Control The City! (Inactive)

Game Master D-Kal

A game for villains with dastardly plans.
Throne Room Map


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Range or control/dominance, depending on the situation.


Actually, I'm both Rakar and the Ripper, I just decided to withdraw Rakar and do the Ripper instead.

Will give you backstory tomorrow morning.


@DM Kal: I have everything i need to play ready to go, so no need to wait on me.


Will make bg later today :)


Itroducing... Doc!
His crunch and some fluff is in his profile but the crunch is unfinished atm. Still, the general jist is there :)

Also, would it be ok if I added Goodberry to my list of extracts? It fills the uneating aspect nicely at the cost of a valuable extract.


The Reaper

Reaper Background:

To the general public : Wyran

He is the mortician of the town. The local undertaker. He is very recluse to most, he does his job then goes home, often taking a bag home with him, he usually says its the offcuts of his job. noone judges or complain, he does a very good job. He grew tired of the living bringing him their dearly beloved's remains every time, he grew tired of the tears and mourns of those around him. Undeath will make his and those around him, their lives, or unlives much easier...

His true reason, to get materials for his slowly growing army. he doesn't want to rule the town, he just wants more to add to his army. He took the name The Reaper because of this. He sees himself as a neutral person, dealing death to all.

He has a skeletal bloody mount, and a cloaked figure, at night he uses a mask and other clothing to transform himself into a cloaked "skeletal" figure as he "openly' gathers more to his "flock"


GM, how do you feel about a character who came from another world by a backfire in his magic? Human sorcerer, already a villain back home, starting back from square 1(sort of) in Golarion.


@Crystal, The Ripper, and Jonas - noted.

@Doc - I don't see a problem with that, with a few caveats:
1) alchemist extracts don't affect other things, just the alchemist. That said, I'll let you waive the "berry" portion, and just take sip of a berry-flavored extract. It's still restricted to you, and still just an extract, but you've got your "never eats" in a nice tidy package.
2) Goodberry doesn't actually take care of you for the whole day, just for one meal. So you'd need to have 3 doses per day on average.
3) I'll give you consistently the maximum of 8 doses per extract, but if you save any of the doses to the next day, you can't use that extract slot that day (similar to the infusion discovery in that regard).

@Reaper - looks good.

@Chyrone - sounds fine, but why is he so careless with magic? Wouldn't banishment by his enemies come off as a little less klutzy?


It's not that,

he rose to power and he wanted more, for in his mind, there's always a day a new future obstacle can arise he isn't aware of. He wanted to be very prepared...but that day he didn't have much luck with a complicated new experiment. Hence his transworld trip.

Shadow Lodge

And in doing so lost most of his power but gained anonymity


Yup, plus his basic spells would be a little different in effect on Golarion.
Detect magic is universal, but his basic spell sleep would be a mere Daze here. Imagine all your magic you have left to work completely different.

Rp opportunity aplenty.


Alright, sure. Throw together a crunch and we'll see what happens.


@DM-Kal: I believe your town baker is ready.


I don't know if this question has been asked, but any idea how many you are taking for each group?


@Crystal - I was thinking 4-5 for each group, but there's a small chance I'll go higher or lower. The groups may not be perfectly balanced in number either.


Enviroment Rules:
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

Breath Mastery:
At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. 

So he really only needs to eat a single "Berry Flavored Energy Drink" every 6 days, but i figure twice a week is a good number.
He may be uncomfortable, but hey, hes a villan on the way to undead-paradise!

So to make sure i got it right, i can have 1 goodberry extract, usable only by me, and taking up one of my extract slots for the day and it lasts for a day (to keep it simple).
And with the above, i need to prepare it at least once every weekend :)

Shadow Lodge

I have returned with modified Crunchy bits and some Fluffy bits as well! Mwaahaha!


Alrighty. Thanks for the info.

Shadow Lodge

I was thinking of playing an enchanter who's also a bartender
He deals in information, you see, everyone talks to the bartender, and once he gets people liquored up he sometimes supplements with his enchantments, charm person, enhanced diplomacy, that kinda thing. Once I can get my hands on brew potion I'll poor a potion of charm person in each keg, diluting it so as to make the effect much less noticeable (and also cheeper)
I'm thinking kitsune or aasimar for the race sorcerer for the class
You say you want the builds by tuesday?
It shall be done.


Ok changed the format, hope you like it better. been a crazy weekend for me 50+ family members over for the last few days. then add in having to alter things here and there making this char level 2 and fit in better fluff wise with this game. I really want to play this character concept so trying for any game that looks like i can play it in.


Cyithar Tialan wrote:
Ok changed the format, hope you like it better. been a crazy weekend for me 50+ family members over for the last few days. then add in having to alter things here and there making this char level 2 and fit in better fluff wise with this game. I really want to play this character concept so trying for any game that looks like i can play it in.

Between the two of us we will have a small army of undead 3:>


I present you Xandan the Vile, an elf illusionist wizard, obsessed with power and deceit.

I have a rough crunch which I will finish up by tomorrow, as well as the backstory.

I really love playing evil characters, and I really like the idea of this campaign, should be interesting :D


Chyrone here.

Presenting Xeram (the Stranded), NE human sorcerer, aiming to regain his power and return to his homeworld.

Crunch:

Xeram
CE Human Sorcerer
Ambition: Regaining his former powers & returning to his home world.
--------------------
DEFENSE

--------------------
OFFENSE
Melee:
-Club (1d6-1)
-Dagger (1d4-1)

Ranged:
-Sling +2(1d4-1, x2)
Bullets, common
--------------------
Misc
AC: 11,11,10 flat-footed
Hp 12 (2d6+2)
--------------------
Initiative (+1)
--------------------
Save rolls: Fort: +1, Ref +1, Will +5
Perc. +8
--------------------
STATISTICS
--------------------
Str 9, Dex 12, Con 12, Int 14, Wis 14, Cha 17(15+2)
Base Atk +1 CMB +0; CMD 10

Feats, traits & trained skills

Feats:
-Enschrew materials (bonus)
-Cosmopolitan: 2 extra languages & 2 int/wis/cha based skills =>Sense motive & Perception
-Alertness: +2 to sense motive and perception

Traits:
-Focused mind: +2 on concentration
-Necrotic Aura: +1 vs spells from the necromancy school or any effect that deals negative energy damage.

Trained Skills:
Skillpoints per lvl 5 (2+1 racial+2 int)
-Bluff 1 [+7]
-Intimidate 2[+8]
-Kn. Arcana 2[+7]
-Perception 1[+8]
-Profession (Arcane shop assistant) 1[+6]
-Sense Motive 1[+8]
-Spellcraft 1[+6]
-Use Magic Device 1[+6]

Languages: Common, Dwarven, Elven, Gnome, Orcish

Spec. abilities
Favored Class Bonus: Sorcerer (+1 Sorcerer spell)

Spells

Cantrips x4, at will: Daze, Detect Magic, Jolt, Light, Read Magic

Lvl 1 x2, 5 a/day: Magic Missile, Sleep

Inventory:
Combat: Club, Dagger, Sling, 20 common bullets.
Total cost 2gp 1sp

Other gear:
500gp: mask of stone demeanor, +10 to bluff when worn
200 gp: Sleeves of many garments: wear to change to clothing of choice.
100gp: 2 potions of CLW
60gp: 3 vials of alchemist fire
50gp: potion of disguise self
10gp: journal
10gp: 2x charcoal sticks
2gp: backpack, common
2gp: 2 beltpouch
2gp: 4 trail rations
1sp: bedroll
1gp:waterskin

Spent 939,2 gp

Personality:

Xeram had lived as a powerful human lich sorcerer for many years. The scheming and charismatic type, he finds it weird to return being alive again and the hassle that comes with it. Foes are not to expect mercy if he could get away with it, but he'd frame them sooner to avoid unwanted attention, at least until he's back to his former glory. Others who fight up close are to stay there and keep the heat off him.

Xarem's story:

Xeram grew up in a busy city on the world of Gralm, populated with the same races as this new world called Golarion. He had grew up in the lower classes and saw what power the rich wielded with money, what it could get them.

His father was a lower class physician and had a sorcerer as a patient once. The man saw the young lad's envy and anger. "You wish to wield power too, yes?", the man asked him. Xeram nodded. "These ones you look at my boy, wield no power. Power comes from the arcane, where money means nothing. Come, i shall teach you the basics."

Xeram learned much while the sorcerer was recovering. His fascination and eagerness to wield more, so he would rise in the foodchain, rose quickly. So much in fact the sorcerer adviced him to go to the magic academy. Within he rose as well, through deceit and arcane prowess, to the point only the high-sorcerer surpassed him in power. Xeram wanted to know what made the man so strong. Devotion and knowledge. This meant Xeram would need more knowledge than the old man, likely more than a lifetime can provide. He started to dabble in the darker arcane and found a way to transform into a lich, which would provide him with immortality, pretty much all the time you need.

Returning to the academy as a lich he was beset upon, but he shrugged it off and casted the most vicious spells known on Gralm. When facing the old man a duel started which lasted for a day, before Xeram used a dirty trick to slay him. But now a new problem arose, what use is power if there is nobody to use it on or exert it over? And so Xeram started conquering nearby lands, bit by bit. Occasionally some heroes would pop up and attack his tower, but he drove them off. But a thought stuck with him, if he defeated the high-sorcerer, there's the possibility one would eventually rise capable of overthrowing him.. Xeram researched much whilest ruling his own modest kingdom. Eventually he came to a conclusion to combine different spells to try and see through time and space, to discover any would-be-heroes. The result was...less than fruitful, as a vacuum sucked him in, reverting his own lichdom and dropping him from a fissure 10 feet above the ground.

Now, stranded in a world slightly similar but different to his own, Xeram will have to learn the differences of worlds and of being alive again. Not to mention his frustration...of being stripped of much of his former powers.


Switched up a few things for the Ripper.


Forgot to put in:
Elemental bloodline Electricity and a bonus lvl 0 spell, fav class bonus can be an extra spell for humans.

Cantrip Spark as addition.


@Lord Foul, I, The Good Doc, as an alchemist can supply you with those potions! as long as you can cast the spell, i can get you as many as you want! Only 30gp a pop! (and free drinks on occasion on the side >.>)
And for your troubles, if you ever get a cold, nasty rat bite or extra limb you no longer want, well i can help you with that too!!


Hmmm. It seems i have shown up to the party, all here except for my luggage, which of course, i left back at the clinic. Hmm.. This wont do. Oh, care for a drink?
all done except for gear and a trait. The gear will take some time, lots of potions ^_^

Sczarni

Dot. Will make a character on the morrow.


KatsuneSage wrote:
Dot. Will make a character on the morrow.

Took the words out of my mouth. I'll have something up tomorrow! Eeeeevviiillllll

Oh I love evil.

Sczarni

DM Crustypeanut wrote:
KatsuneSage wrote:
Dot. Will make a character on the morrow.

Took the words out of my mouth. I'll have something up tomorrow! Eeeeevviiillllll

Oh I love evil.

Yep! I have a concept that I have to get down and statted out before I forget how to do it.

Needless to say; no sleep tonight. At least until I make the first draft.


I already have an evil conjurer wizard in one campaign, so thats a no-go for me.. and I've already done the evil vivisectionist alchemist, so thats a nope. I have to decide what I'm going to do XD

I may go the false priest route.. or perhaps the creepy necromancer who steals the faces of his victims to use as masks.. bah so many ideas!

I'll figure somethin' out!

Sczarni

Im going sorcerer with lots of charm and illusion spells. Not sure yet if I will make her a maverik, but if I do, as long as she doesnt screw up, each parties should like her well enough and understand her prices for her services. ;)


Ah dang I was actually thinking of going Gnome Fey Sorcerer Bloatmage XD You beat meh to it!

We seem to have a very large amount of spellcasters applying, so I'm going to look into something else.. something.. skill oriented. Hmm..

A Slayer! Yesss..

Sczarni

First draft. Fluff started.

This little Aasimar girl wouldn't hurt a fly. She just wants to help! *Evil Grin*

Ai:

Ai
Female Agathion-Blooded Aasimar (Idyllkin) Sorcerer 2 (Pathfinder RPG Advanced Race Guide 0)
LE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 14 (2d6+2)
Fort +1, Ref +0, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork light mace +1 (1d6-1)
Ranged sling +1 (1d4-1)
Spell-Like Abilities (CL 2nd; concentration +7)
. . 1/day—summon nature's ally ii
Sorcerer Spells Known (CL 2nd; concentration +7):
. . 1st (6/day)—illusion of calm{super}UC{/super} (DC 16), silent image (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), haunted fey aspect{super}UC{/super}, mending, message
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 12, Int 13, Wis 12, Cha 20
Base Atk +1; CMB +0; CMD 10
Feats Deceitful, Eschew Materials
Traits innocent, suspicious
Skills Bluff +11, Disguise +11, Knowledge (arcana) +5, Knowledge (planes) +2, Linguistics +2, Perform (oratory) +6, Sense Motive +6, Spellcraft +5, Survival +3; Racial Modifiers +2 Survival
Languages Celestial, Common, Elven, Infernal
SQ bloodlines (rakshasa), silver tongue
Combat Gear potion of cure light wounds (3), potion of mage armor (3), potion of sanctuary (2), tanglefoot bag, thunderstone; Other Gear masterwork light mace, sling, backpack, bandolier, belt pouch, earplugs, ink, black, inkpen, journal, sealing wax, signet ring, trail rations (5), waterskin, pony (combat trained), alchemist's fire, animal harness, bedroll, feed (per day), pack saddle, exotic, tent, small, torch, 140 gp, 0.5 sp, 7 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Innocent If making a Bluff check to tell a believable/unlikely lie, the target always wants to believe you.
Rakshasa At some point in your family's history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
Silver Tongue (8/day) (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
--------------------
Ai knew from the moment she could walk that she was meant to be something quite different than what her parents had planned. "oh yes, the sweet little innocent girl. She will be tought in the ways of magic and will help all that she comes by. They should have been more wary of the truth behind her large eyes, the lifeless, blood red iris, the small slitted pupil. But somehow, this didn't really matter...

After YEARS of this, she began to excel in lying to people. This also brought along with it the ability to convince people that she would do something they wanted IF they resiprocated the favor in kind. She got along splendidly, no one has ever suspected her true goal. Now, its not a matter of if but WHEN she will become the most powerful person in town.

Her demenor is unchanging, though not cold. She simply "wants" everyone to get a fair shot. As long as they pay their debt in time, there will be no reprocussions. She is kind but just...

Everyone will love her and flock to her for their needs. In return.... They give her their lives: their SOULS.

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

Enma
Horse, Pony
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5
SQ combat riding
Combat Gear alchemist's fire (2); Other Gear animal harness, bedroll, feed (per day) (5), pack saddle, exotic, tent, small, torch (10)
--------------------
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.


Hmm.. Sir DM Crusty Peanut, might I suggest you do something more of the meatier type? Do know that if anything were to happen I could patch you up quite proper. Or amputate if it were to come to that. But worry not! I have but your best interests in mind! Ah! A slayer! Excelent choice! Would that be of the ranger veriety? Or perhaps something more of an inquisitoral nature?


Rats, i used to drop several of dire rats throughout basements, it sure taught insubordination was a bad idea.
But slayers/rangers? Is that a new sort of specialized archers, a new sort i haven't heard of yet?

Sczarni

So, I typo my original post. Here is an update.

Crunch:
Magus 1 / Alchemist(Vivisectionist) 1
Medium Tiefling / Outsider (Native)
Init +5; Senses Perception +5, Darkvision 60 ft
==DEFENSE==
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 19
ER Cold 5, Electricity 5, Fire 5 Fort +5, Ref +5, Will +3
Armor Leather, Light
Defensive Abilities Tiefling Resistances
==OFFENSE==
Spd 30 ft/x4
Melee Rapier +3 (1d6) 18-20/x2
Melee Dagger +3 (1d4) 19-20/x2
Ranged Masterwork Longbow +4 1d8 x3
Ranged Ray Attack +3
==STATISTICS==
Str 9, Dex 17, Con 12, Int 18, Wis 12, Cha 8
BAB +0, CMB +12, CMD -1
Feats Weapon Finesse
Skills Disable Device +10, Escape Artist +5, Knowledge (arcana) +9, Knowledge (nature) +8, Perception +5, Spellcraft +8, Stealth +7, Survival +5, Use Magic Device +4
Special Abilities SLA 1/day Darkness, Sneak Attack 1D6, Arcane Pool 5, Alchemy, Spells
Traits Reactionary, Magical Knack (Magus)
Languages Common, Infernal, Elven, Gnome, Draconic

Spells Known:
All 0-level Magus spells,First level spellsVanish, Burning Hands, Magic Missile, grease, True Strike, Shield, Feather Fall

other equipment:

Leather Armor
10 Blunt Arrows
50 Arrows
Masterwork Thieves Tools
Spell Book
Extract Book
2 Potions of cure light wounds
388 GP 5 SP

Extracts Known:
First LevelCure Light Wounds, blend, Jump, Expeditious Retreat, Detect Secret Doors, Touch of the Sea

Background:

Randall Appears to others to be a traveling doctor/Snake Oil salesman. In reality he has an almost insane need to acquire any and all magical items in order to study them. He will acquire them using any method necessary.

Randall Quaid isnt even his real name. This is a fake name that he has been using for so long that his madness has made him believe it is his real name.

Shadow Lodge

The Good Doc wrote:

@Lord Foul, I, The Good Doc, as an alchemist can supply you with those potions! as long as you can cast the spell, i can get you as many as you want! Only 30gp a pop! (and free drinks on occasion on the side >.>)

And for your troubles, if you ever get a cold, nasty rat bite or extra limb you no longer want, well i can help you with that too!!

oh goodie, I don't have to take a feat, thanks

Free drinks from the undosed supply in exchange for potions, cool
I will have the character done in a few hours, I have to go to work
I am having trouble with the name though

Sczarni

I can provide you with a cure for what ails ya. Though you may not survive it, or at the least your gear may not.


Who are these eccentric people. This world holds secrets to me, but i shall gain the knowledge required to regain my lichdom and go to my own home. One step at a time.

Or, if that would fail in the end, subjugating people on this world could be a nice alternative.


Arcane necromancy and divine necromancy. fun times. soon this place will be overrun by our hoard!


Xeram would be fine with that, as long as he regains lichdom :)
He's likely going to take on that sort of necromancy as well, why not turn the dead militia leader into your meatshield?


1 person marked this as a favorite.

ive always wanted to go to the local town, ask the mayor if he will hand it over to me... if no... he gets a visit from his son/daughter who died so many years ago...
"daddy...daddy... its cold out here... let me in... daddy...." *scratch scratch scratch*


I am withdrawing, good luck with the campaign.

Sczarni

Ai can get help from other sources. Unused Favors can be quite helpful...

Shadow Lodge

Ooh Ai could work at my character's bar... As soon as I think up a name!

Sczarni

dropping out


Sorry to see people dropping out of this. I'd love to know the reasons.


I don't mean to speak for those that are dropping out, but I have a couple observations picked up from other recruitment threads:

1) Players who generally post sparsely (1 or 2 a day) can get aggravated/intimidated when players flood a recruitment thread with back and forth banter (perhaps thinking the GM will appreciate the quantity of posts, I suppose).
2) Players can shy away when characters start making preliminary alliances that they are not a part of, perhaps thinking the GM will pick those with ready-made alliances over those 'freelancers'.

Just my two cents.

Shadow Lodge

Um, sorry I guess?

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