It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Zahir ibn Mahmoud ibn Jothan wrote:

Next question: the Chelish Nobility Campaign Trait. Among its benefits is the ability to take Noble Scion without the Charisma requirement.

However, that feat is from a forbidden source.

Is there an alternate boon for that Trait to give?

>.<

Hmm. I think the best thing to do is to just let that be another exception rather than trying to come up with a replacement boon that's of the same power and fits the spirit of the trait just as well. At least it's just a feat rather than a whole class. I'm going to limit the exceptions to things like these (Hellknight, Noble Scion) which are directly presented in the adventure, though.


With that information I am going to modify Nikolai a bit, I had noticed that also. I already took the Chelish nobility trait. I do not need the caveat, but Scion of the Arts is perfect for him as a character.

Dark Archive

Here is my Sample Combat Turn:

Sample:

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Round 1, Initiative Count 22

Having deceived the Glorious Rebellion recruiter Hammond to lead her through the dark alleyways toward a safe haven, Amanda with bow already in hand surprises Hammand by putting an arrow thorough his back. He is caught by surprise by the attack.

Surprise Round Action

Arrow Shot: 1d20 + 4 ⇒ (16) + 4 = 20
1d8 + 1 ⇒ (2) + 1 = 3

The arrow pieces his shoulder, causing him to cringe in pain. He turns in shock and yells "Deceiver."

Amanda smirks and says, "You deceive yourself serving a cause that opposing the true power of Cheliax, the Devil God himself. Bow down to your true master and you may be spared."

Using Fear the Flames on him with her command, knowing he will not obey but by disobeying he will be stricken with the fear of the void below.

The man shutters defying the command and yells, "Never foul servant of hell."

He charges forward with his sword drawn and takes a swing at Amanda. Melee Charge: 1d20 + 4 + 2 - 2 ⇒ (4) + 4 + 2 - 2 = 8

The blade misses its mark and Amanda deftly avoids the charge.

Taking advantage of his weakened state she takes a 5 foot step back and fires an arrow into his chest and finish him off.


Background is complete in the alias. It's running a bit long, but alas, tragedies often do!

Coming up: sample combat turn!


I seem to have dropped the ball on the theme song. Try this version instead.


3 people marked this as a favorite.

Just wanted to pop in to give an alternate theme song for Boaz. Just for funsies!


Updated submissions so far (so much awesome). Now featuring links to your songs collected in one place!

Complete

Partial

  • Benzin Grimmle - CE Gnome Planar Oracle of the Dark Tapestry (Still need sample combat turn)
  • Davy Dagaroth - NE Human Inspired Blade Swashbuckler (Still need sample combat turn)


Do you have any qualms with minions? I'm torn between two concepts, one being some variety of Necromancer. The Evil fits well, but some GMs don't like a PC to have a host of minions, and this guy will definitely keep his full HD compliment of undead, and likely raise fallen foes along the way. Once he gets the spells, that is.


I'm used to face-to-face games where it sometimes feels like (though it usually isn't the case, heh) everyone has an eidolon or an animal companion or Command Undead. I think PbP, with its time available between posts, is actually a better venue for such a character, since there isn't the same waiting 10 minutes for someone to finish their turn as sometimes happens in real life.

I'd treat an undead horde similar to an animal companion in execution, though. They'll roll their initiative separately, you'll give commands on your turn, they'll execute those commands on theirs.

EDIT: this brings up an important point that I never covered in the opening post: expensive material components. I don't make players buy them ahead of time, and rather allow the direct expenditure of cash. It makes things easier on everyone

Dark Archive

Combat Post:

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Round # 1: Initiative Count 12

Benzin no sooner turns the corner than he senses he is being followed. The angry veteran drunk on cheap wine was no nowhere to be seen, along with his head full of important seditious thoughts. Turning back toward the alley exit he faces his pursuer. A tall, muscular half-orc in scale mail towers over Benzin, standing a mere 10 feet away.
"Your days of informin' are done Gnome." the half-breed mutters as he draws his longsword.

Benzin looks up at the half-orc visibly panicked. "But...but...but...your mushy brain won't have any value!" Then Benzin's demeanor shifts, his eyes narrow and his pupils grow large and black. A sinister grin grows from cheek to cheek and he bends his head towards his right shoulder a good 45 degrees, never losing eye contact with his new plaything. "I'll just have to sell your carcass!"

Benzin's eyes then go wide, transforming into black sparkling voids.

Brain Drain Revelation

DC 14, Will Negates, 1d4 dmg per Oracle level, If successful=Knowledge check using the victim's bonus. Can hold thoughts for 4 rounds (Cha Bonus)

SpoileredInTheSpoiler: Active Combat Conditions: N/A

I hope the combat description wasn't too much. That was a ton of fun to imagine and write.


Hello Mr. Leedwashere,

I'd like to put forth Penny for advancement in the hordes of hell. She promises to do her very best to cleave the skulls of any do good-er that parades their wee behinds in front of her, all in the glorious name of... well whoever is paying her. She's not picky. Heck, she'd work for those same wee behind prancing do good-ers if they paid enough. But no, they hate it when she “loses” control and sinks her teeth a graceful neck of a freaking enemy. If the lords above didn't want people eating people they shouldn't have made them taste like chicken.

...sigh...

Sorry. Digressing.

Penelope Dorn, Dhampir BloodRager at your service.

Oh, still need to do the combat turn, double check all is in PRD, and buy any additional equipment.

I am a horrible speller, I try but even the spell checker hates me.


Combat turn...

Pergus Bess, a kindly old shop keeper, once gave her an apple. A minor thing to most, but to a whore's daughter it was like gold. One of the few memories of genuine kindness growing up.
Penny smiled at the memory, as her wiry arms wrapping around Pergus, now some dozen years later.

grappling from behind of a unsuspecting opponent.

+3 cmb, +2 from improved grapple, +1 blessed

grapple old guy: 1d20 + 6 ⇒ (2) + 6 = 8

Active Conditions:
blessed

As Penny's teeth sink into his neck, she wonders what “kindness” is going to taste like. or she would have if she hadn't tripped over his broom and flubbed the entire thing... evil dice :)


Updated submissions so far:

Complete

Partial

  • Davy Dagaroth - NE Human Inspired Blade Swashbuckler (Still need sample combat turn)


"The Prince of Plagues demands that I present myself for the service of House Thrune."

Stats:

Kolaiah of House Drellen
Dhampir antipaladin 1 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 2 89)
CE Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception -2
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +0; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron falchion +3 (2d4+3/18-20) or
dagger +3 (1d4+2/19-20) or
longsword +3 (1d8+2/19-20)
Special Attacks smite good
Antipaladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect good
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 12, Wis 7, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Power Attack
Traits chelish noble, destined diplomat
Skills Acrobatics -3 (-7 to jump), Bluff +7 (+8 vs. members of Chelish aristocracy), Craft (carpentry) +3, Diplomacy +7 (+9 vs. outsiders, +8 vs. members of Chelish aristocracy), Disguise +3 (+4 vs. members of Chelish aristocracy), Intimidate +3 (+4 vs. members of Chelish aristocracy), Knowledge (nobility) +6, Knowledge (religion) +5
Languages Common, Daemonic
SQ aura of evil, resist level drain, vampiric empathy
Other Gear scale mail, heavy wooden shield, cold iron falchion, dagger, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], noble's outfit, pot, signet ring, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Apollyon, 90 gp
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.

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

Description:

Short black hair
Gray Eyes
Gray-white skin
5'11 175 lbs.
Pronounced fangs
He speaks slowly and deliberately, always as if he expects you are hanging on his every word.

Old School Theme Song

Background:

House Drellen was a minor Chelaxian noble family which had made its name in the furniture and lumber businesses. His mother was the second of three daughters, and everyone said she was lovely. Too lovely, possibly. She became pregnant, and all she could tell her father of were dreams about a beautiful devil sent by the gods. When she came to term on a bright summer morn, and as she was destined ere first the seed quickened, she died in childbirth. The family mourned, but they also praised the young child for its beauty, and named him Kolaiah, which means "Voice of God" in the old tongue. Kolaiah grew strong, and smart, and beautiful. But he also got sickly at times. And if anyone noticed a dearth of cats or rats prior to his getting better, they certainly didn't understand, why would they?

Kolaiah had uncles, they would inherit, not he. So he was left to other pursuits, and eventually he came to commune with Apollyon. At first, he worried that he was not being loyal to Asmodeus, but his grandfather reassured him. Other gods were legal, as long as they did not supplant Asmodeus. Kolaiah was relieved, but not because he could worship, he would have anyways, but because he wasn't risking his family. He was raised to believe in family and country, although laws in general he could do without. And he was cruel, to outsiders he was anyways.

In his 25th year, a priest of Abadar told his grandfather what he feared Kolaiah was. His grandfather told the man that "of course he was, but I love him just the same, and you sir cannot keep your mouth shut." And he threw the priest into the woods, hamstrung, where he was killed by wolves, to make it appear an accident.

Afterwards, his grandfather told Kolaiah all, and most importantly, he gave him arms and armor, and sent him away to go and fight for Thrune and make a name for himself. Never apologize for what he was, and brook no offense from those who would persecute him for it.

At this point, how can I tie him to Cimri?

I believe I still owe just a turn submission.


Init: 1d20 + 1 ⇒ (12) + 1 = 13

Round #1 13

The Bronze dragon’s attack was welcome, they had been tracking it for hours since they had found it earlier. Still, the electricity hurt as it coursed through Kolaiah’s body. ”Bring it beast, your efforts to thwart us are at an end.” Kolaiah’s left hand brushed his chin, and the negative energy of it flowed into his body, revitalizing his being. He screamed at the beast as he charged, hefting his blade and feeling the power of Apollyon in the blade.

Kolaiah will LOH himself. Earlier he had declared a smite against the dragon, but it retreated before he could hit it, he is charging and attacking.

Bonuses: +8 BAB, +2 Falchion, +4/+6 STR, -3/+9 Power Attack, +4/+16 Smite, +2 Charge, +1 Bless, +2d6 Unholy

Falchion To Hit: 1d20 + 8 + 2 + 4 - 3 + 4 + 2 + 1 ⇒ (10) + 8 + 2 + 4 - 3 + 4 + 2 + 1 = 28
Falchion DMG: 2d4 + 2 + 6 + 9 + 16 + 2d6 ⇒ (2, 4) + 2 + 6 + 9 + 16 + (2, 4) = 45

LOH: 4d6 ⇒ (1, 5, 6, 6) = 18

Conditions:

Smite: +4/+8 against this dragon (+16 DMG on the first hit), Bypass all DR this dragon has, +4 to my AC against attacks from this dragon

Bless

Aura of Evil (Ex): The power of an antipaladin's aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Aura of Despair (Su): At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.

This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.


SAMPLE ROUND

Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

Round #1

Davy grins and shakes his head as the cards up his sleeve slide accidentally onto the table. Infuriated, the large man across his seat smashes his bottle's bottom against the edge of the table, but before he can even point the broken shards at Davy, the young swordsman is already on his feet.

Despite Davy's prompt reaction, the many beers chugged in the previous hour seem to take their toll: Davy's blade flies wide off its target. Cursing under his breath, he stares at the angry man before him and still tries to turn the situation around; if his rapier could not hit the mark, perhaps his words can. "That's a warning. The next one goes through your throat. Sure you wanna play?" The slurred threat does not sound particularly convincing. Maybe it is just going to be one of those nights, he thinks.

Move action: stand up and draw the rapier. Standard action: melee attack using Power Attack.

Bonuses/Penalties: +3 Dex, +1 BAB, +1 morale, +1 Weapon Focus (rapier), -1 Power Attack

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Intimidate: 1d20 + 2 ⇒ (6) + 2 = 8

Active Conditions:

Inspire courage +1


Updated submissions so far:

Complete


Lord Leedwashere,

I submit for consideration Muziel Moreau, CE Gnome Kineticist of Air. He is the amalgamation of both Dr. Frankenstein and Frankenstein's monster, infused with the power of electricity after an experiment that should have gone wrong, but instead went so right. (See profile for more backstory.)

Mind you, just because he's chaotic evil doesn't mean he's into wanton destruction for its own sake. To the contrary, he is fueled by creativity, association, and inspiration - for science! It's just that his methods come, at times, with a price. If you're willing to work with him, he'll work with you. But if you're some goody two-shoes who thinks he needs to put a stop to this madness, Muziel's got a message for you.

Theme Song:

Hells Bells

I'm a rolling thunder, a pouring rain
I'm comin' on like a hurricane
My lightning's flashing across the sky
You're only young but you're gonna die

I won't take no prisoners, won't spare no lives
Nobody's putting up a fight
I got my bell, I'm gonna take you to hell
I'm gonna get you, Satan get you

Hell's bells
Yeah, hell's bells
You got me ringing hell's bells
My temperature's high, hell's bells

I'll give you black sensations up and down your spine
If you're into evil you're a friend of mine
See my white light flashing as I split the night
Cause if good's on the left,
Then I'm stickin' to the right

I won't take no prisoners, won't spare no lives
Nobody's puttin' up a fight
I got my bell, I'm gonna take you to hell
I'm gonna get you, Satan get you

Hell's bells
Yeah, hell's bells
You got me ringing hell's bells
My temperature's high, hell's bells

Yeow

Hell's bells, Satan's comin' to you
Hell's bells, he's ringing them now
Hell's bells, the temperature's high
Hell's bells, across the sky
Hell's bells, they're takin' you down
Hell's bells, they're draggin' you around
Hell's bells, gonna split the night
Hell's bells, there's no way to fight, yeah

Ow, ow, ow, ow

Hell's bells


Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Round 1: Initiative Count 17

"Ow, what do you think you're doing?!" Muziel recoiled from the heavy gash in his side that he took from the haughty paladin, who was clearly out to get him. "It's against your code to attack someone who's unarmed right?" Muziel took a step back, raising his hands in apparent surrender. "I guess we'll have to give you your proper punishment for your misbehavior!" Suddenly, the space between his upraised hands crackle with energy. Electricity arcs toward the paladin, ignoring all impediments from his metallic armor.

5-foot step, use Electric Blast vs Touch AC

Bless (+1 attack), Point Blank Shot (+1 attack/damage)
Electric Blast: 1d20 + 3 + 1 + 1 ⇒ (17) + 3 + 1 + 1 = 22; Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Active Conditions:
- Bless: +1 morale on attack rolls & saves vs fear
- Smite Evil: Paladin has +Cha to attack, +Paladin level to damage, and +Cha to AC against Muziel
- Unarmed: Muziel does not threaten any squares around him


Updated submissions so far:

Complete

Dark Archive

OOC: Sorry this is long, new to the boards and PbP... don't know how to do the Hide/show button

The young man, Virgil Tosscobble, enters, loaded with his backpack and belt pouch ready for the mission that Cimri is about to send him on. He wears simple leather armor with a rapier at his side. Shortbow over his left shoulder.

Puts down his parchment of application on the desk and looking at Cimri.

"Reporting for duty, sir."

Virgil Tosscobble
Male Human Rogue (Knifemaster) L1
LE Medium size
Init +9; Perception +4
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (Armor +2, +3 Dex)
hp 10
Fort +1, Ref +5, Will +0
Defensive Abilities: None
--------------------
Offense
--------------------
Speed: 30 ft.
Rapier +3 (d6)
Knife +3 (d4)
Ranged: Shortbow +3(1d6)
--------------------
Statistics
--------------------
Str 10 Dex 17 Con 13 Int 10 Wis 10, Cha 14
Base Atk +0 CMB +0: CMD 13 (10 Fl)
Feats: Armor Proficency (light), Improved Initiative, Weapon Finesse
Traits: Local Tough, Reactinary
Languages Common
Combat Gear: Rapier, Shortbow, 20 arrows, 20 blunt arrows, Leather Armor; Other Gear: 13gp
--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
------------------
Personal
------------------
Having grown up in the ghetto of Longacre, Virgil has been on his own a long time. His parents dying when the kid was 10, he has been in shackles longer as long as he's been alive.

Having tried to pickpocket Cimri, the man surpised Virgil by putting him to work. He stayed out of shackles more often and hand some gold to spend on good things, like food.

(OOC:) Virgil and I would really like to go Assassin Prestige.

Init.: 1d20 + 9 ⇒ (8) + 9 = 17

Dark Archive

Init.: 1d20 + 9 ⇒ (15) + 9 = 24

Pretending what Init is rather than going back and editing [bold]19[/bold]

Virgil waits in the alley, just out of view in the shadows. Waiting for that loudmouth drunk jerk that wouldn't leave him alone. He had been shackled enough in his life and didn't wish to return to that he was thinking as he played with the knife in his hand. Besides, Cimri had job for him soon. He dare not be caught. Finally, in the wee hours of the morn, Virgil was rewarded as the man stumbled by. Virgil grabbed and pulled him as the knife moved expertly over the man's neck, blood sprayed for a second before the body crumpled in Virgil's arms. He made a hasty retreat down the other end of the alley.

OOC - if you deem that it was a move action to drag him into the alley then the retreat can go for next round


Hi Saiman, and welcome to the boards! Since you're new, I'd like to offer you a bit of help with increasing your forum system mastery. I see you've got the dice rolling down, but there's a lot of useful things you can do besides that, such as OOC text, bold text, italic text, and spoiler tags (the hide/show button). If you look down below the text box you'll find a line that says "how to format your text." If you click that "show" button, it will give you a handy guide for all of the various things you can make your text do on these forums.

Also below the text box, to the left of the button you use to submit, is another button that says "preview." This button allows you to see what your post will look like and allow you to continue editing it before submitting. One of the really nice things about the preview button is that any dice rolls you have in your post will show up with the result they will have. This saves you from having to submit a partial post in order to see what the results will be, which makes any post involving dice come out cleaner, and also gives an extra chance to catch typos before sending things out into the world. I also recommend you check out DH's Guide to Play by Post gaming, if you haven't already. I found it really helpful when I was just starting out.

The backstory part is sufficient, although I'll point out that Cimri is female, but the sample combat turn (while doing a great job in the description part) otherwise doesn't quite follow the format I asked for. This is probably in no small part because of your lack of experience with the means of formatting at your disposal. I'd like you to double-check the format I asked for and resubmit your combat turn. Don't worry about whether dragging the body away is a move action, but do roll dice for the attack and damage, etc. The recruitment is still going to be open for another week and a half or so, so there's no rush to do this right away if you'd like to read over the guide I liked to earlier in this post and become a bit more familiar with the forum tools before you try again.

I hope you find this helpful, and once again welcome :)


Dotting for interest. I have an idea for an Underground Chemist Rogue. Drug Dealer turned killer.


How do you feel about the Piecemeal Armor variant rules?


Æroden wrote:
How do you feel about the Piecemeal Armor variant rules?

Ohhhh, you considering a gladiator?


Æroden wrote:
How do you feel about the Piecemeal Armor variant rules?

I don't really like it and would rather not use it. Part of that is that the way published adventures are set up, you're never going to find just parts of armor as loot so it's an extra step of complication that I don't feel adds much as return on investment. The other part is that it makes it more difficult to keep track of everything when it's all broken up like that.


Leedwashere wrote:
I don't really like it and would rather not use it. Part of that is that the way published adventures are set up, you're never going to find just parts of armor as loot so it's an extra step of complication that I don't feel adds much as return on investment. The other part is that it makes it more difficult to keep track of everything when it's all broken up like that.

Fair enough, and a valid point.

@Kolaiah - No, the idea of different bits scavenged together just fit well with my character background.


You could still use the stats of whatever armor you can afford, but say its piecemeal just as flavor.


Penelope Dorn wrote:
You could still use the stats of whatever armor you can afford, but say its piecemeal just as flavor.

I intended to, but if it had been an available option, I'd've taken it. Thanks for the suggestion!


Building a cannibalistic warpriest of Urgathoa!

Dark Archive

Leedwashere wrote:
Edited out

Thank you good sir for the tips in posting. It relieves me to know that is so handy. Someone had told me how to dice roll on the pbp and wrote that down on an index card so I didn't forget. I will also check out DH's guide.

I probably did skim over your intro once and had seen Cimri was female and by the time I was doing this had forgotten. Don't we all look the same in armor?

As for the turn, to much Skyrim as a knife-wielding, throat-slitting assassin to think about how it translates to online play *LoL* Why I didn't have an attack and damage roll with it. Just showing off some creative juices.

Thanks again.

Dark Archive

Init:: 1d20 + 9 ⇒ (1) + 9 = 10

Init: Example 19

Virgil waits in the alley, just out of view in the shadows. Waiting for that loudmouth drunk jerk that wouldn't leave him alone. He had been shackled enough in his life and didn't wish to return to that he was thinking as he played with the knife in his hand. Besides, Cimri had job for him soon. He dare not be caught. Finally, in the wee hours of the morn, Virgil was rewarded as the man stumbled by. Virgil grabbed and pulled him as the knife moved expertly over the man's neck, blood sprayed for a second before the body crumpled in Virgil's arms. He made a hasty retreat down the other end of the alley.

Spoiler:
Attack Roll:: 1d20 + 3 ⇒ (5) + 3 = 8Damage:: 1d4 ⇒ 4

Spoiler:
Attack roll +3 from Dex bonus. No STR for damage

10. Rolled dice, keeping any separate bonuses from item 9 as separate parts of a long chain, in the same order as listed in item 9.

Ok, I don't get the purpose of Line 10.

Only active conditions I see is the Feat: Improved Init and the Trait: Reactionary which bumps Initiative.


Item 10 is why I suggested assuming that there was an inspire courage or bless effect. Taking bless and using your existing dice rolls as an example, I would rather see the dice rolled like this:

+1 bless
Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

than like this:

+1 bless
Attack: 1d20 + 4 ⇒ (1) + 4 = 5

because that more clearly shows that all the bonuses are being factored in. I hope that clears up your confusion (and does the same for anyone else who might have been wondering). Don't worry about doing it over again, though.

Anyway, glad you found those tips helpful :)

EDIT: Wow! Two nat 1's in a row! Yikes!

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

Updated submissions so far:

Complete

Partial:

  • Virgil Tosscobble - LE Human Knifemaster Rogue (Still need themesong)

Dark Archive

1 person marked this as a favorite.

Oh I am terrible with music...

so did a search on youtube: The song of a knifemaster


Updated submissions so far:

Complete

Dark Archive

Got the character made. So learn everything by clicking the name.


Here's my character, an half orc warpriest of Urgothoa


@Virgil: nice song! And the video is quite impressive!

Here's my theme song. I was seeking something very primal, something disturbing, something that spoke of hunger...

and then there is this one, which fits his background.

Combat:
Initiative: 1d20 ⇒ 1

The man took the big half orc by surprise, punching him in the guts as Khor was about to sit at a table
You have nothing to do in this tavern, you filthy beast! Get back to the sewers!

His "friends", or at least revelry companions, were shouting and cheering for him, as the man unleashed punches after punches to the half breed

punch vs FF: 1d20 + 1 ⇒ (6) + 1 = 7
dmg: 1d4 + 1 ⇒ (1) + 1 = 2
punch: 1d20 + 1 ⇒ (3) + 1 = 4
dmg: 1d4 + 1 ⇒ (4) + 1 = 5

the half orc tried to retaliate, but couldn't land a single blow
punch: 1d20 + 2 ⇒ (4) + 2 = 6
dmg: 1d4 + 2 ⇒ (2) + 2 = 4

The drunk man took a chair and slammed it on the half orc back, crashing it and sending pieces of wood everywhere
chair: 1d20 + 1 ⇒ (12) + 1 = 13
dmg: 1d4 + 1 ⇒ (3) + 1 = 4

That's the only way someone like you should get a chair here!

His taunt created many laughs in the tavern, but the half orc wasn't down for the count.

Khor black eyes flashed with anger, and he jumped on the man, biting his face deeply, chewing his flesh as the tavern suddenly became silent. Only the pitiful screams of pain of the drunk echoed on the wall.
Feed me more!: 1d20 + 2 ⇒ (19) + 2 = 21
dmg: 1d4 + 2 ⇒ (2) + 2 = 4

His mouth covered in blood and gore, Khor slowly got up, daring anyone to fight now.

Intimidate: 1d20 + 8 ⇒ (3) + 8 = 11
Looking at the unconcious man on the floor, his face now ruined by the savage meal, he says

Who's half a man now, uhn?


A quic question: do you use encumbrance rules?


Khor Feynn wrote:
A quic question: do you use encumbrance rules?

I usually let that be fuzzy as long as you're not trying anything outrageous.

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

I'll update the submission list later tonight, I'm about to start my home game Sunday Iron Gods extravaganza, where we start early and go late. Sundays are usually the only day where I'm slow to post for that reason.


A wonderful game exposition, GM. I'll work on creating my submission now. Here's a hint via song until I complete it; when I do, I'll post under the alias in this thread.


This is Ellion from earlier. Here's the foundation of my submission, Cheln, with the background. More can be found in the profile. The theme song is as above, though if you're feeling a bit more poppy, this can work too.

Background:

Another day, another damned nuisance.

The locals had been more suspicious of his activity lately, and for good reason; Cheln's latest experiment hadn't made it. He'd dumped the body in the river, and it would be gone before others caught on. He would need help in the future though, someone to fend-off the investigation...

Years ago, the orphan had been taken-in by a pair of well-meaning veterans. Half-orcs, his adoptive parents made him their own child after their battles. But whatever affections they poured onto the child could do naught to erase the memories of his parents' deaths in the horrible pillaging of their home. A burglary had turned violent, and when his father attempted to defend them, his mother and he were slain. Cheln was very small at that time, and he weaseled himself into a corner for safety in the shadows. If only it could've shielded his eyes and emotions.

His bitterness towards the world grew over the years, and he began to take a taste in the apothecary field after seeing how subtle mixtures could work magic. He worked at the general store to keep the books, and he invested his monies into alchemical reagents. Self-taught from text, the learning was slow but rewarding. He began by poisoning pigeons, squirrels, and plants. The dark glee he took with his killings needed to be supplemented by a true test - a humanoid subject. He had no friends though, the small town eschewing him as "creepy" and "weird". Only his parents had tried to love him, and they gave up on the impossible task of having that required long ago.

Yet they could provide one last service. They did sleep under the same roof after all...

Once they had proved the effectiveness of his toxins, the ratfolk dragged their bodies in front of the local apothecary's shop. Circumstances too strong for the elderly man to protest successfully, he was executed in short order. It was then Cheln assumed the duties of his work. After all, providing a few curative remedies to local sick persons went a long way in bettering his relations.

As time wore on, he delved into internal anatomy, learning how to infect his own blood. Soon the others in the town would share his pain for alienating him for so long. And eventually, so will my parents' killer.

Lately, a man with piercing eyes had been watching his movements outside the shop during the day - and night. He kept his distance, but it would be hard to rid himself of future bodies (and acquire "volunteers") with him about. He didn't know the man's motives, but he had to go. Word had it a woman named Cimri could help...

Appearance and Personality:

Despite his diminuitive statue, Cheln isn't shy. This is not always a good thing for others; he often carries an odor of chemical concoction about him, and it drives away all but the most obedient or nose-dulled animals. When he does interact with others, his speech takes a meandering pattern, at times obfuscating his original statement/question's purpose. The thoughts are clear to Cheln, but his arcane mind is not easily transferred into words.

Dark gray fur and ebony eyes reflect well the emotions from within the troubled alchemist. Like his creations, he is bitter and volatile.

*******

Sample combat round:

Initiative: 1d20 + 6 ⇒ (14) + 6 = 20

Round 1: Initiative: 20

Behind the tree, his stalker had taken a moment to relieve himself. This would prove to be a fatal decision, for in the hour of midnight, murder happened without witness in the small town.

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Cheln crept up on the man, his small form blending into the tall grass. His sounds muffled by the last wet function the man would perform. Second-to-last ... exsanguination...

He leaped to his neck and sundered the man's lifeline... or so he hoped. His jump fell short, and his diseased maw merely grazed the spy's leggings. Cheln used his claws to keep his balance, yet his tail was free and struck the man in the ribs. Better for my sickness to travel through his blood anyway.

Assuming a defensive position, he waited for the man to turn around. Were he lucky, he may not even see the assailant beneath him.

Full-round attack with natural weapons. The tailblade is the only non-primary. Target may be flat-footed.

Attacks apply sickened (disease effect) on hit (Fort DC 15 negates)

Bite: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d3 ⇒ 3 Sneak Attack: 1d6 ⇒ 6
Claw 1: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d4 ⇒ 3 Sneak Attack: 1d6 ⇒ 2
Claw 2: 1d20 + 1 ⇒ (4) + 1 = 5 Damage: 1d4 ⇒ 3 Sneak Attack: 1d6 ⇒ 4
Tailblade: 1d20 - 4 ⇒ (18) - 4 = 14 Damage: 1d2 ⇒ 2 Sneak Attack: 1d6 ⇒ 1

Active Conditions:
Plague Vial (10 rounds)


The diceroller has been doing low rolls all over the board lately. Caused a tpk-then-retconed in a game I am in.


Updated submissions so far:

Complete

Dark Archive

Still interested in playing Leedwashere. Just keeping in touch to restate my interest in the game.


Amanda Malburne wrote:
Still interested in playing Leedwashere. Just keeping in touch to restate my interest in the game.

Good to know!

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

There is already a huge number of amazing submissions so far! This is shaping up to be a real tough choice already, so I'm going to alter the recruitment parameters in two ways:

1. I think 15pt buy characters are less versatile enough compared to 20pt buy that the campaign can probably handle six. This will also give a bit of a larger buffer in case there are casualties due to life.

2. I'm going to end recruitment this Friday 4/29 at 5pm US-pacific instead of waiting the full amount stated in the opening post. I know there are a few people who've expressed interest but haven't submitted a character yet. This will still give them a few days to do so, but I don't think we need to draw this out the full length of time when we can get to the game sooner.

I'll be heading out of town this weekend, so I'll have that time to think about who to pick, then I'll make the selections known as soon as I can on Monday 5/2 and we can get started. Good on all you guys for making my decision so hard! :D

Dark Archive

Sounds great Leedwashere! Thanks for the update.


Looking forward to it. Good luck to all!


Luck is for leprechauns.

In this world, you must take what you want, or you will die thirsty.

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