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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Dark Archive

Meyer Wodeson wrote:
@ 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.

Neat! There certainly is, and it beautifully answers my question!


And with no further ado, I present Wodin Earthbreaker, Stonelord of Asmodeus.

Background:
Wodin Earthbreaker was the son of Toryn Earthbreaker, a Stonelord of the dwarven mountain home of Thanehelm. A family with little of note besides their mastery of tunnel-fighting and earth magic, Wodin was expected to follow in his father's footsteps. Though he took to his training with relish, hard times loomed in Thanehelm. Before the young dwarf could finish his training, the Siege of Thanehelm began.

The siege was long and brutal, and eventually ended in the almost total destruction of Thanehelm and its people. The defeat left Wodin, who had been injured and had to flee, in despair. Was this all Torag and his family could do for them? Just leave them to be destroyed by the undead and monsters called from near and far? The young Earthbreaker would not let it stand.

Wodin traveled to Cheliax, home of the Church of Asmodeus. The Stonelord had heard stories of the Prince of Law's dedication to keeping order. Disenfranchised with the dwarven pantheon, young Earthbreaker decided to join the God-fiend's faithful, immersing himself in the rites and beliefs of Asmodeans. His descent from a good, faithful Toragian into a wicked-hearted Asmodean was quick and unhindered by the same weaknesses that had plagued through his life under the mountain. Within a number of years, the dwarf had proven himself a loyal and dedicated member of the church. He offered his services as a soldier in their military, and here, he quickly proved himself to be a skilled fighter. Standing like an immovable stone and preventing the church's enemies from striking down the Prince of Darkness' faithful, he earned some fame among his fellow soldiers as one to be depended on in battle.

Impressed with his martial prowess and unwavering will, the Church's unholy knights soon took him into their number. They taught Wodin how to combine his family's Stonelord traditions with Asmodeus' fiendish powers. It was here, while he was honing his skills and his faith, that Wodin was noticed by Cardinal Adrastus Thorn. Wodin had been training with a number of other squires, his family's traditions providing the other squires with a splendid target to test their skills on. One after another, the squires struck at the dwarf, their weapons knocked aside or simply ignored by the stout man. Single-handedly holding off eight squires, Wodin calmly defended himself while quoting Asmodean scripture. His faith acted a shield, defending him from the unending barrage of practice blades and the curses of the other men.

The Stonelord continues to serve as a squire of the Church of Asmodeus. His every day is spent in the glory of the Lord of Hell, his every word and action intended to greater the Archfiend's glory.

Motivation:
Wodin's one true goal is the destruction of Torag and his ilk. Believing his family, friends and countrymen were abandoned and left to die by the dwarven pantheon, Earthbreaker has decided that these deities are fools and sham-artists. For all their godly powers, they had naught to spare the people of Thanehelm. The dwarf would see them unseated as the focus of religion for the dwarven people, if not killed outright. It is in Asmodeus' service that he believes that he has the greatest chance to accomplish this goal, for the God-fiend had killed his brother Ihys, and this meant that the gods, too, could be slain. With the Father of Creation dethroned or dead, Wodin would lead his people to become the greatest servants of the First.

Asmodeans believe that the strong should rule the weak, and Wodin stolidly believes that he is all the proof that is needed that dwarves are strong, and should impose order over the lesser, weaker races. He is loathe to tell others of this, however, because it is much easier to use and control those who do no realize his assumption of superiority.

Physical Description:
Wodin is a broad-shouldered dwarven man with piercing gray eyes. His crimson red hair and beard are always well-kept and ornately braided, as the Stonelord considers them proof of Asmodeus' favor. Standing taller and wider than most dwarves, Wodin believes he is proof that the dwarven pantheon holds back the people under the mountain, rather than support them.

When not wearing his ornate grey and red plate armor, Wodin wears simple leather clothing in red and black.

Portrait of Wodin.

Personality:
Wodin is a calm, collected dwarven man. He is very muted in his dealings with others, appearing to be a very quiet and pious fellow. Even in the midst of battle, he is always focused, ready to deal with any who might challenge him or his companions. However, he is unbelievably prideful, so thoroughly is he convinced of his strength and martial ability. His tendency to root himself to the ground, both literally and figuratively, can frustrate and enrage others.

Despite this mostly calm demeanor, Wodin is every bit a servant of the God-fiend. He will use others to serve his own needs without remorse or reluctance, especially when in the service of Asmodeus.

Wodin's Code:
  • A contract is sacrament. When I am contracted, I will accomplish the terms without fail. However, my word is not my bond, and everything is for the greater glory of the Prince of Law.
  • I am, at all times, seeking to maintain order. I will use any means necessary to ensure that order is not disrupted. The ends will justify the means.
  • I am the hammer of Law. I will take life wherever Chaos threatens, for Chaos is the Enemy.
  • Against my master’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to the Prince of Darkness.

  • @Questions.

    I'll answer then tomorrow, before closing the recruitment.

    I was away for most part of the day, and a bit tired. xD


    HP 5d8 ⇒ (2, 5, 5, 6, 1) = 19

    Character Sheet

    Spoiler:
    Gypsum Delonaire
    Male Human (Chelaxian) Alchemist 4/Rogue 2 (Pathfinder RPG Advanced Player's Guide 26)
    LE Medium humanoid (human)
    Init +0; Senses Perception +10
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection)
    hp 22 (6d8-5)
    Fort +3, Ref +7, Will +4; +2 bonus vs. poison
    Defensive Abilities evasion; Resist poison resistance
    --------------------
    Offense
    --------------------
    Speed
    Melee +1 heavy mace +5 (1d8+1)
    Ranged acid bomb +5 (2d6+4 Acid) and
    bomb +5 (2d6+4 Fire)
    Special Attacks bomb 10/day (2d6+4 fire, DC 16), discoveries (acid bomb, explosive bomb), sneak attack +1d6
    Alchemist Spells Prepared (CL 4th; concentration +8):
    2nd—cure moderate wounds, vomit swarm{super}APG{/super}
    1st—bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 15), keen senses{super}APG{/super} (DC 15), shield
    --------------------
    Statistics
    --------------------
    Str 10, Dex 10, Con 8, Int 18, Wis 17, Cha 17
    Base Atk +4; CMB +4; CMD 15
    Feats Brew Potion, Deceitful, Deft Hands, Extra Bombs[APG], Master Alchemist[APG], Throw Anything
    Traits dangerously curious, suspicious
    Skills Acrobatics -2, Appraise +8, Bluff +11, Climb -2, Craft (alchemy) +14 (+18 to create alchemical items), Diplomacy +10, Disable Device +3, Disguise +12, Escape Artist +0, Heal +7, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nature) +9, Linguistics +10, Perception +10, Sense Motive +10, Sleight of Hand +4, Spellcraft +11, Stealth +0, Survival +8, Swim -2, Use Magic Device +10; Racial Modifiers rogue talents (guileful polyglot)
    Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Dark Folk, Druidic, Dwarven, Gnome, Goblin, Infernal
    SQ human alchemist, alchemy, fast poisoning, mutagen, poison use, swift alchemy, trapfinding +1
    Combat Gear mutagen (true), wand of magic missile, alchemist's fire, caltrops, tanglefoot bag; Other Gear +1 mithral chain shirt, +1 heavy mace, ring of protection +1, alchemist's lab, alchemy crafting kit, backpack, belt pouch, flint and steel, grappling hook, portable alchemist's lab, hemp rope (50 ft.), sewing needle, spellbook, tent, small, thieves' tools, masterwork, heavy horse (combat trained), 135 gp
    --------------------
    Special Abilities
    --------------------
    +1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
    Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
    Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Bomb 2d6+4 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
    Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
    Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
    Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
    Poison Resistance +2 (Ex) +2 to save vs. Poison.
    Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
    Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
    Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
    Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    --------------------

    Horse, heavy (combat trained)
    Horse, Heavy
    N Large animal
    Init +4; Senses low-light vision, scent; Perception +8
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
    hp 19 (2d8+10)
    Fort +8, Ref +7, Will +3
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee bite +5 (1d4+5) and
    2 hooves +0 (1d6+2)
    Space 10 ft.; Reach 5 ft.
    --------------------
    Statistics
    --------------------
    Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
    Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
    Feats Endurance, Run
    Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
    Skills Acrobatics +4 (+8 to jump with a running start), Perception +8
    SQ combat riding
    --------------------
    Special Abilities
    --------------------
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Background

    Spoiler:
    Gypsum Dellonaire was born to Jada and Malcolm Dellonaire 22 years ago and his two parents were Asmodean Acolytes before the purge. Through some shifty dealings and bribery with a mock conversion they were able to retain their home and not be burned at the stake. Gypsum was raised by his folks to outwardly and publicly state that Mitra is the greatest but that Asmodeus reigns in truth supreme.

    Due to his upbringing, Gypsum became an unorthodox polyglot mastering many languages including Boggard amongst others. He is slick well tempered and manipulative. But...

    Gypsum Dellonaire just wants to see things burn. Although setting fires has always been one of his favored hobbies the thing that brought him to prison was a singular act of wanton asocial behavior that the authorities could not believe he acted alone.

    See for Dellonaire has always had a little voice in his head edging him to do things that weren't what he should do. First, it was pull the tail of the monkey in the cage at the zoo and gradually the voice asked for more and more until six months ago, when he took advantage of the fact that his parents' second story apartment overlooking the Victory Day parade when the King of Talingarde strode through the streets in triumph amongst a very large crowd.

    Gypsum had set a string of firebombs on barrels along the street which he had hoped would cause a monstrous explosion in honor of the king, however, when he threw his alchemist fire, it missed the mark and killed seven of the king's guard and severely burned princess Belinda's betrothed Count Favius( of the neighboring independent Duchy).

    The fact that Gypsum has been in custody for so long is due to the King's disbelief that Gypsum had acted alone, the interrogators put him in the rack, the iron maiden and devices even more obscure in order to find out who his accomplices were but of course to no avail. They didn't want to believe that it was in honor of the king not an assassination attempt.

    Thorn knowing that Dellonaire is a gifted alchemist and is very capable of destroying even the most fortified keeps, also has kept in contact with his parents and has secretly molded and financed his experiments and discoveries, knowing that explosions are extremely powerful. Gypsum wants to see Asmodeus reign supreme but does some psychotic thing a times because his sanity teeters.

    Outlook

    Spoiler:
    Gypsum enjoys the challenge of manipulation and problem solving. He wants to see his skills grow and grow and his ability to destroy grow. He is slick, charismatic and pragmatic. He moves the pieces around the board like a master despite being in his 20s. He is cool, calm and collected and lives for the next challenge.


    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 8 = 11
    Con = 1d10 + 8 ⇒ (10) + 8 = 18
    Int = 1d10 + 8 ⇒ (6) + 8 = 14
    Wis = 1d10 + 8 ⇒ (6) + 8 = 14
    Cha = 8


    Well hotdamn! Lets see... That should work nicely.

    Edit: Forgot to roll health! 5d12 ⇒ (12, 7, 8, 7, 3) = 37

    Edit 2: Wooo, I got lucky on this guy. XD


    Meyer Wodeson wrote:
    @ 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?

    Particularly, I would want not to use it. However, I mostly for those circumstances, leave the decision for the group. Until now, no one mentioned it. But we are not using Downtime rules.

    Marko wrote:


    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 8 = 11
    Con = 1d10 + 8 ⇒ (10) + 8 = 18
    Int = 1d10 + 8 ⇒ (6) + 8 = 14
    Wis = 1d10 + 8 ⇒ (6) + 8 = 14
    Cha = 8

    I hate to dump cold water, however focus and foible is: 1d10+7.

    That means:

    Str = 18
    Dex = 1d10 + 8 ⇒ (3) + 7 = 10
    Con = 1d10 + 8 ⇒ (10) + 7 = 17
    Int = 1d10 + 8 ⇒ (6) + 7 = 13
    Wis = 1d10 + 8 ⇒ (6) + 7 = 13
    Cha = 8

    Also, for all of those Dumping mental stats, be warned that, if chosen, you'll have to RP accordingly.


    I hope all you new guys realize that we for the most part are a pretty non optimzing bunch....there are no bad choices.


    Heinrich Cornelius Agrippa wrote:
    I hope all you new guys realize that we for the most part are a pretty non optimzing bunch....there are no bad choices.

    Excellent - in that case, I'll make a couple of quick edits, changing from a bow user to a tripper (and changing out some feats in the process).


    I spread Wodin's stats around a little more evenly, so he should be a little stronger in the skills department, now. :)


    Sorry about not following up, but had a bunch of friends' birthday parties on back-to-back nights. I don't see a response about whether or not we could houserule uses on her bloodline claws, but I built on the assumption she could (since it's a fairly easy switch). If you'd rather not go in that direction, it's a few tweaks to give her a weapon.

    HP rolls: 4d6 + 1d12 + 5 ⇒ (2, 2, 3, 1) + (9) + 5 = 22

    Here is her mostly done Myth Weavers sheet. She's missing gear, but it still gives a clear idea of where I intend to go with her and has almost all the pieces in place.


    I think this is a full list of applicants with finished backgrounds:

    Wodin Earthbreaker
    Meyer Wodeson
    Gypsum Dellonaire
    Edmin Al’Roth
    Gorn the Blade
    Ariana D’Arach
    @ Toodles or Somat: I couldn’t find Arda’s full background in this thread. Did the post-monster eat it?

    If I missed anyone, speak up.


    Clay never posted a background? Pity.


    Arda sent me in a private message. I forgot to mention it.


    my apologies to the gaming group

    Ardra's story:
    Meet Lady Ardra Pain de Veau, she's a Tiefling Alchemist: Preservationist who, had she started at the beginning of the AP would have been convicted of murder. Prior to her arrest, or perhaps before she went underground and joined the knot she was a kingdom famous chef and brewer at an acclaimed restaurant and tavern. She dedicated her life to the pursuit of the culinary arts, and though she was a horror to work for, her skill by itself was enough to draw would-be students and apprentices from across Talingarde and beyond. So meticulous was she that she sourced and raised her own livestock on a private farm. Ardra has even had the honor of preparing a meal directly for the members of the royal house Darius, who in turn bestowed upon her titles, if not lands, commensurate for the gratitude they felt to someone whose talent was surely a gift and blessing from Mitra herself, and no wonder, that night's tour de force menu included such specialties of hers as Warm Rocket and Soilent Green Salad, Long Pork Stew, Le Nourrisson Joues* with braised mushrooms and fennel and Honeyed Sweetbreads Pie.

    Ardra's meteoric rise in fame and status seemed to have no limits until her private farm received a surprise visit from the king's clerk along with an entire regimen as an honor guard for the king wished to gift the land to her, a tax free estate. But when the clerk arrived, train in tow, he found the entire compound abandoned as though every hand had had simply vanished in the middle of their chores. Upon investigation, he found gardens and green houses full of every edible imaginable, but upon checking the stockyards, abattoirs, and smoke houses, the clerk began vomiting uncontrollably at one horror after the next. Hundreds of horse stalls housing not horses but humanoids, mostly humans, wild-eyed, naked and filthy, their teeth broken out and tongues removed (he would later find evidence that the tongues had been ground and used to make a sort of potted meat). Where the veal pens should have been, he found children and halflings bound to the floor, tubes attached to bladders forced down their throats so they could be force fed. He discovered sausage and bologna obviously made from the meat and organs of sentient species, and on and on...

    Once he reported to the king that in all likelihood the Lady Ardra had fed him, his family, vassals and retainers and anyone who'd ever been to her establishment on the meat of sapient humanoids he was incensed and disgusted. He voided her titles, had all records of her visits to the palace destroyed, sent out proclamations announcing her crimes and immediately signed warrants for hers and all people associated with either the restaurant or farm's arrest, leaving her no quarter and no place to run but into he hands of the cardinal.

    * translation=infants' cheeks

    this plus her expansion on the previous page should tell you just about everything non mechanical you wanna know


    PM sent to Aku


    Officially, recruitment is over.
    I’ve already receive opinion from two of the party members.
    I’ll give the others some more time to speak their mind.

    Results will be posted tomorrow.
    Thanks all for the interest. :)


    Looking forward to the results, whatever they are! :D


    Me too!

    Dark Archive

    Yeah, sorry. My drive from Chicago to Austin was a bit more troublesome then I anticipated.

    Howell, good luck everyone!


    Thanks for the consideration!


    Good luck all.


    Okay folks.

    Thanks for your patience.

    First, thanks all for your interest.
    It was a hard decision. Lot's of good choices.

    Wodin Earthbreaker, please report into discussion, so we can finish of some small details.

    Thanks all, and good luck in your gaming.


    well done! I've seen him submit that character at least three times now


    I have the pleasure of gaming with Seranov in another game - you all made a great choice. Have fun!

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