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Bloody_KissesGM |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
Dark Stalker with level of fighter.
CN: Assassin/fighter type.Questions for DM
- Can we retool feats that come with the race or do we use the race strait from book and add for additional levels?
Edit: Are we figuring out the racial modifiers on stats from the standard? Such as base Race has 18 dex = +8 dex?** spoiler omitted **
Kozaric, you are correct. Take all stats down to a base 10 if even or 11 if odd.
You do not need to use the feats listed in the monster's entry, you may rework them into any feat you qualify for.
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Astrid Ennead-en-Bandeau |
![Asyra](http://cdn.paizo.com/image/avatar/The-Brotherhood-of-Bones.jpg)
I've already talked with Bloody_KissesGM about my potential character, Kyton Monk 1, but here are my stat rolls for her.
4d6 ⇒ (5, 1, 3, 5) = 144d6 ⇒ (3, 5, 2, 2) = 124d6 ⇒ (2, 6, 6, 3) = 174d6 ⇒ (5, 3, 4, 2) = 144d6 ⇒ (4, 5, 6, 2) = 174d6 ⇒ (3, 6, 5, 2) = 164d6 ⇒ (4, 2, 6, 4) = 16
14, 17, 14, 17, 16, 16
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Azure_Zero |
![Uzbin Parault](http://cdn.paizo.com/image/avatar/MadScientist_Final.jpg)
I was thinking of a NG Succubus Monk(martial artist)
(Character is a slightly modified succubus (will list modifications if interested))
with a curse on her as well.
Could I use an ARG playtest race to allow for some variety?
Link to ARG race: Half-succubus
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W Canepa |
![Newt](http://cdn.paizo.com/image/avatar/PZO1124-Newt_90.jpeg)
If there's still room:
Abilities:
4d6 ⇒ (2, 3, 6, 5) = 164d6 ⇒ (3, 5, 5, 1) = 144d6 ⇒ (3, 6, 4, 1) = 144d6 ⇒ (6, 3, 1, 5) = 154d6 ⇒ (2, 1, 3, 5) = 114d6 ⇒ (2, 5, 5, 3) = 154d6 ⇒ (1, 6, 6, 4) = 17
CR:
1d4 + 3 ⇒ (1) + 3 = 4
I'd be down for playing a barghest. Eventual plans to take levels in sorcerer or barbarian.
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mathpro18 |
If there is still room I'm interested as well:
abilities:
4d6 ⇒ (3, 6, 1, 2) = 124d6 ⇒ (5, 3, 3, 6) = 174d6 ⇒ (4, 6, 2, 6) = 184d6 ⇒ (6, 1, 6, 6) = 194d6 ⇒ (3, 5, 4, 2) = 144d6 ⇒ (3, 4, 1, 5) = 134d6 ⇒ (2, 6, 5, 2) = 15
CR:
1d4 + 3 ⇒ (3) + 3 = 6
So if I'm understanding creation rules right thats a 6th level character with the following stats: 11, 16, 18, 12, 12, 13. Looks like I'll be building a Lamia anti-paladin or assassin(I'll build both I have the time).
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W Canepa |
![Newt](http://cdn.paizo.com/image/avatar/PZO1124-Newt_90.jpeg)
If there is still room I'm interested as well:
abilities:
4d6;4d6;4d6;4d6;4d6;4d6;4d6CR:
1d4+3
Well, crap, mathpro18, I should bow out just so those rolls have a chance!
Edit: Yep, dropping out of the running. Will probably keep an eye on the progress though. Soft spot for the Blood War.
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loimprevisto |
![Rokova](http://cdn.paizo.com/image/avatar/PF20-05.jpg)
5HD Aranea + Sorcerer 3 (Arcane bloodline)
STR 9
DEX 22
CON 16
INT 16
WIS 10
CHA 22
HP 73
AC +3(natural) +6(dex)
FORT +10
REF +12
WILL +7 (+2 vs charm/compulsion)
BAB +6
CMB +6
CMD 22 (+12 vs overrun/trip)
Init +6
Movement: Speed: 50', 30'(climb)
SQ: Low-light vision, darkvision 60', poison, webs
Traits: Magical Lineage (web), Birthmark (Fierna)
Feats: Eschew Materials, Improved Familiar (imp consular), Silent Spell, Still Spell, Ectoplasmic Spell
15 Acrobatics 6+4+3+2
7 Appraise 3+1+3
15 Bluff 6+6+3
10 Craft (weaving) 3+2+3+2
11 Climb -1+1+3+8
10 Escape Artist 6+1+3
10 Intimidate 6+1+3
14 Knowledge (Arcana) 3+8+3
10 Knowledge (Planes) 3+4+3
10 Perception 0+3+3+2+2
14 Spellcraft 3+8+3
10 Stealth 6+2+3
10 Use Magic Device 6+1+3
Web (Ex): In spider or hybrid form an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50' with a range increment of 10' and is effective against targets of up to Large size. The web anchors the target in place allowing no movement. An entangled creature can escape with a DC 17 Escape Artist check or burst the web with a DC 21 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea's speed is 30 feet and it has no climb speed.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save.
10,050 gp total
3,500 gp weapon
2,000 gp magic
1,050 gp limited
500 gp gear
Weapons: (3500)
25 +1 bolts 1000
4 +1 holy bolts 1440
3 +1 devil bane bolts 480
3 +1 demon bane bolts 480
5 tanglefoot bolts 100
Protection: (3000)
+1 Mithral Buckler 2000
+1 Cloak of resistance 1000
Magic: (1800)
Efficent quiver 1800
Limited use items: (1250)
Scrolls: 500
Endure Elements x2
Shield x4
Unseen Servant x2
Comprehend Languages x3
Reduce Person x3
Jump x3
Expeditious Retreat x3
Wand of CLW 750
Gear: (492)
Buckler
20 bolts
Masterwork Crossbow
6 spears
2 Universal Solvent
18 sunrods
2 scrollcases
masterwork weaving tools
He differes from the imp consular in the PRD as follows:
36 Hit Points
+4 natural armor
suit of padded leather armor, masterwork lockpicks
Improved Evasion
Alertness (when near Tia)
Skill Focus: Knowledge (Planes) instead of Dodge
Skill ranks: -2 ranks in fly, -1 rank in spellcraft / +3 ranks in disable device (+8 total)
Story to follow soon. After a bit of research, I went with Fierna as a patron, since she seems appropriate for a self-absorbed hedonist and is starting to be interested in expanding her influence. The birthmark is a on the abdomen of her spider form or he back in human form... will Fierna work for your game?
How do you feel about item creation feats? If they would be suitable for your game I might swap out one of the metamagic feats for Master Craftsman and tinker with the skillpoints to make her a better weaver...
Also, how do you read the interaction between an Aranea's spellcasting ability and the sorcerer class bloodline? Does it stack completely and I just consider sorcerer level as 8th for bloodline abilities, or does only affect spells known, or does it not stack at all and the bloodline abilities function as 3rd level?
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mathpro18 |
Okay bare with my ignornace but I'm not remembering how to build a monsterous character.
My question is: Do I get any levels of anti-paladin? According to herolab Lamia's have 9 racial hit dice and I'm only level 6. If I remember right wouldn't I need to be level 10 to be able to start taking levels in anti-paladin? Or would I just take the 9 hitdice and the 6 levels of anti-paladin?
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Fredrik |
![Shield](http://cdn.paizo.com/image/avatar/Plot-shield.jpg)
Heavy competition! I have some ideas germinating. We'll see what happens.
Stats:
4d6 ⇒ (3, 6, 6, 2) = 17 ~ 15
4d6 ⇒ (3, 2, 4, 3) = 12 ~ 10
4d6 ⇒ (4, 4, 3, 2) = 13 ~ 11
4d6 ⇒ (4, 2, 1, 3) = 10 ~ dropped
4d6 ⇒ (2, 2, 1, 5) = 10 ~ 9
4d6 ⇒ (1, 5, 3, 5) = 14 ~ 13
4d6 ⇒ (1, 1, 6, 3) = 11 ~ 10
So pretty mediocre rolls, but playable with the right concept. Hmmm.
Okay bare with my ignornace but I'm not remembering how to build a monsterous character.
My question is: Do I get any levels of anti-paladin? According to herolab Lamia's have 9 racial hit dice and I'm only level 6. If I remember right wouldn't I need to be level 10 to be able to start taking levels in anti-paladin? Or would I just take the 9 hitdice and the 6 levels of anti-paladin?
The way Bloody_KissesGM explained it, your race's CR counts as levels. Since a lamia has a CR of 6, you just barely qualify and can't add any class levels yet; but on your first level-up, you could add a level of anti-paladin if you want.
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Astrid Ennead-en-Bandeau |
1 person marked this as a favorite. |
![Asyra](http://cdn.paizo.com/image/avatar/The-Brotherhood-of-Bones.jpg)
Astrid Ennead-en-Bandeau wrote:You only get the top 3d6 from each set of 4, drop the lowest.I've already talked with Bloody_KissesGM about my potential character, Kyton Monk 1, but here are my stat rolls for her.
4d6;4d6;4d6;4d6;4d6;4d6;4d6
14, 17, 14, 17, 16, 16
Ah the joys of dating such a scatter-brained person as Sable/Bloody_KissesGM and having him help you with your character.
My actual rolled scores are:
13, 15, 12, 15, 14, 14
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Bloody_KissesGM |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
** spoiler omitted **...
Fierna is a fine choice of patron.
Item Creation feats are perfectly acceptable as well.
The bloodlines don't stack, so your bloodline abilities would be as a 3rd level sorcerer. I know it says "casts as a X level sorcerer..." but monstrous magic is more inherent. Opening up a bloodline represents awakening more power in the blood (or of course ancient dalliances and crossbreeding)
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Bloody_KissesGM |
1 person marked this as a favorite. |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
Okay, to summarize and clarify, thus far for potentials we have:
- Morrin/Gabriel Icebane- Human Warlock 4
- Kozaric/Kazarn Mirik- Darkstalker Fighter 1
- markofbane- 7th level (monk or sorcerer)
- The Thing From Beyond The Edge- 5th level (oracle)
- Tirion Jörðhár- 7th level (Drow Noble)
- Azure_Zero- Succubus Monk
- loimprevisto- 3rd level Aranea sorcerer
- Zadarra the Amazing- (Half-fiend drow fighter)
- Mark Sweetman- Venedaemon Sorcerer 2
- Rolluk Earbiter- 6th level
- Waltz- 6th level
- Desriden- 5th level
- Twilightrose- Harpy Ranger 1
- Aranna- 4th level
- W Canepa- Barghest
- mathpro18- Drow Noble Antipaladin 2
- Fredrik- 5th level
- Astrid Ennead-en-Bandeau- Kyton Monk 1
I believe that's what I have so far with what people are thinking/working on.
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Aranna |
![Ameiko](http://cdn.paizo.com/image/avatar/PZO9054-Ameiko_90.jpeg)
Lady Penelope was once a powerful force in the the world a broker of information, a woman who could topple governments with a few well placed pieces of information in the right ears. But she died, how or even why is still a mystery to her because her memories are mostly gone with her rebirth. Fortunately her status was enough to gain her elevation to a devil in her afterlife. As a Consular Imp named Penny she served at the right hand of a powerful fiend. Occasionally she would be sent to the prime material plane on missions for her new lord. It was on one of these missions that her chance to regain everything she had lost presented itself. Her master was slain.
She didn't know who or what had ended his reign but it meant she was free. Free to rebuild her old power... no. No it would be much better now, she was a devil. She began retracing her rise to power from scratch. She started working with minor humanoids manipulating them to stir up trouble then thanks to her spying when small heroes were sent to solve her problems a devilish trap would be waiting for them. Time after time this netted her victory and with it the experience she desperately needed. The process seemed slower than she remembered but learn she did.
Penny has a vain personality but she is a careful planner. Not prone to petty vendettas Penny is patient and builds her power without rushing into foolish mistakes. Revenge is a dish best served cold, that is her motto. It matters greatly to her that her enemies doom themselves with foolish tactics that leave themselves open to attack even from those they trust the most. And if she can learn her opponents secrets it can be certain she will find a way to exploit them later.
Imp(consular) scout1/wizard1
LE
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loimprevisto |
![Rokova](http://cdn.paizo.com/image/avatar/PF20-05.jpg)
@Fredrik: The monster's entry in the PRD should have its hit dice noted. From what I gather, we use the listed hit dice for the base, then add class levels (or templates) on top of that. For instance, my aranea had 5d10 listed as hit dice. I rolled the 4d10 (first is maxed) and any dice that came up less than 5 I bumped up to 5 per the GM's house rule. Then I added 3d6 for my sorcerer levels. That gives me 8 hit dice total, which were then modified by my constitution score to give my final HP.
Hope that helped...
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Fredrik |
![Shield](http://cdn.paizo.com/image/avatar/Plot-shield.jpg)
Yes it did loimprevisto, thank you! This is my first time making a character like this. I like my concept, but I want to make sure that I understand it before I post it. For example, stats. Do I just allocate what I rolled, regardless of how much higher or lower the Bestiary stats are?
And then there's the saves; they're better than their associated stats, so I'm assuming that I just take what's there and adjust up or down based on how much my character's stats are higher or lower than the entry's stats. Same with attacks, damage, CMB, CMD, and skills.
Also, I see from above that I can change the feats around, as long as I qualify for them; good to know. Gear is going to be an interesting challenge (since the race I want is non-humanoid), but I think I can figure it out. Oh, this will be fun! Even if I don't get chosen. Just making such an unusual character.
ETA: On further research, looks like a feat with a superscript "B" is a bonus feat, so I should leave that alone.
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Mark Sweetman |
![Mouse](http://cdn.paizo.com/image/avatar/PZO9448-Mouse_90.jpeg)
Still working on my Venedaemon sub - basic outline is in place in mind, just need to finalize on paper.
Will be a Venedaemon / Sorcerer 1 (Arcane) / Eldritch Knight 1.
I'm assuming it will be ok for me to take the 7th HD feat for Improved Familiar to get a Cacodaemon familiar?
Also for backstory - do the horsemen of the apocalypse have a presence in the Greyhawk pantheon? (net search wasn't clear on the fact)
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loimprevisto |
![Rokova](http://cdn.paizo.com/image/avatar/PF20-05.jpg)
STR 18
DEX 13
CON 15
INT 8
WIS 12
CHA 11
...then your racial modifiers are +8STR, +2DEX, +2CON, -2INT, +2WIS, +0CHA and they will modify what you rolled.
Racial hit dice for saves and skills can get a little tricky. Use the two tables in the monster creation rules titled "Statistics Summary" and "Creature Statistics by Type". You can look up your racial hit dice to calculate your skill points and base saves then modify them by attributes. Any skill listed on the monster's entry is considered a class skill, in addition to any you might get from class levels. It is easiest if you do all this to get the base creature out of the way before adding class levels.
I love monstrous characters and I usually jump at the opportunity to play one. I was thinking about writing up a young black dragon for my entry, *that* would have been a fair bit of work ;)
Hope that cleared things up! Merry Christmas!
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Bloody_KissesGM |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
@ Mark- In Greyhawk, Gehenna is dominated by the 'loths, but I am most definitely going to be including the Horsemen. When applicable I'm going to be merging Greyhawk/Pathfinder planes. So Gehenna will still have the volcanic mounts from 3.5, but also the realms of the Horsemen from Abaddon from Pathfinder.
For the most part deities/arch devils/demon princes will be from 3.5, unless I like Pathfinder's better (Socothbenoth, for example, gets much more information in Golarion).
And yes, you may have a cacodaemon familiar. I'm going to have a lot of fun with familiars.
@ Aranna- I love the idea of someone playing an imp!
@ loimprestivo- Thanks for helping with monster stats and HD questions.
For those that celebrate, I hope everybody had a happy holiday(s)! Does anybody have any other questions at the moment? Also feel free to move things to discussion or e-mail if it's lengthy! Thanks everyone!
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![Grigori](http://cdn.paizo.com/image/avatar/PZO9032-Grigori.jpg)
My Blood War Box Set will never forgive me if I don't come up with a character for this party.
1d4 + 3 ⇒ (3) + 3 = 6
4d6 ⇒ (2, 2, 6, 4) = 144d6 ⇒ (6, 1, 6, 2) = 154d6 ⇒ (5, 5, 4, 6) = 204d6 ⇒ (4, 4, 3, 2) = 134d6 ⇒ (1, 6, 3, 4) = 144d6 ⇒ (3, 4, 6, 4) = 174d6 ⇒ (1, 4, 4, 4) = 13
So 6th level and scores of 12,14,16,13,14,12.
Profile to follow.
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![Grigori](http://cdn.paizo.com/image/avatar/PZO9032-Grigori.jpg)
Right then, Jakobryn Kharis, the "Jack of Lies," for your consideration:
JAKOBRYN KHARIS
Male Elf Rogue (Spy) 6
NE Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +14
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)
hp 36 (6d8)
Fort +2, Ref +8, Will +3
Defensive Abilities Evasion, Uncanny Dodge; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Rapier +8 (1d6+2/18-20/x2) and
Unarmed Strike +7 (1d3+1/20/x2)
Ranged +1 Longbow, Composite (Str +1) +8 (1d8+2/20/x3)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 10, Int 16, Wis 12, Cha 16
Base Atk +4; CMB +5; CMD 19
Feats Alertness, Dodge, Elven Weapon Proficiencies, Point Blank Shot, Rogue Weapon Proficiencies, Weapon Finesse
Traits Asmodean Demon Hunter, Scholar of the Great Beyond: Knowledge (Planes)
Skills Acrobatics +10, Appraise +10, Bluff +12, Climb +7, Craft (Alchemy) +10, Diplomacy +11, Disable Device +14, Disguise +11, Escape Artist +11, Knowledge (Planes) +11, Linguistics +9, Perception +14, Sense Motive +12, Sleight of Hand +11, Stealth +12
Modifiers Coax information, Hard to Fool (2/day), Skilled Liar +3
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Elven, Infernal, Sylvan
SQ Elven Magic, Poison Use
Combat Gear +1 Longbow, Composite (Str +1), +1 Rapier, +2 Mithral Chain Shirt, Arrows (40);
Other Gear Backpack, Masterwork (15 @ 27 lbs), Bedroll, Cloak of Elvenkind, Efficient Quiver (42 @ 9.5 lbs), Grappling arrow, Potion of Cat's Grace, Potion of Cure Light Wounds (3), Potion of Cure Moderate Wounds (2), Potion of Jump (2), Pouch, belt (1 @ 2 lbs), Rations, trail (per day) (6), Rope, silk (50 ft.), Sunrod (5), Thieves' tools, masterwork, Waterskin
Jakobryn Kharis immediately sets a great many people he deals with on edge. Demons, Devils, Drow, and other minions of darkness wonder how an elf ended up with the favor of the Lord of Nessus. Jak possesses two unique qualities that appeal to Asmodeus: First is his startling capacity to dissemble. Second is his ability to think in longer terms than many of Asmodeus’ mortal minions.
Jakobryn began life as a common elf, but he rapidly developed a stronger sense of self-interest than most of his elven kinfolk. As he grew older, he avoided condemnation by constantly pitting elf against elf. When an elf began to sense that Jak was out for himself, he would find himself beset by political factions and eventually driven from elven society, which grew ever more factionalized. Finally, he attracted the attention of the Lord of Lies himself, who took on the young elf as an “emissary.”
Jak marshals resources, contacts, and plans, waiting for opportunities to appear. He has been known to ally with any and all other factions in the Blood War, to include demons and angels, in search of long-term advantage for his master. While he strikes many as treacherous in the extreme, to date no one has perceived any motivation for his actions beyond service to his terrible master. A few angels speculate that it is the War itself that entrances Jak, the pitting of factions against one another and the layers of intrigue that keep him going. He may be playing simply for joy of the game.
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Morrin |
![Nexian Galley](http://cdn.paizo.com/image/avatar/PF22-06.jpg)
Here's the background for my warlock. Hope it's good!
Gabriel Itherin, now known as Gabriel Icebane, was born in dark circumstances. HIs father,
Lucien Itherin, was a powerful warlock, leader of a cult of worshippers of Aseroth, The Winter Warlock,
a demon of hell. Born in the Great Glacier in a small complex, Gabriel never knew much warmth. His
mother was one of Luciens lieutenant, Julia. Despite her religion, Julia had a bit of a soft hard, and raised
Gabriel herself for most of his childhood.
Gabriel had a bit of a prankster streak in him, often avoiding trouble from his pranks, like adding
some different spices to the meal cauldron, really hot spices. Or tossing in a few smokesticks into the
little fire that was permitted in the small temple. Thus causing lots of smoke to fill up the building.
When he turned 12, Lucian took him and began training him as a warlock, having the same
demonic blood in his ancestry; giving him access to the baleful energies a warlock has access too. The
training was harsh, and Gabriel burned under the strict regiment his father enforced, which included
multiple beatings if he failed a subject. Though even through this, Gabriel kept his prankster nature,
using the powers he learned to help it. Like increasing his ability to glibly dodge accusations that came
when he was caught. He also broke stuff from afar with his abilities, causing havoc. Only person who
ever caught him was his father, who beat him ruthlessly each time. After each beating, when his father
left, his mother came in and soothed him, bandaging the wounds he received from the beatings.
When he turned 18, his mischief finally went too far in his father’s eye. During a ceremony
praising Aseroth, Gabriel shattered Luciens demonic symbol, ruining the ceremony. In a rage, his father
beat him within an inch of his life. Lucien then tied his son up, hanging by his wrists, and left him there,
and lighting Hellfire underneath him, leaving him there. Alone and afraid of dying, Gabriel tried to break
lose, but the ropes were magical, preventing him from breaking them. Pain lanced up his legs as the
hellfire slowly burned him, creeping closer and closer to him. Somehow he managed to will the hellish
fire away from him, prolonging his fate. After awhile his father alone came in, frowning at seeing his son
still not crispy. Walking up to Gabriel, planning on toasting himself, he didn’t notice Julia walking up
behind him, and sapping him over the head with her mace, knocking him unconscious. She quickly
untied Gabriel, telling him to run away, run south. Gabriel, not caring about the repercussions, he took
most of his father’s gear. His mother refused to go with him, saying she’ll delay Lucien’s chase after their
son as much as he can.
Gabriel ran, changing his last name to Icebane for his hatred of his father and the lord he followed. He swore to get revenge, even if it means using fire against fire...
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Fredrik |
![Shield](http://cdn.paizo.com/image/avatar/Plot-shield.jpg)
Okay! I've got it narrowed down. As hard as I tried, I couldn't figure out how to make it work with a lantern archon or a voidworm. However, I have a viable concept for a silvanshee earth sorcerer; although I was crushed to realize that the lycanthrope template is only for humanoids.
Imagine: The tiny 20 lb. celestial cat pivots away from the opponent facing it as it takes off, flying in a loop over its opponent to behind and then over it again, while its features melt and grow... until a 400 lb. dire badger lets gravity take its course. The former feline gives an "oof" as the ground hits it hard -- but whatever was in-between took it harder, the flattened enemy's blood (and fouler liquids) oozing out from beneath the winded burrower.
Anyway. That dream is dead, and you already have multiple awesome monstrous sorcerer entries; but a multi monstrous sorcerer party could be fun. So! Oread cleric of Abadar and silvanshee sorcerer of earth. I'll have them written up ASAP.
ETA: Re-reading this post, I can see that I was writing the silvanshee sorcerer as a comedic character, trying to make you laugh. That doesn't really fit the tone of the campaign that you described, so I'll shelve that one and focus on the oread cleric of Abadar. Very serious. Maybe even grim. ;) I'll find out when I write him up.
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Mark Sweetman |
![Mouse](http://cdn.paizo.com/image/avatar/PZO9448-Mouse_90.jpeg)
Ok, so managed to get some net time - and here is the pitch:
Zadlužený - Venedaemon / Sorcerer (Arcane) 1 / Eldritch Knight 1
Combine that with the array rolled earlier, and I get:
Str: 14, Dex: 19, Con: 20, Int: 24, Wis: 20, Cha: 26
Feats: Spell Penetration, Greater Spell Pen, Improved Familiar, TBC
Skills: Social skills, plus Knowledges as focus.
Spells: Some force based damage, plus some self focused boosts.
Apologies I don't have a full list up yet - holidays plus travel is slamming me. I'll be back home on Jan 10th when it will get alot better, but up until then I'm on limited time and don't have all my books at ready access.
As was explained to Zadlu at length, his existence was now bound by infernal contract to insert appropriate patron - who had a signed compact with the human mage that came before. It tied him to this patron for a mortal lifetime. Unable to resist, Zadlu began to toil in the everflowing conflict between tanari and baatezu.
Some time after he began to serve, Zadlu was able to call and bind a minor cacodaemon to servitude and force it to provide the soul gems that fueled his eldritch power. Unbeknownest to Zadlu, this was no accident - his new servant (Zub) was sent by a Purrodaemon in service of Szuriel, the Horseman of War. Ever looking for means of fueling and shaping the Blood War - Zadlu is seen as a possible means to their end.
In essence Zadlužený is torn between his nature to seek and study magical power, and his need to service his contract with patron. Secondly, his familiar Zub is ultimately not loyal to him, but to a more powerful daemon in service of Szuriel... and it is only a matter of time before Zadlu is called upon to serve.
Lastly, he knows nothing of the life that came before this. It is possible that issues could boil up from his past - and it is not inconceivable that a previous magical collaborator might know his truename and call upon him through planar binding.
Those threads are there in basic detail to be used by you how you see fit - they may either be kept on the backburner, or exploited in game. If you'd like any more specific details - please let me know
Hopefully that's enough for you to get an idea of where my submission would fit in Bloody Kisses. Please let me know if you need any more details or have any questions.
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DreamAtelier |
Color me interested. I had this really awesome idea for using the paladin of tyranny from 3.5s Unearthed Arcana, but after rolling for ability scores I realized that there was simply no way to make it work with scores like that.
That was alright though, because I had a back up concept: A pint sized bottle of trouble known as Abdiel.
1d4 + 3 ⇒ (1) + 3 = 4
So the equivalent of four levels.
4d6 ⇒ (5, 6, 1, 2) = 14=13
4d6 ⇒ (1, 3, 3, 5) = 12=11
4d6 ⇒ (4, 4, 2, 1) = 11=10
4d6 ⇒ (1, 3, 1, 5) = 10=9
4d6 ⇒ (5, 4, 6, 3) = 18=15
4d6 ⇒ (2, 5, 1, 1) = 9=8
4d6 ⇒ (3, 1, 2, 3) = 9=8
Hit dice
2d10 ⇒ (7, 7) = 14
2d8 ⇒ (1, 4) = 5 = 8, due to the half minimum rule
Abdiel
Male Imp Ninja 2
LE Tiny Outsider (Devil, Lawful, Evil, Extra-planar)
Init +5 Senses Darkvision 60ft, Detect Good, Detect Magic, See in Darkness Perception +9
------
Defenses
------
AC 23 Touch 18 Flatfooted 17(+5 Dex, +1 Dodge, +1 Natural, +2 Size, +4 armor)
HP 33 : Fast Healing 2
Fort +1, Reflexes +11 Will +3
DR: 5/good or silver; Immune to Fire and Poison; Resist Acid 10, Cold 10
------
Offense
------
Speed 20 feet, Fly 50 feet (perfect)
Melee Sting +11 (1d4 + poison)
Ranged Shuriken +11 (1 damage)
Space 2 1/2 feet, Reach 0 feet
Spell-Like Abilities (CL 6th)
-Constant—detect good, detect magic
-At will—invisibility (self only)
-1/day—augury, suggestion (DC 15)
-1/week—commune (6 questions, CL 12th)
------
Statistics
------
Strength 11, Dexterity 21, Constitution 10, Intelligence 11, Wisdom 10, Charisma 13
Base Attack +4 CMB +2 CMD 17
Feats Dodge, Weapon Finesse, Flyby Attack
Traits Asmodean Demon Hunter, Defy Madness
Skills (34 ranks +2 for favored class = 36 total) Acrobatics 1 (+9), Appraise 1 (+4), Bluff 3 (+7), Diplomacy 1 (+5), Disable Device 3 (+11), Disguise 1 (+5), Escape Artist 1 (+9), Fly 5 (+25), Knowledge (Arcana) 1 (+4), Knowledge (Planes) 1 (+4), Knowledge (Nobility) 1 (+4), Linguistics 3 (+7), Perception 5 (+9), Sleight of Hand 1, Spellcraft 1 (+4), Stealth 2 (+18), Use Magic Device 5 (+9)
Languages: Common, Infernal, Abyssal, Celestial, Undercommon
SQ Change Shape (Boar, Giant Spider, Rat, or Raven, Beast Shape II)
Gear(2,400 gp) +1 Leaf Armor (1,500 GP), Cold Iron Darts (x12) (60 GP), Dust of Tracelessness (x2) (500 GP), Alchemist's Fire (x2) (40 gp), Unguent of Timelessness (150 GP), Universal Solvent (x2) (100 gp), Holy Water (x2) (50 GP)
-------
Special Abilities
-------
-Poison (Ex): Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
-Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
-Ki Pool (Su): Contains 2 points.
-Sneak Attack: +1d6 Damage against any target that would be denied dexterity to their AC, or when flanking a target.
Abdiel is rather fuzzy on his own history. He remembers being formed as an imp to serve within the hordes of Asmodeus, but where his soul might have come from is a mystery to him. One that he doesn't particularly care about, if he is honest. He took to existence as an imp like a fish to water, reveling in the slow temptation of mortal magic users who he was assigned to tempt, and the souls they damned.
The truth, not that he'll ever admit it, is that he wasn't anything special when it came to those duties. To be sure he had some successes, but then, if you spend long enough doing it, anyone will have some. He likely would have been doomed to obscurity if it were not for a singularly fateful encounter. Abdiel was summoned by a rather dark minded sorcerer, who needed someone to help him win a place in a secluded order of assassins.
Like any familiar, Abdiel served his 'master' with the appearance of faithfulness, and had a certain level of ennui at the prospect of being bound to a mortal with such small ambitions. Steal the secrets of a group of killers, simply because you wanted power? It would be easy to push this sorcerer to damnation, yes, but how much collateral damage would there be as it happened? Almost none, by his calculations. How was he ever to hope that he might gain advancement if he kept getting these men of limited ambitions to deal with?
The infiltration was easy, but as Abdiel watched the sorcerer stealing secrets, he realized that perhaps there were some here he could steal as well... an alternate way to advance himself, by returning with skills that were uncommon amongst other imps. The focus on stealth and striking from the shadows that these warriors favored was almost perfectly suited to his natural capacities.
So he made certain that his "master" was caught and killed, leaving him free to stay behind in the material plane and study the tricks and techniques of these ninjas. And he began to realize that the mortals had plenty to offer in fighting the blood wars, beyond simply their souls. Eventually, of course, he fled the ninjas' retreat, worried that they might have somehow discerned his illicit studying, and intent on returning home with the knowledge (and materials) he had been slowly pilfering from their stores.
It was on this journey that Abdiel first got the chance to test his talents against an enemy, when he accidentally wandered through the territory of a gang of brownies. He was overconfident at first, and so quickly overwhelmed and captured. Believing him to be the scout of some form of enemy, the brownies set about trying to convince him to tell them what was coming. Abdiel had nothing he could say, but surviving the experience (and murdering the brownies later) strengthened his mind against the madness that the fey creatures so often inflict on others. From the bodies of his slain captors he took a magnificent sent of leaf armor that they had been given by a local enclave of elves.
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DreamAtelier |
Also, out of curiousity... are ability score increases based solely off class levels, or do total hit dice determine them? I ask because I wasn't sure, so I built Abdiel as if it were only class levels. If it's total hit dice, then I'll be bumping his charisma up by 1, and his concept becomes far more concretely capable.
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Bloody_KissesGM |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
@Fredrik- if you are wanting to go with something feline to add the lycanthrope template to now or later, I suggest the Tibbit from Dragon Compendium
@DreamAtelier- Ability score increases are based off of total hit dice. So for ever 4 combination of racials or class, you get to increase an ability score.
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DreamAtelier |
Sweet, thanks Bloody Kisses. Updated mechanics are done.
Male Imp Ninja 2
LE Tiny Outsider (Devil, Lawful, Evil, Extra-planar)
Init +5 Senses Darkvision 60ft, Detect Good, Detect Magic, See in Darkness
Perception +9
------
Defenses
------
AC 23 Touch 18 Flatfooted 17(+5 Dex, +1 Dodge, +1 Natural, +2 Size, +4 armor)
HP 33 : Fast Healing 2
Fort +1, Reflexes +11 Will +3
DR 5/good or silver; Immune to Fire and Poison; Resist Acid 10, Cold 10
------
Offense
------
Speed 20 feet, Fly 50 feet (perfect)
Melee Sting +11 (1d4 + poison)
Ranged Dart +11 (1 damage)
Space 2 1/2 feet, Reach 0 feet
Spell-Like Abilities (CL 6th)
-Constant: detect good, detect magic
-At will: invisibility (self only)
-1/day: augury, suggestion (DC 15)
-1/week: commune (6 questions, CL 12th)
------
Statistics
------
Strength 11, Dexterity 21, Constitution 10, Intelligence 11, Wisdom 10, Charisma 14
Base Attack +4 CMB +2 CMD 17
Feats Dodge, Weapon Finesse, Flyby Attack
Traits Asmodean Demon Hunter, Defy Madness
Skills (34 ranks +2 for favored class = 36 total) Acrobatics 1 (+9), Appraise 1 (+4), Bluff 3 (+8), Diplomacy 1 (+6), Disable Device 3 (+11), Disguise 1 (+6), Escape Artist 1 (+9), Fly 5 (+25), Knowledge (Arcana) 1 (+4), Knowledge (Planes) 1 (+4), Knowledge (Nobility) 1 (+4), Linguistics 3 (+7), Perception 5 (+9), Sleight of Hand 1 (+9), Spellcraft 1 (+4), Stealth 2 (+18), Use Magic Device 5 (+9)
Languages: Common, Infernal, Abyssal, Celestial, Undercommon
SQ Change Shape (Boar, Giant Spider, Rat, or Raven, Beast Shape II)
Gear(2,400 gp) +1 Leaf Armor (1,500 GP), Cold Iron Darts (x12) (60 GP), Dust of Tracelessness (x2) (500 GP), Alchemist's Fire (x2) (40 gp), Unguent of Timelessness (150 GP), Universal Solvent (x2) (100 gp), Holy Water (x2) (50 GP)
-------
Special Abilities
-------
-Poison (Ex): Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
-Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
-Ki Pool (Su): Contains 3 points.
-Sneak Attack: +1d6 Damage against any target that would be denied dexterity to their AC, or when flanking a target.
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loimprevisto |
![Rokova](http://cdn.paizo.com/image/avatar/PF20-05.jpg)
OK, I think everything's ready including background and spell choices. Here's Tia, a hedonistic spider girl, for your approval:
5HD Aranea + Sorcerer 3 (Arcane bloodline)
STR 9
DEX 22
CON 16
INT 16
WIS 10
CHA 22
HP 73
AC +3(natural) +6(dex) +2(shield)
FORT +10
REF +12
WILL +7 (+2 vs charm/compulsion)
BAB +6
CMB +6
CMD 22 (+12 vs overrun/trip)
Init +6
Movement: Speed: 50', 30'(climb)
SQ: Low-light vision, darkvision 60', poison, webs
Traits: Magical Lineage (web), Birthmark (Fierna)
Feats: Master Craftsman, Eschew Materials, Improved Familiar (imp consular), Silent Spell, Ectoplasmic Spell
15 Acrobatics 6+4+3+2
7 Appraise 3+1+3
15 Bluff 6+6+3
18 Craft (weaving) 3+8+3+2+2
11 Climb -1+1+3+8
10 Escape Artist 6+1+3
10 Intimidate 6+1+3
11 Knowledge (Arcana) 3+5+3
10 Knowledge (Planes) 3+4+3
4 Linguistics 3+1
10 Perception 0+3+3+2+2
10 Spellcraft 3+4+3
10 Stealth 6+2+3
10 Use Magic Device 6+1+3
Languages: Common, Sylvan, Infernal, Abyssal, Aklo, Undercommon
Web (Ex): In spider or hybrid form an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50' with a range increment of 10' and is effective against targets of up to Large size. The web anchors the target in place allowing no movement. An entangled creature can escape with a DC 17 Escape Artist check or burst the web with a DC 21 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su) An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid form, an aranea's speed is 30 feet and it has no climb speed.
Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save.
Bloodline Arcana: Apply a metamagic feat to a spell, increase the spell's DC by +1.
Metamagic Adept (Ex): 1/day apply any one metamagic feat known to a spell without increasing casting time.
Spells
0: detect magic, read magic, ghost sound, light, mage hand, mending, open/close, arcane mark
1x8: charm person, disguise self, silent image, mage armor, hydraulic push (APG), identify*
2x8: web, pilfering hand (UC), resist energy
3x6: force punch (UM), suggestion
4x4: charm monster
10,050 gp total
3,500 gp weapon
2,000 gp magic
1,050 gp limited
500 gp gear
Weapons: (3500)
25 +1 bolts 1000
(5 silver, 5 cold iron)
4 +1 holy bolts 1440
3 +1 devil bane bolts 480
3 +1 demon bane bolts 480
5 tanglefoot bolts 100
Protection: (3000)
+1 Mithral Buckler 2000
+1 Cloak of resistance 1000
Magic: (1800)
Efficient quiver 1800
Limited use items: (1250)
Scrolls: 500
Endure Elements x2
Shield x4
Unseen Servant x2
Comprehend Languages x3
Reduce Person x3
Jump x3
Expeditious Retreat x3
Wand of CLW 750
Gear: (493)
Buckler
10 cold iron bolts
10 silver bolts
Masterwork Crossbow
6 spears
2 doses universal Solvent
18 sunrods
2 scrollcases
masterwork weaving tools
He differs from the imp consular in the PRD as follows:
Familiar bond (alertness, improved evasion, empathic link, share spells, deliver touch spells)
36 Hit Points
+4 natural armor
suit of padded leather armor, masterwork lockpicks
Feats: Skill Focus: Knowledge (Planes) instead of Dodge (+10 total)
Skill ranks: -2 ranks in fly (+19 total), -2 rank in spellcraft (+5 total) / +3 ranks in disable device (+8 total), +1 rank in Craft (weaving) (+5 total)
Tia is a greenish-brown 120lb spider with a red birthmark on her abdomen. In human or hybrid form she looks like a waifish young woman with black hair and green eyes, usually dressed in exquisite silk clothing of her own make. Her birthmark looks a bit like this:
.ψ.
and is on the back of her left shoulder in human-form. She is generally only interested in other people for what they can do for her and has no compunctions about manipulating or enchanting others to get what she wants. She has done some business with drow in the past, as they are one of the few cultures who hold her in esteem for her natural form rather than greeting her with terror or revulsion. Tia is quite passionate about her craft, and will go out of her way to learn a new rune or some innovative magical technique; she is also somewhat obsessive about metamagic rods, having recently lost hers to a to a devil who out-bargained her.
...I hope that gives you enough hooks to work with :)
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Rolukk Earbiter |
![Orc](http://cdn.paizo.com/image/avatar/A2_Orcs_at_the_Gate_HIGHRES.jpg)
I would submit for your approval:
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Bloody_KissesGM |
![Sivit](http://cdn.paizo.com/image/avatar/A8-Darksphinx.jpg)
@Rolukk Earbiter- Degenerative fiendish scaly things are precisely up Demogorgon's alley! Not to mention the yuan-ti god Merrhshaulk sets up his abode in the Abyss as well.
I have no problems with a Half-Fiend Degenerate Serpentfolk.
@loimprestivo- Good baskstory, definitely something I can work with.
@DreamAtelier- What, no tiny shinobi shozoko? =P
@Mark Sweetman- Looks good to me.
All of the backstories I'm seeing are good thus far, it's going to be fun choosing the final elite when the time comes!
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![]() |
![Belloq](http://cdn.paizo.com/image/avatar/PJ3-Belloq.jpg)
Hiya,
Game concept looks awesome. Would have liked to join but I see you have an Aranea on offer already.
I played one many years ago, and they rock and are awesome. What the GM and I discovered, however, was that the web ability is overpowered. Nets have great hit chances and bestow some nice penalties, but the web ability stops movement completely. I found that I could take down most single opponents easily by webbing them, then zapping them till they died. Even a STR 22 critter needed an average of 4 rounds to escape.
Just warning you as my GM and I worked hard to balance my PC and this came as a bit of a surprise to us both, having rarely used the net rules.
Enjoy.
:- D