The Darkest Corners Table 2

Game Master Nidoran Duran


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My character is going to be an oracle with a dip in one or possibly two other classes. I am working on the details; I just wanted to get the primary class posted.

The Exchange

I am interested in this campaign but I need to catch up on reading. I see evil is banned, but my concept I'm dreaming up is pretty borderline. Fluff-wise, I'm looking for a shadowy, mysterious figure that specializes in mind-bending effects (probably an enchanter wizard or sorcerer), inflicting fear, confusion, memory loss, paralysis, etc. I'd like my character to be renowned as an urban legend committing back alley crimes. Can you weigh in on this idea, GM?
I would also appreciate a summary of the thread thus far, if anyone is willing to provide it.


Color me interested. I have a couple characters in mind that I'd like to try for this, dependant on some things. Firstly, would a Skinwalker be allowed? If so, would you consider a Magus(Hexcrafter)1/Gunslinger(Mysterious Stranger OR Pistolero)2, played as an arcane "cowboy" type who's well versed in the occult and hunts the dead and unnatural.


What are the chances a second group will be created? While I understand the need for some more martial characters, I am just not really liking the Warpriest currently. I think part of that is its not finished, I would feel this way with any ACG class.

I really like the Celestial Blooded Aasimar Sorc, so perhaps if I am chosen, I can be in a different party from the Celestial Bloodrager?

If a second group won't happen, or isn't likely, I will probably bow out.


Here's most of the crunch for Kurn (I haven't done equipment yet).

I wanted to ask a few questions before continuing with equipment. FIrst, since I'm trying to get away from the 'far east' theme of the Monk is it alright if the Kama gets reskinned as a sickle (exact same stats) and if I just refer to shuriken as throwing knives while keeping the stats the same? Secondly, If I buy a wand, will someone in the current party or secondary party be able to use it on me?

I haven't added anything to the fluff but might do so in next day or so, let me know if there's anything you'd like addressed.


@Tieszla: Not usually. Even when tempted beyond belief to spite my real life group, I never reached killer DM levels.

@Tiasar: Martial characters are good too. It helps if they do have at least one thing they do well out of combat, but "killing s@+#" is just as much of a desirable skill to the people putting the call out than anything else.

@D-Kal: The proper team itself is being put together by come important lawful figures in the city, including a guard captain and a councilman, so someone who specializes in that sort of thing is honestly more likely to get thrown in jail than to be given the sort-of ability to police the population.

@TheOddGoblin: I'm allowing Dhampir, so yeah, its werewolf equivalent works too. I'm interested to see where that idea ould go.

@Monkeygod: Group two is all but a certainty right now, I think. The problem I see with a Sorceror is that group one already has two bards and an Arcanist, and I don't think I'm going to be dropping another arcane caster into there, while it'd be a hard sell for me to stick two Celestial Sorceror (or Sorceror-ish) characters into the second. If you want to take that risk, go for it, but you'd be in direct competition for that spot due to your class choice.

@Kurn: Yeah, reskinning those is fine. And yes, there would be someone able to use it.


After much reading and thinking, i think i have figured out the basic crunch :p
I will stay as a full alchemist (crypt breaker, possibly internal as well) and dual wield 2 double barreled rifles. Its about as close as im going to get.
While there will be two alchemists in the group, we couldnt be farther apart XD
I dont have mutagens, i have a max int of probably 14, my bombs only work on undead, i dont have infusion and my spells are only an afterthought. Instead, i shoot guns XD
There is just 2 things i need to sort out/ask you about.
1st one. Gun proficency. To start, i need martial weapon proficency: double barreled rifle, and eventually (if i ever manage to get my hands on one >:D) exotic weapon proficency: double barreled shotgun. While i figure ill just eat the bullet and take EWP when the time comes, i was wondering if it would be alright for the heirloom weapon trait to affect BOTH rifles.


I'd say bite the bullet and take the feat, yeah. Heirloom weapon doesn't work if you're sinking 14k into buying the shotguns; that is definitely not an heirloom.


Name: Severin "Wolf" Gunners
Race: Skinwalker(Witchwolf)
Class: Magus(Hexcrafter) 2/Gunslinger(Pistolero) 1

Spoiler:
Physical Description: Wolf is a tall man, standing just over six feet in height, appearing for all purposes as a young human man in his early twenties. He has a cocky smile that rarely becomes anything less than a smirk and is only ever broken by the cigar he keeps perched between in the corner of his lips. Three long scars mar his features, reaching up to the black shaggy hair atop his head and splitting his left eyebrow, nose, and upper lip. His eyes are a rich brown hue, deep and intimidating. His chest, both arms and his entire back are covered in tattoos of wolves and werewolves in various snarling visages. These are his "human" features, denying his lycanthropic heritage. When he shifts, calling on his werewolf blood, he grows stronger, his wiry muscles thickening and his canines extending to lupine length. Thick black hair grows more prominent on his forearms, small tufts on his knuckles, and his sideburns and short beard grow longer and more ragged. His eyes, normally brown, turn an icy shade of blue. He wears a dark leather vest with a ragged scarf around his neck, and dark blue breeches with black leather chaps overtop. Around his waist, a thick leather belt, from which are holstered twin revolver pistols of silver-plating and bonecarved handles.


Sorry, you misunderstood. At lvl 5 or 7, ill take EWP, whenever i can get my hands on the first shotgun (costing 7k)
The rifles (costing 625 a pop) are martial weapons so i was thinking taking heirloom weapon for one of them. Im asking if i can have both starting rifles as heirloom weapons (otherwise i need MWP: rifle and EWP: shotgun by whatever point down the road)

A little later ill flesh out his fluff more :)


Oh. Right, okay, my bad. I had just woken up from a short nap. Maybe meet halfway and allow you to take the trait twice to allow for both weapons?


Question, are revolvers allowable firearms? I wasn't sure how high of a tech-level we have the firearms in this campaign. If that's too high, I'll happily switch him to less advanced pistols.

Also, would it be possible to combine, say, a pistol and repeater crossbow with TWF? Pistol in one hand and crossbow in the other? I can't find anything that disallows this, and most of the feats Wolf would take will benefit both weapons.


We're working off of Commonplace Guns rules, so revolvers are present, but they cost 4,000 gold. So, for the moment, might want to go with pistols, but once you can afford it, they will certainly be purchasable. And yes, you can use the two of them with TWF fine, far as I know.

The Exchange

The only thing that sucks about using them with TWF is they're not light weapons, they're one handed weapons. Which means even with the TWF feat you will take some heavy penalties to hit.


The plan was to use pistol + repeating hand crossbow. Silver bullets loaded into the pistol, heartstake bolts for the crossbow. Eventually getting a double barreled pistol and then a revolver once I've got the money to do so.

I'll get a background for Wolf up in the morning.


Great, i think i can be willing to take the trait twice (now that i think of it, 2 traits=a feat -_-)
@Odd Gobo. Yup, you can twf with them but be aware that you need a free hand to reload the crossbow and that you take the higher penalty to dual wield them (like me). Also, it makes feats like weapon focus harder because they are different weapons. Also, realize that non-advanced weapons only cost 25% to buybecause of comonplace guns.


Okay, submitting Navia Zeldan for consideration. Everything should be in the profile, so let me know if there are any questions or if I need to fix anything. The basics: a Sylph Infiltrator/Skirmisher built to be a switch-hitter and with an interest in lycanthropes :)


Navia looks solid, no issues I can see. I like how you included the masterwork manacles in her inventory, since it would make sense for her to have a pair with her.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Consider me intrigued by what I've seen. Are you still accepting submissions? If so, I might play a Dhampir of some sort, possibly a slayer, inquisitor, or ranger.


@Monkeygod: Actually, let me go back on that last bit. I just looked at Bloodrager again and it is a lot less spellcastey than I remembered. Suddenly, Sorceror would not be nearly as foot-stepping-on as I originally worried, so feel free to go in that direction.

@The Morphling: Yeah, still accepting submissions until Sunday.

Okay, so just a quick roll call of characters who I have at least received a name and class for, with a note about what is missing, if anything, for their application to be complete. Just for reference, and so we can all see which spots are looking the most competitive.
Applicants:
Martial:
-Grigor Vachkov, Human Urban Ranger (missing crunch)
-Sylas Porter, Tiefling Slayer (partial crunch)
-Ragnar Stonehead, Dwarf Barbarian (missing crunch)
-Feryda Tinsmith, Half-Elf Urban Barbarian/Ranger (missing crunch, partial backstory?)
-Kurn, Half-Orc Drunken Master (Monk) (partial crunch, missing equipment)
-Navia Corby, Sylph Infiltrator/Skirmisher (Ranger)

Arcane:

Divine:
-Therie Gorget, Dhambir Undead Scourge (Paladin)/Oracle of Battle

Skill:
-Theodosia Escominate, Catfolk Spy/Cat Burglar (Rogue) (missing backstory)
-Tieszla Paavo-Honefist, Human Inquisitor

Mixed/???:
-Lochlennean, Gnome Bloodrager
-Smith Johnson, Human Alchemist (You sticking with that name? Missing crunch.)
-Pyro, Emberkin Aasimar of some class (partial backstory, missing crunch)
-Severin "Wolf" Gunners, Skinwalker Hexcrafter (Magus)/Pistolero (Gunslinger) (missing crunch and

backstory)

Group 1:
-Walther, Half-Elf Inquisitor/Detective (Bard)
-Ophelia Hale, Clockwork Automaton Archivist (Bard)
-Laznist, Human Arcanist
-Shang the Apothecary, Samsaran Alchemist
-TBD
-TBD

Group 2:
-Entirely TBD

Wow, this batch is a lot more martial than the original recruitment, where there were only, like, two. If anybody is currently sitting on the sidelines and considering something to submit, I'd suggest looking into some classes that do things other than hit stuff. I'm not going to go for the exact same team comp as group one was (the missing members were a ranger and a rogue) for group two, but I am going to strive for a party with some balance and versatility. A party face, a healer, or lockpickey dudes, for instance, would all be pretty adored right about now.


I present Gabriel - the chosen of Pharasma.

He was originally created for a Mummy's Mask campaign, but I reworked him extensively. I hope he will fit quite well here.

I really like the campaign concept, so I got a bit carried away with Gabriel's background. Sorry about the length...


Boing : )

As in - dot =)

Sorry, didn't notice this new thread until now!

I'll get on the task asap


Whoops, changed Navia's last name to Zelda and forgot to update the profile. Lots of good submission ideas! :)


Presenting the celebrity priest of Korvosa, Marckus Allian. Motivational speaker, for-profit healer, and part-time glory-seeking adventurer, Marckus brings a little of everything to the table.


Here is Ragnar's crunch. I didn't add HP because I wasn't sure if you wanted me roll for that now or in game.

Crunch:
Ragnar Stonehead
Male Dwarf Barbarian 3
N Medium Dwarf
Init +2; Senses Perception +9, Darkvision 60 ft.
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp ?
Fort +6, Ref +3, Will +4 (against spells/spell-like abilities Fort +10, Ref +7, Will +8)
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Masterwork Greataxe +7 (1d12+3/x3) and
. . Power Attack: +6 (1d12+6/x3)
Ranged: Masterwork Composite Longbow(+3) +6 (1d8+3/x3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats: Power Attack, Steel Soul
Traits: Suspicious, Highlander
Skills: Acrobatics +3, Perception +9, Sense Motive +9, Stealth +3, Survival +7
Languages: Common, Dwarven
Gear: Masterwork Greataxe, +1 Breastplate, Masterwork Composite Longbow(+3), 40 arrows, Waterskin, Whetstone, Bottle of fine wine, 4 Flasks of Holy Water, Bedroll, 3 Potions of Cure Light Wounds, 28 gold 94 silver 98 copper
--------------------
Special Abilities
--------------------
Fast Movement: Gain +10 to your speed as long as you don’t wear heavy armor or are encumbered
Rage: +4 Str, +4 Con, +2 Will, -2 AC, Fort +8, Ref +3, Will +6(against spells/spell-like abilities Fort +14, Ref +9, Will +12)(against supernatural abilities Fort +10, Ref +5, Will +8), 14 rounds a day(+3 from racial bonus)
AC 17
Melee: Masterwork Greataxe +9 (1d12+5/x3) and
. . Power Attack: +8 (1d12+8/x3)
Rage Powers: Superstitious: +2 morale bonus for saves against spells, spell-like abilities, and supernatural abilities. Must make saves to have any spells cast me during the rage
Slow and Steady: Armor and encumbrance never affect speed
Hearty: +2 racial bonus against poisons, +4 racial bonus against spells and spell-like abilities
Trap Sense: +1 Reflex Save and AC against Traps
Steady: +4 CMD against bull-rush and trip attempts when touching stone or on the ground
Stonecunning: +2 to Perception to notice irregularity in stoneworking and may make a Perception check when within 10 feet of a secret door or a trap cut into stone even if not actively looking for it
Greedy: +2 Appraise on gems and jewelry to determine what is the most valuable
Defensive Training: +4 dodge bonus to AC against the giant subtype
Hatred: +1 on attack rolls against creature with the orc and gobliniod subtypes
Uncanny Dodge: Can’t be flatfooted
Power Attack: -1 to attack rolls, +3(for two handed weapons) to damage rolls
Steel Soul: Upgrades Hardy so that it gives a +4 bonus against spells and spell-like abilities


Going over my submission, im realizing it just isnt going to work :( i am trading the equivelent of 4 feats, mutagens, bombs AND most of my spellcasting away for flavor.
So i am going to have to redo my submission. I am still going to keep the backstory/character concept but i think i will be changing into a different class and have only 1 gun :(
On the + side, (re)creation is fun!


Grr, ZeldaN not Zelda - stupid phone posting autocorrect *grumble*

Wow, almost no divine submissions. If I hadn't already put the effort into writing/statting up Navia I'd be tempted to go with my other idea of a Lunar Oracle :P


@Jetty: Don't worry too much about length. Length is good.

@Marckus: Could you expand on exactly what he brings to the table a little more? I'm seeing "good healer and occasional killer of things", but he doesn't really have anything to bring his concept into the theme.

@Redshirt: Yeah, don't worry about HP right now. It's such an easy detail that it's not a problem to just roll it up whenever.

@Smith: Well, good luck.


Spooky GM wrote:


Martial:
-Grigor Vachkov, Human Urban Ranger (missing crunch)

Hi Spooky. Traits, skills, feats, etc all done. Only thing not done is equipment. Is that going to be an issue for potential selection?


Oh, my bad, didn't know your stats were all written up in your profile. It'd be preferred if you could get your equipment done before Sunday, but if you think you can do it quickly enough and would rather wait to see if you're picked, then no, it won't be an issue.


I did struggle with how to make a hardcore support character be a sought-after asset for monster slaying. But really, I think he does have a lot to offer. Healing, inspire courage, control magic, stat boosting, defense spells, and a reasonable array of skills.


Yeah no, definitely in terms of gameplay, but I mean fluff-wise. Something kind of deed like warding off some nasty demon with his symbol, or experience in tending to sick people who turn out to have lycanthropy. It doesn't have to be monster killing, just something to tie into the overall idea of the "setting". Also, I only just checked Lissala out now, and I'm not entirely sure about having the cleric of an LE deity running around. There's bound to be some devils to fight.


I'd like to dip my toes in the water here.

My two main ideas for this game were a Slayer and a Warpriest.

I see that you have a Slayer applicant already. I was dismayed to see Monkeygod shoot for Warpriest, but then my spirits rose a bit when he decided to head a different direction.

In any event, the idea is not to step on any toes, so i will shoot for Warpriest and if i end up in the second group, that is fine with me.

The character feel i am going for with this guy would be all the "holy can of whoopass" fun of a paladin without the "hey guys, let's not do that" wet blanket-ness of a paladin.

Chaotic Good, most likely Human, with the Sun and Healing blessings (Sarenrae)

working on a suitable background will take some time, but i should have no problem getting it in before the deadline.


Ragathiel could be all sorts of good for this. If I wasn't going for this concept I'd be an Inquisitor of Ragathiel.

As for equipment I can do that fast enough if picked. It sort of boils down to what the game ends up as.

If I end up in the main party, I'll stay as is. If I end up in an alternate party I may well swap to be 14/18/14 instead if there is a need for more finesse over muscle and equipment will be updated as well.


Hp: 1d8 ⇒ 5

And done : )


Grigor Vachkov wrote:
Ragathiel could be all sorts of good for this.

I had considered Ragathiel, but I rather liked the idea of resurrecting the ancient, dead religion of rune magic. I also liked the idea of a LN celebrity priest. I'm just not that into cookie-cutter, fluff-wise or build-wise.

Spooky GM wrote:
I only just checked Lissala out now, and I'm not entirely sure about having the cleric of an LE deity running around. There's bound to be some devils to fight.

Ah, I admit there are still some Pathfinder rules I'm not well acquainted with. I was under the impression that my deeds were restricted by my own alignment rather than the alignment of my goddess. I think I read somewhere that the variance in alignment between cleric and deity represents venerating different portions of the religious profile, focusing on some aspects over others. And finally, I was under the impression that you were not restricted from fighting creatures of your or your deity's alignment if your interests conflicted. But if you mean we'll be fighting devils that are also clerics of Lissala, then I see where the issue might be. Otherwise, someone is going to have to educate me a bit on deities and alignment.


Not necessarily minions of Lissala running around, but there are a few situations where someone in the worship of an evil deity might cause some problems. Even if he's LN, the people putting this together are LG/NG, so they'd probably prefer to find people in the service of gods a little less evil to enlist in the task of snuffing out evil.


Well my goddess is actually dead, so the only representation of Lissala in this game, and likely in the city, perhaps in the entire nation (with the possible exception of rune giants), is the LN representation by Marckus.
Perhaps you could give an example of when it might cause issues? I'm having trouble envisioning it.


Because LN is an abstraction instead of something actually in the game. They don't know your personal code to know that you aren't actually evil, they just know you're in the service of an evil deity, and they're sort of wanting to put down the agents of evil causing problems in the city. If they're looking at clerics, they'd be more likely to pick from the worshipers of some god who isn't evil, because they can't know that you are in fact not evil. Like, I get Marckus isn't evil, but he's still slinging around the name of someone who is, and dead faith or not, they're likely to look into her if they're going to recruit her cleric.

Not to mention, if your goddess is dead, how exactly is she able to grant you your powers? Divine magic is actively granted to you buy your deity, and she's dead, so your magic wouldn't actually have a source.


Spooky GM wrote:
...dead faith or not, they're likely to look into her if they're going to recruit her cleric.

That's a fair point. I like to think they'd take a celebrity priest at his oft-spoken word, but I guess they might care more about historical Lissala than Marckus's take on her. I could argue why they shouldn't, but given that they are you, it appears they are going to.

Spooky GM wrote:
Not to mention, if your goddess is dead, how exactly is she able to grant you your powers? Divine magic is actively granted to you buy your deity, and she's dead, so your magic wouldn't actually have a source.

I'd thought about that, but since a cleric doesn't actually *have* to worship a deity to gain divine power, I figured the worshiper of a dead goddess could receive power through upholding her tenets in much the same way.

I'll search through other similarly-profiled deities and come up with a good substitute. I assume the rest of the concept works though?


I'm going by the qualification to become an ex-Cleric, and the fact you need to atone to your god to regain your spells and abilities, which would imply that it is entirely on the god's decision to grant you their powers. Divine magic is granted by that higher being.


Although I'm already planning to change deity, it does make me wonder from an academic perspective.

Cleric wrote:
If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval).

I suppose this cleric's power is partially granted by a deity (or even multiple deities) that represent those "spiritual inclinations"? But perhaps such deities would not be so generous to a cleric explicitly worshiping a different deity, even with overlapping domains? That's probably the most logical conclusion.

EDIT: Abadar looks like a good match. I'll make those changes.


Alright, Marckus the over-inflated celebrity priest of Abadar is now complete. Hopefully he can live up to his reputation and maintain his image. Hopefully he doesn't die in the attempt.


I love this idea. Here's my shot. If you like, I can put this up in Hero Lab and have it done in an hour.

The Glory Seeking Adventurer

Crunchy Stuff
Name: Ebon Mal
Race: Half-orc (passing for human)
Alignment: Chaotic Good
Deity: Cayden Cailyn
Class: Ranger 2 / Rogue (Scout ) 1
Abilities: STR 18 DEX 16 CON 14 INT 8 WIS 10 CHA 12

Fluffy stuff
“Why do you hunt these things?” a villager once asked him.

Ebon just blinked and looked at the old man as if that was the stupidest thing he’d ever heard.

“Because I’m good at it.”

...

A brash, cocky, thrill-seeking ladies’ man even before his new vocation, Ebon Mal has always wanted to be rich and famous. And while he possibly could have simply married into money, he wasn’t interested in doing anything so boring.

But what to do? Well, adventurers were usually pretty famous. Granted most of them were known for dying spectacularly. But every now and again one would slip through Pharasma’s clutches and make a real name for themselves.

But he needed a gimmick. Everyone hunted orcs and goblins. But goblins didn’t exactly scream world-ending threat, and Orcs – well that would be hitting a little too close to home, considering it seemed his rolling stone of a father very definitely had a little orc blood in him, and passed on the fun.

A dragon would be nice, but really where did one go to hunt one of those? And besides, even if he found one, it just seemed so cliché.
But then, like a bolt of lightning, it hit him. Ebon Mal – Vampire Hunter.

With a plan in mind, he decided to hit up the local Caydenite Church – in actuality, a pub. But, hey, close enough, right? Sister Maven was kind, attentive, patient – flexible – everything he liked in a church official. So he told her his plan.

Once she stopped laughing and realized he was serious, she put back on her clothes and began training him. After all, who was she to stand in the way of someone looking for a little adventure? At first she thought he’d might make a good cleric, but he didn’t seem to have the right mindset for it. So they focused his skills on tracking and hunting undead. She patiently explained to him that there just weren’t enough vampires to go around, so it was better that he generalize a bit.

Once he trained up, he started to advertise. He kept the “Vampire Hunter” part, even though he technically hadn’t encountered one yet. He figured it would eventually be true soon enough anyways, so why not bask in the glory of a cool sounding title?

It took a little while, but eventually the jobs started coming in. Mostly he went after grave robbers. Pathetic miserable bunch, but you have to start somewhere. And no way was he hunting rats in some cellar. But then every now and again he’d encounter an actual ghoul or zombie. No vampires though. Still, he was on the right track.

But then the best thing ever happened. A necromancer unleashed a savage pack of zombies onto the populace of his home city.

It was savage. It was horrific. It was – kind of easy, actually. It turned out that the idiot who created the zombies wasn’t really any good at it. They were painfully slow and had all the resiliency of wet parchment. That didn’t stop him from playing it up though. Heck, he’d even gotten a parade out of the whole ordeal.

Jobs weren’t exactly rolling in at the moment, but he was pretty sure that something would come in sooner or later… Hey, look, a letter.

What? Ustalav?


I am going to put down what I know for sure so far about my character development.

known character development info:
Race: Aasimar Peri-Blooded
Name: Pyron
Sex: Male
Class Levels:
1st Level: Oracle
2nd Level: Witch
3rd Level: Witch
4th-20th Level: Oracle

Alternate Racial Trait:
Halo

Archetypes:
Black-Blooded Oracle
Beast-Bonded Witch

Stats:
Str:14+0=14
Dex:12+0=12
Con:14+0=14
Int:10+2=12
Wis:10+0=10
Cha:17+2=19

Primary on-battlefield duty: controller
Primary off-battlefield duty: socialite

Traits:
Reactionary (Combat)
Dangerously Curious (Magic)

Feats:
Level 1: Skill Focus Knowledge (Arcana) (unless you think Planes might be a better choice)
Level 3: Eldritch Heritage (Arcane Bloodline) (First power will obviously be the familiar (I will likely continue to repeat this feat to keep either the first four or perhaps all 5 bloodline powers.)

Languages:
Automatic: Celestial, Common
Bonus: Request to GM, since the character grew up in a Tiefling/Evil People society with a Teifling as a mother, would you rule that the character learned either Abyssal or Infernal?

Familiar (Witch and Sorcerer Arcane Bloodline from EH):
Compsognathus (Familiar level will always be the same as my character level: Witch class level plus EH Sorcerer level = Class Level -2, which is covered by the two levels of Witch)

Witch Hexes:
Evil Eye
Cackle
(I will likely take an Extra Hex feat to grab Fortunate.)

1st Revelation: Either the Dark Resilience or Darkvision, I will probably start with the resilience and if I decide the darkvision is really important then I can pick it up (i lost it from the Alternative Racial Trait Halo.)

Spells: I know that I will choose the inflict wounds spells over the cure wounds spells, because the Black-Blooded archetype changed my blood-type so that Inflict Wounds will heal me and Cure Wounds will hurt me.


What is still unknown:
Oracle Mystery and Revelations
Witch Patron
Spells: All other spells
Weapons, equipment, armor, etc.


wicked_raygun wrote:
...Ebon Mal – Vampire Hunter...

I enjoyed reading your story. You wrote a well-written, very-well thought out story with the added benefit of making fun of cliches.


I need to edit one thing on what I posted, though it isn't crucial.
Primary on-battlefield duty: controller, debuffer, potentially buffer (not a healer)


Bloodluster wrote:
wicked_raygun wrote:
...Ebon Mal – Vampire Hunter...
I enjoyed reading your story. You wrote a well-written, very-well thought out story with the added benefit of making fun of cliches.

Thanks, BL, appreciate it.

I'm going to roll for HP here. I believe that was the rule right?

1st Level Ranger (10), 2nd Level Ranger (d10), 3rd Level Rogue (1d8) + CON*3 (6) + 1HP Favored:

HP: 10 + 1d10 + 1d8 + 6 + 1 ⇒ 10 + (10) + (7) + 6 + 1 = 34

Nice! I'll take it.


Okay, here's the build

Ebon Mal:

Ebon Mal
Half-Orc Ranger 2/Rogue (Scout) 1
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 34 (2d10+1d8+7)
Fort +5, Ref +8, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longsword +6 (1d8+4/19-20) and
. . masterwork silver warhammer +7 (1d8+6/×3)
Special Attacks favored enemy (undead +2), sneak attack +1d6
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 12
Base Atk +2; CMB +6; CMD 19
Feats Cleave, Power Attack, Surprise Follow-Through
Traits almost human, knowing the enemy
Skills Acrobatics +8, Bluff +5, Diplomacy +5, Disable Device +9, Disguise +5 (+9 on checks to pass as human), Intimidate +7, Knowledge (local) +5, Knowledge (religion) +4, Perception +4 (+5 to locate traps), Stealth +7, Survival +4 (+5 to track), Use Magic Device +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc
SQ combat styles (two-handed weapon), orc blood, track, trapfinding +1, wild empathy +3
Combat Gear holy water (4); Other Gear masterwork chain shirt, cold iron longsword, masterwork silver warhammer, handy haversack, grappling hook, wooden holy symbol (Cayden Cailean), rope, thieves' tools, masterwork, vampire slayer's kit, 16 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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So far so solid, Raygun.

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