The Will of Achaekek

Game Master GM-Gathrix

Maps of Golarion
Red Mantis Wiki


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To say the shores of Mediogalti are treacherous is an understatement, but the Crimson Citadel in the distance is truly ominous. Like a bloody needle stabbing into the heavens it guides only the foolish or murderously devout in an otherwise uncharted and untamed land.

Welcome to my Campaign This is to be an evil campaign. You work for some of the most notorious assassins in Golarion. That being said this is a Lawful Evil organization and it does not appreciate disobedience or discord. Work with your fellow assassins towards a singular goal.

Campaign:
This campaign will start out that you are recruits learning the deadly trade of being an assassin. Little is known how the Red Mantis recruit or train and I plan on exploring that. You do not have to become a Red Mantis Assassin prestige class, though it would be appreciated if some went that route. The organization has need for devotees of all types though. If the campaign lasts beyond level 6 than expect to move beyond Mediogalti and have some real assignments.

Character Creation:
Point Buy 25- Red Mantis only recruit the most competent
Starting Wealth 500
Starting Level 2(One level must be in a class with stealth as a class skill-Rogues/Inquisitor/Ninja/Bard ect. There is one caveat to this if you choose the campaign drawback Turncoat*see below)
Starting Traits 2 + one campaign trait or the campaign drawback will grant you a third *see below. You may take drawbacks with the following exceptions- No Attached, Lovesick, Family ties, Doubt, Dependant or Sentimental. The Red Mantis have no need for such weak candidates.
Starting Equipment Unless you take the turncoat drawback, start the game with two Mastercrafted Sawtooth Sabres.
Starting Feat You gain Exotic Weapon Proficiency Sawtooth Sabre.

Campaign Traits/Drawback:
These serve not only as traits, but also a decent start to personal backgrounds.

-Favored Disciple(Female Only): For some unknown reason females have always held higher prestige among the Red Mantis and are groomed for leadership. +1 Initiative and Gain Knowledge: Nobility as a class skill. Start the game with 300 more gold in equipment that must be purchased at first level.

-Born of the Citadel: You were born of another assassin, this is a great blessing in the eyes of the Vernai and your birth was celebrated in a sacred rite. +1 Will Save and Gain Stealth as a class skill. Can cast Bleed and Stabilize 3xday as spell like ability.

-Recruited by the Blood Mistress: The Blood Mistress herself ordered your recruitment. Typically this is by the will of Achaekek due to one's exceptional abilities. +1 to any two class skills, may put ranks in those skills beyond hit points at character creation(To a max of 5 ranks). Start the game with 100 extra gold in Red Mantis coinage you received as recruitment bonus.

-Rescued by the Kaneano tribe. This tribe of Adaro is just as likely to eat someone as to rescue them, they chose the later for a reason. After you washed ashore and realized where you were you had an epiphany of destiny and so far it has proven accurate. +1 Ref Save, Gain Swim and Diplomacy as class skills. Can trade with the Kaneano tribe.

-Pilgrimage to Ilizmagorti (Lawful Evil only): You sought out the Red Mantis because you are true believer in Achaekek. The trip was not pleasant and arriving on this forbidden island was worse. Gain Survival and Knowledge: Religion as class skills. The Vernai appreciate your piety to their lord, gain a wand of cure light wounds in the shape of a mantis claw. It has 10 charges, but only works on evil characters.

-Blood Watch Veteran: On rare occasions members of the Blood Watch of Ilizmagorti have been invited to the Crimson Citadel, even rarer as those asked to stay. You are one of those exceptional individuals and have proved yourself through hard work. +1 Fort Save and Gain Profession: Soldier as class skills. Start game with set of mastercrafted red armor of any type.

-Draw Back Turncoat: You were sent by another organization to infiltrate the Red Mantis, but you were caught and forced to kill those who sent you or be killed. You accomplished the first and have been allowed to remain among the Red Mantis. Should you leave those you turned against will surely seek your life. You are not an initiate of the Red Mantis, and never will be allowed as a true member nor allowed to use Sawtooth Sabres. Instead you start at level 2 in any class and increase starting wealth to 1000 and one Mastercraft item of your choice.


Gameplay will be theater of the mind. I tend to do combat very structured, you can post out of initiative and I will plug you in. If you were absent for a combat I tend to narrate what your character did based on some simple rolls.

I hope to get people that post often, but that is not always the case. I plan on doing this for some time myself, but life happens. Let's all try our best to do at least 3-4 posts a week. If the players post more, I tend to post more. Keep an eye out for the Campaign Tab to have updates and information about Mediogalti and the surrounding area.


I'm intrigued. How are you handling hit points after first level?


Demon Lurking wrote:
I'm intrigued. How are you handling hit points after first level?

Full Hit points all the way through to counter the face that there is going to be a group of stealth characters.

Grand Lodge

Dotting, ideas flowing.

Grand Lodge

Question on the Stealth requirement. Does it have to be part of the base class or can the class skill be acquired by other means (ex. a Domain, Bloodline or Archetype). In the same vein, would acquiring the class skill by trait work?


Open to 3pp?


Michael Meunier wrote:
Question on the Stealth requirement. Does it have to be part of the base class or can the class skill be acquired by other means (ex. a Domain, Bloodline or Archetype). In the same vein, would acquiring the class skill by trait work?

I think if its acquired by Domain or what have you from your class I would go with that, if you take the Born of the Citadel campaign trait I would allow that to fulfill the requirement(I meant to put that in the descriptor actually) but no other traits.

3pp stuff I will consider on a case by case basis.


dot


I am so dotting this! I played a Red Mantis years ago, I love the flavour of the class and exploring the background in detail sounds great!


Farrier wrote:
I am so dotting this! I played a Red Mantis years ago, I love the flavour of the class and exploring the background in detail sounds great!

I am glad to hear it, I too really like the flavor of them.

Grand Lodge

I'm in the "debating between two or three concepts" phase (one is a Strangler Brawler, hence my question). I also have a bit of a thing for the Red Mantis, so much so that I borrowed some stuff for Verpine Sith I do in a SW game...

Character Pic

Lightsaber


So the only way to not loose caster levels is to be the child of assassins?

Would you be willing to consider a modified red mantis PrC that continued existing spell casting?


I'm putting together a Female Drow uRogue going for the Red Mantis Assassin PrC. Debating between Favored Disciple and Recruited by the Blood Mistress.


Here's the rough crunch for my character. I still need to pick a campaign trait and purchase gear. Background is still in the works.

Character Sheet:

Female drow rogue (unchained, burglar, poisoner, underground chemist) 2
LE Medium humanoid (elf)
Init +4; Senses darkvision 120 ft.; Perception +9

Defense
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (2d8-2)
Fort -1, Ref +7, Will +0; +2 vs. enchantments
Immune sleep; SR 8
Weaknesses light blindness

Offense
Speed 30 ft.
Melee mwk sawtooth sabre +2 (1d8+1/19-20) or
mwk sawtooth sabre +2 (1d8+2/19-20)
Special Attacks sneak attack (unchained) +1d6
Spell-Like Abilities (CL 2nd; concentration +5)
1/day—dancing lights, darkness, faerie fire

Statistics
Str 14, Dex 18, Con 8, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Alertness, Exotic Weapon Proficiency (sawtooth sabre), Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +9, Bluff +8 (+9 to feint and pass secret messages), Climb +7, Disable Device +9, Disguise +8, Intimidate +8, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +9, Sense Motive +2, Sleight of Hand +9, Stealth +9; Racial Modifiers +2 Perception
Languages Common, Elven, Sakvroth, Undercommon
SQ chemical weapons, drow rogue/ninja, drow spell resistance, drow weapon familiarity, keen senses, poison use, poison use, rogue talent (combat trick)
Other Gear mwk sawtooth sabre (2), 500 gp

Tracked Resources
Dancing Lights (1/day) - 0/1
Darkness (1/day) - 0/1
Faerie Fire (1/day) - 0/1

Special Abilities
+1 on Bluff checks to feint or pass secret messages (FCB) Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Alertness You get a +2 bonus on all Perception checks and Sense Motive checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Chemical Weapons (Ex) Can draw alchemical items as a weapon, and adds Int mod to dam with splash weapons.
Combat Trick Gain a bonus combat feat.
Dancing Lights Cast Dancing Lights once per day.
Darkness Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Drow Spell Resistance Normal Drow gain SR equal to 6 + their class level, and Noble drow gain 11 + their class level.
Drow Weapon Familiarity Drow are proficient with the hand crossbow, rapier, and short sword.
Exotic Weapon Proficiency (Sawtooth sabre) You make attack rolls with the weapon normally.
Faerie Fire Cast Faerie Fire once per day.
Keen Senses +2 racial bonus on Perception checks.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning themselves.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (8) You have Spell Resistance.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.

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I'm intrigued. I'm kicking around ideas for a mesmerist. If I get something together I'll post it.

Grand Lodge

fnord72 wrote:

So the only way to not loose caster levels is to be the child of assassins?

Would you be willing to consider a modified red mantis PrC that continued existing spell casting?

There are ways actually. Example: Shadow Bloodline Sorcs get Stealth as a class skill as does the Trickery domain.


fnord72 wrote:

So the only way to not loose caster levels is to be the child of assassins?

Would you be willing to consider a modified red mantis PrC that continued existing spell casting?

I would consider 3pp or other things on a case by case. We could probably discuss this.

I am pleased to see all the interest and will be addressing you all soon, I have an odd schedule which is why I do PbP but just want you to all know I am still here.


I'm working on making a fighter of some sort, with the child of the citadel trait to qualify for stealth as a class skill. More details to come.


Demon Lurking looks good though 8 con might be brave in this type of campaign.

Looking forward to what the rest of you bring also.


GM, how do you feel about the lore warden archetype?


Farrier wrote:
GM, how do you feel about the lore warden archetype?

I am a fan of that one actually I had played one in PFS a few seasons ago and I enjoyed it.

3pp approved so far Stalker from Path of War Someone had sent me a PM asking about this one. I think its ok to use. My issue with 3PP stuff is usually not the material itself, its more about unforeseen combinations that can be detrimental to game balance. I am pretty easy going though and this is PbP so send me your 3PP requests and let me have a look.


Heh, I thought about a Stalker, nothing goes well with dual Sawtooth Sabres like Thrashing Dragon discipline. :-) But I think if I do submit, my character will be more of the setup than the shutdown, hence the mesmerist.


I'm interested.

I'm leaning toward a rogue (Unchained rogue allowed?) with the Charlatan archetype with an eye toward the rumormongering ability. This is supposed to replace Trap Sense +1 at 3rd level, but the unchained rogue has Danger Sense at 3rd-level instead. Swap that out instead once she reaches 3rd level?


Malyssa wrote:

I'm interested.

I'm leaning toward a rogue (Unchained rogue allowed?) with the Charlatan archetype with an eye toward the rumormongering ability. This is supposed to replace Trap Sense +1 at 3rd level, but the unchained rogue has Danger Sense at 3rd-level instead. Swap that out instead once she reaches 3rd level?

You're good, danger sense counts as trap sense for purposes of archetype-swapping.

Grand Lodge

Debating between a straight up Vishkanya unchained rogue and an Arcanist crossed with Magus Arcane Trickster.


GM-Gathrix wrote:
Farrier wrote:
GM, how do you feel about the lore warden archetype?

I am a fan of that one actually I had played one in PFS a few seasons ago and I enjoyed it.

3pp approved so far Stalker from Path of War Someone had sent me a PM asking about this one. I think its ok to use. My issue with 3PP stuff is usually not the material itself, its more about unforeseen combinations that can be detrimental to game balance. I am pretty easy going though and this is PbP so send me your 3PP requests and let me have a look.

While I love path of war, I do not believe it's even slightly balanced against paizo martials. The biggest issue with the is not balance though, but the fact that they introduce such a huge quanity of material that everyone are forced to read or end up with a inferior character. The initiator classes are insanely good to dip into from any paizo martial class due to the way initiator levels work (and that they are very front loaded) and even if you can't spare a level you can instead take 2 or 3 Martial Training feats just to get a good stance and a couple counter/boosts. In order to take advantage of either of those two options you are pretty much forced to read through several martial disciplines, essentially the same as a whole school of magic...

If you still want to go through with path of war stuff I will request the stealthy Steelfist Commando (And by extension Warlord), it seems perfect for this game. Edit: On further thought a regular warlord seems better for dual wielding Sawtooth Sabres. I can just pick up the trait for stealth. Would be nice to be able to pick up Deadly Agility to get dex to damage with the sabers though.


Heck, all this talk of the Path of War's got me thinking about the Dervish Defender, if that's kosher...

EDIT: @oyzar, to pick up Stealth, you might want to consider, what's the trait called, Unorthodox Training, maybe? The one that lets you swap out known disciplines, getbrid of something for Veiled Moon (which has Stealth as its associated skill). Just a thought.


Malysa I think that idea is fine.

I am reviewing the Path of War classes. I appreciate your candor Oyzar, and if it were any other AP I would probably not allow such things, but I also know these things rarely get to see the light of day on these boards and you are representing highly efficient killers so I am being a bit more generous.


After looking at Path of War, I think a lot of that stuff works nicely with this campaign so I will go ahead and just allow anything from that supplement.


Michael's Submission here :).

Still working up the fluffy bits though I think I have an idea where she's coming from. Really excited for this game.


Zaphani wrote:

Michael's Submission here :).

Still working up the fluffy bits though I think I have an idea where she's coming from. Really excited for this game.

Looks good, I do not see which trait you took I see that you put down "custom trait" though. If I could just get a little background and which trait that would be awesome.


That was supposed to be the "Favored Disciple" Trait (I'll fix it in the stat block).


Can you clarify the turncoat drawback/trait.

It says you start at level 2, but everyone starts at level 2.
Also in the "everyone must have stealth as a class skill" references turncoat, but the turncoat drawback doesn't say anything about it. Should the requirement rather have referenced the "born in the citadel" trait which gives stealth as a class skill.


_Aer recruitment placeholder wrote:

Can you clarify the turncoat drawback/trait.

It says you start at level 2, but everyone starts at level 2.
Also in the "everyone must have stealth as a class skill" references turncoat, but the turncoat drawback doesn't say anything about it. Should the requirement rather have referenced the "born in the citadel" trait which gives stealth as a class skill.

Everyone, except the turncoat Drawback takers, must have stealth. Yes you start at level 2, like everyone is, but you are not bound by that stealthy restriction. You can be anything, a wizard, a cleric, ect.


Interested. Will work on a submission now.

EDIT: In terms of the "must have Stealth as a class skill" aspect, can that be waved by using the Trait that gives it as a class skill, the Child of the Citadel trait? Or is it only broken by the Turncoat drawback?


DarkestHeart wrote:

Interested. Will work on a submission now.

EDIT: In terms of the "must have Stealth as a class skill" aspect, can that be waved by using the Trait that gives it as a class skill, the Child of the Citadel trait? Or is it only broken by the Turncoat drawback?

Someone else had asked this before. If you take the Child of the Citadel then that will count also as it is in the campaign and I meant to specifically add that line to the trait, but no other traits will. I am very open to other aspects of a class that allow for stealth though, like certain cleric domains, inquisitions, ect.


ok I have the first draft of my submission completed

Kayla aka Black Scorpion
Female dread gnome ninja 1/stalker 1 ([PoW], Pathfinder RPG Ultimate Combat 13)
N Small humanoid (gnome)

stats:

Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 15 (2d8+2)
Fort +1 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +5, Will +4
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee
. . mwk katana +2 (1d6/17-20)
. . mwk wakizashi +5 (1d4/17-20)
. . mwk katana (vs Flat footed) +6 (2d6/17-20) (plus sneak attack)
. . mwk wakizashi (vs Flat footed) +9 (1d4+1d6/17-20) (Plus sneak attack)

Ranged shuriken +4 (1/19-20)
Special Attacks 1 body of the night, 1 dimensional strike, 1 shards of iron strike, 1 steady hand, 1 sting of the rattler, deadly strike +1d6, hatred, sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +3)
. . 1/day—bleed (DC 13), chill touch (DC 14), detect poison , touch of fatigue (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 14, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits hard to kill, naturally gifted, uskwood hunter (nidal)
Skills
Acrobatics +8 (+4 to jump)
Craft (alchemy) +7
Disable Device +9
Escape Artist +8
Heal +7
Knowledge (local) +7
Knowledge (martial) +7
Perception +9
Sense Motive +6
Sleight of Hand +7
Stealth +17
Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ ki pool, ki pool (perception), ki pool (sense motive), knack with poison, poison use, stalker art (critical edge), stalker maneuver recovery
Combat Gear poison, red tears (4); Other Gear mwk leather armor, mwk katana[UC], mwk wakizashi[UC], shuriken (10), ioun torch ioun stone[APG], belt pouch, masterwork thieves' tools, poisoning sheath[UE], shinobi shozoku, wrist sheath, spring loaded, 22 gp
--------------------
Special Abilities
--------------------
1 Body of the Night (Ex) Stance - A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obscure his movements from sight and hearing, using his body control to mask the signs of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance as a competence bonus. While in this stance, when making an attack against a flat-footed opponent or one that has been denied its Dexterity bonus to AC, the disciple gains a +4 competence bonus to attack rolls and inflicts an additional 1d6 points of damage. This is a supernatural ability.

1 Dimensional Strike (Readied, 1/Encounter) (Ex) for a brief moment, the disciple becomes difficult to perceive; resolving the attack against the target as if they were flat-footed.
1 Shards of Iron Strike (Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round
1 Steady Hand (Readied, 1/Encounter) (Ex) boost: Increase the range on a ranged attacks by +30ft.
1 Sting of the Rattler (Readied, 1/Encounter) (Su) Strike - Attack that inflicts an additional 1d4 points of damage plus 1d4 damage the following round.
Deadly Strike +1d6 (Ex) Attacks deal +1d6 damage for 0 rounds after successful crit
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Ki Pool (Perception) (Su) +4 insight to one Perception check
Ki Pool (Sense Motive) (Su) +4 insight to one Sense Motive check
Ki Pool (Su) you have a ki pool equal to 1/2 your stalker level + your WIS modifier.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs. poison (+4 if accidentally expose yourself).
Low-Light Vision see twice as far as a human in dim light, distinguishing color and detail.
Poison Use you do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker Maneuver Recovery Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.

Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike’s damage to the attack if successful.

maneuvers known:

DIMENSIONAL STRIKE
Discipline: Veiled Moon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack.

DIZZYING VENOM PRANA
Discipline: Steel Serpent (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Next melee attack or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude negates DC 13
By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability.

FLURRY STRIKE
Discipline: Broken Blade (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.

SHARDS OF IRON STRIKE
Discipline: Broken Blade (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent’s vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

STEADY HAND
Discipline: Solar Wind (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
The disciple’s limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the initiator may increase the range of his ranged attacks by an additional 30-ft. for the first range increment (first increment only) for one round.

STING OF THE RATTLER
Discipline: Steel Serpent (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack or ranged attack
Target: One creature
Duration: Instant
Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple’s turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound. This is a supernatural ability.

backstory:

Deep in the heart of Nidal, the lands of shadows, there exists a Ninja clan. Calling themselves “The shadowhand Assassins” Formed centuries ago by an offshoot of gnomes known as dread gnomes. These miniature killers would conduct numerous “jobs” to protect the Umbral court.

This was the world that Kayla was born into. A place of shadow and mystery. Kayla began her journey as a Shadowhand almost as soon as she was able to walk. She trained hard and learned many of the secrets of theses shadowy lands.

Kayla fist began her journey into the world of assassination by being nothing more than a spy, a scout for the more skilled assassins. She would tail intended marks and report their locations.

Eventually she was accepted and began her training as a “sword sage” the sword arm of the Shadow Hand assassins. She became very adept at her use of the blade as well as ways to bring down larger foes.

Over the years the Shadowhand expanded throughout Golarion but they always managed to stay low key enough to avoid making any enemies. Until they had a run in with The Red Mantis.

The Red Mantis were out to take care of some business in Korvosa when by happenstance, a group of Shadowhands had a similar mission. A well to do Noble apparently set the shadowhand up in an effort to save his own skin.

The Red mantis proved their superiority and the Shadowhand group was killed.

Kayla was among the group to clean up the mess and protect the secrecy of the shadow hands. It was there she got a glimpse of a member of the infamous Red Mantis. She was intrigued but continued on her duties.

Her Master, White Tiger, then asked for one among them to infiltrate the Red mantis. Try and become one of them. Learn their secrets so the Shadow hand could eventually seize control.

Kayla stepped forward. She had learned of a way in from someone in Korvosa and thought it a good way to garner her master’s favor.

Kayla’s informant introduced her to a Red Mantis “recruiter” and she managed to become an initiate.

Following the rules as best she could and learning the skills they had to teach, Kayla did all she could to avoid detection. But the Red Mantis did not come to be so influential and deadly without being vigilant. She was discovered and was to be executed.

But on man stepped forward. He presented a case in her defense before the Blood Mistress. If Kayla swore loyalty to the Red Mantis she would be allowed to remain.

Kayla knew that to return to the Shadow Hand now would mean her death. And she knew to refuse the offer would mean her death, she had little choice. Still she weighed her options carefully.

Kayla agreed. Though she would never become a true Red Mantis, she knew that she could still prove useful.

The Blood Mistress was not exactly pleased with Kayla’s choice but she honored her agreement. But Kayla would have to prove her loyalty. To bring back the head of her master and destroy the Shadow hand clan.

Kayla agreed and managed to return to her clan. She was welcomed as she did bring information for her master. She was brought before her master and in secret she was to share all that she had learned. Instead, while the two were alone, Kayla managed to find an opening and ran her sword through her master’s chest. As he lay there bleeding out, in his dying breath, managed to summon hi Ki to start to close the wounds. With a wave of Kayla’s hand her innate magic re-opened the wound and soon her master was dead.

She removed his head and slipped away back to the Red Mantis.

The Blood Mistress was pleased and Kayla was allowed to remain with the Red mantis. Though she knew the Shadow hand were still out there. And now she was marked for death by them. But unlike their other targets, Kayla knew their tricks, she know how the hunted. She was once one of them.

Kayla accepted the one who stood for her before the Blood Mistress as her new master she is indebted to him for life.

images and rules:

Rules
1 no laughing at her
2 no patting her on the head or tussling the hair!
3 no grabbing or trying to put her into sexy outfits
4 she is not your maid
5 no comments on the size of her ... never mind
6 she gets first dibs whenever sweets are served
7 to be her friend, learn to make curry

image 1
image 2
image 3
image 4

Her tag line: “you have never been assassinated by anyone as cute as me”


Edward Sobel wrote:

ok I have the first draft of my submission completed

Kayla aka Black Scorpion
Female dread gnome ninja 1/stalker 1 ([PoW], Pathfinder RPG Ultimate Combat 13)
N Small humanoid (gnome)
** spoiler omitted **...

Our first turn-coat. I think your character would fit amongst the Red Mantis nicely despite your previous attempt at deceit. Achaekek must have some plans for you...


Backstory added to character profile, but I'll put it here too.

Backstory:
Zaphani's earliest memories were as a slave in the household of a wealthy Trade Prince in Katheer. While initially she was simply used for her beauty, when she grew older, her master realized that Zaphani had other talents as she was large and strong for her age. On occasion her master would bring her along to meetings where he expected trouble but couldn't bring an obvious bodyguard. She proved her worth on several occasions including one notable one where she fought off an angry gnoll slaver when she was only twelve.
Not long after this incident, Zaphani saw her master dealing with some red hooded individuals with odd looking swords. She didn't think much of it at the time and had no idea it would change her lot in life. A week or so later, the red hooded individuals returned with a bloody sack into a private meeting. Curious of the people in red, Zaphani got as close as she could to the room to try and hear what they were up to. What she heard sounded like a demand for payment. Her master didn't seem pleased at what the red hooded men were asking for, but they were insistent on their demand. Their superior had demanded very specific payment for whatever service they had performed. They wanted Zaphani. Eventually her master relented and the next thing she felt was a sharp crack on the back of her head and all went black.
The next thing she remembered was waking up with her hands and feet tied and a hood on her head what must have been the hold of a ship. Sometime later the hood was removed and she saw the men in the red hoods. They explained that they had heard of her special talents and had been asked to acquire her for their organization. They told her they had use for her skills and she would never be a slave again if she proved herself. Knowing this was more than a chance then she ever would have gotten in Katheer, the red-hooded men didn't even need to get to the part about tossing her overboard if she didn't agree before she enthusatically agreed. It wasn't until a couple weeks later when they arrived in Ilizmagorti that she realized she'd been recruited into the Red Mantis. She proved to be every bit the recruit they'd hoped and quickly became a favorite of her superiors.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Any race limitations (I imagine I'll go with core, since I almost always do, but trying to come up with something different for both myself and the campaign)?


I'm thinking of a Wayang oracle of the dark tapestry, or maybe a halfling if Wayang is a bit out there for you. Idea being to progress into the Red Mantis PrC, probably at 7th level.

Background:

Background:
Shaylai has never quite fitted into normal halfling society. Quiet and introverted she could easily have drifted into idle theivery. She was excellent at hiding, even as halflings go.

But no, she is very community minded. Unfortunately for her, her community was a small halfing one near the borders of the empire of Chelix. It was raided by troops from the empire in search of slaves. Luckily for Shaylai she was overlooked. Surviving as a lone halfling is not easy, and she would perhaps have quickly died if not for the voices that started speaking to her in the depths of the night.

Voices that spoke of revenge. Not petty revenge but magnificent, organised and very thorough revenge. But in order to do that, she was going to have to learn some skills and get some allies. That is when she first heard rumors of the Red Mantis.

Following her whispered dreams, Shaylai sneaked into Ilizmagorti. Eventually detected, she impressed the Mistress with her dedicated approach and skills in stealth and has been accepted into training as an apprentice Red Mantis. Meanwhile her voices continue to whisper.


motteditor wrote:
Any race limitations (I imagine I'll go with core, since I almost always do, but trying to come up with something different for both myself and the campaign)?

I am being pretty open with this one, no homemade races but I would allow most things from the ARG


Actually, I've thought it thought a bit more and sticking with just plain old halfling.

I've put some crunch and background stuff into the profile to be going on with.


So I have the Character worked up, now I just need to go for the Backstory. I'll get working on that now.

I decided to just go with a pure Ninja build instead.

Elliana Fortuna d'Illaise:
ELLIANA FORTUNA D’ILLAISE
_____________________________________________
Race Human
Gender Female
Age 25
Class Ninja Level 2
Init +5; Senses Perception +5, Survival +/-0
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 18, touch 14, flat-footed 14
(+4 Armor, +4 Dex)
Hp 20 Temp hp [-]
Fort +1, Ref +7, Will +0
_____________________________________________
OFFENSE
_____________________________________________
Speed
30ft
Melee
Kama +5 (1d6+2/x2/Trip)(S)
Masterwork Saw-Tooth Sabre +7 (1d8+2/19-20x2)(S)
Nunchaku +5 (1d6+2/x2/Disarm)(B)
Ranged
Shuriken +5 (1d2+2/x2/10ft)(20)(P)
Shortbow +5 (1d6/x3/60ft)(20)(P)
Special Attacks
TWF Kama +1/+1 (1d6+2/1d6+2/x2)
TWF Saw-Tooth Sabre +3/+3 (1d8+2/1d8+2/19-20x2)
TWF Nunchaku +1/+1 (1d6+2/1d6+2/x2)
_____________________________________________
STATISTICS
_____________________________________________
Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD +17
Feats Exotic Weapon Proficiency (Saw-Tooth Sabre), Two Weapon Fighting, Weapon Finesse (Rogue Talent - Finesse Rogue), Weapon Focus (Saw-Tooth Sabre),
Traits Favoured Disciple, Armor Expert, Acrobat
____________________________________________
SkILLS
____________________________________________
Skills
Acrobatics 10 (+4 Ability, +2 Rank, +3 Class, +1 Trait)
Climb 7 (+2 Ability, +2 Rank, +3 Class)
Disable Device 9 (+4 Ability, +2 Rank, +3 Class)
Escape Artist 9 (+4 Ability, +2 Rank, +3 Class)
Knowledge (Nobility) 6 (+1 Ability, +2 Rank, +3 Class)
Perception 5 (+2 Rank, +3 Class)
Sense Motive 5 (+2 Rank, +3 Class)
Sleight of Hand 9 (+4 Ability, +2 Rank, +3 Class)
Stealth 9 (+4 Ability, +2 Rank, +3 Class)
Use Magic Device 6(+1 Ability, +2 Rank, +3 Class)
Languages Common, Polyglot
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
Poison Use, Sneak Attack (+1d6), Ki Pool, Ninja Trick (Rogue Trick - Finesse Rogue)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear MWK Saw-Tooth Sabre x2, MWK Chainshirt, Kama x2, Nunchaku x2, Shortbow, Shuriken x20, Arrows x20, Rogue Kit ( backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin).
Gold 453 Gp
____________________________________________
APPEARANCE
_________________________________________
Height 4ft 10
Weight 95lbs
Eye Color Blue
Hair Color Blonde
Region of Origin Mediogalti Island
Parents Regions of Origin Father - Cheliax / Mother - The Shackles
Deity Besmara

Appearance

Dressed head to toe in black leather and crimson armor, Elliana is every bit the image of an aspiring Red Mantis assassin, despite her chestnut coloured skin and fair hair and eyes. Elliana wears her hair tied back into a wrist thick black braid, threaded with red ribbon, that hangs down to her lower back. Her cheek bears a small thin scar, a mark earned during a duel she fought in Port Peril. She wears two small silver hoops in each ear, one in her left nostril and one in her lower lip.

Personality

Elliana is a quiet woman, preferring to stay to the background in most social situations, but when steel is drawn, she comes alive. Though her looks favour her mother, her personality is every bit that of her cool, collected, Chelaxian Father.


Ok so far I have

Demon Lurking bringing in a Drow Rogue
Zaphani the Vishkayna Rogue
Kayla the Ninja/Stalker
Elliana Fortuna d'illaise Ninja

Aer has a background but no crunch yet
I have some PMs from some others


Backstory is complete, though I left it vague when it came to the Red Mantis side of things.

Background:
Elliana Fortuna d’Illaise was born in the middle of a huge storm, in the Captains cabin of her mothers ship, the Infernal Courtesan. Growing up she spent half of her time on the deck of her mothers Pirate Ship, learning the trade of a Sailor, and something about the trade of a pirate, and the rest of her time in Port Peril, working with her Father in his Tavern, the Lord of the Waves.

Elliana grew up a well balanced and happy young girl, till her 15th birthday. Elliana and her parents were to take a trip back to Cheliax, to visit her fathers family, when things turned sour. A patrol of Chelaxian Warships, patrolling the edges of the Shackles, caught sight of the Courtesans ensign and began to hail the ship attempting to board and inspect the ship, with loot in the hold and a clear ‘Pirate Vibe’ about the ship, Ellianas mother turned tail to the wind and set about attempting to evade. The chase lasted a long time, the Pirates implementing every trick they possibly could on their mad dash for freedom. It wasn’t enough however and escape was not meant to be. In their last moments, staring down the cannons of the Warships. Ellianas parents made a hard choice and cut her adrift in one of the longboats, turning to take their last stand. The last thing Elliana saw of her parents and the crew she had grown up with, was the Courtesan sailing bow down towards the oncoming ships.

Elliana drifted for many days, her supplies running thinner and thinner, till she finally ran out. She drifted lost and alone, slowly slipping into fever dreams brought about by dehydration. She was broken, her spirit destroyed, her body weakening. She prayed for death, prayed for the ability to make everything end, to stop the pain, and the Gods listened, but not in the way that Elliana expected. She was washed ashore on a small ‘uncharted’ island, little more than a tiny splinter of rock. She was visited by visions of an imposing woman, beautiful and strong, the image of a Pirate Queen and in this vision, she was shown scenes of a large Mantis, slashed with red, tearing apart the House Symbol of Thrune. She awoke from the fever dream to the sounds of bells ringing and men shouting. She came to in the longboat to find a party of sailors, coming to inspect the vessel. She was saved!

Taken on board by a merchant vessel Elliana, after receiving some healing from the Ships Doctor, signed on with the crew, to pay her way to her eventual destination, the city of Ilizmagorti, on the island of Mediogalti. It was here that Elliana knew she would find her destiny, the Red Mantis from her fever dreams. She worked hard, living in the city and eventually earning the interest of the Crimson Citadel. She honed her skills, becoming a deadly new aspirant, learning the ways of the Mantis so to better serve her new masters.

Elliana is dedicated to becoming a powerful and skilled Assassin, to serve the Order as best she can and to one day, finally, earn the revenge her family deserved.


This sounds intriguing

I'm looking at a character emphasising the more feral side of Acheakek and as such am looking at either a (Verminous) Hunter or a Nature Fang Druid. The latter would probably grab Born of the Citadel.

It's basically working as a tag team with his Red Mantis AC or focusing on being the Mantis himself. It's a shame vermin wildshape is only for desert druids, which makes no sense for this game.


Dropping this guy into the running. Pretty sure his crunch is complete so getting started on the fluff.

Rakus is a support and handler type. Not the guy that get's his hands dirty unless everything has gone to hell. He makes his fellow red mantis lives easier in the pursuit of their target and cleans up after them as needed. Using magic to heal, buff, or even assist from time to time. :)


Presenting Weon Areum, Warpriest of Achaekek. Level of crunch and fluff proportional to length of time since posted; in other words I haven't done much of it yet, but am doing it right now.

Also like to ask the GM to consider allowing me to exchange the free EWP for something else, since I already get it. NBD if not, but I gotta ask!


I posted too soon...

Re-presenting Weon Areum, Sanctified Slayer Inquisitor of Achaekek. No caveats involving EWP on this build, and it follows the protocol of requiring Stealth without turning to traits.

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