intelligent children in Korvosa were as well, sent to the Acadamae. With his prior conditioning and training he not only excelled in the magical school but the aspects of ruthlessness and cunning favored by his family came to the forefront. By the end of his first year no less then half of his classmates were dead, higher then even the schools average rate. Strangely enough not a single one of those that crossed Viorec were among those left alive. The next two years of slave like work did not seem to find Viorec as much as the others. When the time finally came to properly learn magic, he had some how gained a lead. Specializing in conjuration that the school favored and required. His rise and stay at the top of the class followed until his last exam where he summoned a erinyes, a feat none other of his year or the last six graduating classes before his managed.

Upon his return to his family he was granted gifts and praise in abundance. Yet he sought more knowledge and mastery of magic. Growing tired of the merchant work he completed with ease, he finally booked passage to Cheliax. Arriving in the devil tainted country he quickly fell in with the wealthy and powerful, a league far greater then that of his own home. His talent, youth, and power opening doors and opportunities. Which he took with abandon and enjoyed for a time. His ruthless nature and cunning mostly served him well as it did in the past, but in the end he was mortal and Cheliax was home to true devils. Running afoul of their schemes he found his death and glimpsed his fate. Standing among the other souls waiting in the boneyard, the fiends of hell came for him. Delighting in his pain and damnation, still fate cared not for hell or it's kind. For Viorec's soul was torn from hell's own grasp by a force of good that not only saved him but sent him back to the mortal realm.

Viorec's mother had not forgotten him or given up on her lost son. For she had found him, only too late. She had found him after he had been twisted by his fathers family and tainted by infernal influences. Being a priestess of an empyreal lord all her life she had prayed and worked in the ways of her god to save and redeem her son. So upon his death and before his judgment he was given a second life. Reborn a cleansed but old soul in a new body, Viorec Crispin was indeed dead. Voros Viator was alive and well. The price was not paid by his mother alone for Voros lost all of his power, knowledge, and time. He had been truly reborn with only, now distressing, memories of his former life. He was as he had been before his father's family had changed him, a child yet to find his place in the world.

Voros was raised by his aged but twice over mother. For the second chance was as much for her as for him. Despite having the memories of another life and the thoughts of a man, Voros turned out to be a good child free from the oppressive ways of city folk with a mother that loved him dearly. As in his first life he traveled the lands of Varisia. His rebirth having thinned his chelish blood if not destroyed it, he was welcomed as a brother in every sense. So he once more grew into a man, this time on the road among friends as well as family. Yet while time had been reset for him, it was not the same for his mother and the years of happiness still moved at the same pace as those without. She died peacefully shortly after Voros reached manhood. That night he had a vivid dream of things long past, flashes of history and his own past. The dreams came in waves without reason or direction. Giant's and men bring great works to life in stone and art. Dragon's lowering their heads to a single man in robes and jewels. A quaking of the world as it was consumed in ash and darkness. These few stood and fell before his mind and swirled as one into he thought madness would claim him. Just then it all disappeared and he stood before a strangely noble creature, it bore a crown of horns upon it's head. Great wings draped down it's sides like a fanciful cloak and it wore runic robes of silver and pale gray. A trio of parts humanoid, serpent, and dragon all black scaled yet wise of expression. It raised a hand, for a moment he hesitated then took it in his own. With that he awoke in a sweat with sudden movement drawing his attention towards the wagon that he had shared with his mother upon the road. He drew a dagger and slowly made his way to the shadowed corner, only to be blinded by the sudden light as something threw off the sack it was moving under. Recovering quickly, after having dropped his weapon he tackled the light, only to have it disappear if not whatever he had grasped. Blinking the spots from his eyes focused on it as it moved with in his grasp. It was a gem with many smaller bits of gem and rock floating about it. A name and a few words came to his mind unbidden as if the dream had yet to completely depart. "Signis, your familiar".

With the death of his mother and the arrival of Signis, he felt it was time to do something more with his second life. He had no doubt that he would not get a third. Something he had retained from his former life was his keen wits and love of knowledge, as such he set out to improve them once more. This time he would do so in his own way and not the way others thought he should. None the less he would need some schooling so he would visit all the mage academies he knew of. With the exception of the Acadamae, which he shunned along with all of Korvosa and Cheliax for good measure. His first stop was Magnimar, it was one of the largest and friendliest cities in Varisia by reputation. The cities was certainly lively and while it had much knowledge to offer with it's museams and galleries. It's two arcane schools of note did not take to Voros. The Golemworks was more like factory and merchants school then one of learning, while the Stone of Seers was focused on who they allowed to learn from them that Voros simply was not suited. None the less he left Magnimar in good graces as he continued his search. He headed to Riddleport next and nearly lost a good deal of coin upon entering the place by way of a cut purse. Making haste to the Cypher Lodge, he quickly found the so called cyphermages to be more interested in their own knowledge and improvement above all else. He felt he would learn little form them and lose what little wealth he had in the process. Leaving Riddleport in no small rush he returned to the caravan routes of his people, joining them while he figured out his next move.

By luck or chance the caravan he joined had a stop over at Galduria which he quickly learned had it's own school of magic. Not daring to get his hopes up, he visited and inquired at the Twilight Acadamy as it was called. To his relief it's very founding was due to the same reasons he did not join the city bound colleges he had encountered, to keep themselves removed from politics. Finding them to only focus on learning but with a wide approach that did not narrow their vision. So taken was he with their way of approaching magic that he joined them that very night. Spending the next few years learning much and rediscovering his talent for magic. All the while sharpening his wit and expanding his knowledge in more ways then in reading tomes.

When it came time for Voros to leave the acadamy, he left behind good friends. Yet was gifted with a storval auroch leatherbound spellbook, a case of potions, and a scrollbox with scroll scribing materials to aid him on his journey. Which he started by once more returning to his people, taking the caravan routes throughout Varisia. This time his goal was unknown to him, he would seek out the mysteries and knowledge hidden in his homeland as so many before him did. There being no shortage of ruins and ancient structures still standing from the past.

During his exploration of one ruin that sparked his interest, he came across another group. Clearly they were explorer's with their equipment and foreigners at that taking their manner of dress and looks into account. Choosing caution he was about to be on his way when he noticed a thassilonian rune of warning above the arch they were crossing under. Yelling out to stop, the group turned but the ones in the front kept moving as they turned right under the arch. He noticed the rune glow, yelling to take cover the words barely left his mouth when the old magic took effect. Even he had not taken into account the scope of the ward as a massive wave of force spread out centered on the arch, reaching even him. Having the good fortune of being on the edge knocked him senseless and backward regardless. He only just regained his wits in time to see another glowing rune on the stone above where he landed. Scrambling to run away, the magic took effect. Only this time it was not destructive magic, the effect was one he knew well, a summoning. Against his better judgment he spared a glance over his shoulder, he spied an exotic beauty even by the standards of his people, that was until he noticed the beastly lower half of her body. Akin to a great wild cat of some sort, clearly a monster of some kind he kept running. Yet with the feline grace and speed granted by her form the cat woman not only outpaced him but cut him off. A wicked dagger in human like hands and feline claws preparing to lash out he knew he was done. Not that he intended to be easy, suddenly another blast burst forth before him. Directly on the woman's chest, she was bathed in fire. Not one to question good fortune he back peddled and brought out his crossbow. Before he could even take aim a few more explosions dropped down on the monster. He noticed their source was from where the first rune had triggered, small orbs of some kind were being flung over a pile of stones. In mere moments their was nothing left of the creature and a man that looked as if he had not slept soundly the night before came stumbling towards him. He steadied himself enough to drink from a vial, shaking his head but looking better for it. His wild hair not being considered, he introduced himself as an alchemist and explorer. Apparently his warning had saved a few lives among them, the alchemist included. He wished to know how he had known about the trap and how to repay the kindness. It was from this that Voros first encountered the Pathfinder Society and the science of alchemy.

My muse is being mean to me again so will hopefully have him completed tomorrow. I know he is not yet. ;)


Crunch is mostly done, just thinking on a few details. So not putting that up yet. My muse likes to deprive me of sleep so I only have some of the background done, thought I would post it before blacking out just to give an idea of my guy's past and hint at his future. ;)

Voros Viator Fluff Pt. 1:

Born Viorec Crispin the bastard son of a powerful Korvosan merchant family scion and a Varisian nomad. His father denied his birthright, family name, and true existence as his son. Viorec's mother did not press the issue after the rejection, she placed her son above a city bound man with ease. So the first few years of his life Viorec grew up as a true varisian amid the endless roads and caravans of his people. His fathers blood was thick in him, marking him more as a chelaxian then his peers, yet his soul and nature were varisian which was all his people truly cared for. Yet fate was as unkind as his father for the man he never knew did not forget his bastard. Finding an early grave on a merchant run he lived long enough to legitimize his son before he passed on to the next world. So the korvosan's used their wealth and influence to find their wayward cousin, doing so easily. With the information gathered they knew Viorec would not be parted from his mother and adopted family, they also knew that his caravan family was not to be trifled with. So they hired a handful of specialized mercenaries to kidnap the boy. The mercenaries were well versed in their trade and befriended the caravan for many weeks, earning their trust and waiting for the perfect moment. One festive night they had it, easily spiriting Viorec away and escaping in the night. Viorec's mother and her family did all they could to find the mercenaries and her child. Yet with their task completed and payment received the mercenaries left for distant lands.

Viorec fought at first as all children would, yet with careful molding and time he became what they made him. Naturally intelligent with the tutors and teachers of a wealthy merchant family his hunger for knowledge was stroked and nurtured. Going so far as to show a talent for magic at a young age, he was as many other wealthy intelligent children in Korvosa were as well, sent to the Acadamae. With his prior conditioning and training he not only excelled in the magical school but the aspects of ruthlessness and cunning favored by his family came to the forefront. By the end of his first year no less then half of his classmates were dead, higher then even the schools average rate. Strangely enough not a single one of those that crossed Viorec were among those left alive. The next two years of slave like work did not seem to find Viorec as much as the others. When the time finally came to properly learn magic, he had some how gained a lead. Specializing in conjuration that the school favored and required. His rise and stay at the top of the class followed until his last exam where he summoned a erinyes, a feat none other of his year or the last six graduating classes before his managed.

Upon his return to his family he was granted gifts and praise in abundance. Yet he sought more knowledge and mastery of magic. Growing tired of the merchant work he completed with ease, he finally booked passage to Cheliax. Arriving in the devil tainted country he quickly fell in with the wealthy and powerful, a league far greater then that of his own home. His talent, youth, and power opening doors and opportunities. Which he took with abandon and enjoyed for a time. His ruthless nature and cunning mostly served him well as it did in the past, but in the end he was mortal and Cheliax was home to true devils. Running afoul of their schemes he found his death and glimpsed his fate. Standing among the other souls waiting in the boneyard, the fiends of hell came for him. Delighting in his pain and damnation, still fate cared not for hell or it's kind. For Viorec's soul was torn from hell's own grasp by a force of good that not only saved him but sent him back to the mortal realm.

Viorec's mother had not forgotten him or given up on her lost son. For she had found him, only too late. She had found him after he had been twisted by his fathers family and tainted by infernal influences. Being a priestess of an empyreal lord all her life she had prayed and worked in the ways of her god to save and redeem her son. So upon his death and before his judgment he was given a second life. Reborn a cleansed but old soul in a new body, Viorec Crispin was indeed dead. Voros Viator was alive and well. The price was not paid by his mother alone for Voros lost all of his power, knowledge, and time. He had been truly reborn with only, now distressing, memories of his former life. He was as he had been before his father's family had changed him, a child yet to find his place in the world.


I am pretty sure I know the answer to this question but I feel I must ask. Is Aspis Consortium allowed?

I like their benefits and ranks but that pesky NE goes against my planned PC a lot. Anything like them in the good section of the alignment pool? x)


Dotting with shock and awe at the detail of the post. xP

Little question, what if we do not have pathfinder unchained or some other resource referenced? Will that hurt our chances and such?


@Arrathion
About your custom race name, how about "Curum". That's my suggestion. ;)


Updated with everything added sense last time. Will work on full fluff tomorrow now that the crunch is finally done. XD

Mr. Sulfach:

Rileng Sulfach
Male Tiefling Slayer / Investigator (Mastermind) 3
LE Medium Outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +7
________________________________________________________________________
AC 19, touch 14, flat-footed 15
(+4 Dex, +5 AC)
hp 33 (3 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +7, Will +4
________________________________________________________________________
Speed 30 ft.
Melee: Masterwork Wakizashi +9 (1d6+4, 18-20/x2) or
Dagger +7 (1d4+4, 19-20/x2) or
Sap +7 (1d6/x2)
Ranged: Light Crossbow +7 (1d8, 19-20/x2) or
Dagger +7 (1d4, 19-20/x2)
Atk Options:
Spell-Like Abilities:
SR
________________________________________________________________________
Abilities: Str 10, Dex 18, Con 12, Int 20, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats: Weapon Focus (Wakizashi), Weapon Finesse, Slashing Grace, Exotic Weapon Proficiency (Wakizashi)
Traits: Student of Philosophy, Warriors from All Lands, Armor Expert
Drawback: Paranoid
Skills:
Acrobatics +10*
Bluff +13*
Craft (alchemy) +16*
Diplomacy +11*^
Disable Device +10*
Knowledge (Local) +10**^
Knowledge (Nature) +9**^
Linguistics +11*^
Perception +7*^
Sense Motive +7*^
Stealth +12*
Survival +7*
Use Magic Device +5*
Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Elven, Celestial, Aquan, Giant
SQ: Prehensile Tail, Studied Target (+1), Track (+1), Slayer Talent (Combat Trick), Sneak Attack (1d6), Alchemy, Mastermind's Inspiration (6/day, 1d6), A Quiet Word (2/day), Poison Lore, Poison Resistance (+2), Investigator Talent (Expanded Inspiration), Keen Recollection,
Combat Gear: Acid (3), Smokestick, Potion of Magic Weapon +1 (2), Potion of Shield of Faith +2 (2)
Possessions: Combat gear plus Scholar's Outfit, Formula Book, Masterwork Chain Shirt, Buckler, Masterwork Wakizashi, Dagger, Sap, Light Crossbow, Bolts (20), Spring Loaded Wrist Sheath (2), Bandolier (2), Top Hat, Grinning White Mask, Plain Black Mask, Drunkard Mask, Reversible Cloak, Investigator's Kit, Alchemist's Lab, Pathfinder Pouch, Sleeves of Many Garments, Mask of Stony Demeanor, Formula Alembic,
Money: 173 gp

--------------------
EXTRACTS (CL 3rd)
--------------------
Investigator Extracts:
1st- Disguise Self, Expeditious Retreat, True Strike, Cure Light Wounds (2)

--------------------
FORMULA BOOK
--------------------
1st- Cure Light Wounds, Disguise Self, Expeditious Retreat, Shield, True Strike, Blurred Movement, Endure Elements


Don't forget those campaign traits, looking forward to seeing them personally. Had class tonight so going to work on my guy's fluff tomorrow now that we got some solid info. ;)


So I guess the first item of value we should all get is a bag of holding. xP

By the way, how would us owning businesses and such work. Would we get any profit from them or are they simply fluff backdrop?


Here is the basic crunch for Rileng Sulfach, better known as Mr. Sulfach. A businessman and owner of Bubbles and Tonics, an alchemy shop in the market district. He is known to be a gentleman and reliable source for the goods he deals in. His prices are average while his services and products are good. Among certain circles he is known as a discreet confidant, skilled in matters of information gathering. In much darker circles he is not known at all, at least not by his true name. His persona Mask Oris is an assassin. Best known for his secrecy, skill, and habit of being selective of targets.

Mr. Sulfach:

Rileng Sulfach
Male Tiefling Slayer / Investigator (Mastermind) 3
LE Medium outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +7
________________________________________________________________________
AC 16, touch 14, flat-footed 12
(+4 Dex, +2 AC)
hp 33 (3 HD)
Resist cold 5, electricity 5, fire 5
Fort +4, Ref +7, Will +4
________________________________________________________________________
Speed 30 ft.
Melee: Cutlass +8 (1d6+4, 18-20/x2) or
Dagger +7 (1d4+4, 19-20/x2) or
Sap +7 (1d6/x2)
Ranged: Light Crossbow +7 (1d8, 19-20/x2) or
Dagger +7 (1d4, 19-20/x2)
Atk Options:
Spell-Like Abilities:
SR
________________________________________________________________________
Abilities: Str 10, Dex 18, Con 12, Int 20, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats: Weapon Focus (Cutlass), Weapon Finesse, Slashing Grace
Traits: Student of Philosophy, 1
Skills:
Acrobatics +10*
Bluff +13*
Craft (alchemy) +14*
Diplomacy +11*^
Disable Device +10*
Knowledge (Local) +10**^
Knowledge (Nature) +9**^
Linguistics +11*^
Perception +7*^
Sense Motive +7*^
Stealth +12*
Survival +7*
Use Magic Device +5*
Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Elven, 3
SQ: Prehensile Tail, Studied Target (+1), Track (+1), Slayer Talent (Combat Trick), Sneak Attack (1d6), Alchemy, Mastermind's Inspiration (6/day, 1d6), A Quiet Word (2/day), Poison Lore, Poison Resistance (+2), Investigator Talent (Expanded Inspiration), Keen Recollection,
Combat Gear: Acid (3), Smokestick
Possessions: Combat gear plus Scholar's Outfit, Formula Book, Leather Armor, Cutlass, Dagger, Sap, Light Crossbow, Bolts (20), Spring Loaded Wrist Sheath (2), Bandolier (2), Top Hat, Grinning White Mask, Plain Black Mask, Drunkard Mask, Reversible Cloak, Investigator's Kit,

Money: 38 gp

--------------------
EXTRACTS (CL 3rd)
--------------------
Investigator Extracts:
1st- Disguise Self, Expeditious Retreat, True Strike, Cure Light Wounds (2)

--------------------
FORMULA BOOK
--------------------
1st- Cure Light Wounds, Disguise Self, Expeditious Retreat, Shield, True Strike, Blurred Movement, Vocal Alteration

He is still a bit rough and I need to build on his fluff more as I get more information.


@DM Malleus
I have a question concerning tiefling, can I roll on the variant table to make him a little less run of the mill? I plan on using the "normal" tiefling with no bloodline type. Also how many traits are allowed and/if drawbacks?

Rolls if allowed:

1d100 ⇒ 4
1d100 ⇒ 46
1d100 ⇒ 59


I wonder if the city will have any race preferences or hostility. That could make for some interesting gameplay too. Nothing like a despised race having a member controlling the city from the shadows. ;)


For some reason I think a mix of kingmaker and skull & shackles would just be epic. Rise of the Kobold Nation with a climax of war against Aashaq the Annihilator to destroy that evil and threat to the shackles forever. Not to mention taking over her islands would be great, story wise and quest wise. Plenty of hooks from low level to mid level and the red dragon and her islands take care of high level in a hurry.

Just something that sounds great and fun to me. x)


Hey Lord Foul II, doing fine and seems we keep running into each other. Then again a lot of good games are spring up too. I take it you like the shadow play of a criminal underworld. Cause I do. xD

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