Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

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Come now, if you can't cow Illia into some horrible contract, Orfomay, who could you cow into some horrible contract*? Illia, while lawful evil, is about as good at the whole devil-contract thing as a celestial kitten. Granted, a celestial kitten with 124 HP, AC 34**, fair saving throws, and SR 20.

*I got the impression that this was something you did, given your whole maniacal thing about crafting people stuff in return for money and their souls.

**Who specializes in fighting defensively for MORE AC. :P


Everryn the Seducer wrote:
Orfamay Quest wrote:
Everryn the Seducer wrote:
I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!
Who said you can't? Granted, ripping off your arm and throwing it at someone is probably an improvised weapon at best.....

Well with fast healing I guess when my arm returns I can attach it back on with no problems.

Of course. I'm simply suggesting that you might do more damage with a shuriken. And if you want the arm to come back by itself, you might need Returning on the amulet as well.


hallowsinder wrote:
Granted, a celestial kitten with 124 HP, AC 34, fair saving throws, and SR 20.

I want that kitten. Can we keep it?


Everryn the Seducer wrote:
TCG, that's just unnecessary violence right there.

As if there's such a thing.


Tiny Coffee Golem wrote:
Everryn the Seducer wrote:
TCG, that's just unnecessary violence right there.
As if there's such a thing.

Of course there is ... I'm a lover... not a fighter.

(I kill better as a lover)


Orfamay Quest wrote:
Everryn the Seducer wrote:
Orfamay Quest wrote:
Everryn the Seducer wrote:
I totally don't see why I can't get Throwing on my Amulet of the Might Fist. I mean... Rayman does it!
Who said you can't? Granted, ripping off your arm and throwing it at someone is probably an improvised weapon at best.....

Well with fast healing I guess when my arm returns I can attach it back on with no problems.

Of course. I'm simply suggesting that you might do more damage with a shuriken. And if you want the arm to come back by itself, you might need Returning on the amulet as well.

It should do my unarmed 1d8+7 though. And Returning is ranged weapons only. Unless Throwing turns it into a ranged weapon. Otherwise I guess Called will have to do.

"Come back to me mine arm!"


Delyliath wrote:
Tiny Coffee Golem wrote:
Everryn the Seducer wrote:
TCG, that's just unnecessary violence right there.
As if there's such a thing.

Of course there is ... I'm a lover... not a fighter.

(I kill better as a lover)

Whatever you prefer. Though mom always said the quickest way to a mans heart was through his chest with a sharp knife.


Tiny Coffee Golem wrote:
Delyliath wrote:
Tiny Coffee Golem wrote:
Everryn the Seducer wrote:
TCG, that's just unnecessary violence right there.
As if there's such a thing.

Of course there is ... I'm a lover... not a fighter.

(I kill better as a lover)
Whatever you prefer. Though mom always said the quickest way to a mans heart was through his chest with a sharp knife.

I bet your mother wasn't able to cast Dominate person with a 25 Will DC


Delyliath wrote:
Tiny Coffee Golem wrote:
Delyliath wrote:
Tiny Coffee Golem wrote:
Everryn the Seducer wrote:
TCG, that's just unnecessary violence right there.
As if there's such a thing.

Of course there is ... I'm a lover... not a fighter.

(I kill better as a lover)
Whatever you prefer. Though mom always said the quickest way to a mans heart was through his chest with a sharp knife.
I bet your mother wasn't able to cast Dominate person with a 25 Will DC

Not as such, no. :-)


Alright. Background sufficiently wordy. I won't touch crunch again until I know the selections, though I think the Umbral Court Agent prestige class will fit her quite well.


Oooh, I've always wanted to use that one. :O


Background:
In the perpetual black of the Underdark, Drow had lived and fought and schemed for thousands of years. A little over a hundred years ago, a powerful matriarch made a deal with a Black Dragon, part for the promise of the dragon to not destroy the city she had worked for hundreds of years to control, and in part to incorporate the ancienct primal power of dragons into her line. She bore a son called Duath'miaca his black drow skin, actually shimmering black scales of a half-dragon.

The boy was strong and ruthless, training in the fighting schools at a young age. He began to earn the hatred of some of his peers and their families. And not the passive hate that all Drow practice, open hate, born of fear. The matriarch had overplayed her hand, gained a powerful tool, to quickly. Her enemies began to amass to destroy her, she had to prempt them.

She had her oldest daughter take the boy, a strong 20 year old male into the wilds to kill him. She underestimated Duath'miaca's strength, the dragon within him. He killed his sister and forsook his heritage. Not out of disdain or disagreement with their way of life, but to him, it all seemed so...small.

For eighty years he traveled through the wilds of the underdark, until he came to the surface. Adjusting to the light and ways of the topside world, he found work as a criminal or hired muscle. Wandering the wastelands of the world for thirty years. Until he found the dark lady, she recognized his potential and offered him a chance to work for her, to prove himself. Gifted a pair of blades that were far sharper than any he had possessed so far in his long life.

Duath'maica is a stern fighter. A lover of the finer things life has to offer, wine, women, wealth. He likes trick and games, cruel or otherwise. Toying with people and playing cat and mouse with weaker people.

Image


So I am finishing up the touches on crunch for Kalbrak. Are there any special rules for cohorts or just the normal ones?

@Duath'miaca
I think you would get along with my planned cohort. xP


OmniChaos wrote:

@Duath'miaca

I think you would get along with my planned cohort. xP

Not to nerf anybody .. but are we really planning a 8-9-10 PCs PLUS cohorts?

I say that against my best interest ... since I think with my charisma I would have the army of a small country as followers...


Well I don't have a familiar so I need a way to get some comic relief in. A sarcastic bodyguard is the next best thing. xP

Really I don't mind changing it if it's a problem. Just has yet to be brought up so thought I would ask. The cohort is the only real factor and a minor one at that.

Anyways the long awaited crunch. Subject to change. ;)

Kalbrak Phaetre:

Kalbrak Phaetre
Male Nightmare Devil Bound Morphling Sorcerer 7
LE Medium Humanoid
Init +5; Senses Darkvision 120 ft., See in Darkness, Scent; Perception +18
Aura Fear (60 ft., DC 21), Frightful Presence (30 ft., DC 21)
__________________________________________________________________________
AC 26, touch 17, flat-footed 20
(+1 Armor, +5 Dex, +6 Nat, +1 Dodge, +2 Shield, +1 Deflection)
hp 44 (7 HD); regeneration 5 (good spells, good weapons)
Fort +4, Ref +8, Will +14 (+4 vs illusion effects and poison)
Defensive Abilities: Feign Death, Illusion Resistance
DR 5/good or silver
Resist acid 7, cold 7, electricity 7, fire 32
SR 18
__________________________________________________________________________
Speed 20 ft., Fly 10 ft. (perfect)
Melee: Dagger +3 (1d4, 19-20/x2)
Ranged: Dagger +8 (1d4, 19-20/x2)
Atk Options: Night Terrors (DC 21)
Spell-like Abilities:
Constent- Nondetection, Protection from Good
3/day- Quickened Fireball, Invisibility, Detect Thoughts, Dream, Nightmare, Suggestion
1/day- Summon Devil, Blasphemy, Faerie Fire, Obscure Object, Sanctuary, Shadow Walk
__________________________________________________________________________
Abilities: Str 10, Dex 20, Con 12, Int 18, Wis 14, Cha 27
Base Atk +3; CMB +3; CMD 18
Feats: Eschew Materials, Shield Proficiency, Dodge, Self Delusion, Leadership, Toughness
Traits: Illuminator, Unscathed
Skills: Bluff +8, Craft (Alchemy) +15, Diplomacy +20, Fly +5, Intimidate +12, Knowledge (Arcana) +4, Perception +18, Sense Motive +12, Spellcraft +14, Stealth +19, Use Magic Device +18,
Languages Common, Elven, Undercommon, Drow Sign Language, Infernal, Abyssal, Draconic
SQ: Poison Use, Light Blindness, Contract Bound, Cantrips, Bloodline Arcana (Curse, acid valneribility for 3 rounds, DC 21),
Combat Gear: Wand of Create Soul Gem (50), Wand of Cure Light Wounds (50), Scroll of Alarm, Scroll of Skill Lore,
Possessions: Combat gear plus Explorer's Outfit, Dagger, Haramaki, Grooming Kit, Scrivener's Kit, Sorcerer's Kit, Portable Alchemist's Lab, Scroll Box, Medium Treasure Chest, +1 Mithral Buckler, Spring Loaded Wirst Sheath (2), Hat of Disguise, Headband of Alluring Charisma +2, Ring of Protection +1, Cloak of Resistance +1, Handy Haversack,

Money: 17 gp

Spells Known

3rd (4/day)- Arcane Sight, Black Ray of Fleshparting, Force Spikes
2nd (6/day)- See Invisibility, Acid Arrow, Mirror Image, Amber Globes
1st (6/day)- Mage Armor, Magic Missile, Ray of Enfeeblement, Expeditious Retreat, Lesser Ward, Caustic Cloud
at will- Acid Splash, Detect Magic, Prestidigitation, Disrupt Undead, Penumbra, Read Magic, Message
(+1 CL to abjuration spells)


Alright, everyone, I'm planning on closing recruitment by about this time tomorrow. I will make one or two more respond-to-everyone posts (and at least one "list of characters") before then, but I've been pretty busy so far today and OH MAN is there a lot to respond to.

I will only consider characters that have at least one or two sentences on their backstory and motivations , although ideally however much space it takes to explain your character and how well they'd play nice with others.

Also, don't worry if a few of the characters submitted have more of skill X than you do. There are easily fifteen wonderful character concepts I've seen, and what that means at this point is that once the party is actually settled you can worry a bit more on which skills you want to carry.

And a quick note on cohorts (since it seems like this is a pressing question to some people): This is going to be a big party. If people want cohorts or important eidolons/familiars/companions, only do this if it's important to your character's story, and most of the time only one of you will be acting with the world at a time (a great example of this is Orfamay's proposed ghost summoner, whose eidolon acts as a surrogate pair of hands but who can also, being incorporeal, go places where her eidolon cannot).


@hallowsinsider: I believe Channel Energy healing isn't affected by SR, although I might be wrong. Meanwhile, if this becomes an issue, I'd allow a home-brew feat or magic item that allows creatures to raise/lower their SR as a full-round action.

@Remnant: I'm not sure if the Shae character is still proposed, I believe the submitter might have changed his mind; but submit whatever you want to, those ideas are both pretty original (I'd say maybe "don't submit any more drow ninjas" though)

@Orfamay: 9 bluff is still pretty darn decent—an amateur con artist would be throwing maybe +5. Bluff 29 just means "I have been a pathological liar from birth, and as a demon that means I have unreadable features and 300 years of experience at lying"

And considering that you can aid another on Bluff and Diplomacy, more of it on the team would never hurt.

@Iranaset: Love the "significant MacGuffin" in your backstory. Believe it or not, I've actually got a list of 5 or 10 significant MacGuffins to offer to whoever the final party winds up being.

@Everryn: If you get both Throwing and Returning on your amulet, I'd allow it (and yes, I believe Returning can be added to any throwable weapon, as well as ranged weapons). The Deadly Fist archetype Soulknife gets something like this, you're basically using magic to transfer the inertia of your punches over longer range.

@Delyliath: If you're caught by the city guard standing over the body of a dead paladin with blood dripping from your sword, you'll probably need both Bluff and Diplomacy (and luck) to get out of there without a fight.


Does Iranaset's background touch all bases required. Motivation can be added, but I'm not sure what we're being asked to do.


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thunderbeard wrote:
@Delyliath: If you're caught by the city guard standing over the body of a dead paladin with blood dripping from your sword, you'll probably need both Bluff and Diplomacy (and luck) to get out of there without a fight.

If I have to stab a paladin with my sword in a back alley I'm playing the succubus wrong.


Works well enough, Iranaset. Basically, many of these characters are powerful and self-sufficient, capable of doing their own things in their own far-away homes. It's important to me that everyone actually has a reason to travel to odd places and perform tasks that a normal member of their species might find beneath them, as well as a promised reward great enough to keep them from randomly murdering their colleagues and taking their stuff instead.


thunderbeard wrote:
@hallowsinsider: I believe Channel Energy healing isn't affected by SR, although I might be wrong. Meanwhile, if this becomes an issue, I'd allow a home-brew feat or magic item that allows creatures to raise/lower their SR as a full-round action.

I believe it's a standard action, if I'm reading this correctly:

PRD wrote:


A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

And my rejiggered Nightmare Nymph has a level of Life Oracle--Life Link can heal anyone, but if the party is primarily composed of folks who benefit from negative channeling, I could get that instead. Lesser option: Infernal Healing, which requires a wizard or sorcerer to walk around touching folks. (during combat.)

And no one remembers the animated demonic dagger from The Shadow? It's ok--that was a terrible, terrible movie. It flew around and even bit Alec Baldwin, if I recall--but who wouldn't maliciously bite Mr. Baldwin if given the chance?


thunderbeard wrote:


@Orfamay: 9 bluff is still pretty darn decent—an amateur con artist would be throwing maybe +5. Bluff 29 just means "I have been a pathological liar from birth, and as a demon that means I have unreadable features and 300 years of experience at lying"

Demons are born? (Files that away for future reference.)

But, yes, that's more or less what I'd figure. One can't -- and needn't -- be the best in the party at everything, and there's only so many resources to go around. There's forty-odd skills, more if you include Craft (origami) and Profession (fry cook).

So, no worries.

Quote:


And considering that you can aid another on Bluff and Diplomacy, more of it on the team would never hurt.

And, by astonishing coincidence, a +9 score means I can always hit DC 10 for "aid another."

Assuming that a self-absorbed ghost would bother to help someone else. This isn't exactly My Little Pony: Friendship Is Mandatory, after all.


Delyliath wrote:
thunderbeard wrote:
@Delyliath: If you're caught by the city guard standing over the body of a dead paladin with blood dripping from your sword, you'll probably need both Bluff and Diplomacy (and luck) to get out of there without a fight.
If I have to stab a paladin with my sword in a back alley I'm playing the succubus wrong.

I'm bang alongside this line of reasoning. On the other hand, every person I've seen use it ends up playing the character "wrong" at least once over the course of an average campaign....

(My line, from the old Traveller game, was that if I managed to empty a revolver I had screwed up, badly. Guns in that system were dangerous, and if you weren't twinked out as a gun bunny, there was a good chance that, win or lose, you'd be taking a ride in a grav sled with a cadeuceus on the side.)


I'm going to guess that any magical equipment a monster's stat block might include actually needs to be purchased, right?


Spell resistance does not block supernatural abilities like the clerics Channel energy.
@Axolotl, so your Nymph has fast healing and wanted to share with the rest of us? Also should mention, Life link does not specify how they are healed just that they get hit points. The ability would work on everything far a I can see it.


Movin wrote:

Spell resistance does not block supernatural abilities like the clerics Channel energy.

@Axolotl, so your Nymph has fast healing and wanted to share with the rest of us? Also should mention, Life link does not specify how they are healed just that they get hit points. The ability would work on everything far a I can see it.

Correct--SR doesn't work with Su and Ex abilities.

Fast healing was the agreed-upon compromise nerf for the Nightmare template's overpowered Regeneration power, and as the Nymph has a high Cha, Oracle makes sense. The trouble with Life Link is that she'd only have one link to start with, and who knows how long it will take to gain levels in this game. It makes for a good mental note for any games with dhampir in the party, though.

Monkeygod, yeah, I would assume so. I did so in my purchases.


Oh, okay, you're right about the standard action thing. It's a standard action to lower or raise it. Ignore what I said before.

@Monkeygod: yeah, gotta buy that stuff.


Thunderbeard wrote:
Delyliath: If you're caught by the city guard standing over the body of a dead paladin with blood dripping from your sword, you'll probably need both Bluff and Diplomacy (and luck) to get out of there without a fight.

"Where's the fun in that?


Average or max HP?


thunderbeard wrote:

Oh, okay, you're right about the standard action thing. It's a standard action to lower or raise it. Ignore what I said before.

On the other hand, a MacGuffin to allow changing it as a free action would be useful or simply to allow "friendly" spells through would certainly be helpful. Potentially overpowering, but helpful.


Orfamay Quest wrote:
thunderbeard wrote:

Oh, okay, you're right about the standard action thing. It's a standard action to lower or raise it. Ignore what I said before.

On the other hand, a MacGuffin to allow changing it as a free action would be useful or simply to allow "friendly" spells through would certainly be helpful. Potentially overpowering, but helpful.

Actually, a friendly Tie-that-binds mcGuffin would not go amiss. Perhaps badges that signify that we're a group with some added benefits, such as the friendly spell auto-SR success. Also, maybe a Message at will affect like Walkie Talkies.


Hey Thunderbead, I've realized that the only benefit I gain from Fiendish is the Smite Good attack. Everything else is gained or eclipsed by being a Bralani.

Would it be alright if I took the Half-Fiend template instead? Maybe not the full template, but as least some of the benefits?


I guess I will change leadership for something else. Truth be told with all these guys a normal 5th level cohort would just get in the way at best. Will look up a replacement feat in time.

In the meantime more fluffiness from Kalbrak. :)

Kalbrak's Contract:

The drow are not watched over solely by the demons they worship and serve. Arguably among the most powerful and effective mortal servants of chaos they are spied upon by the enemies of such. For while they no doubt consider the heavens and goodly races their enemies, darker eyes fall upon them as well. The denizens of hell are among those who revile the chaotic drow, leaving no small corner of the hate in their black hearts for the equally dark hearted elves. So when a drow that was not a drow laid waste to a house with methodical and orderly precision, it did not go unnoticed by other powers of the planes. One such power was a lord of hell, Venefic the Poison Mage, a pit fiend of many oddities. He took an interest in the creature he had seen made and then murder.

After placing a number of hidden test in it's way, he found it nether weak or without purpose. Rather with great potential to serve hell as a capable agent and if need be in time, comrade. Approaching Kalbrak in person he quickly found him to be deviously charming and cunning. Charming a devil, much less such a powerful and learned one, was no small gift to the pit fiend. It proposed a deal and after no small time of going over and rewording the contract a half dozen or more times, it was struck. Power granted, knowledge given, and soul bound in exchange for 100 souls. Yet the Poison Mage was not one to let pawns small or great slip through his clawed hands, for he made it clear. One hundred souls would clear the debt of his own soul, yet their was no more precious currency in hell then souls. Their was still much he could gain if he could obtain the wealth. For what gold could not gain in the material plane, hell could grant with by a few well chosen souls.

P.S. Tiny Coffee Golem, what you seem to want is a drow house insignia. Granted you don't need to be part of a house to have them or use them. A slotless magical item commonly made by drow of noble houses as their symbol, ward key, and mark of rank with in the house. They normally have a uses per day spell from 1st-3rd level or a transmitting spell in them. At least that's what it sounds like to me.


Tiny Coffee Golem wrote:
Orfamay Quest wrote:
thunderbeard wrote:

Oh, okay, you're right about the standard action thing. It's a standard action to lower or raise it. Ignore what I said before.

On the other hand, a MacGuffin to allow changing it as a free action would be useful or simply to allow "friendly" spells through would certainly be helpful. Potentially overpowering, but helpful.
Actually, a friendly Tie-that-binds mcGuffin would not go amiss. Perhaps badges that signify that we're a group with some added benefits, such as the friendly spell auto-SR success. Also, maybe a Message at will affect like Walkie Talkies.

I was already thinking "ooh, communicators!" before I finished reading your whole post!

We could also pool a little money and get healing wands if need be. I don't think anyone has thought of expendable resources. However, that's getting ahead of things.


OmniChaos wrote:
P.S. Tiny Coffee Golem, what you seem to want is a drow house insignia. Granted you don't need to be part of a house to have them or use them. A slotless magical item commonly made by drow of noble houses as their symbol, ward key, and mark of rank with in the house. They normally have a uses per day spell from 1st-3rd level or a transmitting spell in them. At least that's what it sounds like to me.

Hmm. An infiltration team, in uniform.

Can we make sure to make the uniforms out of high-vis so we can spot each other? We wouldn't want any friendly fire incidents, would we?


is this still open?

I wanna turn too...


Axolotl wrote:


We could also pool a little money and get healing wands if need be. I don't think anyone has thought of expendable resources. However, that's getting ahead of things.

Well, I thought about them, but consumables are so dependent upon what the party can ordinarily do. A wand of mage armor would be useless, unless we have a monk or something in the party in which case it would be great, unless we have someone who can cast that spell natively, in which case it would be useless, unless it's a Tuesday and there are runners on base, in which case the pitcher should throw a slider. And even then, if anyone has Craft Wand, we can Martha-Stewart it up at home and save money! And the pitcher should throw a knuckleball.

(Speaking of which, are there any other potential crafters in the group?)


Here's the background/description/personality for Tar'jub the Subjugator.

Working on Ryal's stats, but they're less important, will be a Sorc 1/Rog 4 with a focus on bluff and UMD based on his background. If full classes are too much, I could whip him up with NPC classes instead.

Description:

Appearance
An oddly proportioned small red humanoid with curiously small wings, legs and overly large arms and hands. A pair of beady eyes frame an overly large nose on the creatures face, and two curled horns rise from atop his crown. A long whip-like tail extending from his rear ends in a scorpion's sting. On the little devil's back is a tiny (though large for him) two-handed maul coverd in wicked spikes which appear to be made of the horns of other imps.

Personality
Tar'jub isn't quite like his fellow Imps. While he has all the superficial traits of one of the Consulars, the equivalent of nobility among the imps, he has neither the temperment for nor interest in trickery shared by his ilk. In fact, he finds all the legalisms of his home plane boring beyond words. Gifted with a surprisingly muscular frame for an imp, he has spent lifetimes enjoying tormenting and bullying other imps, especially those that are out of favor with the higher devils.

While tormenting imps (or anything weaker than him) is a fun pastime for Tar'jub, he truly shines when he can torment magic users. Whatever strange twist of fate created him also instilled in him a loathing for arcane casters, especially incompotent ones. This passion of his has been harnessed by his superiors and put to work by sending him when a particularly incompotent caster attempts to summon an imp to do his bidding.

Background
Ryal paced back and forth in his chambers, wondering to himself if this was the best course of action. He had made it this far up the heirarchy in the academy with his parlor tricks and thievery, but there were rumors that the other instructors had begun to get suspicious of his magical abilities. As usual, he was unable to work the magic himself, so he resorted to stealing what he needed to get things done. This ritual should allow him to consort with a devil to gain the power he needs to keep his position.

As he drew the circle and put all the offerings in, the thought that this was all a bit too easy wandered through his head before he batted it away. I'm the son of Aren Voidcaller, the most powerful human conjurer in the last century! The other instructors will kneel before me when I'm done! He then finished the ritual and waited as the flames lighting the room swayed violently, responding to some other-worldy gale. Finally a haze filled the room and when it cleared, a small winged figure floated in the center of the circle, in his hand a disproportionately large spiked mallet. "Who has summoned Tar'jub the Subjugator!" it called out in a squeaky, high-pitched voice.

This is what I summoned? Not a contract devil? Ryal stood there stunned for a moment, eyeing the small creature which he presumed must be an imp. He turned to consult the tome he had stolen, but was interrupted by the imp.

"Tar'jub sees the mage made a very nice circle to hold Tar'jub in. Tar'jub is impressed! This is the strongest circle he has seen before, you must be a mighty mage!" the imp called out, looking at the binding circle surrounding it.

The statement caught him offguard, but Ryal quickly recovered. "Of course! I'm a Voidcaller, our knowledge of binding outsiders is unsurpassed! Now, let us discuss the terms of your service devil!"

The imp raised what passed for an eyebrow on its face and thought for a moment. "Very nice circle, but you are knowing Tar'jub is not a Demon right? This circle not so good for keeping him in!"

Ryal's jaw dropped as he looked down at the floor. His mind flashed back to his early days of study at the academy, and like that, the image of the circle before him popped in his head. "This," he remembered the instructor saying, "is a Magic Circle against Chaos..." He would have stood there dumbfounded, but the imp didn't give him a chance. Before he could react, it charged him and smacked him upside the head with the spiked weapon it held, knocking him to the floor. As he blacked out he heard it laughing maniacally, its wings flapping as it headed out the door.

Ryal didn't know how long he'd been out, but when he finally came to, the candles in the room had gone out. Summoning light with the little magic he actually did know, he stood up and looked around. I need to pack my things and get out of here, once they kill that imp they'll know for sure I botched it... He gathered his things, running about the room as he thought of the impending consequences. When he turned to head to the door he stopped in his tracks, dropping his pack. There, in the door, floated the imp he'd summoned.

"Tar'jub is back! He ran out of mages to play with, so he came back here. You gave him lots of fun, so Tar'jub decided to keep you!" the imp said with a fiendish grin. "You can start by getting Tar'jub something to eat. He is very hungry after smashing so many mages!"

In the end, Ryal had gotten what he wished for. None of the other instructors would ever pose a threat to him again, the imp had apparently finished them all off one at a time. Of course the cost of that had been servitude to Tar'jub. On the up side, he was significantly richer now than he had been before, and the imp seemed to have what passed for a soft spot for him, only stinging or beating him occasionally, and otherwise allowing him to appear as a successful mage in his travels. As long as he did what he was asked quickly and without question things went pretty well.

Statistics:

Male Imp Consular Barbarian (Titan Mauler) 7
NE Tiny Outsider (devil, evil, extraplanar)

Init +6; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +14

Defense
AC 29 (29), Touch 23 (21), Flat-footed 21 (21) (4 armor + 6 dex + 2 size + 2[4] natural armor + 1 deflect + 2 luck + 2 dodge + [-2 raging])
HP 107/107; fast healing 2
Fort +9, Ref +12, Will +7
DR 5/good or silver, 1/-; Immune fire, poison Resist acid 10, cold 10;

Offense
Speed 20 ft., fly 50 ft. (perfect)

Melee +1 Tiny Furious Earthbreaker +19/+11 (1d8 + 17, 20/x3)
Melee Sting +11 (1d4 + 11 plus poison)

Melee (Rage) +3 Tiny Furious Earthbreaker +23/+15 (1d8 + 22, 20/x3)
Melee (Rage) Sting +15 (1d4 + 13 plus poison)

Space 2-1/2 ft; Reach 0 ft.

Spell-Like Abilities (CL 13):
Constant--detect good, detect magic
At will--invisibility (self only)
1/day--augury, suggestion (DC 15)
1/week--commune (CL 6, 6 questions)

Statistics
Str 20, Dex 22, Con 14, Int 12, Wis 12, Cha 15
Base Atk +10; CMB +13; CMD 29

Feats Dodge, Intimidating Prowess, Power Attack, Furious Focus, Cornugon Smash, Leadership
Traits Fate's Favored, Bully
Skills Acrobatics +19, Bluff +15, Fly +18, Intimidate +21, Perception +14, Stealth +18; Racial Modifiers +8 Fly Size Modifiers Fly +4, Stealth +8
Languages Common, Undercommon, Infernal; telepathy 50 ft.
SQ flight, change shape (beast shape II)

Gear +1 Tiny Furious Earthbreaker, +1 ring of protection, +1 cloak of resistance, +1 amulet of natural armor, +2 belt of strength, Jingasa of the Fortunate Soldier

Special Abilities
Poison (Ex): Sting -- Injury; save Fort DC 19 (10 + 5 lvl + 2 con + 2 racial); frequency 1/rnd for 6 rnds.; effect 1d2 dex; cure 1 save
Big Game Hunter (Ex): +1 attack and +1 dodge AC vs creatures larger than Tiny.
Rage (Ex): (free act., 18 rnds/day) +4 morale Str, +4 morale Con, +2 morale Will, -2 AC.
Jotungrip (Ex): Wield 2H weapon as 1h with -2 penalty.
Massive Weapons (Ex): Reduce attack roll penalty for oversized weapons by 1+1 per 3 levels above 3.
Evade Reach (Ex): (swift act.) Choose one target's reach as if it were 5 ft. shorter.
Damage Reduction (Ex): 1/- at 7 and increases by 1 every 3 levels above 7.

Rage Powers
Beast Totem, Lesser (Su): Gain two claw attacks while raging (1d3 dmg + str)
Superstitious: +3 vs spells, spell-like abilities and supernatural abilities
Beast Totem (Su): +1 Natural armor, +1 for every four levels


Submittal
Jarasion
Shae, Male, Bodyguard for Hire

Crunch:

Fighter (Mobile Fighter) 3, Medium Outsider(Extraplanar)
Neutral
Init +8; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 19, touch 16, flat-footed 10 (+6 Dex)
hp 78
Fort +11, Ref +8, Will +8
Skeptic +2 ST vs Illusions
Defensive Abilities: amorphous, blur; Immune cold
Offense
Speed 30 ft.
Melee Cold Iron MW Long Sword +8 (1d8+4/19–20 plus 1d6 cold)
Gloom Blade +1 Short Sword (+2 Full Darkness) (1d6+5(6)/19–20 plus 1d6 cold)
Touch +7 (1d6 cold)

Spell-Like Abilities (CL 4th; concentration +7)
Constant—blur
At will—lesser shadow evocation (DC 16)

Statistics
Str 18, Dex 22, Con 18, Int 21, Wis 18, Cha 18
Base Atk +7; CMB +8; CMD 27
Feats Combat Expertise, Iron Will, Blindsight, Weapon Focus (S Sword), Alertness, Combat Reflexes
Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, Intimidate +8, Knowledge (arcana) +9, Knowledge (planes) +12, Perception +8, Sense Motive +8, Stealth +13 (+23 in regions of low light or darkness), Use Magic Device +10; Knowledge (dungeoneering) +5, Profession (Bodyguard) +5, Climb +5, Craft (Blades) +5

Racial Modifiers +10 Stealth in regions of low light or darkness
Languages Aklo, Common, Shae, Undercommon, Drow, Draconic, Elven

Special Abilities
Cold (Su) A shae's touch saps heat from living creatures, leaving patches of colorless flesh rather than physical wounds. A shae can deal 1d6 points of cold damage with a touch. It adds +1d6 points of cold damage to any melee weapon damage it deals.
Lesser Shadow Evocation (Sp) This spell-like ability functions identically to the spell shadow evocation, but it can only create quasi-real versions of sorcerer or wizard evocation spells of 2nd level or lower. This spell-like ability is the equivalent of a 3rd-level spell.
Armor Training (Ex)
Agility (Ex): At 2nd level, a mobile fighter gains a +1 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled

Traits
Reactionary +2 Init
Skeptic +2 ST vs Illusions

Gear
Armor
Morlock Hide +1 Shadow Leather Armor (+2 Acrobatics, Climb, Escape Artist Checks)

Weapons
Gloom Blade +1 Short Sword (Dim Light) +2 (Darkness),
Masterwork Cold Iron Long Sword
Pair of Dogslicers

Others
Bladed Belt
Couple of changes of clothing
A set of nice spidersilk outfit (Tunic, Pants, Gloves)
Simple Messenger Bag
Gloves of Reconnaissance
Fine Leather Boots with Steel Wire Inlays
Pair of Gloves with fine steel inlays along the backs
Porcelain Mask

500 GP worth of coins on hand (Flush after last job)

Gold 1.5k Stashed Away for future needs

Fluff:

Backstory
Jarasion was bored. Once he reached maturity he took to wandering the Shadowlands for something interesting to see, or to do. For a lark he took on a simple task, watch the back of a traveling merchant and the pay was good, the work was simple, and so he embarked on a life of being a for rent bodyguard. Several more jobs later he found himself with some coins stashed away, a few more experiences, and the lust to travel deeply embedded in his cold heart.
By now he had gone to more than one plane, visited more than one land, and had found employ with more than one merchant. They paid well, tended to have pretty quiet lives and it was more like babysitting. It did not help that while he was average in appearance as a Shae, all mortals seemed to find his looks fascinating and so he never wanted for company along the way.
Years it seemed passed in this fashion until one employer took a commission that led them to the Underdark of some Material World. Here he found the landscape to his liking. In many ways it reminded him of home; full of the darkness and shadows in the caverns and the hearts of the inhabitants. Picking up the predominant local tongues made it easy for him to stay on in the Underdark, still plying his trade and getting little better in his skills, but with more than adequate wealth for his needs.

The a strange lady in red, she said she was The Crimson Stranger, came into his life. Asked if he would be willing to work for her, using his skills and talents as she might ask him to now and in the future. With no other prospects at that moment, he said yes. With a smile she just nodded her head, her mouth never having opened and she bade him to wake. At which he found he had fallen asleep and it was a dream he could recall in perfect detail. A lingering scent of something, unfamiliar, hung in the air. Next to his armor, in the bedchambers, lay a second sword, shorter than his usual one. He heard her voice once more in his half awake state, it was a gift from her in anticipation of the future. With that lilt in his voice that hinted at other presents to come from her.

Taking it up, seeing the black of the blade, it was almost perfect for where he was right now. Time now to wait for the next dream from her and perhaps more.
Perhaps more.


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thunderbeard wrote:
Works well enough, Iranaset. Basically, many of these characters are powerful and self-sufficient, capable of doing their own things in their own far-away homes. It's important to me that everyone actually has a reason to travel to odd places and perform tasks that a normal member of their species might find beneath them, as well as a promised reward great enough to keep them from randomly murdering their colleagues and taking their stuff instead.

oh, i wouldnt be a murderer. i'd be an...

punchline:

ACCESSORY!


ok so hilarious arm throwing aside. getting some reach on my unarmed attacks would be awesome. I might just go for that.

I figured a wand of mage armour into my gear as well as a +13 UMD so so far gives me good chance of activating it. Course if someone has it on their list I'll get a pearl of power for you instead, also benefitting from increased CL.


Mage armor is tentatively on my list -- it saves me about 49,000 gp over ghost touch armor.


Decided to make a bladebound magus. Added relevant info to her backstory. So there's that. She now has an intelligent mirror blade. She's also missing a feat but I can round out crunch after I know who gets in.


2 people marked this as a favorite.

Tenro... Wow.. That.. That was beautiful.


Bit of an addition to my backstory of how the woman recruited me.

Message from an unknown Woman:

Vampires don't dream. Vampires don't even need to sleep. But during the day unless one has an underground lair or protective magic there is not alot to do. On one of these days while lying in her coffin and meditating on the mantras and training she had undergone she fell unconscious and had a dream. At first it was a startling sensation for she had not felt this way for several years. She had forgotten what it was like to sleep or rest. Soon a voice called her out of her reverie. The voice sounded smooth and calm. "Everryn. I know of the transgressions you have encountered and your desire for revenge and I know even more than you that you are not strong enough yet to get what you want. I want you to come serve me. If you do this I will reward you with more power than you ever thought possible. But only if you complete the tasks I require of you. Tonight when you leave your coffin you will find a map. Immediately follow it to find me. Do not linger too long or this opportunity will be gone forever. You will also find an item of use as a foreshadowing and guarantee that I can indeed give you the power you need. Hurry Everryn..." As soon as the voice was gone she immediately woke up and hit her head on the top of her coffin. Swearing she lay back down, now extremely impatient for the day to end and see if the voice had been real...


Not sure if someone got to this already or not, but channel positive/negative energy, is not subject to SR. It's instead subject to channel resistance, which is different.

Positive/negative energy is only subject to SR if a spell is used to channel it, such as cure light wounds.


@Orfamay: Demons are created... somehow? I'm not too personally worried about the specifics.

And I believe TCG's proposed Graveknight has some crafting, while anyone (even martial characters with high spellcraft) can theoretically get some item crafting feats.

@Monkeygod: Average HP (max first die, then half+1 for each die afterwards is fine).

Also, since Half-Fiend is such a powerful template, putting it on a Bralani would go over the newer power limits I created for high-CR monster characters, especially if you want to start with a character level. I'd say you'd be fine without it (and a fallen angel isn't necessarily more powerful than an unfilled one, which is what the template would imply).

@Axolotl: For a somewhat-evil party, it shouldn't be too hard to get a few wands of Infernal Healing (or even pop it on a cleric).

@Little Orphan Annie: it's still open, but not for too much longer (the deadline I declared is I guess about 14 hours for now?). I'd like to actually choose a party soon, and that's likely to take quite a while, but all I'm actually requiring from characters is a few sentences about concept, backstory, and character motivations/personality.

@jimibones: Yeah, that's what I thought but I wasn't positive. (pun intended)


And here is an updated character submissions list.

Oh god, what has my life become.

Melee/Tank:
Half-Dragon Orc Fighter, "Bognar" | psionichamster
Ogre Mage Barbarian | Sersi
Djinni Monk (Martial Artist), "Taalia" | Ashe
Lizardman Half-Fiend Antipaladin | Kenji Elindir
Erinyes, "Illia-" | hallowsinder
Drow Vampire Antipaladin (Lord of Darkness) | Joshua Hirtz
Drow Vampire Monk (Qinggong), "Everryn"
Half-Dragon Drow Fighter (Two-Weapon), "Duath'miaca" | Bane88
Imp Consular Barbarian (Titan Mauler), "Tar'jub" | Xentik
Shae Fighter (Mobile Fighter), "Jarasion" | Remnant

Melee/Spells hybrid:
Half-Dragon Elf Magus (Bladebound), "Iranaset" | Uncle Taco
Devilbound Drider Eldritch Knight | Omnichaos
Troll Magus (Hexcrafter) | Peanuts

Ranged?
Fallen Azata Ranger | Monkeygod
Intelligent Weapon Soulbolt | Tenro

Backstabber/Infiltrator:
Dark Stalker Rogue | Daniel Stewart
Ratfolk Ninja Shadowlord | Whack-a-Rogue
Drow (Mysterious) Ninja, "Drovic" | Sir Gavvin

Party face/Mind-control:
Succubus, "Delyliath" | Scarletrose
Nightmare Nymph, "Derkethia" | Axolotl

Divine caster/Healer:
Half-Construct Cleric, "RNE" | hallowsinder
Tiefling Cleric of Asmodius, "Mallory Efescent" | Tiny Coffee Golem
Kobold Cleric, "Athraz the Conduit"

Arcane caster/Minion-controller:
Quasidragon Lich Wizard (Necromancer), "Anaxian" | Doomed Hero
Half-Drow Ghost Summoner | Orfmay Quest
Goblin Worm that Walks Wizard/Magus | Cuàn
Half-Orc Worm that Walks Witch (Scarred Witch Doctor) | Dark Netwerk
Nightmare Devilbound Morphling Sorcerer, "Kalbrak" | OmniChaos

Jack-of-all-trades/Mixed Roles:
Siabrae Samsaran Druid, "Sanriel" | Movin
Mind-Flayer | jimibones83
Two-Headed Goblin Alchemist | Anya Gibson


I would say, since there's a party face/mind control section, that's where I belong. All class levels will be taken in psion (telepath). My whole concept revolves around mind control.


Jack of all trades is likely correct for me.
Druid generally get that slot a lot, but buffs and spells can easily give me a wider or more narrow focus depending on party.
I still need to get around to it but samsaran lets me cherrypick 5 spells from another divine spellcasting class, like those awesome staple cleric spells. I have been jonesing to play a necro-druid for a long time, so I can say that if the party wants shocktroops/mounts well I can handle anything that flys slithers or climbs. Would be a good combo with our queen of seduction and her mastery of humanoids.

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