Hell Hath No Fury (Inactive)

Game Master The Morphling

Roll20 Link -- Current XP: 985 XP / 2,000 XP


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Did you miss my question about being a member of House Thrune?


This is drogeney's submission, a recycled alias but I think she'll work well. I hope what I wrote wasn't too dark, I think it'll be alright. If chosen I will likely create a separate alias for the eidolon.

Build:

Nestasha
female tiefling (devilborn) summoner (unchained) 1
LE medium outsider (native)
Init +2; Senses Darkvision 60 ft; Perception +0
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Defense
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AC 12 (16 mage armor), touch 2, flat-footed 10 (14 mage armor) (+0 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2
Abiliteis fiendish resistances
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Offense
--------------------

Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2)
Ranged light crossbow +2 (1d8 19-20/×2)
Special Attacks summon monster 1 (5 per day),
Spells (CL 1; concentration +3):
1st (n/day)— grease (dc 13), mage armor
0 (at will)—acid splash, detect magic, mending, read magic
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Statistics
--------------------

Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 15
Base Atk +0; CMB +n;CMD n
Feats WP: simple; AP: light; spellfocus (conjuration)
Traits talented, family connections,
Skills diplomacy +5=+2+1+2, knowledge (arcana) +5=+1+1+3, spellcraft +5=+1+1+3. use magic device +6=+2+1+3
Background Skills linguistics +5=+1+1+3, perform (dance) +7=+2+1+3+1
Languages common, infernal, abyssal, celestial
SQ cantrips, eidolon, summon monster 1
Combat Gear dagger, light crossbow, studded leather armor, bolts (10); Other Gear potion of cure light wounds
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin, 35 gp, 9 sp
Weight Carried (19 lbs)
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Special Abilities
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Eidolon A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
See the Eidolon Unchained rules here.
Family Connections You gain a +2 trait bonus on Bluff and Diplomacy checks made against outsiders belonging to the evil subtype.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Life Link At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Skilled Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Summon Monster 1 At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Talented You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Eidolon:

Dirketch
LE medium outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE

AC 17, touch 16, flat-footed 13 (+2 Dex, +2 natural)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2
Resist fire 5, +4 saves vs poison
OFFENSE

Speed 30 ft.
Melee fauchard +4 (1d10+4 18-20/x2)
-or-
slam +4(1d8+4)

STATISTICS

Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +1; CMD 15
Feats exotic weapon proficiency (fauchard)
Skills Bluff +12=0+1+3+8, Diplomacy +12=0+1+3+8, Intimidate +3=+0+3, Knowledge (planes) +2=-2+1+3
Languages Common, Infernal
Base Form
Starting Statistics
Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack slam (1d8); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
Claws, limbs (arms), limbs (legs).
Base Evolutions Base Evolutions: Starting at 1st level, devil eidolons gain the resistance (fire) evolution and the skilled (Bluff) evolution. They also gain a +4 bonus on saving throws against poison.
Evolutions (1 pt)
Skilled +8 diplomacy
Class Skills The following skills are class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for his eidolon. Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level. Intimidate, Spellcraft, Knowledge (arcana), Diplomacy
Abilities
Link A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Share Spells The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.


Description:

Nestasha is a rather attractive tiefling woman standing five foot four and weighing one hundred forty pounds. She has long red hair, pinkish skin, a long tail, a pair of horns that curl back from here temples, and glowing red eyes. She prefers red colored cloth for clothing, knee high brown boots, and carries a dagger and cross bow. When her eidolon, and mentor, is summoned the two of them share a glowing emblem on their forehead that resembles an inverted pentagram that glows blood red.

Personality:

Nestasha has a fiery personality that is tempered by the cold and calculating cunning of the devil by her side and in her bed. She has a unique relationship with her devlish mentor when he is around and she learns the methods of convincing others to give their soul into her power, and thus her eidolon's, to propel them both into a higher standing with Hell. While she tries to be subtle and manipulative it is still very much a work in progress as her temper tends to get the better of her and ruin her efforts, this is something that she is working very hard to correct.

Back Story:

Nestasha was born seventy two years ago in a small town in rural Chelliax to a human couple whose names she has forgotten. Her mother had long since sold her soul to a devil and the taint caused her daughter to be born a tiefling. Though her mother died in childbirth Nestasha was raised in her earlier years by her father for the first forty two years of her life, he did a respectable job, if only barely, and Nes grew up as a true Asmodean faithful.

As she reached her forty second year of life , the equivalent of ten human years of age, Nes was visited by a devil for the first time. She had never had a friend as no one wanted to befriend her as, despite being devil-born, she was a lowly tiefling and didn't age at the same rate that they did. This devil was very weak when he found her and needed a connection to the material realm to survive, finding Nes was a golden opportunity for him and he convinced her to enter into a pact. The girl was too intelligent to give the devil her soul when he was so obviously in danger and so entered into a different pact. The devil would become bound to her as an eidolon, a binding that went both ways, and would serve as her protector and mentor until her death or his. She and the devil swore the pact and Dirketch became her eidolon granting her the powers of a summoner.

Dirk began to mentor young Nestasha in the ways of a devil summoner and eventually reached a point where he needed something, something that would cost him a soul to obtain. It had been a few years and Nestasha had grown older, as had her father whom she now took care of. She saw him as weak, a waste of a life, and decided to make him have value once again. She offered her father's sole to Dirk for his bargain in exchange for certain considerations of her own, namely greater skill at conjuration magics. the two of them sacrificed her father in a bloody right and traded his soul for what they both wanted. Over the next two decades Dirk replaced her father and raised the child to desire to advance in the ranks of Hell's Heirarchy and himself, and when she reached adult hood the two became lovers. they have spent the last few years wandering the smaller towns of Chelliax until they came to a town where work was rumored to be lucrative, a town where this story begins. Among the last things that Dirk discovered about her was that Nestasha was a natural born dancer, and he trained her to use that skill to distract men and women, to seduce them so that luring them into giving their souls would be even easier, of course he enjoined the feeling watching her performance generated in himself as well, it aroused him and would lead to some of their most enjoyable times together.

RP Example:

It had been some time since she left nowhereville, the town she was born in, it was a waste of her potential and she knew she was destined for far more. So what if she was a tiefling, this was Chelliax and she was born of devils, it should be her ruling over these short lived humans, and the devils ruling over her, she knew this to be true but convincing te humans of it was much more difficult. She knew the truth, that if it weren't for Dirketch she would likely still be stuck in that hamlet. He had raised her up from her lowly place there and shown her the road to true power.

They had been traveling for a year or so now, it had been nearly a month since she came of age and they had consummated their alliance. It was hot, it was violent, and it was delightful. They had repeated this many times since then as both were enjoying the physical side of things. Of course that wasn't all they did the two had begun taking jobs as they traveled, intimidate this peasant, kill this person, even hunt this monster on occasion. There was a time not so long ago that they had been hired to kidnap a recalcitrant man's children to force him to do the bidding of their employer, when the man refused he was made to watch an illusory playback of the children being sacrificed to Asmodeus which drove him to kill himself.

Most recently they had been hired to intimidate a woman into staying with her husband, it was thug work but easily accomplished, and the pay was good. The way in was easy enough, her husband gave them a key and made sure that she was home alone, and Nestasha and Dirketch simply entered the residence after she was asleep for the night. They drugged her so that she wouldn't resist as they tied her down and then the two proceeded to torment her with tales of what they would do to her if she left her husband, how such violations of contract were frowned upon, that a separation wouldn't be granted. They thought they had succeeded when they found out she wasn't as helpless as they thought.

"Well now, what have we here," a voice said as it entered the room. The man was fairly handsome and stirred even Nes' desire, he bore a holy symbol and a scroll.

Dirk recognized the scroll and spoke in a sonorous voice, "So, we have an illegal priest of the god of drunkards, I think that he would make an excellent sacrifice my pet. The question is how shall we dispose of him…" He started to approach the man while Nestasha stayed at the woman's side with her dagger at her throat, "I know, I think we shoul…"

He was cut off as the priest read quickly from a scroll ending with the words, "Vade diaboli!" With a wail of hate Dirk suddenly disappeared.

Nestasha looked angrily at the man, this priest, and said, "I think you've failed!" With a thought an eagle appeared, it was a vicious looking beast of black and red and it stooped at the cleric, it's talons clawing at his face with particular viciousness. Using the birds distraction Nes drew her crossbow and lined up a shot just as the priest killed the bird and fired. The woman screamed as she saw the bolt fly and spear her lover through the eye killing him instantly. Nestasha seemed rather annoyed and said, "Well HELL! I wanted him alive." She looked at the woman and said, "Shut up or I will go ahead and kill you."

The woman, cowed for now, quieted as Nestasha began the ritual to summon Dirk back from Hell. When the rune blazed to life again Nes planted a kiss on his lips before she said, "I'm afraid the priest died on me, I'm sorry Master. I think we've finished the job though, or rather we will."

When Dirk saw what she had in mind he laughed in delight at his pupil's viciousness, "Oh my Pet I love the way your mind works." When the woman's husband returned the next morning he found his wife bound to the bed with a scarlet letter written on her forehead in the blood of her lover, whose body was still on the floor, and his holy symbol defaced and laid on her chest.

As for long running games...
Rune Lords
Having GM issues currently but hopefully that'll resolve itself soon.

-and-

Second Darkness
This one hasn't run as long but has become one of my favorites due to the excellent roleplay between characters and the gm.


I'm waiting for the player's guide before presenting a concept. I need backstory in order to properly fill a sheet :)

Liberty's Edge

Thanks for the invitation. I normally don't do evil characters, but I will make an exception.
I will work on a unchained summoner, with sympathy for the devils.


Cuàn wrote:

Are you OK with Changlelings? I'd be looking at using the Ash Hag parentage trait from the recent Cheliax, the Infernal Empire book.

She'd be a Shaman using the Flame Spirit.

I like this idea a lot. Definitely interested, changeling is fine.

DekoTheBarbarian wrote:
Did you miss my question about being a member of House Thrune?

Yes, I didn't realize it was a question. What specifically was it that you needed to know?


Just wanted to make sure that you were fine with the character being a Thrune. I've seen some GMs that didn't want a character that tied to one of the major families like that.

Silver Crusade RPG Superstar 2014 Top 16

DekoTheBarbarian wrote:
Just wanted to make sure that you were fine with the character being a Thrune. I've seen some GMs that didn't want a character that tied to one of the major families like that.

The Players Guide may speak to precisely this subject. It certainly did for Hell's Rebels.


I have a question or two, GM. Less about what you're looking for in a character and more about how you run things.

How do you handle maps? Do you use Roll20, or some other tool? How do you handle initiative? For expediency I have always found that lumping players' initiative rolls together and taking the average, allowing each 'group' (enemies and players, or multiple groups of enemies even) to take their actions together to work particularly well on the pbp boards. And how do you handle loot?

I'm just curious on how you run things. In the end, part of a good campaign is finding out if the GM is right for the players, after all ;)

*Edit*: Back onto a character idea, I'm planning on going Investigator/Assassin, would that clash too much with the rogue that is already in the party? Basically I'm going to be less-combat oriented and more skill-oriented, eventually becoming particularly good at killing someone in a single blow and avoiding combat altogether if possible.

He in fact, dislikes violence.. so the whole assassin thing is his way of finding a quick solution to it. I could always go Alchemist, or even Sorcerer for a more bomby-solution if that clashes too much with the rogue, though.

Grand Lodge

Rough character Sheet

character sheet:

Singe Dirgemind (LE Magic lawyer)

Worships: Charon (Horseman of death)

"See, you need to read the fine print. You owe me 10 gold pieces for wearing a shirt today. And dont give that look. You signed, you pay me. I accept barter aswell of equal value or more."

Human (Infernal Binder) Wizard

Favored School: Conjuration
Not Favored Schools: Illusion, Evocation

Familiar: Parrot

10 Str
8 Dex
10 Con
18+2 Int
14 Wisdom
10 Charisma

Traits:
(Campaign) ???
(Social) Suspicious (+1 Sense Motive, Class Skill)
(Religion) Eyes and Ears of the City (+1 perception, Class Skill)
----------------

2(wizard)+5(int)+1(human)+1(FCB)

Skills:
1+3+2+2+3 (+11) Profession: Lawyer
1+3+2+2 (+8) Profession: Accountant
1+3+5+3 (+12) Linguistics
1+3+5 (+9) Spellcraft
1+1+3+2 (+7) Sense motive
1+1+3+2 (+7) Perception
1+3+5 (+9)Knowledge: Local
1+3+5+3 (+12)Knowledge: Planar
1+3+5 (+9)Knowledge: Arcana

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

Infernal binder:

Planar Knowledge (+3 Knowledge: planar)
Assume Control

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

Feats:
1:
Skillfocus: Proffession: Lawyer
Prodigy: Proffession: Lawyer, Accountant

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

1st rank Spells known:
Grease
Keep Watch
Identify
Mage Armor
Feather Fall
Air Bubble
Heightened Awareness

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

0 Spells prepared:
Light
Predestigation
Detect Magic

1 Spells Prepared:
Mage Armor
Keep watch
2x Grease

-------------------------------
Items:

Robes
Backpack
Spellbook
Spellcomponent Pouch
Ink
Pen
Papers
Scrollcase
Rations
Water Skin

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

Languages:

Common
Infernal
Necril
Orc
Draconic
Halfling
Elven

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


Zahir ibn Mahmoud ibn Jothan wrote:
DekoTheBarbarian wrote:
Just wanted to make sure that you were fine with the character being a Thrune. I've seen some GMs that didn't want a character that tied to one of the major families like that.
The Players Guide may speak to precisely this subject. It certainly did for Hell's Rebels.

That's exactly my line of thinking - I'm unsure if being tied directly to Thrune will be a problem later in the adventure path. I personally have no issue with it - but I'd like to see if the Players Guide mentions any restrictions first, because they know what's coming in the later five volumes. In any case, you shouldn't begin the campaign with too much influence - you're starting at the bottom rung of the ladder, and you have to climb your way back up. A bastard of House Thrune might work particularly well.

DM Crustypeanut wrote:
How do you handle maps? Do you use Roll20, or some other tool? How do you handle initiative? For expediency I have always found that lumping players' initiative rolls together and taking the average, allowing each 'group' (enemies and players, or multiple groups of enemies even) to take their actions together to work particularly well on the pbp boards. And how do you handle loot?

Maps: I'll be using roll20 - I've found it to be a much simpler method of handling maps than trying to get everyone to edit a Google Doc or something.

Initiative: I like to have everyone roll initiative, and separate the players into groups of "goes before the enemies" and "goes after the enemies." That way players who invest heavily in initiative get rewarded, and the slower-reaction-time folks still go after the enemies. Anyone in Group A can act in whatever order they want, Group B's actions just have to wait until the monster has gone. People can post their actions in advance though.

Loot: Who gets to keep which item is entirely up to the players, but I'll be providing a loot tracking sheet which keeps track of items found & items sold, and will calculate encumbrance for you.

DM Crustypeanut wrote:

*Edit*: Back onto a character idea, I'm planning on going Investigator/Assassin, would that clash too much with the rogue that is already in the party? Basically I'm going to be less-combat oriented and more skill-oriented, eventually becoming particularly good at killing someone in a single blow and avoiding combat altogether if possible.

He in fact, dislikes violence.. so the whole assassin thing is his way of finding a quick solution to it. I could always go Alchemist, or even Sorcerer for a more bomby-solution if that clashes too much with the rogue, though.

I mentioned the Investigator/Assassin idea to the rogue's player and he said "Oooooh, I love investigators. That idea is awesome," and I totally agree. Investigator is one of my favorite classes to GM for. I love the "dislikes violence, so let's end it in one blow" idea. This is an excellent concept - go for it.


Cool! Thinking of playing a red draconic sorceress who is well this person: http://paizo.com/people/NovenniaGalonnica

Still working on her background and all but she pretty much thinks dragons, specifically and especially red dragons, are the best thing to happen to Golarion since sliced bread...and fire magic...and tattoos...and scantily clad clothing...and red velvet cupcakes...you get the idea. She's basically an evil (and scatterbrained) version of Seoni who also happens to worship both Ymeri and Ardad Lili!

Grand Lodge

Heh, im just picturing my character looking like a used wagon sales man.
And just as trustworthy looking.

"Do i have a deal for you! You seem to need someone that knows how to work the finer points of these laws and accounting! Just sit down and we can discuss your... fee for this service i provide."

And if hes ever involved in something ...he shoudnt be.
He can just have a contract ready to refer to some obscure law loophole that makes it not his responsibility.

"You see sir, ill pay you exactly 4 goldpieces and a duck. That makes it totally fine! As the law on page 385 of the chelixan law book, section B and paragraf 5."


I think I'll have to back out. I do most of my posting on my phone, and I can't do roll20 maps on there (tried for a different game). Good luck to everybody else, though!


I'm guessing No to Lycanthropes and other templates?

Game Master wrote:
DM Lil" Eschie wrote:
Would an Urgathoan -with a cannibalistic tendancy-be allowed, or is it too grim??
We already have a blood-drinking Dhampir. Go for it! You might just need to fight her over who gets the tastiest enemies...

One Drinks Blood, then the Other Eats Flesh, where is the competition? Now, what to do with all those bones?


I'm considering a Sensei Monk, a very hard-line Asmodean who believes fully in the disciplined, rigorous structure of Hell.

I'm thinking of maaaaybe picking up the Vow of Poverty. If I were to do so, could I use the Advanced Bonus Progression (or a similar set of scaling bonuses) to compensate? VoP is simply not viable without some access to innate bonuses but I think it would be an interesting avenue for this character.


This sounds very interesting! I'm instantly stuck with an idea for a Fire Kineticist a man obsessed with fire almost insanely so, I can see all the fun times we will have burning things.

Thinking a very scared up and burnt face/body(pyromaniac got a little to excited) worship some fire lord or some fire demon(I need to just double check who's who in the demon world)

I'll get something up before monday.


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Greetings all. This could be rather fun, and bring balance to an existing Wrath of the Rightous game I play. I will be using the GM's Homebrew Kyton Eidolon (not sucking up, but rather the closest I could get to what I wanted without going Fetchling Shadow-Caller). I am a character who will literally be afraid of their shadow, until they embrace and find comfort in the powers that beckon them.

Basics:
Race: Human
Class: Summoner (Blood Summoner, Unwavering Conduit). No planned retraining or Multiclass.
LN, plan to go to LE over the course of the game.

Feats and Traits:
Spell Focus (Conjuration), Augment Summoning
Justimar is an accomplished summoner, though an apparent lack of an eidolon lead to a focus on conjuring other creatures. Later feats will improve summoning, improve Eidolon, and possible go into Damnation feats as the character becomes influenced by their Kyton outsider.

Traits:
Without a Past, social: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
Twinned Presence, magic: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Appearance:
Justimar appears to be a rather handsome man, with long, black hair and pale skin, a clear man of Chelaxian descent. He is tall, thin and angular, with sharp contours comprising his cheeks and jaw, and thin eyebrows that sharply cut above his brow. On his forehead is a summoner’s mark, a downward pointing triangle intersecting an upward pointing triangle without a lower edge. At times, this marking is covered with a cloth headband, usually matching is navy-blue garbs. He appears to be in his mid-twenties.

Alignment:
Lawful Neutral. Justimar works within the law to accomplish what he wants, and scorns those who neglect it and its intricacies. He is meticulous and procedural and while he has a conscience, does not act on it when reason reigns. He is self-motivated and charming, and often hides behind a pleasant, inviting smile. His eidolon will be a negative influence on him, inviting him to self-centered, violent behavior as an easy solution to his problems.

Background Story:
Much of Justimar’s life has been fabricated. If his lies are to be believed, Justimar was born to the noble House Leroung, but circumstances caused him to be left at an orphanage underneath a canopy of darkness in Pangolai, Nidal. The summoner would claim that from a young age he knew that he did not belong, that his blood called to him from Cheliax. Justimar would craft tales of how he would work as a guide to the Umbral city, picking up rumors of Cheliax, saving his gold for his migration, researching his true descent and studying the arcane. At the age of twenty, Justimar would leave the forest city behind, and venture to Egorian for his true destiny.

In reality, Justimar is a native to Cheliax, and was born in Westcrown, the City of Twilight. Born Morvius Indacsen, one of seven sons and three daughters. He was the only one of his family to be magically talented, and was thought to bring grace and success to his family. But Justimar dreamed of greatness, a greatness that couldn’t be acquired supporting a family, and couldn’t be made with his name. He began his research, and after a few years crafted “proof” of a new lineage from a collection of falsified documents, mismanaged family trees, and forged items. Justimar abandoned his brothers and sisters behind, leaving for Egorian with all the gold he gathered, fine clothes, a new name and a stolen signet ring of House Leroung.

Here, fact meets fiction, a tale of half truths. With “proof” of his lineage, Justimar claimed his “rightful” title under House Leroung, claiming to be the lost son of a deceased Baron. With no one able to refute his claim, and manufactured evidence to support it, Justimar entered the noble house. Wherever he goes, he carries his proof of nobility with him, quick to show his spot in the family tree, quick to show off his family ring, quick to highlight his magical pursuits. His fabricated story has almost become as real to him as his true upbringing, but on occasion, real details slip from his mouth, eager to foil his own plot. After four years within House Leroung, his standing is accepted, though his drive for greatness has yet to be sated.

Motivations:
Justimar seeks to validate his worth both in Cheliax and among his new family. Greatness must be earned however, and he is eager to prove his worth to those above him. Eventually, he seeks to marry another noble, solidifying his place among the upper circles. Should chaos shake the foundation of Cheliax or his family, or a threat to his name be made, justice will be swiftly executed, albeit it in a manner among the many loopholes of the law.

Stat Sheet, Gear Pending:
Justimar of House Leroung
Unchained Summoner (Blood Summoner, Unwavering Conduit)
LN Medium humanoid (human)
Init + 2 Senses: Perception +0
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Defense
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AC 14, touch 12, flat-footed 12
HP 10 (1d8+2, CON) Current HP: 10
Fort +2, Ref +2, Will +2
Leather Armor
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Offense
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Speed 30 ft
Melee Dagger (1d20 for 1d4)
Ranged Shortbow (1d20+2 for 1d6)
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 11, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats
Spell Focus (Conjuration) (Human), Augmented Summoning (First Level)
Traits
Without a Past, Twinned-Presence, Campaign.

Trained Skills 5, (2+Int+Skilled+FCB)
Intimidate, +8 (3 Class, 3 CHA, 1 Rank, 1 Trait)
Bluff, +8 (3 Class, 3 Charisma, 1 rank + 1 trait)
Linguistics, 5 (3 Class, 1 Int, 1 rank), +1 trait to falsify documents.
Use Magical Device, +7 (3 Class, 3 CHA, 1 rank)
Knowledge Nobility, +5 (3 Class, 1 Int, 1 rank)
Languages Taldane, Infernal, Undetermined.


Spells:
Two first level spells per day.
Cantrips Known (DC 13):
Detect Magic, Light, Message, Guidance.

1st Level (DC 14):
Protection from Chaos, Grease (DC 15)


Kyton Eidolon Stat Block:
Eidolon (Kyton)
LE Outsider
Init + 2 Senses: Perception +0
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Defense
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AC 13, touch 11, flat-footed 12
HP 6 (1d10+1, CON) Current HP: 6
Fort +3, Ref +1, Will +2
Natural Armor (+2)
Cold Resistance.
+4 Saving to Pain, Fear.
Immune to Kyton Gaze Attacks.
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Offense
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Speed 30 ft
Melee Claws (1d20+4 for 1d4+4)
Two Claws (1d20+4 for 1d4+3)
Power Attack Claw (1d20+3 for 1d4+7)
Two Power Attack Claws (1d20+3 for 1d4+6)
Ranged N/A
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Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats
Power Attack.
Evolutions
Reach.
Resistance (cold) (Kyton)

Trained Skills4
Perception, +4 (3 Class+1 Rank)
Knowledge Planes, +2 (3 class, 1 rank, -2 INT)
Intimidate, +4 (3 class, 1 rank)
Bluff, +4 (3 class, +1 rank)
Languages Taldane? Infernal? Undeclared?

I am Franti the Fool in a Wrath of the Rightous game of five monthes, and the DM of a Homebrew Game for over a year.

Example Roleplay, Eidolon Description/Flavor, Archetype details and gear shall be coming shortly. If anyone is looking for collaborating backstories with a Summoner with a noble background, seeking glory and validation, send the PM my way. It is good to have friends, and Justimar is a good one to have if you just accept the fact he is a noble, yup, definitely a noble, stop asking. This is a Leroung Ring, how would I fake that? Or my family tree, see? Clear as day I am noble, now quit asking questions, we have a nation to serve...


Arachnofiend wrote:

I'm considering a Sensei Monk, a very hard-line Asmodean who believes fully in the disciplined, rigorous structure of Hell.

I'm thinking of maaaaybe picking up the Vow of Poverty. If I were to do so, could I use the Advanced Bonus Progression (or a similar set of scaling bonuses) to compensate? VoP is simply not viable without some access to innate bonuses but I think it would be an interesting avenue for this character.

I like the idea of an Asmodean monk, but I'm gonna say no on any extra bonuses for taking VoP. I don't think an Asmodean would really want to take a vow of poverty anyway.

You could consider making your character a Hamatulatsu Master, an already Cheliax-based monk archetype. There's even a few feats and magic items that might work too.

Ictoo wrote:
This sounds very interesting! I'm instantly stuck with an idea for a Fire Kineticist a man obsessed with fire almost insanely so, I can see all the fun times we will have burning things.

There's a lot of interest in fire-themed characters, which I really like! It'd be great to have a group that really puts the "fire" in hellfire with a consistent theme.


Interested, got a couple of concepts in mind, not sure which I will go with just yet.

Will probably wait till the player's guide comes out to finalize the character.

Silver Crusade RPG Superstar 2014 Top 16

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Game Master wrote:
There's a lot of interest in fire-themed characters, which I really like! It'd be great to have a group that really puts the "fire" in hellfire with a consistent theme.

Obviously, I've stated a desire to wait for the Players Guide, but interestingly enough, I was looking at a Flame Dancer Bard.


Well, this advert seems fortuitous given that WotW game just went on permanent hiatus; I do love playing a good villain so I'm definitely interested.

Quick question though - are Anti-Paladins acceptable? I know since you stated no alignment restrictions, that means I can make a non-chaotic stupid version of one (thinking NE).

I know it'll limit my chances, but I've got in mind a Tiefling Anti-Paladin... though I may just go human.


Marking for interest - the concept that I'm thinking through for this is a character is an Ulfen warrior-type banished from the Lands of the Linnorm kings (due to crime/politics? still a rough concept currently) who has been forced to turn to mercenary work in the southern lands in his exile. As far as classes go I'm not sure yet, Bard/Barb/Skald/Bloodrager could all be good fits in their own ways really.

I will say that I don't really have a prior PbP history to refer back to though, unfortunately previous games I have joined in the past failed fairly shortly and I didn't worry about it after I found a new RL group after moving cities to game with. We're slowing down quite a bit coming into this year though, with some members finishing university and getting into fulltime work so I'm trying to get into PbP again to get that gaming fix (and hoping to find a game or two to be part of which will stick with it).


Zoé Harman wrote:

Well, this advert seems fortuitous given that WotW game just went on permanent hiatus; I do love playing a good villain so I'm definitely interested.

Quick question though - are Anti-Paladins acceptable? I know since you stated no alignment restrictions, that means I can make a non-chaotic stupid version of one (thinking NE).

I know it'll limit my chances, but I've got in mind a Tiefling Anti-Paladin... though I may just go human.

You're not the first to ask this. I said before that I'd be requiring people to stick to Chaotic Evil, but on second thought, I've changed my mind. Bolding this to make it easier to notice:

You may be a Lawful Evil antipaladin of any archetype - just switch anything that says "chaos" to "law" and vice versa. Still no Neutral Evil antipaladins, unless they're an Insinuator.

Oh, and another house rule for antipaladins' Touch of Corruption - I'm allowing them to use it on themself as a swift action, just like Lay on Hands.

(And on being a tiefling, they're much more common in Cheliax than elsewhere. You won't be limiting yourself by submitting one.)


About the questions asked there.


No templates.


Game Master wrote:
Arachnofiend wrote:

I'm considering a Sensei Monk, a very hard-line Asmodean who believes fully in the disciplined, rigorous structure of Hell.

I'm thinking of maaaaybe picking up the Vow of Poverty. If I were to do so, could I use the Advanced Bonus Progression (or a similar set of scaling bonuses) to compensate? VoP is simply not viable without some access to innate bonuses but I think it would be an interesting avenue for this character.

I like the idea of an Asmodean monk, but I'm gonna say no on any extra bonuses for taking VoP. I don't think an Asmodean would really want to take a vow of poverty anyway.

You could consider making your character a Hamatulatsu Master, an already Cheliax-based monk archetype. There's even a few feats and magic items that might work too.

That's fair on the VoP, I wasn't 100% sure if I even wanted it (I just like to ask questions to get a full view of my options).

I'm already aware of the Hamatulatsu options, and thinking about it I might go that route, though it's a far more DPR-oriented direction than I originally intended... A Hamatulatsu Master Unchained Monk using Ascetic Style to get those goodies with a Nine-Section Whip might be interesting.


Young Characters?

Uplifting D&D 3.5 things?

... Just trying to cover all bases.


Hey super interested in doing this. I dont really have much experience doing play-by-post roleplaying but I have done a few d20 campaigns [never one to completion though]. My last one was actually a Way of the Wicked campaign that died when two people dropped out halfway through the second book. It was a huge shame because playing an evil character was a lot of fun when it wasn't just everyone trying to murder everyone else all the time. So I think it could be a lot of fun to try it with something totally new that I dont already have a preconceived idea of what it will be like. I dont have the written out physical description yet or just the straight roleplaying sample but I wanted to post this up and say that I was interested and Ill add to it as soon as I can. I did do a bit of backstory which might have some changes incoming depending on how the player's guide shapes things. I've been pretty vague about locations specifically so that I dont have to change too much hopefully.

Mad Bomber Aiden Ramish

Stat Block:
Male human (Chelaxian) alchemist (grenadier) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
NE Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +4
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged bomb +5 (1d6+5 Fire) or
. . longbow +3 (1d8-1/×3)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Grenadier) Extracts Known (CL 1st; concentration +5)
. . 1st—reduce person, bomber's eye, targeted bomb admixture, monkey fish, shield, cure light wounds, heightened awareness
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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Throw Anything
Traits firebug, focused burn
Skills Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +5, Fly +7, Heal +4, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +4, Sleight of Hand +7, Spellcraft +8, Use Magic Device +4
Languages Common, Draconic, Gnome, Goblin, Infernal
SQ alchemy (alchemy crafting +1), hero points, human alchemist, ability scores, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear leather armor, arrows (20), dagger, longbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 22 gp

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Special Abilities
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Spoiler:
+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.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

--------------------
History:
Aiden Ramish was born to a merchant who sold a variety of herbs, both for cooking and healing. His father did relatively well for himself but when Aiden was nine years old one of his family's contacts was driven out of business by a noble family who took offense over some minor business dealing. Since a large supply of their medical herbs and remedies came from these contacts their own business suffered and was in danger of going under. So his father sold his mother into slavery to help cover his losses and give him a chance to meet new contacts. Even having grown up in a household that worshiped Asmodeus, The Tyrant, it was an event that deeply affected Aiden and would shape the man he eventually became. It was the first lesson that laws are only really there to aid people who are willing to bend and manipulate them to suit their own purposes. Aiden began to learn a little of his father’s trade and he picked up a variety of information on the side. Being incredibly bright he was able to rapidly memorize the properties of the ingredients inside the shop and by the time that he was twelve years old Aiden was figuring new ways to grind and combine the ingredients to best utilize them. Aiden became fascinated with the few magical users who would occasionally come into the shop, always looking for some strange spell component. When he was allowed to and he thought his father wouldn’t punish him for annoying a paying customer he would be information from the practitioners who came in. Many didn’t have the patience to answer a pre-teens curiosity. But when Aiden was thirteen years old, an older wizard started to question Aiden’s knowledge of herb lore and seemed to be somewhat impressed. He offered to pay Aiden’s father to take Aiden on as an apprentice for five years to see if he could make anything of it. Always happy to make a quick bit of coin, Aiden’s father bargained for as much as he thought he could get away with and agreed to send Aiden off the very next day. Neither actually bothered to consult Aiden on what he wanted, that didn’t seem to matter, but by that point in his life Aiden didn’t really expect them to care. He might almost have been more confused if they had pretended an interest in his own desires. In Chelish life, it was every man, woman and child for themselves and for the first time in his young life it looked like Aiden might be getting something he wanted—even if it was because someone else wanted it for him. He was going to be a wizard!

He was thrown out of Master Dovelian’s home four years later, a year before his training was supposed to end. It had been four years of being told he was talentless, that he wasn’t working hard enough, that he would never be a wizard. It wasn’t that Aiden didn’t learn anything under Master Dovelian’s tutelage, it was simply that he didn’t learn the “right” things. In all that time he hadn’t been able to master even the simplest cantrip. His mine simply perceived things differently. He could understand the theories of magic, he could chart how magical energy was utilized to achieve a number of different spells and he could explain why the material components of those spells were necessary as a symbolic representation of some core aspect of the spell itself. But he couldn’t make himself perform the spells. When he found a way to replicate one of his Master’s spells, not just a cantrip but a real spell—Reduce Person—he thought that Master Dovelian would be proud. He found a way to amplify the pinch of powdered iron usually used for the spell and combining it with an alchemic base he invented he could create a potion-like extract that, when drunk, produced the same effect. Instead Master Dovelian was disgusted with him. He shattered the remaining vials of not just the Reduce Person but also all of the alchemic base that Aiden had managed to produce. He claimed that it was a pathetic mimicry of the arcane and not worthy of study by his apprentice and he would be damned if another practitioner learned that his apprentices had to resort to such behavior. Dovelian knew what was coming long before his eventual ousting though. So he made use of his time as best he could. He continued to practice alchemy, though he no longer tried to show Master Dovelian his results. By the time he was picked out he had stolen several of his Master’s spells from his spellbook and rewritten them into his own alchemical formulae. Very quickly he found that not all spells could become formulae, although he could understand how many of them worked even if he could not duplicate it with Alchemy. But what ultimately got him thrown out was arguably his most significant discovery. Wizards and Sorcerers were respected for their power. In Cheliax, power was everything, if you could call fire and brimstone down upon your opponents and keep the law from punishing you for it, you won. It was that complex and that simple all at once. And while Aiden couldn’t summon fire from his palms, he could bottle it. And not just any old alchemist’s fire, but fire bombs that would explode with some noticeable force. He was careful to make it look like an accident, something that could get blamed on his incompetence rather than make him seem like a real threat. It was still a risk though, but he couldn’t keep himself from doing it. Aiden was unwilling to go through another year of being made to feel so very small. He set off one of his bombs and destroyed one of Master Dovelian’s spellbooks. The man was paranoid and had several copies, which was probably for the best, if he didn’t he likely would have just killed Aiden. But not all of them were the same and Aiden was confident that the bastard lost a few spells.

As satisfying as it was to stick it to the old man, the next few years were very hard for Aiden. It would have been impossible for him to find a new mentor after the falling out with Master Dovelian. And his father was furious that he wasn’t going to get the full five year payout for Aiden’ completing his apprenticeship. Aiden was completely cut off. He was on the streets for two years before he found a gang that was willing to pay him to make bombs for them. But Aiden was tired of being used and made sure to let them know that if he didn’t go with them to mix the bombs as needed they wouldn’t work. Although they only grudgingly agreed to bring him, once they saw the damage that the bombs could do, they happily agreed to let him join their gang. He ran with them for a few years and his life improved somewhat over that period. But several months ago the leader of the gang insulted a nobleman whom he thought couldn’t hear him. He was mistaken and it cost him not just his own life but the lives of many of the gang members. Aiden managed to sever ties quickly enough to not be held accountable but now he is essentially back to where he was a few years ago. But he has learned a lot in all this time. He no longer feels so helpless and he has promised to always keep one thing in mind above all else: Always look out for yourself.


Couple more questions GM, since I am going the Investigator/Assassin route.

Using my old tactics from Dr. Logem, Ph. Dwarf, I'd like to keep a few blades coated in Opium handy, since its basically a powerful form of poison (it does say INJURY as part of the way to take it). However, would that be too OP, or would you rule it works in a different way? I won't lie it IS particularly powerful, since you don't get a save for the damage (I don't know what Paizo was thinking with that, tbh), but I'd like to know how you'd rule it.

(On that note, I need to make a houserule for how it works in my own games, as I think how drugs work as-is is completely retarded. Same way on how I made my own Alcohol and Intoxication rules, taken and modified from 3.5e's old system in the Arms and Equipment Guide.)

Second question: Can we create items ahead of time if we can take 10 and succeed on crafting the item? (I.e., by taking 10 we meed or exceed the item's craft DC), and spend the crafting cost on our starting gear? I've seen GMs go both ways (yes and no) to that question so I have to ask.


(Was gonna put this in the previous post but I took too long and I can't edit it anymore)

Though I'm still working on the build, I'm prioritizing Intelligence (for death attacks) as well as going for the Betrayer feat, which I'll be able to get at level 5.

Another question I just thought of: Do you allow Ability Focus to be taken for players? In this case, I'll end up taking it at 7 for my Death Attack.

As far as quick and rough background goes, I'm going for a Chelish citizen who, up until recently, has strived to 'follow the norm' and be a law-abiding citizen who has worked hard to try and get ahead, but for whatever reason, has never gotten far - as a result, he's become bitter, jaded, and cyncical to 'the system' and has recently realized that he really only cares about himself and every action he takes (even those that seem benevolent to others) is in effect helping HIM in some way.

Due to his recent revelations that he really doesn't care about anyone but himself, he's going to begin taking more drastic steps to better his own fortunes - if that means breaking the law and hurting others, then perhaps thats the way it was always meant to be.

He has always abhorred violence and though at one point he worked as a butcher's assistant (Despite his intelligence and skills), he can't stand the sight of fresh blood and is rather grossed out by it. He has recently begun stealing minor things here and there to convienence himself, but has never gone as far as to steal something someone would miss - nothing particularly valuable. Even when he was young he lied alot, although the only person who ever recognized his lies was his mother; lately he has begun to lie less out of habit and more for his own gains.

As far as flaws, quirks, and interests goes, he has an intense dislike of filth and dirtiness (not obsessive, though), hates insects of all varieties, particularly cockroaches and wasps (though oddly, he respects honey bees for their productivity), is hedonistic (particularly with food and general comforts, though he doesn't drink alcohol much), is somewhat asexual (doesn't actively pursue sex/intimate relationships), and he has a fondness for small, fluffy animals.


I'll have to think about the Opium thing. I've always hated Paizo's decision to make drugs have no save - in Skull & Shackles, the rum ration you're given each day is the most lethal poison in all of Golarion as a result. There'll be a save of some kind, at the very least - something that puts it in line with other options for poison.

You can start with pre-crafted items like that if you can hit the DC on a 10, sure. Just don't do anything super exploitative with it.

Players are welcome to take monster feats. Ability Focus is allowed.

Nutcase Entertainment wrote:

Young Characters?

Uplifting D&D 3.5 things?

... Just trying to cover all bases.

I've already provided an answer to both of these.


I actually fixed that Rum issue in S&S in that alcohol and intoxication rulepage I linked, because the Rum in S&S was completely retarded and RAW, the entire ship would kill themselves in a matter of weeks.

I'm going to be working on alternate rules for drugs for my own campaign(s), so I'll post them to you to see if you like 'em when I'm done with 'em, regardless or not if I get picked.


I liked what I saw in your alcohol system. Very cool.

How would you have Opium work in your own games? Is it specifically that you want to have swords covered in Opium, or you just like how much Con damage they deal? If you got to use a different poison for a similar effect, would that work?

Poison's definitely an option for this campaign, but no-save-1d4-con drugs aren't.


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See Justimar of House Leroung’s Entry. The following is for his Kyton Eidolon, Justimar's role play (at perhaps the most pivotal moment of his life), Justimar's class abilities and inventory.

The Chained Man Description:
A figure rises, writhing, twisting contorting from a man’s shadow. Chains clang as it lets out a howl, equally pained and pleasured. The dark shroud it wears fades, revealing white, ashen, muscular skin, bound and tethered with black iron chains. Two arms stretch out, draping against the floor while countless others are bent, shackled to it’s back by the metal manacles. Agonizing piercings protrude from its body, cutting through its arms, dancing across it’s body, boring it’s eyelids and grazing its eyes. It takes a step forward, cracking a gleeful grin across its stitched-together mouth. It forces its eyes open and imagines the pain it will weather and return to all who stand before it...

The Chained Man’s Backstory:
A servant of the Plane of Shadows, but once a man of Golarion. Ironically, he was a summoner of some renown, and in a moment of desperation, bound a devil to his servitude under the promise of power and to save his loved ones. And for a while, the infernal forces worked with him, conquering the foes in his way, giving him insight to the mysteries of the world, and power to claim all he deserved. But the powers promised were not to come in life. On his death, the infernal reclaimed what was theirs. In servitude and binds, the Chained Man was born.

The Chained Man was unlike the devils that he had in his services in life, and his surroundings were different than his knowledge of hell. The world was a twisted reflection of his own, dark and filled with misery, and he was unmoving and bound, an abomination of flesh and shackles. Over the course of a thousand of years, he would slowly free himself, eventually able to walk amidst his brothers in chains. In the next hundred years, he would mutilate his body, letting go of his mortal form and stitching together one of perceived perfection.

The Chained Man felt something one day, unlike anything he had felt before. A link, a connection, a calling. The summoner became the summoned, and he awaited his master’s call. For the first eight years he pondered, wondering how the mortal world has changed, and how he could bring the world to ruin. For the next eight years he thought of his master, and how he would twist them, break them, strengthen them. For the final eight years he waited in torturous solitude. And as his master grew in power, the Chained Man too grew. He realized that this was his destiny, to guide his summoner along the twisted path of pain and shadows, and to corrupt the man in his image. And so the Chained Man waits for his call.

Roleplay:
Justimar stood at the red clothed table, idly twisting the ring at his finger. In front of him lay a long scroll, unrolled, revealing a longer lineage of powerful names. In front of him, an older woman, stone faced as she looked at the scroll, and back up to Justicar. “It is real,” he began, pointing his finger to his name. “This is me. And that is my father, Marcellano the Pure, and my mother, Imperia the Unyielding. And this...” he says, tracing his finger across the lines, “is you, Lady Giga. Were you aware you had a nephew?

The woman looks over the scroll, peers at the ring on Justimar’s finger, and dances over several notarized papers. Her voice was tired, wavering from the conversation from the persistent heir. “My brother was baron, boy.

Which actually would make me Baron. Which means by the law, this is my land. I don’t intend to take it quite yet, mind you.” Justimar spoke matter-a-factly. He had recited this a hundred times, he had accounted for every response. All that he didn’t know was if it was to believed.

Lady Giga glared at him. “He couldn’t have children. His blood ended with him, every fool sung tales on the matter, and now a fool sits in front of me, claiming to be a child that doesn’t exist.

He prepared for this. He thought it funny that he was to attempt to redeem a father that was never his, but he spoke calmly. “And it is a fool who listens to such tales, and an idiot who believes them. Woven by the many families who would benefit to see us toppled. My mother disappeared for a year before her death. She hid me from her enemies, our enemies.” He takes the ring off from his finger, passing it to Lady Giga. “This was her ring, left to me as a child so I could return.

Lady Giga inspects the ring. “So I’ve been told. She hid you, you said?

She took the bait. Justimar tried not to smile. “They knew of assassination it seems. In Nidal I would be safe from harm. A tragic story, to abandon your only heir in such a dark place. I didn’t see the sun until I was fifteen, and they never saw their son at all. But I was not born to be hidden away, and I did not trek here to be doubted.

Yet doubt remains. It all seems too...” She searched for the words, and Justimar tried to find them for her.

Fortunate?

Convenient, boy.” She stares him down. It wasn’t the first time one had attempted to fake entrance to the esteemed Leroung House, but it was her first direct encounter with such a charlatan. Politics had never been a family skill, but Justimar would fit amongst its academics and mages.“But this isn’t my matter to settle.” She rolled the scroll up, took the ring and piled the documents into a neat stack. “It shall be settled by Lady Eliasia Leroung. I don’t like you, boy, but I wasn’t fond of my brother either.

Family gathering will be fun… the summoner thought. A night passes, and Justimar grew anxious. Without direct control of the situation, he knew his chances dwindled. He stayed in the guest room of a Leroung estate, a manor that could be his in time. Did he come off too cocky during his meeting? Should he have acted more humble? Or maybe he should have solidified his claim with more fervor, more adamant that this is his destiny. As dread began to dawn, he summoned a creature, a white dog to soothe his nerves. The dog faded away after a minute, just as a knock sounded at the door. Justimar rose.

Lady Giga entered the room, two decorated magi at her side, with Justimar’s forged family tree, stolen ring and crafted documents. Atop them all stood a letter, stamped with the Leroung family crest. “Welcome to the family,” she began, “let us talk of what is expected of you.

Class Abilities:
Eidolon of Law:
An unwavering conduit's eidolon must be of a lawful alignment (if using the Unchained Summoner, theeidolon must be of the archon, devil, or inevitable subtype). Once selected, the evolutions of the unwavering conduit's eidolon cannot be changed when a new class level is gained (though they can be altered normally with the transmogrify spell). At least half the eidolon's skill points must be spent on skills in which the unwavering conduit also has ranks. The eidolon gains a +1 resistance bonus on saving throws against spells and abilities of the conjuration, enchantment, and transmutation schools. This bonus increases to +2 at 3rd level, and by an additional 1 for every 3 levels thereafter. The eidolon has 1 fewer evolution point than normal for an eidolon of the unwavering conduit's summoner level.
This ability alters eidolon.

Unwavering Monsters:
Since an unwavering conduit's power is drawn from planar energies aligned with law, all the creatures he summons must be of a lawful alignment.
If a creature would normally be celestial or fiendish, it is instead a resolute creature.
This also causes the unwavering conduit's summoning power to be more set than a standard summoner's. Beginning at 3rd level, each time he uses summon monster to summon multiple monsters, rather than rolling a die to see how many creatures he summons, he receives a specific number (two creatures for 1d3, or four creatures for 1d4+1). If an item, spell, or ability would increase the number of creatures summoned, the set number increases by that amount.
Also, starting at 2nd level, creatures summoned by the unwavering conduit receive a +1 resistance bonuson saving throws against spells and abilities of the conjuration, enchantment, and transmutation schools. This bonus increases to +2 at 6th level, and by an additional 1 every 4 class levels thereafter.
This ability alters summon monster.

Law Magic:
The unwavering conduit gains the following bonus spells known at the listed spell level: 1st—protection from chaos, 2nd—arrow of law, 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—dictum.
The unwavering conduit gains one fewer spell known per spell level for spell levels 1–6.
This ability alters the summoner's spells known.

Skills:
A blood summoner adds Heal to his list of class skills.

Inventory, and soon bookkeeping, stat management and other things. The ability scores and some of the other goodies are still on an old character, this will be adjusted shortly. If selected, I will be making quick reference stat blocks for all of my Summon Monster summons.


So I want you to know whether I'm in or not, my experience playing evil characters has been with people who restrain their evil for whatever reason (con artist, lawyer and high level mobster). So getting to know this guy has been amazing.


Zahir ibn Mahmoud ibn Jothan wrote:
Game Master wrote:
There's a lot of interest in fire-themed characters, which I really like! It'd be great to have a group that really puts the "fire" in hellfire with a consistent theme.
Obviously, I've stated a desire to wait for the Players Guide, but interestingly enough, I was looking at a Flame Dancer Bard.

Sorry to break up your flaming party but I'm working on a human unchained rogue that has nothing to do with fire. :)

Still reading about evil PCs to make sure I have some decent motivations and not a 'cardboard character'. Also waiting for the Player's Guide.

But it's looking like he will have been a runt who was picked on for most of his life and learned to survive on the streets. Probably the son of a whore and 'some Chelish naval officer or noble', grew up in a port town, joined some sort of gang/thieves guild, and then learned that life was unfair and that he needed to take his pleasure where he found it, even if it meant stepping on other people.

He will be a quick opportunistic con artist with a dash of sadism.

Make sure you save a spot for him. :)

Game on!


I'll have to make sure I have the time to pick up another game, but if I do I'd like to submit an Alchemist for this game. He'd probably be built as a switch-hitter, with bombs in one hand and a rapier or something similar in the other. He'd be a Tiefling, the son of someone important who has volunteered him for this mission in order to hoist him off on someone else.

Before I start building, I have a question about a trait. For Accelerated Drinker, how do you rule that when it comes to mutagens and extracts? Extracts are implicitly said to work since they are used like a potion, but mutagens are a little fuzzier. What's your opinion?


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Greetings! I am the unchained rogue the GM mentioned earlier. I look forward to playing with a number of you very soon!


JDPhipps wrote:

I'll have to make sure I have the time to pick up another game, but if I do I'd like to submit an Alchemist for this game. He'd probably be built as a switch-hitter, with bombs in one hand and a rapier or something similar in the other. He'd be a Tiefling, the son of someone important who has volunteered him for this mission in order to hoist him off on someone else.

Before I start building, I have a question about a trait. For Accelerated Drinker, how do you rule that when it comes to mutagens and extracts? Extracts are implicitly said to work since they are used like a potion, but mutagens are a little fuzzier. What's your opinion?

Extracts do not work with it, and neither do Mutagens. They behave like potions "in many ways" but are not potions and don't meet the criteria for Accelerated Drinker.


I've just added another one of my homebrew archetypes (Scrapper, a brawler archetype) to the Homebrew document for this game. Scrappers count as every race for the purposes of their martial flexibility class feature, letting them dip into race-specific combat feats.


Madam Shea wrote:
Greetings! I am the unchained rogue the GM mentioned earlier. I look forward to playing with a number of you very soon!

How did I miss this?

Well, pleased to meet you. I am the player who was going to submit an unchained rogue. :)

Back to the drawing board; I'll come up with something else.

Game on!


Hmm, I made an Evangelist Cleric of Asmodeus for a Way of the Wicked Campaign that never got off of the ground. I think he would fit nicely here. I can make a profile for it and I'll do my best to fit the background to this campaign, but I'd probably need to finalize his back story after reading the player's guide.

I've played in a number of campaigns here on Paizo. I mostly do PFS on here, now, but I am currently in an AP game that has been running since May (and we're on Book 2 now).


@GM: I'm curious with this second homebrew archetype, but didn't find it on the document when I opened it (saw only the summoner stuff). Where's it? :)


Game Master wrote:
Nutcase Entertainment wrote:

Young Characters?

... Just trying to cover all bases.

I've already provided an answer to both of these.

^ I meant Young Character from Ultimate Campaign, not the Young Creature Template from the bestiary...

And do you have any rules for age and ability scores adjustment due to age? (maybe I just missed those)


No young characters, just because I'd rather not get that into violence against children. You can be a young adult with the normal stats.

I hadn't mentioned anything for aging, but I'm going to go with the PFS house rule for age categories, which is to treat them as pure flavor - no ability score adjustments for advancing in age.


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Game Master wrote:

I liked what I saw in your alcohol system. Very cool.

How would you have Opium work in your own games? Is it specifically that you want to have swords covered in Opium, or you just like how much Con damage they deal? If you got to use a different poison for a similar effect, would that work?

Poison's definitely an option for this campaign, but no-save-1d4-con drugs aren't.

Honestly the reason my character was going to use opium on his blades was mostly because its a powerful effect at a low price.

Poison interests me much more as a character. Its just that right now, drugs as-is are a far more powerful poison than poison is.. at a much lower price. Kind of meta-gamey in that sense, although my two daggers steeped in opium were more for emergencies than common use :P

Spoilered Because its Wordy:
I went and found the Book of Vile Darkness that originally introduced drugs into D&D 3.5, and it appears that Drugs are indeed a poison (whether ingested, injury, inhaled, or contact). In this case, using them voluntarily means you automatically failing your saves (the initial save was for damage, secondary save was for 'good' effects), and of course required another save for addiction (which was a disease).

I've been thinking about how it would work in my own games and I'd do something very similar - probably have it be a slow acting poison that grants a beneficial effect while the person is suffering from the slow damage of the drug. How slow exactly would probably be up to the drug itself, and depending on the drug, might be either as fast as a poison (for drugs meant to be used in the thick of combat that grant immediate, short-term benefits at the cost of something), or in most cases, 1/minute or even 1/hour, especially for recreational drugs.

As a result, I do not think that most drugs should be usable in combat as a weapon against the enemy - the main difference between a drug and a poison is that poisons are meant to be used against the enemy, while drugs are meant to be used by oneself and of course, are addictive.

So I'm going to drop the opium-coated dagger idea because I would not allow it in my own games. Of course eventually I do plan on him having poison-coated weapons, but that'll come later.


Dot


Game Master wrote:
No young characters, just because I'd rather not get that into violence against children. You can be a young adult with the normal stats.

[sarcasm] But what about violence by creepy children? [/sarcasm]

I am also guessing no to:
* characters missing limbs.
* Mute characters.
* Blind or Deaf characters (outside of Oracle curse).


What are your feelings on gunslinger? I have a musket master sniper concept in mind but I'd like to run it past you first.


Guru_of_the_Sands wrote:
What are your feelings on gunslinger? I have a musket master sniper concept in mind but I'd like to run it past you first.

Guns and gunslingers are fine. Anything specific you wanted to clarify?

Nutcase Entertainment wrote:

[sarcasm] But what about violence by creepy children? [/sarcasm]

I am also guessing no to:
* characters missing limbs.
* Mute characters.
* Blind or Deaf characters (outside of Oracle curse).

You can do any of those, if you want. You won't get any advantages in exchange for taking them, though.

That reminds me: Variant Multiclassing from Unchained is allowed.

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