Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter.

“I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”
“For their blasphemy, I am going to burn Talingarde to the ground and from the ashes I will build a new nation that knows its rightful master. I cannot do this alone. I seek servants worthy of our Infernal Father’s majesty. Have I found them in you?”
He rises and his eyes flash with hellfire and divine purpose. “Join me! Serve me well in this holy endeavor and I will raise you up in the eyes of gods and men. I will make you prince of the new Talingarde. Today, swear fealty to me and to Asmodeus.”
“Put aside forgiveness and I shall give you vengeance. Put aside mercy and be made powerful. Put aside peace and become my harbingers of war. What say you? Will you swear your allegiance or will you burn with the rest of the blind fools?”

==/==

Opening recruitment for one more villain for Call Forth Darkness!

Current party setup is:
Johan Hale - Inquisitor
Heinrich Cornelius Agrippa - Conjurer
Eldred Crofter - Ranger
Father Sidious - Cleric

==/==

Creation rules:
Level: 6.
Starting wealth: 9k
Aligniment: LE, even if you class say you can’t be LE, I’m allowing it.
Traits: 2
Drawbacks: Nops!
Banned classes: Samurai, Ninjas, Summoners, Gunslingers, Paladins, ACG classes I don’t have the source book, and it’s not on Paizo PRD.
Abilities Score: Focus and Foible or 25pt. You can roll for F&F, if you don’t like your rolls, you can change for 25pt buy.
Multiclasses: Allowed, one extra class.
Archetypes: Allowed, only one per class.
Prestige classes:Allowed, as long your background history cover it.
Background: Why are you evil? What have you done to attract the Cardinal attention, and motivate him into inviting you to join his plans? Don’t need to be necessarily big, but well written and concise backgrounds are a boost.
Motivation: Why do you what you do?
Personality: You character at first glance.
Metal Abilities Score: Dumping mental scores is fine, as long you don’t put int/wis/cha 8 or less and RP your char as the most smart/wise/charismatic person in the party. If you want to dump any ability, be prepared to RP it.
Skill Points: You have two extra skill points per level.
Sourcebooks: Anything on Paizo PRD is fine, except for Mythic Adventures, and Technology Guide. If you want to use anything else outside PRD, you’ll need to talk to me first.
3rd Party: Maybe, the party members will have the final saying if they want it or not. If they accept and you get chosen, you must be willing to share the sourcebook for reference.
Posting Rate: We usually post more than once a day. Because of that, 1/day posting rate is the minimum required, with the weekends free.

==//==

How to get chosen: I’ll consult the current players over the app and see what they think it would be best for the party. From the current setup, we have a Inquisitor in fullplate, a reach cleric, the urban ranger swapping into melee and ranged combat as need arises and acting as party scout and rogue, and lastly the mage, partial battlefield controller, wannabe devilbinder.
I’ve already talked with them, and they don’t want any competition in party roles. That means: Inquisitors, Rangers, mages, clerics have less change of being selected. Of course that if you have a strong concept, this may change.

How to not get chosen:
Min-maxers, optimizers, rule-benders and one-week-posting-rate players will not be considered.
I don’t mind well-crafted and concise characters. But if you want to optimize you char, your background should be above average and explain those optimizations.

Any question, drop me a line. :)

About the DM:

Not my first DM’ing experience.
I don’t mind players that like rules, as long it does not bog down the game. I prefer history over combat.
I’ve been gaming since 2001. Mostly 3.5, pathfinder in the last couple of years.
English is not my main language, some grammar errors are bound to happen, I do my best to prevent then.

Recruitment will be open until saturday, sep-13. Result will be posted sunday.


I have the psychotic Gypsum Dellonaire Alchemist/Rogue... I would have him originally being CE but he has learned to value law over chaos but he is a psycho...

I just need to upgrade him to 6th level


Will work on a hungry ghost monk, most likely 1/2 Orc or human

Str 18
1d10 + 8 ⇒ (1) + 8 = 9
1d10 + 8 ⇒ (2) + 8 = 10
1d10 + 8 ⇒ (4) + 8 = 12
1d10 + 8 ⇒ (3) + 8 = 11
Cha 8

WOW...JUST WOW !!!!

I guess I am going 25 point but then


"You must know our enemy! Tiadora will provide you with basic knowledge about them." says the cardinal.

Tiadora, a hauntingly beautiful woman in an elegant black dress, her hair is so platinum as to almost be white and her eyes are a vibrant almost unearthly green, hand over to you a parchment.

There you can read the following:

Talingard:
Integration into Pathfinder Setting

Deities All the deities from the Pathfinder setting all exist here with the addition of Mitra, a Lawful Good deity of Sun and Healing. Mitra is the primary deity in Talingarde with most chaotic and/or evil cults being driven into hiding or eliminated. Cults of Asmodeus, Norgorber, Urgathoa and Zon-Kuthon are especially rare, being driven almost to extinction.
Deities such as Torag (mostly worshiped by dwarves), nature deities such as Erastil & Gozreh (inhabitants of the Caer Bryr) and Abadar all have some limited followings.
Warlike deities (such as Gorum) are popular with the bugbear tribes north of the Watch Wall, although piety is rarely a noted quality of the goblinoids.
Mitra and Asmodeus are represented most prominently in the campaign however.

Location in Golarion For simplicity, Talingard (the isle) is located just north of the shattered isles of Azlant, west of northern Varisia.

Story of the Kingdom of Talingarde

Rise of House Darius Talingarde may be a peaceful and prosperous kingdom at the start of the campaign, but the nation has certainly had a troubled past. Only eighty years ago, the kingdom weathered a bitter war of succession fought between the largely half-elven nobility of House Barca and the human dynasty of House Darius. House Barca was infested by vampire-tainted bloodline, some of the eldest members being full vampires while their lesser progeny haunted the countryside. Asmodeus was their chosen god and power their only objective.
House Darius, on the other hand, were staunch supporters of the sun god, Mitra, and had fostered the rebellion to bring the undead menace to an end and bring the cult of Asmodeus down.
On the Plains of Tamberlyn just north of the capital city, two great armies met and decided the future of this dominion. One army was commanded by King Jaraad of House Barca, a great half-elven hero mounted on a griffon, the symbol of his house. The other was led by Markadian of House Darius, a young upstart paladin who would not bow before all the gods of the Talirean pantheon (in particular Asmodeus).
The Battle of Tamberlyn remains the most famous conflict in all of Talingarde’s history. House Darius was gravely outnumbered but far more fiercely committed to their holy cause. Much of House Barca’s army was paid mercenaries fighting for nothing more than gold (and some with the promise of immortality). The Battle was fought between two large stone spires (the so-called Lords of Tamberlyn) that rise from otherwise level ground. A small brook splits the spires crossed only in one place by an ancient stone bridge. The brook is not deep but still would be difficult for men in armor to cross.
Markadian took to the field first, seizing the bridge with his knights and positioning infantry on both his right and left flank. The famed archers of Barrington and Embryl, with their mighty longbows of yew, were positioned behind the infantry. Outnumbering his foe many times, King Jaraad hoped for a quick victory and sent his mercenary crossbowmen forward to bombard the knights on the bridge. The hope was that a few volleys of crossbow shot would kill many of the knights and paladins of House Darius. Deprived of their leadership, the rest of the soldiery would likely flee from the battlefield when the king moved the bulk of Barca’s army forward.
However, the crossbowmen advanced too close and the infantry on Darius’ right flank performed a surprise charge. The charge caught the mercenaries off guard and they fled with hardly a shot fired. So disgusted was the knight commander of Barca behind the mercenaries that he ordered his knights to charge forward through the “cowardly retreating rabble” to attack the relatively exposed Darian infantry.
The result was a chaotic muddle of panicked mercenary and tangled knights. It was then that the Darian archers begin to fire their volleys. The arrows rained down on the knights and took a princely toll on the Barcan force. King Jaraad saw the muddle that his left had become and ordered the other pincer of his army forward. They moved swiftly at first along the banks of the brook but soon found themselves equally bogged down in mud. They too began to receive a hail of arrows.
Finally the Barcan left pushed through the mercenaries and charged the bridge. It was here that the heaviest fighting of the battle took place. On the bridge of Tamberlyn the knights of Darius met the full might of the Barcan army and held the line. The Barcan army was packed in so tight trying to cross the bridge that there rear ranks were at the mercy of the Embryllian archers.
King Jaraad could watch the slaughter no longer. He flew his elite personal command – a dozen knights on griffons to the other side of the bridge hoping to flank the defenders and break their line. What he encountered instead was the young Lord Markadian and his personal guard. The battle between Markadian’s knights and the griffon riders has been immortalized in several songs and plays. Suffice to say that after a great battle, a dozen dead griffons littered the field and only Markadian of Darius and King Jaraad of Barca remained combatant. They fought fiercely and in the end, Markadian slew Jaraad upon the banks of the Tamberlyn brook and claimed the throne of Talingarde.
At the end of the day, the battle had proved to be a slaughter. The military might of House Barca was broken and House Darius came to power. It would have been easy then for House Darius to seek revenge against their former enemies but instead King Markadian I called the Victorious showed mercy. He allowed the nobles of House Barca to keep their lands if they would only swear loyalty to the new king and bow before the great god Mitra. Only those discovered to be undead were put to the sword. The surviving members of House Barca accepted and peace once more came to Talingarde. The crisis of succession was over and the religion of the isle was decided.
Mitra the Shining Lord became head of the Talirean pantheon.

The Victor Upon the Throne The Victor upon the Throne When Markadian I came to power there was great uncertainty of how capable a king he would prove. While he was a great warrior, he had never ruled and there was reason to doubt this young paladin could control this divided land. He soon put those doubts to rest.
Markadian I called the Victorious (usually simply The Victor these days) was the sort of ruler that only comes once every thousand years. His first move was uncovering the hidden covens of vampires that plagued the lands. He was remarkably successful in this regard, with dozens of undead being destroyed throughout Talingarde. At the battle of Farholde he dealt the bugbears of the north a savage defeat and scattered them for a generation. He confronted the pirates who had made the western coast of Talingarde their stronghold and burnt them out. It seemed that the Victor was undefeatable upon the field of battle.
So fearsome was his reputation that by the later years of his reign, he merely sent a letter to a rebellious warlord in the west that read, “Must we meet on the fields on war?” The warlord relented and became a loyal subject. By the end of the Victor’s reign, almost all of the island south of the Watch Wall was firmly a part of Talingarde. Only a few parts of the great and trackless forest, the Caer Bryr, remained wild and unmapped.
More than a soldier, he also proved a great builder and statesman. He raised the capital Matharyn from a small city into a great metropolis. He reinforced the watch wall, commissioning three new fortresses. He eased tariffs bringing merchants from the mainland to the oft-isolated isle once more. He personally visited the Lands of the Yutak tribesmen in the north and made peace with their great chiefs. And though the paladin spread the religion of Mitra and discouraged devotion to other deities he tolerated temples to “lesser” gods as long as they were discrete. For forty six years the Victor sat upon the throne bringing a golden age to Talingarde. Today, his statues are to be found in almost every town and hamlet throughout the kingdom. He did have his faults though. Like so many great rulers – he was a great soldier and king but a poor father.

The Scholar and the Monster After the death of the Victor, his oldest son Martius ascended to the throne as King Markadian II called the Learned. More a scholar than a king, Martius proved largely disinterested in affairs of state. He commissioned the great library at Matharyn and began renovation of an old family castle into the great palace known as the Adarium. As the first wing of the Adarium was completed, he retreated there and was rarely seen in public.
The other son, Prince Hallen, was not so reserved. Though he had no official power, he often ruled in the king’s absence and commanded great loyalty from the knights of the realm. This might have been an acceptable arrangement. After all, Prince Hallen was a soldier and an heir of the Victor. He could have become the de facto ruler while the official king sat in his distant pleasure palace and library. Alas, that Prince Hallen was also mad.
Prince Hallen became convinced that his mother (who had died in childbirth) was not the queen but an angel of Mitra. He believed himself a demigod and incapable of wrong. At first the Prince’s madness was subtle. He often dressed all in white and even had a magic set of wings made for himself that allowed him to soar over the capital.
But in time the visions began. He communed with these so-called angels and they whispered that he should replace his brother and become the true and immortal master of Talingarde. The king received disturbing reports of the prince’s madness and plots but refused to believe them. “My brother but jests,” is famously what Markadian II replied to the reports. Finally the “angel” prince would wait no longer. He flew to the Adarium and with a flaming sword slew his own brother amidst his books and proclaimed himself Markadian III called the Immortal. His brother’s six year reign was at an end.
For a brief time, it was possible that Markadian III’s claim of kingship might have been acknowledged. His brother after all was little loved and tongues wagged that getting rid of the absent king was a blessing. Maybe the new king was a divine messenger of Mitra’s will. But within days the mad decrees began from the Adarium. The king decreed that Mitra’s high holy day would no longer be the summer solstice but instead would become his own birthday. He ordered the military to prepare to invade Hell and commanded his wizards to research opening a great gate. First, he explained to his flabbergasted advisors, the army would go through the gate to the shining realm of Mitra himself to call forth an army of angels. Then he personally would lead the host to invade the nine hells and overthrow Asmodeus himself.
Finally the people had enough of this madness. Officially, the histories record that after only five months in power Markadian III called the Mad tried to fly from the highest spire of the Adarium without his magic wings. More likely, he was thrown from the spire by paladins who would tolerate no more of this madman’s blasphemies. Whatever the truth, his reign was over.

Blame the Devil Fortunately for Talingarde, Martius (Markadian II) had a son — Marcus. The grandson of the Victor was neither mad nor a recluse. He had been clever enough to avoid the Adarium and the capital during Prince Hallen’s angelic rampage. Marcus was a handsome knight twenty nine years of age and closely resembled his grandfather the Victor. Thus was Talingarde spared another disastrous war of succession. Marcus returned to the capital and was crowned Markadian IV called the Zealous. The new king quickly realized that he needed to solidify his power and explain away the difficulties of the last six and a half years. In short, he needed an enemy to unify this fractured Talirean nation. He found one – in the vampires of legend. King Markadian IV blamed hidden vampiric covens and cults to Asmodeus for using their black magic to summon an evil spirit to possess the former king thus driving him mad. It was a brilliant political solution (though an utter fiction). It removed blame from the royal house of Darius and instead placed guilt squarely upon a semi-mythical bogeyman. This was the beginning of the Great Purges. The Knights of the Alerion took the lead in destroying and burning people believed to have any connections to vampires or infernal powers. A good number of dhampirs and tieflings were burned alive while mages and priests with even the faintest interest in necromancy were tortured and executed. Although the death of countless innocents occurred, sentient undead (especially vampires) were hunted almost to the point of extinction.
Markadian IV died comparatively young, only 41 years old of a mysterious illness. There were rumors that a strange curse had placed a curse upon the king by vengeful necromancers. These rumors only fueled the purges further.

A Brave New King Markadian IV was followed by Markadian V, his son. Twenty-two when he took the throne (the same age as the Victor), he has ruled for sixteen years as a capable, energetic king who has done much to put bad memories in the past. Beloved by his people, he has proven again and again he is the true heir of the Victor. Early in his reign, he personally led the army to relieve the Watch Wall after another bugbear incursion. It was on the watchtower walls that he earned himself the title The Brave Markadian V has continued the prohibition against the undead menace, but does not pursue the purges with the same vigor as his father. After all, that battle is largely won. No one has heard of a vampire in Talingarde for years. Instead, he turns his attention to the west and the north hoping to be the king who brings the entire island of Talingarde under his dynasty’s dominion. He has failed in one duty however. He has failed to yet produce a son. Instead, he has only one child — a beautiful, brilliant young princess named Bellinda. Twenty years of age, she is already a prodigy of arcane magic. If her father produces no heir it is an open question whether the men of Talingarde will follow a queen instead of a king. Her story is yet to be written.

Organizations of Talingarde

The Knights of Alerion This venerable brotherhood of knights dedicated to Mitra’s service was once a minor order. However, during the war of succession, they were the only order to side with House Darius. All the rest sided with House Barca. With Markadian’s victory and the elevation of House Darius to royalty, this order has risen to become the greatest and most prestigious order throughout the land. To “fly with eagles” (the heraldic symbol of the Alerion is the eagle) is used as a synonym for joining this order.
Fiercely religious, all its members must swear oaths of service to Mitra and support the Mitran Church. Oaths of chastity and poverty are not uncommon among the more devout members of this order but are not required.
Uniquely, this order of knights does not require noble blood. Any commoner who can pass the rigorous tests of membership can become a member. Of course, the overwhelming majority of its members are highborn. How often do farmers train with the horse and sword? Still, some of the most prestigious members are common heroes who have answered the call of the Shining Lord.
Nowadays one could be forgiven for thinking this the only knightly order in the land. This is untrue of course (see below) but what is undeniable is that the Order is the most influential military organization in Talingarde.
This Order is led by no less august a personage than the King himself. Markvadian V called the Brave is the highest ranking member of the Knights of the Alerion.

Sacred Brotherhood of the Gryphon The other major order of knights in Talingarde, the Brothers of the Gryphon are actually a coalition of older orders that banded together after their membership numbers were shattered eighty years ago in the war of succession. Largely secular, their order requires no divine oaths to join. They do however require noble blood.
Since the war of succession and their pardon by the Victor, the Brothers have proven their loyalty to Talingarde again and again. Numerous Brothers have served as commanders on the Watch Wall. They have held every possible military position of any prestige.
Still today, there is no doubt this is an order in decline. Led by Lord Vastenus of Barca, the king’s most trusted commander, there remains some jealousy amongst the Brothers of the great prestige the Knights of the Alerion now enjoy.

The Church of Mitra If there is any organization that may rival the royal house in power in Talingarde today, it is the Church of Mitra. There is no community of any size that does not have at least a church house and a single priest of this religion. There are involved in the daily lives of the peasants like no other group. Every birth, every death, every marriage, and every festival is presided over by a priest of Mitra.
Overwhelming, the Church is a force for benevolence throughout the kingdom. Has there ever in history been an organization with such power and influence and yet so untroubled by corruption? This is not to say the Church has not had its scandals. Priests who indulge their vices; bishops who misappropriate funds for personal gain; cardinals who use their office for power instead of holy work -- these happen. But what makes the Church of Mitra so remarkable is how rarely they happen. The servants of the Shining Lord are trusted by the people of Talingarde and for good reason.
Led by the High Cardinal Vitalian of Estyllis, the Church is experiencing a zenith of influence and culture. In Matharyn, the kingdom’s capital, the great Cathedral of the Sanctum Solaris has just been completed. Its soaring frescoes and magnificent statuary are without equal on the isle.

The Blessed Order of St.Macarius This monastic order has dedicated itself to healing the sick and relieving the suffering of the people, thus following in the footsteps of the founder St. Macarius the Mendicant. They do this without charge or any expectation of repayment. This has earned them the gratitude and love of people throughout the domain.
Further, in times of war, the brothers of this order accompany the army into battle. Healing both sides, they do their best to minimize the loss of life. There are even tales of these monks healing bugbears who attacked the Watch Wall in hopes that these acts of kindness will eventually lead the shaggy invaders to reconsider their violent lives.
This order has another claim to fame. Most of the clergy who follow Mitra will never cast a single divine spell. Most priests though they worship Mitra are not direct channels for his will. Of the rare priests who can actually use divine magic, the overwhelming majority are members of this order.
The leader of this order prefers to remain anonymous but is doubtless located at the Monastery of St. Macarius, the order’s central base of operation and founding site.

Then, the Cardinal stands and continues "This whole endeavor, of course need to be tightly planned, rules must be set, and they must be obeyed!"

House Rules:

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Ex: A Rogue try's a perception check to hear if there's anything on the other side of the door, he rolls 3 and add his bonus (+7), you got a 10 result. The char is not aware he was bad at listening, to him, he did not heard anything because there's nothing o the other side(he trust his skills, there is no "ops, I was bad at this listening attempt."), but the player will know that there is a high chance of something on the other side. And let's be fair, it's really hard not to change your character actions because of your bad roll.
Rolls that will be handled by the GM:
Perception(all of then).
Bluff.
Sense Motive.
Appraise.
Stealth.

Test results:
If there is something to be seen, a bluff to catch, a enchantment to notice, I will not put that info inside a spoiler with the test DC. Only when someone beat that DC it will be available in a spoiler for those who passed the test.

Combat rules:
I'm a fair GM, I don’t roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most important part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But don’t stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from PAIZO PRD, you'll need to search it inside the game. Basically what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Dark Archive

I would like to be a LE barbarian of asmodeus.
1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17


Jarred Henninger wrote:

I would like to be a LE barbarian of asmodeus.

1d10 + 8 ⇒ (7) + 8 = 15
1d10 + 8 ⇒ (9) + 8 = 17
1d10 + 8 ⇒ (10) + 8 = 18
1d10 + 8 ⇒ (9) + 8 = 17

The cardinal smiles in at your fitting body and fast mind ”The Dark One has blessed you!” he proclaims.

That’s some nice rolls you got there! Focous and foible however you sum +7, and you must declare your Focus and Foible before rolling.

Here is the actual result:
1d10 + 8 ⇒ (7) + 7 = 14
1d10 + 8 ⇒ (9) + 7 = 16
1d10 + 8 ⇒ (10) + 7 = 17
1d10 + 8 ⇒ (9) + 7 = 16

Focus and Foible:

Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score.
The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. Those are your other four scores.

Dark Archive

Really?
Oh nos...the tragedy. [/sarcasm]
I'm off to give a barbarian an 8 int, I like the classics.


Jarred Henninger wrote:

Really?

Oh nos...the tragedy. [/sarcasm]
I'm off to give a barbarian an 8 int, I like the classics.

That would sure be awesome to see!

Str 18
Dex 14
Con 16
Int 8
Wis 17
Cha 16

Almost a Conan, the barbarian!


Int 18
Str 1d10 + 7 ⇒ (2) + 7 = 9
Dex 1d10 + 7 ⇒ (1) + 7 = 8
Wis 1d10 + 7 ⇒ (10) + 7 = 17
CHa 1d10 + 7 ⇒ (10) + 7 = 17
CON 8

Nice... These rolls are going to be fun...

Dark Archive

Hp?


I knew I was forgetting something!

Max at first level, roll for the others.


Dotting. I have a character I could port over from a meatspace game where we didn't finish the first book before the bottom fell through. A Dragon-blooded sorceror going into Dragon Disciple, who's looking to explore both her heritage and arcane knowledges that the Mitrans may consider a little too "evil" to let a student of run around. Took the "summoned demons" crime when originally rolled up.

I'll have to go dig up a two year-old Facebook conversation where I sent all the backstory to the GM and then edit, so I'll get her backstory written up later today.

Dark Archive

5d12 + 30 ⇒ (2, 7, 1, 12, 4) + 30 = 56

The generator, she is a fickle mistress!


Here's the backstory for Ariana D'Arach, Draconic Sorceror 5/Dragon Disciple 1.

Background:
For Ariana D'Arach, nothing was more important than magic. Neither of her parents fostered their gifts; her father was a hedge wizard who sold small magical trinkets and offered spellcasting services, while her mother always concerned

herself more with theory and scholarly pursuits than her own abilities. Their daughter, however, not only showed magical affinity from an early age, but ambition and intellectual curiosity. She wanted to learn everything she could, oftentimes not even about magic.

Any knowledge she could get her hands on, she consumed. It wasn't a problem, until she dug a bit too deep into years-untouched books belonging to her father, at which point she came across a book detailing various prayers and rites for the worship of

Asmodeus.

It was fortunate she went to her father in concern, and not to anyone else with the information. Her parents were both worshippers of Asmodeus, going back many generations on both sides. Their practice became hidden as Talingarde became a much more

fanatically Mitran kingdom, eventually not even continuing their worship in practice when she was born, out of the fear they would be discovered and their newborn put to death. In the two decades since, their faith had waned heavily, and neither really held any

passion or devotion left for the Dark Prince, and forbade their daughter from ever following in their footsteps or asking questions.

He also warned her about her heritage; there was a reason her father never developped his magic very far, and it was for fear of his lineage. Their family line held some kind of draconic affair many generations prior, and those who fully embraced magic found

themselves at risk of coming upon it. Her great grandfather became a hermit after he pushed himself to the degree where his flesh began to turn to scales. He told her to slow down her rapid pace of discovery and experimentation, lest it draw eyes and fear.

She couldn't not heed their warnings for even a week. She tried as subtly as she could to find information about Asmodeus, all of it Mitran propaganda, distorting and lying about the things she had read in her father's book. If the Mitrans were supressing the

worship of other gods, they may have also been hiding away other things. Knowledge that was a threat or affront to them. Magic, perhaps. She'd already come into her gifts by then, working tirelessly to hone her magic in hopes of finding a tutor who could help

her exceed what her parents had accomplished, and the thought of knowledge and magical the Mitrans kept hidden slowly became an obssession for her.

But nobody would teach her if she began to sprout scales. She'd already begun to grow claws for short periods every day, and she knew it would only worsen from there. No reputable mage would indulge her curiosities. So instead she turned to devils. Lowly

devils, who couldn't sate her thirst for knowledge, but she was still a fledging mage, and feared what would happen if she tried to summon something beyond her abilities.

Leaving home, both because of the restrictions of her parents on the advancement of her craft and fear for the consequences of a open devil worshipper growing scales upon her family, she continued to chase knowledge. In secret, she had taken with her the

book about Asmodeus, keeping it in secret as she worshipped and continued along her path. Like her father, she offered spells for coin, but at night, she sought the means by which to begin undoing the Mitran control of Talingarde. Looking for evidence of others

who still revered Asmodeus, or even just revolutionaries whose cause she could feign support for if it meant furthering her own goals. Petty criminals mostly, but she would have to make do with what she had.

But as she grew stronger, she realized that her draconic heritage wasn't what she'd expected. Rather than bearing proud scales of a fearsome chromatic dragon, her physical transformation brought gold. It was a delicious irony to her, a legacy of Asmodean

worship bearing the blood of the noble metallic dragons.

Motivation and Personality:
Ariana's main driving force is the furthering of magic and knowledge. In her eyes, Talingarde is too self-righteous and "pure" to embrace darker elements or tap into the wealth of knowledge that devils possess. She wishes to

eventually become the standard of magical ability to which others aspire to be, and by chasing development of her own powers she could further the advance the field of arcane studies.

To that respect, she wishes to overthrow Talingarde for several reasons, none of them entirely personal. As a worshipper of Asmodeus it certainly a duty in her eyes to topple the Mitrans and build a new society in reverence of the Dark Prince. But she doesn't

see herself as being queen of this new kingdom, as ruling is not where her ambition lies. Her true goal is to establish a magical academy that embraces any and all means of studying magic, no matter the cost. She would be the head, of course; just because she

doesn't have ambitions of being a monarch doesn't mean power in this kingdom she wishes to help create isn't something she will seize regardless of whether it leaves bodies at her feet.

Ariana is ambitious and self-absorbed. She belives herself the future of magic, and her comfortable upper middle class upbringing has given her airs of nobility she doesn't have. Between her upbringing and adherence to Asmodeus's teachings, she is selfish and

insufferably proud, as well as being snide, sarcastic, and more than willing to taunt or insult when the 'need' arises. But there is rage beneath her cool exterior, intense fury rising up whenever she is proven inferior to another, or gravely insulted.

As a Sorceror, Ariana's spell selection is focused mostly on blasty spells, with some utility (mostly buffs) sprinkled throughout where needed. Her bloodline and prestige class also give her the ability to have short spurts of melee combat,

eventually becoming a switch hitter once she's come into her powers. Out of combat, she's a bit of a party face, using her high Charisma for Bluff and Intimidate, and can certainly take useful non-combat spells that may be needed. I imagine the permanent wings

she gets eventually will also be a major boon to the party in some way. She'll also advance along the Eldritch Heritage feat tree, reflecting her Arcane Bloodline from her mother's side.

Bit of an aside here on the meele combat bit: Whether it's through the bloodline power claws she gets or through taking feats for weapons is something that, if chosen, I wanted to run by you. Draconic Bloodline only gives 3 + Charisma bonus rounds of claws per

day, with the only advancement as you level being that they slowly do more damage as you. It doesn't really outpace the more drawn-out combats seen at higher levels, so how would you feel about houseruling the claws to give an extra few uses per level? I'll wait on your thoughts before whipping up the sheet, since it'll effect quite a few things.


Would you accept the Pale Master prestige class from the Libris Mortis?


Dotting for interest. I have a concept in mind for an actor/playwright bard brought low by love, pride, and the church of Mitra. He would be a secondary melee / debuffer / force multiplier. Posting 2 x a day won't be a problem - I work with internet access most days and can check in from time to time. Writing a backstory, however, does take a good chunk of time for me. I'll probably not be able to get the character up until Friday night or Saturday - does submission close Saturday night?

Also, DM Aku, how do you feel about the Improved Dirge of Doom and Greater Dirge of Doom feats from the ACG, linked here to the SRD?

Thanks for your consideration!

Str: 1d10 + 7 ⇒ (2) + 7 = 9
Con: 1d10 + 7 ⇒ (3) + 7 = 10
Dex: 1d10 + 7 ⇒ (3) + 7 = 10
Int: 1d10 + 7 ⇒ (1) + 7 = 8
Wisdom = 8
Charisma = 18

Ha! Think I'll go with the 25 point buy...


ScubaSteve93 wrote:
Would you accept the Pale Master prestige class from the Libris Mortis?

A 3rd party already did a conversion for Pathfinder?

I'm not really too keen in converting myself. xD


Fighting Chicken wrote:

(...) get the character up until Friday night or Saturday - does submission close Saturday night?

Also, DM Aku, how do you feel about the Improved Dirge of Doom and Greater Dirge of Doom feats from the ACG, linked here to the SRD?

@Dice roller can be cruel.

If I feel that there's not enough time to create a good background for strong applicants, I may extend the recruitment for a day or two.

Officially tho, it's until Saturday night.

@Feats

If you get chosen, we'll discuss about it and try reach a common ground.


Oh wow, I just realized how terribly formatted my post came out. If you'd like, I can repost it for readability.


To everyone involved, Aku is a great GM, very reliable poster and even handed in his rulings. He even puts up with Agrippa's tantrums when his summoned swarms don't work the way he wants them to.

Also, if you bring in an arcane caster, Agrippa may suffer from some insane jealous rages....just sayin.


Heinrich Cornelius Agrippa wrote:
Also, if you bring in an arcane caster, Agrippa may suffer from some insane jealous rages....just sayin.

I'll tell you all a secret.

Bring him a demon-binder tome or a spellbook, and you'll have him eating in your hands in no time!


Fleetwood Mac and Cheese wrote:
Oh wow, I just realized how terribly formatted my post came out. If you'd like, I can repost it for readability.

You still have time to re-format it!


It's been longer than an hour, which is the window to edit a post, so I'll just paste it all back into here from the Notepad file I was working on:

Background:
For Ariana D'Arach, nothing was more important than magic. Neither of her parents fostered their gifts; her father was a hedge wizard who sold small magical trinkets and offered spellcasting services, while her mother always concerned herself more with theory and scholarly pursuits than her own abilities. Their daughter, however, not only showed magical affinity from an early age, but ambition and intellectual curiosity. She wanted to learn everything she could, oftentimes not even about magic. Any knowledge she could get her hands on, she consumed. It wasn't a problem, until she dug a bit too deep into years-untouched books belonging to her father, at which point she came across a book detailing various prayers and rites for the worship of Asmodeus.

It was fortunate she went to her father in concern, and not to anyone else with the information. Her parents were both worshippers of Asmodeus, going back many generations on both sides. Their practice became hidden as Talingarde became a much more fanatically Mitran kingdom, eventually not even continuing their worship in practice when she was born, out of the fear they would be discovered and their newborn put to death. In the two decades since, their faith had waned heavily, and neither really held any passion or devotion left for the Dark Prince, and forbade their daughter from ever following in their footsteps or asking questions.

He also warned her about her heritage; there was a reason her father never developped his magic very far, and it was for fear of his lineage. Their family line held some kind of draconic affair many generations prior, and those who fully embraced magic found themselves at risk of coming upon it. Her great grandfather became a hermit after he pushed himself to the degree where his flesh began to turn to scales. He told her to slow down her rapid pace of discovery and experimentation, lest it draw eyes and fear.

She couldn't not heed their warnings for even a week. She tried as subtly as she could to find information about Asmodeus, all of it Mitran propaganda, distorting and lying about the things she had read in her father's book. If the Mitrans were supressing the worship of other gods, they may have also been hiding away other things. Knowledge that was a threat or affront to them. Magic, perhaps. She'd already come into her gifts by then, working tirelessly to hone her magic in hopes of finding a tutor who could help her exceed what her parents had accomplished, and the thought of knowledge and magical the Mitrans kept hidden slowly became an obssession for her.

But nobody would teach her if she began to sprout scales. She'd already begun to grow claws for short periods every day, and she knew it would only worsen from there. No reputable mage would indulge her curiosities. So instead she turned to devils. Lowly devils, who couldn't sate her thirst for knowledge, but she was still a fledging mage, and feared what would happen if she tried to summon something beyond her abilities.

Leaving home, both because of the restrictions of her parents on the advancement of her craft and fear for the consequences of a open devil worshipper growing scales upon her family, she continued to chase knowledge. In secret, she had taken with her the book about Asmodeus, keeping it in secret as she worshipped and continued along her path. Like her father, she offered spells for coin, but at night, she sought the means by which to begin undoing the Mitran control of Talingarde. Looking for evidence of others who still revered Asmodeus, or even just revolutionaries whose cause she could feign support for if it meant furthering her own goals. Petty criminals mostly, but she would have to make do with what she had.

But as she grew stronger, she realized that her draconic heritage wasn't what she'd expected. Rather than bearing proud scales of a fearsome chromatic dragon, her physical transformation brought gold. It was a delicious irony to her, a legacy of Asmodean worship bearing the blood of the noble metallic dragons.

Motivation and Personality:
Ariana's main driving force is the furthering of magic and knowledge. In her eyes, Talingarde is too self-righteous and "pure" to embrace darker elements or tap into the wealth of knowledge that devils possess. She wishes to eventually become the standard of magical ability to which others aspire to be, and by chasing development of her own powers she could further the advance the field of arcane studies.

To that respect, she wishes to overthrow Talingarde for several reasons, none of them entirely personal. As a worshipper of Asmodeus it certainly a duty in her eyes to topple the Mitrans and build a new society in reverence of the Dark Prince. But she doesn't see herself as being queen of this new kingdom, as ruling is not where her ambition lies. Her true goal is to establish a magical academy that embraces any and all means of studying magic, no matter the cost. She would be the head, of course; just because she doesn't have ambitions of being a monarch doesn't mean power in this kingdom she wishes to help create isn't something she will seize regardless of whether it leaves bodies at her feet.

Ariana is ambitious and self-absorbed. She belives herself the future of magic, and her comfortable upper middle class upbringing has given her airs of nobility she doesn't have. Between her upbringing and adherence to Asmodeus's teachings, she is selfish and insufferably proud, as well as being snide, sarcastic, and more than willing to taunt or insult when the 'need' arises. But there is rage beneath her cool exterior, intense fury rising up whenever she is proven inferior to another, or gravely insulted.

As a Sorceror, Ariana's spell selection is focused mostly on blasty spells, with some utility (mostly buffs) sprinkled throughout where needed. Her bloodline and prestige class also give her the ability to have short spurts of melee combat, eventually becoming a switch hitter once she's come into her powers. Out of combat, she's a bit of a party face, using her high Charisma for Bluff and Intimidate, and can certainly take useful non-combat spells that may be needed. I imagine the permanent wings she gets eventually will also be a major boon to the party in some way. She'll also advance along the Eldritch Heritage feat tree, reflecting her Arcane Bloodline from her mother's side.

Bit of an aside here on the meele combat bit: Whether it's through the bloodline power claws she gets or through taking feats for weapons is something that, if chosen, I wanted to run by you. Draconic Bloodline only gives 3 + Charisma bonus rounds of claws per day, with the only advancement as you level being that they slowly do more damage as you. It doesn't really outpace the more drawn-out combats seen at higher levels, so how would you feel about houseruling the claws to give an extra few uses per level? I'll wait on your thoughts before whipping up the sheet, since it'll effect quite a few things.


DM Aku wrote:
Fighting Chicken wrote:

(...) get the character up until Friday night or Saturday - does submission close Saturday night?

Also, DM Aku, how do you feel about the Improved Dirge of Doom and Greater Dirge of Doom feats from the ACG, linked here to the SRD?

@Dice roller can be cruel.

If I feel that there's not enough time to create a good background for strong applicants, I may extend the recruitment for a day or two.

Officially tho, it's until Saturday night.

@Feats

If you get chosen, we'll discuss about it and try reach a common ground.

Great - thank you! Saturday evening should be plenty of time for me to get a solid submission in.

Rolling for hp:

hp: 5d8 + 20 ⇒ (8, 6, 5, 1, 8) + 20 = 48


Going to roll a Monk
Foible = Strength
Folly = Charisma
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (9) + 7 = 16

5d8 ⇒ (3, 4, 6, 5, 3) = 21

What is your feelings towards brass knuckles and monks? Do they only deal the 1d3 damage, or can a monk deal their unarmed damage with it?


Aku, what are your thoughts on non-lawful Evil characters? (That is, Neutral Evil or Chaotic Evil.) Can a character fake devotion to Asmodeus? I'm assuming that some level of affinity for Asmodeus is required.

Dark Archive

So, I actually had a really crazy thought, and I'd like to run it by you, DM.

What might your opinion be on a Dwarven Antipaladin, but using the Stonelord Paladin archetype (obviously replacing Antipaladin abilities instead of Paladin ones). The general idea would be to make a LE Antipaladin that was designed to be an evil brick wall that gives his companions a wall of relative safety from which to fight behind.

If that doesn't jive with you, that's okay. I just thought it might be a really cool character to play in a game like this.


Edmin was part of a Way of the Wicked PbP that fell apart once we entered book 2. I would like to present him as he is my favorite character I have played to date in a PbP.

Anti Paladin 5 / Cavalier 1


Ansha wrote:
Aku, what are your thoughts on non-lawful Evil characters? (That is, Neutral Evil or Chaotic Evil.)

CE is not acceptable.

NE maybe.

As rule, you have to start as LE. The cardinal will not recruit someone that may risk everything (Meaning, someone not Lawful), you can, during the game, however, shift it for NE, but this transition must be slow and Rp'ed in game.

Ansha wrote:
Can a character fake devotion to Asmodeus? I'm assuming that some level of affinity for Asmodeus is required.

No chance. At this point, you must be someone tied to his cause.


Seranov wrote:
What might your opinion be on a Dwarven Antipaladin, but using the Stonelord Paladin archetype (obviously replacing Antipaladin abilities instead of Paladin ones). The general idea would be to make a LE Antipaladin that was designed to be an evil brick wall that gives his companions a wall of relative safety from which to fight behind.

Seems interesting.

I'll read it later, but unless there's something really breaking in that archy, I don't see why not.


Str: 18
Dex: 1d10 + 7 ⇒ (5) + 7 = 12
Con: 1d10 + 7 ⇒ (5) + 7 = 12
Int: 1d10 + 7 ⇒ (10) + 7 = 17
Wis:8
Cha: 1d10 + 7 ⇒ (2) + 7 = 9

I'm thinking of someone going down the Vampire path who has been studying alchemy to work out what is happening to them.

Gm how do you feel about the Vampire path feats?

Dark Archive

DM Aku wrote:
Seranov wrote:
What might your opinion be on a Dwarven Antipaladin, but using the Stonelord Paladin archetype (obviously replacing Antipaladin abilities instead of Paladin ones). The general idea would be to make a LE Antipaladin that was designed to be an evil brick wall that gives his companions a wall of relative safety from which to fight behind.

Seems interesting.

I'll read it later, but unless there's something really breaking in that archy, I don't see why not.

Neat. It pretty much gives up all the Cha-based stuff (including Divine Grace/Fiendish Resillience) and instead picks up a bunch of defensive stuff. The concept would be using a reach weapon and making it tough for people to get past me.

Character-wise, he'd be a dwarf that was so enamored with Asmodeus' focus on the law (every dwarf loves him some lawfulness!) that he became an warrior-priest of the church of Asmodeus. As one of the few dwarves called to the Prince of Law's service, he will combine his family's fighting style with the evil powers imbued in him by Asmodeus.

So, while it'll say "Antipaladin" in the class field, he'll really just be an evil dwarf knight with some magic powers (mostly Touch of Corruptioning stuff, maybe even through his weapon).


dot

Dark Archive

Rolling for stats!

Focus: Str 18
Foible: Cha 8 (-2 racial) = 6
1: 1d10 + 7 ⇒ (1) + 7 = 8
2: 1d10 + 7 ⇒ (6) + 7 = 13
3: 1d10 + 7 ⇒ (10) + 7 = 17
4: 1d10 + 7 ⇒ (2) + 7 = 9

Eww. Going to go with 25 pb, which gives me

18 Str (17 pts)
12 Dex (2 pts)
14 Con (5 pts, +2 Racial) = 16 Con
12 Int (2 pts)
10 Wis (0 pts, +2 Racial) = 12 Wis
09 Cha (-1 pt, -2 Racial) = 07 Cha

And HP!: 5d10 + 10 + 18 ⇒ (10, 8, 4, 8, 5) + 10 + 18 = 63 = 63 HP.


Berenzen wrote:
What is your feelings towards brass knuckles and monks? Do they only deal the 1d3 damage, or can a monk deal their unarmed damage with it?

If monk unarmed is better, use monk dmg.


Tim Woodhams wrote:
Gm how do you feel about the Vampire path feats?

Can you give me a reference link for those feats? I don't know them.


Thinking of an Oracle of Flame. Supplementary healing and blasting capability with some social skills thanks to high charisma.

The Vampire Path feats are found in one of the later modules of the AP IIRC. D20PFSRD has some other FMG feats found in Book 5 (but not the path feats), so they might be there or in one of the others. Basically it's a series of feats that a character takes to ultimately gain the Vampire template.

Dark Archive

I have a barbarian!

Spoiler:

Clay
Male half-orc barbarian (invulnerable rager) 6 (Pathfinder RPG Advanced Player's Guide 79)
LE Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 56 (6d12+18)
Fort +9, Ref +5, Will +7; +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 12/lethal, 6/—; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 scimitar +8/+3 (1d6+10/18-20)
Special Attacks rage (17 rounds/day), rage power (spell sunder, superstition +5, witch hunter)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 8, Wis 18, Cha 16
Base Atk +6; CMB +7; CMD 23
Feats Diehard, Endurance, Power Attack, Stalwart[UC]
Traits reactionary, world traveler
Skills Acrobatics +10, Climb +8, Handle Animal +7, Intimidate +12, Knowledge (nature) +3, Perception +13, Ride +5, Sense Motive +9, Survival +13, Swim +8
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Combat Gear smelling salts, spider sac, spider sac, spider sac, spider sac; Other Gear +1 lamellar (leather) armor, +1 madu, +1 scimitar, campfire bead, golembane scarab, backpack, belt pouch, belt pouch, belt pouch, belt pouch, cooking kit, folding chair, folding ladder, grappling hook, silver holy symbol (Asmodeus), iron vial (10), silk rope (100 ft.), wandermeal (10), wrist sheath, spring loaded (2), 1,143 gp, 9 sp
--------------------
Special Abilities
--------------------
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +5 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Jarred Henninger wrote:

I have a barbarian!

** spoiler omitted **...

I have some questions!

Would you not need level 12 to have DR 6/-?
Superstition should not give you, at this level only +3?

Aside from that, it seems a solid char!

I'm already awaiting happily for your background! With such interesting class features choice, it will make quite a tale to tell how you got then!


Amestri Atezadeh wrote:
Basically it's a series of feats that a character takes to ultimately gain the Vampire template.

Hum, I'm not sure.

I did not presented those choices for my current players.
If being a vampire is something that must happen, we can work inside the game, to add the template at some point.


I would like to submit my entry of Gorn the Blade. Here is his background, crunch is in the character. Still need to finish a number of items like HP and equipment but the background is the most important part so I will assume you will judge based upon that and the basic character type since I can finish up the remaining items in short time.

I am a very frequent poster and have been in a number of longer campaigns. Thank you for your consideration.

Background:

Gorn stood in the bakery, his golden eyes seemingly looking through the fat man in front of him, Ulek would like his gold now, you are two weeks behind in your payment!, Gorn said in a low, but deadly manner as his blade slipped out of its sheath.
He liked this part the best. His cruel heart hoping the man wouldn't have the gold. He could always arrange an "accident" for him.
The big baker stuttered as he tried to get out his best excuse...Gorn didn't even bother listening. The baker wasn't even aware that his other blade also slipped out and was now between his legs as he distracted him with his primary blade.
Gorn spoke severely, So I guess I will take your manhood this time, as payment of the interest on your principal????
The big baker paled as he felt the blade rest on his privates.
No, no, you can have my jewelry then, just don't take them! the Baker looked down at the blade between his legs. A few minutes later Gorn was on his way back to old town, another balance collected with extra interest...he would of course pocket the extra.

Gorn was born on the streets of old town. He knew nothing of his mother and father other than he was born a freak. Thin stubby horns, which he kept hidden by his thick hair and golden eyes marked him as something else. Years on the street can take its toll on a person and make them dead or it can make them hard. In Gorn's case it had shaped him into stone. Knowing little about his background, his natural "talents" still came in handy. Being able to sneak in and out of places. Creating magical darkness to escape a bully or a mark...handy indeed.
Eventually his "fight" for survival caught the eyes of a local crimnal named Ulek. Ulek the "enforcer" had little style. He was a crimelord for a local crime boss. Old town had it fair share of crime, it was just kept well under wraps.
One day he ran across Gorn escaping a mark and claimed him as his own. Working with his other "daggers" he spent a few years picking pockets and picking up small debts from merchant types. Between his features and a natural knack for getting things out of people quickly he became Ulek's top debt collector. Just the threats from Gorn's short swords and his intimations about that persons soul were usually enough to get the job done. Gorn had played his unusual features into the oppososite of what he truly was. He had convinced most that his golden eyes were heaven touched, that of the Aasimar's. A few words of Celestial and his sweet tougue was usually enough to sway the listener into believing his lies.

Unfortunately for Ulek, he had been blackmailing the wrong city official. When the official was able to use magic to get back what Ulek had on him the city guards descended on Ulek and his crew and wiped most of them out. A little luck and a little skill allowed Gorn to barely escape with his life.

With Ulek gone and his services not in demand Gorn wandered a little, doing small jobs but nothing big enough to get the attention of anyone powerful, or so he thought.

It was not until sometime later that a "chance" encounter would change his life. Gorn was wondering into the the Handmaiden's Purse and as he walked in two city guards were walking out and he bumped into one of them, Watch it peasant! One word from me and I will have you in stocks. warned the young officer who was obviously brand new to the post. He was filled with his own sense of self importance and wanting to exercise his self worth in his new position. The tavern grew silent as Gorn stood before him.
The hood slipped from his head, exposing his celestial features...he slipped out a word in Celestial, Fool..., before switching to common. Speaking the tongue from the "goody, goody" types he found usually helped to set the stage, and re-enforce that this person was dealing with something he might not be able to comprehend, "Mayhap we both were not looking where we were going eh young man???? He let the nature of the creature before him sink in as Gorn's golden eyes burned into his skull. 10 years ago at 15 he had forced gold from the hands of 200lb warriors, this young fop was nothing to him now but he could be dangerous if pushed too hard.
The Captain seemed to pale a little as he gave Gorn and his eyes a once over. The Captain's resolve waiver under his gaze as he just couldn't bring himself to force a showdown.
Maybe....lets go Davis
He scurried out of the tavern like most of his kind do and Gorn sat down to drink. After a short time a woman in a long dress came over, from her stance she was obviously someone important and dangerous.
Buy you a drink? she said.
Of course my friend, my table is yours. What can I do for you. I replied.

I think it is more about what I can do for you. The name is Tiadora. We are always on the lookout for talented individuals. I saw you handle yourself. You lucky the little man didn't pull his blade, otherwise you would be dead, but it seems you have some skill with words...and I imagine other things. We could use someone like you....with your skills.
I don't care who you were or what scum birthed you. What I do care about is that you are able to do some things with your mouth and hands and to a lesser degree with your sword arm. What's your name?

Gorn told him his true name, for some reason Tiadora had the look of a woman that could easily pick up on deceit...
Tiadora spoke again, Take this coin to the house of Arigan. Someone will see to you there and if they also like what they see, you can earn a good living and be more than what you are now. Good luck Gorn, I expect to see you later.

With that she got up and walked away...no small talk just action. Gorn liked her manner and decided he would at least go and see about this opportunity...

What he found at this house was unexpected. He was brought before a man named Cardinal Thorn. He immediately saw through Gorn's disguise. So Devil spawn do you want to know what birthed you? Gorn was immidately interested, though also alarmed. It took just a few minutes for Gorn to realize that this man had no interest in the good creatures of Talinguarde and that his devilish background was part fo the reason why he was here.

It tooks but a few weeks before Gorn was enlisted into Thorn's service. He had no love for this "Kingdom". If it fell and he rose to the top of what was left then all the better!

Personality – Gorn is a very serious type. He knows his strengths, and although he considers himself a threat, he knows when not to step over a line or cross those he shouldn't. Although he grew up on the streets, he is no stranger to working with others and under strict guidelines in a group.

Description: Gorn would be quite charming when he wants to be and uses his golden eyes to good effect. He has long flowing hair black hair and is of dark complexion. His small red horns hide easily in his thick hair.

Dark Archive

I have taken the stalwart feat, so when I'm fighting defensively I get +3 DR/- instead of AC.
Favored class option of +1/3 to superstition bonus.

Basic background is he's a failed shamans apprentice, when they figured out he had no magic he was just worked as a slave. That fostered a deep hatred for magic users, then he snapped and made sure to kill the shaman and ran away.

I'm traveling right now so I'll try and get a more fleshed out version up soon.

Dark Archive

Okay, threw together crunch to see if it looks okay to you, Aku.

Character Sheet:
WODIN EARTHBREAKER
Male Dwarf Antipaladin (Stonelord) 6
LE Medium Humanoid (Dwarf)
Init +1; Senses Darkvision, Perception +11

--------------------
DEFENSE
--------------------

AC 23, touch 11, flat-footed 22. . (+1 Dex, +10 armor) [26 AC, 11 touch, 25 flat-footed w/ shield]
HP 69 (6d10+18)
Fort +9, Ref +4, Will +7 (+3 on all saves vs. poison, spells and spell-like abilities)
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +6 to stabilize); DR 3/adamantine

--------------------
OFFENSE
--------------------

Speed 20 ft. (Heavy Armor)
Melee +1 Dwarven Dorn-Dergar +11/+6 (1d10+7/20/x2)
. . +1 Dwarven Dorn-Dergar +11/+6 (1d10+13/20/x2)
. . Masterwork Cold Iron Dwarven Boulder Helmet +11/+6 (1d4+4/20/x2)
. . Masterwork Cold Iron Dwarven Boulder Helmet +9/+4 (1d4+8/20/x2)
. . Masterwork Cold Iron Dwarven Waraxe +11/+6 (1d10+6/20/x3) [2H]
. . Masterwork Cold Iron Dwarven Waraxe +9/+4 (1d10+12/20/x3) [2H]
. . Masterwork Cold Iron Dwarven Waraxe +11/+6 (1d10+4/20/x3) [1H]
. . Masterwork Cold Iron Dwarven Waraxe +9/+4 (1d10+8/20/x3) [1H]
. . Dagger +10/+5 (1d4+4/19-20/x2)
. . Dagger +8/+3 (1d4+4/19-20/x2)
Ranged Masterwork Sling +8 (1d4+4/20/x2)
. . Dagger +7/+2 (1d4+4/20/x2)
Special Attack Stonestrike (Su) (+2 to hit, damage & CMB, +2 on CMD if on solid ground for 1 round) 6 rounds/day
. . Touch of Corruption (Su) (3d6 damage, causes fatigue) 1/day
. . Defensive Stance (Ex) (+4 Str & Con, +2 dodge AC, +2 Will saves, cannot move) 17 rounds/day
. . Earth Channel (3d6 heal or harm to Outsider (Earth) creatures)
Spell-like Abilities Detect Good (at will)

--------------------
STATISTICS
--------------------

Str 19, Dex 12, Con 16, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +10; CMD 21
Feats Power Attack (-2/+4), Combat Reflexes (2 AOOs/round), Elemental Channel (Earth) (Class), Darting Viper
Traits Seeker (+1 Perception, Perception is a class skill), Glory of Old (+1 on saves vs. poison, spells and spell-like abilities)
Skills Perception 6 ranks (+11), Knowledge (Religion) 6 ranks (+10), Sense Motive 6 ranks (+10), Spellcraft 6 ranks (+10), Intimidate 6 ranks (+7), Heal 0 ranks (+1), Survival 0 ranks (+1), Climb 0 ranks (-1), Swim 0 ranks (-1), Bluff 0 ranks (-2), Diplomacy 0 ranks (-2), Stealth 0 ranks (-4); Knowledge (History) 0 ranks (+3) when concerning Dwarves
Languages Common, Dwarven, Infernal
Combat Gear -; Other Gear 80pp 8gp 8sp 0cp, +1 dwarven dorn-dergar, dagger (5), sling, sling bullets (20), +1 full plate, +1 heavy steel shield, adventurer's outfit, antipaladin's kit (Medium encumbrance)

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Antipaladin (HP)
Dwarf Racial Traits (Lorekeepr and Rock Stepper alternate racial traits)
Aura of Evil (Ex)
Detect Evil (Sp)
Stonestrike (Su) (6/day)
Touch of Corruption (Su) 1/day
Heartstone (Ex)
Aura of Cowardice (Su)
Stoneblood (Ex)
Cruelty (Su) (Fatigue)
Defensive Stance (Ex) (17 rounds/day)
Earth Channel (Su)
Stone Servant (Su)

--------------------
SPELLS
--------------------

None

Defensive Stance:
WODIN EARTHBREAKER
Male Dwarf Antipaladin (Stonelord) 6
LE Medium Humanoid (Dwarf)
Init +1; Senses Darkvision, Perception +11

--------------------
DEFENSE
--------------------

AC 25, touch 13, flat-footed 22. . (+1 Dex, +10 armor, +2 dodge) [28 AC, 13 touch, 25 flat-footed w/ shield]
HP 81 (6d10+18+12)
Fort +11, Ref +4, Will +9 (+3 on all saves vs. poison, spells and spell-like abilities)
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +6 to stabilize); DR 3/adamantine

--------------------
OFFENSE
--------------------

Speed 20 ft. (Heavy Armor)
Melee +1 Dwarven Dorn-Dergar +13/+8 (1d10+10/20/x2)
. . +1 Dwarven Dorn-Dergar +13/+8 (1d10+16/20/x2)
. . Masterwork Cold Iron Dwarven Boulder Helmet +13/+8 (1d4+6/20/x2)
. . Masterwork Cold Iron Dwarven Boulder Helmet +11/+6 (1d4+10/20/x2)
. . Masterwork Cold Iron Dwarven Waraxe +13/+8 (1d10+9/20/x3) [2H]
. . Masterwork Cold Iron Dwarven Waraxe +11/+6 (1d10+15/20/x3) [2H]
. . Masterwork Cold Iron Dwarven Waraxe +13/+8 (1d10+6/20/x3) [1H]
. . Masterwork Cold Iron Dwarven Waraxe +11/+6 (1d10+10/20/x3) [1H]
. . Dagger +12/+7 (1d4+6/19-20/x2)
. . Dagger +10/+5 (1d4+10/19-20/x2)
Ranged Masterwork Sling +8 (1d4+4/20/x2)
. . Dagger +7/+2 (1d4+4/20/x2)
Special Attack Stonestrike (Su) (+2 to hit, damage & CMB, +2 on CMD if on solid ground for 1 round) 6 rounds/day
. . Touch of Corruption (Su) (3d6 damage, causes fatigue) 1/day
. . Defensive Stance (Ex) (+4 Str & Con, +2 dodge AC, +2 Will saves, cannot move) 17 rounds/day
. . Earth Channel (3d6 heal or harm to Outsider (Earth) creatures)
Spell-like Abilities Detect Good (at will)

--------------------
STATISTICS
--------------------

Str 23, Dex 12, Con 20, Int 12, Wis 12, Cha 7
Base Atk +6; CMB +12; CMD 25
Feats Power Attack (-2/+4), Combat Reflexes (2 AOOs/round), Elemental Channel (Earth) (Class), Darting Viper
Traits Seeker (+1 Perception, Perception is a class skill), Glory of Old (+1 on saves vs. poison, spells and spell-like abilities)
Skills Perception 6 ranks (+11), Knowledge (Religion) 6 ranks (+10), Sense Motive 6 ranks (+10), Spellcraft 6 ranks (+10), Intimidate 6 ranks (+7), Heal 0 ranks (+1), Survival 0 ranks (+1), Climb 0 ranks (-1), Swim 0 ranks (-1), Bluff 0 ranks (-2), Diplomacy 0 ranks (-2), Stealth 0 ranks (-4); Knowledge (History) 0 ranks (+3) when concerning Dwarves
Languages Common, Dwarven, Infernal
Combat Gear -; Other Gear 80pp 8gp 8sp 0cp, +1 dwarven dorn-dergar, dagger (5), sling, sling bullets (20), +1 full plate, +1 heavy steel shield, adventurer's outfit, antipaladin's kit (Light encumbrance)

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Antipaladin (HP)
Dwarf Racial Traits (Lorekeepr and Rock Stepper alternate racial traits)
Aura of Evil (Ex)
Detect Evil (Sp)
Stonestrike (Su) (6/day)
Touch of Corruption (Su) 1/day
Heartstone (Ex)
Aura of Cowardice (Su)
Stoneblood (Ex)
Cruelty (Su) (Fatigue)
Defensive Stance (Ex) (17 rounds/day)
Earth Channel (Su)
Stone Servant (Su)

--------------------
SPELLS
--------------------

None

Magmaheart, Stone Servant:
MAGMAHEART, STONE SERVANT
LE Small Outsider (Earth, Elemental, Extraplanar, Evil)
Init -1; Senses Darkvision 60 ft., Tremorsense 60 ft.; Perception +4

--------------------
DEFENSE
--------------------

AC 17, touch 10, flat-footed 17. . (-1 Dex, +7 natural, +1 size)
HP 13 (2d10+2)
Fort +4, Ref -1, Will +3
Defensive Abilities resist cold 5, resist fire 5; SR 7
Immunities elemental traits

--------------------
OFFENSE
--------------------

Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +6 (1d6+4/20/x2)
. . Slam +5 (1d6+7/20/x2)
Special Attacks Earth Mastery (Ex)
. . Smite Good (Su) 1/day (+1 to hit and damage vs. Good target)

--------------------
STATISTICS
--------------------

Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack (-1/+2)
Skills Climb (+7), Stealth (+7), Perception (+4), Appraise (+1), Knowledge (Dungeoneering) +1, Knowledge (Planes) +1
Languages Infernal

--------------------
SPECIAL ABILITIES
--------------------

Small Earth Elemental
Fiendish Template

The only thing I've really changed, rules-wise, is that I just took the stuff that Antipaladin replaced from a normal Paladin, and overwrote it with the Stonelord stuff. And I made the stone servant speak Infernal instead of Terran, because I'm going to have him be a magma elemental. I can change that, if you want, though.

Also, portrait! care of the lovely drawfriends of /tg/.

Wodin is a soldier that is fiercely loyal to the church of Asmodeus. Taken in by the church after the fall of his mountain home, the dwarf found the strict adherence to lawfulness to give him the kind of stability that he needed. When Torag and the dwarven pantheon had left his family to die, Asmodeus welcomed him, trained him, and gave him the power to defend himself.

Wodin has mixed his family's ancient earth magics with the martial and mystical arts of Asmodeus' warrior-priests, becoming an immovable shield that strikes out at those that would stand against the God-fiend and his servants. Together with his fiendish elemental companion, Magmaheart, he stands firm in the service of the Church of Asmodeus.


DM Aku wrote:
Amestri Atezadeh wrote:
Basically it's a series of feats that a character takes to ultimately gain the Vampire template.

Hum, I'm not sure.

I did not presented those choices for my current players.
If being a vampire is something that must happen, we can work inside the game, to add the template at some point.

Thanks Aku, unfortunately I'm not feeling well so won't get a character up before deadline. Good luck all.


I've seem some good crunchs and some good backgrounds.

So far, this is what we have:

App


  • Gypsum Dellonaire, Alchemist. No background yet.
  • Ariana D'Arach, Sorc/Dragon disc.
  • Edmin Al'Roth, Anti Paladin 5 / Cavalier 1, No Background for this recruitment.
  • Lady Ardra Pain de Veau, Alchemist.
  • Clay, Barbarian, No background.
  • Gorn the Blade, Rogue?
  • WODIN EARTHBREAKER,Antipaladin, No background.

Dots


  • Gilthanis, Monk?
  • Fighting Chicken, Bard?
  • Berenzen, Monk?
  • Amestri Atezadeh, Oracle?

If I missed someone, please drop me a line.

I've seem some good crunchs but only a few backgrounds.
Just remember, that this point, for me, background and motivation is more important than your crunch.

I'm extending the recruitment until tomorrow, Sunday. Sep-14
Please, take your time to create your backgrounds, you have until tomorrow night. :)

Dark Archive

I wanted to make sure you were okay with the crunch before I started really working on Wodin's fluff, considering what I'm trying to do with the character. I'm working on a rough background and Asmodean Antipaladin code now. Probably won't have it finished until after work tonight, though. :)


Background was on character sheet. I have re-posted it below.

Background:

Edmin Al'Roth began his carrier as an officer in the military Like everyone else, his love of his country drove him to it. As time went on, more of his men and friends died. Each one taking a small part with them to the beyond. Campaign after campaign Al'Roth was asked to lead his men into battle, only to watch them die. His feelings turned inward, he became distant from all except his men, the sanctity of life no longer mattered to him, only the lives of his men that he could not save. His coldness and fury made him an excellent soldier, until he lived for combat, to kill the enemy. Everything else had lost it's appeal, wine only tasted good after a battle now, women only a pleasant amusement for his down time. His pride grew with each victory but so did his anger and depression afterwards.

The battle of the High Moors was the cavalier's breaking point. His unit had been sent into the heat of battle, out manned and unready for what awaited them on the field. Captain Al'Roth was the only survivor. His men had died for nothing and it was the General's fault, not his, never his. The general died that night. The breath had been choked from his body and Al'Roth was found sitting next to him. Drinking the general's wine and waiting.

The trial did not last long, Al'Roth admitted to it. The cavalier leered at the other officers sitting int the jury. His so called peers, none had seen what he had, none of them had done the things he had done. Who in the hells did they think they were to judge him? No, they did not deserve the right to judge him, those weak fools. Sentenced to death? Al'Roth laughed at them all, Death was his friend, just like a butcher in the market, Al'Roth kept him fed. Now Death would get more, a lot more before this was over.

Outlook:

Edmin Al'Roth believes himself to have a code of honor that has been tempered by his real life experiences. Others may see him as a remorseless killer, maybe even a bit psychotic, but he sees himself as someone who gets the job done, any job. He will not sacrifice his comrades but will slay anyone man woman or child they he deems a threat to himself or his companions. If his comrades turn on him then they have become the enemy, worse a traitor that deserves harsh punishment before an agonizing death.

"Victory by any means necessary!" Is the words he lives by. Those that don’t follow this are naive and week to Al’Roth. They are sheep, and he is a wolf. They do not understand the real world, how the end does justify the means. He will not kill a prisoner unless he has a reason. Slowing him down, giving away his position, or hindering his companions is good enough reason in his book, other reasons are negotiable.


Ardra expansion:
since you've apparently approved her background story I wanna flesh out her personality a bit; you do, after all, request such a thing in the submission requirements.

Ardra is, in her own mind, anyway, a perfectionist and an artist, and doesn't consider herself to be at all evil. Her one true desire in life is to reach the pinnacle of haut cuisine and share the experience with as many people as possible. She wants to connect and to belong, she's aware of her own talent and believes it to be the best if not only vehicle with which to achieve that. Her cannibalism stems directly from this, as well as a complete lack of empathy that the DSM (whatever edition we're up now) would identify as psychopathy, and it has driven her down the foodie highway well past the last exit to gourmet avant-gardes.

She understands that society frowns upon the consumption of sentient creatures, but she believes that to be ignorant folly and an unreasonable deprivation of the senses, as the great side effect of intelligence is the huge range of emotion humanoids especially are capable of, emotions which, according to her research and experimentation, add a great deal of substance to the flavor of the flesh depending on what the meal was feeling when it was slaughtered.

She'd made tremendous inroads toward enlightening an entire culture before her talent got the better of her and caused the king to send his emissary and discovered her grand secret before she was ready to reveal it.

Her Preservationist archetype offers as much flavor, no pun intended, as it does mechanical diversity since it literally give her access to fresh meat w/o the recently discovered difficulty of maintaining a a stockyard, although she'd still prefer to have the latter as emotionally preparing a meal before killing it is one her greatest innovations. On the other hand, with the addition of the planar preservationist feat certain meals which were previously unthinkable are within her reach, dishes like [i]braised leg of glabrezu[/] and [i]angel heart scampi[/]. If, however, the current party Conjurer would prefer I went a different route than this I can certainly do so without compromising the character too much.

Her goal in joining the Cardinal's group is to see a world where her accomplishments are honored and where food is not caged by petty, misinformed morality

Please do tell me if there's anything further, fluffwise, you'd like to see. Otherwise, I'll be putting a CS together and looking forward to your and the party's decision.

1d10 + 7 ⇒ (10) + 7 = 17str
1d10 + 7 + 2 ⇒ (4) + 7 + 2 = 13dex
1d10 + 7 ⇒ (8) + 7 = 15con
18+2=20 int
1d10 + 7 ⇒ (8) + 7 = 15wis
8-2=6 cha

Dark Archive

So I'm working on Wodin's background, and I realized that I didn't know if this Way of the Wicked game is in Golarion or not.

If it isn't in Golarion, is there a major country/city that Wodin could have gone to to join the Admodean faith? It's a decently important part, and I don't want to accidentally retcon the Inner Sea into existence if it doesn't already exist! :)


Hi, this is Fighting Chicken's submission, Meyer Wodeson, a bard / playwright / propagandist who blames the Church of Mitra for his own bad decisions.

@ Seranov - there is a post under the avatar NPC - Cardinal Adrastus Thorn further up the page that has a spoiler titled "Talingarde" that explains a lot about the world.

@ DM Aku - how do you feel about the retraining rules? I'm not sold on my feat choices. Would it be possible, if selected, to retrain them out if they prove to be bad choices?

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