Throne of Night (Overlord)

Game Master NS


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Re: AP healing with Touch of Corruption
There is always the Necromantic Affinity feat if you have a 15 Con (and the GM allows the word "spells" to include other kinds of channeled energy (like channel energy or touch of corruption). Alternatively the Knight of the Sepulchre archetype wouyld get what's needed by 5th level.

Speaking of archetypes. I know 3rd party are verboten, but I was curious as to the specific (yes, 3rd party too) archetypes created by Fire Mountain Games for their Way of the Wicked game:
Antipaladin (Lord of Darkness)
Cleric (Unholy Barrister)
Monk (Hand of Tyrrany)
Inquisitor (Torture Master)

Not to mention the different feats they've created (e.g. Devil's Pact).


@Aptinuviel: Robots! Robots! Robots!
@Dark Netwerk: Yeah, I thought about asking about them, too. The torture master is sooooo appropriate (and not broken at all, from what I see).

Speaking of torture, that's the role I'm trying to fill: we're building an evil empire, we need someone to extract information. :P That, and Lythirra is firmly convinced that she's doing good by spreading pain: to her, it's akin to a distorted form of love, and she feels the need to share. The cult of Asmodeus carried on by her house seems the most efficient to do so: after all, she always thought that the Drow infighting was silly and rather senseless.

And no, I won't try to put needles in your soup or whatever to shove the joy of pain down your throats. I promise. :P
While enemies have to be show the way to enlightenment by force, Lythirra thinks that allies, friends and family can be made to see the Truth by words. Basically, I'll ask you periodically if you want some whipping, and then say that you're missing half the fun when you answer that you prefer to hurt baddies. :<


Ra'nuk could fill any number of the leadership roles including spymaster, royal enforcer, or marshal. He is versatile enough to slip in where needed.


Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!

Sorry mate, it all just fell apart on me... You're right about the mechanics, couldn't get it to work at all.


I'm reasonably familiar with kingdom building rules in Kingmaker, and they are slightly modified in Ultimate Campaign.

In short, the roles per UC, and their associated stat are:

Kingdom Leadership Roles:

Ruler - Charisma
Consort - 1/2 Charisma (Optional I believe)
Councilor - Charisma or Wisdom
General - Charisma or Strength
Grand Diplomat - Charisma or Intelligence
Heir - 1/2 Charisma (Optional I believe)
High Priest - Charisma or Wisdom
Magister - Charisma or Intelligence
Marshal - Dexterity or Wisdom
Royal Enforcer - Dexterity or Strength
Spymaster - Dexterity or Intelligence
Treasurer - Intelligence or Wisdom
Viceroy - 1/2 Intelligence or Wisdom (Optional I believe)
Warden - Constitution or Strength

I believe Chakos is best suited as the Royal Enforcer (it's what he does already inside the cult), whose responsibilities are described as:

Royal Enforcer:
The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.


Darkness Rising wrote:
Chakos Hyluan wrote:
Gahh, I didn't make one because you had it covered!
Sorry mate, it all just fell apart on me... You're right about the mechanics, couldn't get it to work at all.

I tinkered with a hobgoblin build that works fairly well, especially for a stealthy version. The +2 Dex, +2 con with no negative stats takes some of the sting away. I took a wisdom negative to get another BP. I already submitted a rogue (scout), but it was fun building. I assume the DM would permit "undercommon" as a language, if not that is easy enough to swap out.

Antipaladin:

Jenk Jug' ular
Hobgoblin Antipaladin 1 (Pathfinder RPG Advanced Player's Guide 118; Pathfinder RPG Advanced Race Guide 0)
LE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
scimitar +4 (1d6+3/18-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks smite good
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect good
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 9, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats Fey Foundling[ISWG]
Skills Intimidate +7, Sense Motive +3, Spellcraft +5, Stealth +3(5); Racial Modifiers +4 Stealth
Languages Common, Goblin, Undercommon
SQ aura of evil
Other Gear chain shirt, cestus, light crossbow, scimitar, (anti)paladin's kit, 9 gp
--------------------
Special Abilities
--------------------
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Fey Foundling Magical healing works better on you
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I was aiming for Royal Enforcer, too. D:
RE and Warden are not very different from one another (Warden was my close second), but I'm interested in the first's 'Punishing criminals'. That's what I do!

Beside you don't want to have Lythirra as, I dunno, the Royal Treasurer.
"You get an Iron Maiden! And you get an Iron Maiden! And you! Everybody gets an Iron Maiden!"


Warden was also my second. Maybe you'll come to an untimely end and the problem will have worked itself out?


Oooor, I could be a Warden, but I get to do the tortures and public executions, leaving the other boring Enforcing things to you!
Look, I have a Curriculum! *Proudly shows the skill point in Profession(Torturer)*


Inherent in Profession (miner) is enforcement activities, you know Unions and all.


If you were really serious about torturing you'd have ranks in perform (torture) as torturing really is more of an art than a science.


Chakos Hyluan wrote:
If you were really serious about torturing you'd have ranks in perform (torture) as torturing really is more of an art than a science.

Profession and vocation: put a rank in both skills :D


Haruk wrote:
Can I keep most of my backstory as is?

Show me what the backstory would look like after the changes you have in mind.

baldwin the merciful wrote:
I assume the DM would permit "undercommon" as a language, if not that is easy enough to swap out.

Good catch. Yes, that is permitted.


Dark Netwerk wrote:

Speaking of archetypes. I know 3rd party are verboten, but I was curious as to the specific (yes, 3rd party too) archetypes created by Fire Mountain Games for their Way of the Wicked game:

Antipaladin (Lord of Darkness)
Cleric (Unholy Barrister)
Monk (Hand of Tyrrany)
Inquisitor (Torture Master)

Not to mention the different feats they've created (e.g. Devil's Pact).

That is a reasonable question, but I will say no as they were intended for a different AP.


DM NS wrote:
Haruk wrote:
Can I keep most of my backstory as is?
Show me what the backstory would look like after the changes you have in mind.

Actually, thinking it over, I was wondering if Taaryssia could be the city mentioned in the opening. Perhaps House Vytharia summoned devils to battle demon servants of other Houses.

This keeps everything in tact for me, and ties him much more closely to Vytharia. It also means I have very little to alter.

I was wondering if perhaps Joy would like to link our PCs together, either has siblings or lovers or just very close "friends". It would be really cool and fun to have the two have some sort of shared backstory, as they are sort of divine/arcane sides of the same coin.


I was thinking of filling the role of Puppetmaster... Wait, in UC, they are calling it "Magister". Huh. Okay, Magister then. But Taecuss could certainly serve as Spymaster, Treasurer, Grand Diplomat or, if needed, a Viceroy.


Giving this thread a little bump to spur more recruitment interest.

Scarab Sages

As was mentioned before, in such a large party there's room for multiple characters of the same class. Especially those classes with a lot of flexibility in what party role they cover.


aptinuviel wrote:
It'd be criminal if a large party doesn't have a bard.

I'd have done a Bard in a heartbeat, but I swear someone yelled for it early on, and I play Bards in several other campaigns anyways, so I moved onto other ideas.

I concur with you though, if a Bard is great as a 5th character, then it is certainly mandatory as the 7th, and with a race that gives DEX and CHA no less!?

I agree with you also about archetypes for Bards.

There are the core functions that I believe makes a Bard:

  • Inspire Courage
  • Countersong
  • Bardic Knowledge

You'll notice I don't list spells, and of the various bardsong abilities, I only list two. It seems like every one of the archetypes trades at least one of these away. In the PF incarnation of the Bard, the knowledge could also include the Loremaster ability, but even that isn't mandatory.

Want to be a Dervish Bard? No problem, but you're a light fighter, not a Bard, so let's not convince ourselves we have a Bard in the party.

Bards have a great list of spells. They have a great skillset. They can even fight some, or shoot a bow, but their primary function is the three things I list above, as well as VERSATILITY/UTILITY.

I'll stop my discourse on Bards.


This is DarkNetwerk. Putting together a Black-Blooded Dark Tapestry Oracle. I figure he got his powers from Archduke Barbatos, Lord of the First (who appears to have some relation with those that dwell within). Being an Archduke he falls under Asmodeus.

This fellow looks to be more into fear-mongering (fear spells, intimidation, etc.) and combat (particularly with the later many forms revelation). He certainly will not be involved in healing (aside from himself with his inflict spells). All told, it shouldn't interfere role-wise with Joy's Cleric (although as aptinuviel mentioned, the large party size can allow for some overlap).

Crunch is nearly finished (just need to pick a revelation).
Also thinking on going along the Drow Noble line of feats (which is why I didn't end up dumping Wisdom), assuming they are allowed.


Sure enough, Dragoncat said he'd put in a Bard, and then like 4 messages later said he was withdrawing! So the Bard slot is 100% open for you aptinuviel.

Scarab Sages

I'm definitely leaning that way still. I'm working over maybe combining the construct crafter with the bard idea as well. Mainly I think any group intent on carving out an empire needs a little edge to their future army. Undead or constructs are generally cool, and I'm leaning construct this time.

Also, question for Zendross (DarkNetwerk): Is there a reason to go with Barbatos over Asmodeus? I would think an oracle and a character going the noble scion feat chain would really want to push the religious war part of the theme. While Barbatos is a perfectly acceptable deity for the game, it seems weird for a noble scion and religious figure to not be stressing that particular part of the game. (It's why I was thinking of doing an Asmodeus specific inquisitor myself.)


@Aptinuviel:As I already expressed, everything is better with robots. :3

And I think I could help build some shock troops later, too: the Broken Soul template. Throw 'em at the enemy and hilarity ensues. Well, the kind of hilarity that's fun to a sadistic psycho, but you get the idea: still, robots are better.

Speaking of horrible and cruel tortures: I'm surprised we didn't get a single Fleshcrafting-related entry. I was expecting someone to submit an Alchemist for that, or something similar. :/

Scarab Sages

Lythirra, Apostle of Joy wrote:


Speaking of horrible and cruel tortures: I'm surprised we didn't get a single Fleshcrafting-related entry. I was expecting someone to submit an Alchemist for that, or something similar. :/

Keep in mind the name of the game is bringing law to chaos. Not that sadistic psychopaths won't be found in such a society, but it'd be odd for a whole group of them to create one.


@Aptinuviel: You should see if the DM will allow you to stack Evangelist and Undead lord cleric archetypes (they both drop your # of domains down to 1, so it's not quite RAW), but that would give you inspire courage and the like and the ability to create and control undead like nobody's business.

Besides constructs cost lots of money and I have a feeling that there will be many corpses to choose from.


aptinuviel wrote:
Lythirra, Apostle of Joy wrote:


Speaking of horrible and cruel tortures: I'm surprised we didn't get a single Fleshcrafting-related entry. I was expecting someone to submit an Alchemist for that, or something similar. :/
Keep in mind the name of the game is bringing law to chaos. Not that sadistic psychopaths won't be found in such a society, but it'd be odd for a whole group of them to create one.

Yes, I didn't explain myself too well: I understand that "Maniacs that giggles in front of dying puppies" is not the theme of the campaign.

I think that an eventual Fleshcrafter would do it as an efficient and relatively cheap* way to provide powerful troops, and not just to entertain himself. In a similar fashion, Lythirra has both a "philosophical" approach to pain and she won't run around kicking people for fun: after all, senseless cruelty is one of the things that pushed her to leave conventional Drow society, along with all the backstabbing!

*Actually, I re-read that: it's 10.000 G for the reagent fluid plus other 10.000 G for the other thingies needed: a Glass Golem costs just as much and is arguably more powerful.


I'm chiming in to say that it is mostly down to Spell Sunder pouncing Barbarian and Bladebound Kensai Magus for me.

I think someone playing a crafting wizard (or even sorc) would be great. A Magus especially would love wands for example. And as noted I think that there is plenty of space to have two arcane casters with dissimilar focuses without anyone having their toes stepped on.


I tend to prefer my evil kept at a PG-13 level, so if the intent is to run the AP as vile, gruesome and NC-17 then let me know or just don't select me.


There is something to be said about not having the perfect party makeup. If every single niche is filled it tends to limit the DM and presents many challenges to longevity, especially with this gaming format. The DM has at least 10 things to do for every one item the player tracks, but when the DM then has to create or modify different encounters to keep everyone in the super-potent party challenged that typically results in a failed campaign. I, personally, like flaws and not having the perfect build, party makeup, or weapon on hand. It keeps it fun and lets the DM keep his sanity. That's just my .02.


Not to speak out of turn, but we are running the game on these boards. Given the usage policies, that puts it somewhere between PG-13 and R at worst.

Scarab Sages

I'm more of a rated R for violence and foul language (though not *that* foul). No on-screen sex, and the violence isn't torture porn levels (just regular DnD killing "bad" guys.) My brief reading of the reviews of the AP are kind of in line with that. At least, I didn't read anything about that sort of stuff. And going with Asmodeus, my intent, at least, is to play a very disciplined power-monger. No matter what the class/role ends up being, the character will be evil but more concerned with the distinction between law and chaos than in evil and good.

I'm sure the GM could speak more towards what style of evil he's going for, or rating.

As an aside, no fat ex-gladiator hobgoblin intent on being the queen's champion? Tanked charisma and no intimidation for extra bonus points. No one even sees it coming because he just doesn't look like he's that much of a threat! :P


Violence is inherent to the game, no concerns there. On screen torture isn't. Having the torturer say "ok I torture him, here's my roll..." I'd define as PG-13. Getting a step by step description of what tools used in what order is taking it too far.

As for language, whatever the forums will permit is fine with me.

I'm not looking for a G rating here, but evil can be handled somewhat abstractly even when it is in your face. Prisoner won't talk? Coup him. I bet the next prisoner is more reasonable. That's evil, but grisly details weren't needed.

Scarab Sages

baldwin the merciful wrote:

There is something to be said about not having the perfect party makeup. If every single niche is filled it tends to limit the DM and presents many challenges to longevity, especially with this gaming format. The DM has at least 10 things to do for every one item the player tracks, but when the DM then has to create or modify different encounters to keep everyone in the super-potent party challenged that typically results in a failed campaign. I, personally, like flaws and not having the perfect build, party makeup, or weapon on hand. It keeps it fun and lets the DM keep his sanity. That's just my .02.

It's not really possible to have a perfect party makeup, but characters should fit the theme of the game, and work well together. 7 melee characters? Not a good idea. Two characters that are trying to fill the exact same party or kingdom role? Also not a good idea. Someone is not going to have fun. Possibly multiple someones.

I don't know exactly what the GM's views on character optimization are, but it's important that characters aren't useless in any part of the game. Because, in my experience, that means players get bored or annoyed and feel left out. Flaws are fine, but they don't replace roleplaying and mechanical optimization doesn't preclude it. I'm all for flaws or characters having a little "character". A few points spent on charisma just because they want to be slightly more charming than the average face beater? I'm all for that. And if a character pushed the themes of the game really hard? It could be awful and I'd still vote for it. (Though I won't guarantee it'll make the game. That's not my call, obviously.)


They mentioned how to deal with torture in Way of the Wicked - play it out like in A New Hope: "Now, princess, we shall discuss the location of your hidden rebel base." Change scene.

Trying to make it in all graphic detail is less dramatic and more like out of those cheap exploitation flicks.


These are the completed applications I have received so far:

Fanguar: Mithas Aran (sheet), Drow Fighter (Brawler)
Zahir ibn Mahmoud ibn Jothan: Chakos Hyluan, Drow Fighter (Weapon Master)
Baldwin the Merciful: Ra'nuk Vytharia, Drow Rogue (Scout)
The Doom That Came to Sarnath: Vayshan eved'Vytharia, Drow Ranger (Deep Walker)
Adhan_Cielo: Lythirra, Drow Inquisitor
markofbane: Taecuss dyn Bru, Drow Wizard (Foresight)

Character sheet but no description:

JuanAdriel: unnamed, Drow Monk (Martial Artist)
bane88: Duathmiaca, Drow Rogue (Knife Master)
Seth86: Zartana, Drow Summoner
Dark Netwerk: Zendross Zil'Doren, Drow Black-Blooded Oracle

Anyone who wishes to apply, be sure to have your character sheet and description posted before tomorrow at 11:59 PM EST.


I just saw this posting, and I'd like to apply with this character. I'll get on the details in the next day or so, but the basic concept will be a bastard sword wielding Bladebound Magus.


About the rating thing, I'd like to keep it R-13 too: I'm a bit uncomfortable with graphic descriptions of both gorey and sexual content, and I'd prefer the "fade to black" method already mentioned. Heck, it was painful to go trough the reading of the daily rituals of the Pain Taster, and I had to jump over a couple of the sections of the Book of vile darkness.


Dropping loyalty across lifetimes. Need campaign trait. Either treasure or dark vision

Background quick one.:

She was one of the inner city defenders. Her eidolon and herself did their job well. But when finally the cult was forced out, the two of them had to hurry. Luckely both were very stealthy and they avoided most of the guards. Soon being out of their home, they had to survive. With the rest of the group it was important to stick together or it would soon be the end of them. But the idea to go back and take their place, was still there. And one day she will.


I'll drop from this, thankyou for all and enjoy the game.


aptinuviel wrote:
Also, question for Zendross (DarkNetwerk): Is there a reason to go with Barbatos over Asmodeus? I would think an oracle and a character going the noble scion feat chain would really want to push the religious war part of the theme. While Barbatos is a perfectly acceptable deity for the game, it seems weird for a noble scion and religious figure to not be stressing that particular part of the game. (It's why I was thinking of doing an Asmodeus specific inquisitor myself.)

He could (and may) be a strident follower Asmodeus or of Diabolism in general, of which Asmodeus is it's head (and even if he was more a follower of Barbatos, he ultimately would follow Asmodeus, merely due to the fact that Barbatos is an Archduke under him). The reason I'm saying he got his powers from Barbatos (and perhaps the Black Blood of Orv), is due to the fact that the Dark Tapestry mystery is not something associated with Asmodeus, but fits with my suspicions about what Barbatos' origins may be.

Besides, with Joy's character being an Asmodean cleric, I think she'll have the religious war aspect down pat. Zendross certainly wouldn't be looking at the High Priest role.


I added a short background to the profile. Short because I'll be unavailable to expand on it until tomorrow, or possibly Monday.

Shadow Lodge

Here is my crunch. The fluff will be up soon.


I'm going to withdraw from consideration. Good gaming to you.


Here is my Drow Maldar Di'Zernae, an Alchemist (Beastmorph, Vivisectionist) obsessed with his quest for power and perfection through physical alteration and augmentation. He will eventually delve into the Drow tradition of Fleshcrafting Poisons and add a mastery of them into his already wide repertoire of self-mutilation. He is created using the Silent Killer Ability Score Trait and the Skilled Backstabber Campaign Trait because despite his strength, Maldar is a coward at heart.

If selected, I will create an avatar.

Backstory:
Maldar had always been a little bit… off. In a society where strong personalities were almost commonplace, Maldar had been almost a recluse. Choosing to keep to himself, he would spend days on his “experiments,” which invariably included cutting various animals and vermin open to see what made them live.

Eventually this hobby of his turned into a full-blown obsession. He began vigorous research into the anatomies of all things, especially his own, and in his madness conducted surgeries upon himself, to “improve” his physical form. Strangely, these, along with a vigorous training regimen, it worked. Maldar became a specimen of great physical strength, good agility, and higher than average durability than the average Drow. This came at a price, however. Maldar’s scarred and misshapen form became hideous to behold. His muscles and bones protruded at unnatural angles, and his movements, though efficient, were more like those of a beast than a graceful Drow.

Even in his “successful” transformation, Maldar still did not consider it to be enough. He wished to be stronger, faster, invincible. So what if they turned away when he revealed his form? He knew that true beauty was in utility, and that his physical abilities had not yet reached their peak. In using his mutagens and extracts, he considers himself to be slowly reaching a more perfect form of existence, one that raises him above other Drow and into a realm of might that no-one else can reach. Then he would be unstoppable. Then they would look at him in his ultimate beauty and cower.




Appearance:
Maldar is extremely tall and heavy for a Drow. At his full height he reaches 6’5” and weighs nearly 130 lbs (Most Drow don’t break 120). His size is often hidden, however, by the drastic slouch that Maldar will often adopt in order not to hit his head on door frames and other low-hanging structures. In public he often wears a cloak that conceals the specifics of his shape, but not the more obvious aspects of his physicality. He walks almost like a gorilla, often using his long and heavy arms to propel himself forward, often garnering stares from those around him. Upon removing his cloak, one will find a hideously scarred and unseemly visage, with joints, bones, and muscle looking as though they have been moved slightly out of place. Maldar’s hair remains unkempt and long, trailing down his misshapen shoulders.

Personality:
Another thing that is truly strange and puzzling about Maldar is his absolute devotion to Asmodeus. He views the Lord of Devils as the ultimate role-model: subjugating others using strength and intelligence, and ruling over all things within his creation. While not necessarily lawful himself, Maldar appreciates the assets that order gives to those in power, and wants that power for himself.

Other than his obsession with the Prince of Darkness, Maldar’s personality is that of a recluse. He will often remain silent until a thought comes to his mind, which he will blurt out without examining his words or their impact beforehand: Maldar always speaks his mind, but his mind is a very strange place. That being said, despite his strength, Maldar is terrified of losing confrontations, and as such will often strike when his opponent is weakest rather than engaging them at full-strength. He’ll often gain more courage when imbibing in magical enhancements, but in his normal form he would rather run from a fair fight.

Crunch:
Maldar Di'Zernae
Male Drow Alchemist (Beastmorph, Vivisectionist) 1 (Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0)
NE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0; +2 vs. enchantments
Immune sleep; SR 7
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +4 (1d6+4) and
. . longspear +4 (1d8+6/×3) and
. . spear +4 (1d8+6/×3) and
. . unarmed strike +4 (1d3+4 nonlethal)
Special Attacks sneak attack +1d6
Drow Spell-Like Abilities (CL 1st; concentration -2)
. . 1/day—dancing lights, darkness, faerie fire
Alchemist (Beastmorph, Vivisectionist) Spells Prepared (CL 1st; concentration +4):
. . 1st—enlarge person (DC 14), recharge innate magic (ARG)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 16, Wis 10, Cha 5
Base Atk +0; CMB +4; CMD 17
Feats Brew Potion, Sap Adept[UC], Throw Anything
Traits accelerated drinker, Skilled Backstabber
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +7, Heal +4, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Sleight of Hand +7, Spellcraft +7, Survival +4; Racial Modifiers +2 Perception
Languages Abyssal, Drow Sign Language, Elven, Infernal, Undercommon
SQ drow alchemist, alchemy, mutagen, poison use
Combat Gear mutagen; Other Gear lamellar (leather) armor, club, longspear, spear, thieves' tools, 8 gp
--------------------
Special Abilities
--------------------
+2 to Damage against flat footed opponents
+10 minutes to Mutagen duration. Add +10 minutes to the duration of the alchemist’s mutagens (Racial favored class bonus).
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow 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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sap Adept Gain bonus damage on nonlethal attacks,
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (7) You have Spell Resistance.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


More stuff for me.

Background:
Duath'miaca was born in the dark, like all his kin. But unlike his kin the dark was his friend, not just a part of the life of the drow. It was something that spoke to him, guided him, led him down paths to his liking. He had begun killing for his family at a young age. He hated them, hated killing for them. The killing itself he loved, just not for them. Told what to do in a mad chaotic scramble for power and the favor of demons, no. No rewards for him no stability. One day he found a book about Asmodeus in a library, and wow, here was a guy who had the right idea. Structure, power, contracts. Demons were so whimsical, so a devil would try to weasel its way out of a deal if you weren't smart enough to read the fine print. A demon would outright kill you mid contract on a bored whim. His secret devotion began.

While his brothers learned swordplay and his sisters magic, summoning spiders to torment Dumi, thats what they called him and gods did he hate spiders, little Dumi quickly found that the fastest way to the heart was through the back. Power and control was its own reward. He rejected the drow lifestyle of mindless slaughters and sexually charged violent escapades. He practiced solitude and discipline, honing his body into a killing machine, quick and quiet. Each body cooled into a stone upon which he stepped to further his own goals. Never frivolous, never wasteful, step by step, body by body.


Description:
Compact is the word, Dumi is built like a martial artist, short built like a brick, all muscle, 5'2 120lbs, wide for a drow. He was trademark white hair and wears a cloak and hood.

Personality:
Dumi is a disciplined and driven man cold inside. His exterior demeanor is that of a roguish rake, one for flirting and drinking. When the job is on this demeanor drops away and he is all business. He believes in subjugating the weak but is not overly cruel, especially considering his kind.


DM NS, at Tourach's suggestion I am considering dropping knife master in favor of standard rogue so I can have trapfinding.

Thoughts one way or the other?


Take the Trap Finding trait from Mummy's Mask.


Chakos Hyluan wrote:
Take the Trap Finding trait from Mummy's Mask.

This AP has its own Campaign Traits instead (they appear in the OP).


Didn't the GM say Paizo material was ok though?


Chakos Hyluan wrote:
Didn't the GM say Paizo material was ok though?

Even for a Paizo AP, Campaign Traits are AP specific.

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