Hell Hath No Fury (Inactive)

Game Master The Morphling

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


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HUZZAH!!

Got my copy of the PG to download. Gave it a quick once over, but now its time for bed. Will try and get some inspiration tomorrow or over the weekend.


Dragonflyer1243 wrote:
It literally feels like the Hellknight Aspirant trait was written for Darshun! It's unfortunate that he uses the wrong weapon for his order, but the flavor fits too well to pass up. I'm definitely taking that, so here's his completed stat block(the rest of the application is in my earlier post).

Perhaps he aspires to join one order, but later decides that a different order suits him better.


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While it represents her past more than her present I'll be using the Asmodean Acolyte trait for Tilia, my Changeling Shaman.

I do hope that the picture for Nyctessa, one of the pre-gen characters in the PG, gets added to the site at some point soon. I know the character is a Dhampir but the appearance is also a perfect fit for a Changeling with an Ash Hag heritage, including the clawed hands and the one pale eye.


@Game Master:

What sort of pace are you looking for in the game (i.e., posting rate from players)?

How often will you post to move things along?

Thanks for hosting.


I don't want to say "Make one post a day or you're out!" but I'd like as rapid a posting rate as the group can manage. One a day is a good average I'd like to strive for, especially during combat.

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Any advice on how long one should wait before "reclicking" the download button after Personalizing the PG?


Caleb's been updated with his new traits.


Zahir ibn Mahmoud ibn Jothan wrote:
Any advice on how long one should wait before "reclicking" the download button after Personalizing the PG?

I've tried 1 minute, 15 minutes, 25 minutes and 30 minutes. None have worked so far. I attempted 45 and 60, but I got logged out before that and had to start over.


Amatsu Mi wrote:
Could Amatsu take the Spider Summoner feat? It's technically race-gated for Drow, but it fits her character pretty perfectly.

Yes.

You can ignore most race-based prerequisites, just double check with me first.


I'll get this updated with a campaign trait after work today, be a few hours at least.


I'd almost forgotten about this because of my other games! I've got an idea for a handsome wordcasting sorcerer that made a bad deal with a devil. As he levels up, he'll gain levels in Dragon Disciple and Bloatmage, trading his good looks for more power. I'll stat him up once the site lets me download the player's guide.


I still didn't get the player guide to download here :/ @GM, can we have like a week (maybe up to Sunday March 6th at least?) to get our backstories and whatnot in order? I'd love to have a chance to submit something for this game, but I've been having difficulties with Paizo's site (and I usually take some days to prepare a good backstory and character).


I will be waiting until everyone has had the opportunity to get the Players Guide downloaded. I'm not going to rush anyone just because Paizo's having issues.

You guys can take your time. :)

Silver Crusade

Awesome. I know I've been out the circle for a bit, but I'm still 100% committed to getting something together for consideration! Life's been keeping me away from character building but I hope I can get enough details knocked out today so that I've got something worth consideration; especially now that the PG is up for grabs! :D

That said, with the Ex-Iomedaean trait there, I think I'm actually reconsidering my submission and swapping to an extremely jaded custodial member of the Godclaw, following the loss of Citadel Dinyar (by which I effectively mean an ex-janitor/militia). I'm inclined towards a Bladebound/Kensai Magus at this point in time, but we'll see how she develops when I finally get the time to put her to paper later this evening.

On that note, regarding Bladebound: I have no intention of the weapon being some sort of heirloom. Quite the opposite in fact; I hoped to write that the blade was previously in the employ of a Godclaw Hellknight who fell during the raid on Dinyar (with the blade, a Bastard Sword, lifted during a desperate attempt to flee the Citadel before the Glorious Reclamation could claim another loyalist casualty). All that said: do you have anything in particular to note regarding intelligent weapons? I'm quite free as to what the weapon's inclination and history would be, given that hook; so any suggestions or thoughts on the matter (or honestly the character idea as a whole) would be greatly appreciated! :)

Currently typing this between snippets of work, so I've no access to the Player's Guide right now--can't wait to get home and see what this adventure opens with.


Hourai wrote:
On that note, regarding Bladebound: I have no intention of the weapon being some sort of heirloom. Quite the opposite in fact; I hoped to write that the blade was previously in the employ of a Godclaw Hellknight who fell during the raid on Dinyar (with the blade, a Bastard Sword, lifted during a desperate attempt to flee the Citadel before the Glorious Reclamation could claim another loyalist casualty). All that said: do you have anything in particular to note regarding intelligent weapons? I'm quite free as to what the weapon's inclination and history would be, given that hook; so any suggestions or thoughts on the matter (or honestly the character idea as a whole) would be greatly appreciated! :)

That's a solid hook. Might I suggest that, befitting Cheliax, the sword be possessed by a devil (or something similar)? That would provide a fitting reason for the blade to possess inherent magical power and intellect.


This is SCKnightHero1 here, and while I'm still working on my character's background, she is ready to go with the exception of the Campaign Trait, but once I can download the Player's Guide (which I'm still unable to do what with the servers acting up), she'll be finished.

Thank you again GM for this opportunity and being patient.


Game Master wrote:

I will be waiting until everyone has had the opportunity to get the Players Guide downloaded. I'm not going to rush anyone just because Paizo's having issues.

You guys can take your time. :)

Thanks! I originally was thinking of a sorcerer submission, but some of JJ's comments got me thinking of some other options as well. I appreciate the chance to see how they are addressed in the guide before submitting.


Still trying to get the guide to download, but there was really only one campaign trait that made sense to me, the Asmodean Acolyte, so I added that to the stat block, increased the bonus in Knowledge (Religion) and added a different language besides Infernal to be gained through Linguistics. I think that about wraps up the character crunch, hopefully the guide will download soon so I can give it a good read-through!


Still haven't been able to download the guide yet but I used the list that was copied on the previous page. Given the summoner theme I went with Apprentice Devil Binder as it makes a lot of sense.


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While I really like my Changeling Shaman I've been thinking about another concept. The idea for it comes from the note in the PG that Hell's Vengeance happens at more or less the same time as Hell's Rebels, though they don't impact each other.

I'm currently playing Hell's Rebels and in it I'm playing a member of House Henderthane, Thrune's arms dealers and one of their staunchest allies. This character broke with the Asmodean faith due to being horrified by a sacrifice she witnessed. She was later excommunicated by her family when they discovered she was helping halfling slaves escape from the family estate and other estates in the area. She fled with the aid of her mother before her family could apprehend her and due to this failure and the disgrace of such a daughter the family's standing within the House has taken a dive. This all happened a few years before either AP starts.

My idea for the Hell's Vengeance character would be to play the youngest sister of my HR character who is out to restore her family's honor.
Her oldest brother is helping her father to keep the estate running and prevent further loss of face. Her second brother had already joined the Asmodean clergy when it happened and has broken with the family to save his own prospects. Her oldest sister has recently married a member of House Jeggare and moved to Korvosa. The next brother is still on a futile manhunt to find his wayward sister. So far he doesn't have a clue about his sister's whereabouts despite years of work. Then comes her wayward sister. This character wouldn't really hate her, even understanding running away (her intended was a low ranking Thrune and a foppish brute), and would prefer to forget her. After that it's herself and her twin brother. Her twin brother stays at home to care for their mother who is mentally broken. Her husband doesn't want anything to do with her, though he pays for her well being, and the inquisition interrogated her. While she bears no physical scars the mental scars are plenty.
That leaves my (concept) character to actually redeem the family name and restore their status.

I have no idea about what class but it would be at least partially martial due to the nature of the family.


Cuàn, I love that idea. It would be fantastic to get a connection to the storyline of Hell's Rebels in a character backstory, and that sounds like an awesome way to do it.


Finally got the guide to download and, having read through it, I'm content with Rogors. I think I've got all the bases covered. Thanks for the consideration


Gonna have to bail out.

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I got the Players Guide downloaded twice today! Once to my iPad and once to a computer!

I'll try and get a submission up early next week. Glad some extra time is being provided though.


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Leroung House Pro-Tip for everyone: Don't start drawing Kytons during lulls at work. People give you funny looks when you start your third drawing of a man in chains.

Will be taking the Chelish Noble trait. It will give me some nice starting clothes, a ring I was intent on purchasing anyway, and it ties into my claimed backstory. The book mentions noble titles, with Baron being the lowest hereditary title. Would that be something I begin with or I will need to gain?

For reasons why I am in Longacre, I can think of a few. As a lowly representative of House Leroung, I could be undergoing Diplomacy with the local archbaron, staying at their abode as a guest. Perhaps someone from the Leroung house lives in Longacre, and I am checking upon them at the request of the family. Perhaps there is a library or known bookkeeper in Longacre that I am looking for, seeking rare volumes that have escaped the Order of the Rack's "Clarity Pyres."

I am dropping my intent to VMC, perhaps I will go into Eldritch Heritage at a later date, but not yet at least.

@DM, Can I ask how you rule Eidolon gear? When called, does an Eidolon have their gear from before, or when they are banished does it drop to the floor as they vanish? I ask because I am contemplating giving my Eidolon Exotic Weapon Proficiency (Double-Chained Kama, maybe Meteor Hammer) to play on the chains motif.


Submit for your approval, Kennesy Vhaleur

Savored Sting, let me strike true.

Female human antipaladin

Alignment: Chaotic Evil
Deity: Calistria

Str 14, Dex 12, Con 13, Int 11, Wis 13, Cha 17

Skills: Bluff +7(1+3+3), Intimidate +7(1+3+3), Ride +5(1+3+1), Sense Motive +6(1+3+1+1)

Feats: Power Attack, Exotic Weapon Proficiency (Whip)

Traits: Erratic Malefactor, Holy Schemer (ISG), Indomitable Faith (UCam)

Initiative +2

Melee Attack +3 (greataxe 1d12+3, crit 20/x3), (dagger 1d4+2, crit 19-20/x2), (light mace 1d6+3, crit 20/x2), whip (1d3+2, crit 20/x2, disarm, nonlethal, reach, trip)

Ranged Attack +2 (javelin, 1d6+2 crit 20/x2), (dagger 1d4+2, crit 19-20/x2)

AC 16 (touch 11, flat-footed 15)

Fort +3, Ref +1, Will +4

Smite Good 1/day (+3 to attack, +1 to damage (+2 to damage vs good outsiders, good dragons, good clerics) and +3 to AC until target is dead)

Greataxe (20 gp), dagger (2 gp), light mace (5 gp), whip (1 gp), javelins (2) (2 gp), scale mail (50 gp), backpack (2 gp), bedroll (1 sp), flint and steel (1 gp), sunrod (2 gp), trail rations (4 days) (2 gp), waterskin (1 gp), whetstone 2 cp), silver holy symbol (25 gp); 103.12 gp spent, 46 gp, 8 sp, 8 cp remaining.

Appearance: Roughly 6' in height, muscular build, waist-length pink-purplish hair (dyed, natural color honey-blonde) and pale violet eyes. Unscarred face, many scars on torso, particularly burns and whip marks. Serene, often smiling. Unhurried manner of speech. Wears talisman with three tiny silver daggers at throat, kisses one of the daggers right before battle.

Backstory/Roleplay: "My story? There's not really much of interest about me, I think, but I'll tell it freely all the same. I was born some twenty odd years ago in Xer -- never heard of it, have you? Perhaps you have, at that. The chokehold of the River Kingdoms, ensuring that none of them can trade with the lands on the great lake without paying their due to the Lord of the 32 Steps. No, I won't say his name. That's contempt, not fear. Not a very interesting place, but it apparently used to be.

"My mother was a whore, of course. She said that my father said that he was one of the Living God's bastards, but I know not if he lied to her or she lied to me. Matters little. I was raised in a tiny little temple of Callistria hidden under the collective noses of the Heralds, and though my mother expected me to follow in her indentations in the sheets -- not footsteps, the trade has nothing to do with footsteps, not generally -- one of the priestesses saw a different destiny for me, and so I was trained to be a warrior and serve as a particularly attractive bouncer for the temple. The first day I fed my dagger to a punter was the proudest day of my life.

"Anyway, that got boring after a few weeks, so I left, as I was beginning to feel a call. You see, I understand something about tyranny that I don't think the tyrants do. Inevitably, once tyranny grows too burdensome, there is always revolution. Always. And the more burdensome the tyranny, the more savage and vengeful the revolution. So if you believe that a thirst for vengeance is what most people need, it follows, really, that what you ought to do is to make tyranny that much worse. This I believe. This is my faith.

"I hope this little bit of insight into my motives has inspired you to start telling me where you got these subversive pamphlets, as I believe you'll be very uncomfortable when I start applying this hot poker to your skin, as I will if you don't tell me. I realize that you may find it a bit difficult to do since your lips have been sewn shut, but you should view that as even more of an impetus. Now. Where did the pamphlets come from? Oh, dear. I hope you weren't fond of this eye."

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Question: when a Bard obtains levels 2, 6, 10 etc. and gets Versatile Performance, can they retrain any skill points they had previously allocated to the now obviated skills?

Also, if a skill is a requirement for a Prestige Class, Feat, or anything else, and that skill is handled by Versatile Performance for the Bard in question, can their ranks in the appropriate Perform skill be substituted for the requirement?


Hello, I am Iskender. I am Zahir's offering for this game. Currently a non-archetyped Bard, and I expect to become a "bookish thug" over time.

I have my stats, background, and appearance in my profile.

As evidence of long running games, hmm, the Iron Gods and Wraith of the Righteous games I am in should prove my longtermedness. I'll also throw in the Way of the Wicked and Skull and Shackles games I run here as well. Links are all in my profile.

Some good RP examples in most of those, but probably best is my out of combat stuff in Fabian's Hell's Rebels game.

I pretty much like how Iskender is now, but if a Rogue type was needed, I could take that Mummy's Mask trait in place of one of mine to get it done. I'd prefer that to the Archaeologist archetype.

Anyways, best of luck to all.


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@ Game Master, any info on Longacre? the Player Guide is sadly missing any useful info about it.


Finally got my Player's Guide, time to figure out what options and story hooks I can find for a man who with absolutely loyalty to Queen and Country.


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Justimar of House Leroung wrote:
Will be taking the Chelish Noble trait. It will give me some nice starting clothes, a ring I was intent on purchasing anyway, and it ties into my claimed backstory. The book mentions noble titles, with Baron being the lowest hereditary title. Would that be something I begin with or I will need to gain?

I'll have to think on that. To be the Baron of something, you need a barony to rule, so I think you would begin without that title.

Justimar of House Leroung wrote:
@DM, Can I ask how you rule Eidolon gear? When called, does an Eidolon have their gear from before, or when they are banished does it drop to the floor as they vanish? I ask because I am contemplating giving my Eidolon Exotic Weapon Proficiency (Double-Chained Kama, maybe Meteor Hammer) to play on the chains motif.

To prevent an Eidolon from just picking up an item and being dismissed to vanish away a MacGuffin or something, when an Eidolon is destroyed or dismissed, they drop any gear that they've picked up recently. During the ritual to summon the Eidolon, or another ritual of equivalent length performed while the Eidolon is present, you can bind items to it so that it can keep them indefinitely. So any gear you equip him with will vanish with him, but he can't pick up a magic gemstone you need stored away and then dismiss him instantly to make it vanish too. Does that make sense?


Zahir ibn Mahmoud ibn Jothan wrote:

Question: when a Bard obtains levels 2, 6, 10 etc. and gets Versatile Performance, can they retrain any skill points they had previously allocated to the now obviated skills?

Also, if a skill is a requirement for a Prestige Class, Feat, or anything else, and that skill is handled by Versatile Performance for the Bard in question, can their ranks in the appropriate Perform skill be substituted for the requirement?

Hmm. I'll say you can retrain any skill points, but you can't replace the need for ranks in prerequisites.


I'll try to get a post up soon with some information on Longacre, but tonight I'm thoroughly exhausted from a long day and I'll make a much more useful post if I'm well rested.


Time enough to rest in the grave.


Game Master wrote:
I'll try to get a post up soon with some information on Longacre, but tonight I'm thoroughly exhausted from a long day and I'll make a much more useful post if I'm well rested.

Thanks, that'll be helpful. I've created a profile for my new character here . If I'm selected I'll start posting as Enrico.

I'm still typing up my RP sample, but I was planning on altering that anyway once I know more about Longacre (though Enrico has only recently arrived there).

What I'm going for here is someone who wants to put up a front that he's just "all about the money", but really he is trying to test his mettle and find worthy opponents. He's got a chip on his shoulder and is his own harshest critic. I also wanted to present a character who didn't necessarily have a bad upbringing, but some unfortunate circumstances led to him going down an evil path.

My most recent (and still ongoing) long-term campaign


Game Master wrote:
I'll try to get a post up soon with some information on Longacre, but tonight I'm thoroughly exhausted from a long day and I'll make a much more useful post if I'm well rested.

Thanks.

Sidenote: The PG give the same little info the Campaign Setting: Cheliax, The Infernal Empire did.


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Game Master wrote:
To prevent an Eidolon from just picking up an item and being dismissed to vanish away a MacGuffin or something, when an Eidolon is destroyed or dismissed, they drop any gear that they've picked up recently. During the ritual to summon the Eidolon, or another ritual of equivalent length performed while the Eidolon is present, you can bind items to it so that it can keep them indefinitely. So any gear you equip him with will vanish with him, but he can't pick up a magic gemstone you need stored away and then dismiss him instantly to make it vanish too. Does that make sense?

There goes my "Grapple the last boss and pop out" idea. No, crystal clear though. I'll just need to device a plot to become a baron, or prove my trustworthiness to the Queen to earn a rightful seat. That alone is enough motivation to get them bad deeds done.

Masterwork Manacles with a Superior Lock might be my 200gp item. Maybe a Cypher book, and I'll send the occasional encrypted letter and gold to my family. Or possibly, and it actually hurts me to type this, but can my 200gp trait item be a slave?


You can definitely start with a slave. 200 gp is right in the middle of slave prices:

  • Slave, household: 50 gp
  • Slave, common: 75 gp
  • Slave, hard labor: 100 gp
  • Slave, slip (halfling): 100 gp
  • Slave, specialized: 500 gp

As I said before, slaves can't participate in combat, and I'm limiting players to just one slave at the beginning of the game. They'll be useful for carrying equipment, doing labor, or handling other mundane chores.

Grand Lodge

Hey, just checking in to say im still interested!
:) I hope my idea of a shady wizard lawyer isnt too unfitting for this campaign.
I hope for more out of combat solutions, with combat spells prepared if needed.
The imp does work great with "use magic device" and a few wands.
As for starting cash spending, would a car-sales-man-noble-outfit be allowed to be bought?


Alrighty now that the player's guide is out, I'm gonna be working on my guy much more heavily, and I hope to have him finished within a day or two.

Not sure yet on which campaign trait I'm going, but I'm leaning Thrune Informant.

I also never did finish those drug rules, so I miiiiight see if I can get a rough draft up.


Alright so a few changes to my ideas for my Investigator/Assassin. Although the main things haven't changed, I'm going for a Psychic Detective - while I do love Alchemy, I feel that the ability to stealthily cast a number of enchantment spells GREATLY fits what he's trying to do in avoiding or quickly ending combat.

I particularly love how Psychic spells can be cast stealthily - they have no verbal or somatic components and thus are easier to hide. With a heavy focus on enchantment spells to shore up his weaknesses in melee combat until later on (Curse an Investigators horribly weak early levels!), he'll be able to easily put someone to sleep or charm someone into being his friend for a short time, all while avoiding drawing attention to himself by making flashy hand gestures and having to speak loudly and clearly for magic.

Combined with that, he'll be heavily focusing on invisibility or stealth-type spells - although at this point in time he doesn't have any. He'll be able to stay hidden until just the right moment, possibly even using Lullaby to hinder anyone's attempts of percieving him.

Alas, his combat ability is rather horrible at these early levels. About all he has to rely on in combat are his daggers (which he's not good in melee yet without Weapon Finesse [getting it at level 3]) and his Telekinetic Projectile spell, which he keeps a bag of marbles for.

I might see if I can grab a few flasks of acid too - on that note, can he throw a flask of acid using Telekinetic Projectilee? One would assume the glass would shatter as normally, thus dealing 1d6 damage from the impact itself + 1d6 acid from the acid - or whatever other alchemical item he ends up using. Thoughts, GM?

*Edit*: To add further information about my question, Telekinetic Projectile does 1d6 damage to the object thrown in addition to its target. Glass has a Hardiness of 1 and 1 hp per inch of thickness. As a result, it would be easy to argue that a flask (or vial) has roughly 1 hit point (and 1 hardness). So the chances of it shattering are almost guaranteed.

On that note again though, it probably wouldn't be a touch attack, since Telekinetic Projectile isn't a touch attack. But then AGAIN, what if your roll meets the Touch AC but not the normal AC? Would you possibly roll for damage (to the object) and state that it bursts against the target's armor/hide/shield and does the acid damage anyways? Curious.. curious.. I'd probably go with that in my own campaign, as its a clever use of resources. But by no means is it RAW.


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Alright, I've taken an approach mildly different from usual with Vance. Instead of writing out his full background, I've only detailed the crossroads that lead him to the beginning of the campaign. This allows for fluidity in his background details for the sake of the game. That said, if you'd rather have a full summary background, I can do that as well. It is my hope to do so in the end, but simply for character generation, this seemed a much smarter path.

Vance Magravi's

Path to Service:

An imp shrieked gleefully as it flew towards the startled horses. My whip cracked and its glee turned to anguish in a howl.

“What was that for you meanie!” it yelled in a high pitch. “I didn’t do nuffin!” It was an uncommonly ugly thing. Harelip and skin an irritated red, with nipples pierced by rings of a strange green metal. It had no horns, as was normal for its kind, but its bat like wings were the color of pig’s skin.

“Stop harassing my horses, or you’ll have worse than that.” Voice like ice, I tapped the blade at my hip lightly. “I hear your kind doesn’t take too well to silver.”

The imp’s yellow eyes narrowed. I might have talked big, but if this was someone’s familiar, I was in big trouble. This kind of work always but me on edge, and I hated it. Worse, I hated my father for putting me up to it over and over again.

“I daresay I’ve got the right man!” the imp exclaimed after a moment, breaking into a smile with teeth that reminded me of the tines. I shuddered. Smiling wider, the imp continued. “Say, do you know what you’re transporting?”

My mouth went dry, “No clue.” Sweat trickled down my back despite the evening cold. I did not know, but I knew it was some sort of contraband. This imp might just be the doom my father’s work was sure to buy me, although much sooner than I would have liked.

“That won’t do at all.” The imp said. “Why, I know, and I hafn’t even seen the box!” It shrieked that gleeful shriek again, looking me in the eyes as it circled the anxious horses.

A strange calm took hold of me. I realized that my choices were really very limited: Kill the imp, bargain with the imp, or end up on the tines. I recognized the calm as a sense of purpose. Bargaining was not my strong point, but with a little luck I could kill the imp without further incident. Hells, I really wanted to strike my blade into its twisted little heart.

“There are two hellknights heading your way. They haf sensed the thing in your carriage and are coming to investigate. If you want, I can vouch for your innocence.” The imp brought me out of my reverie. Panic almost took me, but then I grasped the imp’s words.

“What’s the price?” The imp had offered up a bargain on its own, I would be a fool to hesitate. Yet trepidation festered in the back of my mind.

“Why, the details are much too intricate to discuss before it is too late for you.” The imp hovered over the horses as it spoke “In short, though, you will offer your discretion and your serfices to my master in a simple matter in Cheapside.” It looked at me patiently, waiting for me to state my agreement to its terms. Seeing no other way out, I assented.

“Ah yes by the way, your accomplices are going to take the fall. Hope you’re ok with that.” It laughed and I saw the unmistakable shapes of two hellknights at the end of the street. I really hate devils.

Thus started my work for house Thrune, and I must say now, a few years later, that it sure beats working for my father. Lawful work keeps my conscience clear, and better monetary compensation keeps my pouch lined golden.

Background:

Vance's father, Lukain Magravi, is a Varisian of Scarzni heritage. Lukain makes a living in Egorian by working closely with Zandros and his Goatherd, as well as other criminals. Vance has tried to change his ways multiple times, but to no avail. Lukain is a staunch Desnan.

Vance's mother, Eudomia Tauranor, is dead, but she used to be a famous opera singer. His father has never revealed the details of her death to him, but Vance suspects that it has to do with his father's illicit activities.

Lukain and Eudomia met in Korvosa during Eudomia's first tour to the fringes of Cheliax and beyond. They fell in love, and Eudomia employed Lukain as her personal, designated coachman, and bought a beautiful Korvosan carriage to ride in. Lukain renounced his criminal ways to become her fulltime driver until the time of her death, moving with her to Egorian. This is the same carriage Vance drives now.

Notes:
The details of the imp and his master is left to the discretion of the GM, as I do not know of the details of the Adventure Path.

It could be interesting if Vance's father is on the other side of the conflict, and they clash at some point during the Adventure.

Vance doesn't like devils at all. He also doesn't particularly like House Thrune. However, as a second generation immigrant, he does what he has to to survive.


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I'm now working on Lady Juliana Idressia Theadora Henderthane. I'm not quite sure what her title would be beyond "Lady". Her father is a duke, her great uncle is the current Archduke of Sirmium and her aunt is the Lord-Mayor of the city of Ostenso. As the youngest daughter she is can't lay claim to any lands (well, her father's if all her other sibling perish or are disowned) but she is a noble. The fact that her family has lost quite a bit of face after her sister's betrayal only makes it more complicated.

She freed herself up to work on restoring the family honor when her intended had an "accident" while hunting. He has been crippled and as such no longer is a suitable husband for Juli, especially since his family (House Napaciza) is already of lower standing than the Henderthanes.

Still not sure about class but it will be something that relies on weapon use. The sister I'm playing in Hell's Rebels is a Lore Warden Fighter but I'm thinking more in the direction of Rogue or Slayer for this one.


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Hey there GM! Just wanted to pop in to give you a bit more info on Boaz. Looking over the traits, I'm probably going with either the Thrune Informant (Disguise) or Local Tough traits. Both fit his background really well!

I also wanted to give you another source for roleplay samples of mine. I'm currently playing in a homebrew adventure here. My character there is Faltain Panocc. That is my first Pbp campaign, but I'm really interested in joining another, and I have plenty of time to post regularly with my current schedule.

Again, let me know if there's anything else you'd like to know about me or Boaz! Thanks.


Enrico is all squared away except for maybe adding a little more about his ties to Longacre.

In terms of party role I see him as melee control (with maneuvers) as well as being a decently mobile tank. I think he'd be a good flanking buddy with the rogue. I'm hoping he can also help out of combat with lots of skills, including UMD. Thanks for considering me!


DM Crustypeanut wrote:
Alright so a few changes to my ideas for my Investigator/Assassin. Although the main things haven't changed, I'm going for a Psychic Detective - while I do love Alchemy, I feel that the ability to stealthily cast a number of enchantment spells GREATLY fits what he's trying to do in avoiding or quickly ending combat.

I love Psychic Detectives and psychic magic in general. Awesome.

DM Crustypeanut wrote:
I particularly love how Psychic spells can be cast stealthily - they have no verbal or somatic components and thus are easier to hide. With a heavy focus on enchantment spells to shore up his weaknesses in melee combat until later on (Curse an Investigators horribly weak early levels!), he'll be able to easily put someone to sleep or charm someone into being his friend for a short time, all while avoiding drawing attention to himself by making flashy hand gestures and having to speak loudly and clearly for magic.

Okay, this is where some strange rules interactions come in. According to Paizo, even spells with no components can be noticed automatically. I disagree, but I also don't think psychic magic is imperceptible. In my games, anyone with at least 1 rank in Spellcraft will be able to identify that you're casting a spell, in the absence of any other skill checks. If you want to conceal spellcasting, you'll need a Stealth or Bluff check (depending on the situation), opposed by a Perception or Sense Motive check. Additionally, anyone succeeding on a saving throw against a spell notices the spell (and depending on the situation, possibly notices the spellcaster too).

DM Crustypeanut wrote:
Alas, his combat ability is rather horrible at these early levels. About all he has to rely on in combat are his daggers (which he's not good in melee yet without Weapon Finesse [getting it at level 3]) and his Telekinetic Projectile spell, which he keeps a bag of marbles for.

I completely forgot to mention another house rule I have buffing Investigators. I'll add it to the House Rules document, but I'll post it here: Investigators get Studied Combat at level two. Hopefully that helps shore up your early combat prowess a little - and sorry I had forgotten to say that earlier.

DM Crustypeanut wrote:

I might see if I can grab a few flasks of acid too - on that note, can he throw a flask of acid using Telekinetic Projectilee? One would assume the glass would shatter as normally, thus dealing 1d6 damage from the impact itself + 1d6 acid from the acid - or whatever other alchemical item he ends up using. Thoughts, GM?

*Edit*: To add further information about my question, Telekinetic Projectile does 1d6 damage to the object thrown in addition to its target. Glass has a Hardiness of 1 and 1 hp per inch of thickness. As a result, it would be easy to argue that a flask (or vial) has roughly 1...

That's exactly how it works. Unless you get unlucky and roll a 1 for damage, the flask shatters. (I suspect that's why they made the spell damage the projectile, too).


Game Master wrote:
Stuff

1) Hmm where does it say that spells can be noticed automatically? I'm just curious (for my own future reference, not that I'm doubting you). I'm fine with having to make a stealth or bluff check - my guy is pretty good at both heh!

2) Sounds good for the buff! Much needed for sure.


Alright GM, here we go! I'm sorry it took so long to finish everything up, but I appreciate you being patient. I had a lot of fun designing this character and I hope you enjoy learning more about her!

If I made any mistakes let me know and I'll fix them as soon as possible. Again thank you for this wonderful opportunity!


Oooh, I just noticed this thread. Are you still recruiting through March 1st?


Game Master wrote:
DM Crustypeanut wrote:
I particularly love how Psychic spells can be cast stealthily - they have no verbal or somatic components and thus are easier to hide. With a heavy focus on enchantment spells to shore up his weaknesses in melee combat until later on (Curse an Investigators horribly weak early levels!), he'll be able to easily put someone to sleep or charm someone into being his friend for a short time, all while avoiding drawing attention to himself by making flashy hand gestures and having to speak loudly and clearly for magic.
Okay, this is where some strange rules interactions come in. According to Paizo, even spells with no components can be noticed automatically. I disagree, but I also don't think psychic magic is imperceptible. In my games, anyone with at least 1 rank in Spellcraft will be able to identify that you're casting a spell, in the absence of any other skill checks. If you want to conceal spellcasting, you'll need a Stealth or Bluff check (depending on the situation), opposed by a Perception or Sense Motive check. Additionally, anyone succeeding on a saving throw against a spell notices the spell (and depending on the situation, possibly notices the spellcaster too).

Actually, having played a Psychic caster who did this, this actually kind of requires a feat. I don't remember the name, but it essentially lets you roll a Bluff check to act like you're not casting. It is really good on psychic casters though because the feat imposes penalties to your Bluff if the spell has verbal, somatic or material components, which, except for expensive components, psychic spells don't have.

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