Well aware that searching for nefarious traps was outside her realm of expertise, Malzii stays well away from the doors and their alcoves as Keil and Brok have a look around. She is startled when the magical mouth appears and gives what is likely a warning, judging by the tone and the reaction that it seems to get from Keil who clearly understood the language. "Hum..." she murmurs, looking thoughtful. Suddenly, she snaps her fingers and turns to the other known practitioners of magic in the group. "Hey! Malzii thinks good idea to check for magic; if someone left that magic talking mouth then they might have left other magic too." She then scowls. "Before you ask, Malzii would but Malzii didn't ask for that power today. Will ask for it tomorrow!"
Malzii is basically suggesting someone cast Detect Magic and have a look around. She currently doesn't have it memorized.
Praetor Grey scans the area for magical auras but determines the only lingering aura is from where the magic mouth originated from. Judging by the aura remnants he surmises the magic will replenish itself after a period of time, though not immediately.
Brok and Keil check out the northern alcove and the unlocked door therein. Neither of them find any traps or other threats.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Malzii's common tongue reminds Keil that not all creatures speak such foul languages as he has become accustomed to. Sneering at the kobold's remark Keil remarks, "Tis a warning spoken in an evil tongue..." Licking his lips lewdly he continues, "... promising death beyond these doors. This one is unlocked."
Keil nods slightly to the grey witch before changing direction to face Brok, "There are other doors. They should be checked as well."
The fetchling looks past the goblin to the door beyond. Half expecting the same message, he moves to stand in that alcove.
Aid Brok for Perception of Door A:1d20 + 6 ⇒ (5) + 6 = 11
"Malzii not spend much time talking with demons and devils before now," she grumbles in response to the sneer directed at her. "But Malzii not stupid, Malzii can learn their speech if she needs to." She then nods at Praetor. "Good. No sneaky magic traps to slow us down then. Sounds like we just pick a door once they finish looking for regular sneaky traps."
Male Tiefling (Oni-Spawn) | HP 11/11 | AC 19 Touch 11 Flatfooted 18 | Saves F +4 R +1 W +4 | Init +1 | Perc +7, Sense Motive +2 | Cleric (Fiendish Vessel) / 1
Raaz Al'Zuul curses under his breath when the magical mouth spews out its' warning in the tongue of demons:
"Does that cursed magic have the ability to alert guards silently of our presence?" He looks to Malzii and Praetor Grey as he inquires.
Brok approaches the alcove cautiously and sees in the stone over the top of this alcove there is a carving of a goat’s face, with curling horns, narrowed eyes and small fangs visible at the corners of its mouth.
Before the fetchling enters the alcove Brok waves him off, pointing to a thin crack running along the edge of each side of the alcove which indicates a pit trap of some kind triggered when any weight is placed on it.
Brok moves to the alcove south of the trapped one. There is a skull carved into the stone over the top of this alcove. Unlike the other one, the alcove and door both look safe.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
At Brok's warning, Keil stops suddenly and takes a closer look at the thin cracks set into the floor near the alcove. His blackened face curls in disgust, "Hmm, shrewd observation goblin." The fetchling fumbles through his cloak behind his back and produces a piece of chalk. Before he can mark the spot however (Ninja'd) Keil notices Grey's stash of chalk. Grinning mischievously Keil quickly replaces the marker with a flick of his cloak then remarks, " Fortune favors the prepared."
Taking up position beside Brok, Keil puts his observation skills to the test once more for the next doors.
Aid other Perception Door B:1d20 + 6 ⇒ (17) + 6 = 23 Aid other Perception Door C:1d20 + 6 ⇒ (19) + 6 = 25
Brok and Keil continue checking the doors, this one in the southern wall. There is a pentacle carved in the stone over the top of this alcove. The door does not appear to be trapped, nor does the alcove leading to it.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
"Three with no traps. One with." Approaching the next door (D) Keil's yellow eyes examine the markings of this alcove with his usual suspicion. Keeping a look out for any suspicious cracks or carvings of fanged, horned goats the fetchling's fingers twitch in anticipation.
Aid other Perception Door D:1d20 + 6 ⇒ (17) + 6 = 23
Keil heads over to the next alcove and sees there is a carving of a hand over the top of this alcove. Of more immediate concern is the telltale crack in the floor indicating this too is trapped like the alcove opposite this one.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Keil cloak rustles again as the shadowy man takes out his chalk, Keil marks this spot with the Infernal symbol for 'pit'. "More cracks Brok. But this one's a hand, not a goat. These symbols must have meaning. We would be wise to remember them." Putting the chalk away, Keil moves to the final door.
Perception Door E:1d20 + 6 ⇒ (14) + 6 = 20
Keil moves down to the final unexplored alcove and sees a wolf’s head carved into the stone above it. Like the other alcoves, this one also appears safe to enter.
"No," Malzii shakes her head in response to Raaz's question. "Just left here to give warning to trespassers, Malzii thinks. But..." the kobold's voice trails off for a moment, her expression shifting to a troubled one. "Is normally one and done deal. If it lingers, means powerful magic used to keep it in place - powerful magic from powerful wizard. Maybe wizard long dead, maybe wizard still here somewhere. Either way, be wary."
Varg stands in the middle of the room patiently watching as the trap spotters avoid getting eaten up by the traps in the area.
As the discussion continues, he points to one of the doors, Door A.
This is chaos demons. No order. Pick a door and move forward. One is good as the next.
Lets just work around clockwise, alphabetically. Start with A, and go around from there unless we get information that would direct us down another passage.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Door A has a marked pit trap in front of it...Door F is at the northern 12 o'clock position. IF Brok listens at Door A, he will set off the pit trap. But since he spotted it, I doubt he would move there to listen. Anyone else ok with proceeding with F? Or should we attempt to disable the pit trap and start with A?
As the others quietly decide which of the six doors to open first, Keil scratches his chin and works to commit to memory the symbols carved above each alcove, the magical mouth....a goat’s face with curled horns, narrowed eyes and small fangs in its mouth, that one's trapped...a skull...a pentacle...a hand had the cracked flooring, trapped, and the wolf's head.
Malzii shrugs. "Malzii is not picky about which door to open. Malzii is ready to go once group picks one." As some of the group confers on how to proceed, Malzii's attention is drawn to Keil as he studies the symbols above each alcove.
Good idea. I wonder what significance they have?
Approaching only as close as necessary to study each symbol without triggering the pit traps, Malzii tries to remember if she's heard of anything regarding the Goat Prince or his allies and subordinates that might explain them.
While all of the symbol relate to the Goat Prince in some way, being either symbols of his religion or signs his worshipers display to show their piety, their relationship to each of the doors remains a mystery.
Brok hears nothing on the other side, and the door opens with ease. Ahead of him he sees a 10' wide passageway running 30'north and opening into what appears to be an empty room. Two corridors exit this room, one in the northwest corner heads due west, and the other in the southwest corner heads southwest.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Putting a blackened finger to his lips, Keil quietly creeps down the passage with Brok and peers into the room.
Stealth:1d20 + 11 ⇒ (9) + 11 = 20 Aiding Brok with Perception:1d20 + 6 ⇒ (6) + 6 = 12
Brok and Keil lead the others along the passages and after a few minutes of exploration they are able to check out a small portion of this area of the dungeon. They determine the northwest passage connect to another empty room (Room 28) leading to another semingly empty room (Room 29). The other passage also connects to it via a circuitous route with branches heading south and then west, also connecting to the entry room and also a pair of closed doors.
Male Tiefling (Oni-Spawn) | HP 11/11 | AC 19 Touch 11 Flatfooted 18 | Saves F +4 R +1 W +4 | Init +1 | Perc +7, Sense Motive +2 | Cleric (Fiendish Vessel) / 1
Raaz Al'Zuul will stay alert as the group explores the passages. He holds his longspear tightly in his hands and breathes slowly to keep his nerves under control.
Varg, following shortly behind the lead scouts, looks at the door located at the junction leading to an area which appears to be entirely constrained within the passage the party just mapped.
He points at the door.
Lets check this. It does not go anywhere unless a stair or ladder is inside.
Perception: 1d8 + 8 ⇒ (2) + 8 = 10
--> he checks the door, but being unfamiliar with dungeons, does not do a very good job of searching
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
Keil's eyes scan the room and passages as the group explore. "Odd, there is no one at home. Or lucky. Considering the message we should stay on our toes." Perception - Right of 30:1d20 + 6 ⇒ (17) + 6 = 23 Perception - Junction Door:1d20 + 6 ⇒ (16) + 6 = 22
At the Duegar's suggestion, Keil stops to observe the door for anything unbecoming.
"Now that you say that, things that live here will come home," Malzii comments wryly. As the scouts examine the door and the general area for traps or anything else unusual, she makes sure to stand well clear of them though her eyes are ever watchful for signs of trouble as well.
Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 | Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y
Grey kept his mouth shut and stood well back while the trapspringers worked. He was tense, praying to his Lady that there would not be any nasty surprises.
There is a pair of boots and a metal gauntlet lying in front of the door that leads to the room in between the empty chambers. Vargrenz moves to touch the door but he is waved off by Keil, whose sharp eyes spot the floor directly in front of the door, the door and its handle, and the floor and walls of the room itself are all coated with an extremely adhesive alchemical glue. Certainly anyone touching the glue would find themselves stuck fast.
Knowledge Dungeoneering DC 12:
You believe lantern oil would be sufficient to dissolve the glue.
Kayal Rogue (6th): HP 40/40 | AC18/20* v Traps T16 FlF13 | BAB +4 , M+9 R+9 | | CMB +3, CMD +18 |Fort +3 Ref +10/+12*Traps Will +3 | Perc +16 (Traps +18) | Init +6 | Stealth +19/+22 dim light | Disable Dev. +21 | Villainous Points: 3 ... Watch Rotation - 1st: Brok/Ranalfus. 2nd: Vargrenz/Keil. Last: Grezzor/Praetor
Stats & Tactics:
Tactics: Flank + sneak (3d6) | Acrob. +14/+18 TS | Climb +8 | Escape +13 | Know (Planes) +11 (Dungeon) +12 (Local) +10 (His) +8 | Sense Mo. +6 | Slight of Hand +16/+19* | Flees @ 4/40 HP
"Wait." Keil gently puts a hand on Varg's shoulder and, with the slightest of pressure, leads the duegar away from the front of the door. "Glue." The shadowy man points his middle finger to the items stuck to the door and floor. "We'll need lantern oil to proceed inside. " Knowledge Dungeoneering:1d20 + 7 ⇒ (13) + 7 = 20
The kobold responds with a shake of her head. "Malzii has no oil, just torches and flint. Oil burns good, but smelly. Lanterns also more expensive than torches and Malzii not made of money!"
Male Tiefling (Oni-Spawn) | HP 11/11 | AC 19 Touch 11 Flatfooted 18 | Saves F +4 R +1 W +4 | Init +1 | Perc +7, Sense Motive +2 | Cleric (Fiendish Vessel) / 1
"No oil nor torches..."
Raaz Al'Zuul looks inquiringly at the glue covered door, but stays away and allows the experts to handle the traps.
OK we all know the classic tale of Good Vs.Evil...and this is especially true with the confrontation of the Army of Light and the dark forces of Orcus...Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demon-god fled the city with an army of enemies on their trail — an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the Army of Light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men...
But not to the knowledge of Orcus’ other sworn enemies...The forging of Demonbane, a legendary weapon forged by the arch-devil Baalzebul, shows that Orcus has made enemies on many fronts, and may soon have a fight on his demonic hands that he is not fully expecting….with the Infernal forces that continually war against him.
YOU are a member of these infernal forces, charged by your devil superiors to take the fight to Orcus and vanquish him once and for all! Take the mantle of Infernal Champion...destroyers of Orcus and conquerors of Rappan Athuk!
...If you dare...
OK if you think you can handle this evil themed campaign then by all means feel free to submit your ‘bad to the bone’ character. I will accept 4 to 6 characters.
Here are the rules for character creation:
1st level.
20 point buy OR 4d6 6 times, drop lowest die, arrange as you like.
2 traits.
HP: Max at first level, roll after each level.
Money: Average starting level.
AL: LE, NE N, LN ONLY. You are working for a devil who will not tolerate chaotic or good people working for him.
Races: All Core Races, Non-good, Non Chaotic only (unless you can be VERY convincing).
- NO Aasimars
- NO Catfolk
- NO Svirfneblin
- Monster races, are not only allowed but encouraged. Appropriate choices for this campaign are Goblins, Hobgoblins, Kobolds, and Tieflings (of course!) Other races are on approval.
Classes: All Core and Base classes are OK, with the following exceptions:
- NO Paladins. They are replaced by the Anti Paladin alternate class.
- NO Gunslingers.
- NO Samurai.
- NO Ninjas
- Summoners will be using the Unchained rules.
- Hybrid classes OK upon DM Approval.
- 3PP classes are on approval ONLY.
All character submissions should have a decent backstory (a paragraph will do nicely). I am not looking for a novel here just a couple of background tidbits.
This game is set in The Lost Lands world (The Frog God Games campaign world) not Golarion, therefore those deities will be available for worship instead. The official deity worshiped in your home base is Hecate, Goddess of Evil Magic. I will provide a list of deities on request for those who wish to play a divine class and worship a different deity.
Some Additional House rules:
As this is a low magic world, Item Creation feats are allowed but with the following stipulations:
- Brew Potion, Scribe Scroll, Craft Wand are unchanged.
- Any more powerful items will require special materials/components which will need to be gathered otherwise the chances of failure/cursed items will increase.
There are NO magic shops where you can walk into buy magic items. If you desire to purchase that +3 Plate mail of Awesomeness to go with your Longsword +4 of Kick Ass ness...then you need to do some research about these long lost artifacts (and the dungeons where they may be located, he he)
I will be using Hero Points (or should it be Anti-Hero points?) Rules for them can be found HERE. Each character will start with one Hero point.
The flavor of this game will be dungeon exploration to start out (obviously), and it will be a bit railroad-y at first as you will be tasked to prove yourselves , but as you gain levels political intrigue WILL come into play. Currently, you are perhaps the weakest faction among those you will encounter in and around Rappan Athuk so making allies and alliances (both temporary and permanent) is to be expected.
Also a note on PvP actions::
They are STRICTLY prohibited! I will strictly enforce this one! Just because you are evil does not mean you have free reign to slaughter your teammates here (at least openly anyway). You are here to perform a job, not to indulge your baser emotions. If you insist on trveling down that road, just keep two things in mind:
1) Devils can Teleport without Error at will, and
2) Devils do not sleep.
I am looking to recruit 4 to 6 players for this game, so I will leave recruitment open until I get a suitable roster. If you have any questions for me, feel free to ask!
Good luck! (You will need it to survive the Prince of Undead's machinations, he he...actually that should be Evil luck, right?)
I'd like to play a narcissistic vampire character a la Lestat from Anne Rice's Interview with a Vampire. Long curly hair, makeup, and a perpetually open ruffly blouse. A sharp toothed smirk knowing he's better than everyone else.
He is 5'11", not short, but not tall. He is 74 years old and weighs 175 lbs. His eyes are silver, he has not a hair on him, and he has scaly, red skin. His body is lean and long with a little muscle here and there, and there are 64 yellowed, razor-sharp teeth that line his 'gator-like snout. His arms and hands are more humanoid than the rest of his body, albeit scaly and blood-stained, his fingers have no nails. His legs and feet, however, resemble those of an ostrich, with long talons approximately 4-6 cm long. He walks with a hunched back with 3-4 cm spines jutting out from his spine.(see what I did there?) His chest and abdomen are so emaciated you can see his bones. His ears are elf-like, extending out to either side of his head just shy of 3 cm.
Backstory:
As the second cousin of the arch-devil Baalzebul, Aer'en had been neglected his whole life as his family(extended or otherwise), had been grooming or advising the soon to be demon lord.
Aer'en wanted to be seen just as Baalzebul, a future leader, because of this. He learned to fight, to kill, serving his family well, and demonstrating his battle prowess. He had made a name for himself by brutally dismembering the followers of Orcus. When he had heard of their dwindling numbers, he went to the front lines in search of glory as a soldier of Baalzebul and a champion of demons.
Fascinating! Few questions before I submit a concept.
1) Are the (anti-)hero point feats, spells, and magic items be allowable?
2) Do the bad guys sometimes have hero points?
3) Will you allow a half-human and/or tiefling to take a human alternate racial trait (specifically heroic).
4) Can we take a drawback for another trait?
Was considering a very 'lucky' witch that really concentrates on making use of the hero points as much as possible.
4d6 ⇒ (4, 6, 2, 2) = 14=12
4d6 ⇒ (6, 3, 6, 4) = 19=16
4d6 ⇒ (6, 3, 4, 2) = 15=13
4d6 ⇒ (1, 6, 1, 2) = 10=9
4d6 ⇒ (6, 5, 5, 6) = 22=17
4d6 ⇒ (1, 1, 6, 4) = 12=11
not too bad, but more odd numbers than I like
I was thinking the son of Baalzebul. He was born and raised for this purpose. The loyal son that helps to keep the others focused on the mission. If approved I will start working on the backstory. Thanks.
Winds howl across the frozen realm as thousands of creatures march through the frozen oceans and razored glaciers. Once the armies reach Cocytus in Hell's seventh layer, they drop to their knees and grovel towards His domain. At the head of a column of Oni-Spawn a dark male, dressed in black armor and white cloak throws himself before the feet of a tall, dark-skinned humanoid with compound eyes resembling a fly, "Lord of Flies, I heed your summons, Your WILL be done, Order and I Obey!"
Raaz Al'Zuul reporting for duty. Still working on Crunch, Background and Appearance, but you can access my work in progress through Alias profile. More to come.
Lavode wants to be unassailably powerful. Obviously he deserves and will get it since he has the luck of the universe on his side. Those that oppose him fair poorly in life's struggles. While he sails through the impossible with nary a scratch.
.
Lavode tends to mock and look down on those less lucky than he is (which ends up being most everyone eventually). Not many like his attitude, but he can be counted on to get things done.
Lavode, crunch so far:
Teifling – Grim Spawn (+2 dex, +2 int, -2 wis, death knell, disable device, sleight of hand)
Neutral Evil
Alternate Racial Trait: Heroic If GM approved, what do you want me to give up? I think it's fairly powerful so I was thinking maybe two of the Tiefling Sorcery, Skilled, and SLA abilities, and ???
Str 11, Dex 14(12+2), Con 16, Int 19(17+2), Wis 11(13-1), Cha 9
Witch (considering beast bonded or dimensional occultist)
Patron: Insanity (not certain)
FCB: add energy resistances to familiar
Drawback: Power Hungry
Traits: Unscathed, ???, and ???
Tiefling Random Ability:1d100 ⇒ 67 => gives "Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil." Nice! One of my favorites. But just let me know if you don't want to use this.
Hexes: Misfortune, then Fortune (still going with the luck theme), then ???
Feats
1 Hero’s Fortune
3 Luck of Heroes
5 Blood of Heroes
7 Improved Familiar or Additional Hex (not sure on this)
So I got most of him done, I need a backstory and 1 more trait. I am envisioning a typical halfling slave that caught the Stockholm syndrome and started snitching on others including family members to gain favors.
Oh cool, I liky liky these stats. Is Drow allowed race? I do have a character concept like Jarlaxe in my mind (from Forgotten Realms). Either going towards Bard(Arcane Duelist or Daredevil) or Fighter (Weapon Master: Rapier)
@ElterEgo: Don't worry about not owning the RA/Lost Lands setting books as the Campaign book is still being written! It should be released via Kickstarter sometime next year.
@Grovo: Yes, Drow is an allowed race but as they are a Chaotic Evil race and usually worship demons, you will have to be extra careful here, he he.
@Lokiel: I will allow a strix here. (Since this is an Uncommon race, I will allow only one player in the party to play one.)
@Jamie: The default deity is Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge domains). Was there a specific domain you were thinking of selecting?
@Newbonomicon: D'OH!! You are correct here, I totally missed the AL CE for the Anti-paladin. For this campaign, Anti-Paladins MUST be Lawful Evil.
@Jamie: The default deity is Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge domains). Was there a specific domain you were thinking of selecting?
The Madness, Trickery or Travel domains are the ones I'm most interested in.
@Jamie: The default deity is Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge domains). Was there a specific domain you were thinking of selecting?
Just noticed this comment on Hecate. I built Raaz Al'Zuul as a worshipper of Baalzebul. Will that not be allowed?
Also took the Fiendish Heritage to pick Oni-Spawn instead of "normal" Tiefling. Some GM's allow alternate heritages without the feat requirement. Any chance you will waive the requirement?
@Keil: Sorry, but your die rolls are really good, despite the one bad roll there.
@Lokiel: Sorry, I will not allow any archetypes for prohibited classes.
@Jamie: Looking over my Deity list, I noticed Set does have access to the Madness domain. As Set does exist in the Lost Lands setting I will allow it. (Set is worshiped in the Khemet region, think Egypt setting there, he he.) The Trickery and Travel domains are not accessible by any of the evil gods available for worship, sorry.
The Preacher archetype is approved.
@Raaz Al'Zuul: Worshiping Baalzebul is OK. I was saying the home base where you will be based has Hel as the preferred deity.
Fiendish Heritage is from late 3.5/early PF, where Tieflings were considered significantly more powerful than other PC races, hence the feat tax. Later Tiefling material - Blood of Fiends, Advanced Race Guide, Bestiaries, NPC Codex etc. don't use or reference the feat. Therefore the feat is not required.
I did notice Sorcerer had Abyssal & Daemon Bloodline. Would that be acceptable or Sorcerer would have to go for Infernal Bloodline regarding their Patron , arch-devil Baalzebub
@Raaz Al'Zuul: Worshiping Baalzebul is OK. I was saying the home base where you will be based has Hel as the preferred deity.
Fiendish Heritage is from late 3.5/early PF, where Tieflings were considered significantly more powerful than other PC races, hence the feat tax. Later Tiefling material - Blood of Fiends, Advanced Race Guide, Bestiaries, NPC Codex etc. don't use or reference the feat. Therefore the feat is not required.
Awesome! Thanks, will make the changes. Also still need to finish up Background. I like the characters posted so far. Will be a badass party!
Here is what I have come up with. Let me know if there is anything missing. I would have liked to put more background, but I am shamefully unfamiliar with The Frog God Games campaign world. :)
Praetor Grey is a Necromancer who uses the Witch class as a base. Eventually he will go into the Agent of the Grave prestige class and hopefully become a lich at some point.
Starting out he'll mostly just be putting things to sleep and trying not to die.
His background is that he is a priest of [insert demon we serve here] who takes his job very seriously. Being an undead-focused character, he isn't a fan of Orcus. Nobody likes competition.
He's ambitious, pragmatic, and very serious about his job.
I haven't decided what attribute method i'm going to use. Give me a bit.
With the impressive stats giving me more skill points and charisma than I expected to have, I made grey into quite the diplomat. Now he'll work as a competent party Face in addition to his primary role as a support caster and zookeeper.