Nightflier's Filthy Few

Game Master nightflier


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The premise of the game is something like Dirty Dozen. Someone chose a number of people who are certainly not good, but not exactly pure evil to do a job that needs to be done. Perhaps on Golarion, perhaps on some other world completely.

For the story reasons, I'd need a character tied to Hellknights, a Winter Witch from Irissen, a drow and a dhampir or another vampire-themed character, with ties to Ustalav.

I need four characters minimum, but am prepared to accept twice as many if there's interest. All characters must be thematically tied to one of Paizo's APs. Advanced races such as Kasatha are allowed, but with a solid background.

Character Creation Rules

Everything by Paizo. 3pp on case to case basis.
Roll 4d6 drop the lowest 8 times, choose best 6
1st level.
No traits - bonus feat instead.

The game is an adventure that will take the characters to 3rd level. After that we may end the game or make it into a campaign, depending on everyone's feeling at the time.


Sounds interesting!


Sounds interesting. Would you be looking at characters who are Evil but barely, and pragmatic enough to work together, or more looking for Neutral-spectrum antiheroes? Either way I'm intrigued enough to do some rolls.

Said Rolls:
4d6 ⇒ (3, 5, 4, 1) = 13=12
4d6 ⇒ (1, 5, 6, 4) = 16=15
4d6 ⇒ (4, 2, 1, 2) = 9=8
4d6 ⇒ (1, 4, 1, 4) = 10=9
4d6 ⇒ (5, 3, 3, 1) = 12=11
4d6 ⇒ (5, 3, 1, 1) = 10=9
4d6 ⇒ (1, 2, 2, 4) = 9=8
4d6 ⇒ (6, 2, 5, 6) = 19=17

Uh. 17, 15, 12, 11, 9, 9. Good at two things. Fairly average at a couple others. Kinda crappy at the rest. Hmm.


Rolls:
4d6 ⇒ (5, 4, 6, 3) = 18 = 15
4d6 ⇒ (6, 6, 3, 6) = 21 = 18
4d6 ⇒ (6, 1, 5, 4) = 16 = 15
4d6 ⇒ (1, 3, 3, 3) = 10 = 9
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
4d6 ⇒ (5, 2, 3, 2) = 12 = 10
4d6 ⇒ (3, 4, 6, 3) = 16 = 13
4d6 ⇒ (1, 3, 1, 6) = 11 = 10

So that's.. 18, 15, 15, 13, 12, 10.

I'd like to throw my hat into the ring as the Dhampir / Vampire character. I'm not super sure how I'd like to build it. Bloodrager seems like it could be a lot of fun, but there isn't a Bloodline that really fits. Draconic gets claws, which is nice. Sorcerer does have a Vampiric Bloodline, so that could work, too. If secret identities are important, changing a bit of the fluff on the new Vigilante (Warlock Spec) could work. Definitely one of the three, I am just not sure which.


Hi Nightflier. Hope things are doing well with you. Let me roll some stats, and see what evil (Or semi evil) ideas pop into my head.

4d6 ⇒ (5, 2, 4, 5) = 16
4d6 ⇒ (2, 3, 6, 1) = 12
4d6 ⇒ (2, 4, 3, 5) = 14
4d6 ⇒ (4, 5, 1, 3) = 13
4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (2, 5, 1, 6) = 14
4d6 ⇒ (6, 3, 2, 5) = 16
4d6 ⇒ (1, 3, 5, 3) = 12

15,14,14,13,12,12 Very average, but workable. Let see what percolates.

Are you familiar with the "Shadowsworn" from Kobolds "Players guide to the crossroads"... and if so would that be acceptable?

How about this?

Ozbadin

Spoiler:

Ozbadin
Male wayang shadowsworn 1 (Pathfinder RPG Advanced Race Guide 210)
LE Small humanoid (wayang)
Init +3; Senses darkvision 90 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. shadow spells
--------------------
Offense
--------------------
Speed 20 ft.
Melee gladius +2 (1d4+1/19-20)
Ranged shortbow +4 (1d4/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—ghost sound (DC 11), pass without trace, ventriloquism (DC 12)
Shadowsworn Spells Known (CL 1st; concentration +4)
. . 0 (at will)—prestidigitation, shadow blindness (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 17, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Shadowy Dash[ARG]
Skills Acrobatics +7 (+3 to jump), Appraise +7, Bluff +5, Escape Artist +7, Knowledge (planes) +7, Linguistics +7, Perception +7, Profession (astronomer) +5, Spellcraft +7, Stealth +13; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Common, Infernal, Shadowtongue, Wayang
SQ light and dark, shadow magic
Other Gear gladius, shortbow, 105 gp
--------------------
Special Abilities
--------------------
Darkvision (90 feet) You can see in the dark (black and white vision only).
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Shadowy Dash Move full speed in areas of dim light or darkness with no Stealth penalty
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

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 Publishing, LLC®, and are used under license.


Looking at the Drow role in the party

Rolls:
Roll 4d6 ⇒ (2, 2, 4, 2) = 10
Roll 4d6 ⇒ (6, 1, 3, 4) = 14
Roll 4d6 ⇒ (2, 6, 1, 3) = 12
Roll 4d6 ⇒ (5, 4, 6, 3) = 18
Roll 4d6 ⇒ (6, 3, 6, 4) = 19
Roll 4d6 ⇒ (4, 4, 6, 4) = 18
Roll 4d6 ⇒ (3, 2, 6, 6) = 17
Roll 4d6 ⇒ (4, 1, 1, 5) = 11

16, 15, 15, 14, 13, 11

Not a bad array. I will probably build a Wizard. May be able to get something up tonight as a final product, if not by Friday night will have my submission complete.


Very interested. Thinking Dhampir or werebat kin arcane caster of some sort.

4d6 ⇒ (4, 3, 5, 5) = 17

4d6 ⇒ (2, 4, 1, 2) = 9

4d6 ⇒ (2, 1, 1, 6) = 10

4d6 ⇒ (1, 1, 2, 2) = 6

4d6 ⇒ (5, 3, 2, 1) = 11

4d6 ⇒ (6, 2, 3, 2) = 13

4d6 ⇒ (1, 4, 3, 2) = 10

4d6 ⇒ (3, 5, 3, 6) = 17

Dark Archive

Good to see you, Scranford. Things are a bit better now, thanks :)

If you can't feel these rolls, roll again :)

Edit: I am familiar, but check out Nightblade class by Ascension Games. It's on d20pfsrd if you are interested in that sort of character.


Would you allow a reroll on that. These scores are abysmal.


Thank you sir.

4d6 ⇒ (4, 5, 4, 3) = 16

4d6 ⇒ (4, 4, 3, 5) = 16

4d6 ⇒ (4, 2, 2, 5) = 13

4d6 ⇒ (3, 3, 1, 1) = 8

4d6 ⇒ (6, 2, 2, 1) = 11

4d6 ⇒ (6, 1, 4, 5) = 16

4d6 ⇒ (4, 2, 2, 6) = 14

4d6 ⇒ (6, 3, 1, 1) = 11

RPG Superstar Season 9 Top 32

4d6 ⇒ (3, 6, 6, 1) = 16 = 15
4d6 ⇒ (6, 6, 3, 2) = 17 = 15
4d6 ⇒ (1, 2, 3, 6) = 12 = 11
4d6 ⇒ (2, 6, 5, 6) = 19 = 17
4d6 ⇒ (3, 2, 4, 5) = 14 = 12
4d6 ⇒ (1, 2, 1, 2) = 6 = 5
4d6 ⇒ (2, 1, 5, 5) = 13 = 12
4d6 ⇒ (4, 4, 2, 5) = 15 = 13

>> 15, 15, 17, 12, 12, 13.

I may try to come up with an aspiring Hellknight.


What kind of a tie to previous APs are you looking for?

Any problem with someone taking extra traits as a feat to get traits?

Average starting wealth?


would a goblin be cool? Hailing from We Be Goblins/Rise of the Runelords?

Id revamp this guy if so.

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YoricksRequiem wrote:

** spoiler omitted **

So that's.. 18, 15, 15, 13, 12, 10.

I'd like to throw my hat into the ring as the Dhampir / Vampire character. I'm not super sure how I'd like to build it. Bloodrager seems like it could be a lot of fun, but there isn't a Bloodline that really fits. Draconic gets claws, which is nice. Sorcerer does have a Vampiric Bloodline, so that could work, too. If secret identities are important, changing a bit of the fluff on the new Vigilante (Warlock Spec) could work. Definitely one of the three, I am just not sure which.

By clicking on my profile you'll find a link to my house rules. There you can find a Morgral race. It's my own replacement for Dhampir. You can take it instead of normal race, if you like of course.

Dark Archive

@all

1) If you are not satisfied with your first set of rolls, simply roll another one. The goal is to have fun.

2) Characters can be evil, but not CE. Also, no CN and CG alignments.

3) Your characters should be thematically tied to one of the APs. For instance, Hellknight could be tied to CotCT, Winter Witch (obviously) to RoW, or you could make a technobarbarian from Iron Gods. This is just fluff and the purpose is to have a very diverse set of characters in the party, from different parts of Golarion.

4) Max starting wealth.

5) No traits. Your character will receive a campaign trait specific to him/her/it.

6) Goblin is fine.


Not unhappy with the rolls, but might as well try again...

4d6 ⇒ (2, 4, 3, 2) = 11
4d6 ⇒ (5, 6, 6, 6) = 23
4d6 ⇒ (2, 1, 1, 5) = 9
4d6 ⇒ (2, 6, 2, 6) = 16
4d6 ⇒ (3, 4, 4, 4) = 15
4d6 ⇒ (2, 5, 4, 5) = 16
4d6 ⇒ (6, 5, 5, 6) = 22
4d6 ⇒ (5, 3, 6, 6) = 20

(18,17,17,14,14,12)Ummmm. That's almost sinfully good :-)

I'll re-do the character with the new scores. I think he'll be tied to the Second Darkness setting.

PS: I'll also check out the Nightblade

Dark Archive

scranford wrote:

Not unhappy with the rolls, but might as well try again...

4d6
4d6
4d6
4d6
4d6
4d6
4d6
4d6

(18,17,17,14,14,12)Ummmm. That's almost sinfully good :-)

I'll re-do the character with the new scores. I think he'll be tied to the Second Darkness setting.

PS: I'll also check out the Nightblade

And I expect a sinfully good character :D


Thank you sir. On the off chance a third reroll is allowed here it is. If not I'll use last rolls scores. They were just really bad still.

4d6 ⇒ (3, 6, 5, 3) = 17

4d6 ⇒ (1, 6, 6, 4) = 17

4d6 ⇒ (2, 5, 3, 3) = 13

4d6 ⇒ (5, 1, 1, 4) = 11

4d6 ⇒ (2, 2, 1, 6) = 11

4d6 ⇒ (2, 3, 6, 1) = 12

4d6 ⇒ (6, 1, 4, 5) = 16

4d6 ⇒ (3, 1, 3, 4) = 11

Dark Archive

Go ahead and use third set.

Sczarni

1: 4d6 ⇒ (6, 6, 5, 2) = 19 17
2: 4d6 ⇒ (2, 2, 4, 3) = 11 9
3: 4d6 ⇒ (1, 6, 4, 4) = 15 14
4: 4d6 ⇒ (6, 6, 6, 3) = 21 18
5: 4d6 ⇒ (1, 6, 3, 5) = 15 14
6: 4d6 ⇒ (1, 6, 5, 2) = 14 13
7: 4d6 ⇒ (6, 5, 6, 6) = 23 18
8: 4d6 ⇒ (4, 6, 4, 4) = 18 14

Well now, what could I do with that? Perhaps anything.

Are you cool with a vigilante?


dice rolls:

1: 4d6 ⇒ (2, 2, 1, 2) = 7 = 6
2: 4d6 ⇒ (4, 3, 3, 6) = 16 = 13
3: 4d6 ⇒ (3, 4, 4, 4) = 15 = 12
4: 4d6 ⇒ (4, 5, 1, 1) = 11 = 10
5: 4d6 ⇒ (1, 4, 6, 3) = 14 = 13
6: 4d6 ⇒ (3, 3, 1, 1) = 8 = 7
7: 4d6 ⇒ (3, 5, 6, 3) = 17 = 14
8: 4d6 ⇒ (3, 5, 6, 5) = 19 = 16
Yields 16, 14, 13, 13, 12, 10
Not horrible, but not great.

.
dice re-rolls:

1b: 4d6 ⇒ (2, 5, 3, 1) = 11 = 10
2b: 4d6 ⇒ (4, 2, 3, 3) = 12 = 9
3b: 4d6 ⇒ (4, 4, 4, 4) = 16 = 12
4b: 4d6 ⇒ (4, 6, 6, 1) = 17 = 16
5b: 4d6 ⇒ (3, 4, 5, 4) = 16 = 13
6b: 4d6 ⇒ (3, 1, 2, 2) = 8 = 6
7b: 4d6 ⇒ (6, 5, 1, 3) = 15 = 14
8b: 4d6 ⇒ (6, 2, 1, 2) = 11 = 10
Yields 16, 14, 13, 12, 10, 10
Some what worse, I will stick with the first set.

16, 14, 13, 13, 12, 10
Guess I'm leaning toward a Nagaji draconic bloodrager (or sorc) with ties to the Jade Regent AP.

Anyone else interested in playing as a set of friends/relatives with PC's designed to work together with maybe some teamwork feats in the build plans?


dice rolls:

4d6: 4d6 ⇒ (5, 2, 5, 6) = 18 = 16
4d6: 4d6 ⇒ (4, 6, 4, 6) = 20 = 16
4d6: 4d6 ⇒ (3, 6, 5, 2) = 16 = 14
4d6: 4d6 ⇒ (5, 2, 6, 1) = 14 = 13
4d6: 4d6 ⇒ (6, 2, 4, 3) = 15 = 13
4d6: 4d6 ⇒ (5, 2, 5, 1) = 13 = 12
4d6: 4d6 ⇒ (3, 1, 6, 6) = 16 = 15
4d6: 4d6 ⇒ (4, 6, 1, 5) = 16 = 15

best 6 = 16,16,15,15,14,13

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Wondering_Monster wrote:

[dice=1]4d6 17

[dice=2]4d6 9
[dice=3]4d6 14
[dice=4]4d6 18
[dice=5]4d6 14
[dice=6]4d6 13
[dice=7]4d6 18
[dice=8]4d6 14

Well now, what could I do with that? Perhaps anything.

Are you cool with a vigilante?

Not for this game, sorry.


Reroll? Let's see what we can get the second time around.
4d6 ⇒ (3, 5, 5, 6) = 19=16
4d6 ⇒ (5, 6, 5, 3) = 19=16
4d6 ⇒ (3, 6, 3, 6) = 18=15
4d6 ⇒ (6, 5, 2, 6) = 19=17
4d6 ⇒ (3, 1, 2, 3) = 9=8
4d6 ⇒ (3, 6, 3, 2) = 14=12
4d6 ⇒ (1, 1, 3, 1) = 6=5
4d6 ⇒ (5, 5, 1, 1) = 12=11
17, 16, 16, 15, 12, 11. Much more doable, opens up a lot more options.

Also, am I to take it (from one your posts) that we can submit characters linked to any AP, you just ALSO want a Hellknight, Winter Witch, Dhampir and Drow? Because if that's the case I'd love to do something based on Jade Regent. You don't happen to have access to the Heroes of the East supplements from Little Red Goblin Games, do you? Because I'd love to use some of the stuff in those.


Interested. Will think up a concept while at work.


Will definitely create a Winter Witch, as I'm very familiar with Reign of Winter and I love the flavor of the area. It'll take awhile to go through all those houserules, but here's my rolls for stats.

4d6 ⇒ (3, 2, 5, 5) = 15 = 13
4d6 ⇒ (4, 2, 4, 2) = 12 = 10
4d6 ⇒ (3, 1, 6, 6) = 16 = 15
4d6 ⇒ (4, 1, 4, 3) = 12 = 11
4d6 ⇒ (5, 1, 1, 2) = 9 = 8
4d6 ⇒ (3, 5, 6, 6) = 20 = 17
4d6 ⇒ (4, 5, 6, 5) = 20 = 16
4d6 ⇒ (4, 5, 5, 4) = 18 = 14

Silver Crusade

Rolls:
4d6 ⇒ (1, 2, 1, 6) = 10
4d6 ⇒ (6, 4, 4, 3) = 17 14
4d6 ⇒ (3, 1, 5, 3) = 12 11
4d6 ⇒ (6, 5, 6, 5) = 22 17
4d6 ⇒ (3, 1, 1, 3) = 8
4d6 ⇒ (2, 5, 1, 3) = 11 10
4d6 ⇒ (5, 3, 2, 3) = 13 11
4d6 ⇒ (4, 3, 2, 5) = 14 12

So we got a 17, 14, 12, 11, 11, 10

Hmmm... spoiled brat enchantress from Ustalav

Did you have a date in mind for starting this grand adventure?

Dark Archive

In about ten days or so...

Silver Crusade

Let's see that puts us at around monday the 13th...Damn I so bad want to play my evil enchantress. Father is a hellknight from cheliax and the mother a necromancer from ustalav.

Unfortunately I will be gone that week until monday the 20th. Well I wish you all a great game

Dark Archive

If you manage to complete the character before the deadline, she can join the party at a later date, should she be accepted, of course :)

Silver Crusade

Rolls part deux:
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (6, 2, 2, 4) = 14 16
4d6 ⇒ (2, 5, 6, 4) = 17 12
4d6 ⇒ (4, 4, 5, 4) = 17 15
4d6 ⇒ (1, 6, 3, 2) = 12
4d6 ⇒ (2, 6, 5, 6) = 19 13
4d6 ⇒ (4, 1, 6, 6) = 17 16
4d6 ⇒ (4, 3, 4, 1) = 12

16, 16, 16, 15, 13, 12...pretty well rounded character


Just purchased the Nightblade class. Looks good so far... I'll have to compare


What exactly do you mean by 'must be thematically tied to an AP'?

Dark Archive

Monkeygod wrote:
What exactly do you mean by 'must be thematically tied to an AP'?

Well, certain classes or races are tied to certain APs. Second Darkness has drows. Reign of Winter has Witches. Iron Kings have androids, barbarians that use technology and Kasatha. Carrion Crown has Dhampirs, while Council of Thieves has Tieflings. Jade Regent has ninjas, samurais and number of races.

And all of those races/classes are (generally) from different parts of the Inner Sea (which I want to have in this party).

Edit: Perhaps I can make this clearer: Just create a character you'd like to play in an AP and present it like it was made for a specific AP.


Ok, the way I read I thought we had to have liked failed the start of the AP or something.

Thanks for the clarification!


Soooo what about more aloof races like Sylph, would that be allowed?


4d6 ⇒ (5, 6, 1, 6) = 18
4d6 ⇒ (3, 6, 3, 1) = 13
4d6 ⇒ (2, 3, 2, 5) = 12
4d6 ⇒ (3, 6, 2, 2) = 13
4d6 ⇒ (1, 2, 6, 2) = 11
4d6 ⇒ (5, 1, 2, 4) = 12
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (3, 3, 6, 2) = 14

Can I get a re-roll?

4d6 ⇒ (4, 2, 3, 5) = 14
4d6 ⇒ (5, 3, 4, 3) = 15
4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (2, 6, 1, 2) = 11
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (6, 4, 2, 2) = 14

*sigh*

Dark Archive

Knighthood wrote:
Soooo what about more aloof races like Sylph, would that be allowed?

Well, I can not recall an AP where Sylph is a preferred character option :)


4d6 ⇒ (4, 6, 2, 6) = 18 = 16
4d6 ⇒ (1, 6, 5, 4) = 16 = 15
4d6 ⇒ (1, 5, 4, 6) = 16 = 15
4d6 ⇒ (3, 4, 6, 1) = 14 = 13
4d6 ⇒ (6, 3, 5, 5) = 19 = 16
4d6 ⇒ (3, 6, 1, 5) = 15 = 14
4d6 ⇒ (2, 1, 3, 5) = 11 = 10
4d6 ⇒ (1, 6, 5, 6) = 18 = 17

17, 16, 16, 15, 15, 14 Amazing stats, now what to choose?


Okay, so if I'm presenting this character as though it were for an AP, that would change the exact ways I would set up the character--for example, I usually wouldn't create a Tien character for Jade Regent as it stands, since it's about moving from West to East (so to speak). But if by that you mean a character who is very fitting for the AP's general themes and such, I'd be fully up for making a samurai type.

Anyway, any word on the 3PP supplements I mentioned? If you'd rather I didn't, I might see about some of the stuff on the d20pfsrd, or just do something else... Would you be willing to let me apply the Daring Champion archetype to the Samurai alternate class for the Cavalier? Going on a one-for-one level-for-level basis, it would replace Mount, Weapon Expertise, Mounted Archer, Honorable Stand, and Last Stand features.


Went Drow Sorcerer.

Hope you like the submission Nightflier, I have not played in one of your games since an Eberron offering petered out a while back! :-)

Tamar of House Moivas:

Male Drow Elemental (Fire)
Sorcerer 1 Favored Class
Lawful Evil
Medium Humanoid (Drow)
Init +7; Senses Perception +4
-------------------------------=DEFENSE=-------------------------------
AC: , Touch: , Flat-Footed: 13 (+0 armor, +3 dex, +0 shield,+0)
HP: 8 {+1d6, +1Con, +1 Favored Class}
Fort: +1, {+0Base,+1Con}
Reflex: +3, {+0Base,+3Dex}
Will: +4,{+2Base,+2Wis}
CMD 13 { Base +0 Str +0 Dex +3 size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 60 ft.
CMB: +0; {+0 Base + Str +0 size + misc}
Base Atk: +0;
Rapier+0{+0Base,+0 Str} 1d6+0
Ranged:+3{+0Base,+3Dex} Spells, Elemental Ray
-------------------------------=STATISTICS=-------------------------------
Str: 11, Dex: 16, Con: 13, Int: 13, Wis: 15, Cha: 18
----------------=Race Traits=-------------------
+2 Dexterity, +2 Charisma, -2 Constitution

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.

Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Keen Senses- Drow gain a +2 racial bonus on Perception checks.

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
--------------=Feats=-----------------
Bonus Feat - Drow Nobility - You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Feat - Improved Initiative +4 to Initiative Checks
--------------=Skills=-----------------
Skills – 2+1 Per Level (+1 Bluff, +1 Spellcraft, +1 Knowledge Arcana)

Appraise +1
Bluff +8
Craft
Fly
Intimidate
Knowledge Arcana +5
Knowledge Planes
Perception +4
Profession
Spellcraft +5
Stealth +3
Use Magic Device

---===Special Abilities===---
Bloodline Powers:
+30’ Base Movement
Bloodline Arcana – Cast a spell that causes energy damage, I can change the type of damage to
Elemental Ray – 30’ Ray Ranged Touch. 1d6 Fire+1 every 2 sorcerer levels. Usable 7x day.

Eschew Materials

Cantrips

---===Spells===---
Known:
0th – 4 – Mage Hand, Ghost Sound, Read Magic, Daze
1st – 2 – Color Spray, Summon Monster I

Per Day:
1st – 4

---===Gear===---
Cloak with Cowl, Fine Clothing, Waterskin.

GP= 40

---===Background===---
Tamar is the third son of Matron Moivas. Tamar had the unenviable distinction of being on watch when a group of adventurer’s from the surface infiltrated Zirnakaynin to foil the plots of the Drow hierarchy seeking the so called Second Darkness.
Miraculously, Tamar survived the attack of the cowardly surface dwellers. His living and failing raised the ire of his Mother who banished him to the surface bidding him to hunt down the interlopers and bring her their heads, or die trying.

Tamar has spent his time on the surface gathering information related to the surface dwellers as he has no desire to tangle with the group which once laid him low with ease. At least, not yet.

---===Appearance and Personality===---

Tamar dresses in fine clothing but wears a glove and cowl to hide his heritage where possible.

He has soft silver hair, green/blue eyes and a slight build though his legs are rather muscular due to the amount of running he has done lately…

The Exchange

Zees seems very interesting

BTW Are we starting with cash?


For clarification, are you using all of the houserules and your homebrew setting?


Thinking about a Drow Nightblade.

Dark Archive

alientude wrote:
For clarification, are you using all of the houserules and your homebrew setting?

No. Not this time. You can use Morgral instead of Dhampir, but that's it for now.

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Katya "The Adultress" Kurylenko wrote:

Zees seems very interesting

BTW Are we starting with cash?

Max gold for 1st level

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Loup Blanc wrote:

Okay, so if I'm presenting this character as though it were for an AP, that would change the exact ways I would set up the character--for example, I usually wouldn't create a Tien character for Jade Regent as it stands, since it's about moving from West to East (so to speak). But if by that you mean a character who is very fitting for the AP's general themes and such, I'd be fully up for making a samurai type.

Anyway, any word on the 3PP supplements I mentioned? If you'd rather I didn't, I might see about some of the stuff on the d20pfsrd, or just do something else... Would you be willing to let me apply the Daring Champion archetype to the Samurai alternate class for the Cavalier? Going on a one-for-one level-for-level basis, it would replace Mount, Weapon Expertise, Mounted Archer, Honorable Stand, and Last Stand features.

I'm sorry, I don't have that one.

But you can apply that archetype, no prob.


Monkeygod wrote:
Thinking about a Drow Nightblade.

Do you want to tie our backgrounds together MonkeyGod?


Here is an idea for Ozbadin... version 2. Tied into Legacy of Fire AP.

Ozbadin

Spoiler:

Ozbadin
Male ifrit magus (staff magus, eldritch scion) 1 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Advanced Race Guide 126, Pathfinder RPG Ultimate Magic 9, 49)
LE Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 18, touch 16, flat-footed 12 (+2 armor, +5 Dex, +1 dodge)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee atlatl dart -1 (1d6+3) or
. . quarterstaff +3 (1d6+4) or
. . quarterstaff +1 (1d6+3), quarterstaff +1 (1d6+1) or
. . scimitar +3 (1d6+3/18-20)
Ranged atlatl +5 (1d6+3)
Special Attacks eldritch pool (+1, 5 points), spell combat
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—efreeti magic
Magus (Staff Magus, Eldritch Scion) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—grease, shield
. . 0 (at will)—balance weapon, disrupt undead, irksome weapon, parry shot
. . Bloodline Elemental
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Statistics
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Str 17, Dex 20, Con 14, Int 12, Wis 12, Cha 19
Base Atk +0; CMB +3; CMD 19
Feats Dodge, Quarterstaff Master[UM], Two-weapon Fighting
Skills Knowledge (planes) +5, Profession (torturer) +5, Use Magic Device +8
Languages Auran, Common, Ignan
SQ bloodrager bloodline (elemental), wildfire heart
Other Gear leather armor, atlatl, atlatl dart (10), quarterstaff, scimitar, 113 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Eldritch Pool +1 (5/day) (Su) As a swift action, gain access to bloodline powers for 2 rds.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Wildfire Heart +4 racial bonus on initiative

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Storyteller Shadow wrote:
Monkeygod wrote:
Thinking about a Drow Nightblade.
Do you want to tie our backgrounds together MonkeyGod?

I was thinking about that, yes.

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