Talin-Garde's Demise

Game Master Jing the Bandit


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Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talin-garde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken.

You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends. What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Hello and welcome to my first ever Recruitment. Some may have seen me here and there as I've been active on the boards for about three years now. With all this in mind, I felt it was time to stop hiding from the idea and give back to the community that has helped me keep my sanity.

But you guys didn't come here to hear any of that, so here are the details for recruitment.

This is for Book 1 for now, but provided the interest is still strong, you guys don't think I suck at this, and we are all still having fun....it'll continue!

Posting Requirements: Once per day Monday thru Friday, Once for Saturday or Sunday. I will be fairly strict on this, but so long as you give me notice of some kind, I will not hold it against you provided you can resume within a reasonable time. I will GM your character if needed during such time.

Classes: All are welcome save Paladin, all Occult Classes, and Vigilante (Honestly, I think they would excel at this particular AP but...I'm not that well versed in them so I'm gonna exclude them Sorry) No 3PP, I won't be swayed on this.

Health: Tadah, my Job as the GM is to attempt to murder you. While I read this is a deadly campaign, I'm gonna leave this a bit up to you. Max first level, Choose from the beginning; Roll the Hit Dice (Reroll on a one) or take half plus one.

Races: All Core, Featured, and Uncommon. (Save Android, Drow
Noble, Kasatha, Lashunta, Svirfneblin, and Triaxian.) No 3PP, and Aasimars will have an appropriate -2 stat added to them.

Alignment: LE, NE, CE (There is one caveat here. You must be willing to work with a group, it's the point of the campaign. Any player that puts an ultimatum down to try and get their way will be asked to leave. You guys are supposed to be a team, I'm supposed to cause chaos.)

Deity: You all if you do worship, must worship Asmodeus. Those with Domain powers will be granted access to most all Domains. (Your evil, you should be allowed unrestricted power.)

Stats: 4d6 drop the lowest, roll one extra set. (This is my favorite, I believe in luck) I reserve the right to roll an extra set on your behalf if I feel you are underpowered by too much. No stat above 20 starting.

Skills: Background Skills and one Free skill per level. As well as one Free Feat that can be any, and One Free Feat that must be non combat. (Please Paizo only feats as with all else, no 3PP)

Traits: Three traits, one of which must be your Crime.

Now then, one final caveat. Everyone will get either a free VMC or a Free Archetype for your class. (You don't lose whatever it requires you to lose.) Please tell me which one you select.

Please state what your freebies are in your crunch for all your choices including what your Background skills are and which one is your free skill.

I'm looking for a reasonable background. You are level one unfortunately so you yourself probably didn't kill twenty orcs but perhaps your ship did and you stood out in some way.

Finally, while you are evil and you're looking to be above the cut..Please don't min/max. We're all here to have fun, beating the AP to death via math isn't that fun and may force me to make things more difficult which in turn may not hurt your character but could be bad for other players cause I won't pull punches.

I will be setting up a Discord server for this game. I will be asking that all players post first to paizo, then copy and paste to Discord for the gameplay thread.

I feel this allows everyone to know when everyone has posted and it will let me know when to post next. It also allows me to make as many OOC threads as needed to help keep topics neat and tidy and easy to follow.

If you have any questions, please feel free to ask.

Also, your first post must include your dice rolls. (This includes Dots or expressions of interest.)

Recruitment will end May 13th at 11:59PM CST, expressing interest and initial roll of stats must be done by the 7th.


4d6 - 4 ⇒ (4, 6, 6, 5) - 4 = 17
4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12
4d6 - 2 ⇒ (6, 2, 4, 5) - 2 = 15
4d6 - 1 ⇒ (1, 6, 4, 5) - 1 = 15
4d6 - 1 ⇒ (1, 5, 4, 1) - 1 = 10
4d6 - 1 ⇒ (5, 4, 6, 1) - 1 = 15
4d6 - 4 ⇒ (4, 5, 5, 5) - 4 = 15

Great set of stats wow

Very interested, either as an anarchist or a lawyer cleric of Asmodeus.


4d6 ⇒ (2, 3, 6, 5) = 16 14
4d6 ⇒ (4, 2, 1, 1) = 8 7
4d6 ⇒ (4, 2, 2, 6) = 14 12
4d6 ⇒ (5, 1, 3, 4) = 13 12
4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (2, 1, 4, 6) = 13 12
4d6 ⇒ (3, 4, 6, 2) = 15 13

Urm... yeah....


Lobster:

Yea, that's pretty nice array. The fact that you are thinking about going cleric which doesn't let you abuse the array gives me a warm.

Timeskeeper:

Change a 12 to a 17 courtesy of a GM reroll.


4d6: 4d6 ⇒ (4, 5, 4, 1) = 14-1=13
4d6: 4d6 ⇒ (3, 3, 5, 3) = 14-3=11
4d6: 4d6 ⇒ (3, 2, 6, 3) = 14-2=12
4d6: 4d6 ⇒ (2, 4, 2, 4) = 12-2=10
4d6: 4d6 ⇒ (5, 2, 2, 6) = 15-2=13
4d6: 4d6 ⇒ (5, 1, 6, 5) = 17-1=16
4d6: 4d6 ⇒ (2, 1, 4, 6) = 13-1=12

I think I can work with this.

Dark Archive

Definitely interested. Just starting finals week, so it might take me a while to put a submission together, but I'll see what I can come up with.

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


Artemis:

Drop one of your 12's for a 14

Veltharis:

Drop the 15 for a 17


4d6 ⇒ (3, 3, 5, 6) = 17 = 14
4d6 ⇒ (3, 4, 6, 3) = 16 = 13
4d6 ⇒ (3, 5, 6, 6) = 20 = 17
4d6 ⇒ (1, 5, 2, 5) = 13 = 12
4d6 ⇒ (1, 5, 4, 5) = 15 = 14
4d6 ⇒ (3, 6, 6, 2) = 17 = 15
4d6 ⇒ (6, 4, 6, 6) = 22 = 18

Well that's a spread too nice not to do something unique with. I'm thinking something fun with this, maybe use the free archetype for some kind of Bard maybe. How does the free archetype mix with taking an actual archetype? Can we lay the one free archetype on top of a normally incompatible archetype? Because if so that opens up a whole lot of interesting combinations that have me kind of salivating.


That is correct, you can use two normally not compatible archetypes at the same time. An example from the Bard list would be Asking that the Sandman be a free archetype so that you can take Sandman and Thundercaller at the same time.

Alternatively, you could choose just one archetype and ask that it be free and have all the benefits of it plus all the benefits of a base bard.

Or, you can for instance play a Rogue with VMC Barbarian without giving up any feats in exchange for the rage and such at various levels.


Also, I should mention. I did not specify how many players I'll be recruiting in the recruitment. The reason for this is because it may vary wildly.

I'm believing it will be between four to six, however that'll depend on the submissions I decide to take on. If their stats and concept is particularly strong, I'll look at a smaller group.


Alright cool, just wanted to make sure that we could stack things on with that. So then my follow-up curiosity is how you would rule on the specific case of "selfish" bard archetypes, like Dervish Dancer. If I were to take Dervish Dancer as my free archetype, would it then leave the regular Inspire Courage unedited and free for me to buff the rest of the party with? That's how I would see the rules working out, I just want to be sure that's not too cheesy for your tastes before I start cooking up some ideas with it.


Jing the Evil GM:
Would you allow my Unchained Rogue to take the rogue talent Bomber rogue talent? It technically is only viable for the straight rogue, but it's a rogue talent, and the U-Rogue just upgrades rogue- anyways, I thought I'd ask.

I'm thinking some sort of Assassin- type (though, of course, he won't be one at Lvl 1) who uses bombs and smarts to infiltrate and take down leaders of governments. I'll get a more finished work up tomorrow.


My level of cheesy would be attempting to use Dervish Dancer and Duetist. This would allow you to buff yourself, at later levels gain haste as part of your buff at the same time your familiar giving the rest of the party Inspire Courage.

That would be getting a little too....cheesy and break the spirit of the freebie.

Edit:

Artemis:

I see no reason not to allow it. I've always been a bit unsure why some talents are allowed and others are not between rogue types, as well as Barbarian types. (I play Barbs, so I never really see much of the differences between the rogues personally.)

However, two stipulations. Throw Anything still won't provide +Int to damage on the end of the bombs and if you wish to throw multiple bombs at later levels you will need quickdraw.

While that feels like a bit of a feat tax, the first I think was Rules as Intended and the second because you're not a true Alchemist seems reasonable.


4d6 ⇒ (3, 1, 1, 4) = 9 [8]
4d6 ⇒ (2, 4, 1, 4) = 11 [10]
4d6 ⇒ (6, 2, 1, 6) = 15 [14]
4d6 ⇒ (6, 3, 3, 2) = 14 [12]
4d6 ⇒ (3, 5, 5, 4) = 17 [14]
4d6 ⇒ (2, 3, 2, 1) = 8 [7]
4d6 ⇒ (6, 5, 6, 5) = 22 [17]

I've always wanted to play a Gingerbread Witch but the higher level abilities basically make you either evil or just result in you giving up hexes for abilities you cant use. But if I can take Gingerbread Witch for free without giving up the hexes that's even better. The free archtype/vmc is a really interesting boon, Im curious to see how it works out in the long run.


Alright, I wanted to get something up. Ill probably work on the background some and add more to it. I wanted to get something clear written down so I could start to sort of get a feel for the character I want to potentially play. Also so that at least the bare bones idea of who this possible player would be for you as a DM. Either way this is the rough draft, if I've done anything wrong please let me know so I can fix it as I go about editing/updating his background.

Brief Background:
Variety is the spice of life and no one could argue that Sogannen doesn't enjoy his both variety and spice. Many elves explore certain trades or hobbies extremely actively, taking a great deal of time to perfect them. Sogannen is no exception to this, having set out long ago to become a skilled chef. Not content to learn only the simple dishes of his fellow elves he began to travel a great deal to experience what other cultures and peoples had to offer. Naturally skilled at magic as an elf he wove his power into his cooking and created a fantastic fusions of the two. While cooking was his passion he took on a number of jobs, anything that seemed interesting at the time. Exploring took money and not everyone appreciated fine cuisine quite like Sogannen did. It was one of those odd jobs that would land him in the rather unappetizing position that he found himself in. A few countries still traded openly in slaves. Sogannen had nothing against trading in flesh and frankly he was fairly good at it. In addition to his magical talents, a simple evil-eyed stare from him was enough to make even rowdy slaves weak willed and manageable. When he heard of a land where slaves were scarce and could at times go for astronomical sums he saw it as a chance to put away enough gold to be comfortable for a while just traveling and cooking. Unfortunately for him someone tipped the authorities off and he was found guilty of slave trading in uptight Talingarde. Sogannen swears that should he ever find out which potential client of his got cold-feat and ratted him out to the authorities he will do everything in his power to see them destroyed. Granted that would involve him escaping from Branderscar first, a task that seems almost impossible.

Stats:
Sogannen Iaur
Male elf witch 1 (Pathfinder RPG Advanced Player's Guide 65)
NE Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle[APG], cauldron[APG], child-scent[UM], evil eye[APG])
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st—charm person (DC 15), infernal healing[ISWG]
. . 0 (at will)—daze (DC 14), detect magic, message
. . Patron Time
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Ability Focus (evil eye), Breadth Of Experience[APG], Brew Potion, Extra Hex[APG]
Traits clever wordplay, pragmatic activator, slave trading
Skills Appraise +8, Bluff +8, Craft (alchemy) +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +6, Perception +7, Profession (cook) +7, Spellcraft +8 (+10 to identify magic item properties), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc
SQ elven magic, witch's familiar (owl named Creme)
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Child-Scent (Ex) The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Freebies:
Free Features: Gingerbread Witch without penalties. 1st Level gets him Cauldron and Child-Scent. Can turn any potions brewed into candies, pastries or other treats. Also his familiar doesn't grant normal bonuses because its made of candy essentially. For the free feats I took Ability Focus [Evil Eye] as his non-combat feat. Going to be focusing on debuffing and avoiding Slumber [cause its a no-fun button] so I figure its a good idea to enhance it early on. And the other I did Breadth of Experience, definitely non-combat and really just a neat kind of feat. It fits with the sort of wandering, odd-job taking individual Im planning. For the free Skill I put an extra point in Knowledge Local not a class skill but useful. His Background Skills are: Profession [cook], Craft [Alchemy] and Appraise [via his Trait/Crime].

Dark Archive

Tentatively thinking about revising an old character that I didn't get to play as much as I'd like (incidentally for another WotW game that I unfortunately had to drop out of).

Very quick description would be a social skill monkey, originally a Bard, but I'm debating switching to either Investigator (Conspirator/Mastermind archetypes) or Intrigue-mystery Oracle.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

4d6 ⇒ (4, 4, 4, 4) = 16 : 12
4d6 ⇒ (6, 3, 3, 2) = 14 : 12
4d6 ⇒ (6, 3, 4, 5) = 18 : 15
4d6 ⇒ (6, 1, 5, 5) = 17 : 16
4d6 ⇒ (4, 1, 3, 6) = 14 : 13
4d6 ⇒ (4, 4, 5, 6) = 19 : 15
4d6 ⇒ (4, 5, 6, 4) = 19 : 15

well that's pretty nifty

13, 16, 15, 15, 12, 15

permission to drop a stat to below 10 (probably 8) for no mechanical benefit?


Dotting. Let's see what the dice have to say on the subject.

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

Wow, that is a surprisingly good array. I will submit a Unchained Rogue.

I will take Underground Chemist as my free Archetype, and I am additionally going to take the Phantom Thief as my actual archetype.

For his backstory, he is a minor noble who was a member of one of a trio of nobles who attempted to assassinate and overthrow the King. His two compatriots turned on him, and he was sent to Branderscar Prison.


Only Asmodeus? Other archdevils under him are not allowed? I'm eyeing a cleric of Ardad Lily.

4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (3, 6, 4, 2) = 15
4d6 ⇒ (3, 4, 3, 1) = 11
4d6 ⇒ (3, 2, 5, 2) = 12
4d6 ⇒ (2, 6, 3, 2) = 13
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (1, 3, 2, 1) = 7

*is torn about class choice now* A good array for a wizard or sorc, decent for rogue, but too overspecialized for a cleric. Would that those +1s from 15 and 11 went into the 13s instead >_>.


@Vrog- Man, you and I are going to be playing the exact same character, minus the noble. Great minds think alike?


If a free archetype replaces the stat used for a class feature, can we decide if we want to use the original stat or the new stat?


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

I’m planning on a roguish summoner ratfolk. :)


Set 1

4d6 ⇒ (6, 4, 3, 6) = 19 16
4d6 ⇒ (4, 4, 5, 2) = 15 13
4d6 ⇒ (5, 1, 5, 4) = 15 14
4d6 ⇒ (3, 2, 4, 1) = 10 9
4d6 ⇒ (6, 5, 1, 5) = 17 16
4d6 ⇒ (5, 1, 4, 5) = 15 14

Set 2

4d6 ⇒ (1, 4, 3, 2) = 10 9
4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (6, 2, 3, 1) = 12 11
4d6 ⇒ (3, 1, 2, 1) = 7 6
4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6 ⇒ (3, 1, 6, 1) = 11 10

Well, Set 1 is clearly superior. I'm thinking of putting a Shadow-blooded drow sorceress or a drow Sword-Devil ranger forward--if Sword-Devil is allowed.


Okay cool, my intention was not to mix Dancer and Duettist, but either with vanilla Bard or Arcane Duelist, something that could bring the buffs and support abilities while becoming a halfway sensible combat character. Breaking action economy that hard would definitely be a step too far there, and I'm fine with just using Haste as a spell and keeping Inspire Courage up for everyone, it's all of the further additions and enhancements to the battle dance that intrigue me there in creating some kind of super mobile dance combat machine who brings the support and charm spells to still fill the proper bardic role. So sweet, I'll cook up a character later today and see what I can make of this.


I always thought Way of the Wicked was an intriguing proposal, and this sounds like a solid line up for it. Have an initial idea for a bounty hunter type character, will need to take a look at archetypes and VMC to see what works best (initial thoughts were a ranger, hunter, or maybe inquisitor, we will see).

Spoiler:

4d6 ⇒ (3, 6, 4, 1) = 14 = 13
4d6 ⇒ (5, 1, 2, 4) = 12 = 11
4d6 ⇒ (6, 5, 5, 6) = 22 = 17
4d6 ⇒ (6, 5, 4, 5) = 20 = 16
4d6 ⇒ (6, 6, 6, 1) = 19 = 18
4d6 ⇒ (1, 2, 4, 1) = 8 = 7 drop
4d6 ⇒ (5, 2, 3, 5) = 15 = 13


Hey guys! Happy to be slowly coming back :) Life's finally into place, so I'm dying to get back to the online campaigns. Dotting here to apply, and rolling. It's great to see so many familiar faces back here.

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

Quite the interesting set! Will sketch a concept and post back soon.


Interested, will adjust.

Chess, welcome back.


4d6: 4d6 - 1 ⇒ (3, 1, 1, 2) - 1 = 6

4d6: 4d6 - 1 ⇒ (5, 2, 5, 1) - 1 = 12
4d6: 4d6 - 3 ⇒ (6, 3, 3, 4) - 3 = 13
4d6: 4d6 - 1 ⇒ (1, 5, 5, 6) - 1 = 16
4d6: 4d6 - 1 ⇒ (1, 2, 4, 3) - 1 = 9
4d6: 4d6 - 2 ⇒ (2, 5, 2, 2) - 2 = 9
4d6: 4d6 - 1 ⇒ (5, 1, 1, 3) - 1 = 9

Well that's just... unfortunate. Hmph. Will fiddle with the idea though. Was thinking Bard but it seems someone else seems pretty intent on that, will figure something out though.


Okay, are we rolling 7 rolls of 4d6k3 or are we rolling 2 sets of 6 rolls of 4d6k3?


Okay, got my character thrown together. Presenting Vriskella, Hell's Most Charming Dancer. She's an Arcane Duelist Bard with Dervish Dancer stuff laid on top. May tweak about with her specifics a little bit between now and the start if she's picked, but she's finished as far as submitting her goes, I suppose.

Background:
Vriskella was conceived through a profane ritual between a priestess of Asmodeus and a fiendish patron conjured to impregnate her, a goal pushed by a small pocket of Asmodean worshipers who wanted a fiendish child to raise from birth as an instrument of Asmodeus's will. She was to be an agent for corruption, combining the materialistic manipulation of a Rakshasa's twisted words with the sweet and harmless veneer of a humanoid. But she would need to be protected; Tiefling children aged much slower, and it would over sixty years before Vriskella would reach adulthood. In that time, they worked to give her lessons in all manner of infiltration and subterfuge with the intention of making her into a living weapon against the Mitran regime.

Taught by the sharpest minds and blades that the underground sect could offer, Vriskella was trained in the arts of deception, swordplay, magic, and intrigue. Her agile body showed a certain aptitude for performance, which served both in her spy training as she learned to fill the role of performer who could charm and distract, while also mixing into her swordplay, allowing her to deftly wield her weapons of choice with speed and grace rather than brutality. Learning to hide the signs of fiendish heritage were a little trickier, as Vriskella, for all of her striking beauty, bore the obvious signs of a devil. Disguises became a necessity for her as she learned her way through life, having to master it before she ever stepped out into the world without a heavy cloak on, lest she be killed on sight.

Decades living almost only in a dingy, dank dungeon temple did little to help temper Vriskella's mood. Through her maturation, she became more tempestuous and impatient, insistent she was ready and that the outside world should be her plaything. Feeling almost like a prisoner, she continued to work at her studies, and her faith for Asmodeus remained strong, but she could not shake the longing for something more. She aged so miserably slowly, and through it all she was forced to only listen to the promises that she would one day know her destiny, if she only kept at it. More and more, she grew miserable and rebellious, hate taking root as she found herself loathing the Asmodeans who held her in their dungeon more than she loathed the outside world she was raised to hate. She thirsted for freedom, no matter what it cost.

Perhaps it was the cruelty of the Asmodean priests who schooled her. Even for devil worshipers, they were always cruel and distant, treating her like a weapon rather than like a child. Only her mother saw her as a person, and when her mother died when Vriskella was sixty four, something inside of the Tiefling finally snapped. She held no attachment to the ever changing guard of priests who pushed her in her studies, whose bouts of occasional 'discipline' left her with scars that took years to heal. With her mother gone, there was nobody to hold her together, nobody whose word she respected, no single reason to stay behind. Asmodeus had certainly earned Vriskella's loyalty, but these stuffy old men had not, and she would not be their weapon any longer; she would carve her own path

The 'temple' was hidden under a small trinket shop one of the priests owned, the door always kept locked, with the priests coming and going as needed. A simple lock was easy enough to get around; Vriskella simply threw some of the same magic she had learned to use against their enemies to convince one of the priests to unlock it after handing over his coin purse. She had a disguise prepared to make her look human, something none of them felt odd amid her studies in precisely that, but she used it for wicked purposes as the door was opened. She burst out, fleeing into the streets and screaming about an Asmodean cult hidden in the old trinket store, that she had been their prisoner. A furor whipped up in the streets as people flocked over to help the poor, screaming girl, whose sobs sounded convincing enough that as men emerged from the store a barricade from some upstanding citizens helped keep the girl safe as guards were called.

Vriskella slipped away from the guard trying to question her with another charm spell, and fled into the night with the scant few possessions she had hidden in her cloak. She was free, and she had no idea where she would go now, having almost never before seen the city of Talingarde, knowing only that her destiny had been to help bring it under the iron boot heel of Asmodeus. Vriskella understood she couldn't live out on the street, that her disguises were good, but they were not flawless, and that being discovered as a Tiefling would almost certainly lead to her turn at the stake. She would need to be careful about what she did and how she did it.

Bouncing between inns and the beds of people she could offer her body to was hardly the freedom Vriskella sought, but it was good enough. If she felt she could get away with it and be able to live comfortably in their home for a few days, she would sometimes murder someone who seemed isolated enough from the world, lounging about and enjoying their food before it ran dry or neighbors began to wonder about smells. She was always gone before anyone caught on, although a few close calls involving guards at the door had given Vriskella a rush of something primal. She'd even killed one guard, and after being raised to detest Talingarde, something about murdering one of their guards gave her an incredible rush. One she needed more of.

Talingarde was a nation too 'righteous' to have the kind of seedy, fetid underbelly she could truly thrive in, but it was enough. She could ply her trade as a dancer for coin and use her talents of sneaking and listening to blackmail money out of nobles, but in time she grew tired of these acts. For three years she lived a mercenary caring only for her survival, and that simply would not do; Vriskella needed more, and she needed to achieve the goals she had been trained for. She needed to bring Asmodeus's rule to Talingarde. She put herself to work at finding some Asmodean dissidents, certain that the tiny pocket sect she was raised by would not be the only force in the city. Such a thing sounded almost unthinkable to Vriskella; she had surely been raised by some inept offshoot of a broader movement, she was sure of it.

But Asmodeans in Talingarde were sparse to a frustrating degree. Vriskella was left having to ensnare what few she could find and use charm spells to have others do small tasks toward her larger goals; she would send someone to deliver a letter to a place or fetch her a specific ingredient for a spell she needed but didn't want to be seen buying. What few pathetic aspirants to cultist glory she could find were weak and ineffectual; not one had the piety to find a divine magical spark or the aptitude to properly wield a blade. They were simply extra hands for an increasingly frustrated Vriskella, who began to wonder if she was the only Asmodean in Talingarde who wasn't absolute dead weight. She needed help, and such help would not be found here.

Vriskella arranged to have a devil summoned. The ritual was one of the more complex magical efforts she'd put together, far beyond the usual reaches of charm magic she had grown apt for, but she believed it was the only way to find what she needed. She called up a devil. A minor devil, something almost disappointing in its lack of power, but it was still a fiend with knowledge of the infernal host, and it still offered her valuable counsel in exchange for one thing: he wanted to impregnate the wife of a pious man with a devilish spawn of his own. Ambition flared inside of Vriskella, who had heard of one man in particular whose piety was known through the kingdom due to his status as a famed witch hunter: Sir Balin of Karfeld. Surely there were easier options, but after so long waiting for this moment, Vriskella wished to challenge Talingarde on the belief she was on a level far beyond her true power.

Weeks of spying and studying followed by a few incidental meetings and a staged robbery where one of Vriskella's thugs tried to mug his wife only for Vriskella to fend him off and offer her air helped ingratiate her to the woman. They began a small, budding friendship that Vriskella was happy to betray by conjuring her patron devil right there in the bedroom, intent on making her mark and leaving the damage to be found by Sir Balin as a declaration of war. The unholy sight was nightmarish enough to make even the followers Vriskella had gathered uneasy, but the depraved Tiefling saw only victory in the horrific sight of the devil having his way with Balin's wife. It was a foolish plan, reckless and made only worse by the sloppy followers who left so many indications something was wrong that Sir Balin was able to rally up some nearby guards and push into the bedroom. The men cut down Vriskella's followers as they attacked, and an arrow to her calf prevented Vriskella from fleeing as she collapsed to the floor. She would not know the mercy of a swift death; Balin promised her that much.

Witchcraft was the crime she was sentenced for. She laughed it off, remarking to all who would listen that her list of crimes ran long. Officially, the scene at Sir Balin's home was left off the record; she had brought intense shame to his family and they wished to keep people from learning about it, leaving her with a much, much lighter sentence than she deserved only to maintain their dignity. She would still be burned at the stake for it, still suffer the most painful slow death Talingarde offered, so she would not be getting off lightly in the process.

Sent to Branderscar prison, Vriskella still held hope there was some way out of this, still gripped the belief that she would see her way back to freedom. She had fought too much to gain what little freedom she gleamed, and even that was hardly the life she deserved. Asmodeus would see to it that she would be free, she was certain of it. Vriskella had been born to serve and raised to be a powerful weapon, and her end could surely not come at a pyre before she had been able to do much more than petty theft and senseless murder. There had to be some way out.

Sheet:
Vriskella - Arcane Duelist Bard 1 (Dervish Dancer)
Lawful Evil Medium Humanoid (Tiefling (Rakshasa-spawn))
Init +6; Perception +4
------------------------------------------
DEFENSE
------------------------------------------
AC 17, touch 14, flatfooted 13 (+4 Dex +0 Armor +3 Natural)
HP 11 (1d8 (8) + 2 Con + 1 FCB)
Fort +2, Ref +6, Will +2
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft. (40 ft. when doing a Battle Dance)
Melee
-
Ranged
-
Spells Known
0th (infinite) DC: Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation
1st (3/day) DC: Charm Person, Grease
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 14, Dex 19 (17+2 racial), Con 15, Int 14, Wis 11 (13-2 Racial), Cha 20 (18 +2 racial)
Base Attack +0; CMB +2; CMD 16
Feats: Weapon Finesse, Weapon Focus (Scimitar), Armor of the Pit, Arcane Strike
Traits: Reactionary, Consorting With Dark Powers, Tempter's Tongue
Favoured Class: Bard (1 HP)
Skills:
Bluff +9
Diplomacy +9
Disguise +11
Knowledge (Arcana) +7
Knowledge (Planes) +6
Knowledge (Religion) +7
Perception +4
Perform (Dance) +9
Sense Motive +6
Sleight of Hand +8
Stealth +8
Languages: Common, Infernal, Draconic, Abyssal
Equipment: Nothing
Current encumberance: 0 lbs.
Money: 0
Carrying capacity: 58 lbs. or less, 59–116 lbs., 117–175 lbs.
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Bardic Performance/Battle Dance: Inspire Courage +1, Distraction, Fascinate, Rallying Cry
Fleet: Vriskella gains +10 ft. of speed per round when performing

-Other Abilities-
Detect Thoughts as an SLA 1/day

Freebies and changes noted:
Archetype: Dervish Dancer
Feats: Weapon Finesse, Armor of the Pit
Rakshasha-spawn changes: +2 Dex, +2 Cha, -2 Wis, +2 to Disguise and Sense Motive, Detect Thoughts SLA
Alternate Racial Traits: traded out Fiendish Sorcery for Prehensile Tail, Fiendish Resistance for Scaled Skin
Background Skills: Perform (Dance) 1 rank, Sleight of Hand 1 rank
Free Skill point: Knowledge (Religion)

Personality:
Vriskella was conceived of and raised expressly to serve as a tool for Asmodean power grabs, and as a result she holds a deeply ingrained faith toward him. Though her belief in or respect of mortals who call themselves his agents can wane at times, her reverence for the King of Hell has never shaken. Perhaps due to her birth, she carries an intense arrogance with her, believing herself better than many others who follow him due to her upbringing and her pedigree, a sort of Tiefling pride. Her pride and arrogance often go hand in hand with sloppiness, where she is too sure of herself and makes mistakes that she should know better than to, like orchestrating her plan with Sir Balin's wife right in his home rather than taking her somewhere they would not risk being found in.

The nature of her upbringing and the time she spent virtually imprisoned by her superiors has given her a taste for freedom and an irreverence that she does little to hide when she's open and being herself. Operating as a spy gives her a certain open appreciation for her emotions, which she's often willing to share freely and almost disrespectfully at times, all wrapped up in a darkly playful package. When she's given a task or a mission, she's an entirely different person. Her spy training allows her to move deftly between identities and covers as needed, disguising herself in all manner of illusions to do whatever she has to do. Whether the seductress, the mercenary, the damsel, or brute, she is committed to playing whatever role she feels necessary to achieve her goals, whatever they might be.

Her rough upbringing also gave her a certain proclivity for comfort and decadence; after decades locked up, she adores any chance she can get for the high life, especially if she can do it on someone else's dime. In her eyes, once she has succeeded in her plans to bring Asmodeus's worship back into Talingarde, she will be positioned for such a life, and is simply living the life she wants and deserves. There's a selfishness to Vriskella, a greedy and careless approach to life that only her devotion to Asmodeus and her discipline can temper, reigning in her decadence only enough to keep her from truly plunging into wanton hedonism at times.

Underneath it all is a cruel, clever woman whose sharp mind has been trained almost from birth to enact the most efficient or the most cruel solution to a problem she can conceive of. There are few lines that would keep Vriskella from acting, and few things truly sacred to her. Lying, stealing, killing... It's all worth it to bring glory to Asmodeus. To bring glory to herself. To achieve the things she has spent her whole life working toward.

Role:
In combat, Vriskella is built for highly mobile melee attacks, using her dances and performances to buff her and her allies while she weaves around the battlefield using her blade to strike out at enemies. Her spells will be focused on buffing and battlefield control, whether through charm effects to distract and inhibit enemies, or through debuffs like Glitterdust and Grease.

Out of combat, Vriskella is oriented as a broad variety party face and infiltrator. Her skill investment leans toward social interaction and sneaking in varying ways, allowing her to solve a variety of problems without needing to go for her blade if the peaceful solution might work out better.


I am sorry I was not able to post the rolls as I was on my phone.

Stat1: 4d6 ⇒ (1, 5, 1, 1) = 8
Stat2: 4d6 ⇒ (2, 5, 1, 6) = 14
Stat3: 4d6 ⇒ (6, 6, 3, 3) = 18
Stat4: 4d6 ⇒ (2, 5, 2, 5) = 14
Stat5: 4d6 ⇒ (5, 1, 5, 4) = 15
Stat6: 4d6 ⇒ (5, 5, 4, 4) = 18
Stat7: 4d6 ⇒ (1, 1, 3, 5) = 10


Alright, apologies I hadn't answered things sooner. Sleep has been...weird for me so I just got up. Lets see if I can't catch up.

Saashaa:

I do not see why not, feel free to do so.

Vrog:

Not shabby at all, should be interesting to see fully fleshed out.

Tavarokk:

I'll allow it but you might not like the results :P

Eriktd:

Turn your 11 to a 15.

Dragoncat:

:P You were supposed to roll only one set. Tis fine though, your 7th roll ended up the same as one of the 6 from your original set.

The Frightmare:

Lol, I was just trying to come up with a setup that I would find to be semi broken with that example.
Hmm, I'm really really cautious about Arcane Duelist and Dancer would be giving you a LOT of free feats and adjustments. Hmm, I'll think on it some more because your stats ended up being pretty fantastic so combine that with those two and you'd be looking pretty strong.

Wanderer:

Looks like a good array to really dip into anything and make it make sense to the type of character you wish to be.

The Chess:

I almost wanna give you a reroll but with a +2 or higher in all stats but one. I'm a let you keep that -2 :P

GoofyGE3K:

Replace one of the 9s with a 12

Jovich:

Change the 9 to a 10

I'm gonna answer Philo's out of spoiler as that doesn't pertain to any one player.

Ok, so we are rolling 7 rolls of 4d6k3 no 2 sets of 6.

And on the other note. I'm assuming you're talking about something like Courtly Hunter as your free change but just wishing to keep Wisdom as your casting stat instead of Charisma? (I'm sure there are others out there but Wisdom to Charisma is the most common.)

the idea of the free Archetype was not to penalize you for your choice. I'll still reserve some judgement if it ends up being too powerful or cheesy as far as combination goes but If you do choose one that changes your casting stat as your FREE archetype. You may choose between the original and the new. If your non free archetype changes the stat, you're stuck with that stat.


GM:

My states are
4d6 ⇒ (1, 5, 1, 1) = 8 =7
Stat2: 4d6 ⇒ (2, 5, 1, 6) = 14 =13
Stat3: 4d6 ⇒ (6, 6, 3, 3) = 18 =15
Stat4: 4d6 ⇒ (2, 5, 2, 5) = 14 =12
Stat5: 4d6 ⇒ (5, 1, 5, 4) = 15 =14
Stat6: 4d6 ⇒ (5, 5, 4, 4) = 18 =14
Stat7: 4d6 ⇒ (1, 1, 3, 5) = 10 =9 =10
13, 15, 12, 14, 14, 10

22 point buy...not to bad
I will adjust a drow wizard tonight and have it up for you soon.


Suppose it's good inspiration hit me regarding something else then ^_^

I'm going to go with arsonist fire sorcerer. Freebies we get are just perfect for that.


Alright, that's totally fair. Let me know how you rule on it and I will adjust accordingly to whatever you feel is a bit more reasonable.


Cool, thanks! And another question:

Archetype Clarification:
Just trying to figure out how things work with the free archetype. I'm currently looking at Arcanist and Wizard, either the Exploiter Wizard or the School Savant Arcanist. The school Savant just makes me take opposition schools and makes crafting certain things more difficult, it doesn't actually take things away persay. How would that work?


4d6 - 3 ⇒ (6, 6, 3, 4) - 3 = 16
4d6 - 3 ⇒ (3, 5, 6, 6) - 3 = 17
4d6 - 3 ⇒ (4, 6, 3, 3) - 3 = 13
4d6 - 1 ⇒ (5, 1, 5, 6) - 1 = 16
4d6 - 1 ⇒ (3, 2, 4, 1) - 1 = 9
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 2 ⇒ (2, 4, 4, 4) - 2 = 12

That could work.


GoofyGE3K:

Of course you'd ask about the classes I have the least knowledge of. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels, so simply put you'd get all the benefits and issues of the Archetype but would still get your arcanist exploits for 1st, 3rd, and 7th levels.

Philo:

All above +1, and three a +3...yeah that could work :P


This is Jovich's Submission

Bonuses and Such:
Hit Points: 1/2 + 1
Combat Feat:Improved Init
Non Combat Feat: Augment Summoning.
Skill Point:Appraise
Back Ground: Craft
Back Ground: Profession

Spells in Memory:


Szordin Arkenheld
Male Elf (Drow)
Wizard(Universalist, Arcane Crafter)1 VMC:Summoner
Favored Class: Wizard (Hit Points)
Size / Type: Medium Humanoid (Elf, Drow)
Alignment: NE
Deity: None
Age: 126
Speed: 30 Ft.
Initiative: +6
Senses: Perception +5, Dark Vision 120
Languages: Under Common, Elven, Draconic, Giant, Dwarven, Abyssal, Celestial, Infernal, Common, Drow Hand Sign, Terran, Aklo

Stats:

Attributes
STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 15 (+2)
WIS 14 (+2)
CHA 16 (+3)
Offense

BAB: +0

Rapier
Attack: 1d20 + 0 (+0 BAB + 0 Str + 0 Dex + 0 Magic)
Damage: 1d6 + 0 (+0 Str)
Crit: 18-20x2

Range: +2
Melee: +0

Defense
Spell Resistance: 7 (6+1)
HP: 7 (1d6 + 0 Con +1 Favored Class )
AC: 13 (10 Base + 2 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
Touch: 13 Flat-Footed: 10
With Mage Armor Spell: AC: 17 (10 Base + 2 Dex + 4 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge)
With Shield Spell: 17 (10 Base + 2 Dex + 0 Armor +0 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)
With Mage Armor and Shield Spells: 21 (10 Base + 2 Dex + 4 Armor +4 Natural Armor +0 Deflection +0 Magical +1 Dodge +4 Shield)

CMB: +0 (0 BAB +0 Str)
CMD: 12 (10 Base + 0 BAB +0 Str +2 Dex)

Fort: +0 (+0 Base +0 Con)
Refl: +2 (+0 Base +2 Dex)
Will: +4 (+2 Base +2 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.


Skills:

Per Level: 7 (2 Base + 2 Int +2 Back Ground +1 Bonus)=7
Skills List:
Acrobatics: +2 (+0 Ranks +0 Class Skill +2 Dex)
Appraise: +7 (+1 Ranks +3 Class Skill +2 Int +1 Trait)Bonus Skill
Bluff: +3 (+0 Ranks +0 Class Skill +3 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft:Gem Cutting +6 (+1 Ranks +3 Class Skill +2 Int)BG:1 +1 Trait for Magical Items
Diplomacy: +3 (+0 Ranks +0 Class Skill +3 Cha)
Disable Device: +2 (+0 Ranks +0 Class Skill +2 Dex)
Disguise: +3 (+0 Ranks +0 Class Skill +3 Cha)
Escape Artist: +2 (+0 Ranks +0 Class Skill +2 Dex)
Fly: +2 (+0 Ranks +0 Class Skill +2 Dex)
Handle Animal: +3 (+0 Ranks +0 Class Skill +3 Cha)
Heal: +2 (+0 Ranks +0 Class Skill +2 Wis)
Intimidate: +3 (+0 Ranks +0 Class Skill +3 Cha)
Knowledge (arcana): +6 (+1 Ranks +3 Class Skill +2 Int)
Knowledge (dungeoneering): +6 (+1 Ranks +3 Class Skill +2 Int)
Knowledge (engineering): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (geography): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (history): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (local): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (nature): +2(+0 Ranks +0 Class Skill +2 Int)
Knowledge (nobility): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (planes): +2 (+0 Ranks +0 Class Skill +2 Int)
Knowledge (religion): +2 (+0 Ranks +0 Class Skill +2 Int)
Linguistics: +2 (+0 Ranks +0 Class Skill +2 Int)
Perception: +5 (+1 Ranks +0 Class Skill +2 Wis +2 Keen Senses)
Perform (any): +3 (+0 Rank +0 Class Skill +3 Cha)
Profession (Gem Cutter): +6 (+1 Rank +3 Class Skill +2 Wis)BG:2
Ride: +2 (+0 Ranks +0 Class Skill +2 Dex)
Sense Motive: +2 (+0 Ranks +0 Class Skill +2 Wis)
Sleight of Hand: +2 (+0 Ranks +0 Class Skill +2 Dex)
Spell craft: +7 (+1 Ranks +3 Class Skill +2 Int +1 Trait)
Stealth: +2 (+0 Ranks +0 Class Skill +2 Dex)
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +3 (+0 Rank +0 Class Skill +3 Cha)

Traits:

1 Classically Schooled:
Benefits: You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
2 Magic Crafter:
Benefits: You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.

3 Spark of Creation:
Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

4 Crime:

Drawback:
1 Vain:
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.


Feats:

Character Feat: Spell Focus: Conjuration
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Bonus Combat Feat: Improved Initiative.
Benefit: You get a +4 bonus on initiative checks.

Bonus NON Combat Feat: Augment Summoning:
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Archtype Bonus: Craft Wondrous Items: @ 3rd Level
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item Creation rules in Magic Items for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


Racial Abilities:

+2 Dex, +2 Cha, -2 Con
Proficient with Hand Crossbow, Rapier, Short Sword
Immune to Magical Sleep
+2 racial bonus on saving throws vs.enchantment spells and effects.
Spell Resistance 16 (6 Base + 10 Character Level)
Keen Senses- +2 racial bonus on Perception checks.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Dark vision: 120 feet.
Weakness Racial Traits: 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.
Spell Like Abilities:
Detect magic At will
1/Day: Dancing Lights, Darkness, Faerie Fire, Feather Fall, Levitate


Class Abilities:

WIZARD
Arcane Bone
Arcane School: Universalist
Illusion Arcane School
Metacharge (Ex)
As an Arcane crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.
Metamagic Mastery (Su)
At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Cantrips

Scribe Scroll


Spellbook:

Spells per a day
0:3
1:3
0-Level (ALL) DC:16
Resistance
Acid Splash
Drench
Detect Magic
Detect Poison
Read Magic
Daze
Breeze (Prohibited School)
Dancing Lights (Prohibited School)
Flare (Prohibited School)
Light (Prohibited School)
Penumbra (Prohibited School)
Ray of Frost (Prohibited School)
Scoop (Prohibited School)
Spark (Prohibited School)
*Ghost Sound
*Haunted Fey Aspect
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Arcane Mark
Prestidigitation

1-Level (5) DC:17
Protection from Good
Shield
Mage Armor
Magic Missile
Ray of Enfeeblement


Magical Items:


Equipment:


Back Ground:

Background: Szordrin was a promising wizard in a moderately powerful drow house. One night while on patrol his group ambushed a derro caravan. The battle that followed was quick and deadly. Szordrin claimed as his combat prize a magical gem known as a Ioun Stone, but before he was able claim his prize a lowly ranked priestess tried to claim it as her own. He had to submit to her will and his prized was forfeited. Later the next night Szordrin claimed his prized back and was successful in removing in from her cold dead hands, but not without a few witnesses. He was forced to flee for his very life and was found by a person known only as the cardinal. Szordrin has worked for this person ever since.

Money:

Platinum:
Gold:
Silver:
Copper:
Gems:


Y'know what I'll give this a spin.

4d6 ⇒ (1, 5, 2, 6) = 14 13
4d6 ⇒ (3, 3, 3, 4) = 13 10
4d6 ⇒ (1, 3, 4, 5) = 13 12
4d6 ⇒ (6, 2, 2, 4) = 14 12
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (1, 6, 2, 2) = 11 10
4d6 ⇒ (1, 6, 4, 6) = 17 16

That's... certainly a set.


Are you allowing drawback?

Silver Crusade

dot thinking a feindish vessel cleric or an antipaladin or -maybe- an infernal bloodrager.

4d6 ⇒ (2, 6, 5, 6) = 19 17
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (2, 1, 2, 3) = 8 07 drop
4d6 ⇒ (6, 1, 2, 4) = 13 12
4d6 ⇒ (6, 2, 2, 1) = 11 10
4d6 ⇒ (5, 4, 4, 3) = 16 13
4d6 ⇒ (2, 6, 5, 5) = 18 16

hm... not too shabby... though... hmm.


Meet Carys Bighorn, tiefling lawyer and vessel of the Archdevil Asmodeus.

Unless you would be opposed, I'm going to roll on the variant tiefling ability table to replace my SLA.

Alternate Trait to Replace Spellcasting: 1d100 ⇒ 2

All around vision, hell yeah. "I'll know if you break your contract, for I've eyes on the back of my head."

Crunch:

Carys Bighorn - Fiendish Vessel Cleric 1 (Asmodean Advocate)
Lawful Evil Medium Native Outsider (Tiefling (Hellspawn))
Init +2; Perception +5
------------------------------------------
DEFENSE
------------------------------------------
AC 15, touch 12, flatfooted 13 (+2 Dex +0 Armor +3 Natural)
HP 12 (1d8 (8) + 3 Con + 1 FCB)
Fort +5, Ref +2, Will +6
DR/5 Fire
------------------------------------------
OFFENSE
------------------------------------------
Speed 30 ft.
Melee
-
Ranged
-
------------------------------------------
STATISTICS
------------------------------------------
XP
Str 15, Dex 15, Con 17(15+2 Racial), Int 15, Wis 19 (17+2 Racial), Cha 10 (12-2 racial)
Base Attack +0; CMB +2; CMD 14
Feats: Skill Focus (Profession: Barrister), Armor of the Pit, Verify
Traits: Dangerously Curious, Blasphemy, Persecuted Expatriate
Favoured Class: Cleric (1 HP)
Skills:
Knowledge (arcana): +6
Knowledge (religion): +8
Linguistics: +6
Profession (Barrister): +11
Sense Motive: +11
Spellcraft: +7
Use Magic Device: +5
Languages: Common, Infernal, Goblin, Orc
Equipment: Nothing
------------------------------------------
SPECIAL ABILITIES
------------------------------------------
-Class Abilities-
Devil in the Details: Use Profession (Barrister) in place of Bluff or Diplomacy, +1/2 level insight bonus on Profession (Barrister) and Linguistics checks to make or find forgeries
Channel Evil: Heals evil, hurts good, 1d4, Will negates
Domains: Evil (Devil) and Trickery (Innuendo)
Hell's Corruption
Fool's Privilege
Serpent Familiar, Figment archetype, speaks Common

Freebies and changes noted:
Archetype: Asmodean Advocate
Free Feats: Skill Focus: Profession Barrister, Armor of the Pit
Devil-spawn changes: +2 Con, +2 Wis, -2 Cha, +2 to Diplomacy and Sense Motive
Alternate Racial Traits: traded out Fiendish Sorcery for Prehensile Tail, Fiendish Resistance for Scaled Skin, traded out SLA for All Around Vision
Background Skills: Profession (Barrister) 1 rank, Linguistics 1 rank
Free Skill point: UMD

My cat just chewed through my computer charger, so I'll post fluff later from my phone.


@Szordrin, I've given the players a free trait. You are welcome to pick up a drawback for the sake of roleplay but it will not provide you with another trait. With having One free feat, and one Free non combat feat you have plenty of ability to pick up extra traits if that's what you feel your build needs.

@The Lobster, Alternate trait is fine.

Silver Crusade

would the feat "additional traits" be useable?


Damn, okay, totally torn between a Ranger (Freebooter) with the Piracy crime, or an Inquisitor (Infiltrator) with the Heresy or Extortion crime. Gyar?!?! What to do?!


@rorek55 Correct, it most certainly would qualify as it is a normal feat!

Silver Crusade

I'm thinking bloodrager, or cleric, as it seems you won't be budging on the anti-paladin and the one I have ready would be making use of the "lord of darkness" archetype. Which is a shame, as I feel it fits so well with this game.

So... teifling cleric, or half-orc hellrager... tough choice.

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