| Lekkric18 |
| 1 person marked this as a favorite. |
Just a quick question, I am a bit new to these forums but interested in this campaign and willing to do a submission. How do you guys use those rolls for the stats? Is there a text command for it?
Underneath the text box you type your post into is a "how to format your text" spoiler. That shows you how to roll dice, bold/italic/etc, create links, and a lot more useful stuff.
Trevor86
|
Underneath the text box you type your post into is a "how to format your text" spoiler. That shows you how to roll dice, bold/italic/etc, create links, and a lot more useful stuff.
Thanks to you and Kasit, thats good to know. I knew about the spoiler part but must have read over the dice part.
Well, let's see what I roll:
Focus: 18
Foible: 8
1d10 ⇒ 10
1d10 ⇒ 6
1d10 ⇒ 7
1d10 ⇒ 7
Trevor86
|
Wow, holy crap. Adding the +7 to all rolled scores leaves it with
18, 17, 14, 14, 13, 8, pre-racials.
Thats... 17 + 13 + 5 + 5 + 3 -2 = 41 Point buy equivalent if I'm not mistaken?
Well, having rolled that I might go for something like an arrowsong archer bard build, which I've wanted to try for a while. I could even put the 17 in intelligence instead of charisma and skill monkey hard even though the archetype loses all of bard's natural skillmonkey features.
Alternatively, if we end up with too many caster submissions I could instead roll a fighter/swashbuckler tank/melee striker. I'll see.
| Davril Sok |
so here's a rough build for Davril, I'll probably refine it a bit.
Davril never knew his parents, he was taken in at a young age by a group of druids living on the edge of the Cear Bryr. For as long as Davril can remember the members of the druids circle taught him the importance of harmony, balance, and neutrality. However as he got older Davril began to notice the hypocrisy in his elders words, they preached neutrality and balance but they would only act in the intrests of good or law. As the years went on Davril noticed the hypocrisy more and more until he couldn't take it any more. One night while his elders were all sleeping he stood before each in turn and flipped a coin, heads and they lived, tails and he ripped their throats out with his claws; true neutrality, true balance between life and death. And so he left the circle that night to begin traveling, that was when he saw that it wasn't just his elders who had been infected with this false sense of fairness. The whole country was out of balance, focusing only on law and good, so as he traveled he corrected this imbalance. where he found only goodness he brought evil and where he found only lawfulness he sowed chaos. Davril continued on his crusade until he was eventually caught stealing from a temple of Mitra and charged with the crime of high theft.
| ChloePech |
Alright, finally have this ready for you. If theres anything you'd like me to add, please do let me know.
Female Elf
Age: 103
Lawful Evil
Witch
Crime: Heresy
Craft Skill: Alchemy
Lore Skill: Poisonous Plants
Profession: Apothecary
Ability Scores
Strength:12
Dexterity:12
Constitution:15
Intelligence:20
Wisdom:17
Charisma:8
Born to a relatively well-off elven family, Yahlara's life was once a pleasant one- taught her mother's skills as an Apothecary and raised to be an upstanding citizen of Talingarde, Yahlara embodied her parent's hope for a peaceful and prosperous future. Yet, in flickers of the night lanterns, Yahlara saw a great darkness- one that was no simple absence of light, but seemed to swallow it, leaving her cold and uneasy. For many years, she feared this, confiding in her parents a deep superstition and paranoia. It was their response that enraged her- a dismissal of her fears which left her feeling infantalized and resentful. It was in these darker emotions she came to realize that the darkness was not some beast hunting her, but one following her, and in time and study she came to understand it, and with further time, gain power from it. The shadows carried with them knowledge, knowledge of a god of great Power, the First, and in her darkening mind Yahlara came to desire this power. However, her increasing attention to the shadows and angry glances and glares directed at her family made her activities all but obvious to her parents, and, when their reason failed, they turned her in to the guard. Now, be it her parents will or not, Yahlara has been convicted of Heresy, refusing to renounce the shadows that taught her so much and the Prince who promises power.
Feats: Extra Hex
Alertness (from Familiar)
Yahlara's familiar is a greensting Scorpion she calls Ket
Her traits are the Heresy Campaign trait and Bruising Intellect, which lets her use her intelligence modifier instead of charisma for intimidate checks.
Physically, Yahlara is pale, black haired, but her noticeable feature is her piercing amber eyes. She used to be much more composed and less intimidating, but has become increasingly hostile-looking over the years.
Hit Points: 9
Armor Class: 11
Touch: 11
Flat-footed: 10
Saving Throws
Fortitude: +2
Reflex: +1
Will: +5
CMD: 12
CMB: +1
Initiative: +5
Speed: 30ft
| Gummy Bear |
Halfling Master of Disguise Unchained Rogue
Racial Traits -
Creepy Doll
Irrepressible
Behind the Veil
Traits - Fraud, Augmented Disguise
Str: 8 (6)
Dex: 20 (18)
Con: 14
Int: 14
Wis: 9
Cha: 17 (15)
Skills 9
Acrobatics 9
Bluff 9 (+1 to be in character, +2 w/ concealment or cover, t10 to convince innocence)
Diplomacy 7
Disable Device 9
Disguise 8 (+2 posing as human child, no penalties)
Linguistics 6
Local 6
Sleight of Hand 9 (+2 w/ concealment or cover)
Stealth 13
Feats
1 Childlike
3 Pass for Human
5 Innocent Facade
7 Bookish Rogue
9 Weapon Focus (Dagger)
11 Extra Rogue Talent (Glib Facade)
Rogue Talents
2 Quick Disguise
4 One of Those Faces
6 Minor Magic
8 Major Magic
10 Master of Disguise
Backstory to come!
| Kasit |
Thanks for letting us move the ability scores around, made this very doable. A bit weak in some areas, but that makes it more fun, right?
Still a work in progress, mainly turning the background from an outline into prose, but mostly complete. I will use this post to update the backstory in the next few days.
** spoiler omitted **** spoiler omitted **** spoiler omitted **** spoiler omitted **...
Love the character background.
If you want charm spells...
https://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisi tor-archetypes-paizo/hexenhammer-inquisitor-archetype/
Gives access to witch spells. At the cost of your domain abilities and cunning mind. A tough trade.
https://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/inquisi tor-archetypes-paizo/infiltrator/
This archetype is thematically very appropriate to your backstory
“This inquisitor uses guile and deception to blend in among the enemies of the faith rather than confronting them head-on.”
It even gives you an ability to fool Paladin defect evil!
| Lucius Baradayne |
Alright, finally made up my mind and came up with a fallen Aasimar Antipaladin (Lord of Darkness archetype) concept that I'll be applying with. My rolls were on the previous page (The KGB) and here is the crunch. Appearance and background to follow.
Level 1, Init 2, HP 14/14, Speed 30
AC 12, Touch 12, Flat-footed 10,
CMD 17, Fort 5, Ref 2, Will 2,
CMB +5, Base Attack Bonus 1
Nonlethal Unarmed attack +5 (1d3+4, x2)
Abilities Str 18, Dex 14, Con 16, Int 15, Wis 10, Cha 16
Class Features Aura of Evil, Detect Good, Smite Good
Condition None
Veltharis
|
Had to drop out of a game of WotW a few years ago, but I've always wanted to give it another shot.
Let's see what the dice say...
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (1) + 7 = 8
So with an 8 and an 18, that's a 19-pt buy (provided my math is right)... Ouch. >_<
Going to need to give it some thought before I decide how I want to adjust the numbers to get it up to 25-pt...
| GM Taliesin |
As someone in a few multi-year campaigns, my only advice is this: play a character you really like. Crunchy numbers won’t sustain interest, but a character you enjoy will.
I second this. While it may be sad to have your well-loved character not be accepted, it is far worse to have to play a character that's just not interesting for a very long game.
How does the feat tax system work with the unchained rogue (who gets weapon finesse as a class feature)?
It does out the unchained rogue one advantage for a level or two, but they are still the only ones that end up with Dex to damage. But really, the regular rogue unchained rogue is already such an improvement over the regular rogue, I don't think they'll suffer for the lost advantage.
I received a question via pm, wherein I'd like the answer to be available to others:
I also have a question regarding the gods. Are all other golarion gods and empyreal lords forbidden? Or are they just less important? In the former case, can we port religion traits to Mitra?
They are just less important. You can see a bit of the history in the campaign tab, which includes a former king who worshiped Asmodeus about 80 years ago. Once he was brought down there was a violent reaction against that worship, so Asmodeus is the only one expressly forbidden. Though some of the other evil deities might be discriminated against and they might try to find a reason to arrest such a person, none are expressly forbidden.
Here's a list of submissions so far:
Completed Submissions
Elbowtotheface--Cathirix--Human Slayer
Grumbaki--Kasit--Strix Kineticist (Elemental Annihilator)
Fenris105--Davril Sok--Half-elf Shifter
ChloePech----Yehlara--Elven Witch
In Process
Mystic Ankh--Monk?
GM Aest--???
Yanjieming--Aasimar
Dakcenturi--Human Witch (Synergist)
Lekkric18--spellcaster
Jagael--Sartur Holt--Dwarf Inquisitor
BastianQuinn--Wocket Daergle--Gnome Sorcerer
RobL8675309--???
Redac--Alchemist (Vivisectionist/Bestmorph)
SodiumTelluride--???
MadScientistWorking--???
Tavarokk--???
The KGB--Cassander Baine--Aasimar Antipaladin (Lord of Darkness)
Edward Sobel--Changling Antipaladin or Gnome Summoner
Trevor86--Arrowsong Archer Bard?
Veltharis
Ellioti
Gummy Bear--Halfling Rogue (Master of Disguise)
| Gummy Bear |
While her parents were content with being servants to a minor noble family in Talingarde, the sullen monotony and perpetual subservience quickly began to chaff on Charmaine Trill. During her mid-teenage years, she began slipping out during the day, shirking her chores in exchange for a more exciting time on the town. Finding herself without money, never having need to carry any on the estate, she discovered that a little timing and a fast hand could get her what she needed. This quickly led to her discovery by a handful of smalltime thugs and an invitation of membership. Charmaine accepted the offer, emboldened by her recent success, and returned home one last time to collect her meager belongings. She left the next day without a single goodbye.
Now, a halfling in her early twenties running with a small group of tightknit scoundrels, Charmaine was no stranger to crime or the law. Members have come and gone, some more peacefully than others, but the con was always the same: Charmaine, using her uncanny resemblance to a human child, would harp on the sympathies of the fools of Talingarde. Once they had decided she was a whelp worthy of their misguided Mitran charity, she would beg for increasingly expensive things in store windows and from stall vendors, a tidy sum to be gained from their resale with plenty of opportunities for a peak at their coinpurse. With the fool firmly wrapped around her finger, and with a tail of thugs following them, she would abruptly run down an alley calling after a puppy, balloon, or any other object of childish wonder. Like clockwork, the fools always followed her, at least for a couple strides, which was more than enough for the thugs to rough them up and take anything of value. Simple enough, clean, effective.
During one such con, Charmaine found the best victim of her life: her former master. Knowing all of his tells, weaknesses, and preferences after years of servitude, she put her best face forward. Everything had gone to plan and was going well, but it was too late when she finally realized things were going too well. As they approached the alley, it wasn't until he took her hand, instead of Charmaine taking his finger, that it hit her. A life time in the salt mines is all that's left for you, Charmaine. He whispered venomously into her ear, as the unmistakable sounds of fighting erupted behind them. Charmaine screamed.
In a whirlwind of blood and steel, her little band of thieves was slain or violently subdued. Before Charmaine could do anything but watch and scream, everything turned black. When she awoke, she found herself alone in a dark cell with a shoddy Mitran bible and a missive.
Charmaine Trill,
You have bene charged with the Fraud of a noble and righteous Talingardian family. In the name of Mitra's justice, you have been sentenced to a life of hard labor in the salt mines.
Forever Honorably,
A devout servant of Mitra
GM, if you have any NPC names to put into my backstory, I'm happy to include them! I believe this completes my submission. To keep everything in one place, I've reproduced my crunch here too. Forgot to include background skills and alignment the first time, those are in now.
NE Halfling Master of Disguise Unchained Rogue
Racial Traits -
Creepy Doll
Irrepressible
Behind the Veil
Traits - Fraud, Augmented Disguise
Str: 8 (6)
Dex: 20 (18)
Con: 14
Int: 14
Wis: 9
Cha: 17 (15)
Skills 9
Acrobatics 9
Bluff 9 (+1 to be in character, +2 w/ concealment or cover, t10 to convince innocence)
Diplomacy 7
Disable Device 9
Disguise 8 (+2 posing as human child and no penalties, +2 if using a prop)
Escape Artist 9
Intimidate 7 (no size penalties)
Local 6
Stealth 13
Background Skills
Sleight of Hand 9 (+2 w/ concealment or cover)
Linguistics 6
Feats
1 Childlike
3 Pass for Human
5 Innocent Facade
7 Bookish Rogue
9 Weapon Focus (Dagger)
11 Extra Rogue Talent (Glib Facade)
Rogue Talents
2 Quick Disguise
4 One of Those Faces
6 Minor Magic
8 Major Magic
10 Master of Disguise
| Kasit |
Btw: I’ve decided to go VMC Wizard
Lvl 3: Get an Emissary Familiar
https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arch etypes/emissary-familiar-archetype/
A gift from Asmodeus!
Lvl 15: Get the True Name Arcane Discovery. Learns the true name of an evil outsider!
The two abilities seem to be very appropriate to this campaign.
| Ellioti |
| 1 person marked this as a favorite. |
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11I can work with that. Let's see, which of my ideas fits best.
Male Dwarf Fighter (Siegebreaker) 1
NE Medium humanoid (dwarf) Init +2, Senses darkvision (60 ft.); Perception +3
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+0 armor, +2 Dex)
hp 14 ((1d10)+4)
Fort +6, Ref +2, Will +2, Bonuses +3 against poison, spells, and spell-like abilities / +1 against divine spells
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee Overrun or Bull Rush +9 (6 bludgeoning)
Ranged -
=================================================
STATISTICS
=================================================
Str 18, Dex 15, Con 19, Int 11, Wis 14, Cha 6
Base Atk +1; CMB +5 (+4 bull rush and overrun); CMD 17
Feats Powerful Maneuvers
Skills Perception +3 (+2 stonecunning), Survival +6
Background Skill Knowledge (history) +1 (+2 pertaining dwarves or their enemies), Knowledge (engineering) +4
Traits Glory of Old, Desecration (Crime)
Languages Common, Dwarven
SQ 1 ki point
Gear none
=================================================
SPECIAL ABILITIES
=================================================
Class
Breaker Rush At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.
Favored Class Barbarian
Racial
Relentless Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Within Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Traits
Glory of Old (Dwarf) Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Desecration You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
=================================================
BACKGROUND
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Dolgrin Ironhead comes from a long line of dwarves, as most do. His clan has always lived a very secluded life outside of the cities. And life was hard if you wanted to avoid the Talingarde oppression. Although his clan led an orderly life typical for dwarves, they never wanted to join the new Talingarde order, but preserve their own. Many times they clashed with the Knights of the Alerion, while at the same time they had to fight against the savages of the uncivilized world. In the end, they were defeated and a peace treaty and trade relations were established.
However, some stubborn and determined dwarves fought their way into the woods and formed a militia against the oppressors together with other rebellious races. Dolgrin was one of them. He made it his life's work to destroy Talingarde and revive the empire of the dwarves. Especially the superficial, pusillanimous religion of the so-called Shining Lord was a thorn in his side. Even though he himself was not particularly religious, he preferred the simple, bestial way of life of the Rovagug followers a hundred times to the effeminate Mitra.
Should ever the possibility of a concerted underground movement against the oppressors arise, he would join it at any price.
However, his current situation is not the best to say the least. He had it all planned out perfectly. He had organized a well-rounded rading party as well as a brutal distraction by some savage orcs that attacked a farmer's village on the other side of the town. His party would sneak in and smash it to pieces. That ostentatious statue of Mitra standing on the market place just in front of one of the churches was a marvelous target. They had used three ox carts to knock it over and he perfecetly calculated its fall in such a way that the head wouldn't break. Before they left the city again, rolling Mitra's head in front of them, they set the church on fire. Just because they could. It ran like clockwork that night. But then they stood in front of them and behind them, the city guards and the Knights of the Alerion. Something went wrong with the distraction and they arrived faster than they should have.
Now he is sitting here in the cell waiting to experience the same fate as the church.
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DEVELOPMENT PLAN
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Fighter (siegebreaker) 2 / Barbarian (Armored Hulk) rest
Feats: Powerful Maneuvers, Spiked Destroyer, Breaker of Barriers, Stunning Irruption, Greater Overrun, Greater Bullrush
| ChloePech |
Given how old Yehlara is being an elf, and assuredly her parents being old as well, I assume they participated in the overthrow of the Asmodeus-worshipping nobility? Or was this a more behind the scenes move? Either way thats what I'm assuming how my backstory would actually be functional, and makes Yehlara's turn to darker powers make more sense- she was alive when it was still there, ablit a child and doesnt remember all that much.
| GM Taliesin |
| 1 person marked this as a favorite. |
Are we allowed to start middle aged or older?
I am alright with it, as long as it's not about making your stats ridiculously min-maxed.
Given how old Yehlara is being an elf, and assuredly her parents being old as well, I assume they participated in the overthrow of the Asmodeus-worshipping nobility? Or was this a more behind the scenes move? Either way thats what I'm assuming how my backstory would actually be functional, and makes Yehlara's turn to darker powers make more sense- she was alive when it was still there, ablit a child and doesnt remember all that much.
Yes, she would have been alive and remembered the situation.
| Mystic Ankh |
Good question, Alternate heritages include the things like the Aasimar tables (the ones with things like Angel-blooded, Azata-blooded, etc.) and the oddball versions of Oread. Pretty much, you get the standard version of the race you pick.
Alternate race traits on the other hand are entirely acceptable.
Wow this thread got a lot longer over the weekend!
What about the human alt. racial "Dual Talent," which gives them 2 +2s in any at the cost of the bonus feat and Skilled? It's similar enough to the above I figured I should ask.
You're using the feat tax variant, and we can now move our rolled scores around - are those the only creation changes, or did I miss one?
| GM Taliesin |
| 1 person marked this as a favorite. |
What about the human alt. racial "Dual Talent," which gives them 2 +2s in any at the cost of the bonus feat and Skilled? It's similar enough to the above I figured I should ask.
Yep. This is fine.
You're using the feat tax variant, and we can now move our rolled scores around - are those the only creation changes, or did I miss one?
Nope. Those are the only changes. Updated character creation rules can be found in the campaign tab and I will keep those updated should there be further changes.
| Odoacer von Kriegsburg |
I don't have the crunch finished yet, but here's Lekkric18's entry. He's a human Cleric with the Asmodean Advocate archetype. Everything is in the alias, but here's his backstory for convenience.
Odoacer was born into House von Kriegsburg – a minor offshoot of the current ruling family, the Darians - and until recently was their rising star, set to inherit his father’s title when he passed on into Mitra’s
While abroad, he spent some time in the nation of Cheliax, and became fascinated by their worship of Asmodeus. As a man who could appreciate control over others and twisting the law to his own ends, he quickly began to worship the Archfiend himself. After about a year learning from Chelaxian priests, he returned home with a copy of the Asmodean Disciplines and resumed his law career. With his new faith – and it can be assumed that he had a little help from the King of Hell himself – he quickly rose to the very top of his profession. If there was a loophole he would find it, and if there wasn’t he would simply talk judges and jurists into believing there was one.
Everything was going well when, as it does, everything fell apart. He was entertaining some of the powers-that-be in the Talingarde government, angling for a more lucrative and powerful position, when one of his guests went into a private room in his house and discovered a shrine to Asmodeus. His fall from grace was quick and quiet. To avoid the scandal that would arise with the most prominent legal professional in the very religious country being discovered as a heretic, he was whisked away to Branderscar Prison under another name while word was put out that he had drunkenly fallen down the stairs and broken his neck after the party. That’s where he finds himself now, chained to a wall under an assumed name and about to be executed for blasphemy.
| YanJieming |
Here is my submission: Heverly. I will be adding some more stuff, but it's all extra so I figured I'd post now.
| Silarsha Torvsdottir |
Interested.
GM are you okay with an Ulfen Raider type Bloodrager or Skald concept with the "Piracy" campaign trait?
(The concept works with either class, and if selected I can adjust based upon party makeup to cover frontliner or as a melee support)
I'm leaning alignment towards lawful neutral, as a nearly amoral but honorable raider and pillager. The strong take from the weak, and there are rules to how things are done.
Taken by surprise in the dead of night by the honorless curs in Talingarde's navy, and burning her ship to the waterline with their foul magics she barely survived. Then adding insult to injury, she was hauled from the water barely alive, dragged ashore and sentenced to death by hanging like some base criminal.
Well if these Talingarde folk have no honor, then they shall pay dearly for their behaviors.
I think the concept will allow her to work with an organized group of conspirators to overthrow Talingarde, and achieve her revenge against those who wronged her.
Dice Rolls:
Stat 3: 1d10 + 7 ⇒ (3) + 7 = 10
Stat 4: 1d10 + 7 ⇒ (4) + 7 = 11
Stat 5: 1d10 + 7 ⇒ (8) + 7 = 15
Stat 6: 1d10 + 7 ⇒ (6) + 7 = 13
If the basic concept is okay, I can work up something and will post some crunch before deadline.
| Diamondust |
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
18, 17, 17, 13, 13, 8
Love the idea of playing an evil bard to support the party and be a manipulative high charisma party face. Not sure if I will have enough to to complete a submission but here's my interest.
| GM Taliesin |
Interested.
GM are you okay with an Ulfen Raider type Bloodrager or Skald concept with the "Piracy" campaign trait?
Yeah, that'd be fine. Go ahead and write it up.
Not sure if I will have enough to to complete a submission but here's my interest.
If it's a close thing, just keep me up to date and we'll see what we can do. If you've expressed interest and are working on it, I'd like to give everyone the chance to finish up their characters within reason.
And now for the daily update:
Completed Submissions
Elbowtotheface--Cathirix--Human Slayer
Grumbaki--Kasit--Strix Kineticist (Elemental Annihilator) VMC Wizard
Fenris105--Davril Sok--Half-elf Shifter
ChloePech--Yehlara--Elven Witch
Gummy Bear--Charmaine Trill--Halfling Rogue (Master of Disguise)
Ellioti--Dolgrin Ironhead-- Dwarf Fighter (Siege Breaker)
Lekkric18--Odoacer von Kriegsburg--Human Cleric (Asmodean Advocate)
Yanjieming--Heverly--Aasimar Oracle
In Process
Mystic Ankh--Monk?
GM Aest--???
Dakcenturi--Human Witch (Synergist)
Jagael--Sartur Holt--Dwarf Inquisitor
BastianQuinn--Wocket Daergle--Gnome Sorcerer
RobL8675309--???
Redac--Alchemist (Vivisectionist/Bestmorph)
SodiumTelluride--???
MadScientistWorking--???
Tavarokk--???
The KGB--Cassander Baine--Aasimar Antipaladin (Lord of Darkness)
Edward Sobel--Changling Antipaladin or Gnome Summoner
Trevor86--Arrowsong Archer Bard?
Veltharis
Silarsha Torvsdottir--Human Bloodrager or Skald
Diamondust--Bard
| GM Taliesin |
| 1 person marked this as a favorite. |
Now, I've finally been able to actually start going over completed submissions, and have a few questions. For some of these, I can see some possible answers, but I would like to hear from you since you will be the one playing your character.
1) Is really more of a request, could you please either put Kasit's background in his profile, or make a post with both his crunch and background in one so that I can reference both more easily?
2) I like that you put in there his hatred and desire for revenge, but with his people fled, what would keep him from returning to them once Kasit achieves "enough" revenge? Or if the teams motives turn to something other than just revenge, like for instance to take over the rule of Talingarde?
1) Is really more of a request, could you please either put Davril's background in his profile, or make a post with both his crunch and background in one so that I can reference both more easily?
2) I am a bit concerned about Davril's fervor for neutrality. For now the PC's will be sowing chaos, but eventually, because it is a Lawful Evil organization, they will want to supplant the chaos with their own order. How would Davril be able to work with that.
| Kasit |
I've got two questions for you:
1) Is really more of a request, could you please either put Kasit's background in his profile, or make a post with both his crunch and background in one so that I can reference both more easily?
Sure!
2) I like that you put in there his hatred and desire for revenge, but with his people fled, what would keep him from returning to them once Kasit achieves "enough" revenge? Or if the teams motives turn to something other than just revenge, like for instance to take over the rule of Talingarde?
A good question. Kasit, as he is forming in my mind, is lawful evil with outsiders and lawful neutral with his own people. Revenge motivates him right now as he feels powerless. But he is wise enough to know that revenge leads to more revenge. Laying low the humans now means that they will retaliate when their strength comes back, as it surely will. His people are few and far between. They won’t survive any further encounters less they flee again. If he could take over Talingarde, he could find a more permanent solution. Especially as a destroyed Talingarde means that a different nation will move in, who will cause the same problems.
He sees humans the way they see hobgoblins. Very organized, violent and evil. Only humans are delusional and hypocritical. If he can control them, then he can protect his people from them.
Plus...he’ll have a Familiar sent to him byAsmodeus. I don’t know how that’ll play out, but I’m sure it will factor into his decision making process.
| Odoacer von Kriegsburg |
What motivated Odoacer to move back to Talingarde from Cheliax? What would keep him from absconding to Cheliax should he escape?
Mostly it's his desire for power and standing. When he was in Cheliax he was a simple student, whereas in Talingarde he could become one of the masters. He'd rather be a big fish in a small pond than a small fish in a big pond. Especially since he's now been outed as a priest of Asmodeus, he would attempt to bring his worship more mainstream in Talingarde rather than let it fade again.
Partly, though, it's the simple fact that Talingarde is his home. He only left originally in order to learn. It was always his plan to become one of the ruling elite in Talingarde; originally through the legal system and now through other means. He'd prefer to mold it into a form he likes rather than run away to another country.
| Ellioti |
Spoiler:Dolgrin seems very loyal to his dwarven brethren and the dwarven cause. What would allow him to continue working with the party, should there be conflicts between the dwarven cause and the party's cause?
Dwarves are a longliving people. Their traditions go back many centuries. In the same way they look into the future much further than most other races. Therefore, any imminent solution for the party's causes cannot interfere with his long-term goals. His mid-term goal aligns is overthrowing Talingarde and his short-term goal is rage and destruction. If he ever moves back to LE is not clear.
| YanJieming |
What does her elven heritage give her that a human upbringing would not? And now that Heverly has achieved her vengeance on those that burned her, what is driving her?
Mostly, her elven heritage gives Heverly a long-lived and patient quality that humans lack over all. While she is somewhat erratic and fickle, it is only in comparison to her elven people.
As for revenge, she still has high ambitions, which she mostly put on hold to achieve revenge. She'd still like some more revenge on Talingarde, particularly for those who are responsible for the change of rulership and Asmodeus' downfall. But in addition to that, Heverly seeks power and will do what she can to find it.
| Silarsha Torvsdottir |
Silarsha Torvsdottir is the youngest of four children of Torv Red Axe; the war chief of a small tribe of Ulfen. At a young age, she became enamored with her father’s exploits and the daring stories of his band of raiders as they would pillage along the coasts and among the islands of Golarion. Growing up, she set her mind to joining his raids, and trained with a single minded persistence. Developing her skills, she found she had a talent with both weapons, and with the Skald magic of her people. Upon reaching her majority, Silarsha begged her father to accompany him on his next raiding voyage, and despite his concerns, reluctantly consented. Her first year with the crew she accomplished much, as her father proudly watched her hold her own in battle, and inspired the rest of the crew with her songs of war and glory.
Her second raiding season, her father chose to change his usual routes. Thinking that; as the coasts of Talingarde had been so quiet recently, there might be some ripe targets for the picking. He was mostly right, as they raided a series of coastal villages, they gathered a significant haul of loot, and even struck upon a ship or two in open water. The rules were simple; those who fought were beaten in a show of might, and prowess and those too weak or cowardly would pay tribute to the feared Ulfen raiders or face the consequences.
After a fortnight of raids, the ship began its journey home, heavily laden with the price of weakness and captured trophies from those brave enough to fight. Unfortunately, a storm hit while on the open water, and after battering the ship all day long, there was some damage. Torv chose to seek shelter in a small cove along the coast, and the crew worked overnight, and all through the next day making repairs. Torv chose to spend one more night to allow the crew some rest before resuming the trip home. This decision allowed the Talingarde Naval forces who’d been chasing after Torv’s ship to catch up, and using magical scrying, pinpoint his ship’s location. Late that night, after the moon had set as the crew slept; the navy attacked. Concealed from view within a magical fog, even the watch didn’t see the attack until the first fireball blew apart the deck. Blown from the ship with the force of the blast, Silarsha struck her head on a piece of the rail and dazed, barely conscious as she clung to the floating bit of debris watched as her ship and crewmates were slaughtered with flame, and arrow. The last thing she saw before darkness took her was her father’s burned and lifeless corpse pinned to the remains of the mast by a ballista bolt.
When she surprisingly awoke, Silarsha found she was chained to a bunk onboard the Talingarde navy vessel. Her wounds were bandaged, and a medic with cold hands, and colder eyes was nearby to treat her injuries. Being “merciful people” the sailors had pulled her from the sea to allow her to face trial, and be executed as a pirate under the “justice” of Talingarde. Silarsha was outraged at the slaughter of her father and the crew. Facing an armed foe in combat to the death was an honorable end, but slaughtering sleeping foes with magic and tricks because you could not beat them in a face to face fight? The dishonor and insult the nation of Talingarde had put upon her father’s legacy would not stand. She vowed then and there to see the honor-less nation, and its rulers destroyed. They would suffer as she suffered.
Decided to go with a Skald. Also This account is slightly biased from her perspective, and may or may not have been actual "in game" events :)
| eriktd |
| 1 person marked this as a favorite. |
Here is my concept, a little anthropomorphic rat creature named Nibs.
Life was not easy for Nibs, it should be said; ratfolk are among the lowest of the lower classes in Matharyn, and perhaps he would have received mercy if he had been born a human or an elf or even a halfling. Instead, Nibs was cast out of his brood because he refused to serve the patriarch, a low-stakes crime boss called Feyling who required his extended family to steal for their living. Without his largess and exiled to the surface streets, Nibs had to beg and scrounge to survive, completely on his own in the world.
Always outside society looking in, Nibs grew obsessed with arcane magic and would often sit in the tunnels beneath the grand library listening to the wizards and sorcerers practicing their spells. Magic seemed to him the answer to all of his problems: he wouldn't have to work or serve, and he could punish those who had wronged him. He began sneaking into the library and stealing books, which he read voraciously. He learned about devils and other outsiders and how they can be bound by occult rituals, and he knew he had found his calling.
The Rat King lives inside all ratfolk, or so the legends told. Borrowing from dark rites invoking Asmodeus, Nibs plotted his ceremonial summoning very carefully to ensure that the spirit of the king of rats would be forced to serve him and not the other way around. And yes, the creature that emerged looked exactly like him in every detail, except for brief afterimages when it moved, almost as if many identical copies of itself were overlapping the same space.
If he were to somehow escape his imprisonment and execution, Nibs dreams of running his own underground empire. Perhaps summoning the spirit of the Rat King has inflamed these desires, but it gives him joy to picture driving Feyling and his henchmen from their burrows and alleys near the Matharyn docks, and setting up a gang of ratfolk loyal to him instead. Perhaps he is even thinking too small; he could imagine one day setting up and leading a criminal organization that spans all of Talingarde. With his dark servant's help, he might someday become the literal Rat King, and bring his subjects to the better life that they have been denied for too long.
Nibs appears more or less like an ordinary ratfolk. His fur is dark and his eyes are black, and he wears clothing like other humanoids. His voice is rough and whispery, with a slightly lower-class accent. He is generally not very clean, and looks especially dirty after being imprisoned for the journey to Branderscar. His eidolon rarely speaks, but otherwise looks and sounds exactly like its master, like a mirror image of Nibs. Both of them have a glowing rune on their foreheads.
Left to his own devices, Nibs is calculating and quiet. Around other creatures-- particularly those who are bigger and stronger than he is-- he is obsequious and servile, though he hates this instinct in himself. He loves magical things: scrolls, wands, wondrous trinkets of all sorts. He thinks of himself as a great and powerful wizard and enjoys things that encourage this charade. He also likes rats in general, and he devotes hours to caring for them and training them. He is afraid of cats and other creatures that typically prey on rodents, partly for himself and partly on behalf of his many pets.
Though he is not particularly pious or religious, he sometimes leaves offerings (coins, food, blood) to Asmodeus when he has the opportunity, believing that as a summoner of evil creatures it never hurts to have powerful friends on the other side. Many of the tomes he has read say that Asmodeus rewards those who worship and serve him, and he's already got one foot in that pit already, so he figures what the hell.
Nibs is a bit like Rocket Racoon: wry, a little sarcastic, violent, and scrappy. He is angry at the world and at creatures of other races, especially humans, though escaping prison and execution has changed his perspective somewhat. He feels strong pack loyalty, and that will quickly extend to the others who have been placed in similar circumstances.
Name: Nibs
Race: Ratfolk
Alignment: Lawful Evil
Deity: Asmodeus (sort of)
Class: Unchained Summoner (Twinned Summoner)
Roles: Rogue skills, arcane magic support, striker damage
Crimes: Consorting with Dark Powers, Desecration, heinous Murder
Abilities: Str 10-2 (-1), Dex 18+2 (+5), Con 14 (+2), Int 13+2 (+2), Wis 8 (-1), Cha 17 (+3)
Size: Small (+1 attack/AC, -1 CMB/CMD)
Level: 1
HP: 11/11 (1d8+3)
AC: 16 (+5 Dex, +1 size)
Initiative: +5 (+5 Dex)
Speed: 20' (slow speed, no armor)
Saves: Fort +2, Ref +5, Will +1
BAB: +0
Weapons: dagger +6 (1d3+0*, +1 vs flanked enemies, 19-20 x2)
Armor: none
Race traits: Darkvision (60'), Rodent Empathy (+4 Handle Animal vs rodents), Swarming (2 ratfolk may occupy same square, flank opponents they both attack), Tinkering (+2 Craft Alchemy/Perception/Use Magic Device)
Favored class bonus: Summoner, +1 hp
Traits: Cruelty (Drawback, -2 attack vs non-dying or non-helpless foes when dying or helpless foes are present), Murder (+1 damage when flanking), Vagabond Child (+1 Escape Artist, class skill), Wicked Leader (+1 Cha vs evil creatures, evil cohort may be one level higher)
Feats: Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Scurrying Swarmer (can share space with ally, treated as having Swarming and teamwork feats), Weapon Finesse*
Summoner abilities: spellcasting (CL 1), life link (can take lethal damage from eidolon), summon monster (summon monster i, 3+CHA/day, 6/6 remaining), twinned eidolon
Summoner spells:
0th (cantrips) acid splash, guidance, open/close, read magic
1st (1+1/day, 2/2 remaining) infernal healing, mage armor
Adventuring skills: Escape Artist 1+9, Knowledge (Arcana) 1+5, Perception 1+1, Stealth 0+9 (small size), Use Magic Device 1+8
Background skills: Craft (alchemy) 1+7, Handle Animal 1+6* (+4 vs rodents)
Languages: Common, Infernal, Undercommon
Equipment: none
Name: "The Rat King"
Base Form: Biped
Subtype: Twinned
Size: Small (+1 attack/AC, -1 CMB/CMD)
Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
HP: 14/14 (1d10+1, +3 Toughness)
AC: 15 (+2 Dex, +2 natural armor, +1 size)
Initiative: +2 (+2 Dex)
Speed: 30' (no armor)
Saves: Fort +3, Ref +2, Will +2
BAB: +1
Weapons: 2 claws +4 (1d3+1, x2); dagger +4 (1d3+1, 19-20 x2)
Armor: none
Feats: Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Toughness, Weapon Finesse*
Eidolon abilities: darkvision, link, share spells
Maximum natural attacks: 3
Evolutions: (evolution pool: 1) limbs (arms) 0; limbs (legs) 0; skilled (Disable Device) 1; skilled (Disguise) 0; weapon training 0
Adventuring skills: Acrobatics* 1+5, Bluff* 0+0, Climb* 1+4, Disguise 0+8, Disable Device* 1+13, Knowledge (Planes)* 0-2, Perception* 1+3, Sense Motive* 0+0, Stealth* 0+6, Use Magic Device* 0+0
Background skills: Craft (alchemy)* 1+1, Sleight of Hand 1+2
Languages: Common, Infernal, Undercommon
Equipment: none
Nibs is an attempt to build a serious version of the "two gnomes standing on each others' shoulders wearing a trenchcoat" character. As a ratfolk, Nibs gets the Swarming trait, which says that when two or more ratfolk share the same space, they are considered flanking an opponent they both attack. The Scurrying Swarmer feat allows him to share his space with his eidolon and attack as if they both had Swarming. The eidolon doesn't have Swarming, but does share all of Nibs's teamwork feats, and so over time they will both gain the benefit of Improved Spell Sharing, Swarm Scatter, Rat Stack, Precise Strike, Rending Swarm, Outflank, Shake It Off, Swarm Strike, Squirming Pile, and Paired Opportunists.
I plan for Nibs to take Vile Leadership at level 7 and recruit an evil ratfolk rogue cohort that can also share his space thanks to Rat Stack and automatically flank thanks to Swarming. It's probably overkill, but then again the whole point is a whirling mass of attacks, so maybe there's no such thing. Plus, the cohort would bring more useful skills to the party.
Nibs is primarily a support caster, with things like barkskin, greater magic fang, haste, heroism, mage armor, resist energy, and shield, and later communal stoneskin, dimension door, greater heroism, mass bull's strength, protection from spells and greater teleport. He is not a bad melee fighter, and will be able to deal consistent damage to single targets once he gets an agile weapon, but it's through his eidolon that he will dish out the most pain.
| Wocket Daergle |
Wocket Daergel was raised in an alchemist’s guild. At first she learned the story of her mother’s plight through the lens of her victims. It was only once she worked her way into apprenticeship that she was sought out by one of her mother’s followers, a tiefling fisherman named Akchar. It was in listening to Akchar’s stories of her mother’s war against Mitra that made Wocket decide to burn down the city by setting fire to her master’s alchemy lab. She was taken in shortly thereafter on charges of sedition. akchar will have to answer to his involvement, if wocket can do what her mother could not: escape Branderscar.
Now the frail, vindictive Wocket is back in Branderscar, only vaguely aware of her legacy, and totally unaware of her father’s contribution to her talents. For Qibys was a spellcaster through study and intellect with only minor dabbling with powerful outsiders, and Wocket is slowly discovering that she has talents of her own which suggest her father played more than an incidental role in her mother’s plans.
| Davril Sok |
Davril's info has been consolidated in his profile.
I am a bit concerned about Davril's fervor for neutrality. For now the PC's will be sowing chaos, but eventually, because it is a Lawful Evil organization, they will want to supplant the chaos with their own order. How would Davril be able to work with that.
I also intend for his fervor to be tempered over time as he sees that he is actually making a difference, during this time he'll hopefully learn to see that a civilizations natural balancing point is different than the wilderness where he grew up.
That got a little more philosophical than I'd planned, did it still make sense?
| ChloePech |
| 2 people marked this as a favorite. |
I don't think Yehlara is entirely certian on what she wants to do, but in more abstract terms, she wants to continue exploring the Shadows that seem to be the source of her power and to restore what she feels was the might Asmodeus brought to his followers; she would probably try and join any Asmodean organization and try and restore the old faith to Talingarde, by what means become availible. More concretely and immediately, she's likely to try and take some revenge on her parents for betraying her, though she has yet to decide what that really means.
In short, she wants to gain power, put what she thinks of as powerful back in charge, and be allowed to mind her own buisness and study instead of having to deal with these stupid good-doer restrictions that only hold her (and everyone else) back.
In a sense, Yehlara's main modivation is to fulfill the potential she feels she has, and eliminate those that get in the way, including her parents and the society that was created in her own lifetime. To her, its an obstacle to overcome- she has so much to do so she must get this out of the way or she will be wasted.
Got to say that I’m glad to see a recruitment for this where the PCs aren’t “lol lulz” evil.
Hard same. I feel the potential of evil campaigns is squandered by your chaotic stupid types, when they can explore entire new types of stories. I myself love a good antivillian, though a more straitforward evil type works wonders as long as all violence is sensible and not senseless.
| Kasit |
| 2 people marked this as a favorite. |
“Sensible and not senseless.”
My favorite villains are the ones that have understandable motives, and whom you can like. For example...the show Castlevania on Netflix.
In season one he unleashes Darkness on the land. One of his demons is seen with a lifeless baby in it’s mouth. Not long before a mother was showing screaming when she saw a bloody crib. And yet by the end of season 2, I couldn’t help but still feel bad for him, even while acknowledging that he was a monster who deserved to die. Because his motivations were relatable and his emotions human.
For the same reasons I understood why his human generals were assisting him in trying to genocide humanity. Both did it for very differen reasons, but they had reasons.
These are good villains because of that. While the Viking vampire who was chaotic stupid? A good side character but not one which could ever be a villain.
| ChloePech |
| 1 person marked this as a favorite. |
Personally, one of my favorite villains, at least from popular media, is Solas from DAI and now DA4 because... he's not a bad guy even though he's the antagonist. He's by all accounts a hero who sees no option besides doing something monstrous to fix the awful world he was forced to create.
Which is weird because as much as I like anti-villains I have a strong disdain for the "they must die for the greater good" played strait like we see in say, the MCU version of Thanos, because usually they're just genocide monkeys trying to legitimize themselves. Hitler aint a compelling villain, people needa stop.
Though comics Thanos is boring AF too imho so eh.
| Edward Sobel |
here is my entry:
Talingarde, a land of good people, living in peace and well-guarded. But to the North lay The Savage Lands. Sealed off by The Watch Wall and guarded by the castle fortresses along the border. But one house has been assigned the task of guarding the wall, House De’Foe.
House De’Foe has been loyal defenders of the Wall since it’s creation. The forces that man the wall have been dubbed, “The Army of Angels” as many of the De’Foe family are of Assimar blood. But of course, not all is well in the heart of the De’Foe Family.
The current patriarch of the Family is Arctaurus De'Foe. This of course does not sit well with his twin brother Gabriel De'Foe. Gabriel felt that the head of the house should have been passed to him. It was Gabriel that led the armies against the savages when that would attempt to rally and strike at the wall. It was Gabriel that selected and trained the soldiers of the army. It was Gabriel that led correspondence with House Darius. Arctaurus was nothing more than a figure-head, a charismatic leader with no practical experience. But Arctaurus was married, and she was with child to produce the next heir.
Arctaurus game Gabriel command of castle Tamms, the one fortress that extended furthest into the Savage lands, the vanguard of the Watch Wall. It would be this fortress that would bear the brunt of any major strike against the Wall. But also, the most isolated of all the castles along the wall.
Gabriel plotted to find a way to legally take hold of the family. He was not ready to commit murder, nor was that an option to him, At least at first. Gabriel met a woman by the name of Abigail Le Torneau. She was a thing of beauty. Perfect golden blonde hair, fair skin, and well educated. It was not long after Gabriel met her, she would be with child.
During a cold and rainy night, a monster was found roaming the halls of Castle Tamms. The alarm was raised and the creature (apparently pregnant) was driven from the castle. Gabriel found that his lovely Abigail was missing. He led a group of men to find her and slay the beast that took her.
The trail lead to a cold dank cave, where the creature had just given birth to a daughter. When Gabriel came upon the scene, the monster revealed herself to be his lovely Abigail, the child was his.
This news was not taken to well with Gabriel’s men, Abigail managed to convince Gabriel that his own men plotted against him. She tricked Gabriel to kill his own men, as they slept. He then returned to Castle Tamms with his daughter. When asked about the soldiers that went with him, he convinced the others that the monster had killed them all, and he managed to save the infant from the monster’s clutches.
The next day, Abigail returned to Castle Tamms and began to raise Morgianna. Gabriel grew darker and more secluded each day. The weight of what he did weighed heavily on him. Gabriel wanted to atone for his sin but did not know how.
As the years went on, Gabriel locked himself away in his chambers most nights, only Abigail would be allowed in. she would spend her nights by his side, filling his head with lies, destroying him weakening him. Biding her time till Morgianna was ready.
Eventually Morgianna was ready to be trained, and she was sent back to House De’Foe to be trained as a Paladin of Mitra. But Abigail’s influence had already corrupted her heart. Though she went through motions and learned all she could she would never accept Mitra.
With Morgianna away, Gabriel found the strength to find out what he needed to do. Late one night, Gabriel was able to slay Abigail, her true for of a Blood Hag was revealed. With renewed strength and his heart and soul forgiven. Gabriel worked to restore Castle Tamms back to what it should be.
When word of this reached Morgianna, she was devastated. She felt the need to avenge her mother, but to do that she would need an army. Morgianna remembered the rituals her mother had taught her, but she was unsure what would happen, or if they would even work. Late one night, Morgianna snuck out from her training and rode out into the Savage lands. Following a trail that seemed to just come natural to her, guided by the spirit of her mother.
She came upon a small deserted shrine to a forbidden god, guarded by two hags, Agatha and Amanda. They recognized the offspring of their sister Abigail and welcomed her into the shrine. There Morgianna learned the teachings of Asmodeus. But to seal her fate and become one of Asmodeus’ chosen, a blood sacrifice was needed, a pure sacrifice with a good heart.
Morgianna knew the perfect one. A young girl Harriet, daughter of Arctaurus’ sister Bella. The Lady Harriet was purest of pure, and a chosen disciple of Mitra. Over the next few weeks, Morgianna approached her, seduced her, and took Harriet as her lover. When the time was right, Morgianna was to sacrifice Harriet to seal her pact with Asmodeus. But the ritual was interrupted when Lady Sabrina and Lady Yaniel stumbled upon them.
Morgianna grabbed Harriet and fled the Castle heading back to the shrine to Asmodeus in the Savage lands, Sabrina and Yaniel gave chase. But Agatha, and Amanda managed to hold off the two Paladins just long enough for Morgianna to complete the ritual and sacrifice Harriet, But no time to escape.
Morgianna was taken and tried for murder, practicing dark arts, and Treason. In the end, Morgianna was convicted of High Treason as it was discovered that Morgianna had higher aspirations than just House De’Foe, she wanted the throne of Talingarde. Several documents were discovered showing her plans to take control of House De’Foe and use the house influence to gain access to the House Darius. She had plans to open the Watch Wall for the savages of the north to advance south into Talingarde. Morgianna was sentenced to Brandiscar prison. However, Asmodeus had much larger plans for Morgianna, Brandiscar was just a stop along the way to something much bigger.
Additional info:
1. I will be using the Iron Tyrant Archetype for “free” this will allow Morgianna to have two bonds, one with her weapon, and the second with her armor.
Morgianna is a blonde-haired woman with one blue eye and one green eye. Despite this fact she almost could pass as a human or even an Aasimar. She is trained in etiquette and has some limited knowledge of the various houses of Talingarde.
Morgianna
Female changeling antipaladin (iron tyrant) 1
CE Medium humanoid (changeling)
Init +0; Senses Darkvision 60 ft.; Perception +0
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Defense
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AC 11, touch 10, flat-footed 11 (+1 natural)
hp 12 (1d10+2)
Fort +3, Ref +0, Will +3
SR 7
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Offense
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Speed 30 ft.
Melee
. . unarmed strike +2 (1d3+1 nonlethal)
. . 2 claws +2 (1d4+1)
Special Attacks smite good 1/day (+5 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +6)
. . At will—detect good
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Statistics
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Str 13, Dex 10, Con 12, Int 14, Wis 10, Cha 20
Base Atk +1; CMB +2; CMD 12
Feats Combat Expertise, Deadly Aim, Mother's Gift: Uncanny Resistance [ARG], Power Attack
Traits armor expert, high treason
Skills Bluff +9, Disguise +9 (+11 to look like specific individual), Knowledge (nobility) +3, Knowledge (religion) +6, Linguistics +3, Sense Motive +4; Racial Modifiers +2 Disguise to look like specific individual
Languages Celestial, Common, Draconic, Elven, Orc
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +1 to damage, +5 deflection bonus to AC when used.
Spell Resistance (7) You have Spell Resistance.
As for favorite villains, I don't really know why, but I always liked Kingpin from Marvel Spider-man and Daredevil.
| Cathirix |
The most likely and simplest answer is self preservation. I randomed his age so winding up with him at the youngest (normal) starting age makes since with the reckless behavior. Mind also be a good hook for someone within the organization to recognize his potential and try to convince him that outright criminal behavior is too much trouble and there are better uses for his talents (or something like that).
I think he could work well with the org but chaff a little under authority.
I thinking of going with the bounty hunter archetype (he wouldn't be a bounty hunter per se,qd it's just a chassis), would you allow me to use Slayer Talent to pick up Dirty Maneuvers and Deadly Surprise (using an advanced talent for Deadly Surprise) from the Cad Fighter archetype?