At the Dark Master's Service (Inactive)

Game Master Airon87

The evil Dagor Morthis is making his move for disrupting the Andoren peace... and you are his agents!


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INTRODUCTION

Right where Cheliax, Isger and Andoran touch, atop the Aspodell Mountains (well, not really atop, but still pretty high!) sits the Everdusk Fortress, home of the evil overlord Dagor Morthis. A devout follower of Archdevil Baalzebul the Lord of Flies, Dagor Morthis still has a lot to scheme, destroy and corrupt before he can call himself worthy of aspiring to a place next to Tar-Baphon and Runelord Karzoug as one of the great Evils of the legends.
For the moment, he rules and terrorizes a decent slice of the Aspodell Mountains – which unfortunately include very little in terms of actually inhabited land; mostly he terrorizes raptor birds and enslaves the goblins that wander into his territory.
He’d love to have peasants and children whispering his name in fear, and dreams of defeating armies of Eagle Knights. Alas, Andoran has yet to really notice the fearsome power of Dagor Morthis, and the only “heroes” that he gets to kill are treasure-hunters more reckless than brave and just a little less power-hungry than himself.

But finally, things are starting to turn his way! His zombies raided a couple of hamlets sitting on the Path River, and his name started spreading.
When Andoran sent a delegation to Everdusk, Dagor Morthis got his showdown! He killed the cavaliers, and that ridiculous paladin, and left alive just a squire, with an eye ripped off and the blond hair encrusted with blood, to carry his message of destruction back to Augustana! And you were there!
What? No, not in Augustana, you were there during the fight!
Oh, it was great assisting your Master in the massacre of those bigoted do-gooders! Yeah, well, Dagor Morthis doesn’t much care about friendly fire, and it’s true that your colleague Hogron Legbreaker was caught in one of his fireballs and died, but come on, it wasn’t an accident, right? Dagor Morthis cares about you! I’m sure he caught Hogron sending conniving messages to Almas, or stealing from the pantry. Hogron had it coming. Probably.
What counts is, now that your Master is gaining in reputation, you can expect missions a lot more exciting than before…

Adventure information:
Are you familiar with the Quirky Miniboss Squad Trope? That’s the mood I’m going for.
The adventure will be about thwarting the dumb heroes and carrying out the will of your master, but just as much about avoiding the much bigger evils from Cheliax or Darkmoon Vale - all without incurring in punishment from the Evil Overlord.

If I see enough interest for the premise, I’ll select 4 or 5 PCs. Submissions will be open for a while.
You can start bouncing concepts around and ask for feedback if you want, but the only submissions that will be considered final will be those with both crunch and backstory. When you finally post the definitive version of a character, either as the alias itself or as your usual profile, please put somewhere in the body of the message the name of the PC in Bigger and Bold. This makes it easier for me to keep track of final submissions.

Backstories don’t need to be too long, but they must be meaningful. If something doesn’t impact on the way your character thinks or act, then chances are it doesn’t need to be in the backstory.
Backgrounds that explain traits, class choices, favorite enemies, mindset, etc… and maybe a quirk or two of the PC, are greatly appreciated.
Lengthy backgrounds novels with a lot of side-characters that will never once come up in game… not so much.

Feel free to give your character a role in Dagor Morthis’s Organization, and associated title (like Warden of Beasts and Stables). You're his trusty lieutenants after all.

How to make your Crunch:

Manuals: Core, APG, UM, UC, ARG, Inner Sea World Guide, Bestiary (see below) and Ultimate Equipment (mostly for class kits).
Anything not from the Core Rulebook needs to be marked with the corresponding manual in the sheet.
Ability Scores: 20 point buy
Level: 3rd
Alignment: well… Dagor Morthis is NE with lawful tendencies and worships mostly Baalzebul, but you’re a much more unfocused bunch. There may even be someone Neutral among you: a mercenary, or someone forced to serve Dagor Morthis through a curse or similar. Most of you should be kinda evil though (or at least a bit of a dick).
Classes: Paladin is out for obvious reasons.
Other than that… everything goes, I think – even summoner and gunslingers I’m ok with. It’s not too serious an adventure after all. For samurais, ninjas and monks please have a good reason for why you are an ocean away from home.
Races: Any core, featured and uncommon race from the ARG is allowed. However, a STRONG preference will be accorded to races and concepts that fit the premise – which is to say, pathetically evil Punch Clock Minions. I’d rather not see svirfneblins (I think they have way too many bonuses and lend themselves to be very broken).
Alternate racial traits are allowed. No custom races.
To further widen the options, I’m also willing to select:
- One (and only one) Skeletal Champion character (Bestiary page 252); The base character should be of any common race, will have 1 class level, and a point buy of 15 (CON will be n/a being undead). The only difference from the template is that you can be of any Alignment.
- One (and only one) afflicted Lycanthrope character (Bestiary page 196). The base character should be of any common race, will have 2 class levels, and a point buy of 15.
If you submit one of these options, PLEASE be extremely clear in your sheet.
HP: full first HD, then rounded up average (ex 3d8: 8+5+5)
Traits: 2 traits each. One from APG, the other from the below list.
Gear: 2000 GP - nothing can be created beforehand, every item must be bought.

Don't exaggerate with the weirdness: a hobgoblin fighter has just the same chance of getting picked as a weird cursed grippli ninja. Just do something fun, that you feel can work both on a threatening and on a comical level - like Paizo goblins!

Custom traits:

Andoran hatred: the Eagle Knights or some other pompous do-gooder from Andoran wronged you (at least that’s how you see it), and you gravitated towards their enemy as compensation. You get +1 trait bonus on critical hits confirmation rolls.

One of them: you don’t look particularly evil – never mind how dark is your soul, you look just like a normal guy. This comes in handy when you need to spy or infiltrate the heroes. You gain +2 on Disguise and Bluff checks made to pass as a normal citizen, and one of these skills is always a class skill for you.

Fallen: you used to be one of the good guys – then discovered this was much more fun! Your turncoat past left you suspicious of others – if you betrayed, why not others? You gain +1 trait bonus to Sense Motive and Perception, and one of these skills is always a class skill for you.

Forced: you really aren’t a bad guy, but a curse or something else forces you to serve Dagor Morthis. If you can’t escape you are at least determined to survive to get revenge. You gain +2 to your AC when your adversaries roll for critical confirmation.

Overlord’s Pet: Dagor Morthis has somehow taken a liking in you, even in you are still a flea. Because of this, he is somewhat more forgiving. You gain +2 trait bonus on both Diplomacy and Bluff checks made to influence Dagor Morthis; one of these skills is always a class skill for you.

Only in it for the money: you don’t really care for Dagor Morthis or for your companions. The pay is good, the job is fun, but that’s about it – you won’t risk too much for them. You gain +1 trait bonus on Reflex saves.

Second choice: you really wanted to get in another notorious organization (such as the Red Mantis or the Empty Hand Orc Raiders), but they didn’t want you, for whatever reason. By rising from the ranks of Dagor Morthis, you’ll show them! You gain +1 trait bonus on Knowledge [religion] and Knowledge [nobility], and one of these skills is always a class skill for you.

Born in the mountains: you grew up around in these peaks – no surprise you ended up serving one of the madmen drawn to it. You gain +1 trait bonus on Knowledge [local] checks and Climb checks, and one of these skills is always a class skill for you.

Former Slave: Dagor Morthis bought you, or more likely you were a gift from a shady ally. But you managed to endeavor yourself to him and now you have pretty much the same freedom as the other minions. That’s not much, but it’s better than before. You gain a +1 trait bonus on Fortitude saves to avoid becoming fatigued or exhausted, and a +1 trait bonus on Escape Artist checks.

True Believer: you are really really faithful to Dagor Morthis. He doesn’t seem to acknowledge your loyalty more than he does with others, but deep down you know he values you. This fervor gives you a +1 trait bonus to saves against Fear and Compulsion effects.

Lab rat: Dagor Morthis experimented on you. Maybe he was successful, maybe not. But you certainly developed a certain resistance to his kind of magic. You gain a +1 trait bonus to saves against all Transmutation and Necromancy effects.


You mean a game of My Life with Master Pathfinder style? OH BOY! :)

Scarab Sages

this looks fun, dotting.


Working on details right now. I'm making a Orc (feral, dayrunner alternate racial traits, ARG) Barbarian 1 (Wild Rager archtype from Ultimate Combat) Skeletal Warrior with Overlord's Pet trait.

Point Buy/Stats:

15pt buy

18 -17pts
16 -10pts
10
7 +4pts
7 +4pts
7 +4pts

add orc and skeleton champion stats and these are final

24 STR
18 DEX
- CON
5 INT
5 WIS
5 CHA

Alternate Racial Traits from Advanced Race Guide:
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.


Class Archtype from Ultimate Combat:
Wild Rager (Archetype)

Rages are barely controlled, but there are those who wholly give in to their more savage side, letting their rages take them to a confusing and uncontrolled place of terrible savagery. These barbarians become beasts, consumed with absolute bloodlust to the point where they cannot tell friend from foe.

Uncontrolled Rage (Ex): A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian's level + the barbarian's Charisma modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused.

Wild Fighting (Ex): At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge.

Rage Conversion (Ex): At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused as noted above. This ability replaces improved uncanny dodge.

Rage Powers: The following rage powers complement the wild rager archetype: animal fury, bloody blow, body bludgeon, brawler, crippling blow, greater brawler, intimidating glare, mighty swing, no escape, powerful blow, and quick reflexes.

Basis for now
Bru was born in the wild and Dagor Morthis found him and took him as a pet because this beast of an orc was more like a dog then a orc. Bru can't communicate but only through grunts and requires others to take linguistics to understand him. When he rages he goes into a crazed rage and attacks anything in sight (I don't plan on him raging a lot and will take levels in fighter next from now on). He got killed during the fight by the paladin and Dagor brought him back because he likes his pet orc. oh and as for titles "Favorite Pet"


Thinking of an oracle of time named Icabhod.(Wasting curse) who serves as Dagor's butler/poison taster. He has a rather unfortunate skin condition from getting experimented on but can still schmooze rather well and host a great party.


sorry having to edit a couple things I didn't know about the CHA being used as HP for undead.

stat changes:

15pt buy

16 -10pts
16 -10pts
7 +4pts
7 +4pts
8 +2pts
14 -5pts

add orc and skeleton champion stats and these are final

22 STR
18 DEX
- CON
5 INT
6 WIS
12 CHA


/interested


ok here is the crunch i'll overlook it again later when I have more time. I'll also post backstory when I can.

Gear:
2000g
wand of inflict lt wounds 750g (giving it to the person who can use it to heal Bru since he's undead)
mwk earth breaker 340g
mwk chain shirt 250g
potion of inflict lt wounds x5 250g
potion of enlarge person x6 300g
furs 12g
chain(10ft) 30g
barb's kit 9g

59g left

Statistics:
Bru the Wildborn
Male Orc (Skeltal Champion) Barbarian (Wild Rager; UC) 1
CE Medium Undead (orc)
Init +8; Senses darkvision 60ft.; Perception -2
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 16 (+4 Dex, +4 armor, +2 natural)
hp 25
Fort +3, Ref +4, Will +1
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk. earth breaker +8 (2d6+9/x3)
when raging mwk. earth breaker +10 (2d6+12/x3)
Special Attacks rage (5/day, last 1 rd), bullying blow (-2attack standard action, if hits free intimidate check)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con -, Int 5, Wis 6, Cha 12
Base Atk +2; CMB +7; CMD 21
Feats Intimidating Prowess, Bullying Blow (ARG)
Traits Highlander, Overlord's Pet
Skills Intimidate +11, Stealth +8 (+10 in hilly/rocky areas)
Languages Grunting
SQ Fast Movement, Ferocity, Uncontrollable Rage (DC 12, Will)
Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. earth breaker(UE), chain(10 ft.), furs, Barbarian's Kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.), 59g


@Andrea1, kinda, yeah. And from another game as well, much more comical - that I don't believe has ever been translated in English.

@Bru, you can't dump CONSTITUTION on the skeletal champion, just like you can't raise it... keep it at 10.
Also, how can he use a wand with no ranks in Use Magic Device?
Finally, not really loving having both INT and WIS at abysmal level. One of the two is ok, but both? How do you plan on playing him?


Like a dumb orc who can't speak and is more like a pet. Didn't see a rule for not dumping stats in your guidelines. Nothing really great to get for bru so I got a wand and next to it when i posted it says for someone else who can use it to heal him with it... Not for him to use.


Interested! Just need to pin down a character concept.

Ruling on Tieflings' variant racial heritages listed here? Would I have to take a feat to change my stat boosts and take the variant heritage powers, or would that be part of the race at my choosing? I've seen DMs rule either way.


You can't dump Con because it's not available for an undead. it's stuck at 10. I wrote this

Airon87 wrote:
(CON will be n/a being undead)

that I admit, it's not very clear, so I'll clarify: n/a means you can't raise it, you can't dump it. You don't have it.

For the mental stats, it's your choice, but it will be a pretty roleplaying-heavy adventure. Do you feel confortable running a character who can't talk and is more like an animal than a person?


OH, yes! I'm thinking a goblin who makes his life easier around the master by sort of playing jester....while adding a few cruel acts to his routine.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This is a little too tempting. Probably looking at either a Martial Artist or Summoner. Will try & have crunch & Background up in a day or so.


I was thinking the class lvl 1 was the race then turned into undead. Anyways taking this character out... Was trying to think of a funny yet terrifying character at the same time.. But if u think that low int and low wis characters don't fit for evil characters who may be crazed or dumb sidekicks won't work I'll make something else to fit the play style.


Pathfinder Adventure Path Subscriber

Intriguing. Question: how quickly do you expect the game to progress based upon your own posting efficiency, Airon?

I think I will try my hand at a human Antipaladin here. Possibly same worship as Dagor.


I present Filios for consideration. He is an Male Elf Rogue (Swashbuckler) and he would serve the Master as Eyes and Ears.


Grandest, Most Stupendous Entertainer for Master...for consideration!

Crunch:
Leknep
Goblin Bard 3
CE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +2 (1d3-1/19-20/x2)
Ranged Sling +6 (1d3-1/x2)
Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire competence +2, bardic performance: inspire courage +1
Bard Spells Known (CL 3):
1 (4/day) Ventriloquism (DC 13), Charm Person (DC 13), Disguise Self, Beguiling Gift (DC 13)
0 (at will) Dancing Lights, Light, Prestidigitation (DC 12), Ghost Sound (DC 12), Mending, Unwitting Ally (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 15
Base Atk +2; CMB +0; CMD 13
Feats Stealthy, Taunt
Traits Killer, Former Slave
Skills Acrobatics +6 (+2 jump), Appraise +1 (+3 for small or highly detailed items when using a magnifying glass), Bluff +8, Climb +2, Escape Artist +3, Fly +2, Perception +6, Perform (comedy) +8, Perform (sing) +8, Ride +4, Sense Motive +8, Sleight of Hand +6, Stealth +16, Survival +0 (+2 to avoid becoming lost when using this), Swim -4
Languages Common, Goblin
SQ bardic knowledge, versatile performance abilities (singing), well versed
Combat Gear Hand of the mage, Arsenic (5); Other Gear Studded leather armor, Dagger, Sling, Backpack, masterwork (1 @ 0 lbs), Barbed vest, Belt pouch (1 @ 5.2 lbs), Belt pouch (2 @ 1 lbs), Belt pouch (4 @ 3.5 lbs), Compass, Hourglass (1 hour), Magnifying glass, Marbles, Mirror, Vial (5), Severed Ears, Severed Fingers, 251 GP, 9 SP
--------------------
Special Abilities
--------------------
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Killer: Add weapon's critical modifier to its critical bonus damage.
Former Slave: Dagor Morthis bought you, or more likely you were a gift from a shady ally. But you managed to endeavor yourself to him and now you have pretty much the same freedom as the other minions. That’s not much, but it’s better than before. You gain a +1 trait bonus on Fortitude saves to avoid becoming fatigued or exhausted, and a +1 trait bonus on Escape Artist checks.
Magnifying glass +2 Appraise for small or highly detailed items.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Versatile Performance (Singing) +8 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Background:
There's no telling what saved the goblin's life, though he's sure it had something to do with his nifty tricks and song yelling. Always the one with the loudest squawk and best chants among his kin, Leknep learned his crude compositions had a way of bending things to his favor, even his enemies. Words tended to be his weapons and if those didn't work, his cunning and capriciousness often did the job. Like many of his brothers and sisters though, he fell into the trap of Dagor Morthis, soon becoming a slave to the villain and destined to be cannon-fodder in the future. His antics to please the master of Everdusk, however, changed all that...kind of.

Buffoonery and jingles brimming with vile epithets were the goblin's strong-point. Also, his new-found, undying loyalty to the master was just as good. When another slave's legs needed breaking, Leknep was the first to volunteer, often turning the task into a grand symphony of screams and bawdy lyrics. Afterwards, he sometimes used the parts to create a disturbing costume to please his lord in a display of tomfoolery while the rest was saved for snacking. While combat isn't exactly the jester's strong suit, he performed well enough during the scuffle with the do-gooders from Augustana.

A roaring anthem of bloodshed and promised misery resounded about the peaks as the goblin jabbed at fallen horsemen and desperately murdered their mounts who were downed as well. It was not too low of a number, he managed to slay, a man for nearly every three verses. The wails of the dying, no matter which side it belonged, were like a choir backing his vocalization. When the battle was finished, the entertainer reveled in the wake of the massacre, eager to repeat such glories for his master.

"Cut their throats, cleave their thighs, break their teef and eat their eyes!"

Dark Archive

Dotting as an Aasimar antipaladin.


ugh... worked so long on this ima enter it anyways.. changed stats to fit a little better and have more skills due to it. so i took linguistics and can speak common.. though i'll probably play it like broken common.. anyways here is fixed stats

Statistics:
Bru the Wildborn
Male Orc (Skeltal Champion) Barbarian (Wild Rager; UC) 1
CE Medium Undead (orc)
Init +7; Senses darkvision 60ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 armor, +2 natural)
hp 22
Fort +3, Ref +4, Will +2
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk. earth breaker +8 (2d6+9/x3)
when raging mwk. earth breaker +10 (2d6+12/x3)
Special Attacks rage (4/day, last 1 rd), bullying blow (-2attack standard action, if hits free intimidate check)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con -, Int 6, Wis 8, Cha 10
Base Atk +2; CMB +7; CMD 20
Feats Intimidating Prowess, Improved Initiative, Bullying Blow (ARG)
Traits Highlander, Overlord's Pet
Skills Acrobatics +6, Intimidate +10, Linguistics +2, Perception +3, Stealth +7 (+9 in hilly/rocky areas), Survival +3,
Languages Common
SQ Fast Movement, Ferocity, Uncontrollable Rage (DC 11, Will)
Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. earth breaker(UE), chain(10 ft.), furs, Barbarian's Kit (This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.), 59g


Jager the Gruesome:

Jager the Gruesome
Male Demon-Spawn Tiefling Antipaladin 3
CE Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural)
hp 31 (3d10+9)
Fort +8, Ref +5, Will +6
Immune disease; Resist cold 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Scythe +8 (2d4+6/x4)
Special Attacks smite good (1/day)
Spell-Like Abilities Detect Good (At will)
Antipaladin Spells Prepared (CL 2):
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 17
Base Atk +3; CMB +7; CMD 18
Feats Furious Focus, Power Attack -1/+2
Traits Killer, Magical Knack (Antipaladin)
Skills Acrobatics -5 (-9 jump), Climb -2, Escape Artist -5, Fly -5, Intimidate +7, Perception +2, Ride -1, Sense Motive +4, Stealth -5, Swim -2
Languages Common, Infernal
SQ aura of cowardice, aura of evil, cruelties (sickened [dc 14]), prehensile tail, touch of corruption (1d6) (4/day), unholy resilience
Combat Gear Oil of magic weapon, Potion of cure light wounds; Other Gear Full plate, Masterwork Scythe, 32 GP
--------------------
Special Abilities
--------------------
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Cruelty (Sickened) (3 rds) (DC 14) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Killer Add weapon's critical modifier to its critical bonus damage.
Magical Knack (Antipaladin) +2 CL for a specific class, to a max of your HD.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Good (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Touch of Corruption (1d6) (4/day) (Su) You can inflict 1d6 damage, 4/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.

Background soon to come, was wondering if i could make his alignment NE or LE to roll more with his masters alignment?


Came up with a barbarian. I'd be focusing on Natural Weapons, so I wouldn't be taking any special weapons away from Bru or Jager if we were in the same party. Haven't written up a backstory yet, but I think his title would be Interrogator, since he's focusing on being intimidating.

Crunch:

Sagaxus
Male Tiefling (Demonspawn variant) Elemental Kin Barbarian 3
CE Medium Outsider (native)
Init +1; Senses darkvision 60ft.; Perception +6
--------------------
Defense
--------------------
AC 18 (16 raging), touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 natural)
hp 24 (30 raging)
Fort +7, Ref +4, Will +2(4 raging)
Resist Fire 5, Electricity 5, Cold 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk. heavy flail +7 (1d10+6/x3)
when raging mwk. heavy flail +9 (1d10+7/x3)
Full attack while raging +8 2 1d4+5 Slashing (claws)
+8 1d8+5 Piercing (horns)
Special Attacks rage (11 rounds/day)
--------------------
Statistics
--------------------
STR: 17 DEX: 12 CON: 16 INT: 9 WIS: 10 CHA: 12
BAB +3; CMB +6; CMD 17
Feats Armor of the Pit
Traits Dirty Fighter, Only In It for the Money
Skills Perception (3+3)=6
Survival (2+3)=5
Climb (1+3+3)=7 6 in armor
Intimidate (3+3+1)=7
Languages Common
SQ Fast Movement, Maw or Claw, Elemental Fury, Lesser Fiend Totem
Equipment
64 gold
Masterwork Heavy Flail 315gp
+1 Agile Breastplate 1400gp
+1 Cloak of Resistance 1000gp
4 Cure Light Wounds potions 200gp
Sling
Backpack
Bedroll
Blanket
2 spare torches
2 bars of soap
Handaxe for chopping wood
Small tent 10gp
Compass 10gp
Hemp rope 1gp


definately interested! not sure what i want to do yet, but i'm thinking an undead lord would be fun. Added sillyness of a minion having minions, and able to boost both hilarity and squick!

Super characsmatic sort of person


And Victor saunters in a steals the best seat.

Edit: Oh, yes.

Victor Drisa


Here is some basic crunch for Icabhod. I will finish up his equipment and backstory.

Crunch:

Full Name : Icabhod

Race Human

Classes/Levels Oracle 3 (Time)

Gender M

Size M

Age 28

Special Abilities :

Alignment: LE

Deity

Location Everdusk Fortress

Languages Common, Goblin

Occupation : Butler

Strength 10
Dexterity 10
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 17 (+3)
Height: 5'8" Weight: 150 Hair: None Eyes: Brown
Favored Class: Oracle (Skill)
EXP:
Hit Points: 27/27
Spd: 30
Init: +4
AC: ( armor shield)/Touch /FF )
BAB: +2
CMB: +
CMD:
Saves: Fort +3 Ref +1 Will +4

Weapons:

Skills: Profession:Butler(3+1+3)7,Perception(3+1+3)7,Heal(3+1+3)7,Sense Motive(3+1+3)7,Know(Planes)(3+1+3)7,Know(Arcana)(3+1+3)7

Feats:Spell Penatration(+2 SR penatrate),Improved Initiative.Toughness
Traits: Lab Rat +1 Saves Vs. Necromancy/Transmutation,Extremely Fasionable(Intimidate Class skill +1 to Intimidate)
Special Abilities:+1 Feat, +1 Skill point/Level,Wasting Curse (-4 cha based skills except for Intimidate)+4 saves vs. Disease
Knowledge of Ages: Reroll missed Knowledge check within last minute with +3 on roll 3/Day
Time Flicker: Gain Blur for up to 3 minutes/day

Equipment:
Spells per day unlimited/6
Spells known ( DC13+level)
0/Detect Poison,Detect Magic,Read Magic Light,Create Water
1/Cure Light wounds,Memory Lapse,Bless,Burning Disarm,Obscuring Mist

Equipment


Gotta say, I love the Butler idea. Very original. My barbarian's little more than a thug, honestly.


How many times have I said to use the house slippers before entering from outside?! I just had this carpet cleaned!


Im going to write him a background tomorrow, right now im going to let a few ideas cook in the mental crockpot.

Gurgle the bugbear shadowdancer who cant quite shadowdance just yet but hes trying. Leave him alone ya big bullies, he does not look silly when he dances:

Gurgle Male Bugbear Barbarian 1
NE Medium Humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Perception +4
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+6 armor, +2 Dex, +3 natural, +1 dodge)
hp 35 (1d12+3d8+8)
Fort +6, Ref +6, Will +1; +1 trait bonus vs. fear, +1 trait bonus vs. compulsion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Falchion +9 (2d4+7/18-20/x2)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 10, Wis 8, Cha 15
Base Atk +3; CMB +8; CMD 21
Feats Combat Reflexes (3 AoO/round), Dodge
Traits Magical Talent (Penumbra) (1/day) (Sp), True believer
Skills Acrobatics +4, Escape Artist -1, Fly -1, Intimidate +10, Perception +4, Perform (dance) +4, Ride -1, Stealth +10, Swim +2
Languages Common, Goblin
SQ fast movement +10
Other Gear Masterwork Agile breastplate, Masterwork Falchion, Cloak of resistance +1, 75 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magical Talent (Penumbra) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
True believer +1 save vs. fear. +1 save vs. compulsion


ICABHOD

Crunch and backstory:

Full Name : Icabhod
Race Human
Classes/Levels Oracle 3 (Time)
Gender M
Size M
Age 28
Alignment: LE
Location Everdusk Fortress
Languages Common, Goblin
Occupation : Butler

Strength 10
Dexterity 10
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 17 (+3)
Height: 5'8" Weight: 150 Hair: None Eyes: Brown
Favored Class: Oracle (Skill)
EXP:
Hit Points: 27/27
Spd: 30
Init: +4
AC: 12( 2armor shield)/Touch10 /FF 12)
BAB: +2
CMB: + 2
CMD: 12
Saves: Fort +3 Ref +1 Will +4

Weapons:

Light mace +2 1d6
Light X-bow +2 1d8 19-20/x2

Skills: Profession:Butler(3+1+3)7,Perception(3+1+3)7,Heal(3+1+3)7,Sense Motive(3+1+3)7,Know(Planes)(3+1+3)7,Know(Arcana)(3+1+3)7

Feats:Spell Penatration(+2 SR penatrate),Improved Initiative.Toughness
Traits: Lab Rat +1 Saves Vs. Necromancy/Transmutation,Extremely Fasionable(Intimidate Class skill +1 to Intimidate)
Special Abilities:+1 Feat, +1 Skill point/Level,Wasting Curse (-4 cha based skills except for Intimidate)+4 saves vs. Disease
Knowledge of Ages: Reroll missed Knowledge check within last minute with +3 on roll 3/Day
Time Flicker: Gain Blur for up to 3 minutes/day

Equipment:
Spells per day unlimited/6
Spells known ( DC13+level)
0/Detect Poison,Detect Magic,Read Magic Light,Create Water
1/Cure Light wounds,Memory Lapse,Bless,Burning Disarm,Obscuring Mist

Equipment
Mace,Light (5 gp)
Light crossbow (35 gp)
20 Bolts (2 gp)
Wand of CLW (50) 750 gp
Leather armor (10 gp)
Butler suit
150 gp in good jewelry
Kit, Chirurgeon's (400 gp)
Leather pouch
Healer's Kit (10/10)
Brandy
Potion of CLW
Smelling salts
Alchemist's Kindness (2)
Antiplague (2)
Antitoxin (2)
Bloodblock (2)
Soothe Syrup (2)
Grooming kit (1 gp)
Backpack (2 gp)
2 days rations (1 gp)
Spell component pouch (5 gp)

Background: The life of an Evil Overlord can be quite stressful, with so many experiments, plots and fending off do-gooders, one needs to be
able to have a chance to have their special place in order to relax. Icabhod's role is to help ensure that the tea is properly sweetened,
the arcane notes are in order and the linens turned down. A gentleman's gentleman.

That is what Icabhod likes to think. Even though he is a talented butler he is fussy, demanding and only his magical abilities and skills keep
him from being a hinderance out on the field. Of course that is what the haters think, Icabhod knows that they are just jealous of his status.

Icabhod is a career butler, being unimaginative and unambitous. Even if he ever exceeds his master in ability, he would happily be preparing tea
and currant scones when he is able to pull meteors out fo the sky. He is rather useful in keeping the castle in order and knows his way
around the Master's needs and feelings so he knows how to slip the required file on arcane sigils onto the table in order to prevent a rift
in the fabric of space and time from opening.

Icabhod is rather thin and due to an unfortunate orrurance, has a rather nasty skin condition. His master needed some help in the lab
and it was Icabhod's duty to provide aid of course. After all, who else could do it? Icabhod performed well, his still being alive is
proof of that, he wasn't sure that the concoction his master made and applyed to him was needed but of course he would never correct the master. It
wasn't all that bad after the effected layer sloughed off and he doesn't itch anymore. Nothing a little Uncle Larry's skin cream can't clear
up. Anyway, Icabhod keeps his butler suit pristine and he looks rather proper despite his problem and has some heirloom pins and rings
to make him more impressive.

When not aiding the master or taking care of the castle, Icabhod has the thankless task of keeping the rest of the staff patched up during
their missions and has a rather dab hand at healing.


Okay, wow, a lot of barbarians applied. I might switch my application to an alchemist or something...


Excellent! Perhaps you can make me some of that skin cream I need.


Never played one before...let me see if I can write up a character sheet for him tomorrow and submit it.


Ok, let's see what the night brought up...

@Dalton: I'd rather you go with traditional tiefling. I don't wish to bring more manuals into this. If you choose a variant tiefling, please tell the source manual and how it differs from the standard.

@Yossarin: I can manage one post each day, maybe skipping one day in a week. However in my experience, all PbPs start out 1-2 posts a day for each partecipant, and in a week or so everything either dies or settles confortably at about a couple of posts a week for each partecipant.

@Jager: I actually would prefer the Anti-paladin to be LE rather than CE - always, not just in this adventure. Also... demon-spawn serving a diabolist? I'll wait for the backstory.

THE SAME GOES FOR EVERY ANTI-PALADIN. I forgot to write this in the intro. I'd rather have LE anti-paladins. Is this ok for you?

@Old lady Willow: Bugbear is not an acceptable race. The races accepted are those specified in the "races" section of the crunch spoiler. The Bestiary is included in the allowed manuals for monster feats and for the two extra options (skeleton and werewolf).

So far I count:

- Ichabod - human oracle (you spent way more money than you have though, please fix the equipment; also, how did you get those Ability scores with a point-buy of 20?)
- Leknep - goblin bard
- Victor Drisa - aasimar anti-paladin (let me know if you are ok with making him LE)
- Filios - elf rogue (Although you need to change one of your traits with one of the custom traits in the first post; also, how did you get those Ability scores with a point-buy of 20?)

Plus several submissions with only the crunch.

Ok, a bit more information: there will be role-playing, problem-solving and choices to make. Combat will always be an option but rarely the only one.

Guys please remeber to put The name in bold and bigger when you post a finished character - only Ichabod did it so far.


I looked in the face of chaos, and it was ugly.

I'm fine with being LE. It works better, not having to kill everyone you see.


The variant Tiefling heritages are from Bastards of Erebus, which provided numerous alternate racial options for Tieflings which primarily changed their racial stat bonuses and their bonus spell-like abilities. Basically all it does for me at the moment is make me a tiefling with +2STR/+2CHA/-2INT instead of the normal tiefling stat block of +2DEX/+2INT/-2CHA. I didn't even change my spell-like ability because I replaced my spell-like ability with the Maw or Claw alternate racial trait.

Reposting my completed demonic barbarian. (regarding his heritage's source, demon rather than devil which is the Master's alignment - my barbarian is mercenary, in it for the money and the chance to get his claws bloody, and will happily serve a devilish master rather than a demonic one.)

Sagaxus Baltrane, the Merc

crunch:
Sagaxus
Male Tiefling (Demonspawn variant) Elemental Kin Barbarian 3
CE Medium Outsider (native)
Init +1; Senses darkvision 60ft.; Perception +6
--------------------
Defense
--------------------
AC 18 (16 raging), touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 natural)
hp 24 (30 raging)
Fort +7, Ref +4, Will +2(4 raging)
Resist Fire 5, Electricity 5, Cold 5
--------------------
Offense
--------------------
Speed 30 ft. (40 ft for charges, withdraws and runs)
Melee mwk. heavy flail +7 (1d10+6/x3)
when raging mwk. heavy flail +9 (1d10+7/x3)
Full attack while raging +8 2 (1d4+5/x2) Slashing (claws)
+8 (1d8+5/x2) Piercing (horns)
Special Attacks rage (11 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 9, Wis 10, Cha 12
BAB +3; CMB +6; CMD 17
Feats Armor of the Pit, Toughness
Traits Dirty Fighter, Only In It for the Money
Skills
Perception (3+3)=6
Survival (2+3)=5
Climb (1+3+3)=7 6 in armor
Intimidate (3+3+1)=7
Languages Common
SQ Fast Movement, Maw or Claw, Fiendish Sprinter, Elemental Fury, Lesser Fiend Totem
Combat Gear
74 gold
Masterwork Heavy Flail 315gp
+1 Agile Breastplate 1400gp
+1 Cloak of Resistance 1000gp
4 Cure Light Wounds potions 200gp
Sling
Barbarian's Kit 9gp(This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

Fluff:

Sagaxus was born in Cheliax, and his parents were delighted when he began to reveal his demonic heritage. As he was raised, he was given the adulation and perverse love that all Cheliaxian citizens display towards those of the Lower Planes. For a time, Sagaxus was happy with his life and the accolades showered upon him by his countrymen. As he grew into a young adult, though, his satisfaction began to wane, and a wanderlust began mixing itself in with his more usual bloodlust.

His first kill came at 15.

He was having an argument about his father about becoming an adventurer. His father by this point had grown accustomed to the positive acclaim of having a tiefling son in his household and was using it to leverage better contracts for his business, and didn't want Sagaxus to leave. To Sagaxus, this life that his father wanted for him was abhorrent, awful. As both Sagax and his father got more and more angry at each other, the tiefling's pit-born rage erupted in him, and he manifested his tiefling claws for the first time. His vision clouded by rage, Sagax murdered his father with his own two claws and left his body eviscerated on the shop floor for his mother to find.

Sagaxus knew he could probably get away with minimal punishment for killing his father. The laws regarding this sort of thing were permissive to say the least in Cheliax, especially when Tieflings were involved. Still, Sagaxus knew there was nothing left for him in Cheliax's gilded cage, and immediately set off, his father's blood still dripping from his nails.

Wandering the mountains that had always formed the horizon of his life, Sagax stumbled on a pack of near-feral goblins that served the Master, Dagor Morthis. He revealed himself to them as they were clearing their campsite, and after some tense negotiations, they brought him to Morthis himself. Sagaxus immediately recognized a wealthy patron when he saw it, and saw in service to Dagor Morthis the opportunity to get blood on his claws. He needed no more reason to pledge his services.


@airon
Strength 10
Dexterity 10
Constitution 14 (5 points)
Intelligence 12 (2 Points)
Wisdom 12 (Human Bonus)
Charisma 17 (13 points)
5+2+13=20

As for gold, you said 2000 gold correct? I will double check.

As for money spent, I counted 1361 GP spent. The Chirurgeon's kit costs 400 gp and automatically includes the items below it, with Soothe Syrup being the last item in the kit.
Kit


Dang, I didn't see the 2000gp limit and assumed we got the normal wealth for characters starting at level 3. My bad. I'll update my gear on my profile page.

Updated. Just had to downgrade my breastplate from a +1 to a regular agile breastplate.


Introducing Zexil Blackheart, servant of Baazebul and loyal follwer of Dagor Morthis..

Zexil Blackheart

Click on his portrait for all relevant info..


Bru the Wildborn

Here are the final changes, now a rogue and not a complete idiot.

Statistics:
Bru the Wildborn
Male Orc (Skeltal Champion) Rogue 1 (Thug Archtype; APG)
CE Medium Undead (orc)
Init +7; Senses darkvision 60ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 armor, +2 natural)
hp 18
Fort +0, Ref +5, Will +3
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk. greataxe +6 (1d12+7/x3)
Special Attacks sneak attack (1d6), bully blow (standard action. -2 attack, if hit make free intimidate check)
--------------------
Statistics
--------------------
Str 20, Dex 16, Con -, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +6; CMD 19
Feats Intimidating Prowess, Bullying Blow
Traits Highlander, Overlord's Pet
Skills Acrobatics +6, Bluff +4 (+6 against master), Climb +8, Diplomacy +4 (+6 against master), Disable Device +6, Escape Artists +6, Intimidate +9, Perception +4, Sense Motive +4, Slight of Hand +6, Stealth +7 (+9 in hilly/rocky areas), Survival +4, Swim +8, Use Magical Device +4
Languages Common, Orc
SQ Frightening (whenever intimidate to demoralize shaken last 1 more round)
Combat Gear potion of inflight lt. wounds x5, potion of enlarge person x6; Other Gear wand of inflict lt. wounds, mwk. chainshirt, mwk. greataxe, chain(10 ft.), furs, Rogue's Kit(This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.), 38g

Thug Archtype; APG:
Thug

Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed.

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the thug archetype: offensive defense, powerful sneak, strong impression, and weapon training*.

Advanced Talents: The following advanced rogue talents complement the thug archetype: crippling strike*, deadly sneak, and knock-out blow.

Racial Alternate Traits and Feat; ARG:
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

FEAT:
Bullying Blow (Combat)

With a simple hit, you more easily intimidate an opponent.

Prerequisites: Intimidate 1 rank, orc.

Benefit: As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.

Normal: Intimidating an opponent is a standard action.

Stat Breakdown:
STAT BREAKDOWN

STR 14 (5PTS)
DEX 14 (5PTS)
CON 10
INT 10
WIS 12 (2PTS)
CHA 13 (3PTS)

ORC RACE +4 STR -2 INT, -2 WIS, -2CHA; SKELETAL CHAMPION +2STR, +2DEX

FINAL STATS

STR 20
DEX 16
CON 10 (N/A)
INT 8
WIS 10
CHA 11

Skill Breakdown:
skills 8 from rogue (8+INT(-1)+favored class)
bluff
diplomacy
swim
disable device
escape artist
acrobatics
slight of hand
survival

skills 6 from skeleton champion (4+INT(-1)) 2 HD
sense motive
use magical device
stealth
climb
perception
intimidate

Equipment breakdown:
2000g
wand of inflict lt wounds 750g (giving it to the person who can use it to heal Bru since he's undead)
mwk greataxe 320g
mwk chain shirt 250g
potion of inflict lt wounds x5 250g
potion of enlarge person x6 300g
furs 12g
chain(10ft) 30g
rogues's kit 50g

38g left

Background:
Bru grew up in the wilds with his parents. He was not part of a tribe and lived in the wildreness around the Aspodell Mountains. His parents died in a goblin attack when he was young. He was able to escape. He had to fend for himself since he was 7 years of age. He kept out of sight of goblins until he got older then he attacked and killed many of them. They grew terrified of him and sent their master Dagor Morthis after him. Dagor Morthis, however, liked the orc and decided to make him his minion.

Bru took a great liking to Dagor and worshiped him like a god. He tried to do anything to please his master and was a great brutish spy for him. Bru was in the fight with the 'do gooders' and his master. He fell in battle by the paladin, but helped his master greatly in the battle. Dagor decided to raise him back as a skeletal champion.


@Ichabod: I'm sorry, I looked half at your spoiler half at your alias profile, which I just now notice is for a 6th level oracle. Sorry for the misunderstanding, your sheet is fine.


@Airon. Yea, I just did my stats here before redoing my profile in case I didn't get acepted. :) No probs.


Airon87 wrote:
Guys please remeber to put The name in bold and bigger when you post a finished character - only Ichabod did it so far.

Whoops! I'll have that fixed...

Leknep Hecklemaw, Goblin Bard

Statistics:
Leknep
Goblin Bard 3
CE Small Humanoid (goblinoid)
Init +3; Senses darkvision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +2 (1d3-1/19-20/x2)
Ranged Sling +6 (1d3-1/x2)
Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire competence +2, bardic performance: inspire courage +1
Bard Spells Known (CL 3):
1 (4/day) Ventriloquism (DC 13), Charm Person (DC 13), Disguise Self, Beguiling Gift (DC 13)
0 (at will) Dancing Lights, Light, Prestidigitation (DC 12), Ghost Sound (DC 12), Mending, Unwitting Ally (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 12, Wis 10, Cha 15
Base Atk +2; CMB +0; CMD 13
Feats Stealthy, Taunt
Traits Killer, Former Slave
Skills Acrobatics +6 (+2 jump), Appraise +1 (+3 for small or highly detailed items when using a magnifying glass), Bluff +8, Climb +2, Escape Artist +3, Fly +2, Perception +6, Perform (comedy) +8, Perform (sing) +8, Ride +4, Sense Motive +8, Sleight of Hand +6, Stealth +16, Survival +0 (+2 to avoid becoming lost when using this), Swim -4
Languages Common, Goblin
SQ bardic knowledge, versatile performance abilities (singing), well versed
Combat Gear Hand of the mage, Arsenic (5); Other Gear Studded leather armor, Dagger, Sling, Backpack, masterwork (1 @ 0 lbs), Barbed vest, Belt pouch (1 @ 5.2 lbs), Belt pouch (2 @ 1 lbs), Belt pouch (4 @ 3.5 lbs), Compass, Hourglass (1 hour), Magnifying glass, Marbles, Mirror, Vial (5), Severed Ears, Severed Fingers, 251 GP, 9 SP
--------------------
Special Abilities
--------------------
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Killer: Add weapon's critical modifier to its critical bonus damage.
Former Slave: Dagor Morthis bought you, or more likely you were a gift from a shady ally. But you managed to endeavor yourself to him and now you have pretty much the same freedom as the other minions. That’s not much, but it’s better than before. You gain a +1 trait bonus on Fortitude saves to avoid becoming fatigued or exhausted, and a +1 trait bonus on Escape Artist checks.
Magnifying glass +2 Appraise for small or highly detailed items.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Versatile Performance (Singing) +8 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Background:
There's no telling what has continued to save the goblin's life day in and day out, though he's quite sure it has something to do with his nifty tricks and sing-song yelling. Always the one with the loudest squawk and best chants among his kin, Leknep learned his crude compositions had a way of bending things to his favor, even his enemies. Words tended to be his weapons and if those didn't work, his cunning and capriciousness often did the job. Like many of his brothers and sisters though, he fell into the trap of Dagor Morthis, soon becoming a slave to the villain and destined to be cannon-fodder in the future. His antics to please the master of Everdusk, however, changed all that...kind of.

Buffoonery and jingles brimming with vile epithets were the goblin's strong-point. Also, his new-found, undying loyalty to the master was just as good. When another slave's legs needed breaking, Leknep was the first to volunteer, often turning the task into a grand symphony of screams and bawdy lyrics. Afterwards, he sometimes used the parts to create a disturbing costume to please his lord in a display of tomfoolery while the rest was saved for snacking. While combat isn't exactly the jester's strong suit, he performed well enough during the scuffle with the do-gooders from Augustana.

A roaring anthem of bloodshed and promised misery resounded about the peaks as the goblin jabbed at fallen horsemen and desperately murdered their mounts who were downed as well. It was not too low of a number, he managed to slay, a man for nearly every three verses. The wails of the dying, no matter which side it belonged, were like a choir backing his vocalization. When the battle was finished, the entertainer reveled in the wake of the massacre, eager to repeat such glories for his master.

"Cut their throats, cleave their thighs, break their teef and eat their eyes!"


Squeevil

I used the Blazing Torchbearer archetype from Dungeoneer's Guide. It seemed too minion-y to be true.

To get the damage on the Super Torch(TM), I'm stacking Torchbearer's Explosive Torch, the Fire Brand discovery from ARG, and Burn, Burn, Burn. Squeevil can't actually do it till level 4, but I figured I'd lay it out now.

Background:
Squeevil first met the Dark Master outside of the dark master's laboratory. He had seen the Dark Master around of course, everyone knows who the Dark Master is, but the Dark Master had never so much as looked Squeevil's way. Then, as Squeevil was sneaking past the doorway, it happened. Dagor Morthis said, "You... come hold this as I read." Squeevil did, the Dark Master did, and Dagor Morthis was so satisfied with the result that he has permitted Squeevil to be ever by his side with a torch held high. He has even indulged Squeevil's experiments at torch improvement, which have yeilded surprising results.

Stats:

Squeevil
Male Goblin Blazing Torchbearer 3 (fav class)
CE Small Humanoid (Goblinoid)
Init +3; Senses Perception +5, darkvision 60 ft
Str 12, Dex 17, Con 14, Int 16, Wis 8, Cha 7
Base Atk +2; CMB +2; CMD 15

Defense:

AC=18, (+3 dex, +4 armor,+1 size)
HP=27 (11+8+8)
Fort +5, ref +6, will +1
+2 vs Poison, +1 vs Compulsion, +3 Vs Fear

Offense:

Torch: +4, 1d2+1 +[1d4+1 Fire]
Super Torch(TM): +4, 1d2+1 +[3d6+1d4+1 Fire]
Bombs(ranged) +6, 2d6+1d4+3

Feats:

Throw Anything
Burn, Burn, Burn
Fire Hand

Traits:

Courageous
True Beleiver

Skills:

Armor Check: -2
Craft(Alchemy): +9
Disable Device: +9
Heal: +3
Knowledge(Arcana): +9
Knowledge(Nature): +7
Perception: +5
Ride: +7
Slight of Hand: +7
Spellcraft: +9
Stealth: +7
Use Magic Device: +4

Equipment:

100 Chain Shirt
8 Locked Gauntlet
310.01 MW Darkwood Torch
125 MW Portable Alchemist's Lab
50 MW Backpack
40 Alchemist's Kit
.5 Bandolier
60 Alchemist's Fire x3
50 Tanglefoot Bag
200 Formula Alembic
20 Fire Resistant Boots
1036 gp 4 sp 9cp


My submission of an Undead Lord.
There's two versions, Twins, one a changeling, one a human. They have about the same stats with slight differences in feats and traits due to race and character.

They both came to work for Dagor, but before the game started, Lillianna tried to kill Allester. Whichever one you think is better for the game is the one that won that fight. I'd love some critique on the characters, and ned to do Gear, but i'm tired and numbers are difficult... I'll post that all shortly and make any tweeks you think make sense.

Lillianna:
Changeling NE Cleric (Undead Lord)
Init +2 Senses Perception +3

Defenses
AC 12, touch 11; flatfooted 11
HP 20
Fort +4, Ref +2, Will +6

Offense
Speed: 30
Melee: Claws +0 1d4-2
Range: --- +3

Stats
Str 7, Dex 12, Con 12, Int 10, Wis 17, Cha 18
BAB +2; CMB +0; CMD 11
Traits Overlord's Pet, Birthmark
Feats Command Undead, Selective Channeling, SF(Necromancy)

Skills 2+1+int = 3
Bluff 3+3+3= +9/+11 (+11/13 v. Dagor)
Diplomacy 1+3+3= +7 (+9 v. Dagor)
K Religion 2+3= +5
Perception 1+3+3=+7
Sense Motive 1+3+3= +7

SQ:
Green Widow
Aura: LE
Negative Channel 2d6, DC15, 7/day
Domain: Death/Undead
- Death's Kiss: 6/day, 1 round
Spells: Orisons - 4
Lv1 - 3+1(Cause Fear)
Lv2 - 2+1(Ghoul Touch)

[Spoiler=Lillianna]
Lillianna (her name's actually Lilly, like the flower, which was given to her by her adoptive mother, but Lillianna doesn't like it cause it sounds too cutesy, and she's a Femme Fatal, dammit!) anyway...

Found with her twin brother on the doorstep, abandoned by their Green Hag mother, Lillianna was blessed with half of the mark of her great overlord and master Baalzebul on her forehead (a haloed gem). When she was dropped as an infant it cracked her skull, thus completing the holy symbol of the gem above a "split crown" in a manner of speaking...

But it was good enough! She merely needs to press her palm to her forehead and incant the holy words and call up divine (infernal) wrath! (Up as opposed to down, cause it's from hell)

It is these talents and her implacable beauty that drew the eye of her beloved master Dagor Morthis. Although he cannot freely admit his undying and eternal devotion to her (it would be bad for moral) she certainly has him enraptured utterly... even as he does little to show particular favoritism toward her, as he is a fair master that cares for his minions, she does have some leeway.

But theirs is a very understanding relationship. While their hearts belong only to each other truly, their Infernal Machinations require infidelity, but only for the cause, so she uses her seductive prowess to further his ends, it is always out of love for him, and only that... yup, all for Dagor...ahem...

Much to her chagrin, her twin brother too posses the favor of her Beloved Dagor, her Infernal Master Baalzebul, and talents equal to hers. Well, he used to at least. But mysteriously he seems to have recently vanished, (entirely coincidentally mind you) right around the time she constructed a new minion for herself. It's much better than her first Zombie, a shambling mess, stunk to Lowest Hells. This one seems to drip all the time but at least it's faster and more useful... and totally not the skeleton of her brother, definitely not.


Lillianna is a Face-woman, and plays the part of the chick that's totally in love with the BIg-Bad, and he really doesn't get it/care. I'm thinking Dagor actually does take a liking to her, as a useful minion, which she misenterprates as love. Or he just doesn't really know what to do with the Crazy Chick that's totally into him, and is a little uncomfortable with the whole thing, but puts up with it. It's mostly a comic thing, as she's The Chick in out quirky Squad.

Allester:
Changeling NE Cleric (Undead Lord)
Init +2 Senses Perception +3

Defenses
AC 12, touch 11; flatfooted 10
HP 20
Fort +4, Ref +2, Will +6

Offense
Speed: 30
Melee: unarmed +0
Range: --- +3

Stats
Str 7, Dex 12, Con 12, Int 10, Wis 17, Cha 18
BAB +2; CMB +0; CMD 11
Traits One of Them, Keeper of the Veil
Feats Command Undead, Selective Channeling, SF(Conjuration), Augment Summoning,

Skills 2+1+int = 3
Bluff 2+3+4+1= +10(+12)
Disguise 2+3+4+1=+10(+12)
Diplomacy 1+3+4= +8
K Religion 2+3= +5
Perception 1+3+3=+7
Sense Motive 1+3+3= +7

SQ:
Aura: LE
Negative Channel 2d6, DC15, 7/day
Domain: Death/Undead
- Death's Kiss: 6/day, 1 round
Spells: Orisons - 4
Lv1 - 3+1(Cause Fear)
Lv2 - 2+1(Ghoul Touch)

Allester (it's actually Leslie, but seriously how stupid a name is that for a boy!) was abandoned on the Doorstep of some lady by a hag, he assumes cause his twin sister is a changeling, and that's how that kind of stuff works. So basically the family went from Andoran to Quadira for some kind of Pathfinder something or another, and it was dumb and hot and it was for YEARS! BUt they learned some cool stuff, and his sister turned him on to this Archdevil who was cool, and they figured out Necromancy, It was a lot of fun, with the sacrifices and the reanimation and stuff.

But then Allester's sister got weird when they were 16 and he went with her back to Andoran to find their mom for some reason. It was really important, so Allester killed their parents so they'd be able to use their bodies to carry stuff for them and the twins went back to Andoran. It was kind of a bust, but but then this guy, Dagor found them. He was really pretty into their necromancy and also followed Baalzebul. But his sister got this huge crush on him ant things got weird.

So she tried to kill him, but instead of stabbing him in his sleep or something that made sense, she came at him with her claws, so he had his skeleton kill her and her lame zombie. His skeleton ended up broken, which sucked, so he animated her bloody corpse as a bloody skeleton cause they have claws too. So now his sister's dead, but things are still going well with Dagor and he's not too mad about it cause of the whole Eagle knight thing.

Allester is a sociopath and pathological liar, but he's not really that much of a dick about it. He's a pretty mellow guy that's really good at blending in and getting along with people. He's not as zealous as his dead sister was, but she got him into the religion and it really stuck with him.

I see him as a second-fiddle face, and he's got companions that do most of his fighting for him. I was up at 2am today and i'm tired, so i can flesh out the ooc explinations more later.


@Squeevil, sorry, I don't allow archetypes from manuals I don't have. The list of permitted manuals are in the first post. Dungeoneer's guide is not one of them. Also, what is TM? Can you make the concept work with the permitted archetypes?

@Zexil: The background is very Baalzebulish, I like it.

@Bru: This is much better, thank you very much for the effort!

@Waiph: great submissions. I can definitely see a Joker/Harley thing going on with Lilianna and I love the way Allester thinks. I'm not great with stas though - from what I see your crunch is fine.

OK guys, I'm closing submissions in 24 hours - Wednesady 24th at 8.00 AM GMT. I already have

- Ichabod - human oracle
- Leknep - goblin bard
- Victor Drisa - aasimar anti-paladin
- Filios - elf rogue (Although you need to change one of your traits with one of the custom traits in the first post; also, how did you get those Ability scores with a point-buy of 20?)
- Lilianna/Aleester - human or changeling Cleric
- Bru - skeletal champion orc rogue
- Zexil - gnome necromancer

also, some characters with no backstory and Squeevil, whose concept I like but that needs to be built following the guidelines.


sorry, I forgot

Sagaxus - tiefling barbarian


Sorry...I believe that was a 25 point buy from a previous PbP. I will adjust accordingly and swap out a trait.


Awwww yeah. Excited to be in.


Sorry, I read that bit in the crunch about books as if you use anything other than these, cite it.

I tried remaking Squeevil as a Grenadier/Firebomber, but then I realized Grenadier is in The Pathfinder Society Field Guide.

So now he's a Firebomber/Ragechemist. And not nearly as good at torchbearing.

Oh, and Supertorch(TM) is TradeMark.

Background:
Squeevil first met the Dark Master outside of the dark master's laboratory. He had seen the Dark Master around of course, everyone knows who the Dark Master is, but the Dark Master had never so much as looked Squeevil's way. Then, as Squeevil was sneaking past the doorway, it happened. Dagor Morthis said, "You... come hold this as I read." Squeevil did, the Dark Master did, and Dagor Morthis was so satisfied with the result that he has permitted Squeevil to be ever by his side with a torch held high. He has even indulged Squeevil's experiments at torch improvement, which have yeilded surprising results.

Stats:

Squeevil
Male Goblin Firebomber/Ragechemist 3 (fav class)
CE Small Humanoid (Goblinoid)
Init +3; Senses Perception +5, darkvision 60 ft
Str 12, Dex 17, Con 14, Int 16, Wis 8, Cha 7
Base Atk +2; CMB +2; CMD 15

[Defense]
AC=18, (+3 dex, +4 armor,+1 size)
HP=27 (11+8+8)
Fort +5, ref +6, will +1
+2F vs Poison, +3R vs Fire, +1W vs Compulsion, +3W Vs Fear

[Offense]
Torch: +3, 1d2+1 +[1d4+1 Fire]
Super Torch: +3, 1d2+1 +[1d6+1d4+1 Fire]
Bombs(ranged){splash} +6, 2d6+3 {6} DC:14

[Feats/Traits]
Throw Anything
Burn, Burn, Burn
Extra Discovery
Trait - Courageous
Trait - True Believer
Weapon Proficiency: Torch

[Alchemy]
Level 1 Extract Formulae: 4/day
Enlarge Person
Disguise Self
Crafter's Fortune
Expeditious Retreat
Cure Light Wounds
Shock Shield
Identify
Bombs: 2d6 6/day DC:14
Rage Mutagen: STR +6/-2
Discovery: Precise Bombs, Fire Brand
Swift Alchemy
Poison Resistance: +2

[Skills]
Armor Check: -2
Craft(Alchemy): +7
Disable Device: +9
Heal: +3
Knowledge(Arcana): +9
Knowledge(Nature): +7
Perception: +5
Ride: +5
Slight of Hand: +5
Spellcraft: +9
Stealth: +5
Use Magic Device: +4

[Equipment]
100 Chain Shirt
125 MW Portable Alchemist's Lab
50 MW Backpack
40 Alchemist's Kit
.5 Bandolier
60 Alchemist's Fire x3
1000 Muleback Cords
200 Formula Alembic
20 Fire Resistant Boots
403 gp 14 sp 10cp

Couple questions. How would you feel about using the ammunition rule for Mastercrafting torches? Also would that be craft weapon? woodworking? other?

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