GM Dark Lord's Way of the Wicked Campaign (Inactive)

Game Master Divinitus


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Silver Crusade

Also, GM dark lord, if we wish to swap out the SLA of an aasimar or teifling, would you like us to roll on the chart?

Silver Crusade RPG Superstar 2014 Top 16

Alright, here's the relevant info about Dursal Scarfang.

crunch:

Dursal Scarfang [Raging stats in braces]
Male half-orc Barbarian (Scarred Rager)/Witch (Scarred Witch Doctor) 1
NE Medium humanoid (human, orc)
Init +2; Senses Perception +3, Darkvision 60

DEFENSE
AC 12 [10], touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 17 (1d12+5) [20]
Fort +8 [+11], Ref +1, Will +1 [+3] (+2 Will vs. divine spells)
SR 7 vs. divine spells
Resist
Defensive Abilities

OFFENSE
Speed 30 ft.
Melee unarmed strike +6 [+8] (1d3+5/x3) [1d3+7]
OR falchion +6 [+8] (2d4+7) [2d4+10]
OR spiked chain +6 [+8] (2d4+7) [2d4+10]
Ranged longbow +2 (1d8/x3)
Special Attacks

Witch spells prepared (Concentration +6)
1st - burning hands, cause fear, ear-piercing scream
0 - daze (DC 15), detect magic, touch of fatigue (DC 15)

STATISTICS
Str 20 [24], Dex 12, Con 20 [26], Int 14, Wis 8, Cha 12
Base Atk +1; CMB +6; CMD 17
Feats Improved Unarmed Strike, Raging Vitality
Skills Acrobatics +5, Climb +9, Intimidate +8, Kn.(arcana) +6, Kn.(nature) +6, Perception +3, Spellcraft +6, Survival +3
Traits Bloody-Minded (+1 Init and Intim), Scorned by Magic (-1 CL when trying to overcome my spell resistance), Disdainful Defender (+2 Will saves vs divine spells), Crime Trait: Dueling unto Death (+1 Fort saves),
Drawback Pride (When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you)
Languages Common, Orc, X, X
SQ cantrips, chain fighter, constitution-dependent, fetish mask, hex scar, intimidating, patron spells (endurance)rage, terrifying visage, scarshield, warded skin

Gear
Witch's kit:
backpack
bedroll
belt pouch
10 candles
10 chalk
flint and steel
ink and pen
iron pot
mess kit
soap
spell component pouch
10 torch
5 trail rations
waterskin

2 alchemist's fire
4 acid
1 brewed reek

traveler's any-tool

4 scroll, mage armor
4 potion, shield
2 scroll, cure light

Backstory/Character:

Dursal was born in a tribe of jungle orcs to a human slave woman. He was taken from her the moment he cried, and was raised by the shamen of the tribe to make use of nature's wrath. He also drew the attention of the clerics of Zagresh in the tribe, who cut, maimed, and mutilated him in the name of their dark god. Dursal took it like a champ, but began to harbor a secret lust for revenge against the clerics, and in fact all of the gods. His hatred for divinity began to manifest itself in everyday life, and he found that his anger formed some sort of magical barrier against the clerics' spells. After defeating several of them in hand-to-hand combat, Dursal left the tribe in the dark of night to find his place in a tribe without love for some god.
He ended up in the most unexpected place... a temple to Asmodeus, the devil prince. He found the strict, lawful nature of the church of Asmodeus soothing compared to the savagery of his old tribe, though he still refused to worship any divine being. He spent a few months with the Asmodeans before moving on, and he found his way to Talingarde. The attitudes of those around him disgusted Dursal, and in a drunken rage he challenged a cleric of Mitra to a duel. He won the duel, but made the mistake of finishing his opponent, which he did not realize was illegal. Now tossed in jail awaiting a death sentence, Dursal steels himself for his inevitable escape.

EDIT: Fancy seeing you here, OSW! :-P


Interested, and have a character from a gestalt game that got chosen for a game that never actually got a first post. She'sa Bard/Rogue, taking a dip on the Rogue side into Sorcerer and then into Arcane Trickster from there. Two questions about allowable content first:

1) The third-party Somatic Weapon feat.
2) The feats in the fifth Way of the Wicked book that allow a PC to become a vampire.


I've had an idea for something a little different than what I've heard. An aasimar Shaman/Vitalist. Though he looks perfectly human.

backstory:
Sebastian was born to a blessed family. They say the blood of the angels passes through the Belangelus clan. Most of them go into the clergy of Mitra. As he grew, people saw that Sebastian had the knack for healing. And yet he never felt the draw of Mitra. He chose to learn from the pagan spirits that the church frowns on, and this brought him to the study of life energy directly. The idea of granting it, and the future possibility of simply taking it away are what drives him. As he grew, it eventually became harder for him to hide his affiliation with pagan spirits. But it was they found his experiments with animals that they realized young Sebastian was irredeemable. They saw his work as heresy and judged him irredeemable. They were right.

Sebastian is a healer, but it's from an obsession with learning about the energy of life. Not just to heal, but to harm and transfer. He's a sociopath who cares nothing for the subjects he needs to learn from. He's willing to work with others if it allows him to escape the pyre and expand his power.

stats:
Sebastian Belangelus
Male aasimar vitalist 1/shaman 1/gestalt 1
NE Medium outsider (human, native)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +7; +1 trait vs. divine spells
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +3 (1d6-1)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Shaman Spells Prepared (CL 1st; concentration +6)
1st—cure light wounds, produce flame, sleep (DC 16); detect undead[S]
0 (at will)—bleed (DC 15), daze (DC 15), detect magic
S spirit magic spell; Spirit Life Wandering Spirit
Vitalist Powers Known (power points 4, ML 1st; concentration +6)
1st—collapse (DC 0), sense link, suppress compulsion
0 (at will)—disruptive touch (DC 15), sense poison, siphon
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 12, Wis 20, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Alertness, Selective Channeling, Weapon Finesse
Traits deft dodger, heresy, highlander (hills or mountains)
Skills Diplomacy +6, Fly +6, Heal +9, Knowledge (nature) +5, Knowledge (psionics) +5, Perception +13, Sense Motive +11, Stealth +8 (+10 in hilly or rocky areas); Racial Modifiers +2 Diplomacy, +2 Perception, highlander (hills or mountains)
Languages Common, Sylvan
SQ collective, collective healing, hero points, scion of humanity, spirit animal (bat named Arcane Familiar), transfer wounds, vitalist method (soulthief method)
Other Gear darkleaf cloth lamellar (leather) armor, sickle, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), ink, black (2), inkpen (2), journal (2), measuring cord (10 ft.) (2), mess kit, paper (10), pot, powder (2), scroll case, soap, torch (10), trail rations (5), waterskin, 135 gp

p.s. I did put fire resistance 5 as my aasimar trait. It's one of the middling ones. I'll be willing to roll if you prefer.


Ok, I'd like to make a sniper slayer/archer fighter who is a great assassin and expert bowman, and with all the feats, can become a very diverse player.


Here is the alias for Jonn Doe, a very careful assassin who has develop a taste for blood and a need to kill.

Statistics:
Male Human Slayer (Sniper)/Fighter (Archer) 1
LE Medium Humanoid (Human)
Init +4; Senses Perception +2
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0 shield)
hp 14 (1d10+3+1)
Fort +3, Ref +6, Will -1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Greatsword +5 (2d6+6/19-20);

Ranged Composite Longbow +6 (1d8+4/x3)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 18, Con 16, Int 16, Wis 7, Cha 9
Base Atk +1; CMB +5; CMD 19
Traits Armor Expert, Vagabond Child, High Treason
Feats Weapon Focus (Longbow), Deadly Aim, Point-Blank Shot
Skills (10 points; 6 class, 3 INT, 1 race, 1 campaign)
ACP -0
(1)Acrobatics +8
(1)Climb +8
(1)Disguise +3
(1)Escape Artist +9
(1)Heal +2
(1)Intimidate +3
(1)Perception +2
(1)Sense Motive +2
(1)Sleight of Hand +5
(1)Stealth +8
(1)Survival +2

*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Escape Artist (trait)

Languages Common, Undercommon, Drow Sign Language, Goblin

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Vagabond Child: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

High Treason: You receive a +1 trait bonus to Will saves.

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus onBluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Money 68 GP 0 SP 0 CP
Masterwork Chainshirt 250 gp
Composite Longbow (+4) 500 gp
Greatsword 50 gp
2 Dagger 4 gp
Primal Iron Dagger 6 gp
Alchemical Silver Dagger 22 gp
4 Smoke Pellets 100 gp

Background:

No one knows who this human boy is, or where he was from, but what really matters is who he became. He was left in the streets as a baby, only to be found and taken in by some kind-hearted goblins. While their hearts were big, their finances were not. In order to provide food for this baby, they had to borrow money from a group of drow rumored to be involved in widespread organized crime. Months later, when his goblin parents were unable to repay their debt, the drow stole the human baby and killed them, taking everything in the house of value to make up for the loss.
Now under the care of this drow mafia, this human child grew to learn the arts of theft and murder. He spent his entire childhood learning from the drow and quickly became known for his expertise with a bow. For the first time in his life, he was given a name, "Hawk." By the time he became a man, he started going on missions for the drow organization and was well liked by all within. He had been doing such a good job that the Noble approached him with a special mission reserved for only the elite of the organization. They were to assassinate the king of Talingarde, Markadian V. "Hawk" was honored to be invited on this very important mission, and gladly accepted.
On the night of the assassination, he was left hanging out to dry. All alone on this mission, he was easily captured by the king's guards and placed in prison for high treason and currently awaits his execution. No longer wanting anything to do with the drow organization, he goes by the name Jonn Doe to both stay unknown by most and to have a more human name.

Appearance and Personality:

Jonn Doe is a tall human that exemplifies the definition of physical perfection. While his muscular body is clear to see, his intellect is the key to who he really is. He often comes across as stoic, but in reality, it is usually a lack of emotion that creates this impression. His ability to adapt to changes in any situation and think through every possible outcome is what makes him the great assassin he is. While in the drow organization, he learned about Achaekek, and developed a great admiration for the Mantis God. Jonn was humbled by the fear Achaekek commands from the other gods.
Jonn spent a lot of time killing people who couldn't repay their debts. After a short time, he developed a "taste for blood" and could feel the withdrawal effects from going too long without a kill. Murder became a drug for him, and found hunting animals to be unsatisfying. The only way he could avoid the feeling was to go out and kill an innocent person.
Even though Jonn has the perfect body and cunning mind, he does have his flaws. Due to his unique upbringing, he is easily impressionable and is more willing to trust others than he should at times. He is smart enough, however, to know this, and would love to work with others who could help him protect this weakness he has, so long as they are willing to listen to logic and don't allow their emotions to guide their decisions.

Feedback and questions are very appreciated.


ScubaSteve93 wrote:

Here is the alias for Jonn Doe, a very careful assassin who has develop a taste for blood and a need to kill.

** spoiler omitted **

** spoiler omitted **...

im still working on a few things but i think your character would work bether with Crossbowman if your going with sniping thats what i would choose

RPG Superstar 2012 Top 32

PsionicFox wrote:
nate lange wrote:
Oh man... I wish I had time for a PbP... Someone do me a favor and pitch a magus[kensai]/arcanist[blade adept] (I'll even help you with your build)
Wouldn't you want a Full BAB? And what's the benefit of attaching Bladebound to the Arcanist side? Magus [Bladebound/Kensai]/Arcanist is totally legal.

As a general rule I think there are so many ways to get full bab, all good saves, and at least 4 skill points that its almost crazy not to... This combo seems like it might be worth making an exception though. You get all the action economy of a magus, plus the self-buffing ability of an arcanist (which should make up for the missing BAB), and with Broad Study at 6th level they can nova like nobody else. Go with a Dex build for combat and you get to stack dex+int+Mage armor for AC. Taking blade adept instead of bladebound is about your arcane points... Bladebound gets a smaller arcane pool but get the blackblade's points, the blade adept keeps his regular arcane reservoir but still gains bonus points from the blade- more importantly, the blade adept can select some solid combat magus arcana which allows you to use both your arcane pool and reservoir to power combat powers (meaning you'll be able to afford to use things like arcane accuracy a ton).

Imagine getting to 11th level and getting to do things like use Close Range to spellstrike with Disintegrate on your keen scimitar... Crit on 15-20 for 2d6+double Dex/enhancement/etc+ 44d6 from the spell (or a paltry 10d6 if they make their save, lol)


I'm very intrigued by this

Would you allow the Occult Adventures playtest?

Shadow Lodge

After much consideration, I'm thinking of an Antipaladin//Inquisitor. I think I could make something really fun out of one. :)


Of course. Metagaming spoils all the fun anyway.

I am working on submitting a fetching anti paladin oracle of Zon Kuthon.


Would you allow the lord of darkness archetype?

Grand Lodge

Pyro is ready for submission review.

Crime: Arson

background:

Kristoph Jacobsson is of Ulfen descent, but you might never know it. Aside from his bright red hair, he is the exact opposite of an Ulfen warrior. He is short and thin, and carries no large weapons or heavy armor.
As a child he was bullied and teased about his appearance. They should have known better. Instead of training on ships and sparring, Kristoph went deep into the wilderness. He began watching and studying the natural world. He found ruins with ancient glyphs and depictions of people bound and burning. Over time, he came to be able to read the runes and understand their meaning. They showed methods of drawing the fires from the heart of nature to use as he saw fit. It was at this time that he changed. He burned the symbols into his skin and painted his body in ash. He was no longer the little bullied boy, he was Pyro, master of nature's most furious force, fire.
He returned to his village late in the night and took his revenge. Every black eye, every broken bone, every verbal torment, he would return to them at once. In an instant. He waited until his oppressors were drunk and alone, bathing in their warrior's glory. It was then he struck. Fire rained from the sky, their hut instantly ablaze. He flung balls of fire into their back as they fled. None survived.
Unfortunately the town did not see things his way. They suspected the blaze was his doing. They surched the forest and found his ruins, they found his notes and charred targets. It was time for him to leave.
At first he ran, then he walked, then he found passage among a caravan. He would forage for the group in exchance for shelter and passage. He kept his gifts secret. He covered his sigils and blended into the society of the caravan. He would have to find a new home before he couls continue his training. This is not to say that there were not the occasional cart fire when someone decided to try to take advantage of the thin boy. However, no one ever linked it to Pyro.
The caravan finally came to an end. He found himself in Ustalav.
The first weeks were rough. This was a land of toil and suffering. Eventually, however, he came to know a man named Professor Petros Lorrimor. The professor immediately recognized the symbols on Pyro and with that, his potential. Professor Lorrimor gave all of the help he could to the young Ulfen, but it took considerable time for the boy to open up about his power. Over time, the two of them taught eachother much. Pyro learned more constraint, and over time, he came to know the workings of the people, towns, and governments.
Only weeks after the professor sent the boy into the world, a trained and self-sufficient man, that Pyro got word the professor was dead.
He has now rushed back to Ravengo as soon as possible, the funeral days away.

Kristoph's cave was a cult dedicated to the Demon Lord Flauros. His worship to the Salamander lord is taken in a mixed approach of naturism and divine (similar to modern druidism or wiccan belief systems).

crunch:

Google Doc Character Sheet Here

Kristoph Jacobsson "Pyro"
Male human druid [nature fang] 1, warpriest of flauros 1
NE
Init +5; Perception +8
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 armor)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1)
Ranged MW Composite +2 Longbow +7 or +5/+5

Druid Spells Prepared (CL 1st; concentration +5)
1st—burning hands, burning hands, produce flame
0 (at will)—create water, detect magic, spark

Warpriest Spells Prepared (CL 1st; concentration +5)
1st—magic weapon, infernal healing
0 (at will)—light, mending, purify food and drink

--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 17
Feats point blank shot, precise shot, weapon focus(longbow), rapid shot
Traits bandit, rice runner, teacher's pet, power hungry*
Skills acrobatics +10, knowledge(local) +8, knowledge(nature) +6, perception +8, sense motive +8, spellcraft +6, stealth +9, survival +8
Languages Common, Ulfen, Druidic, Ignan, Sylvan
SQ heart of the wilderness, studied target, fire domain (fire bolt), blessings (war mind, fire strike), sacred weapon

Gear
1 MW Backpack
1 Belt Pouch
1 Cup
1 Spell Component Pouch
2 Rations
1 Dagger
1 MW Comp +2 Longbow
40 Arrows
20 Blunt Arrows
5 Trip Arrow
4 Tanglefoot Arrow
111 gp


Baruk Taladro wrote:
im still working on a few things but i think your character would work bether with Crossbowman if your going with sniping thats what i would choose

Actually, the reason I chose Archer is mostly for the trick shot ability which allows you to perform combat maneuvers with a bow. As a slayer/fighter, there are so many feats available, I wanted him to be able to do a lot of different things, not just do damage, but thank you for the suggestion.


@GM - just a thought, if chosen, could we possible work out a class level progression toward a Vampire monster, or Vapire lord's abilities to use in place of one of the 2 classes?

so something like: Dhampir Cleric (Undead Lord)/True Vampire vs Dhampir Cleric (Undead Lord)/Sorcerer (undead bloodline)

It's more for the RP aspect than anything. I'm cool with using standard classes, just thought I'd run a unique/unusual idea, option by you.


Would you allow half fiend template? Giving up one side of gestalt levels at the appropriate level to buy out the cr increase?


ScubaSteve93 wrote:
Baruk Taladro wrote:
im still working on a few things but i think your character would work bether with Crossbowman if your going with sniping thats what i would choose
Actually, the reason I chose Archer is mostly for the trick shot ability which allows you to perform combat maneuvers with a bow. As a slayer/fighter, there are so many feats available, I wanted him to be able to do a lot of different things, not just do damage, but thank you for the suggestion.

oh i see like trip, bulrush and the like...ha awesome i going to have to make a character like that


Gonna throw this guy in there: Morthos

The unspoilered one below the dotted line is the one I'm submitting. He was part of a couple WotW games(although the 2nd one died pretty much instantly after I joined) back in the day. That's what the spoilered one is. Just too much work put into it to erase it.

Still pondering fighter archetypes though.


Loup Blanc submitting this character into consideration--he was built for a Gestalt Way of the Wicked that fell through a little ways back. Backstory's in the profile, although it's pretty long, and I'll have to fix some of the mechanics for this exact game, but you can get a good feel for the character while I work on that.


Oh wow! I know exactly what I want to build! I'll post it later tonight.


Interested, gonna see if i can put together a character for this.

Thinking of an alchemist, who experiments on others (grafts and such)

Will be looking for a second class, possibly 3pp for grafty goodness.

thinking of playing the character as a healer and possibly crafter


Here is my submission but will continue to review him for mistakes and improvements:

Mulroch Thunderhill:

Male Half-Giant Gestalt Aegis/Kineticist (Psion Psychokinesis) 1
NE Medium humanoid (Human, Giant)
Init +5; Senses Perception +5, Low-light Vision, {My Light}
--------------------------------------------------------------------
DEFENSE
--------------------------------------------------------------------
Astral Armor AC: 18/22, Touch: 12/16, Flat-footed: 16/20 (BS:10, A.Armor:+6, DX:+2 / F.Screen:+4)
Normal Armor AC: 17/21, Touch: 13/17, Flat-footed: 14/18 (BS:10, C.Shirt:+4, DX:+3 / F.Screen:+4)
HP: [20, 10+4+6]{19 (10+3+6)}
Fort: [+6, CN:+1]{+5 (BS:+2, CN:+3)}, Ref:+3 (BS:+0, DX:+3), Wil:+5 (BS:+2, WS:+0, RA:+2, TR:+1)
CMD: [21]{20}

Defensive Abilities:
1. +2 racial bonus on saving throws against mind-affect effects. This trait replaces the fire acclimated trait.
2. High Treason Criminal Trait - +1 to Will Save
3. Astral Suit - Astral Armor [Hardy +2 CN, Flexible Suit]
4. Kineticist/Psion Powers
5. Powerful Build - +1 CMD (Large)
--------------------------------------------------------------------
OFFENSE
--------------------------------------------------------------------
Speed 20 ft.
CMB: [+8]{+7}
1. [Masterwork] Large Greatsword: [+8]{+7} ATK, 3D6[+12]{+9} DM, {19-20x2, SL, Melee, [Magic], Special}
2. Masterwork Large Composite Longbow (0): +5 ATK, 2d6, {20x3, PI, Range: 110', Special}
3. Energy Ray: +4 Touch ATK, 1d6+/-Type*, {20x2, Cold/Electricity/Fire/Sonic, Range 25', *Augment}
--------------------------------------------------------------------
Special Attacks
--------------------------------------------------------------------
1. Astral Suit - Astral Armor [Brawn: +2 Str, Imp. DAM:+3 Damage, Psi Melee WP: +1 MW, Magic]
2. Stomp {1x/day, DC:10}
3. Kineticist/Psion Powers
4. Powerful Build - +1 CMB (Large)
--------------------------------------------------------------------
Astral Suit - Currently Astral Armor
--------------------------------------------------------------------
Free Customizations:
1. Brawn (+2 STR)
2. Improved Damage (+3 Damage)
Purchased Customizations:
1. Hardy (+2 CN, 2 CPs)
2. Psionic Weapons (+1 Masterwork Melee Weapons, Magic, 1 CP)
3. Flexible Suit (+1 ACP, Can Sleep in Armor)
{Customization Points(CPS): 4}
--------------------------------------------------------------------
Psionics
--------------------------------------------------------------------
{Concentration: +5}
0: Detect Psionics, My Light, Sense Poison, Missive {At Will, DC:14}
1: Force Screen [+4 AC, 1 min, +], Energy Ray, Catfall [50', Immediate Action, +]{1 pt/+Augment, DC:15}
{Power Points: 8 Shared Pool}
{Psionic Focus: Focused}
--------------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------
Str [22(+6)]{20(+5)}, Dex 16(+3), Con [18(+4)]{16(+3)}, Int 18(+4), Wis 10(0), Cha 7(-2)
Base Atk +1;
--------------------------------------------------------------------
Feats:
--------------------------------------------------------------------
1. Light Armor[Aegis], All Simple/Martial Weapons[Aegis], Psionic Talent (+2 PPs)[Racial]**, Extra Customization (+1 CP)**, Psionic Body (+2 HP/P.Feat/)[Psion]**, Endurance (Sleep in Light/Med Armor, chances to Run longer)
--------------------------------------------------------------------
Traits: Reactionary (+2 Init), Seeker (+1 Perception, Perception Class Skill), Child of the Streets: (+1 Bonus to new class skill Sleight of Hand), Criminal Traits - High Treason (+1 to Will).
Drawback: Power Hungry (You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.)
--------------------------------------------------------------------
Languages: Common, Giant, Draconic, Drow Sign Language, Necril
--------------------------------------------------------------------
SQ: Stomp {1x/day, DC:10}
--------------------------------------------------------------------
Skills: Acrobatics (Dex), Autohypnosis (Wis), Climb(Str), Craft(ALL)(Int), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Knowledge(ALL)(Int), Knowledge (Psionics) (Int), Perception (WS), Profession (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
--------------------------------------------------------------------
1. Autohypnosis: +4 1+0+3
2. Disable Device: +9/+4 1+3+3+2/-5
3. K. Psionics: +7 1+3+3
4. K. Arcana: +7 1+3+3
5. Perception: +5 1+0+3+1
6. Sl. of Hand: +10/+5 1+3+3+1+2/-5
7. Spellcraft: +7 1+3+3
8. Survival: +7 1+0+4+2
{+6 ST, +3 DX, +4 INT, 0 WS, -2 CH, -5 ACP}
--------------------------------------------------------------------
Gear:
--------------------------------------------------------------------
1. Large Greatsword (100 gps, 16 lbs, Back)
2. Large Masterwork Composite Longbow (+1 ATK, 300+200, 6 lbs, Back)
3. (40) Large Arrows w/quiver (4 gps, 4 lbs, Quiver/Backpack)
3. Chain Shirt (100 gps, 25 lbs, Body)
4. Astral Armor (Free, 40 lbs, Body)
5. Masterwork Backpack (50 gps, 4 lbs, +1 STR to Carrying Capacity, Back)
6. Masterwork Theives Tools (100 gps, 2 lbs, Backpack)
7. Shaving Kit (2 gps, .5 lb, Backpack)
8. Masterwork Survival Kit (50 gps, 5 lbs, Backpack)
9 Monk Outfit (Free, 2 lbs, Body)
10. Water Skin (1 gp, 4 lbs)
11. Belt Pouch (1 gp, .5 lb)

Coin: 9 pps, 2 gps, 5 sps (.5 lb)(Belt Pouch)
109.5 lbs (Light, up to 200 lbs)

Background:

Mulroch Thunderhill's family moved to Talingarde before he was born to run a family fur business. Prior to moving to Talingarde, his father and mother were part of a Half-giant village but they were banished for reasons unknown to Mulroch and never would find out why. Everything was progressing smoothly for Mulroch's family including the birth of Mulroch. Like most kingdoms, they go through periods of hardship and Taligarde was no different. Since Mulroch's family was still doing fairly well, and because of this, they were targets of racism and prejudice. Mulroch's father approached the local magistrate about the problem but for whatever reason, whether it was prejudice or some other reason but the problem was never mitigate. Unfortunately, this lead to burning of the family business and home which led to the unfortunate deaths of Mulroch's family, orphaning Mulroch. Facing continuous racism and prejudice, Mulroch could not live anywhere but on the streets.

Being Half-Giant, he had an innate affinity for psionics and began to manipulate Meta Powers through visualization and self-training. Mulroch became quite proficient living on the streets, pick pocketing, burglarizing, stealing, and anytime he ran into problems, he would use his powers to escape and/or protect himself. He would operate at night under the cover of darkness while burglarizing and those who became too drunk to identify him or even stay conscious. Once Mulroch made enough gold, he thought he would give it one more try to make an honest living. While he was drawing up a business plan at a local bar, some off duty City Guards came into the establishment for a drink. At first everything was going great, but as the guards became drunk, one of the guard's true nature came out and started harassing Mulroch. One thing led to another and a fight broke out inside the establishment. By the time the fight was under control, (3) off duty guards lie dying, (2) on-duty Knights of the Alerion were injured, and Mulroch was under arrest for assaulting the (2) Knights. Mulroch would have probably been released that night but since he struck the Knights, he was now in trouble with the magistrate.

Mulroch was already very angry and would have probably been ok if the magistrate would have been lenient on him. However, the magistrate was very strict and threw the Kings Law at Mulroch. As a result, Mulroch was charged with High Treason for assaulting the Knights. The magistrate said to Mulroch, ”An assault on a Knight of Alerion is an assault on the King. Therefore by the power vested in me by His Majesty King MarKadian V, I sentence thee Mulroch Thunderhill to be drawn and quartered to be determined later.” This was the final even that sent Mulroch rage over the edge. He did not reply to the magistrate but instead stared him down in anger. The one time, Mulroch was innocent (mostly anyway); he was going to be severely punished. Mulroch was taken to his cell until his sentenced could be carried out. In there, he decided he has had enough. He thought to himself, the best defense against any oppression and being a victim is power. This is when he started to plan his escape and the first steps in acquiring this power. He no longer recognizes Talingarde as a sovereign nation and the King is no longer his King. In addition, he feels his former Half-Giant tribe is responsible for his parents death and his strife. Currently he hates everyone, wants to gain power to become powerful for protection, get revenge on those who he feels has wronged him over the years, but he will work with the group, or use the group, to achieve his goals.

Appearance:

Before the Escape:

Mulroch Thunderhill is short even for a Half-Giant (6'8") but makes up in girth (288 lbs) which still gives him the ability to wield large weapons. Any skin and hair you can see through his crystallaized armor are black. You see two red eyes peering at you through his armor. He is currently wearing a monk outfit.

After the Prison Escape:

He carries a very large sword, a very large bow, and a fine leather backpack on his back. Mulroch's monk outfit and chain shirt are underneath his crystallized armor.

Note: He wears a monk outfit as underarmor clothing because it fits comfortably and it is is loose.

Personality:

Mulroch has lost respect for the law and most people, and only cares about himself because he believes that is what people have taught him. He is now very aggressive, but will work with the party to gain that power, a means to a goal.


Dotting. Interested in making a Magus/Psion. still working out the details but thinking it would be fun to do thrillers PrC if that is allowed. :)


Here is the link to Mulroch Thunderhill's Character Sheet

This way, I can update it without making a lot of update posts.


Question!

Is the +1 skill point in addition to the normal favored class bonus or are all submissions required to take the +1 skill point as their favored class bonus?


Tsriel wrote:

Question!

Is the +1 skill point in addition to the normal favored class bonus or are all submissions required to take the +1 skill point as their favored class bonus?

I took it as an additional bonus to the normal character advancement and favored class skill points just like the bonus feat at 1st level.


Wow, I've been waiting for this one to pop back up!


Thrallherd PrC... Blargh autocorrect. :/

If Thrallherd is too much.

Than Perhaps a Magus (Ken/Bladebound) / Antipaladin (Lord of Darkness if allowed)

Will post something in the morning but Shami here is the guideline of the story she'll follow.

Her alignment may be subject to change if we are allowed to pick someone other than Asmodeus. >:)

A little something about Shami...:

Crime Sedition

Backstory

Her birth caused the death of her mother and she grew up with a father that more or less disdained her. Repeatedly telling her she was cursed and the reason of her mothers death. His hypocrisy knew no bounds as her father was a devout believer in the Mitran faith, a fact he often abused to lash out at her. This abuse was what drove her to hate the church completely, especially when her own prayers to Mitra went unanswered.

She endured her fathers beatings and mistreatment and as soon as she came of age she enrolled into the arcanist college and found her calling in the magical arts. However she lacked the focus to be a proficient spell caster and sought to learn the art of a martial magi. Or more aptly named Magus.

It was during her times in the arcanist college that she started to discover her want to gain more power and even prayed to whatever powers would make her more powerful. After a time her prayers were followed by strange dreams of a being of great and terrifying power. It was through these dreams she sought out old tomes on dark magic and fell creatures. It was this path that ultimately led her to discover Asmodeus and her belief that the Dark Prince's laws would bring about true order compared to the weak faith of Mitra.

By the time she graduated from the arcanist college her father had grown old and weary, his mind addled by the hate he still held on to. THe disdain for a daughter he didn't want and her equal hate for a father who hid behind a false faith. She didn't shed a tear when her father died in a fire that tragically consumed her family home. No, it was the only way of removing her attachment to the past and focusing on the future rebirth of Talingarde.

She worked hard to find like minded people to grow her power base. However she wasn't exactly subtle and her acts of sedition were short lived. Despite her best efforts she was betrayed by a weak willed noble heir who brought the local justices right to her to avoid punishment over a minor crime he committed.

She made no effort to escape, pleading her innocence, when her lies fell on deaf ears she decided tha saving her spells for breaking out would be more important if she was convicted. She would especially enjoy her vengeance on the bastard noble that had betrayed her.

Her court hearing was quick and harsh, Sedition, High Treason and Heresy. Fitting since they sadly found her books she'd stolen from the college, the ones that depicted Asmodeus the best. Having named her a heretical seditionist meant that she was fated to meet the headsman's axe in a rather intimate fashion. As she lingered in her cell she had to rely on plan B.

Break out.
Kill the Nobleman traitor.
Hide.
And try try again.

Personality

Manipulative She is more likely to trick others into doing her dirty work when possible, she twists the laws to her own advantage and delights in making contracts that favor her more than the recipient.

Devout She believes in the Prince of Darkness wholeheartedly, enough so that she is willing to tear down Talingarde and rebuild it by his will.

Sadistic She doesn't allow others to stand in her way for long, she works to discredit them and erode their power base before striking them down completely. It is a task she enjoys greatly.

Hedonistic Her unique skin tones and want for power leads to some rather fruitful ventures. She is a creature of pleasure after and enjoys using her charms to wile those she associates with. However she is careful in just how much she gives herself away, teasing and toying with the emotions of those who would think themselves her only suitor.

Idea's about Shami:

Can't help but picture taking the path of Greandel from Wheel of Time, if she goes Thrallherder that is. Twisting people into her personal slaves and doing whatever she wanted with them, selecting the most beautiful and discarding the least favored on missions to further her gains. Assassin's, merchants and whatever suited her goals.

All the while her ultimate goal would be to subvert the Mitran faith and tear down the Talingrade government at its base.

She will go full demon, Succubi, if the rituals are allowed in the game of Way of the Wicked. It would fit here and ultimately be an end game goal and a lot of fun. I'm not much for serial killer murder but she is going to be manipulative and dominating those weaker than her. More like a master and most others are slaves. Granted the party is immune as I am not one to cause drama... :/ Tends to break the game. :(


Tenro wrote:

Interested, gonna see if i can put together a character for this.

Thinking of an alchemist, who experiments on others (grafts and such)

Will be looking for a second class, possibly 3pp for grafty goodness.

thinking of playing the character as a healer and possibly crafter

Coming back with some solidified points:

Human Alchemist (Chirurgeon, Vivisectionist) / Aegis (Aberrant)

His crime was kidnapping, he kidnapped the daughter of a high-ranking Mitran clergy member in order to disfigure them. This was motivated by revenge for something the clergy member did to the character, likely spurned his courtship of the daughter and poisoning her mind against his overtures. His unrequited love festered into hate and self-loathing, self-mutilation... then experimentation on himself and others.

The plan is for him to buy heavily into things like having tentacles, extra arms, tumor familiar, et cetera. Just generally be a disgusting monster to look at, covering himself up with heavy robes, hood/hat/etc. when moving about amongst normal people.

As for what he offers the party, I plan on him taking the Infusion discovery early on to heal folks when needed. I'll take a trait to give Stealth as a class skill, and he will have sneak attack as well. Also, crafting will be incorporated, Master Craftsman is a bonus feat (thereby limited forms of craft magic arms/armor/weapons; wondrous items). Of course, alchemical items as well as Brew Potion.

Ultimate goal is 4 (or 6?) arms 2 legs 2 wings 4 tentacles. Though obviously he can't attack with most of these in one turn. The idea would be to sneak up, grapple with tentacles, then claw them to death.

I see there are other alchemists in the running, but this one is different than the typical Gestalt Alchemist because he isn't all about hulking out on mutagen. He is a more calculating, insidious type of character.


Got room for one more?

If so my character is a Tiefling Demonspawn Ninja/Oracle.
He was convicted of 3 counts of murder because he killed a "rich kid's" entire family.

His Reason:

Spoiler:
One more thing is that he was adopted by an elderly human couple who believed he would become a shining knight for the king, he did too until his reason came up. The reason he killed them is simply a racial matter. One year earlier, the "rich kid" who is actually King Markadian V's nephew, had seen his family and was disgusted by the fact that a human would take in such a "vile creature". He got his friends together and decided it would be a good idea to beat up the tiefling and his adoptive parents. The tiefling took quite the beating but lived. His parents, not so lucky, they died of their wounds and the son had not been found guilty because, yep you guessed it, the king had pardoned him.

What Happened:

Spoiler:
The tiefling had become so filled with rage and sorrow he embraced the dark side. He planned the moment he would exact his revenge. And on a particularly "misty" evening, the tiefling snuck into his house, and he killed that "rich kid's whole family and left him to weep over their lifeless bodies, just as the tiefling did. On the walls in blood he wrote
Quote:
Now you know how I feel.

So he was convicted of murder, boo hoo, he'll get out I promise you.


ok un less im wrong these are the only players with completed submittions..

sambiDaemon-Spawn Tiefling Magus (Bladebound, Kensai

KasanarVindakay Dhampir Dual-Cursed Spirit-Guide Oracle

MulrochThunderhill Half-Giant Gestalt Aegis/Kineticist (Psion Psychokinesis)

LysanderTremaynedhampir antipaladin (knight of the sepulcher)/swashbuckler

MorthosTheMalevolenhuman antipaladin (Knight of the sepulcher) 1/Fighter 1

KristophJacobssonPyrohuman druid [nature fang] 1, warpriest of flauros 1

FalTheRebornKobold Oracle/Socrerer 1

BarukTaladroskinwalker Barnarian{Drunken Brute}|Alchemist{Beastmorph}{Vivisectionist} 1 {pre-excepted into game right??}

if psionic are allowed im going to try to get a psion/sorc nectro

i new to the site but ill try to get a chacter up


Recruitment still open? I've got an idea for a character I'd like to submit.


Don't forget about Jonn Doe... The irony


So my Tiefling's name is Zoren Flink. He's about 5'9" and is 29 years old (so young i know).He is approximately 145 lbs. He is violet-blue scaled, with wide red eyes, small, sharp, horns that jut out from his forehead, and a long tale with a spade-like end. Aside from that he looks generally human, his arms and legs are perfectly proportional, his nose is 2 nostrils under a large scale on his face and small curved scales around where his ears would be.

His personality, however is nihilistic, he has given up on the human race entirely and just doesn't care about them anymore.He worships no deity and is chaotic evil. He is borderline psychopathic, has anger issues and is very intimidating.

Hp: 8
AC: 15

His spells, feats, traits, skills and ability scores:

Spoiler:
Racial Bonuses: +2 Str. +2 Cha. -2 Int.
Ability Scores: Str. 20 Dex. 18 Con. 10 Int. 8 Wis. 10 Cha. 20
Skills: +3 Stealth, +2 Acrobatics, +3 Intimidate, +3 Disguise
Traits: Murderer, Shadow Stabber
Feats: Blinding Sneak Attack, Weapon Proficiency(Simple/Martial), Light Armor Proficiency, Poison Use, Sneak Attack, Mystery(Metal), Revelation(Dance of the Blades), Dark Vision(60ft)
Spells: Detect Magic, Enhanced Diplomacy, Mending, Purify Food and Drink, Endure Elements, Obscuring Mist

Equipment: Katana(1 d10), Haramaki(light), Shuriken x5

Let me know if I forgot anything.


Cedric is pretty much done. Just wanted to know if templates were allowed :3


So I just noticed an oracle mystery called waves, and I realized I should have done that instead of metal and I feel so stupid. Now that I have realized my mistake, may I change it?


here is my submission, not complete but it will be in just over 24 hours (sleep calls, with work afterwards).


I believe that Felvynius' profile is complete. It can be viewed here.


So some questions and I will produce the classes depending on what is and isn't allowed.

I am Currently Considering:

Shami (Original Concept) Tiefling Demon blooded Magus / Psion (Telepath) -> Eventually becomes a Thrallherd. Picture Graendal from Wheel of time. Manipulative, bending others to her will and scary powerful all in one.

Shami (Secondary) Antipaladin (Lord of Darkness) / Magus (Kensai)

1. Is Thrallherd PrC allowed? [i]I know you said Dreamscar press allowed but this PrC is met with some hesitation for obvious reasons, hence why I asked. ;)

2. Is becoming a Demon Allowed? Granted difficult as it may be I just can't help but think of how neat it would be to go full demon.

2. Explained:

I have seen the WotW games on the forums bo do not own nor played in it in any fashion. Hence my interest. However I want to build a dominator type, so Succubi is her ultimate goal or getting to the half fiend template would be good enough.

However I don't know how quickly the adventure progresses. But becoming a Succubi and subverting the faith of Mitra through Thrallherd would be awesome. Why kill them when I can make yu all mine... >:) I look forward to your help on this! Thanks! :D

Tropic Thunder:

You never go full retard demon... You just don't...

Posting info

Can post more than one time per day, will provide reason's for any delay. Family sometimes is an issue only as my kids are young and I tend to wait until the evening to post. However I work a 2 weeks on and 2 week off schedule which allows me 14 days a month to have a lot more access to computers. provided weather doesn't get in the way. Remote fields are difficult sometimes. :/

Will post more later. Thanks!


This sounds like a good game for my onmyoji/warder combo although being evil makes a charisma based undead class sound so much sweeter.

A sexy scarlet throne focused Warlord/Summoner?


Give me a few minutes to look over things. The internet was out at the dorms and I didn't even check earlier, since I had been gone for Easter.


Ok. Let me know if the race I asked about isn't too outlandish. (Previous page post). ;)


Warning: Kidnapping, violence, pseudo-cannibalism, murder, blood.

Varl Backstory:
Varl's mother, Malorie, was a second-story woman of some reknown, and his father a respected pharmacist and alchemist named Arasmes. Before she knew she was pregnant with twins, while on a job, Malorie was attacked by a strange creature while traveling through the sewers. Though saved by her squad, she had no way of knowing that an illithid tadpole had been placed inside her. She suffered no immediate ill effects, as the tadpole sensed the young brains just forming in her womb and attached itself to one of those. The stress of this parasite killed the unborn child and its parasite, and the other twin's development subsumed the remains.

Varl was born with a horrific birthmark, his neck and chest a greyish purple like an everlasting bruise. The trauma of all that had transpired in her womb left Malorie drained permanently. Without her illicit income to supplement his father's earnings, they settled into a middle-class lifestyle. He learned the myriad of ways to protect himself by striking at an opponent's weak spots, short through the lessons were due to his mother's illness. He learned in passing the healing arts from his father, though he spent a good deal of his time seeking to heal his mother.

With lessons short, Varl took to other boyhood matters in his free time, finding his thoughts preoccupied with Melina, the daughter of a prominent and well-to-do Mitran priest. Varl took to the faith, or tried to anyway, but it was clear his singular purpose was to get close to the girl. And they did grow somewhat close, for a time during their adolescence. When Melina's father heard about the scarred boy and his agnostic upbringing, he objected to Melina and Varl spending time together. He was smart enough not to outright forbid it, but he occupied Melina's time as much as possible with worship duties while poisoning her against Varl, and seeking to marry Melina off to another man.

Her eventual rejection hit Varl like a hammer to the chest. He retreated into his own little world, focusing on studies in alchemy and biology as time pressed forward. He grew, Melina grew as he watched her from a distance. Varl's thoughts grew darker after his mother succumbed to her illness, lucky though she was to survive this long. His father turned to drink as his business wasted away, Varl had taken to theft to make ends meet and in their second harsh winter, Arasmes died of exposure. Varl was on his own, barely making enough to survive. He had managed to carve a bit of space of his own in the sewer beneath the city, furnished it with the tools his father taught him to use.

He began experimenting, seeking a way to improve existing organisms using the parts of others. He was determined to make a huge breakthrough, and monetize it to increase his station in life. But years of living in the filth of a city's worth of people, elbow-deep in viscera performing surgeries did no favors for his mind. Though he had his faculties about him, he began to have... untoward desires. Varl wanted to experiment on humans. Using alchemical reagents to render people unconscious, he would kidnap them and experiment on them. He tried adding tails, fur, switching eyes, adding claws, the works. His failed test subjects would often wake up in an alley with no recollection but in extreme pain, lucky if a fresh wound from the implant point was all they had to cope with.

As Varl continued down this path, he felt another presence in his mind. A presence urging him to kill. In his sleep or other moments of rest, he would picture himself strangling his victims, cracking open their skull and feeding the brains to his birthmark, which had grown a face and tentacles in his dream. In his dream... until one day he awoke to two small tentacles protruding from his chest.

He captured a homeless person, intent on recreating his dream. After knocking them out, strangling them to death, and opening the skull, he pressed the brain against his chest, holding it with his newfound tentacles. Though he felt tiny stirrings inside his chest, he could not meaningfully interperet them. Varl had the idea that perhaps the brain had to be significant to him in order to bring about the transformation. He had only one target... Melina. The only person of any significance in his life besides himself.

Using formulae to disguise his appearance, Varl approached her as she shopped in the market, his appearance that of a merchant selling perfumes. He sprayed perfume after perfume for her to try, but two of the concoctions worked in concert to make her fall unconscious. Melina's servants carried her away, and Varl circled the square, returning to them as a doctor in appearance. Leading them ostensibly to his clinic, Varl lead them through alleys until they were safe from view, and knocked them out as well with perfume. He then took Melina to the underground, intent on her murder.

Varl had Melina as he needed her, strapped to a stolen chair in his makeshift clinic/pharmacy in the sewer. When the guards arrived, he had already shaved the top of her head and cut away the scalp in preparation to saw the skull open. After a swift trial, he berated himself in his Branderscar cell for not dragging the servants with him into the sewer. Perhaps then his work may not have been interrupted.

That's the fluff. Crunch will be finished tomorrow.


Recruitment will be open until Thursday, 6 days from the original post.

@Felvynius: You may roleplay the blade, if you so wish.

@Choant and rorek55: You may select from the list.

@Oceanshieldwolf: That is not too outlandish. The plague could even be something some insane follower of Mitra unleashed.

@Nidoran Duran: Those are acceptable.

@ScubaSteve93: Goblinoids have been pretty much run out of the inhabited reaches of Talingarde officially, along with Ogres, Bugbears, and other such 'monstrous barbarians', as the Talireans would see them. Also, expand upon your appearance.

@Cuan: So long as you are willing to incorporate any changes, good or ill, that result from the official release of the material.

@Cedric Calzir: Of course!

@Tsriel: It is an additional skill point, no more, no less.

@Shami: I have no problems with Thrallherd.

@The Flying Chicken: You may alter your character as you see fit until the day recruitment closes.

@Angelpalm: That combination is fine.

@Tenro: Are you a mindreader or something? How did you know of my Mythos fanboy-ism?! :P


@GM DL: i must have picked up something, or perhaps it was parallel evolution of an idea? I have never played Mythos (assuming a game, as it was the first non-definition result for the word Mythos)


@Tenro: Mythos, as in relating to the Cthulhu Mythos. Mind Flayers are VERY Mythos and an individual who has been tainted by one, driven by inhuman urges to perform unspeakable deeds, is very Lovecraftian, no? Were you planning on taking the 3.X feasts for having Illithid-tainted heritage?


GM Dark Lord wrote:
@Tsriel: It is an additional skill point, no more, no less.

OK. I thought as much, but just wanted to be sure. My crunch has been long completed at this point. My next post will include a link to my character sheet as well as a background. BTW, I hope you won't mind if I take a little liberty in connecting Golarian's Tian Xia with Talingarde somehow being apart of Golarion somewhere on the map. It's mainly for character origin purposes and nothing more.


@ Ok, thanks for the heads up. Going with Fighter/Warder.

Off to work, then I'll post backstory and get to the crunch...


Sorry, this is the owner of madik, my other account won't let me log in, I have to say that I'll only be posting on weekdays


Captain America Inspired villain!

Uses the throwing weapon monk (my new favorite variant), and a concept a friend of mine instilled in me a few years ago about a fighter using two shields as dual weapons! I hope you like it!

crunch:

Za’hiyrr Corven
Human Fighter/Far-strike Monk 1
LE Medium Humanoid

Init/[b]+5 [b]Sense Perception +7

===Defense===
AC 24 Touch 10 Flat-footed 14
HP 10
Fort +2 Ref +7 Will +6

===Offense===
Speed 30 Ft.
Melee Unarmed +4 (1d6+3/x2)
Ranged x3 Mwk Light steel throwing shield +7 (1d6+3/x2)
Special attack Flurry of throws (+5/+5)

===Statistics===
Str 16 Dex 20 Con 10 Int 12 Wis 18 Cha 10
BAB +1 CMB +4 CMD 18
Feats Shield Focus, Improved Shield Bash, Two-Weapon fighting, Point-Blank shot, Two-Weapon Defense, Quickdraw
Skills Acrobatics +9, Climb +6, Intimidate +3, Stealth +9, Perception +7, Survival +7, Know(dungeoneering) +4
Language Common, Goblin
Gear X3 Shield, steel light (quick draw, throwing)(327gp) (+1 AC, 1d6Dmg)

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