Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


51 to 84 of 84 << first < prev | 1 | 2 | next > last >>

Vincent Fleming wrote:

Do you allow the Black Knight Archetype? I know it's not a normal archetype but there is but one paizo made archetype unfortunately.

It is from a A Tome of Wicked Things

No 3pp allowed.

Elijah Moore wrote:

Backstory up, let me know what you think.

Wealth?

May I keep previously rolled stats or would you like to to reroll?

Backstory: I’ll read it later and give you a feedback. Do you want it via email or should I post it on recruitment?

Wealth? 1500gp

Stats: Roll again or choose 25 point buy.


Guess I should ask and make sure Scared Witchdoctor is ok before getting too involved. So I'm asking :) Will work on background tonight. WHen does recruitment close tomorrow? I do a lot from work on the boards here. I may not have background done tonight but can finish it tomorrow. Thanks.


Krixus, The Ghost in the Dark wrote:
Guess I should ask and make sure Scared Witchdoctor is ok before getting too involved. So I'm asking :) Will work on background tonight. When does recruitment close tomorrow? I do a lot from work on the boards here. I may not have background done tonight but can finish it tomorrow. Thanks.

If you can back up your race choice with your backstory, I'm fine with it.

Recruitment will be open until tomorrow at 23pm gtm -3. Then later in the same day, I will choose some of the apps and present then to players and let then decide if they want one or two recruits, and whom they want.


What do you mean by back up my race choice? Scared Witchdoctor is for Orc only so it Orc/HalfOrc, or Racial Heritage Orc. Now if I was human with racial heritage I would understand the comment :) Or are you saying it needs to be Orc. I'm not against playing a full Orc if your ok with it. Thanks.


See here. For me, it's need to be a fullorc. :)


No prob I will roll Full Orc :) Thanks for the quick replies.


Strength: 1d10 + 7 ⇒ (9) + 7 = 16
Dexterity: 1d10 + 7 ⇒ (5) + 7 = 12
Constitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence 18
Wisdom: 1d10 + 7 ⇒ (10) + 7 = 17
Charisma 8

Quite an interesting wizard certainly different from what I would have gone with point buy. Would you mind if I dropped some of the stats without any compensation? I am not a fan of Str 16 and Wis 17 for the concept I have in mind.


Background for DeMondes Uriostigui, wizard hired duelist

"Let he who is without sin cast the first stone."

Well obviously; those who embrace sin have much better weapons at their disposal. DeMondes was born to a minor family with little influence in the eastern part of Talingard. 'Quaint' would have been the best word to describe the manor house and gardens, 'sleepy' the best way to describe the nearby village, 'picturesque' a good word to describe the rolling plains and meadows.

Boring was the only word that crossed the mind of young DeMondes. Born with a fierce intellect, he reveled in lording over those beneath him - which included everyone he encountered. The only people with whom he showed tolerance were his tutors. He soaked up tales of history and other cultures. He was especially fond of tales of 'Great Men.' Every history, every tale, every legend surrounded a man or woman who imposed their will on the world. History was a series of biographies, biographies of the strong.

DeMondes wanted to be one of those men.

As a person of many talents and few weaknesses, a quaint, sleepy, picturesque was the worst sort of cage. DeMondes dedicated himself to becoming strong. Many of the histories spoke of great wielders of magic, so he dedicated himself to wizardry. Specialization aided strength, so he specialized, first evocation, then an ancient Thassalonian tradition known as sin magic. Wrath fit his simmering anger with his pedestrian lot in life. He sharpened his focus to a razor's edge, to the ultimate expression of arcane strength - inexorable, pure, always accurate, destruction incarnate: magic missile. This would be his sword.

He left his home, happily. And those he left behind were glad to see him go. Too often DeMondes' wrath touched them in the form of unstoppable eldritch energy. His last tutor never regained full use of his arm.

Youth left behind, DeMondes let his anger steer him. At each new town, inevitably he gave insult. Satisfaction was demanded. Eldritch bolts answered each challenge and the man moved on, proven the stronger. When he did not offer offense, he found it, intended or not. Soon, the unscrupulous heard of his reputation and began to offer 'suggestions' where a insult could be found or easily offered. These suggestions soon came with favors, then gifts, and finally just bags of gold as DeMondes took his place in the bowels of Talengard as a paid duelist, nothing more than a trumped up assassin, selling his strength and skill to the highest bidder.

DeMondes bided his time, enjoying his reputation, waiting for the opportunity to step into the role of 'Great Man,' when he slew a young officer at the behest of a petty nobleman who fancied himself a romantic rival. The boy was promising, brave, and completely outclassed - but he was oddly, fatally lucky. A fortunate blow knocked DeMondes off his feet. The onlookers tittered at the sight of the consummate duelist on his rear end, and DeMondes let his wrath take over. He emptied his mind of spells at the boy, ripping the corpse with magic long after it's death, finally freezing the child's head with multiple rays of frost, before shattering the skull into icy shards with a final boot stomp.

The display was too much to ignore, DeMondes was fingered for the crime by several anonymous tips and was soon sentenced to life at hard labor in the salt mines. And he would be still there today, If the butchers of Brandenscar hadn't given him the chance to prove his strength again. His new spellbook still is stained with the blood of its last owner.

DeMondes is a magic Missile specialist. I'd like to take levels in Force Missile Mage - a prestige class published by Paizo for 3.5 which I updated to Pathfinder. Take a look.

Force Missile Mage:
Mages of this class focus on magic missile to push that spell beyond its normal limits.

Requirements
Skills: Knowledge (Arcana) 6 ranks , Spellcraft 6 ranks
Feats: Spell Specialization (Magic Missile)
Spells: Ability to cast Magic Missile once per day.

Hit die: d6

Skill points: 2 + Int

Class skills: Craft, Knowledge (Arcana), Profession, Spellcraft, Perception

Class Features
Weapons and Armor Proficiency: Force missile mages gain no new weapon or armor proficiencies.

Spells: A force missile mage continues training in magic as he gains levels. At each level after 1st, the force missile mage gains new spells per day (and spells known, if applicable) as if he had also gained a level in an spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the character has levels in more than one spellcasting class before becoming a force missile mage, he must decide to which class he adds each level of force missile mage for the purposes of determining spells per day.

Bonus Missile: At 1st level, a force missile mage gains increased mastery over his spell of choice. Every time he casts magic missile he creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. Thus, a 1st-levelforce missile mage/6th-level wizard creates five magic missiles, while a 1st-level force missile mage/8th- level wizard produces six missiles. At 5th level, the force missile mage benefits from an additional bonus missile. This means that a high-level force missile mage can create up to seven missiles with a single casting of magic missile.

Still Missile (Ex): All of the force missile mage's magic missile spells lack a somatic component. He casts magic missile as if using the Still Spell feat but without an increase in spell level.

Energy Missile (Ex): A force missile mage becomes intimately attuned to the energies that compose the spell magic missile and may alter them in significant ways. Starting at 2nd level, a force missile mage may add either the acid, cold, electricity, or fire descriptor to any magic missile he casts. The type of energy added to the spell is chosen at the time of casting, and you can choose a different type of energy each time you cast magic missile. This altered descriptor affects all missiles created by a single casting of magic missile. Although still a force spell, any magic missile altered in this way deals additional damage against vulnerable creatures and less damage against creatures with related resistances and immunities.

Swift Shield (Sp): A force missile mage realizes the need to defend himself against the magic missiles of other spell casters. A 2nd-level force missle mage can cast Shield once per day as an immediate action. (An immediate action is like a free action, but only once can be made per round.) This spell is cast in addition to the force missile mage's usual number of spells per day and at the force missile mage's highest caster level.

Overpowering Missle: At third level, the force missile mage's magic missile spells become especially potent, breaking through spell resistance more readily than normal. She gains a +2 bonus on caster level checks to overcome a creature's sell resistance with the spell magic missile. This benefit only applies to magic missile spells she casts. In addition, a force missile mage's magic missiles penetrate shield spells, brooches of shielding, and other effects that specifically block magic missile as if they didn't offer protection from the spell.

Reflective Shield (Sp): At 4th level, a force missile mage can reflect the spell Magic Missile. For the purposes of being affected by Magic Missile, a force missile mage is constantly treated as being under the effect of the spell Spell Turning, thus reflecting offensive Magic missiles back at the caster. If that caster is protected by a Shield spell or a Brooches of Shielding, these reflected Magic Missiles are negated as normal. Missiles reflected back against a caster who also has Spell Turning in effect require the force missile mage to roll on the Spell Turning mishap chart. (Pathfinder Core pg. 347)

Adaptive Missile: All class effects that would alter magic missile take effect as if your class level were equal to your magic missile caster level. In addition, a number of times per day equal to your Int mod/2 you are treated as if you possess any one metamagic feat for which you meet the requirements. This feat may only be applied to magic missile and increases the spell level slot and/or casting time as usual for that feat. Each time you use this ability you may choose a different metamagic feat to apply. This ability can modify any single casting of magic missile only once.

Advancement
Level BAB Fort Ref Will Special Spells Per Day
1st +0 +0 +0 +1 Bonus Missile, Still Missile —
2nd +1 +1 +1 +1 Energy Missile, Swift Shield +1 level of existing spellcasting class
3rd +1 +1 +1 +2 Overpowering Missile +1 level of existing spellcasting class
4th +2 +1 +1 +2 Reflective Shield +1 level of existing spellcasting class
5th +2 +2 +2 +3 Bonus Missile, Adaptive Missile +1 level of existing spellcasting class


Mrrr...I think I'm gonna withdraw. I'm having a hard time coming up with a concept and am still hoping my current PBP will get back at it...since it is also a Wicked campaign.


Big OM wrote:
Would you mind if I dropped some of the stats without any compensation? I am not a fan of Str 16 and Wis 17 for the concept I have in mind.

Having a good stat can never hurt, but I’ll not stop you if you want to drop anything.

==//==
Very late... Daily update:

Applications so far:

Delayla– Class: Oracle - Complete:Yes
Niles – Class: Wizard – Complete: Yes?
Cuàn – Class: Alchemist – Complete: No
YanJieming – Class: Wizard – Complete: No
Snedley Silversleeves – Class: Rogue/Wizard – Complete: No?
Spinningdice – Class: Sorcerer – Complete: No
Fet the false-hearted – Class: Alchemist – Complete: No
DeMondes Uriostigui – Class Wizard – Complete:Yes?
Krixus, The Ghost in the Dark – Class: Witch (Orc Witch doctor) – Complete: No
Big OM – Class: Wizard? – Complete: No

Recruitment Time remaining: 22 hours

Drop me a line if I got something wrong.

Aku


1d10 + 7 ⇒ (6) + 7 = 13 -2 =11
1d10 + 7 ⇒ (10) + 7 = 17 +2 =19
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
Cha 18 +2 =20
Wis 8

Might go from human to halfling, archer build or dex based melee build..mmhmmm


NPC - Cardinal Adrastus Thorn wrote:

You will need to present your char concept and write up a background about your char, what was your crime and how you get caught. More than that, you were branded as Forsaken of Mitra, and sentenced to slave work until the time you die in the salt mines. Only that you were able to flee.

You will need to describe how you escaped the place.

Okay, just to clarify things:

You got caught and sent to Branderscar before the current players.

You did not escaped the prison. That feat belongs to the Forsaken. You were judged and condemned to slave work into the salt mines, and in the mines you were able to flee.
You do not need to write a lot about after you fled. If chosen I’ll RP with you until you get to meet the Forsaken.

One more note: I encourage long backgrounds. I enjoy reading then and I find it help me a lot in deciding who to chose. But I consider short histories too, so long they are well made.


Retake at the bio.

Spoiler:

Delayla, said as Dee-lai-la, a young woman with a taste for sadistic revenge.
At a young age she was still a pretty normal girl. As she turned 15 her troubles began. She hated her aunt Donna. She spat upon the carriage, but her spit was a breath of flame, setting her aunt's carriage ablaze.
Being grounded the same night, she started to hear a voice that told her the fire was a gift and not something to ignore. The ghostly voice didn't leave her alone, attracting attention on occasion, displacing small objects. Something she had learned eventually from this visitor.
She was shunned for her fiery powers, rejected by anyone. <"You don't belong here, leave!">..<"Fire powers, she must be a worshiper of Asmodeus, only an evil god would embrace such powers.">

She had befriended two sisters from a Chelaxian family. Delayla did get to know about Asmodeus, but hadn't really had interest at that time.
As more of her powers manifested, the family hinted this could be a blessing from the infernal planes.

Despite a thorough secrecy about worshiping the Dark Prince, it was discovered, ratted out perhaps by a servant who stumbled upon something, it remained a mystery to Delayla.

As Delayla one day came to her friends' house, she saw how a group of men lead by a zealous fat priest attacking the house. They zealously killed the father, raped and enslaved the mother and daughters. Delayla knew she wouldn't be able to defeat multiple men, not with her lack of combat. She could only hide. From her hiding spot, she saw the women being taken.

Over the next year, Delayla used her charms trying to find bits and pieces of what happened to the three women. The result wasn't what she wanted to hear. The mother was executed for not sharing any information. The daughters were certainly eyecandy, and were used for private "service" for the priest and his followers until they would get enough of them, which from rumors would be soon. Delayla grew disgusted of these Mitrans.
She discovered the location of the house they were kept, albeit in it's basement though. Casting Ghost Sound, she made a diversion luring the watchman away. One firm burning hand over the face and the man was no more. Grabbing the keys she went in and did the same trick on the second. Unlocking the basement she found her friends. Fed, but bruised. They were narrowly able to escape. "Where is the fat piece of filth that did this to you?"
<"He's holding a sermon for fellow clergy and soldiers about the good they serve. A few streets that way.">, she pointed at the top of a tower.

Arson..
Delayla arrived at the church.
She waited for the door to be closed, the time to strike was there.
She went around the church to look for any other backdoors to meld shut. She then melted the iron middle of the main door shut. Wrapping a firm stone in cloth, she set it ablaze and tossed it through the window, lighting up the banners. As the banners caught fire, so did the wooden support of the structure. The masses couldn't escape the inferno that ensued, the screams of many faded as the fire went on. 100 people died in the fire.
This time she didn't get away, having spent her power had left her somewhat tired and she was taken into custody and sent to Branderscar. Tried shortly after that, she was sent to the salt mines for life, a bleak future.

Too salty.....freedom tastes better.
Upon arriving in chains, the new arrivals were appointed specific places. "Can't have your workers die too soon from fatigue, make them suffer in labor as long as you can."
Then there was the taskmaster, oh how she hated the man. A muscular bald man wielding a vicious scorpion-whip. A real sadist. His motto:
"Power is good. If they don't listen, "make" them listen, through torture if need be." The taskmaster fancied the young Delayla, seeing her spirit, her disgust for the Mitrans overseeing the saltmines. <"I'll break this one's spirit and make her my personal slave.">
The young woman was brooding on her escape. Sure, she'll play game, just they wait. But she wouldn't get help from the other laborors, they were physically too weak to fight, she was on her own.
The haunting voice came to her again:
<"One blessed should take revenge, you've done so before and you can get out of here again...."

Fortunately she didn't have to perform the intimate services yet, but she was forced to bring food and feed him at his personal tent, at the outer parts of the mines' perimiter. Playing the part of a gradually broken spirit she followed his directions.
<"And now my dear, come here, i would have a taste of your lips."> As disgusting as it was, she had the perfect opportunity. Her powers not a known fact here, she lit up her hands as they were close to his face and grabbed his face with two hands. His face and eyes fried and still smoldering, he fell to his knees.
<"You whore, i'll kill you!">
No you won't. she thought as she grabbed his whip and strangled him with it. The two guards around his tent came in, only to see their chief dead on the floor. Unfortunately for them, they weren't wearing your average high boots, but mere footwear.(think roman sandals)
Delayla clumsily attack with the whip, by chance hitting their Achilles Tendon. Unable to stand, they fell to the knees.
Standing there, "Thank you boys for letting me walk. I'm sorry we couldn't chat more, but here's my departing gift." She blew them a kiss, a kiss of a red-hot cone of flame, igniting the guards and the tent as she walked out. Sneaking from tent to tent, covering ground to escape, she set off fires, casting Spark left and right when soldiers were in the tents. With a new inferno behind her, she walked off with a wicked smile of satisfaction on her face and a fiendish whip in hand.


As a wizard, how many of our class abilities do we have when joining the part, i.e. spellbook, familiar etc.

Dark Archive

Went with a level of Rogue with the Sorcerer in the end.
Done apart from gear, leaving that unless I get picked (I find picking gear a dull exercise in accounting for the most part...).

Selina Markova
LE Human Sorcerer (Serpentine) 3 / Rogue 1

Base Stats:

STR: 12
DEX: 16
CON: 10 (+1 Level)
INT: 12
WIS: 12
CHA: 18 (+2 hUman)

Attack: +1 (melee +2 / Ranged +4)
AC: 13 (+3Dex)
HP: 19 (max 1st, 1/2 +1 for rest, will roll if required)
Init: +5 (+3Dex +2 trait)
FORT: +1 (+1Class)
REF: +6 (+3Class +3Dex)
WILL: +5 (+4Class +1Wis)

Skills:

*Acrobatics +6 (1 rank +3 Class +2Dex)
*Appraise
*Bluff +15 (3 ranks +3 Class +4Cha +2 Trait +3 Familiar)
*Climb +5 (1 rank +3Class +1Str)
*Craft
*Diplomacy +10 (3 ranks +3 class +4Cha)
*Disable Device +8 (1 rank +3 class +2Dex +2feat)
*Disguise
*Escape Artist +8 (1rank +3 Class +2Dex +2feat)
*Fly
Handle Animal
Heal
*Intimidate +8 (1 rank +3 class +4Cha)
*Knowledge (arcana)
*Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
*Knowledge (local) +5 (1rank +3 Class +1Int)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
*Linguistics
*Perception +5 (1rank +3Class +1Wis)
*Perform
*Profession
Ride
*Sense Motive +6 (2rank +3Class +1Wis)
*Sleight of Hand +8 (1rank +3Class +2Dex +2 feat)
*Spellcraft +5 (1 rank +3 class +1Int)
*Stealth +8 (1 rank +3Class +2Dex +2stealt)
Survival
Swim
*Use Magic Device

Abilities:

Trait: Fraud: +2 Bluff, Bluff always a class skill
Trait: Reactionary: +2 Init
Feat: Deft Hands: +2Disable Device & Sleight of Hands (+4 at 10+ ranks)
Feat: Stealthy: +2 Escape Artist & Stealth (+4 at 10+ ranks)
Feat: (bonus) Eschew Materials: No longer require inexpensive material components for spells.
Bloodline: Mind Affecting & Language dependant spells affect animals, magical beasts and monstrous humanoids, as if they were humanoids and understand my language
Bloodline: Serpents Fang (Ex) Can grow fants as free action, natural weapon 1d4 +str dmg, plus poison (Bite-injury; Save Fort 10+1/2 sorc level+ Con mod, 1/rd for 6 rounds, 1 Con damage, Cure: 1 save) at 5th level count as magic for DR and dmg increase to 1d2 Con. 7th requires 2 saves to cure. 11th 1d4 Con dmg. Usable 3+Cha mod rounds per day.
Bloodline: Serpentfriend: Speak with animals at will with reptiles. Gain Viper familiar at Sorc level -2.

Magic:

Spells per Day: 6x1st
Known: 5x0; 3x1st (+bloodline)
0:
Acid Splash
Daze
Detect Magic
Light
Prestidigitation
1st:
Charm Person
Comprehend Languages
Feather Fall
Hypnotism (Bloodline)

Familiar - Seth:

Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 9 (4HD)
Fort +1, Ref +6, Will +5

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse, Alertness
Skills Climb +11, Perception +11, Sense Motive +3 Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth, Master's Skills.

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Improved Evasion (no damage when normally 1/2 for successful reflex).

Gear:

1500gp
To Follow

Background:

Selina was born to the a moderately well off family, she was well provided for but was a spoilt child with friends in the nobility whom she was secretly jealous of. Her Jealousy grew as she got older and when her sorcerous abilities started to manifest, she gained the power to do something about it.

She lived dangeously for several years, using her abilities to nudge people into being just a little friendlier and picking up some other skills to let her take what she wanted.
It was not to last, eventually she tried to take advantage of a young apprentice wizard distantly related to the royal family, who easily recognised her abilities and entrapped her. Thrown in irons, branded and sent to the salt mines she managed to slip her bonds (she was warded against magic, no-one expected her conventional skills) en-route and fled into the wilderness.

Alone and feeling especially vulnerable she wandered the wilderness, befriending a small viper she felt a kinship with who aided her in scavenging enough to survive in the wilderness. She takes occaisional forays into villages and farmsteads, aggressively using charm person to get what she needs before fleeing. Until eventually... (insert meeting the party here?)

She doesn't know where her abilities come from, no one in her family have manifested sorcery before as far as Selina is aware, though her family records are not as carefully preserved as noble houses, plus serpentine blood may well be concealed - it's not something that comes up in conversation, so she is self-taught in haphazard fashion, her repertoire does not lend itself to combat, so in a fight she tends to run distraction until she can either escape or get someone else to defeat her enemies for her.

Appearance: Selina is gorgeous by almost any standard, slender though shapely with large green soulful eyes that betry not a hint of her nature and sheer straight black hair that hangs down her back, perfect smooth skin that doesn't retain blemishes for long and a practiced grace of movement that belied a dancer or acrobat
At least that's how she used to look...
Her captors cut her hair short and branded her, treating her as a common prisoner, while disciplined enough to not actually abuse her, they found excuses to manhandle her at every opportunity. Her time alone in the wilderness did nothing to improve her.
Her hair has grown back a little, though is still boyish, her eyes have taken on a feral quality and when it won't provoke unwanted attention Seth coils around her arm or neck protectively. Still very pretty, and eminently recoverable, she's just a little more savage.

Dark Archive

d'oh, missed a feat, Add Spell Focus, Enchantment to Selina.


What are the languages most used in this campaign? Are there any new languages we might be interested in taking? Are their languages that won't be used?


I am going to withdraw, I have the concept and have started fleshing out the character, but I just can't get it down on paper, the wording just isn't right.


Fet the false-hearted wrote:
What are the languages most used in this campaign? Are there any new languages we might be interested in taking? Are their languages that won't be used?

Dont worry with those little details. If you are chosen, I'll revise your crunch and help you with the minor things.


I'm mostly done. I had a question about my starting resources. If selected could I use money to buy scrolls or ingrediants for eventual potion creation?

With this HP roll here I should be mostly done.

3d8 ⇒ (7, 6, 2) = 15


Fet the false-hearted wrote:

I'm mostly done. I had a question about my starting resources. If selected could I use money to buy scrolls or ingrediants for eventual potion creation?

With this HP roll here I should be mostly done.

3d8

Sure.


I believe the character of Fet is completed. I just need to buy all the little bits and pieces of equipment. Does that need to be done before being selected?


Fet the false-hearted wrote:
I believe the character of Fet is completed. I just need to buy all the little bits and pieces of equipment. Does that need to be done before being selected?

Not necessary.


It's a countdown...

let's keep our evil fingers crossed.

Dark Archive

Just realised I managed to skipped over the sent to the salt mines thing. It's a minor reworking, I escaped the salt mines instead of en-route. I'll rework if picked at this point.


I sadly won't have the time to finish my sheet or write out my background as I'm already falling asleep behind my desk here. Sheet is mostly done, just gear and familiar missing

Char is here

Background is in bullet points as I can't properly write anything with my sleepy head right now.

Background in short:

- Not born in Talingarde, came 55 years ago
- Was exiled from home for reason he can't or won't remember

- Landed in Daveryn
- Started working as a taxidermist, same as in his homeland
- Got fascinated by anatomy but was limited in his studies to dead animals that were brought in or strays from the streets
- In his frustration he starts hearing dark whispers, though he dismisses them at first
- Find himself drawing holy symbols of Barbatos while trying to make notes of his studies
- Urged by dark whispers to take his studies further and study human anatomy
- Kidnaps homeless people from the streets to cut them open. Goes unnoticed as no one misses them.
- Makes a mistake by taking the youngest son of a nobleman in the city when he wants to research the difference between child and adult morphology
- Gets caught when flushing a dissolved human body into the harbor. Dead child is found upon searching his house

- Sent to Branderscar
- Sent to salt mines instead of beheaded to compensate for the family's loss
- Spends months there, surviving on insects and the scarce vegetation
- Devices a way to infuse himself with body altering mechanics using what he find in the mine
- Doesn't quite go as planned and develops a growth that eventually becomes a separate being, though still part of his body
- Uses the monkey shaped growth to surprise a guard and kill him with a pickaxe
- Retreats into mine tunnel, collapsing it one guards that come after him
- Works his way out of the supposed collapse at night
- Set fire to one of the barracks that housed prisoners for it to serve as a distraction
- Snuck out behind the guards who were busy with the fire.

I realise this probably doesn't meet the standards you're looking for atm but I wanted to finish it.


Sooooo, my internet provider is trying to make pay a face. I was the entire day without access to the forum. :(

Anyway, officially recruitment is done, no more apps. Here is what we got so far:

Delayla– Class: Oracle - Complete:Yes
Niles – Class: Wizard – Complete: Yes?
Yuelthial Salindranis – Class: Alchemist – Complete: No
YanJieming – Class: Wizard – Complete: No
Snedley Silversleeves – Class: Rogue/Wizard – Complete: No?
Selina Markova – Class: Sorcerer/Rogue – Complete: Yes
Fet the false-hearted – Class: Alchemist – Complete: No
DeMondes Uriostigui – Class Wizard – Complete:Yes?
Krixus, The Ghost in the Dark – Class: Witch (Orc Witch doctor) – Complete: No
Elijah Moore – Class: Anti-Paladin – Complete: Yes?
Fet the false-hearted - Class: Alchemist - Complete: Yes

If I got something wrong, drop me a line.

I know that it was little time to work in a good background, that's why I'm giving you 24 more hours to rework anything you want in your char.
I saw some great histories, and great potential histories. Lots of cool chars.
Tomorrow then I’ll give you news. :)


Sounds good.


I'm withdrawing. I simply do not feel the character the way I want to if I am to play it and as such don't think I can give it and the game the attention they deserve.

In hindsight I shouldn't have let the race recommendation hold me back and actually gone with the Tiefling Cleric I've been walking around with for months (in this case, former Mitran clergy, indoctrinated because they feared he'd turn and he turned anyway)

Best of luck with the game.


Thanks everyone! They were good submissions.

The group has decided to for two players.

Fet and Niles, report to Discussion please! :)


I'll get an alias made asap, I still haven't thought about a name....


Use some variant of Niles....

And welcome. Looking forward to seeing you in game.


Gl and have fun.


Thank you for selecting me. I think Fet could be interesting within the dynamics of the current group.

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