Those Who Walk in Blood (Inactive)

Game Master Stalwart

The Missions of the Red Mantis Assassins

Emeraldvale

Courthouse


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AdamWarnock wrote:

Tentative interest. What got me was the thread title. Do you read Schlock Mercenary by chance?

Couple of questions:
- Are you okay with a character that only pays lip service to Achaekek?
- Are you fine with a build that ignores the sabers?

No, I haven't read that.

As to your questions, yes on both counts.

You bring up a very good point with your first question. Lip service, or something less than slavish devotion to Achaekek is fine, but don't forget that you are in a rigid organization of fanatics (and some of the other characters may be as well). Besides the fact that I find the Red Mantis compelling, the order also serves to help with group cohesion especially since this is going to be, necessarily, a campaign with evil characters. The Red Mantis is the structure, the taskmaster, but also potentially dangerous even for those within the organization. Even a Tith'Kali may have doubts or crises of faith. Anything that makes for a compelling story.


Backstory:
Trait: Azir Native (+2 Knowledge History and +2 Diplomacy for Gathering Info)
Trait: Backstabber (+1 damage while flanking)

Pertreeko is very used to being ostracized. Raised in a loose family unit in a Tengu ghetto of Azir, sneered at or mistrusted by the humans who surrounded him, and turned away from legitimate job opportunities working as a laborer for the wharf, Pertreeko finally turned to a life of crime. He taught himself swordplay with the help of his father, who, despite needing a cane to get around, could still handle a shortsword deftly. After he felt ready, he began wandering up to the richer districts in town that were higher up the hill, keeping to the shadows and pickpocketing what he could. He never killed anyone, but he longed to try; his father forbade murdering for no reason, though, and Pertreeko respects him.

His prized possession is a pamphlet that he once stole detailing what little is known about the Red Mantis Assassins. They fascinated him and he was determined from a very young age to join them and put his swordplay knowledge to more exciting use.

At least, that was how his excitement was originally piqued, when he was a child. Now, as a 21 year old avian, his father long dead from old age, Pertreeko's interests and reasoning have changed. As a lifelong native of the most wretched neighborhoods of Azir, Pertreeko is intimately familiar with the corruption inherent in the system, the way the wealthy get wealthier and the poor stay barely able to survive from the cradle to the grave. With every kill, Pertreeko imagines the Red Mantis Assassins as removing a cancer from society. After all, poor people are never the subject of assassination contracts.


Question: Can the sawtooth sabers qualify for Weapon Finesse if I'm proficient with them and use them for two-weapon fighting?


Pertreeko wrote:
Question: Can the sawtooth sabers qualify for Weapon Finesse if I'm proficient with them and use them for two-weapon fighting?

Unfortunately no, based on the clear wording of the sabre that says they're treated as light only for the purposes of twf. But Slashing Grace seems to apply to the sawtooth sabre, if you were so inclined to go that route.


OK, I've got most of the crunch done. Cassandra Zamparelli, brilliant and beautiful manipulator, and recent student of alchemy to further her goals. Rollin Hand and Cinnamon from the original IMF force rolled into one. But Evil.

crunch:
Cassandra Zamparelli
Female Half Elf (Chelish) Rogue (Charlatan) 3/Investigator (Infiltrator/Mastermind) 1
Medium humanoid (Half-Elf)
Init +; Senses Perception + 11
--------------------
Defense
--------------------
AC , touch , flat-footed
hp
Fort +1, Ref +7, Will +3 +2 vs Enchantment
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Extracts Prepared:

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 16, Wis 10 , Cha 17
Base Atk +; CMB +; CMD
Feats: Skill Focus (Bluff), Deceptive, Alertness
Traits
Vengeance Was Mine You wanted someone dead, and sought out the Red Mantis to do the deed, but you couldn't find them. After months of searching, you took matters into your own hands, training and readying yourself for the act. When you finally committed yourself, the Red Mantis appeared and assisted you. When you saw the lifeless eyes of your target, dead by your own hand, you realized why you couldn't find the Red Mantis; they were watching you to see if you were worthy. You didn't know until that moment yourself, but now you have joined their ranks. You gain a +2 trait bonus on attack rolls you make during the surprise round.

Convincing Liar

Skills

Bluff 16 (3+4+3+3+2+1)
Diplomacy 10 (3+4+3)
Disable Device 9 (2+4+3)
Disguise 12 (3+4+3+2)
Escape Artist 8 (2+3+3)
Intimidate 9 (3+3+3)
Knowledge (local) 10 (3+4+3)
Linguistics 10 (3+4+3)
Perception 11 (0+4+3+2+2)
Sense Motive 9 (0+4+3+2)
Sleight of Hand 9 (2+4+3)
Stealth 9 (2+4+3)
Languages: Common, Elven, Dwarven, Draconic, Tian, Infernal, Celestial, Orcish, Galtan, Rahadoumi, Kelish, Skald, Irrisenian
SQ
Combat Gear
Other Gear
-------------------
Racial Abilities
-------------------
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. (Rogue and Investigator)

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Special Abilities
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Master of Disguise (Ex): At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 × 10 minutes of work). This ability replaces trapfinding.

Mastermind's Inspiration (Ex): A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration. This ability alters inspiration.
A Quiet Word (Ex): A mastermind's reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidatecheck (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check.
Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft(alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled bydispel magic and similar effects, using the investigator's level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Sneak Attack: 2d6
Natural Born Liar (Ex): At 1st level, when a charlatan successfully deceives a creature with a Bluff, that creature takes a ¬–2 penalty on the charlatan's Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.
Grand Hoax (Ex): At 3rd level, the charlatan begins to master the art of the grand hoax and learns to create deceptions designed to bestow harm upon her foes. She gains the rumormonger advanced talent, even though she is not yet 10th level. This ability takes the place of trap sense.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent:
Guileful Polyglot

Formulae Known:
1: Cure Light Wounds, Disguise Self, See Alignment, Blend, Comprehend Languages

She's good at infiltrating targets, sowing dissension, and retrieving information.


Here's the basic crunch for a submission

half elf slayer:
Red mantis
Male half-elf slayer (cleaner) 4
LE Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 36 (4d10+8)
Fort +6, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +5 (1d6+7) or
. . dagger +5 (1d4+7/19-20) or
. . mwk sawtooth sabre +5 (1d8+7/19-20) or
. . mwk sawtooth sabre +5 (1d8+3/19-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 14
Base Atk +4; CMB +5; CMD 19
Feats Deceitful, Power Attack, Two-weapon Fighting, Weapon Focus (sawtooth sabre)
Traits rough and ready
Skills Acrobatics +9, Bluff +8, Climb +10, Craft (carpentry) +5, Craft (clothing) +5, Craft (locks) +5, Craft (stonemasonry) +5, Diplomacy +3, Disguise +11 (+15 to clean an area of evidence), Intimidate +9, Perception +9, Sense Motive +4, Stealth +9 (+13 to clean an area of evidence, +13 to hide in or escape from cleaned area), Swim +7; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ combat style (two-weapon combat), elf blood, slayer talent (ranger combat style), without a trace
Combat Gear mask of the mantis; Other Gear mithral chain shirt, club, dagger, mwk sawtooth sabre, mwk sawtooth sabre, handy haversack, hat of disguise, artisan's tools (carpentry), artisan's tools (clothing), artisan's tools (locks), artisan's tools (stonemasonry), ??? gp
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Without a Trace (Ex) Study area 1 min/10 ft square, make stealth/disguise alter evidence in area. +4 to certain skill uses.

Going the route of Crimson Assassin ASAP. Need to pick campaign trait, think of name, and write compelling background.

cheers


DM Stalwart wrote:
Pertreeko wrote:
Question: Can the sawtooth sabers qualify for Weapon Finesse if I'm proficient with them and use them for two-weapon fighting?
Unfortunately no, based on the clear wording of the sabre that says they're treated as light only for the purposes of twf. But Slashing Grace seems to apply to the sawtooth sabre, if you were so inclined to go that route.

That's unfortunate. Sure, I'd be able to use my dex mod for damage, but if I still needed to use my Strength mod to hit, my dual-wielding 10 strength rogue wouldn't be hitting anyone at all. I'm going to have to rethink my build or just use regular shortswords instead of sawtooth sabers.

Anyway, here's a quick snapshot of my character's crunch as-is:
Pertreeko Widefeather
CN Tengu Rogue 4
BAB: +3 CMB: +3
HP: 39
AC: 18 CMD: 18 Reflex: 9 Fort: 3 Will: 1
Most skilled in: Disable Device, Stealth, Perception, Acrobatics
Example Flanking Full Attack: 2x1d20+7 to hit, 2x1d6+1d6+2 damage


Or..don't dump Strength....or play a race with a floating modifier and add it to Strength.

I'll be back later with some sort of a background GM.


You know, thinking on that a bit, I will allow there to be a lighter version of the sawtooth sabre to be used in that way. Basically a 1d6 version that is a light slashing weapon, for you finesse types. Not sure what to call it though. Sawtooth dagger, perhaps?

Liberty's Edge

ok..adding fluff to character submission for Zarklo. Removed finesse and went with weapon focus instead.
Also for missing trait, I have decided to go with Raised in Secrecy...

Background for Zarklo:

Raised in the Capital city of Egorian in the devil-worshipping land of Cheliax, Zarklo's family seems fairly normal. Born to a minor merchant house, Zarklo's parents traveled a fair amount throughout the kingdom. At a young age Zarklo was taught to keep mostly to himself and not to speak about "family" matters with any outsiders. He was then left in the care of a tutor and weaponmaster.
For several years the boy was left mostly on his own. Cooped up in the small villa his parents owned, it was not long before he was sneaking out and involving himself in all kinds of mischief. The first time he was taken by the city guard, his tutor came and bailed him out. He was told that this was the first and last time it would happen. Any further brushes with the law would have to be dealt with solely by himself. Not truly believing his family would abandon him to the cities corrupt administration, he continued on his wild behavior and was once again before a magistrate. This time no one came to his aid. He was sentenced and served 6 month in a workhouse. When he got out, he was met by his Mother and Father. Not a word was spoken until he returned home, when several truths were revealed to him.
It seemed that his parents did not only travel about the lands selling goods, but also on the orders of the Red Mantis. It was time for the young man to start taking his training seriously as he was expected to follow in his parents footsteps. His tutor and weaponmaster were also lesser members of the cult and were now to step-up his training regiment. He began learning how to use the wicked saw tooth sabres that are the hallmark of a Red Mantis Assassin. He was also taught how to mingle with people and gather information without being noticed. Tracking and hunting of "prey" was also added to his learning. Soon all this knowledge would be put to the test.
On one of the last visits from his parents he was given a 'test'. He was to break into the home of the magistrate who sentenced him to the workhouse, steal some important documents, empty out a hidden strongbox and finally kill the man.
He planned and schemed for several days, until he felt his was ready. He had gathered information about the mans habits and knew that on this particle night he would be at a gambling house for most of the evening. The fellow protected his home with a trained panther, a creature Zarklo had spent a number of weeks becoming friendly with. Once he bypasses the trapped door and unlocked it, the panther came right to him, as a friend! It was not difficult to find the documents and open the strongbox and empty its wealth into his pouches. From then it was just a waiting game. The magistrate finally came home in the wee hours of dawn. Slightly drunk, and happy with the small winnings he has accumulated, he did not notice the assassin waiting for him. A quick double cut with the swords, and the man's head was laying on the ground.
Zarklo removed the many rings and bulging money pouch from the corpse, and with the man's "trained' panther in tow, he left the place, after leaving a token which would leave no doubt as to who has killed the man.
Having passed this final test of his ability, Zarklo started taking more interest in the "family business', accompanying his father and mother on a number of 'business trips' and honing his skill. After his last job he was informed to wait for new instructions from the Vernai in control of this region. So now he waits for his new orders, looking to challenge himself against whoever, or whatever the next mission is to be.

Silver Crusade RPG Superstar Season 9 Top 32

Pertreeko wrote:
DM Stalwart wrote:
Pertreeko wrote:
Question: Can the sawtooth sabers qualify for Weapon Finesse if I'm proficient with them and use them for two-weapon fighting?
Unfortunately no, based on the clear wording of the sabre that says they're treated as light only for the purposes of twf. But Slashing Grace seems to apply to the sawtooth sabre, if you were so inclined to go that route.

That's unfortunate. Sure, I'd be able to use my dex mod for damage, but if I still needed to use my Strength mod to hit, my dual-wielding 10 strength rogue wouldn't be hitting anyone at all. I'm going to have to rethink my build or just use regular shortswords instead of sawtooth sabers.

Anyway, here's a quick snapshot of my character's crunch as-is:
Pertreeko Widefeather
CN Tengu Rogue 4
BAB: +3 CMB: +3
HP: 39
AC: 18 CMD: 18 Reflex: 9 Fort: 3 Will: 1
Most skilled in: Disable Device, Stealth, Perception, Acrobatics
Example Flanking Full Attack: 2x1d20+7 to hit, 2x1d6+1d6+2 damage

If you're willing to take a 1-level dip in Swashbuckler or Daring Champion Cavalier, you can grab Slashing Grace with Sawtooth Sabres for dual-wielding. You could do something like:

Swash 1: Swashbuckler's Finesse, TWF
Rogue 1:
Rogue 2: The rogue talent that gives you Weapon Focus, Slashing Grace

@ DM Stalwart: Speaking of builds, I might consider doing something a bit different than I originally intended. Normally I would think a more balanced party would be better, rather than having so many dual-wielding sneak attackers and such. But for a team of assassins, it makes more sense? I might make something a bit less martial and a bit more toward the caster side for buffs/debuffs. I guess I'm not sure what "intrigue-heavy" asks of the party as a team, you know?


DM Stalwart wrote:
You know, thinking on that a bit, I will allow there to be a lighter version of the sawtooth sabre to be used in that way. Basically a 1d6 version that is a light slashing weapon, for you finesse types. Not sure what to call it though. Sawtooth dagger, perhaps?

A 1d6 light slashing weapon = a shortsword. Thanks for trying to be flexible, I appreciate it, but that doesn't fix the problem. :)

I'll just re-flavor my shortswords to be imitating the Sawtooth Sabers of the Order in appearance design. That would make sense anyway, since Pertreeko's back-story is that he was basically a huge fan of the Assassins before joining the order.


Pertreeko wrote:
DM Stalwart wrote:
You know, thinking on that a bit, I will allow there to be a lighter version of the sawtooth sabre to be used in that way. Basically a 1d6 version that is a light slashing weapon, for you finesse types. Not sure what to call it though. Sawtooth dagger, perhaps?

A 1d6 light slashing weapon = a shortsword. Thanks for trying to be flexible, I appreciate it, but that doesn't fix the problem. :)

I'll just re-flavor my shortswords to be imitating the Sawtooth Sabers of the Order in appearance design. That would make sense anyway, since Pertreeko's back-story is that he was basically a huge fan of the Assassins before joining the order.

True enough. But remember, cutlass = scimitar. What I was going for was a thematic weapon that fits your needs, but also let you qualify for RMA in case you were inclined.


GM Niles' unnamed Cleric of "He Who Walks in Blood"

A little bit of background brainstorming:

I don't like to nail too many things down in a background because it becomes very limiting. Instead I'd rather just Ad-Lib during the campaign so things might seem more natural. Ex: A new high profile target is assigned(by the GM) and is protected by a Paladin of Iomedae(GM NPC), I might say "Wow, wouldn't it be cool if when my character was young he was saved by a Paladin of Iomedae and now he feels honorbound to return the favor. So when we kill the target, instead we only wound/incapacitate the Paladin.

To me, this way of doing it helps the GM in that he doesn't have to work in all my background stuff, I can help do that!

That being said, I don't want you to think me a lazy ass so here is a rough background using the character's crunch.

Trait:Killer From a young age the cleric was forced, as part of his training, to kill. This is why I chose the "Killer" trait.
Trait:Offered as Payment The character was offered as payment at the ripe young age of 1d6 + 3 ⇒ (6) + 3 = 9 years. This made him very young and so he has only a few memories of his original family. Now, his brothers in Faith are his only family. His belief in the Sacred Rite of murder is what he clings to, instead of familial attachments.

Domains Trickery and Murder (Death) These are the particular areas of Achaekek that speak to the character. He believes in using Guile and Subterfuge to accomplish the Holy Rite.

Skills: The character has invested heavily in the skills of Bluff/Disguise/Stealth because of his veneration of Trickery as a means of Murder.

Character Quirks: I like to give all my characters a couple of quirks that separate them at a glance from their peers. Ex: I have a dwarf cleric of Torag who mispronounces every other word and often confuses different races (int 8). I have a gnomish rogue who speaks really fast and has to take a breath, usually to say something completely off topic.
For this character I decided that his assassin training has stripped him of most of his sense of self identity. He will refer to himself as "This One" and not use the pronoun I when speaking, he doesn't think of himself as a person, merely as a Blade of Achaekek.
His second quirk plays into the first one. He will often use his Disguise Self spell to look like someone else even when he doesn't need to, since he has very little self identity.

About me as a player:

I'm a 32 year old school administrator. I've been playing rpgs since about 1994. (2nd Ed.) I post very consistently, 2-5 times/day on average per PbP. I'm currently GMing three here on the boards, one of which has surpassed 5000 posts. The other two one is Iron Gods and has a little over 1k posts and a Wrath of the Righteous with about 2500 posts. I dislike PFS and RAW playstyle as well as overt powergaming. I like to roleplay, but not at the expense of moving the game forward. My posts are usually concise and do something to push the action forward or allow other characters to take actions. If you want to check out my games go ahead and click on my profile and look at my campaigns, you can see a few samples of my postings. Thanks for considering me.


@mechaPoet: I agree I might end up with a slightly unbalanced party, but that will be part of the fun. ;)

I'm actually very pleased with the variety I've seen so far. Make what you want to play; I like enthusiasm -- generally makes for more involvement.


DM Stalwart wrote:


True enough. But remember, cutlass = scimitar. What I was going for was a thematic weapon that fits your needs, but also let you qualify for RMA in case you were inclined.

Good point! I do want to become a RMA eventually. Would you allow me to use Weapon Focus (Saw-Toothed Dagger) as a prerequisite?


GM how does the favored class bonus modification from Tith'Kali "Each time you take a rank in a favored class, you receive both a hit point and a skill point" interact with alternate FCBs? E.g. if I take the human 1/6 of a slayer talent FCB does that mean I get to chose one of +1HP/+1Skill OR do I get all three?


@GM Stalwart: The first strip. The art gets tons better and the story is pretty good throughout. The sign on the desk is the reason I thought you already read it. It's well worth the read, all 14+ years of daily strips.

Anyway, on to what my character is all about.

Spitballing something together:

So there are a few things I'd like to play off of, one is the idea of a an assassin being a professional, polished, highly skilled killer, the other is the general zeal the Red Mantis displays.

So to that end, I have a few highlights that have cropped up:

-He's irreverent. He pays lip service to Achaekek, and keeps his mouth shut around his zealots, but get him alone, or out of earshot of said zealots at least, and it appears with a vengeance.

-He's unkempt. Scruffy beard, matted hair, and clothes that look like he slept in them (because he probably did.)

-He's brutally direct.

-He bends the his orders

-He specializes in mayhem. Improvised weapons, dirty tricks, explosives, and a good ol' fashioned axe for when the other three fail to get the job done.

The problem is I may want him to be decent at too many things. :|

Anyway, he was hired on as a catspaw before joining the order and proved quite adept at dismembering his fellow man. Unfortunately for his sponsor, that and general mayhem was all he was good at. He has remained because the money's good and those jobs where he gets to revel in doing what he does best.

As a result, he tends to be assigned crap jobs with strict orders. Every now and then, though, some up and coming hotshot will get him as part of a team and fail to put him on a short leash.

The results tend to be spectacular.

Anyway, that's the gist of it. I'll work on it some more tonight.


This is why I hate to house rule stuff. I just realized that a "sawtooth dagger" may make the sabre obsolete. For the low low cost of dropping the die from d8 to d6, you can qualify for Weapon Finesse, Slashing Grace and the RMA, and really, who wouldn't do that?

Ugh.

Way I see it: One, go RAW and drop the dagger. Two, stick with the house rule and see if I've created a monster. Or Three, just let Weapon Finesse work on a sabre. I need to think on this some more. But I think I'm leaning toward option three.


FangDragon wrote:
GM how does the favored class bonus modification from Tith'Kali "Each time you take a rank in a favored class, you receive both a hit point and a skill point" interact with alternate FCBs? E.g. if I take the human 1/6 of a slayer talent FCB does that mean I get to chose one of +1HP/+1Skill OR do I get all three?

You can choose the FCB and then either a hit point or skill point, if you go that route.


I don't want to cause any headaches or ask for any special favors before I've even been finally selected. I personally think it would make the most sense to allow the third option to go through, but if that's going to make waves, I can just forgo the prestige class and stick to my shortswords and roleplay as a poseur assassin. xP


I hear you GM, balancing things is hard. Tith'Kali seems quite well balanced to me, it's strong but the not the strongest option and it has amazing flavor for this campaign.

Sa'Kage's build:

Sa'Kage
Human (chelaxian) slayer (stygian slayer) 4 (Pathfinder RPG Advanced Class Guide 53, 120)
LE Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 36 (4d10+8)
Fort +7, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sawtooth sabre +9 (1d8+5/19-20) or
. . mwk sawtooth sabre +9 (1d8+3/19-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
Slayer Spell-Like Abilities (CL 0th; concentration +0)
. . 1/day -- invisibility
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +4; CMB +9; CMD 21
Traits Tith'Kali
Feats Dazzling Display, Exotic Weapon Proficiency (sawtooth sabre), Iron Will, Two-weapon Fighting, Weapon Focus (sawtooth sabre)
Skills Acrobatics +8, Bluff +7, Climb +10, Disguise +6, Intimidate +6, Perception +9, Ride +8, Sense Motive +9, Stealth +8, Survival +9
Languages Abyssal, Common, Elven
SQ combat style (two-weapon combat), slayer talent (ranger combat style), track +2
Combat Gear mask of the mantis; Other Gear mwk chain shirt, mwk sawtooth sabre, mwk sawtooth sabre, cloak of resistance +1, ring of protection +1, 150 gp
--------------------
Special Abilities
--------------------
Dazzling Display (Sawtooth sabre) Intimidate check to demoralize can affect those within 30' who see you.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +2 Add the listed bonus to survival checks made to track.

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The build I've chosen is a bit of a late bloomer, and it won't really come on line till level 7 when it has: Power Attack, Shatter Defenses, ITWF and Violent Display. The damage will be less than 2h barbarian but with oh so much more flair and flavor.

Description:

Sa'Kage cuts an menacing figure, a 6' tall albino with short snow-white hair and blood red eyes. Dressed in close fitting night black silks under which is the hint of chain mail. His boots are padded and supple, all the better for climbing and walking soundlessly. He holds himself in a classic guard, with both fearsome serrated sabers at the ready to dart in and disembowel his foes!


Hey Stalwart - I'm going to be submitting a Warpriest/Rogue and I have a question regarding the sabres. As a WP, I gain proficiency in the Sabre as my deity's weapon... does that count as a repetition of the martial weapon proficiency or would that count as the exotic weapon prof that allows me to TWF a bit better with the sabres and tick the exotic weapon qualification for the Crimson Assassin PrC?


I think it means the Warpriest does not have the -4 penalty (a la martial proficiency), but doesn't get the goodies that come with the Exotic Weapon proficiency feat. So in short, no, the WP's proficiencies do not equal the EWP feat.

Silver Crusade RPG Superstar Season 9 Top 32

The Warpriest's general martial weapon proficiency let you use the Sawtooth Sabre like a longsword, but wouldn't the "as well as the favored weapon of his deity" proficiency give EWP?


AdamWarnock wrote:

@GM Stalwart: The first strip. The art gets tons better and the story is pretty good throughout. The sign on the desk is the reason I thought you already read it. It's well worth the read, all 14+ years of daily strips.

** spoiler omitted **

I was actually paraphrasing Matthew Modine's character from Full Metal Jacket. "I wanted to meet interesting and stimulating people of an ancient culture... and kill them. I wanted to be the first kid on my block to get a confirmed kill!"


mechaPoet wrote:
The Warpriest's general martial weapon proficiency let you use the Sawtooth Sabre like a longsword, but wouldn't the "as well as the favored weapon of his deity" proficiency give EWP?

I'm mainly going by the text of the sawtooth sabre. It says you treat it as a light weapon for TWF purposes only if you have EWP (sawtooth sabre). I might change my mind, though, once I see how things are shaping up.


I'm looking at the question from the intersection of the rules (for Sabre and the Warpriest) and the questionable thing we call RAI. :)

The question is how do you define 'proficient' and would a deity grant the bare minimum level of proficiency (sabre as martial weapon which the warpriest already has) or would he give his servants full proficiency (granting the equivalent of EWP). Rules-wise the problem is most weapons only require one level of proficiency (so there is no question) while the Sabre has two.

Warpriest wrote:
A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity... If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Since the Warpriest gains both simple and martial proficiencies... and most deity weapons fall into one of those categories, the favored weapon addition is kind of weak as it stands. What's interesting is the one exception they cite. If your deity's weapon is an open hand, you automatically get IUS. You could infer from that the possibility that if the deity's weapon is exotic, the Warpriest might get the equivalent of an Exotic Weapon Proficiency to use it.

Warpriest wrote:

Sacred Weapon (Su)

At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat.

This bit is interesting because it emphasizes that the favored weapon isn't just about a proficiency, there is supernatural oomph behind it both mechanically and in a fluff sense. That tilts me on the side of thinking the favored weapon should be equivalent to EWP. But that is just my opinion. It's your call, obviously.

Something else to consider, a FAQ that seems to be 'on point'.


Yah, this is the first I've heard of a Warpriest not gaining full (exotic) proficiency in their deity's weapon. I mean, they're warriors specifically dedicated to fighting for their god using their god's tools.

Seems lame to only go halfway with it. Plus, that FAQ about Ragathiel's bastard sword proficiency seems like the perfect precedent.


I'm still developing the story for my Bladebound Kensai assassin, by the way.


Okay, that FAQ was what I was looking for. Then I agree that the Warpriest would get EWP.


This is my current line of thinking for a Witch.

I'll be working on the background and personality more tomorrow and submit it. For now, the intent of the "family" disadvantage is to be *at least* one other member of the party and a bunch of superiors within the order will be related (whether directly, or close enough to count).

He's not much of a fighter, but as support for a group of assassins, he's pretty outstanding. I've left a bunch of gold open for any scrolls and wands we'll need, but that partly depends on party.


DM Stalwart wrote:
Okay, that FAQ was what I was looking for. Then I agree that the Warpriest would get EWP.

Cool. I'll press on with my build. I can say he'll be an Aasimar (Scion of Humanity) Warpriest 3/Rogue 1 (no archetypes on either class). I'll finish up his story and get you rough crunch as quickly as I can.


I give you Jack, a complete and utter cad.

Jack:

Jack
Devil-spawn tiefling fighter 2/ranger 2 (Pathfinder RPG Advanced Race Guide 168)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 36 (4d10+8)
Fort +8, Ref +6, Will +1 (+1 vs. fear)
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) or
. . dagger +6 (1d4+2/19-20) or
. . dagger +6 (1d4+2/19-20) or
. . mwk battleaxe +7 (1d8+2/×3) or
. . mwk dagger +7 (1d4+2/19-20) or
. . mwk sawtooth sabre +7 (1d8+2/19-20) or
. . mwk sawtooth sabre +7 (1d8+2/19-20)
Special Attacks combat style (two-handed weapon), favored enemy (humans +2)
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—pyrotechnics (DC 11)
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 15, Int 13, Wis 12, Cha 8
Base Atk +4; CMB +6 (+8 dirty trick); CMD 19 (21 vs. dirty trick)
Feats Catch Off-guard, Combat Expertise, Improved Dirty Trick, Power Attack, Throw Anything
Traits hard to kill, vengeance was mine
Skills Climb +6, Craft (alchemy) +8, Diplomacy +1, Intimidate +4, Knowledge (engineering) +6, Perception +8, Profession (architect) +6, Sense Motive +6, Stealth +10, Survival +6
Languages Abyssal, Common, Infernal
SQ track +1, wild empathy +1
Combat Gear mask of the mantis, acid (3), alchemist's fire (5), bottled lightning (2), fuse grenade, pellet grenade, iron (3), shriek bomb; Other Gear +1 mithral chain shirt, dagger, dagger, dagger, mwk battleaxe, mwk dagger, mwk sawtooth sabre, mwk sawtooth sabre, bag of holding i, alchemist's lab, applejack (per gallon) (5), bedroll, blanket, cards, cold weather outfit, crowbar, flint and steel, grappling hook, hammock, hat, hip flask, oldlaw whiskey (per bottle) (2), shovel, silk rope (50 ft.), sledge, tobacco (3), trail rations (10)
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Vengeance was Mine +2 to attack rolls in the surprise round.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Jack was born to a minor Chelish noble family that saw him as an embarrassment. After years of resentment and trying to prove that he was just as good as his brothers, he finally snapped and planned out how he'd kill them and run for it.

After killing the dog, killing the butler, dooming his family to a fiery death, and knocking the maid out and stealing her clothes, Jack was confronted by a Red Mantis assassin that had been hired to kill his family. Impressed with Jack's resourcefulness, and certain that he had many other talents to exploit, he took the young man under his wing.

Unfortunately, Jack seemed to lack the talents that made for a truly remarkable assassin. He lacked the social graces and the knowledge of history, nobility, and religion that the Red Mantis required. Still, they did find a use for him, in the worst of the jobs. The organization soon learned that they had to keep him on a tight leash, and as such, often sent him with explicit orders to keep collateral damage to a minimum.

Beyond those faults, Jack has never held the gods in any great esteem. He pays only as much lip service as he needs to avoid becoming the next sacrificial "volunteer." When the zealous are safely out of earshot, his mouth tends to run off with somewhat blasphemous curses towards those who continue to shuffle him off to the backend of nowhere and keep hamstringing him.

The idea behind Jack is pretty simple. He's merely in this for himself and stays because he doesn't have many options. He is irreverent and generally unpleasant to be around, but he's good enough that the Red Mantis decides to use him rather than kill him.

If asked, Jack will say that he does one thing, mayhem, and he does it really well. He will work with others, though it tends to fray nerves on both sides. He loves it when he is given to some up-n-comin' hotshot who fails to keep the leash short. The results tend to be spectacular.

All in all, he may not be a good fit, but he's not the kind of guy to stab you in the back, unless you go out of your way to piss him off, and he'll get along well with anyone that leaves him to his vices, namely women, tobacco, good drinks, and general mayhem.


I am drawing a blank right now as to what to apply with. I had a dread gnome ninja idea floating around but I am not sure anymore.


FangDragon wrote:
GM how does the favored class bonus modification from Tith'Kali "Each time you take a rank in a favored class, you receive both a hit point and a skill point" interact with alternate FCBs? E.g. if I take the human 1/6 of a slayer talent FCB does that mean I get to chose one of +1HP/+1Skill OR do I get all three?

I have run into this with other traits that do the same thing. basically you choose two of the available choices


Recruitment status update

After 72 hours, time for a new rundown:

(I know several of you have popped in with a dot and/or an idea. I'm not ruling you out, but I don't have much to go on yet.)

Champion of the Blessed: 5 good starts. I'd love to see any one of them brought to life.
Daniel Stewart: Zarko, Human urban ranger. Trait: Raised in Secrecy Complete
Pertreeko: Tengu swordmaster. Trait: Azir Native. Complete
GM Niles: Unnamed cleric. Human cleric, maybe inquisitor. Trait: Offered as Payment. Complete
mechaPoet: Deka the Bilge Rat. Human or tiefling swashbuckler/Inquisitor. Trait: Ilizmagorti Native. Waiting on build
giganinja: Eris Triguna, Kitsune Rakshasa-bloodline sorcerer. Trait: Raised in Secrecy. Complete
FangDragon: Sakage "Kage," Stygian slayer. Trait: Tith'Kali. Complete
Mark Sweetman: Halfling Swashbuckler (mouser). Trait: Ilizmagorti Native. Complete
Digger Chandler: Cassandra Zamparelli, Half-elf Rogue/Investigator. Trait: Vengeance Was Mine. Waiting on backstory
Jubal Breakbottle: Half-elf Slayer. Trait: ??? Waiting on name, background
aptinuviel: Qalendar, Human Witch. Trait: Raised in Secrecy. Waiting on background
AdamWarnock: Jack, Human fighter/ranger. Trait: Vengeance Was Mine.Complete

Okay, I think that's everybody. If I missed someone, I apologize -- just point it out. Thanks for all the great submissions so far! I know the selection is going to be tough!

Liberty's Edge

@Adam: looks like Jack and Zarklo might get along together....


Hi Stalwart. Are you open to the Occult playtest classes? Seems like a great place to try out a mesmerist...


DM Stalwart wrote:
Available classes: Any published Paizo class or archetype (nothing from the current playtest, however).

gyrfalcon - above from the first post.


Thanks Mark, missed that!


DM Stalwart wrote:
...AdamWarnock: Jack, Human fighter/ranger. Trait: Vengeance Was Mine.Complete...

Um, Jack's a teifling of the devil blooded variety. He looks human at first glance, but he is definitely not human.

Daniel Stewart wrote:
@Adam: looks like Jack and Zarklo might get along together....

Maybe. I'd love to get a chance to find to find out at any rate. I'm also adding a few more details of how I see him.

Couple more notes on Jack:

Jack is a lean man of about 6 feet with dark skin, black hair, and dark read eyes. His smile is full of sharp teeth and his chin and jaw are covered in coarse stubble.

There are four things Jack enjoys without question, smoking, drinking, sleeping with women, and watching the results of his handiwork. The only times he is without a cigarette in his mouth is when he is working with his alchemy lab and sneaking around, He carries a small cache of booze in his bag of holding as well.

He's in his mid to late twenties. Gruff, sarcastic, and smartass are all words that describe him. He hardly likes anyone, but if he does take a liking, he'll reveal that he's rather intelligent and that there is a method to his madness, albeit in drips and dribbles. He's jaded about religion in general and with the Red Mantis in particular. He likes living too much to leave, or at least without making damn sure everyone thinks he's dead. Besides the money's good enough, and he doesn't mind the opportunity to clean out his target's home of anything valuable.

While not an active misanthrope, he will find some cruel, humiliating way for those who piss him off to die, or embarrass themselves in public if killing them would bring too many headaches. Hellknights are special, however, and those that cross him find that he's quite clever in his methods of humiliation, picking apart their social interactions until he knows the most embarrassing and compromising way to leave them for their fellows to find.

Including stats and background for convenience's sake.

Jack:

Jack
Devil-spawn tiefling fighter 2/ranger 2 (Pathfinder RPG Advanced Race Guide 168)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 36 (4d10+8)
Fort +8, Ref +6, Will +1 (+1 vs. fear)
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) or
. . dagger +6 (1d4+2/19-20) or
. . dagger +6 (1d4+2/19-20) or
. . mwk battleaxe +7 (1d8+2/×3) or
. . mwk dagger +7 (1d4+2/19-20) or
. . mwk sawtooth sabre +7 (1d8+2/19-20) or
. . mwk sawtooth sabre +7 (1d8+2/19-20)
Special Attacks combat style (two-handed weapon), favored enemy (humans +2)
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—pyrotechnics (DC 11)
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 15, Int 13, Wis 12, Cha 8
Base Atk +4; CMB +6 (+8 dirty trick); CMD 19 (21 vs. dirty trick)
Feats Catch Off-guard, Combat Expertise, Improved Dirty Trick, Power Attack, Throw Anything
Traits hard to kill, vengeance was mine
Skills Climb +6, Craft (alchemy) +8, Diplomacy +1, Intimidate +4, Knowledge (engineering) +6, Perception +8, Profession (architect) +6, Sense Motive +6, Stealth +10, Survival +6
Languages Abyssal, Common, Infernal
SQ track +1, wild empathy +1
Combat Gear mask of the mantis, acid (3), alchemist's fire (5), bottled lightning (2), fuse grenade, pellet grenade, iron (3), shriek bomb; Other Gear +1 mithral chain shirt, dagger, dagger, dagger, mwk battleaxe, mwk dagger, mwk sawtooth sabre, mwk sawtooth sabre, bag of holding i, alchemist's lab, applejack (per gallon) (5), bedroll, blanket, cards, cold weather outfit, crowbar, flint and steel, grappling hook, hammock, hat, hip flask, oldlaw whiskey (per bottle) (2), shovel, silk rope (50 ft.), sledge, tobacco (3), trail rations (10)
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Vengeance was Mine +2 to attack rolls in the surprise round.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Jack was born to a minor Chelish noble family that saw him as an embarrassment. After years of resentment and trying to prove that he was just as good as his brothers, he finally snapped and planned out how he'd kill them and run for it.

After killing the dog, killing the butler, dooming his family to a fiery death, and knocking the maid out and stealing her clothes, Jack was confronted by a Red Mantis assassin that had been hired to kill his family. Impressed with Jack's resourcefulness, and certain that he had many other talents to exploit, he took the young man under his wing.

Unfortunately, Jack seemed to lack the talents that made for a truly remarkable assassin. He lacked the social graces and the knowledge of history, nobility, and religion that the Red Mantis required. Still, they did find a use for him, in the worst of the jobs. The organization soon learned that they had to keep him on a tight leash, and as such, often sent him with explicit orders to keep collateral damage to a minimum.

Beyond those faults, Jack has never held the gods in any great esteem. He pays only as much lip service as he needs to avoid becoming the next sacrificial "volunteer." When the zealous are safely out of earshot, his mouth tends to run off with somewhat blasphemous curses towards those who continue to shuffle him off to the backend of nowhere and keep hamstringing him.


I think I’m going to submit something, but I need to think on what.


AdamWarnock wrote:
DM Stalwart wrote:
...AdamWarnock: Jack, Human fighter/ranger. Trait: Vengeance Was Mine.Complete...
Um, Jack's a teifling of the devil blooded variety. He looks human at first glance, but he is definitely not human.

Sorry about that. Will fix it next go 'round.


I've added a short background and description. I tend to try to keep backgrounds open to better connect to other PCs, but enough to give an idea of how I'll be playing the character. In my experience, most longer backgrounds/personalities don't survive contact with an actual game. But if you need more, let me know. I'm happy to provide.


Working on a multiclass female halfling with the Vengeance Was Mine trait. More details to come later.

Grand Lodge

This is just the first draft of the background for my submission, Jon-Wyn, a half-elf rogue/arcanist/arcane trickster.

Jon-Wyn grew up on the streets of Maginimar. His pilfering hands and easy con was a major reason why his gang was as successful as it was. In time he came to the attention of the local thief’s guild and was given a test to initiate him. Jon had successfully broken in and retrieved the item he was sent for, along with a few other choice items. On his way out, though, Jon felt he was being watched. He stopped and moving as little as possible, searched his surroundings. There was someone above him. He did his best to stay calm and did not make any sudden movements as he continued leaving the house. Jon was sure that the only reason he was still alive was that he did not turn around.
He soon heard that his mark had been killed. The guild master was furious. He did not want to hear about Jon’s creepy feeling, and threw Jon out of the guild. As he was ducking the thugs sent to make sure he stayed quiet, he had that creepy feeling again. This time he did look around. He saw a man standing in a hidden door. Jon went for it. After escaping, the man, Caldwell, offered to help Jon reach his full potential. With little in the way of real options, he accepted and has not regretted it one day since.


Oh man...my background is turning into a novella. I hope that's okay.


I'd like to present Yamyra Demir for your consideration, DM Stalwart. Any feedback you'd care to give would be greatly appreciated. Thank you :)


Ok Jon-Wyn is a bit more complete. I chose Raised in Secrecy for his Campaign Trait.

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