Abyssal adventures (Inactive)

Game Master Mightypion

Air ship Map 1


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This all sounds like a lot of fun. Been a while since I've played a full arcane spell caster, I'm tempted to see if I can come up with something flavourful.


Oterisk here.

So he turned out like Skull Kid from Zelda with wings and a red lightsaber. I'm not upset about that. He can craft his own musical instruments and set things on fire for fun.

The Flame Blade dervish allows me to ignore 10 Resistance of fire, so he can carve up demons that don't have higher resistances, piercing spell and the trait he has give him a +6 to overcome spell resistance, so he can at least to some supplementary damage. He'll buff early and then clean up in melee when he runs out of useful spells to cast. He has craft wand and Haste, but I could swap those things with other ones depending on party makeup.

Also has the ability to make a smokescreen with pyrotechnics and give everyone sight in it with a performance, so we're doing fine.

Appearance and History are in the profile.


I'll jump in, if you've ever played Devil survivor 2, the character im throwing in is essentially because i thought Alcor was awesome, theme and all. True neutral, Shaman of heavens, Stargazer eventually.

Dark Archive

Please consider my divine herbalist for the game

Nobody expects a healer in the Abyss for hire.


Anatoli Ghrymm wrote:

Please consider my divine herbalist for the game

Nobody expects a healer in the Abyss for hire.

I dont know how this works for organized play characters, but the recruitment rules are considerably more genorous then pfs for this one (you are nearly 10K below wealth level from a glance), and you may end up with not pfs legal things added to your character in terms of awarded feats or possibly templates.

Probably copy the character and adjust for the higher point buy, extra items, and different HP rolling?

Minimum HP for a level 8 oracle with con 14 under recruitment rules would be 8+7*5+16=59, 67 if you have favored class bonus to hp.


KeeperofRunes wrote:
I'm very interested! I think that a vigilante would fit well here so I'm initially thinking of a Experimenter or Warlock Vigilante who runs the Inn well in their Social form and has a "friend" that deals with the more unsavory bits, I should be able to build it out in the next few days and get a more concreate story. If it is looking like we have too many faces applying I may shift over to a Master Chymist build!

Damn. Vigilante is, what I was thinking, too!


Here is the rough draft of my Tiefling Brawler. I still have to work out her backstory and reasons for being in the abyss?

Roberta:

Roberta Crask

Female Tiefling (Oni-Spawn) brawler 7 / rogue 1

N medium outsider (native)

Init +2; Senses Darkvision (60 ft.), Perception +11,

Languages Abyssal, Common, Draconic, Infernal

AC 21, touch 15, flat-footed 18, hp 75 (8HD)

Fort +9, Ref +11, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities AC Bonus,

Resistances Cold 5, Electricity 5, Fire 5,

Speed 40 ft. (8 squares)

Melee unarmed strike +11/+6 (2d6+4)
Ranged +1 pistol (double-barreled) +10/+5 (1d8+1/x4)
Melee brawler's flurry +9/+9/+4 ()
.
Base Atk +7; CMB +11 (+13 grapple) (+12 trip); CMD 26 (28 vs grapple) (27 vs trip)

Atk Options Blind-Fight, Sneak Attack 2d6,

Special Actions Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout,

Innate Spell-Like Abilities: alter self ( DC , 1/day)

Abilities Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 12

Special Qualities Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Finesse Training, Martial Flexibility, Martial Training, Skilled, Spell-Like Ability, Trapfinding, Weapon and Armor Proficiency,

Feats Accomplished Sneak Attacker, Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Firearms), Improved Natural Attack (Unarmed Strike), Improved Unarmed Strike, Tiger Style, Weapon Finesse

Skills
Acrobatics +13, Acrobatics (When Jumping) +22,
Appraise +8,
Bluff +5,
Climb +8,
Diplomacy +5, Diplomacy (Influence law-abiding citizens) +1,
Disable Device +11,
Disguise +3,
Escape Artist +2,
Intimidate +9,
Knowledge (Dungeoneering) +6,
Knowledge (Local) +11,
Knowledge (Planes) +9,
Perception +11, Perception (Trapfinding) +12,
Profession (Baker) +8,
Profession (Brewer) +8,
Profession (Cook) +12,
Sense Motive +7,
Sleight of Hand +6,
Stealth +9,
Survival +7,
Swim +8,
Use Magic Device +5,

Possessions unarmed strike; ring of protection +2; +2 mithral shirt; cloak of resistance +2; boots of striding and springing; brawler's flurry; Handy Haversack [ Bullet (Adamantine) (x10); Bullet (Firearm/Silver) (x10); Bullet (Firearm/30); ]; +1 Pistol (Double-Barreled) ; Abyssal

AC Bonus (Ex) When wearing light or no armor, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d6 (you may apply any effects that increase your unarmed damage dice).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Infamous You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +2 to CMB and CMD to Grapple combat maneuvers. You gain +1 to CMB and CMD to Trip combat maneuvers.

Martial Flexibility (Ex) The brawler can gain the benefit of two combat feats he doesn't possess. He can select one feat as a swift action or two feats as a move action. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 6. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Scholar of the Great Beyond (Knowledge (Planes)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Skilled (Ex) Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.
Skills

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell-Like Ability (Sp) Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.
Tiefling (Oni-Spawn)

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

She's neutral in alignment now after being an unpleasant individual for much of her life. Something she's recently changed and maybe a reason to be at the Inn-and-out.

If Lady Nocticula can change so profoundly maybe Roberta can?

Any problems or question let me know?

Dark Archive

For sure, earlier in your post you said spend at least half the money. This character retired some time ago so I decided to bring him back in different form. I will be sure to make those corrections thanks.

hp: 1d4 + 5 ⇒ (3) + 5 = 8
hp: 1d4 + 5 ⇒ (2) + 5 = 7
hp: 1d4 + 5 ⇒ (1) + 5 = 6
hp: 1d4 + 5 ⇒ (4) + 5 = 9
hp: 1d4 + 5 ⇒ (1) + 5 = 6
hp: 1d4 + 5 ⇒ (2) + 5 = 7
hp: 1d4 + 5 ⇒ (2) + 5 = 7
hp: 1d4 + 5 ⇒ (4) + 5 = 9


Hi GM! It's Lapyd here with my insinuator antipaladin :) I keep looking around on the other applications and only imagining what interesting interactions we'd be having if my character ends up selected with them.

@GM, if there's anything you need more clarification, please let me know. Thanks for the opportunity!


Kasar Thorn wrote:

Hi GM! It's Lapyd here with my insinuator antipaladin :) I keep looking around on the other applications and only imagining what interesting interactions we'd be having if my character ends up selected with them.

@GM, if there's anything you need more clarification, please let me know. Thanks for the opportunity!

Are your scaled fist levels chained or unchained?


@GM could I take a "extra Social Talent" feat it doesn't currently exist but Social talents are about on par with feats?


This sounds like a lot of fun. Are you familiar enough with Spheres for me to make use of it?


Quote:
Are your scaled fist levels chained or unchained?

@GM: It's all chained, unfortunately. Sin monk can't be applied to unchained as far as I know.


Rokku wrote:
This sounds like a lot of fun. Are you familiar enough with Spheres for me to make use of it?

Sadly, not really.


ok, I'm looking to get into a game after a long hiatus, so here goes:

I'm thinking of playing a con-artist Sorceror of the shapechanger Bloodline, a follower of Areshkagal who ended up in Alyushinnyrra by unlocking a portal to there in one of Areshkegal's Temples when he needed to make a run for it after conning a Wizard out of a load of treasure. Finding a good place to operate from (and hide from said Wizard), he decided to stay.

In RP terms, he would act as a face/dealmaker for any (or all) of the Group activities, and spell back-up in the event things go south, although his inherently selfish nature means he would think of himself first and others second (although if they have proved helpful in the past, he might make more of an effort to keep useful "Help" around)

I am considering VMC Oracle to boost his versatility, and variant tiefling (Rakshasa) as his Race. Will try to put the build together tomorrow.


Tentative deadline is 10.06., so you all have plenty of time.

Perhaps I should add general guidances:

--Balance wise, I can easily adjust to both a highly optimized and a not highly optimized party. Where it gets very difficult is if the intra party level optimization is very heterogenous.

--Posting wise, 2-3 substantive posts per week, I have little issue botting people out of combat to move things along.


HP: 1d4 + 4 ⇒ (2) + 4 = 6
HP: 1d4 + 4 ⇒ (4) + 4 = 8
HP: 1d5 + 5 ⇒ (5) + 5 = 10
HP: 1d5 + 5 ⇒ (1) + 5 = 6
HP: 1d5 + 5 ⇒ (5) + 5 = 10
HP: 1d4 + 4 ⇒ (3) + 4 = 7
HP: 1d4 + 4 ⇒ (3) + 4 = 7

Variant Tiefling ability: 1d100 ⇒ 90


Liliyashanina wrote:
Rokku wrote:
This sounds like a lot of fun. Are you familiar enough with Spheres for me to make use of it?
Sadly, not really.

Alrighty, fair enough. Then I would like to request the Legendary Monk with pretty solid odds that I take the Champion of the People archetype.


Legendary monk seems too much like a straight and fairly massive upgrade.

At a cursory glance it gets:

-Pseudo pounce via Advancing flurry
-Cant start hitting touch AC via combo attacks really early
-Have several different ways of heavily debuffing enemies
-Whirwind attack without investing any feats into it, and using the same attack roll for each.

So, sorry but no.


Pathfinder Starfinder Roleplaying Game Subscriber

Liliyashanina, hi!

It's Kalanzar / Tariq.

As a fan of Nocticula & Alyushinnyrra (and Riddleport too - I GMed the Second Darkness twice!) I'm one hundred percent in business ;)

I see my character as a former Zura cultist who has moved to the cult of Nocticula. Or maybe as a cultist of several such entities at once. After all, it is normal for chaos (and real paganism, by the way) to offer prayers to several gods.

Any way, it will be a dhampir battle oracle with a tendency to grab and bite enemies with its fangs. I think that I will make a character pretty soon (a couple of days). Just need to get acquainted with the elephant in the room and decide on the background / motivation.

Слава Нашей Леди в Тени!

Abyssal:
All glory to Our Lady in Shadows!


hp:
hp: 8d4 + 48 ⇒ (3, 1, 2, 1, 3, 2, 1, 2) + 48 = 63


Syr Artken wrote:

DM can I use Pact Servant to be Lawful Neutral? (Divine Paragon requires same alignment as deity)

Not for any powergaming reasons, just would prefer not to play an evil character, even in a game in the abyss.

That is totally fine. Apparently I can now into time travel and answer your post before you even posted? Bwahahaha bless the Lady in Shadows!

I would recommend having some way for planar adaptation, the Abyss is strongly chaotic evil aligned, and since you would not share either alignment you would end up with a -4 to a bunch of stats otherwise.


DM can I use Pact Servant to be Lawful Neutral? (Divine Paragon requires same alignment as deity)

Not for any powergaming reasons, just would prefer not to play an evil character, even in a game in the abyss.


Hmmm... I don't see any way to cram Rahlmaat into this game... ;)

I'll see if I think of something else. I do have a chaotic neutral catfolk rogue that might be interesting to throw into this. How do you feel about some Protean influence? :D


Another question, can I use a Greater Hat of Disguise to assume one of a few already created personas as Polymorph rules say that you normally transform into a generic member of the type. (I'll create all the personas before the game)


Liliyashanina wrote:


I would recommend having some way for planar adaptation, the Abyss is strongly chaotic evil aligned, and since you would not share either alignment you would end up with a -4 to a bunch of stats otherwise.

Any sustainable way you know for this? Since I still get -2 if I'm lawful evil. I couldn't find something affordable at 8th level.

Also, how would you price a continous item (doesn't have to be slotless) with the alignment effect of Aura Alteration. What if I wanted it to be able to do multiple alignments?

Deceiving Armor for comparison (which can't be turned off but also can change alignment by two steps)


Looks cool! Got a few ideas I’ll try to put together.


Syr Artken wrote:
Liliyashanina wrote:


I would recommend having some way for planar adaptation, the Abyss is strongly chaotic evil aligned, and since you would not share either alignment you would end up with a -4 to a bunch of stats otherwise.

Any sustainable way you know for this? Since I still get -2 if I'm lawful evil. I couldn't find something affordable at 8th level.

Also, how would you price a continous item (doesn't have to be slotless) with the alignment effect of Aura Alteration. What if I wanted it to be able to do multiple alignments?

Deceiving Armor for comparison (which can't be turned off but also can change alignment by two steps)

Planar adaption mass is actually level 6 spell and ways off, planar adaption hmmm.

I think I will got for a mix of
"City of trade" Nocticula is interested in attracting immigrants and traders from other planes, and reduces how strongly Chaotic and evil aligned Alyushinnyrra is. Penalties incurred by not having the alignment are halfed.

As well as Planar adaptation services being quite readily available.


DM can I buy a once/day extend metamagic rod at 1/3 price (normally 11k) so that I can cast planar adaptation on myself without spending two of my highest slots each day?


Yeah thats reasonable.

Nocticula may very well be sponsoring or offering subsidies.


Any idea about my other questions? (Sorry if I'm asking for too much)

The questions:

Me wrote:


Also, how would you price a continous item (doesn't have to be slotless) with the alignment effect of Aura Alteration. What if I wanted it to be able to do multiple alignments?

Deceiving Armor for comparison (which can't be turned off but also can change alignment by two steps)

(I couldn't find any way to get the spell onto the cleric list without heavy investment.)

Me wrote:
Another question, can I use a Greater Hat of Disguise to assume one of a few already created personas as Polymorph rules say that you normally transform into a generic member of the type. (I'll create all the personas before the game)


Would Spheres of Power/Might be available? If I go for playing Myth I'd want Spheres of Power at the very least.

Also, since I don't see it mentioned but it seems likely to come up, how are you going to handle mature content?


Mature content will probably be PM based.
I am operating under the assumption that everyone is older then 18.

I havent played spheres of power/might, so I am not going to allow it.


GM how do you feel about an illusionist? I like the idea of shadow enchantment, shadow conjuration etc, but I generally don't play high enough level games for that to be viable. Of course if the typical inhabitant of Alyushinnyrra has constant true seeing (e.g. the tuxedo wearing Vavakia doorman) then I'll need to think of something else.

Epitaph for my Illusionist: "I did all my best work in the dark"


I am fine with an illusionist, of course, yeah, true seeing and see invisibility are incredibly common. Not everything will be in Alyushinnyrra, but well, Maelstrom/Abbadon/Elysium/Dis is also fairly true sight heavy.


Liliyashanina wrote:
I havent played spheres of power/might, so I am not going to allow it.

Fair enough... not sure how I'd do Myth's particular strangeness without it, though, so I'll have to go back and think if there's a different idea I have I'd want to try.


1 person marked this as a favorite.

Hi, I think I got it all done and right, or at least hero lab is no longer yelling at me (I added drawbacks to keep the yelling from continuing with the three traits, happily ignore that part please).

This was A LOT of fun, so thank you for the opportunity.

---

Introduction to Willow Nevarmipth:

"You want to make a… What?" Persiska asked. Persiska was one of the wait staff of the Inn and Out, a deliciously irritable young woman of questionable origins and a very mean right hook.

"A Complaint, you rancid-" the dretch started, clearly going into vulgarity that was unbecoming of a fine establishment, so Persiska slammed down the cup she was cleaning and snapped "FINE, but it's your funeral."

Moments later, another young woman, an elf quite comely, dressed in a scintillating dress of creams and lavenders whose skirts bounced, the bodice shimmered, and was accompanied with a floppy hat. Of whici8, a pale snake sliped out of its top tip to eye the complaining dretch.

"What is your problem with your order?" the young woman asked, crossing her arms behind the bar with a stare as cold as the space between the stars. "Please be specific"

The dretch shook the blood-red gunk in a glass, splattering the sludge on himself, the counter, everywhere, even HER. "This blood ain’t halfling, it's gnome if I ever tasted it and what’s this black bit floating in it, and the smell?? It's like… … … vanilla." he almost vomited out the last word.

The woman looked at the red spot on her dress, the cold cracking in her eyes so suddenly that Persiska, who had once killed and eaten a troll, decided to step back.

But a deep breath later, and a muttering about The Customer being Right, had the elf explaining instead of killing "The drink does not require halfling, any dimulative race works, and this particular gnome practically pickled himself for a century before the bloodletting. His vintage is beyond reproach. The ‘black bit’ is ground pepper, a seasoning to add a spike to the flavor and Yes the vanilla was added for its aroma but also to counterbalance the pepper. Layering a smoothness over the spike so it could sneak up the drinker" she managed with stable tones. "It is pure perfection. If you just want a basic Bloody Small Stabber, you go to Gussies or the Spewing Rectum. You do not go to the Inn and Out." The young woman was clearly proud of the place she worked.

All that was clearly lost on the demon. "It’s dung!" the dretch barked in the brewer's face. "I ain’t paying"

The young-looking woman suddenly brightened "Okay"

Persiska frowned "Okay?" clearly that response was not what she was expecting.

"Yes okay" the lady looked at the waitress "Because if he is not paying, then he is not a customer"

"Oh!"

The smile they shared should have warned the demon to suddenly change his mind and pay, Heck, pay double and apologize, but he rather smugly thought that he had won. That was right before two horrible creatures appeared beside him like the dark spaces in your mind-shattering open with spikes, glass, and two very wrong grins.

"Take him in the back" she told the two nightmares "I have been wondering if a lengthy fermentation cycle with leeches and bleach would make a dretch palatable. All I was waiting for was a volunteer."

Then to the RP you requested:

Later, after the dretch had been dealt with…

"HHHHFFFPPPT!" The sounds of frustration bounced all about the near-empty kitchen. Not empty enough, Persiska sighed, meaning herself, not her company "Is there anything I can do to help?" not wanting to help, but knowing as soon as Willow got done, the sooner Persiska could go Home.

The too bright lavender eyes darted her way, that gleam of madness that skittered across her polished perfection both worried and drew in the once soldier. The horrors of possibilities within those orbs rushed out before the stern beauty gobbled then back down "Oh, Persiska, I forgot you were here." she hadn’t, she never forgot anything, but it was her way of apologizing. What your life must have been like to make lying to someone mean the same as apologizing baffled Persiska. The brewmaster’s eyes went back to the vials "I need an acid. Sulfuric is not meshing well with Chelixian wine and hydrochloric practically boils the candied rum. But to truly understand the two flavors I need a slight… sloughing of the inner walls of the drinker's esophagus… hmmm…"

Persiska got lost a moment in looking at those lips, chewing on themselves as the other woman worked on the problem. "Um…Petals Under The Floor is spewing netherworld poetry at that nightclub I told you about earlier." She ran her hand through her black hair, looking away with a slight blush, that she hated came out but could do nothing about "That fey might be full of little more than hate and spite, but she knows more about liquids that can melt a man than anyone I know." she looked back, to see those eyes on her again.

"Want to go?"

-----------------------

"You are not in the list" the Tuxedo-wearing Vavakia doorman says to the 'couple?'. Willow had slipped into her most decadent fabrics, silken fae winged creams, coal crushed blacks, with startling accents of violets so bright they hurt. Persiska went for red leather armor.

WHY? Gods and devils!’ she fumed at herself, ‘People don’t wear armor on dates, if this is what that was… was it?

"So?" Willow responded with her usually brittle cold.

"So that means, you ain’t getting in, snow pop." the ‘snow pop’ obviously gave Willow pause, wondering where that came from, she even looked down at her dress, thinking Snow, maybe, but Pop?

"We’re here to see-" Persiska started to say, but Willow gave her a look that meant, ‘I will handle this slug’ before a slight softening which added a silent ‘please’.

After a moment of getting lost again, Persiska sighed and inclined her head.

A brief smile of thanks, then Willow opened her bag, a small pouch of glistening pearl, pulling out a dusty bottle that could not fit normally in its tiny confines. "This is pre-earthfall Golarion, caught in a time-bubble for nearly a thousand years before nestling under the seas, protected and chilled in a mithral case for all the remaining years. Despite those two conditions, it is arguably one of the most spoiled messes the wine world has ever known." demons like experiences, good or bad doesn’t matter, so the greed in the Vavakia’s eyes is bright. "And no this is not for you, you inconceivably stupid ass. It is for someone considerably more important Than You. So you will let us in, so they can receive it."

The demon grew even more sour than before, which Persiska found humorous: "Deliveries go in the back."

"This wine goes through the front door or it does not enter at all." the elf’s frosty tone almost misting her breath.

"Leaving you to explain ‘Why it did Not’ to your superiors." Persiska added, not wanting to be left out of the fun completely. "Petals told me about that last doorman…" leaving it open, cause she knew nothing about that last doorman, but in Alyushinnyrra there was always someone before you that met a horrible end.

---------------

Moments later they were in the club, pressing through the crowd of humanoids and demons toward a corner stage where poetry night was held. "What’s in the bottle?" Persiska leaned in close to ask over the massive Booing and various threats on the reader's life. Taking the opportunity to breath in the varied scents of the insane but impressive witch.

"Urine, I believe, but exactly what type of demon produced it and why they stored it to collect dust in a cyprt full of mummified turkeys, is beyond me… so far."

Basic descriptions and pictures:

Willow is a witch with a violent bent, an insatiable desire to experience and learn, a taste for finer things, and a brilliant mind shattered repeatedly from studying those that should never be looked at. Her current place in the world is the brewmaster of the Inn and Out, a rather unusual fusion of an inn and a not exactly legal import/export company, which is nestled rather clozily in Alyushinnyrra, city of untold riches, metropolis of untold ways to die, capital of lust and mayhem and murder. Willow’s personality would be a hindrance in most places in the universe, but here, she is practically at home. She currently worships Yog-Sothoth, but in truth it is more of worshiping a desire to Know, to understand, and what is more unknowable than the darkness between the stars.
She finds comfort in Pesisla’s presence, though the idea that the other woman is in love with her baffles her to the point that she mostly ignores the fact. Though there are moments that the draw is nearly too much to do so.

what Willow looks like, ben her snake familiar is there as well

Persiska was once named The Unmovable Bloodwall, a steady stone of death that hordes broke on. A warpriest of Gorum whose only desire was Battle. Until she found the broken mess of a witch dangling from chains in a torture chamber. Her tormentors were huddled in the fetal position all around her, whimpering, not at the Bloodwall’s arrival, but the constant dark whisperings of the lovely elf captive inching into their minds.
Something shifted in Persiska over those next few weeks, its seed planted that day, but blooming at such a ridiculous rate, she was truly helpless against it. The Bloodwall had fallen in love.
Soon after, she retired from being a mercenary bouncing from war to war, and instead followed Willow to Alyushinnyrra, becoming a barmaid at the Inn and Out. Gorum might have been upset, having one of his priestesses leaving war to serve drinks, but trouble follows that witch like a plague and there are always people needing killing in Alyushinnnyrra if her bloodlust becomes too much.

– In combat, Willow will probably be an annoying Slumber spammer, unless that proves too annoying, and then she’ll switch over to something else. Coupled with a summon here and there. Outside of combat, she has spells, can brew potions, healing hex, craft wondrous items, and lie really well.
–Persiska is a cohort at this point, but easily can shift to a NPC that Willow will just interact with in downtime. Just involves trading in the leadership feat for something else. If Persiska remains as a cohort, her combat strategy is to stay beside Willow, to defend her at all times, though she can antagonize to attempt to draw enemies to her as well. Out of combat, Persiska works in the bar and will banter with Willow but not much else.
-Ben is a snake, as pale as a maggot, with an additional bloated eye above his others. He spends his days nestled on top of his mistresses’ soft hair, under her lovely floppy hat, occasionally slipping out of its tip to eye the world, or to aid his mistress with whatever new brew she is coming up with (cooperative crafting). In combat, he hides, because he is both not good at fighting and a true blue coward.

what Persiska looks like. Imagine the sword as the pointed end of a bardiche, and her full plate armor has a glamor to make it look lighter and less protective. Plus she thinks it looks cool.

Willow Stats:

Willow Nevardimpth
Female elf witch 8 (Pathfinder RPG Advanced Player's Guide 65, Ultimate Wilderness 213)
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 34 (8d6)
Fort +2, Ref +4, Will +7; -2 vs. confusion and emotion effects, +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cauldron[APG], disguise[APG], flight[APG], healing[APG], slumber[APG])
Witch Spell-Like Abilities (CL 8th; concentration +16)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 8th; concentration +16)
. . 4th—black tentacles, dimension door, greater summon cacodaemon (2)
. . 3rd—accursed glare (2, DC 22), bestow curse (DC 21), heroism, summon monster III
. . 2nd—boneshaker[HA] (3, DC 20), defending bone, scare (DC 20)
. . 1st—comprehend languages, ears of the city, summon minor monster[UM], tap inner beauty, unseen servant, waterproof
. . 0 (at will)—detect magic, guidance, light, read magic
. . Patron Insanity (touched by the outer gods)
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 10, Int 26, Wis 13, Cha 14
Base Atk +4; CMB +2; CMD 14
Feats Brew Potion, Craft Wondrous Item, Greater Spell Penetration, Leadership, Spell Focus (conjuration), Spell Penetration
Traits clever wordplay, extremely fashionable, starlit hexer
Skills Bluff +23 (+24 vs. humanoids), Craft (alchemy) +25, Craft (painting) +15, Diplomacy +3 (+4 vs. humanoids), Fly +13, Heal +12, Intimidate +14, Knowledge (arcana) +19, Knowledge (nature) +19, Knowledge (planes) +19, Linguistics +12, Perception +12, Profession (baker) +5, Profession (brewer) +12, Profession (cook) +5, Sense Motive +12, Spellcraft +19 (+21 to identify magic item properties), Swim +2; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elder Thing, Elven, Gnoll, Gnome, Infernal, Necril, Orc, Sylvan, Undercommon
SQ able assistant, elven magic, illustrious urbanite, insatiable, perfect[HA], witch's familiar (viper (valet) named Ben)
Other Gear bag of holding i, corset of dire witchcraft[UE], headband of vast intelligence +4, alchemist's lab, bottle (10), chalk (2), colored ink, eyeglasses, fashionable accessories, hat[UE], ink, inkpen (2), journal[UE], long gloves, masterwork painting tools, royal outfit, spell component pouch, 279 gp
--------------------
Special Abilities
--------------------
Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (8 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Insanity (Touched by the Outer Gods) –2 save vs confusion & emotion effects, always affected by such effects for at least 1 round.
Insatiable Goods & services cost you 10% more & you need 2x as much food & liquid as normal.
Leadership (score 10: 7th; 5) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Share Spells with Familiar Can cast spells with a target of "You"[b] on the familiar with a range of touch.
[b]Slumber (10 rounds, DC 23) (Su)
Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Unnerve Beasts (DC 22) (Su) The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim's presence - horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch's Intelligence mo
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Persiska’s Stats:

Persisla the Unmovable Bloodwall
Female angel-blooded aasimar (angelkin) warpriest (shieldbearer) of Gorum 7 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Armor Master's Handbook 7, Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1 (-1 while away from your love interest); Senses darkvision 60 ft.; Perception +3 (+1 while away from your love interest)
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Defense
--------------------
AC 28, touch 11, flat-footed 27 (+11 armor, +1 Dex, +1 natural, +5 shield)
hp 52 (7d8+14)
Fort +8, Ref +4, Will +9; +2 trait bonus vs. fear
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 heavy shield bash +11 (4d6+6) or
. . mwk cold iron bardiche +12 (1d10+7/19-20) or
. . mwk cold iron dagger +11 (1d4+5/19-20) or
. . mwk silver warhammer +11 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks blessings 6/day (Destruction: destructive attacks, Strength: strength surge), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 7 rounds/day)
Spell-Like Abilities (CL 7th; concentration +11)
. . 1/day—alter self
Warpriest (Shieldbearer) Spells Prepared (CL 7th; concentration +12)
. . 3rd—lead blades[APG], magic vestment
. . 2nd—align weapon, ashen path, cure moderate wounds, make whole
. . 1st—detect demon, divine favor, fastidiousness, shield of faith (2)
. . 0 (at will)—create water, light, mending, purify food and drink (DC 13), spark[APG] (DC 13)
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 8, Wis 16, Cha 14
Base Atk +5.25; CMB +10; CMD 21
Feats Antagonize[UM], Bodyguard[APG], Combat Expertise, Combat Reflexes, Deadly Aim, Improved Shield Bash, Power Attack, Saving Shield[APG], Shield Brace, Shield Focus, Weapon Focus
Traits courageous, focused mind, mercenary
Skills Acrobatics -4 (-8 to jump), Climb +4, Diplomacy +6 (+8 when negotiating payment for a quest or a service that you provide), Handle Animal +6, Heal +7, Intimidate +12 (+14 when negotiating payment for a quest or a service that you provide), Linguistics +2, Perception +3 (+1 while away from your love interest), Profession (barmaid) +12, Profession (soldier) +12, Ride +0, Sense Motive +9 (+11 when negotiating payment for a quest or a service that you provide), Survival +7, Swim +4
Languages Abyssal, Celestial, Common, Orc
SQ finesse weapon attack attribute, lovesick, sacred shield, shield adept, shieldbearer's channel energy, truespeaker[ARG]
Other Gear +2 glamered full plate, +2 bashing holy reliquary shield spikes mithral heavy steel shield, mwk cold iron bardiche[APG], mwk cold iron dagger, mwk silver warhammer, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Gorum, 323 gp
--------------------
Special Abilities
--------------------
Antagonize Use Diplomacy or Intimidate to goad creatures
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lovesick (Willow) If you are away from your love at the beginning of a day, -2 initiative and perception
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Shield (7 rounds/day) (Su) As a swift action, grant shield enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Adept (Ex) Add equipped shield's bonus to roll when casting defensively.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Shieldbearer's Channel Energy (Su) Can only channel energy with shield, and 30 ft cone shaped burst.
Truespeaker Learn two languages for each rank you put in Linguistics.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Focus (Pole Arms) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

--------------------


HP:
HP: 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 1d4 + 32 ⇒ (4) + (2) + (3) + (2) + (2) + (3) + (2) + (1) + 32 = 51


John Gs wrote:

Hi, I think I got it all done and right, or at least hero lab is no longer yelling at me (I added drawbacks to keep the yelling from continuing with the three traits, happily ignore that part please).

This was A LOT of fun, so thank you for the opportunity.

---

** spoiler omitted **...

I think the DM said that Leadership would be granted by them if you demonstrate leadership in-game so you might want to hold on actually using Persiska for the time being (or at least get the DM's permission first)


I happily understand completely. In Persiska's description, I said "Persiska is a cohort at this point, but easily can shift to a NPC that Willow will just interact with in downtime" to hopefully cover this. Leadership is always a bit of shakey ground.

Basically I started writing, using Persiska to have someone to talk to in the write up, and liked her. Then added leadership so I could make her.


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Hmm John G is entering and the game sounds like fun...

I'll throw in a mesmerist of some sort. I'm thinking sold her soul in a rather inadvisable deal, possibly for some sort of immortality. She's been stuck in the Abyss for a long time and earned her 'freedom' by betraying her contract holder to a more powerful demon at an opportune moment.

She'd likely be the day-to-day runner of the 'In and Out'. Would have the self confidence/balls to stand up to most demons and might even get away with it sometimes!

I will think further on this, particularly archetypes. Leaning towards a Hate-Monger right now, simply because you have to be non-good and I've not done it before.


DM can I buy some aligned rats (or similar animals) and an at-will item of Misdirection? (costing 21600 gp according to magic item guidelines)

(I could find literally nothing else to let me be multiple alignments for my personas other than the extremely bothersome way of having multiple Deceiving armours. Vestments of False Faith is perfect but slightly out of budget by 2-3k gp)


It is Alyushinyrra, aligned rat are not a problem.

Misdirection is hours per level, so a simple caster level 3 wand, and a properly secured rat in your back, can have you register as the rats alignment for 3 hours, for a pretty cheap price of 3.750 k.

50 charges (150 consecutive hours) should see you through quite a lot of time, which will likely last until your budget expands.

Be advised that, as far as Demon statblocks are concerned, detect law is really rare, detect thoughts, against which misdirection does not work (your willsave is pretty good hough) is very frequent.


Liliyashanina wrote:

It is Alyushinyrra, aligned rat are not a problem.

Misdirection is hours per level, so a simple caster level 3 wand, and a properly secured rat in your back, can have you register as the rats alignment for 3 hours, for a pretty cheap price of 3.750 k.

50 charges (150 consecutive hours) should see you through quite a lot of time, which will likely last until your budget expands.

Be advised that, as far as Demon statblocks are concerned, detect law is really rare, detect thoughts, against which misdirection does not work (your willsave is pretty good hough) is very frequent.

Well, my persona that's actually going to be my public face (Omri from the WIP personas in my profile) is not LN so I probably will need to use it at least during all daylight hours. So 150 hours is like 1.5 weeks. Will that be enough? I don't know the timeframe of campaign.

Also how much would 8 aligned rats cost? Should I consider their cost negligible? And can I name them?


As much as I love the flavor of shadow casters I think all the demons are going to trump those sorts of tricks. Anyway what I really wanted to do was build something flexible, and there’s more than one way to do that. Presenting Tessa:

Tessa:
It was often said (behind her back) that Tessa was cracked in the head, but she never saw it. After being abandoned by hers all she wanted was a family, so what if she wasn’t particularly fussy about who was in her little tribe? Just so long as they weren't put off by her worship of an obscure lizard god who whispered secrets into her head and just might be a cosmic horror. It helped if they liked the things she brewed, alchemical wines and hard liquor, oh and fireworks preferably all at the same time!

What Tessa really wanted to do in life was run an inn. In a series of unfortunate accidents her last two inns burnt down, (totally not her fault by the way) and she found that on Golorion her reputation preceded her making it almost impossible to build a third. Showing questionable sanity, Tessa reckoned Alushinyrra’s lack of regulations was just the kind of break she needed! She could see it now, the staff and perhaps even the patrons would be her adopted tribe, her flock, it would be marvelous!

Party Role:
A mix of knowledge and face skills, with very flexible spell casting focusing on buffs and control spells.

When the Tuxedo wearing Vavakia doorman says you’re not on the list:

The scarlet scream, despite its seedy reputation Tessa thought the name had a certain ring to it, besides anyone who was anyone in this district was going to be there. A golden opportunity to mingle and do business. The outfits of the other beings in the line were a teensy bit concerning however, they were dressed for battle not for a nightclub, still the beat of the drums spoke to something primal inside her, she yearned to join the dance.

”No. You’re not on the list.” Her daydream was shattered by what appeared to be a winged dinosaur in a tuxedo, it looked very emphatic about this. ”Er…” she looked at the creature from side to side, solid didn’t even begin to describe the dooman, he could squash her like a bug if he felt like it. Not one to be intimidated she puffed her chest and vowed hotly, ”I will be! You mark my words, once they’ve tasted my alchemical wine I’ll be the toast of the town! Stuff's strong enough to knock your socks off and it's good for staring fires and putting hairs on your chest!”

Build:

This is a work in progress. I’ve not done all her gear yet, or fleshed out her familiar. Also she gets a teamwork feat from tribe spirit - I’d want to know who else is in the party before deciding that. Still I think this should give a good idea of what I’m thinking.

Alternate Racial Traits used: Fey Thoughts (Perception & Sense Motive), Sacred Tattoo, Shaman’s Apprentice

Tessa
Female half-orc shaman 8 (Pathfinder RPG Advanced Class Guide 35)
N Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 59 (8d8+16)
Fort +9, Ref +7, Will +17
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hexes (cackle[APG], fortune[APG], misfortune[APG]), wandering hex (arcane enlightenment)
Shaman Spells Prepared (CL 8th; concentration +14)
. . 4th—; legend lore[S] or spiritual ally[S,APG]
. . 3rd—akashic communion; create food and water[S] or locate object[S]
. . 2nd—; shield other[S] or tongues[S]
. . S spirit magic spell; Spirit Tribe Wandering Spirit Lore
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 16, Wis 22, Cha 16
Base Atk +6; CMB +6; CMD 16
Feats Accursed Hex[UM], Dreamed Secrets, Endurance, Improved Familiar, Improved Initiative
Traits fate's favored, reactionary, reluctant apprentice
Skills Craft (alchemy) +14, Diplomacy +14, Knowledge (arcana) +12, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +17, Profession (brewer) +17, Sense Motive +17, Spellcraft +14
Languages Abyssal, Common, Draconic, Orc
SQ monstrous insight, orc blood, spirit animal (calligraphy wyrm named Arcane Familiar), tribal bond, tribal cooperation
Other Gear cloak of resistance +3, headband of mental superiority +2
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamed Secrets You can cast chosen spells as divine spells, but risk Wisdom damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Monstrous Insight (6/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (calligraphy wyrm named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tribal Bond (4 creatures, 1/day) (Sp) When communing for spells, select creatures for telepathic bond effect.
Tribal Cooperation (7 rounds, 6/day) (Su) Stnd act, share a teamwork feat with allies within 30 ft.

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Here's Cenna, he's a vigilante who helps to run the front end of the Inn and Out in his Social form and works the backend in his vigilante form. stats are in the Profile!

Description:

Cenna is first and foremost a profiteer, he knows how to find good deals protect those deals and help execute them, he can help others get into almost anywhere and can keep most things from getting out. He started working at the Inn and Out when he first got down to Alyushinnyrra as he had trouble finding anything remotely palatable but then realized that he might be able to lend a sort of expertise to both sides of the business. As such started looking for a job there where he started working as a innkeeper/bartender and built a reputation as the man to talk to with problems whether mundane or massive. He’s a shoulder to lean on or he can find a problem solver if you have the coin.

Cenna’s “Brother” (Read Vigilante Identity) Jasper known to outsiders simply as “the Shadow” has a bit of a reputation around town as a man who can get into and out of places and hide anything that needs hiding, his face is known by virtually none as all that is seen of him is the mask white mask with no face but for black eye slits. If someone wants something from Jasper they go through Cenna. Its not clear if the Shadow works only for Cenna or if Cenna and The Shadow are just very close.
In truth Cenna does have a brother named Jasper who Cenna is trying to get a good name for in the metropolis.

The real Jasper is on the obviously doomed fifth Mendevian Crusade and Cenna wants to try to ensure that his brother won’t be killed in Alyushinnyrra and instead will be turned over to him so he can protect Jasper

Cenna’s social identity

Jasper’s look


Doorman:

"You’re not in the list” the Massive demons deep voice bellowed loud enough to be heard by the entire line and far louder than Cenna would have liked, he never did like other to see him fail.

After mulling it over for an instant he turned to the creature and calmly said knowledge (local) name of owner : 1d20 + 11 + 1d6 ⇒ (17) + 11 + (5) = 33 ”Oh, perhaps you’re list isn’t updated, I could have sworn Xiglil said he wanted me to come tonight” he paused for a moment as though he expected the creature to do something before continuing “any chance you could go check in with him?” Diplomacy: 1d20 + 24 + 1d6 ⇒ (13) + 24 + (2) = 39 ”I’m afraid not, by his orders no one not on the list gets in so unless you’re name appears on here I can’t help you” as Cenna took a moment longer to consider the creature let out one last statement ”and anyways you’re holding up the line”

Not wanting to make any bigger of a scene than he already had Cenna stepped away and back a few hundred paces before moving into an alley. There he crouched down and whispered “Jasper” before moving his cloak over his face and morphing into a different person disguise: 1d20 + 39 ⇒ (17) + 39 = 56, standing nearly a foot taller with much broader shoulders and a white mask over his face Jasper moved into the shadows of the alley and disappeared stealth: 1d20 + 26 ⇒ (13) + 26 = 39 he then moved down the road back towards the nightclub and around the back.

Having cased the club earlier he remembered that there was a second entrance to the kitchen that he beelined to, there were 3 Dretch waiters standing there, he snuck to the middle of them and made his presence known with a simple ”I’d run if I were you” intimidate: 1d20 + 33 + 1d6 ⇒ (18) + 33 + (2) = 53 the dretches each slowly looked towards the center of the three before they saw Jasper and nearly toppled over themselves in fear until one finally managed to yelp ”Shit it’s the Shadow” before sprinting away and the other two followed suit, with his clear way in Jasper slipped towards the door, a simple lock on it proved to not be much of a problem disable device: 1d20 + 18 ⇒ (12) + 18 = 30

Once he slipped inside Jasper found an unoccupied corner and whispered ”Cenna” to his cloak before once again bring it over his face and returning to his original form whereupon he commenced to conversating with the guests, after talking for a few hours and establishing a few new contacts and contracts for the Inn and Out Cenna caught the eye of one Xiglil the host who approached with guard in toe and demanded what he was doing there, Cenna couldn’t help but be honest with him “I have no idea, I’m completely speechless, the doormen just let me slip right by them after they realized my name, They must not have checked the list. bluff (Innocence): 1d20 + 30 ⇒ (4) + 30 = 34 promptly he was thrown out but he managed to get exactly what he came for, new work for the business.

sorry if any of the formatting is weird, still getting used to the forums!

Dark Archive

roleplay:
Anatoli sits in his small "office" at the inn with the word Healer emblazoned on the door when the first customer of the day comes in. oh yes sir we can treat that. I can make a poultice for that and it should remove that rash in several days of treatment. Oh no, not all that expensive sir replacement costs from the healers kit and five gold per day for time


Turns out, the cleric list is extremely scarce in good enchantment spells. So I had to tweak my build a little. The base concept and background is the same but I'm a bit more skill-focused now. The character is fully done for everything (including equipment) except for prepared spells on my profile.

HP:

Due to changing a level with d8 hit die to a class with d6 hit die, I'm rolling that level's die again
HP: 1d3 + 3 ⇒ (2) + 3 = 5

Did the roleplay again after actually fleshing out the character

Vavakia in a Tuxedo:

"You're not on the list"
Syr, or more accurately Omri at the moment, frowns, looking deeply concerned. "Are you sure laddie? *audibly muttering* He told me that the disguise wouldn't be a problem. *Out loud again* I think there's been a mistake laddie, *Whispering to the Vivakia* as you can see I don't look like myself at the moment. *Laughing* So let me pass this time eh lad? I'll get it fixed by next time."
(Whichever of these applies)
Bluff: 1d20 + 35 ⇒ (8) + 35 = 43
Diplomacy: 1d20 + 35 ⇒ (6) + 35 = 41

Two Questions:

Can I use a masterwork tool for Profession(Barrister) checks?
Can I use Profession(Barrister) while raging (as it is a Wis skill). If I can't, can I take Skilled Rager to be able to use it?


2 Answers:

Honestly, I dont see it as too damaging, you can get some really high intimidation rolls, but not as high as a Bloodrager with intimidating prowress, if you are going dirty trick route, more power to you, so yeah, go ahead, you can either take the save route and take skilled rager, or you become the raging attorney, but you are recommended to go absolute ham on being Evil Ace attorney, lest a unknown powerful entity considers you boring.

You awake but all that you see is dark, something soft and smooth is on your eyes, as you move to remove the blindfold, you mentally hear a voice that makes you stop.
Oh my, what an interesting concept, but is it amusing? Well, a masterwork tool for Profession barrister checks?
Something silky is placed around your throat.
This incredibly stylish black silk tie will do just fine, and because I am so incredibly genorous, it doesnt even occupy your neck slot! I am all but certain that it will have no plot relevance whatsorever at all.
The mental voice chuckles and pauses, you do not know if it is real, but you sense to be in the presence of something immensely powerful.
Now, to the subject of of lawyering while enraged, hmm, you see, by the rules of the universe, I couldnt actually deny you to do this if you invest sufficient amounts of training in it, but honestly, lawyers being enraged rather then enraging others does have a certain appeal to it. You may, but you must shout Objection! really loudly, or I may get bored.
Something touches you and you fall back into a dreamless sleep. The next day you awake with a black silk tie around your throat.


Ok, thank you. (I had already written skilled rager onto my sheet anyway.)

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