Wrath of the Corrupted (Inactive)

Game Master bigrig107


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Darius is basically finished. Did a little bit of necropolitan character planning and dropped my Con to 12 and bumped my Charisma to 13 since Eldritch Heritage is awesome with Mythic.


Kelva Questions:
1. What is your character’s name?

Kelva the Nameless

2. How old is your character?

Mid twenties. Exact age is unknown even to her.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

That her features never seem permanent. While looking like a normal kellid human with her gear marking her out as one of that savage tribal group her features and body shape shift slowly and subtly over time in a way she doesnt seem to have any real control over it. Her eyes seem to shift the fastest often changing color just in a blink sometimes but not always matching her mood. Her hair may shift over the course of a week both in length and style as well as color. The only real rule seems to be that her gear never changes with her and that its never drastic enough to be of much use outside of unsettling observers.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

She is direct, to the point, and brooks no insult, that she is not a sneaking cultist but a proud priestess spreading the wisdom of the great mother to those who need her.

5. Where was your character born? Where were you raised? By who?

Numeria, in a kellid tribe called the
Blood Mastodons a small but brutal tribe infamous for raiding local towns from the backs of massive shaggy beasts drugged to not feel pain. By nature they are nomadic leading to Kelva's comfort on the road. She was raised by a witch named Silvia who was her mother. She claims her father was none other than Lamashtu herself who planted the child directly into her womb through a dream. Kelva has never had the mindset to disagree and frankly doesn't care as its her own actions that determines her worthiness in her great mothers eyes, not her birth.

6. Who are your parents? Are they alive? What do they do for a living?

Her father is otherwise unknown. Her mother was torn apart by mastodons in a bloody execution when her true patron was discovered to not be Gorum. She was the tribes healer and helped being many a child into the world before her death. Seeing as unfortunate events and brutal violence tended to happen to those who threatened Kelva the tribe chose to exile her rather than face the wrath of her goddess father directly.

7. Do you have any other family or friends?

Kelva has had a few lovers and friends over her lifetime. Her loyalty is hard won but also hard lost. But, due to her own faith and the brutal environment of numeria few survive her company those who have survived are barely worth her memory having either been too weak to be near her or too stable to handle her nomadic and bloody lifestyle.

8. What is your character’s marital status? Kids?

Despite her own quiet desires for a family of her own she views her sacrifice as a worthy one to the goddess so she may have more brothers and sisters.

9. What is your character’s alignment?

CE

10. What is your character’s moral code?

She abhors weakness and sees battle and competition as one of the truest ways to test ones might. In many ways this belief was colored more by her Kellid upbringing than her faith. However more in line with her faith she sees the importance of love and family even if that affection is highly conditional. She is surprisingly gentle, even kind, to children with whom she sees each one as a blessing of the goddess that can blossom into further blessings over time. That said, survival comes first and mothers can always have more children through the goddess.

11. Does your character have goals?

She's never put much thought into it and sees her journey as simply a means to spread the seeds of the goddess and see her will done. Should she find a man, woman or other being that catches her interest and is capable of gifting her a family of her own she may see fit to settle and create a church of her own even though she despises skulking about and wearing masks.

12. Is your character religious?

Proudly.

13. What are your character’s personal beliefs?

That strong people lead to strong children, which lead to strong tribes. That strength can come from anywhere and in many forms. While her conviction to her goddess is absolute she is not close minded and willingly accepts different customs and mondsets so long they dont endanger her or her packs survival.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

Shes mercurial and while loyal she doesnt see much need to limit herself for any other person. Violence is often an option but not necessarily the only one she'll take in any and every given situation.

15. Why does your character
adventure?

To test herself, to spread the love of the mother of monsters, and to find worthy ones to share that love with her on her journey.

16. How does your character view his/her role as an adventurer?

She doesnt think of herself as an adventurer at all. To her the nomadic lifestyle going from place to place earning money and spreading the faith through word and through violence is just the demands of survival. Wealth, power, followers, theae are simply means by which to ensure the growth and prksperity of ones children.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

She has gained many scars on her body through trial and hardship. They move like slow leeches over her flesh.

18. How does your character get along with others?

Differs wildly from person to person and first impressions matter a lot. Those who help her without question earn her respect, those who openly insult her rapidly earn her scorn and often the priviledge of sheathing her blade in their flesh, those of her faith are treated more gently than others but not by much. She doesnt pursue relationships often but those open to it regardless of sex often find her violently passionate and quick to drop them if she finds them unsatisfying or cowardly. She cares little for peoples thoughts, only in their actions and words.

19. Is there anything that your character hates?

Inflexibility. The mothers children take many forms and the inability to adapt, to accept weakness as normal, is aberration to her. Her birth mother and her tribe were unable to adapt and thus remained weak.

20. Is there anything that your character fears?

Claustrophobia and and longterm isolation. She was born and raised under the open sky in the company of beasts. Being indoors for long gives her anxiety and cramped spaces give her genuine fear. A part of herself she genhinely hates and finds difficult to conquer.

While having spent much of her life apart its rarely alone and its difficult for her to slake her carnal wants or for her to test her own strength in isolation. Despite her claims otherwise she craves social interaction and affirmation even if shes quick to damn and murder those who give her the opposite.

Backstory:
Kelva was born to a witch in western Numeria in the tribe of tiger lords that called themselves the Blood Mastodons. When she was born it was under an inauspicious star and the men of the tribe were alarmed that their tribes witch had been bearing a child. While it was taboo enough for someone to lay with the witch, worse was when the witch refused to give the name of the father rendering the child essentially soulless. Thrice cursed the men of the tribe saw no choice but to slaughter the baby lest it turn into a greater evil. The first of the men who volunteered to do the deed entered the hut dagger in hand while the rest of the men held the witch at bay not understanding her and cackling and curses of how they were all cowards to fear a babe.

When the first man was heard screaming and did not return, two men went in after him, axes in hand. They two were heard screaming along with the sounds of tearing flesh. When four men went in fully armed and prepared to do battle with what was clearly a fearsome demon only one emerged crawling from the hut gibbering of some horrible fanged monster protecting the child and ripping everyone apart who approached. He died later of a horrid wasting infection the witch refused to treat citing it as divine punishment for his crime.

When the mother was escorted back to the hut they found the remains of the men scattered around the hut and a gore covered bipedal reptile eyeing them from the corner of the child's cradle where a newborn girl slept peacefully in a macabre contradiction to the evidence of violence on display. Understanding this as a sign from Gorum of his displeasure the tribesman elected to wait until she was of age to defend herself before they would try again.

With a birth like this it would be easy to assume that her childhood was difficult. And in some senses it was. Ostracized from the tribe all the history and lore that she ever learned of them came from her mother who secretly worshiped Lamashtu unknown to the tribe. She told Kelva that she had been given to her by the goddess herself and that Lamashtu was her father. Regardless of the truth of that statement Kelva found more kinship in bheasts and monsters than people. While children avoided her, jackals and carrion birds could be found not far from her. While goblins, and other horrid monsters would often attack the tribe even in gorey massacres Kelva would stand alone and untouched. Despite being alone by any standard sense she was never truly alone and the lessons of her mother and of those taught by the uncaring and bloody wilderness of numeria would go on to shape her faith and outlook on the weakness of others and the definitions of strength. A grown man could train his entire life to best all in battle but due to illness or by a goblin cutting his achilles and slicing his throat as he fell unceremoniously to the ground. Strength was survival and prosperity at any cost. Weakness was not having the conviction to do what it took to live.

When Kelva came of age a shaman from another tribe had revealed that her mother was no priestess of Gorum but a thrall of Lamashtu that would bring ruin to all. Rather than flee or or lie the witch laughed and proudly called Kelva the harbinger of their destruction calling upon them to either kneel to the mother of monsters and her scion or die. Kelva, seeing that her mother was doing little more than cowering behind her, simply refused. Her mother wasn't simply being weak, she was going against the goddesses wishes by throwing one of her children to the tribesman. If she was at least still stronger than Kelva or at least able to continue having children to propagate the wishes of the goddess that would be tolerable. But she was not. With a gesture the reptilian monster that had always been Kelva’s companion tore the witch’s leg off. To the shock and horror of those who witnessed it Kelva simply let the woman bleeding out there on the plains for the tribe to do as they wished and left. None followed to try to put her down as sworn years ago. None dared.

Ever since Kelva has wandered the world. Sometimes as a mercenary, sometimes sitting in on rituals for cultists, sometimes as an adventurer, rare were the times she did not come out of those situations covered in the gore of friend and enemy alike. All in all she wanders to test herself and by extension her philosophy of survival. She makes no effort to hide her religion and this has caused more than one town to try to remove her as soon as possible. More than one person has found out to their detriment why she’s not afraid to do so.

Unfortunately while enver coming across any force of order and good that could pin her down or destroy her. The brazenous of her actions and the openness of her faith would eventually come to the attention of those more than strong enough to handle some odd twig of a girl from the barbarian wastelands. Especially when she decided to test herself against the worldwound itself by signing on with the crusaders.

To call it an unusual move would be an understatement to any sane individual. But to those who understand her faith and Kellid philosophy it would make natural sense. Demons slay each other as much as anyone. She would see no real distinction between trying herself versus the crusaders versus any number or type of demon. At least with the crusaders she’d be less likely to be stabbed in the back or thrown on some cold altar to have her heart eaten by some abyssal monstrosity. Yet, betrayal came anyway. While initially the crusaders were reluctant to even speak to her, some believed that an open cultist who could be converted was far preferable to ones who snuck underground and compromised the security of the city. Unfortunately, she was placed among those who did not believe so and did not have the ethical concerns that those who organized the crusade held. Once out on the field and out of sight the soldiers she was assigned with betrayed her immediately. She killed a number of them, but these were trained men accustomed to gorey battlefields against greater horrors and there were far more of them than her. Shackled, beaten and dragged off those men that survived claimed that she betrayed them immediately and started killing them while screaming out her dark goddesses name. Kelva didn’t even try to defend herself. Now, Kelva lies imprisoned, praying to her goddess for guidance and considering every option, including chewing her own arm off, to get free and bring her wrath down upon them all.

Reposted questions. Sheet for her and her animal companion are in the links in the profile. I'll get more stuff filled in and finalized if I'm selected.

In terms of how one trait or another ties specifically to her imprisonment it's kind of hard to say. She's a walking talking blasphemy against anything sane and decent in civilized society. Treachery, murder, cannibalism, and worse are not beyond her and she sees no point in hiding it tot dodge the challenge to her will. The only thing sacred to her is the family unit and the goddess, and one of those things can bear to take some damage if it means survival as a whole. Though those men were wrong to accuse her it really was inevitable before she did something absolutely awful to them. Beides not a really good trait for someone who is slowly shifting appearance constantly and uncontrollably.


GrinningJest3r here with the last second submission.
I couldn't get the Roqoloros concept to a point I liked but this is one I'm happy with. A race, two classes, and a concept I've never played before, so this should be fun, if I am selected.

Background:

Originally devoting himself to the Green Faith, Ravana took it a step further looking to find balance within himself as well. No weapons, no armor, pure physical, mental, and spiritual fortitude and attunement to Golarion and the Material Plane - he made his home cut into an ancient redwood tree within the Shudderwood Forest that was killed by a lightning strike. It was never an easy life, dealing not only with the werewolves and fey that call the forest 'home', but also dealing with the demons from the worldwound, and the fiendish, twisted fey that have been corrupted by the Worldwound itself, but he, along with a small group of other druids were of the opinion that if there were any place on Golarion that needed the oversight and protection of druids, it was the Shudderwood.

After several years they had managed to cordon off a small grove, used as a home for themselves, and on rare occasions permitting a small squad of Crusaders or similar to rest and tend their wounds before continuing in their campaign against the demons, corrupted fay, and everything else. It was a harsh, but fulfilling existence and with each passing day, they'd expand their grove a small bit, working from within to clear the taint of the Sudderwood - not easily, by any means, but steadily.

Until they made the area available to yet another group of fighters headed back towards the Worldwound...

This group had come into possession of a cursed artifact. On a moonless night, the artifact possessed its carrier and wrought devastation over the protected grove. Trees split asunder, most of the other druids killed, the land scorched and bleeding with a demonic taint, the combination of every bit of vileness that he had fought against permeating his now-destroyed home broke something in him.
As he lay bleeding on the ground, unaware of the cause of the ruin around him - the group they lent shelter to was not aware that the artifact was cursed, and so could provide no warning of potential trouble - he prayed for help and answers. At death's feet, Eiseth appeared to him. She confirmed that the people who brought this havoc with them were devout followers of Iomedae. She did not point out that they had no control over their actions. Eiseth twisted his pursuit of balance, and pointed out that balance can only be achieved if both good and evil were eradicated. Too much power given to the good deities would throw everything off balance, and sometimes the worst catastrophes beget the greatest periods of renewal. Not to mention, that if even the servants of the good deities can leave a druid's home in this state, then they shouldn't be allowed to maintain that purview anyway.

With the hook sent, and doubt creeping into his mind, she pulled the trap closed, pitching that with most of the world set on opposing the forces of Hell, the Abyss, and Abaddon, and she building one of the greatest armies ever seen in the cosmos with the intention of taking the fight to Heaven for a change, he could become hers, to use the taint left behind by the Iomedaeans as a source of strength, to return the devastation inflicted upon him to Iomedae and her followers, and provide a bit of balance back into the world.

With delirium setting in, he agreed on the condition that once Iomedae has been destroyed, he would have to balance that with the eradication of an evil deity as well, and he'd start with Eiseth herself unless given a reason to do otherwise. With that, devotion to the Green Faith was replaced with willing servitude to Hell's Valkyrie, and slow cleansing of evil was replaced with a passion for vengeance upon not only those who had caused all of this, but on the deity who inspires them.

With a couple of days' planning, Ravana traveled to Kenabres, hoping to follow a group of crusaders out into the wild and assist the denizens of the Worldwound in exterminating these men. Unfortunately, this particular group overwhelmed the demons and captured Ravana, escorting him back to Kenabres and throwing him into a holding cell.

Background questions:

1. What is your character’s name?
- Ravana Vali

2. How old is your character?
- 17 (Adult Vanaran)

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
- A heavy, black haired, Mandrill-like Vanaran
- Very little equipment - a backpack and a couple of pouches holding standard traveling gear, along with a couple of alchemical items a now-deceased friend mixed together, but no weapons or armor

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
- Instead of the red and blue markings of a standard Mandrill, Ravana has black facial markings and a darker fur, more reminiscent of a baboon, but his build is heavier than any baboon-heritage vanaran ever seen and confirms his own Mandrill heritage

5. Where was your character born? Where were you raised? By who?
- Ravana was born and raised in Casmaron by his parents and their tribe.

6. Who are your parents? Are they alive? What do they do for a living?
- Father: Vaali (deceased) - Warpriest of Kurgess and king of his tribe, killed by a Paladin of Shei after a misunderstanding between himself and his brother, Sugriva.
- Mother: Tara (alive) - Queen of her tribe, initially appropriated by Sugriva after the apparent death of Vaali - it was this appropriation that caused the misunderstanding between Vaali and Sugriva, and eventually led to Vaali's death - she is now loyally married (for political purposes, not romantically) to Sugriva and acts as the chief diplomat on behalf of Sugriva and their tribe.

7. Do you have any other family or friends?
- Sugriva is Ravana's uncle
- Multiple other druids made their home within the same grove in the Shudderwood Forest
- Many crusaders, paladins, warpriests, druids, and other adventurers sought refuge within his grove before its destruction

8. What is your character’s marital status? Kids?
- Single, no children - no relationships that would have caused children

9. What is your character’s alignment?
- Lawful Neutral

10. What is your character’s moral code?
- He has embraced his role as an enforcer for Eiseth in the short term, but otherwise holds steadfast to true neutrality regarding the deific wars and his place in the Green Faith
-- True neutrality is NOT attempting to remain outside of the conflict, instead it is about ending the conflict - preferably with the destruction of both sides
- On a personal level, most situations are dealt with on a case by case basis using any means to achieve his goals, with the only considerations taken into account being whether or not they would have an impact on his long term goals. If no, then any means are fine. If yes, then only means which could lead him to his revenge on Iomedae, Eiseth, or the major players of the deific war.

11. Does your character have goals?
Very broad goal: Destroy all Good and Evil deities
- If possible, absorb their portfolios into himself to end the wars
- Otherwise, ensure non-aggressive inheritors to the portfolios or ensure non-aggression pacts between the next generation of deities

12. Is your character religious?
The only deity he truly serves is the Green Faith. All else falls by the wayside

13. What are your character’s personal beliefs?
Only those devoted to Golarion and to the NATURAL order deserve compassion. Compassion can be granted on a case by case basis to bystanders and victims. Aggressors for any Good or Evil, Lawful or Chaotic deity deserve no compassion and will find assistance only so long as their goals align with his own.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic,
paranoid)?
Despite his aggressiveness in combat, and his willingness to engage in combat, he is otherwise a very easy-going person

15. Why does your character adventure?
For revenge against Iomedae and coercion by Eiseth. Without their influences, his self-made home would still be standing and he would still be providing aid to others within the Shudderwood Forest

16. How does your character view his/her role as an adventurer?
He has never given it thought, being new to being an adventurer - only a couple of weeks after his conversation with Eiseth he was captured by the Mendevian Crusaders and thrown into prison.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Only his tribe have the facial structure and coloration of Mandrills.
All other Vanaran he has met have been Macaque or Capuchin

18. How does your character get along with others?
Ravana has an easy-going personality, able to get along with most in limited interactions, but has a bit of "small man syndrome" and will step up to anybody if challenged directly - an attitude inherited from his father - or will provide snide, passive aggressive commentary if challenged indirectly (mean-spirited "jokes" or over-the-top sarcasm directed towards him).

19. Is there anything that your character hates?
Eiseth and Iomedae, demons and preachy paladins

20. Is there anything that your character fears?
Aside from the existential horrors intrinsic in being a mortal attempting to not only interfere with a cosmic war, but to end one, Ravana is - surprisingly (?) - afraid of deep water. As a tree-living species, the dark, murky depths of large bodies of water, concealing all of their nastiest denizens is pure nightmare fuel, and with it, his fear of drowning borders on thalassophobia.

I haven't purchased his gear yet. Figured I'd wait on that until I know whether or not he gets picked.

Crunch:

Ravana Vali
Male vanara druid (blight druid) 1/unchained monk (lifting hand) 1/gestalt 1 (Pathfinder Player Companion: Martial Arts Handbook 23, Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 3 280, Pathfinder Unchained 14)
LN Medium humanoid (vanara)
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee unarmed strike +4/+4 (1d6)
Special Attacks destructive smite (+1, 6/day), flurry of blows (unchained)
Druid (Blight Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—true strike[D]
. . D Domain spell; Domain Destruction domain
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 9, Wis 17, Cha 8
Base Atk +1; CMB +4 (+6 grapple); CMD 17 (19 vs. grapple)
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deadly Aim, Power Attack, Savage Slam, Unarmed Combatant, Whirling Hold
Traits martial manuscript, reactionary, stealthy escape
Skills Acrobatics +5, Climb +8, Diplomacy -1 (-6 to improve other creatures' attitudes towards you), Escape Artist +9, Intimidate -1 (-6 to improve other creatures' attitudes towards you), Knowledge (nature) +5, Linguistics +0, Lore (Mendevian Crusades) +3, Perception +7, Survival +9; Racial Modifiers +2 Acrobatics, +2 Escape Artist
Languages Common, Druidic, Infernal, Vanaran
SQ condescending, finesse weapon attack attribute, nature bond (Destruction domain), nature sense, prehensile tail, savage toss, vermin empathy
Other Gear 1,000 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Destructive Smite +1 (6/day) (Su) Make a melee attack with morale bonus to damage.
Druid (Blight Druid) Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Savage Slam If grappling at start of turn, replace maneuver to maintain, check to release, damage, and knock prone.
Savage Toss (Ex) When using Savage Slam, throw creature additional 5 ft. per 5 exceeding the CMD.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Vermin Empathy +0 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Whirling Hold (3 rounds) Gain option to spin opponent when maintaining a grapple, sickening them.

Please let me know if you have any questions.
Props from me for anybody who gets the references in his family history without looking it up.


Updated crunch.
Honestly, I feel kind of tame compared to some other suggestions :).


2 people marked this as a favorite.

Bruh, same.


This may be one strange-looking party :P


Well, my spell selection of conceal alignment may come in handy, someone else needs to get disguise stuff though (or I need level 2 first), I am all for non completely optimal spell selections, but I cant justify skipping grease (next level 1 spell will likely be CLW).

On the thematic side, I think I have succesfull appropriated and mildly bowlderized Sabaton Songs in Swedish (Kellid), English (common) or Russian (Abyssal), so that inspire ferocity etc. should not become boring.

An interesting tactical aspect could be to try and troll hostile Paladins into smiting me and not someone it would actually work on, the question of course is how long I can maintain being CN over CE.


I fully plan for this character to prestige as a Sentinel of Deskari. Summoning rifts to the abyss.


Crazy last couple of days at work, so looks like I didn't get my application finished in time. Too bad. Wish you all the best of luck in this game!


3 people marked this as a favorite.

Apologies everyone, was dealing with a surprise ear infection. I’ll have my selections done by this evening!


I hope you get better!

Best wishes


Ah, I suffered far too many of those myself, nasty business. I hope you feel better.

Best of luck all!


Ear infections are never fun. Take care of yourself!


The endless hordes await with bated breath.


Good luck everyone!


GM of the Crusade wrote:
Apologies everyone, was dealing with a surprise ear infection. I’ll have my selections done by this evening!

We didn't get any followers of the Horseman of Pestilence in here, did we?


Ragnar av Gundrun wrote:

Updated crunch.

Honestly, I feel kind of tame compared to some other suggestions :).

Yeah. There's evil and then there's EVIL! And then there's characters beyond morality who given half a chance aim to slay 2/3 of the pantheon!

Ps wishing a speedy recovery GM!


I actually considered a Grim Apostle at one point.


And then there is the standard human CN guy who worships Gorum as well as the probably friendliest Demon Lord, and who will presumably be the "white sheep" in here as much as he would be the "black sheep" in a normal party.


Think it's too late to submit a Sixth Wing Bulwark Warpriest?


FangDragon wrote:
Ragnar av Gundrun wrote:

Updated crunch.

Honestly, I feel kind of tame compared to some other suggestions :).

Yeah. There's evil and then there's EVIL! And then there's characters beyond morality who given half a chance aim to slay 2/3 of the pantheon!

Ps wishing a speedy recovery GM!

Only 2/3rds? Only Dahak shall remain!


Drahkn wrote:
FangDragon wrote:
Ragnar av Gundrun wrote:

Updated crunch.

Honestly, I feel kind of tame compared to some other suggestions :).

Yeah. There's evil and then there's EVIL! And then there's characters beyond morality who given half a chance aim to slay 2/3 of the pantheon!

Ps wishing a speedy recovery GM!

Only 2/3rds? Only Dahak shall remain!

Who?


Drahkn wrote:
FangDragon wrote:
Ragnar av Gundrun wrote:

Updated crunch.

Honestly, I feel kind of tame compared to some other suggestions :).

Yeah. There's evil and then there's EVIL! And then there's characters beyond morality who given half a chance aim to slay 2/3 of the pantheon!

Ps wishing a speedy recovery GM!

Only 2/3rds? Only Dahak shall remain!

Nope. Killing him, too, if the opportunity arises.


Coriat wrote:
GM of the Crusade wrote:
Apologies everyone, was dealing with a surprise ear infection. I’ll have my selections done by this evening!
We didn't get any followers of the Horseman of Pestilence in here, did we?

He was kind of related to the first concept I had. Roqoloros was the original deity who is a servant to Apollyon.


GrinningJest3r wrote:
Coriat wrote:
GM of the Crusade wrote:
Apologies everyone, was dealing with a surprise ear infection. I’ll have my selections done by this evening!
We didn't get any followers of the Horseman of Pestilence in here, did we?
He was kind of related to the first concept I had. Roqoloros was the original deity who is a servant to Apollyon.

And Odrick actually is a Grim Apostle, though he primarily worships Charon.


Ragnar av Gundrun wrote:

And then there is the standard human CN guy who worships Gorum as well as the probably friendliest Demon Lord, and who will presumably be the "white sheep" in here as much as he would be the "black sheep" in a normal party.

*Curses at being found out*


Pathfinder Adventure Path Subscriber

Well there are also those who have such noble goals in mind as reerecting the azlanti empire, or it's later iteration, the mendevian empire.
All others are trespassers here and lowly scum, who need to have some penitance for their sins and trespassing.


Alright, after much deliberation, I have finally found my party of villains. It was actually a much harder decision than I thought it would be, and I wish I could take on two tables, but as a homebrew game it would've been much more than I could handle easily.

I am impressed with the quality of applications from everyone, and I will definitely keep an eye out for any replacement party members I may need in the future.

Without further ado, here's the team for our deep dive into the darker side of the Worldwound! I decided on going with a slightly larger party this time, instead of two smaller ones, just to give the idea of a wide variety of faiths and beliefs.

Jolene
Lalali-Re
Goresk
Kelva the Nameless
Avamedes

If the lucky five will report to the discussion thread I'll be opening shortly, we'll get this party started!

To those who didn't make it (this time), I am grateful for the opportunity to see all of your evil ideas, the characters I saw this time around were fantastic! Be sure to keep your character sheet close at hand, should any of our villains die or have to drop out.


Thanks for the consideration.


Spread Evil, everyone. Bathe in their blood for those left rotting in prison. =p


Blast! And I was really looking forward to getting Heal bombed late game for 200 damage after my ascension. Turn their insides outside you gaggle of wonderfully awful people!

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