A Coven's Vengeance (Changeling themed Hell's Vengeance Recruitment)


Recruitment

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OK, I have an alias for Alyssa Blackheart, aka Black Alice.

Background is up and I am working on the crunch. Thinking Cleric/URogue, possibly with the Knife Master archetype (she does so like her knives).

starting gold: 4d6 ⇒ (2, 5, 6, 4) = 170


got a dread vanguard antipaladin/warsighted oracle of battle in the works.

Dark Archive

GM Nikolaus 'the Grimm' wrote:
Hella Greyfyre wrote:

How do you feel about Psychic Duels? Should I try to avoid them or have you delt with manafestations before?

I'm asking now so that I can envision my future build. Right now I am still thinking of the possession route, only now more as an infiltration concept over sadistic murder.

I love the idea, but haven't actually played with the system. By all means go for it and we can work together and see if there's a way of making it all a little more intuitive and less "67 levels of variable book-keeping".

Cool, Then I'll add Psychic Duelist as my archetype for Psychic. Likely it will be used to effectively lock a melee fighter away. As it definitely leans more along the line of spellcasters getting benefits more than melee.

Example: fighters with literally no uses of any abilities can only use the most basic points. Versus a psychic Duelist: who gets huge bonuses, full spell level exchange for points, and bonuses to everything having to do with psychic duels.
A little one sided. Of course it really gets complicated mostly when it's two psychics going at it, Woo Woo!

I'll do it, but keep it simple.
Nothing full Martian Manhunter.


caster4life wrote:

Archetype 1 swaps out some bonus skills for other bonus skills that I already have proficiency in from my other class. Archetype 2 gets rid of those bonus skills. I'd really like to combine these archetypes but I know that I typically cannot because one modifies a feature that another gets rid of. Otherwise, they are entirely compatible. I don't expect you to make an exception but I'm asking anyway just in case. :D

Archetypes in question are dual-cursed oracle and spirit guide oracle.

I always hate it when this happens to me, so I'll allow it. No bonus skills at all but you do get Bonded Spirit.

Liberty's Edge

My character has evolved into quite the oddball, I think...had to pull up the 10-minute background template to help myself finally start nailing things down. She fancies herself a gypsy fortuneteller (and apparently so does her patron of portents) and she's got her hands in a potential minor scandal or two with a few minor moneymaking schemes on the side. She's not quite as viciously villainous as some of her sisters will no doubt prove to be, but she's definitely got her eyes on bringing the coven back and bringing the church down a peg or three, among other things.

Once she starts throwing spell cards though...that's when the REAL fun begins...

EDIT: Almost forgot. I'd like to ask a little about Ahreni, the NPC who apparently saved the last coven members. What do we know about her? How familiar are we allowed to be with her for background purposes?

Second edit: Did I mention she'll also be a pretty decent healer?


Ok, I can't get the URogue to work properly with the cleric. Moving to Slayer (vanguard) which better suits her role as the older member of the coven. It also gives her more hit points.

Hope to have everything completed by tomorrow.

EDIT keep forgetting the arcane malignancy roll! 1d100 ⇒ 62

"Your bones shatter as easily as glass. You take 2 additional points of damage each time you are hit by an attack made with a bludgeoning weapon."

Appropriate for her age!


Daynen wrote:
EDIT: Almost forgot. I'd like to ask a little about Ahreni, the NPC who apparently saved the last coven members. What do we know about her? How familiar are we allowed to be with her for background purposes?

yes, i was also wondering this.


GM Nikolaus 'the Grimm' wrote:
caster4life wrote:

Archetype 1 swaps out some bonus skills for other bonus skills that I already have proficiency in from my other class. Archetype 2 gets rid of those bonus skills. I'd really like to combine these archetypes but I know that I typically cannot because one modifies a feature that another gets rid of. Otherwise, they are entirely compatible. I don't expect you to make an exception but I'm asking anyway just in case. :D

Archetypes in question are dual-cursed oracle and spirit guide oracle.

I always hate it when this happens to me, so I'll allow it. No bonus skills at all but you do get Bonded Spirit.

Great! Thanks! Caster here with Almiya Desren. Crunch and background in the alias but I can reproduce them here if that's helpful.

I tried to create a chaotic evil that I can actually sympathize with a little more but is still CE. I'm always open to suggestions for improving the background/build. Thanks!

Also wondering about Ahreni and expected posting frequency. I tend to favor fast-paced games.


So what type of hags are people basing their characters on?


cuatroespada wrote:
Daynen wrote:
EDIT: Almost forgot. I'd like to ask a little about Ahreni, the NPC who apparently saved the last coven members. What do we know about her? How familiar are we allowed to be with her for background purposes?
yes, i was also wondering this.

I'll sort her out properly soon - short version, she is the mother of a young woman who joined the covens a year or two ago. Not magically inclined herself Ahreni is however very skilled and apparently harbors a grudge against the Church of Iomedae for the death of her husband - so she found a role as the coven's 'real-world liason', the one who was asked to talk to people and do tasks where witchy-magic-ness might have been too obvious.

She looks twenty-odd (barely old enough to be a mother) but talks as though she is sixty or more. Her daughter was in her late teens before the attack on the coven.

Feel free to know Ahreni as well, or not, as you please. She'll treat older witches as equals and younger ones would be mothered, at least a little.

Posting: We'll go with the 5/week posting rate, real life circumstances (and trips to Disney World!!!) notwithstanding.


Teiidae wrote:
So what type of hags are people basing their characters on?

Green hag. You?

5/week sounds good.

Liberty's Edge

Interesting. So Ahreni's the most "human" of the coven and it's assumed we're all a bit more... "haggy?"


I've got two question: First, are you OK with non-human and small changelings?
If yes, would you allow a halfling based Changeling to take the Good Slip campaign trait?


Almlya wrote:
Green hag. You?

I'm basing my character on Winter hags.


This is Zaboom!'s entry for the Witch/Mesmerist. My 10-minute background is up in this profile.

Crunch in coming soon. Still need to tackle feats, equipment, spells, and her familiar. I do have a feat-related question. The Seducer archetype "replaces" my first level hex with the Charm hex. Can I still qualify to pick up the extra hex feat, so I can take Evil Eye now?

Teiidae wrote:
So what type of hags are people basing their characters on?

Night Hag. I was planning to go with the Winter Hag, but the Night Hag seemed more thematic with her eventually going for the Souldrinker prestige class.


Teiidae wrote:
So what type of hags are people basing their characters on?

Annis hag - good at hating. Haven't gone for the full 'slag may' subtype though - just the 'hulking changeling'. I thought it best captures the 'powered by hatred' thing she's got going.

EDIT: I actually think she's ready barring some minor equipment tweaks.

EDIT II: The rules for changelings say that they get Common plus the language of their host society - would that be Infernal, in this case?


DBH here. I had to think long and hard over the mix that would make Annisha's gestalt. I settled on Rogue/Bard. Which gives her some magic, but her main role in the coven would be information gathering and stealing.

Annisha:

ANNISHA.

Female Changeling Rogue 1/Bard 1.

NE Medium humanoid (changeling)

Init +3; Senses Darkvision (60 ft.), Perception +4,

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural, )

hp 9 (1d8)+1. Fort +1, Ref +5, Will +0

OFFENSE

Melee rapier +3 (1d6/18-20)
Melee claw +3/+3 (1d4)
Melee dagger (alchemical silver) +3 (1d4-1/19-20)
Ranged dagger (alchemical silver/thrown) +3 (1d4/19-20), within 30 ft. +4 (1d4)
Melee dagger (cold iron) +3 (1d4/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4+1/19-20), within 30 ft. +4 (1d4+1)
Ranged crossbow, light +3 (1d8/19-20), within 30 ft. +4 (1d8+1)
Special Attacks Sneak Attack 1d6,

STATISTICS: Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 14

Base Atk +0; CMB +0; CMD 13

Known Bard Spells (CL 1st, concentration +3):
1st (2/day) - cure light wounds (DC 13) , dancing darkness
0th (at will) - detect magic , ghost sound (DC 12) , mage hand , prestidigitation (DC 12)

Feats Point-Blank Shot, Weapon Finesse

Skills
Acrobatics +6,
Appraise +3,
Bluff +6,
Climb -1,
Craft (Alchemy) +7,
Diplomacy +2,
Disable Device +7,
Disguise +6,
Escape Artist +2,
Intimidate +2,
Knowledge (Local) +8,
Perception +4,
Perception (Trapfinding) +5,
Perform (Dance) +6,
Perform (Sing) +6,
Sense Motive +5,
Sleight of Hand +6,
Stealth +6,
Swim -1,

Languages Aklo, Common, Draconic, Dwarven, Orc

SQ Claws, Darkvision, Finesse Training, Green Widow (Green Hag), Hag Racial Trait, Natural Armor, Trapfinding,

Possessions rapier; studded leather; thieves' tools; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Belt Pouch [ Flint and Steel; Sewing Needle; ]; Canteen ; Crossbow, Light ;

SPECIAL ABILITIES

Amoral Mercenary You have always looked after yourself first, and done whatever you need to do to survive. You've killed before, and you'll kill again, but you don't lose sleep over it. If it's you or them, you invariably choose yourself. You follow no code, unless it's doing whatever brings you to the top. Of course, sometimes you have to work with others, and that's fine too, as long as the pay is right--whatever it takes to get the job done. With the current unrest in Cheliax, it's starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there's no one else in Cheliax who can offer the power, prestige, and money that Thrune can. You've got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin's smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 6 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Claws (Sp) Changelings get two claw attacks.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision Changelings can see in the dark up to 60 feet.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 12) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Green Widow (Green Hag) You gain a +2 racial bonus on Bluff checks against creatures that are sexually attracted to you.

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Nonchalant Thuggery You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

10 minute background:

Background.

Short and cute Annisha looks younger than she actually is. Something she will use to her advantage by acting like a bubbly teenager when observed by those whom she wishes to disregard or underestimate her.

Behind that cute exterior is a cold, selfish girl who will do almost anything as long as it serves or benefits herself.

Annisha is very careful never to do anything that could give her away in view of anyone she can’t trust. The Coven knows that she is a ruthless, deceptive backstabber. Anyone else only sees her public face.

Annisha was raised in an orphanage little better than a workhouse, having to scrabble for every scrap of food or clothing she got. This has left greedy for both wealth and power. Enough that she never need go hungry, or want for anything.

What little loyalty Annisha has goes to the coven. The events of the destruction of the Hearts edge covens rocked her world. Scaring her with how easily she could have died, or been left a pauper.

Goals.

Power and wealth is Annisha’s main goal, being part of a coven is one part of that, but she is always aware the coven could be as easily destroyed as before.

Just starting her career Annisha realizes that knowledge is one form of power she need to learn as much of as she can. The shock of the destruction of the Hearts edge coven has made her realize that information can be a great boon.

Secrets.

Annisha made sure to be aware of as many caches the others of the Covens kept as she could. Knowing where they hid their coin and prized possessions in case she ever needed to steal as much as she could and then run.

She does not know that many of the caches are watched or trapped by the heroes of the Glorious reclamation in the hopes of picking off any survivors as they crawl out of hiding.

Three people.

Martin Baralle. A boy at the Orphanage who grew up with Annisha, and took the fall for many of her crimes. Left holding the bag when Annisha ran away Martin now has a desire to find her and make her pay for what she did to him.

Portos Dragere who runs a tavern that Annisha often performs at. He is fatherly in his attitude towards her and would not believe anyone who accuses her of a crime.

Sareah Wintrish, a young Changeling Witch who is about the only person in the world that Annisha would miss if she died. The closest thing she has to a friend. Sareah is cold and studious but the two seem to always get on?

Quirks and mannerisms.

Annisha has habit of twirling a lock of her long hair around a finger when she’s lost in thought.

Her main memory of childhood is being cold and hungry. No one cared, and now she repays the world with that same attitude.

She practices her expressions in a mirror, expressions like smiles, compassion and good nature don’t come naturally to her after all.

Annisha took a Green Hag as her mother, she's all about charm and deception. In public at least. The outside doesn't match what's within though. :)

She will be going to Assassin if she makes it in and lives long enough.


My profile isn't up yet but I've decided on a winter hag(may something) hagbound witch/fiendskin shifter. She focuses on debuffing and if need be, tearing opponents asunder with her claws.

Note, I lose most of my hexes, so there will be no, cackle+ misfortune+ slumber comboing from me.

Dark Archive

Dreamtheif hag, Gonna help with the Disapline I'm going for(the dream disapline). After all, it's much easier to get bonuses from raiflsing folk's dreams if you don't have to sleep yourself.

And ah... I am planning on going assassin later


Assuming the small, Halfling born Changeling is allowed I'll be making her the daughter of a Storm Hag or, more likely, a Blood Hag.

She'll be a Devolutionist Druid on one end, with the son of her former owner as her devolved companion. Not sure on the other side yet, but possibly another divine caster class.


When I get home from work, my ash-born changeling will regale you with the tale of her obsession with flames, tattoos, and her overall lineage.


I'll put up Evelynda for your consideration, GM: Haughty, noble-born Aniss-blooded white-haired witch with a bladed scarf.


since there's still a bit of time left, I'd like to see if I can get a character going


Getting in under the wire!

Doomed Hero here with my Oracle/Shaman, Friday.

She's a great healer and party face, and later on she will be a very impressive necromancer. Her themes are steeped in Haitian Voduu traditions, with a bit of the Diablo 3 Witchdoctor thrown in. Her magic is based on appeasing and invoking spirits, as well as a more classic-roleplay approach to Necromancy as the magic of death and life. The Coven hex will be the first one I take when I get my first Hex at 4th level. I've always wanted to see a Coven in action in an adventure path, so I'm pretty thrilled at this opportunity.

Friday is a carouser who enjoys gambling, drinking, a good smoke, and isn't afraid to get her hands dirty. In addition to her healing and support magics, she also makes a great party Face (though she's pretty sassy, so she might need calmer voices to help direct her natural charm).

As for me, I'm a longtime board veteran. You won't need to worry about me dropping out of the game or not posting regularly. I'm reliable, and I try to make sure my posts either engage other players, or push the plot forward.

Friday's background is incomplete at the time I'm posing this because I need to look through the campaign traits.

Malignancy: 1d100 ⇒ 19

Liberty's Edge

Oops.

While looking for some rules clarification on some of my chosen class features, I stumbled upon the random mention of an entirely different class and archetype...and I made the mistake of reading it.

It's...it's just too damn cool an idea to pass up.

Now I have to do some rapid re-writing...and I've got s&$% to DO tomorrow. Son of a...

Oh well. Challenge accepted.


I'll allow small changelings - and yes, a halfling based changeling could take 'Good Slip'.

Very excited by these entries - looks like it's going to be fun!


working up a character here that should be pretty fun


GM Nikolaus 'the Grimm' wrote:
cuatroespada wrote:
Daynen wrote:
EDIT: Almost forgot. I'd like to ask a little about Ahreni, the NPC who apparently saved the last coven members. What do we know about her? How familiar are we allowed to be with her for background purposes?
yes, i was also wondering this.

I'll sort her out properly soon - short version, she is the mother of a young woman who joined the covens a year or two ago. Not magically inclined herself Ahreni is however very skilled and apparently harbors a grudge against the Church of Iomedae for the death of her husband - so she found a role as the coven's 'real-world liason', the one who was asked to talk to people and do tasks where witchy-magic-ness might have been too obvious.

She looks twenty-odd (barely old enough to be a mother) but talks as though she is sixty or more. Her daughter was in her late teens before the attack on the coven.

Feel free to know Ahreni as well, or not, as you please. She'll treat older witches as equals and younger ones would be mothered, at least a little.

so if i understand correctly, not all the witches in the coven are changelings, but we are so we can be in the coven even without being witches or even spell casters?


Very rough template, but it's coming together. Just need to fix up some of the crunch, a little bit of recycling and copypasta all my background information.


Crunch is up now, a couple minor details were edited in the background. I *think* my entry is pretty much complete now; let me know if I missed anything.

Liberty's Edge

I think I'm in good shape; just need to create an alias, link the mythweavers sheet and finish buying gear and I should be ready to go.


essentially done, few bits and bobs to finish up. Jazzed at the possibility of playing a crazy cat lady in Pathfinder


10 minute background done! Crunch mostly complete, unless I missed something big. Fingers crossed, and good luck everyone!


Oh, and her tattoo familiar us that of a hawk. Will add Rorshak to the profile tomorrow. And if abutting from the background doesn't work, let me know, I can change most of it easily without affecting the core of the character :)


cuatroespada wrote:
so if i understand correctly, not all the witches in the coven are changelings, but we are so we can be in the coven even without being witches or even spell casters?

1. The vast majority of Blackblight's coven were either changelings or hags, however some powerful non-hag witches were also members. Ahreni's daughter Anya was one of these.

2. Because you are all changelings you are able to form a coven amongst yourselves without being witches.
3. You don't have to be spellcasters, but as I explained in my original post the coven's SLA's will be determined by a group average so someone contributing 0 CL will drag the average down considerably.

Hope that helps!


Lavinia Madali wrote:
Crunch in coming soon. Still need to tackle feats, equipment, spells, and her familiar. I do have a feat-related question. The Seducer archetype "replaces" my first level hex with the Charm hex. Can I still qualify to pick up the extra hex feat, so I can take Evil Eye now?

Sorry - I missed this. You still have a hex, so yes you can. Just because it wasn't the hex you chose doesn't disqualify you, at least in my opinion.

re Host Language: yes, Common and Infernal will be people's base languages - more for good int of course!

22 HOURS TO GO! Some great submissions so far, anyone not finished you have until 12 noon, GMT tomorrow to finish!


Excited! I'll add a language since I took infernal as a bonus int language. Probably celestial in case it comes in handy. I'll see if that makes sense with the background.


Background for Brona of the white hair

Background:

More so than most Brona is a woman defined by her origins. Her mother had been sold as a child to a brothel in Westcrown. Her father had been a Hellknight Signifer of the Order of the Rack and the union of these two disparate souls had been in no way romantic, or loving, or consensual, since Brona´s whore for a mother had killed the brutish Hellknight in his sleep immediately afterwards, plunging a dark steel dagger a dozen times, even after the life had left the mutilated and castrated corpse.
From her father, Brona had inherited the hellknight´s green eyes, his psychice blood, his intimidating glare, and a small voice in the back of her mind that serves, when she is wise enough to listen, as her cunning.
From her mother: ferocity, fortitude of purpose, stunning good looks and an innate capacity for bloodshed.
At the age of thirteen she joined a mercenary band in service of house Thrune as a cutthroat girl, someone who would walk after the main members and cut the throats of those that lay on the ground to make sure that those did not fake and attack the members of the band from behind.
Between battles she worked her way up and pleased the more experienced members of the band with her body to gain favors and take care someone took care to protect her.
In the meantime she learned how to swing a sword and mace, lance and bow.
After one of the battles the mercenary´s managed to capture a midwife named Clarissa and kept her as plaything. Fools that they were, as Clarissa was a follower of Gyronna, and over the weeks she managed to convert Brona and led her to a fateful pact.
Brona vowed to become the goddess avenging sword, her pest on the world. To seal her vows Brona slowly killed each and every member of the mercenary band, devoting each and every heart to the queen of hags.
As a reward Clarissa introduced her into the coven of the blacklight and began to incite the sleeping power in her blood.
Since that day Brona has worked as a mercenary for many companies and masters, always taking care to come out on top. While she lives, no thrives on chaos, she still keeps her word, knowing full well that without a reputation she will have major problems in such a lawful country as cheliax. Keeping herself useful is her best defense.


as much as i want to play a gestalt campaign, i don't think i have the time to start another campaign especially when i don't have reliable access to a computer atm. thanks for the opportunity though!


GM Nikolaus 'the Grimm' wrote:
Sorry - I missed this. You still have a hex, so yes you can. Just because it wasn't the hex you chose doesn't disqualify you, at least in my opinion.

No problem, I went with Combat Casting anyways. Waiting until next level to grab evil eye won't be too big of a deal, and she's going to need to grab a couple feats to qualify for Souldrinker, so it seemed more sensible to grab combat casting early. ^_^

Liberty's Edge

Nothing like finding a last-minute inconsistency to bring the whole story, crunch, fluff and all, crashing down around the ears, am I right? Gonna be a tight deadline at this rate...


And...I'm gonna have to call it done. Here she is. Ready to brew a potion, break a heart, toss a spell, tell your fortune or slice you up...with her scarf. I never really play gestalt, so trying to weave TWO classes into the backstory was...an unusual task.

I just hope the background is more solid than I give it credit for. Can't believe how many times I had to go back over it before I felt like it even covered the important points and I STILL feel critical of it...

Oh well, in for a copper...


Whew, pushing to the deadline, but managed to finish up.

Presenting Sylvia, an aspiring witch, collector of parts, and a fantastic cook (although you'd likely not want to hear the list of ingredients).

Crunch and Fluff are both in the alias. Think this character will be pretty fun!


I can't find proper gestalt partner for the Devolutionist and it's too short to make something else from scratch. So sadly I'll have to step out.


Right folks - we're done!

I will review all the applications and make my final choices this afternoon. Loads of great submissions - I'm actually looking forward to reading them all again, not so keen on having to chose between them though!


Awesome! Waiting with my fingers crossed. Will be very interesting to see what the gestalt team composition looks like either way.


Mmm, good luck to everyone, and may the worst changelings/women win ;D


Best of luck to all! This seems like an excellent group of submissions, just from a bit of reading.


best of luck indeed :)


Good luck everyone'!

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