Experimental Evil vs Good dual campaing


Recruitment

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DireMerc wrote:
one thing he killed his brother? Like in the ring? Was his brother the opponent? I'm a bit confused.

I'll fix the wording. In my tired mind I thought it was more thematic than it was. Basically he killed his brother instead of fighting in the ring.


Should be done.


This sounds interesting.

I have this character which is in a Red Mantis game that is dying. (already was told by the GM he is letting it die as I am the only active player right now)

couple of things: uses the Path or War book

and has a custom drawback of Turncoat.

the equipment is a little much probably but that can be scaled back.


Stalker is a bit too good I find. Unbalanced. If this wasn't pvp I'd allow it but for this I cant.


ok maybe straight ninja then... but i do like stalker though... and you are correct about the power level. even a 2 level dip is enough to unbalance stuff.

EDIT: I just PM'd another player from the defunct Mantis game, to see about joining. we may use the same characters from that game, kind of a continuation of that game....


I wish I had seen this sooner. Are you full yet?


Still several openings for the villains.


looks like the other player has enough games so I will kjust present Kayla

Faction: Enforcer
Name: Kayla - aka Black Scorpion
Class: Ninja

backstory:

Deep in the heart of Nidal, the lands of shadows, there exists a Ninja clan. Calling themselves “The shadowhand Assassins” Formed centuries ago by an offshoot of gnomes known as dread gnomes. These miniature killers would conduct numerous “jobs” to protect the Umbral court.

This was the world that Kayla was born into. A place of shadow and mystery. Kayla began her journey as a Shadowhand almost as soon as she was able to walk. She trained hard and learned many of the secrets of theses shadowy lands.

Kayla fist began her journey into the world of assassination by being nothing more than a spy, a scout for the more skilled assassins. She would tail intended marks and report their locations.

Eventually she was accepted and began her training as a “sword sage” the sword arm of the Shadow Hand assassins. She became very adept at her use of the blade as well as ways to bring down larger foes.

Over the years the Shadowhand expanded throughout Golarion but they always managed to stay low key enough to avoid making any enemies. Until they had a run in with The Red Mantis.

The Red Mantis were out to take care of some business in Korvosa when by happenstance, a group of Shadowhands had a similar mission. A well to do Noble apparently set the shadowhand up in an effort to save his own skin.

The Red mantis proved their superiority and the Shadowhand group was killed.

Kayla was among the group to clean up the mess and protect the secrecy of the shadow hands. It was there she got a glimpse of a member of the infamous Red Mantis. She was intrigued but continued on her duties.

Her Master, White Tiger, then asked for one among them to infiltrate the Red mantis. Try and become one of them. Learn their secrets so the Shadow hand could eventually seize control.

Kayla stepped forward. She had learned of a way in from someone in Korvosa and thought it a good way to garner her master’s favor.

Kayla’s informant introduced her to a Red Mantis “recruiter” and she managed to become an initiate.

Following the rules as best she could and learning the skills they had to teach, Kayla did all she could to avoid detection. But the Red Mantis did not come to be so influential and deadly without being vigilant. She was discovered and was to be executed.

But on man stepped forward. He presented a case in her defense before the Blood Mistress. If Kayla swore loyalty to the Red Mantis she would be allowed to remain. But as a reminder of her treason to her former clan, and a warning to her with the Red Mantis, they branded her face as Red Mantis property.

Kayla knew that to return to the Shadow Hand now would mean her death. And she knew to refuse the offer would mean her death, she had little choice. Still she weighed her options carefully.

Kayla agreed. Though she would never become a true Red Mantis, she knew that she could still prove useful.

The Blood Mistress was not exactly pleased with Kayla’s choice but she honored her agreement. But Kayla would have to prove her loyalty. To bring back the head of her master and destroy the Shadow hand clan.

Kayla agreed and managed to return to her clan. She was welcomed as she did bring information for her master. She was brought before her master and in secret she was to share all that she had learned. Instead, while the two were alone, Kayla managed to find an opening and ran her sword through her master’s chest. As he lay there bleeding out, in his dying breath, managed to summon hi Ki to start to close the wounds. With a wave of Kayla’s hand her innate magic re-opened the wound and soon her master was dead.

She removed his head and slipped away back to the Red Mantis.

The Blood Mistress was pleased and Kayla was allowed to remain with the Red mantis. Though she knew the Shadow hand were still out there. And now she was marked for death by them. But unlike their other targets, Kayla knew their tricks, she know how the hunted. She was once one of them.

Kayla accepted the one who stood for her before the Blood Mistress as her new master she is indebted to him for life.

images and rules:

Rules
1 no laughing at her
2 no patting her on the head or tussling the hair!
3 no grabbing or trying to put her into sexy outfits
4 she is not your maid
5 no comments on the size of her ... never mind
6 she gets first dibs whenever sweets are served
7 to be her friend, learn to make curry

image 1
image 2
image 3
image 4

Her tag line: “you have never been assassinated by anyone as cute as me”


I'd like to submit a Huntmaster Cavalier for Team Evil. He'd be there to track and capture rebels with his pack of dogs. I used this character in a game that fizzled out quickly. I'll adjust the build and post his backstory tomorrow.


Alright. Should be good. Just haven't spent all my gp yet. Please do tell me if you think the starting equipment I've got is a bit for what you had in mind...

Liberty's Edge

Does that mean I should start working on crunch or should I wait until you've got both teams filled out?


You can start working on crunch I have the first bits figured out if everything is ready I might start a bit ahead of schedule.


Mbauers here for a submission for the Enforcers.

Ambrose has worked in the kennels since he was a boy, and he is rarely seen without at least one of his faithful pets at his heels. He's a jovial sort but is fiercely protective of his home and his beloved animals. When he is roused to anger he can be frightful to behold, and he will not show mercy to outsiders who try to come to Cheliax and tell him and his friends/countrymen how they should live.

I have more with his background but I'd like to tailor it to this specific game once I know a little more about who will be organizing us and with whom I'm working. Please let me know if you need anything else.


And here are his faithful companions.


Also you can have a look at the Hell's Vengeance players guide.

The start of your adventure if more or less the same as part 1 of that adventure path but I made quite a few changes and after part 1 you will be following a somewhat different path.

I will be giving you a list of possible targets and you can pick which one you go for and the rebels will be doing the same.

Eventually you will both go for the same target and the confrontation will occur. (you will be at least level 6 or 7 by this point)


I'd like to make a submission:

Faction: Enforcer
Character name: Mercer
Class: Witch - Shadow Patron (maybe diabolist or umbral agent in the future - definitely an Imp familiar)
Background: Mercer grew up in Westcrown, fascinated by the shadow creatures that roam the night after curfew in that town. He would sneak to look out the high windows of his father's house and catch sight of them when he could. One night something in the shadows took notice of him and spoke to him. When it became apparent that no matter how many times the family chased off the creepy raven that had taken to following Mercer around, his father banished him from the house. Since then, Mercer has used his brains, magic, and street skills to make a living ferreting out information to sell to the authorities.


Enforcers:
-Douloureux (inquisitor)
-Azrielan (paladin of law/hellknight)
-Kayla - aka Black Scorpion (ninja)
-Ambrose Lockhart (Cavalier)
-Mercer (Witch)
-

Group still needs a good arcane caster.


Well, we have a witch. I think we would benefit greatly from a bard or skald, actually. An evangelist cleric would be good, too.


A full divine caster could be useful.


I reduced my Pack size from 2 dogs to three--I think that will help given the number of characters in this game.

GM, two questions:
An animal with Int 1 can learn 3 tricks and one with Int 2 can learn 6 tricks. I used the ability increase for my animal companion to grant one of my dogs Int 3. Can she learn 9 total tricks? What do you think?

Also, I'm considering buying some dogs as well. Are you ok with that? If not, I can stick to just the two in my hunting pack. I don't want to overwhelm the game, but I think I'm organized enough to not bog things down.


Pathfinder Rulebook Subscriber

I'd like to make an
Evangelist
Cleric of Asmodeus if the Enforcers need a full on divine caster.


Azrielan would most likely be good friends with your Evangelist!

Also, working on updating her stats for third level.


Ambrose Lockhart wrote:

I reduced my Pack size from 2 dogs to three--I think that will help given the number of characters in this game.

GM, two questions:
An animal with Int 1 can learn 3 tricks and one with Int 2 can learn 6 tricks. I used the ability increase for my animal companion to grant one of my dogs Int 3. Can she learn 9 total tricks? What do you think?

Also, I'm considering buying some dogs as well. Are you ok with that? If not, I can stick to just the two in my hunting pack. I don't want to overwhelm the game, but I think I'm organized enough to not bog things down.

Obviously, this purely depends on GM call, but animals with an Int of 3 qualifies as intelligent enough to understand language if you have a way to speak with them. It more or less negates the need for tricks, but of course, only if you can speak with them.


Would there be a possibility of usingBackground Skills?

I want to pick up a few "background" skills for Azrielan (namely, Perform (oratory) and Knowledge (nobility), but with a paladin's skills and no need for Intelligence, it's rough.


Pathfinder Rulebook Subscriber

Considering this is a 28-point buy game, and you are playing a race perfect for an antipaladin, with +2 racial str AND cha, may I make a humble suggestion if you want more skills, background or otherwise?

You are paying 17 points for a pre-racial 18. If you drop it to a 16, which still ends up as a very impressive 18 after racial adjustments, that frees up 7 points. This is enough to bring your Int from a 7 to a 13.

Not only does this give you 3 skills per level instead of 1, but it also spares your allies the liability of being saddled with an imbecile who pretty much communicates only in grunts. ;)


Ah, fair enough. I guess I was just entranced by the original 20 I had when I rolled for my stats earlier.

I guess that's actually the best solution for the problem.

Edit: yeah, finished up making the changes. Azrielan is ready to go!


Sounds great dbauers

-Language 3 would technically allow them to understand language yes. Still very basic knowledge and they wouldn't be able to speak so lets just do 9 tricks.

-I'd rather you not purchase additional dogs stick to 2 or 3.

-I could probably find some uses for background skills but not much.
(perform oratory maybe not sure) (definitly be a use for knowledge nobility)


Here's Tycho. I'm using the formatting from another alias of mine, and I'm not entirely done switching it over, but most of it is there. Should be able to finish up tomorrow.

He is an Ex-Iomedean who was let down by the faith at a young age and had his prayers answered from a different, shall we say, darker source. :)


Tweaked Azrielan's backstory a bit, giving her the Chelish Noble campaign trait and making her parents nobility and having her serve a short time under the Infernal Majestrix herself, with the Queen earning her loyalty.

Shouldn't change too much about the way I play the character, besides the fact that she can perform the role necessary to interact with any Chelish Nobility.


Check your messages if you didn't get one let me know.


I need a few new players for both evil and and good.

Currently at level 5.

Anyone interested?


Oh, I could join in. What is the new starting money? Can we get a quick rundown of the race/class of each side's current makeup?


I'm interested. I agree with Philo, what's the makeup of the parties?

Liberty's Edge

Interested as for the Evil side, I've been hoping to play a Chelaxian Fighter/Hell Knight or a Soul Eater for a while.


Interested in either side. What's available?

Sczarni

Faction: Enforcer
Character Name: Alix Blanchet
Class: Cleric of Greed (Ecclesitheurge, Norgorber follower)

Background:
Alix Blanchet, a lady after her own heart and fortune. She started her adventuring life so pure and innocent, but after countless struggles, killing, and gathering wealth, her latter incarnations reflected a darker truth.
All she really cared about was gold. Gold bought her friends, improved the lives of those around her, and properly armed her for her adventures...to acquire more gold.

Her last two incarnations sought to amass large amounts of gold all at once. One went underground into the Dwarven mines, which were strictly off-limits, to mine like no tomorrow. She died when the mine collapsed from hap-hazard mining. The other went after a dragon's hoard with fellow adventures. They died while she was filling her pockets, and the dragon said something about their blood being similar.

Or something like that. Alix's past lives are all very hazy, but she feels as if this one is going to be the one. For now, she's working on gathering wealth in a safer fashion, but still longed to feel it in her fingers. So she took to the position of tax collecter within the city, like children to candy. There is no mercy, there is only taxation!


Doting for evil.
One of my only chances to play my antipaladin.


Interested


Interested for either good or evil!


Dotting for interest as well.


Hey there Kayla here, I am the cutest member to the enforcer group.


Dot

Sczarni

Kayla - Black scorpion wrote:
Hey there Kayla here, I am the cutest member to the enforcer group.

Let's see if I can get a character in to challenge this statement. Everybody loves cute white-mages.


This is my submission, I need to adjust the character a bit. Will have it done tonight.
The evil side

Sczarni

Alix's Character Sheet Submission:
Alix Blanchet, the Cleric of Greed and Secrets (Norgorber)
Human Cleric (Eccliesthurge) 3
Trickery Domain, Greed Subdomain. Knowledge Domain Secondary
NE Medium humanoid
Init +3; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 28 (3d8+9 +3 from Favored Class)
Fort +6, Ref +1, Will +7
--------------------
OFFENSE
--------------------

Speed 30 ft.
Cleric Spells Prepared (CL 3st; concentration +7)
2nd level- Animate Dead, Lesser, Desecrate [Mirror Image, Domain Spell]
1st -Infernal Healing, Bless, Sanctuary DC 15 [Disguise Self, Domain Spell]
0th - Purify Food and Drink, Create Water, Scriverner's Chant, Light
Gear- Death's Head 24 HD (2400 gp)
--------------------
STATISTICS
--------------------
Str 8, Dex 10, Con 16, Int 10, Wis 18, Cha 16
Base Atk +2; CMB 1; CMD 11
Feats: Improved Channel, Scion of War, Command Undead
Traits: Sacred Conduit, Theoretical Magician, Second Chance
Drawback: Avarice
Skills: Perception + 10, Spellcraft +8 (with +2 trait bonus), Sense Motive +10
Languages: Common
SQ: Channel Envy 6/day DC 17 (with +1 trait bonus), More for Me 7/day
--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.

As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

This ability replaces the increase to channel energy gained at 3rd level.
--------------------
DOMAIN ABILITIES
--------------------
More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell’s level). If you succeed at the check, you receive the spell’s benefit instead of one of the spell’s intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.


Let's say 10 000 gold. However I am imposing a limit that you cannot spend more than 50% of your gold on a single item.

Currently Evil has an assassin and a witch that are still active.

Good has a fighter a bard and an arcanist.

I will begin review of applications tomorrow thank you for your interest.

I am looking to fill each side to 5-6 members.

Sczarni

Woops, submitted a level 3 character and saw that the party is level 5.

level 5 Alix:
Alix Blanchet, the Cleric of Greed and Secrets (Norgorber)
Human Cleric (Eccliesthurge) 5
Trickery Domain, Greed Subdomain. Knowledge Domain Secondary
Currently using Death domain spells instead of Knowledge
NE Medium humanoid
Init +6; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 44 (5d8+15 +5 from Favored Class)
Fort +7, Ref +1, Will +9
--------------------
OFFENSE
--------------------
Speed 30 ft.
Cleric Spells Prepared (CL 5st; concentration +10)
3rd level- Stone Shape, Magic Circle against Good [Animate Dead, Domain Spell]
2nd level- Silence x2, Desecrate [Masterwork Transformation, Domain Spell]
1st -Theft Ward, Sanctuary x2 DC 16, Obscuring Mist x2[Disguise Self, Domain Spell]
0th - Purify Food and Drink, Create Water, Read Magic, Light

Gear- Death's Head 24 HD (2400) Wand of Infernal Healing x2 (1500gp) 5 bundles of 10HD worth onyx gems (1250 gp) Headband of Wisdom +2 (4k gp) Scroll of desecrate x3 (450 gp) 400 gp of personal funds.
--------------------
STATISTICS
--------------------
Str 8, Dex 10, Con 16, Int 10, Wis 20, Cha 16
Base Atk +3; CMB 2; CMD 13
Feats: Improved Channel, Improved Initiative, Command Undead, Selective Channel
Traits: Sacred Conduit, Theoretical Magician, Reactionary
Drawback: Avarice
Skills: Perception + 13, Spellcraft +10 (with +2 trait bonus), Sense Motive +13
Languages: Common
SQ: Channel Envy 6/day DC 18 (with +1 trait bonus), More for Me 8/day
--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency: An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su): As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge of Sarenrae with Glory and his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

Bonded Holy Symbol (Su): At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item.

As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

This ability replaces the increase to channel energy gained at 3rd level.
--------------------
DOMAIN ABILITIES
--------------------
More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell’s level). If you succeed at the check, you receive the spell’s benefit instead of one of the spell’s intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Sczarni

Also, Death's Head comes with 24Hd of undead attached to it. I was thinking of having 2 6 HD Juju zombie body guards, which would be 12 HD each if the alternative zombies are double their HD like alternative skeletons are.

Like the Silent Enforcer Juju zombie, who is loyal to the state even after death and a Scout Juju zombie, who was caught and condemned to undeath, after he was found working for the rebels.

I could also have 3, 4 HD Juju body guards if the earlier example proves to be too much. Just when you walk around like you own the place in your adorable dress and collect a lot of money on your person and aren't very well liked by the community, you tend to draw a lot of attention.


Hi, I think I'll recycle this fighter for the evil party. I'll level her up to five later today.


Faction: Enforcer
Character Name: Taissa Hellseeker
Class: Inquisitor of Asmodeus

background:
Taissa was born to hunt enemies of Asmodeus. Literally. She was raised to blend in, to find those who threatened his foothold here. She doesn't show her inhuman heritage on her face, but you can see the glee in her eyes when she finds somebody and uses the weapons of fear and pain.

She knows full well that she is one of many. That she is a cog in Hell's infernal engine. She is not a leader, and doesn't want to be one. She is a tool, and she is proud to be a sharp tool to be used to cut out those that threaten the perfect rule of her lord.

Stats:

Taissa Hellseeker
Female devil-spawn tiefling inquisitor (sanctified slayer, urban infiltrator) of Asmodeus 5
LE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 41 (5d8+13)
Fort +7, Ref +5, Will +8
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 unholy reliquary siccatite (hot) heavy mace +7 (1d8+4) or
. . cold iron dagger +6 (1d4+3/19-20)
Ranged mwk composite longbow +7 (1d8+3/×3)
Special Attacks bane (8 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Spell-Like Abilities (CL 5th; concentration +3)
. . At will—deathwatch
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor (Sanctified Slayer, Urban Infiltrator) Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—blistering invective[UC] (DC 15), inflict pain[OA] (DC 15), spiritual weapon
. . 1st (5/day)—burst bonds[APG] (DC 14), cure light wounds, ears of the city, expeditious retreat
. . 0 (at will)—acid splash, bleed (DC 13), brand[APG] (DC 13), detect magic, guidance, oath of anonymity
. . Domain Heresy inquisition
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 16, Cha 7
Base Atk +3; CMB +6; CMD 19
Feats Bludgeoner[UC], Enforcer[APG], Extended Bane[UM], Stealth Synergy[UC]
Traits bloody-minded, clever wordplay
Skills Bluff +14, Climb +7, Diplomacy +12 (+15 when gathering information), Disguise +5, Heal +7, Intimidate +15, Knowledge (local) +6, Perception +11, Ride +7, Sense Motive +15, Spellcraft +6, Stealth +11, Survival +9, Swim +7; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Elven, Infernal
SQ blessed infiltration, gifted detective, hero points, pass for human, solo tactics, stern gaze +2, track +2
Combat Gear wand of cure light wounds; Other Gear +1 unholy reliquary mithral shirt, +1 darkwood buckler, +1 unholy reliquary siccatite (hot) heavy mace, arrows (20), cold iron dagger, mwk composite longbow (+3 Str), cloak of resistance +1, sleeves of many garments[UE], bedroll, cleric's vestments, masterwork backpack[APG], trail rations (5), wandermeal[UE] (5), 420 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (3/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Inquisitor (Sanctified Slayer, Urban Infiltrator) Domain (Heresy Inquisition)
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.

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