| GM Wulfson |
I recently took over this PbP after their original GM decide to retire. The group is in the middle of combat now and the Antipaladin has gone radio silent for a few weeks now. I'm currently botting her until the end of this encounter. Players just recently dinged 3rd level and we find ourselves in need of someone who can fill her boots, so to speak.
Alignment: In case if you haven't noticed already, this is an evil campaign. The most preferred evil alignment is Lawful Evil, though Neutral Evil is acceptable as well. Chaotic Evil can be a little tricky and difficult to be accepted, though that doesn't mean this particular alignment is prohibited. Lawful Neutral and Neutral may get accepted, though it's a guarantee that your characters will slip to evil over the course of the game. Good alignments have no place here.
Stat Generation: 25 point buy.
Race: Cheliax is many things, but racially diverse is not one of them. Races like halfling, tieflings and gnomes are marginalized, so expect difficulty while playing as these races in place like Cheliax. Humans are greatly preferred here, though that doesn't mean I'll reject dwarves, elves, half-elves or half-orcs. Races outside of the core ones may have difficulty to be accepted.
Class: Any of the core and base classes. However, gunslingers, ninjas and samurais are going to have a hard time being accepted. Obviously, paladin is unavailable, with antipaladin taking its place. Archetypes are also allowed.
Traits: In addition to a Campaign Trait that you can find in the Player's Guide, you can also take another trait.
Background: Write up your character's background and history. There's no need to write something long, just something that tells about your character's history. Make sure to match the history with your character's Campaign Trait.
Starting Wealth: The character's have just hit 3rd level, so WBL should be equivalent to that of a 2nd level character.
Background Skills: Sure, why not?
The party currently consists of an
Omdura of Malacoda
Bloodrager (primalist/steelblood)
Cleric of...something evil
You can find the Gameplay thread Here
I'll keep recruitment open until 12:00 (Noon) Friday January 19th.
| Jerax Hellfire |
Jerax Hellfire has had his backstory perfected over [counts on his clawed fingers] 4 failed HV Campaigns. He's currently Gestalt, so I need to change that.
I hope you consider him as a replacement; I do enjoy playing him. Maybe the Knight of Asmodeus was just looking for the right GM?
In half the campaigns he's been in, Jerax has romanced Cimri.
| Alessandra Venici |
Jerax Hellfire has had his backstory perfected over [counts on his clawed fingers] 4 failed HV Campaigns. He's currently Gestalt, so I need to change that.
I hope you consider him as a replacement; I do enjoy playing him. Maybe the Knight of Asmodeus was just looking for the right GM?In half the campaigns he's been in, Jerax has romanced Cimri.
And has tried hitting on a follower of Eiseth in that latest stranded one. :)
The Lion Cleric
|
Hey everyone! I've always been looking for an opportunity to play Hell's... anything, really, but Vengeance in particular.
For your situation, I've noticed the party is lacking in some knowledge skills, alongside the frontline, so I've had an idea to revive an old concept of mine.
Presenting for consideration, one Liberico Urgiri, a proud son of Cheliax, and definitely nobody whose background should be put in any type of thorough scrutiny.
I am asking for the thematic permission to treat the Golemfist's arm as a cursed, bony arm - no mechanical changes, just the thematics. With no further ado:
From the desk of Captain Orneros Dutoxas of the Edavagor's Persistence,
My Lord Drovenge, I am writing you as an influential patron of our shipyards, and a man of magnaminity who understands the importance of Her Infernal Majestrix' Navy's interests.
The bearer of this message goes by the name of Liberico Urgiri, and while our meeting was chance, I had been regaled with his dedication to the Crown and Cheliax itself. While his heritage is barbarian, as his last name suggests, his recollections are anything but. He said his ancestors were labourers that moved to Cheliax generations ago, and he had no idea where the name is from.
My bosun ran across him as we were portside for a resupply, and he quickly came to aid us in negotiation with the treacherous natives, and regaled the crew with his story. A survivor from Druvalia's Ambition, he'd been shipwrecked and crippled by the foul primitives' magic as he defended the ship from boarding action.
Shipwrecked, he'd spent more than a year washing from island to island, before finally ending up where we found him. We took him among the crew, and he more than pulled his weight, despite his arm.
Furthermore, his canny attitude and firm belief in our great nation's virtues aided the morale of our crew, which was hindered by the uneasy weather, though I dare not repeat the words of some of the shanties he sang - I dare not repeat them as I fear some might run across Her Infernal Majestrix's Bureau of Historical Accuracy's ire, but upon my remark, he solemnly swore to never repeat them.
As such, I am leaving Mr. Urgiri shoreside upon our landing at Corentyn, with this message in tow. I can vouch for his graces and obedience, and humbly request that he be granted a minimal veteran's stipend, and documented permission to lodge at Veterans' Barracks in the Homeland. I am certain that he will strive to prove himself a worthy subject of the Crown once again.
Ventum ab inferno,
Captain Orneros Dutoxas
A gruff, heavyset half-orc man in the middle of his life. His mane, brushed and coiffed to Chelish Navy standards, has many flecks of silver in it. A golden tusk sits upon the man's lips, and the wide gait of a sailor is visible as he makes his way down the road in his polished boots. An appearance of disciplined dignity emanates from the man, and its only his half-cloak that draws attention, shielding his right arm from onlookers. To most, this is but a simple Chelish Navy veteran. Usually clad in simple, but clean clothes, similar in cut to those still used by sailors every day and age, Liberico is nothing if not a heavy sailor away from the land.
A cunning man from birth, Liberico does his best to portray what his superiors want to see - a strong, loyal, and not-too-bright half-orc. While at least one of the facades may crack under heavy scrutiny, he speaks in short, convicted tones, respects the nobles and other soldiers, and is never the last to raise a salute to those who keep Cheliax at peace.
At heart, however, he is a survivor first and foremost, and ambitious second. While his facade gives him wide berth and respect amongst some of his peers, he feels a better life is well deserved, and will happily engage in an activity to line his pockets while scoping out for a big break. While not one to resort to violence first, the sheer heft of a half-orc and shouts aid greatly - as does his cursed arm, rarely taken out of hiding. Anything is an opportunity, after all.
Born in the Chelish colony of Sargava, and quickly being inducted into the Chelish Merchant Navy, he found the drudgery, hard work, and low pay to be rewarding little in return to the labour. Joining one of the crews working for the dreaded pirate captain, former Hurricane King Kerdak Bonefist, he found the experience liberating - were it not for the unfortunate demise of Bonefist, and at least one Chelish Navy. Realising that the time of a man of his allegiances has long passed, he attempted joining a new crew, only to be recognised by a witch, one whose ship was raided by his very own a month ago during the wars.
As Liberico threw her overboard in the dark of night, she cursed 'the arm of a killer' to show his true allegiances, leaving the man screaming as flesh and sinew melted on his arm. Thrown overboard himself afterwards, he was rescued by a fishing boat. Completely determined to leave the Shackles, Liberico secured transit to mainland Cheliax with only the clothes on his back, and a forged letter from a sea captain he'd personally seen die.
Now in Cheliax, the curse of Besmara continues to ache - only wealth, treachery, and deceit sate it, and Liberico is all too happy to oblige.
Liberico Urgiri
Magus 3 (Hexcrafter/Golemfist)
NE Medium humanoid (human, orc)
Init -1; Perception +8
Favored Class Bonus +1 to skills and HP
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Defense
--------------------
AC 15, touch 11, flat-footed 15 (+4 armor, +1 Dex, +0 Shield)
hp 27 (3d8+9)
Fort +5, Ref +2, Will +4
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Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +9 (1d6+5)
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Improved Unarmed Strike, Fast Learner, Enforcer
Skills: 6/level (Rank/Class/Stat/Bonus)
Bluff +7/9 (3/3/-1/4)
Diplomacy +7/9 (3/3/-1/4)
Intimidate +8 (3/3/2/0)
Spellcraft +8 (3/3/2/0)
Climb +8 (1/4/3)
Swim +8 (1/4/3)
Perception +6 (1/3/2)
Knowledge(Local) +9 (3/3/2/1)
Background Skills: (Rank/Class/Stat/Bonus)
Profession(Sailor) +5 (1/3/1)
Linguistics +7 (2/3/2)
Lore (Chelish Military) +8 (3/3/2)
Skills: (Rank/Class/Stat/Bonus)
Languages Common, Orc, Polyglot, Halfling, Infernal, Giant
--------------------
Special Abilities
Overlooked Mastermind (Half-Orc)
Skilled (Half-Orc)
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Traits
Thrune Informant (Campaign)
Bruising Intellect
Drawbacks: None
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Gear
To be determined
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Spells
To be determined
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| Colin_Mercer |
Here's the son of a drug lord from Korvosa who ran away from his mafia family to Cheliax because he HATE DRUGS and LOVE HELLKNIGHTS.
I notice that the group is in short of some knowledge guy so I made a investigator. It should complement the team nicely.
Vigil Stellario grew up in a family known for selling drugs in Korvosa, Varisia. After coming of ages, he starts to see the chaos that the drug cause to the society, and begins to despise his own family. As the son of the mafia boss, he used the knowledge and skills he learnt from his parents to successfully faked his own death, and ran away from his family to Cheliax. He survived the Cheliaxian street by utlizing the unique fighting styles from his hometown. Eventually, he finds his calling in the process of adapting to the Cheliaxian society: He is inspired to join the Hellknight Order of the Godclaw, so that he can follow the laws and punish those who doesn't.
Vigil Stellario
Half-Elf Fighter(Varisian Free-Style Fighter) 1 / Investigator(Bonded Investigator, Mastermind) 2
LN Medium humanoid (human, elf)
Init +1; Senses: Low-light Vision; Perception +7
Defense
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 29 (d10+2d8+9) (3 FCB to HP)
Fort +5, Ref +5, Will +9
Offense
Speed 20 ft.
Melee: Mwk Cold Iron Morningstar +6 (1d8+9) (Power Attack on)
Special Attacks: Martial Flexibility(4/day)
Statistics
Str 18, Dex 13, Con 15, Int 15, Wis 12, Cha 7 (racial's +2 to STR)
Base Atk +2; CMB +6; CMD 17
Feats: Additional Trait, Power Attack
Trait: Hellknight Aspirant(Order of Godclaw)(Campaign), Clever Wordplay(Diplomacy)(Social), Pragmatic Activator(Magic), Fate-Favored(Faith)
Skills
Climb +5
Craft(Alchemy) +6
Diplomacy +8+d6
Knowledge(Arcana) +6+d6
Knowledge(Dungeoneering) +6+d6
Knowledge(Local) +6+d6
Knowledge(Nature) +6+d6
Knowledge(Nobility) +6+d6
Knowledge(Planes) +7+d6
Knowledge(Religion) +6+d6
Linguistic +6
Perception +7
Spellcraft +6
Use Magic Device +8
Languages: Common, Elven, Infernal, Celestial, Abyssal (2 from INT, 1 rank Linguistic)
SQ: Mastermind’s Inspiration(3/day), Familiar(Hedgehog), Alchemy+2, A Quiet Word
Racial Trait: Dual Minded, Moonkissed, Elf Blood, Multitalented
Gear: Mwk Cold Iron Morningstar(316gp), Mwk Breastplate(350gp), rest TBD
-Karma-
|
Interested!
I wonder why the call for front-liner specifically, as there is at least a bloodrager in the party? Anyway here goes, a more sneaky melee type:
The Shrike
Serial Killer Vigilante
Concept: Hatred and anger has revealed a darker side of a respected local citizen. Now, stalks the street, purifying the city of whomever he considers an "undesirable"
Combat: Sneaking, hidden strikes, demoralizing, damage from terror
Streets of the city are crawling with filth. Heathens, foreigners, undesirables. Today I saw a halfing running about, unchained.
News of insurgency in Kintargo. Only a matter of time the rebel scum spread here. Soon, an honest man cannot hope walking outside unmolested.
And what will the officials do? What will the guard do? Nothing! Watch silently and stand aside when the vermin rise from the gutters take over our town. Maybe they’ll arrest someone, tell him off or give a fine. But one does not arrest vermin. Vermin get exterminated.
This is no job for the useless city guard. I have made my mask. I’ve sharpened my blade. Tonight, the vermin are driven back to their gutters and drowned in their own filth. And as they draw their dying breaths, they shall feel terror!
The Shrike
Male human (Chelaxian) vigilante 3 (Pathfinder RPG Ultimate Intrigue 9)
LE Medium humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 27 (3d8+9)
Fort +3, Ref +6, Will +3
Defensive Abilities unshakable (+3)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk short sword +6 (1d6+1/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hidden strike +2d8/+2d4
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Enforcer[APG], Skill Focus (Intimidate), Weapon Finesse
Traits local tough, mock gladiator
Skills Acrobatics +6 (+2 to jump), Bluff +6, Climb +2, Diplomacy +6, Disable Device +6, Disguise +6 (+26 to appear as part of polite society while in your social identity), Intimidate +12 (+14 while benefit from concealment or full concealment due to darkness or dim light, +16 in your area of renown while in your vigilante identity, Immediate action demoralize after scoring a critical hit with the chosen weapon), Knowledge (dungeoneering) +8, Knowledge (local) +6, Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Swim +2
Languages Abyssal, Common, Infernal
SQ dimdweller, dual identity, social talents (renown[UI], safe house[UI]), vigilante specialization (stalker[UI]), vigilante talent (twisting fear[UI])
Other Gear mwk chain shirt, darkwood heavy wooden shield, crossbow bolts (10), light crossbow, mwk short sword, backpack, belt pouch, blanket[APG], disguise kit, thieves' tools, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded (2), 49 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Hidden Strike +2d8/+2d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Safe House (27,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Twisting Fear 2d4 (Ex) Causing foe to be shaken, frightened, or panicked inflicts listed nonlethal dam.
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
| Torilgrey |
I present Arxemides Marovin, antipaladin (Tyrant) of Asmodeus. Prosecuting attorney and lawman.
Arxemides Marovin
Human (Chelaxian) antipaladin (tyrant) 3 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +1; Senses Perception -1
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 32 (3d10+10)
Fort +9, Ref +5, Will +5
Immune disease
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +6 (1d8+3) or
. . kukri +6 (1d4+3/18-20) or
. . mwk falchion +7 (2d4+4/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks smite good 1/day (+3 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect good
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats Intimidating Prowess, Power Attack, Soulless Gaze
Traits asmodean acolyte, fiendish confidence
Skills Acrobatics -5 (-9 to jump), Bluff +8, Craft (armor) +7, Diplomacy +9, Intimidate +15, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +1, Profession (barrister) +5, Sense Motive +4
Languages Common, Infernal, Infernal
SQ cruelty (sickened), touch of corruption 4/day (1d6)
Combat Gear potion of cure light wounds (3), alchemist's fire (3); Other Gear mwk half-plate, arrows (20), heavy mace, kukri, mwk falchion, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], masterwork armorsmithing tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol, 48 gp
--------------------
Special Abilities
--------------------
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Cruelty (Sickened, DC 14) (3 rounds) (Su) Touch of corrupution can sicken target for 3 rounds (Fort neg).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Immunity to Disease You are immune to diseases.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
Touch of Corruption (1d6 hit points, 4/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
--------------------
Arxemides Marovin is a devout follower of Asmodeus, being the son of Paracountess Jarin Marvin (living) and the cleric of Asmodeus, Marindes Marvin (dead?). Arx as he is known informally, serves the church of Asmodeus as a warrior and a prosecuting barrister in the city. This allows him to enforce the lawful edicts of Thrune which perfectly aligns to his faith. He dabbles in armorsmithing in his free time, and carries himself as judge, jury, and executioner as needed. Always honorable and exacting to the letter of the law to further his aims, and the aims of his faith. Being brought up in the church to follow in his father's footsteps he took a more martial path as his father disappeared when he was six, alledgedly murdered by insurgents attempting to destabilize local economies and law. That was twenty-one years ago, so Arxemides doesn't remember it well, but he does hold that in his heart while punishing lawbreakers with the iron fist of Chelaxian justice. Insurgency, lawlessness, and wanton disregard for the laws of the land cause chaos. These laws are in place for a reason, and while obviously they benefit certain people more than others, the laws are for your protection...
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| Kazmanaught |
I present for your consideration, Darvon Balbustus, LE warpriest of Asmodeus, and an excellent debuffer/frontliner! I've always wanted to play a damnation feat charecter, and this seemed to be the perfect chance! Good luck to everyone, and it looks like it's gonna be a tough choice for the GM!
Darvon Balbustus
Lvl:3Warpriest|HP:24|BaB:2|AC:19 T:10 FF:19|CMB:5 CMD:15|Fort:5 Ref:1 Will:7|Init:0|Perception:7|Speed:20|FCB: Human[x3]|
Str:16 +3
Dex:10 +0
Con:14 +2
Int:10 +0
Wis:16+2 +4
Cha:10 +0
Race Features:
- +1 SP/lvl
-Bonus Feat
-+2 Str
Skills Ranks Stat Class Misc Total
Intimidate 3 0 Y 4 10
Perception 3 4 N - 7
Heal 3 4 Y - 10
Background:
Profession(Guard) 3 4 Y - 10
Lore(Asmodeus) 3 0 Y - 6
Class Features:
Aura: Lawful Evil
Blessings(3+1/2lvl=4/day):
-Magic
*Standard action, melee weapon flies from hand up to 30ft, wis to hit, str to damage
-Evil
*Standard action give touched weapon +d6 damage vs good creatures for 1 min, and counts as aligned.
Weapon Focus Sap
Sacred Weapon: 1d6
Fervor(.5lvl+wis=5/day):
-Standard inflict other 1d6/2lvl
-Swift action cast spell on self, targeting only me, ignore somatic components, needs no hands
Spontaneously cast inflict spells
Bonus Feat:
-3rd: Enforcer
Feats:
Human: Fiendskin(Immunity to fire, Resist Acid 10)
1st: Souless Gaze (+4 intimidate, can create conditions worse than shaken)
Warpriest: Weapon Focus (Sap)
3rd: Maleficum (+2 to DC of evil spells, 1 lvl of metamagic forgiveness for evil spells (min lvl+1, not lvl+0)
Warpriest: Enforcer (Free intimidate after nonlethal damage)
Traits:
Memorable: Intimidate to improve attitude lasts 1.5x, whenever you create a fear or mind affecting effect that lasts for <2 rds, +1rd duration
Apprentace devilbinder:When you cast summon monster for fiendish/devil, +1rd. +1 on opposed charisma checks when planar binding, planar ally has a 10% discount.
Equipment:
Masterwork Heavy Steel Shield (170)
Splint Mail (200)
Masterwork Heavy Mace (312)
Masterwork Sap (301)
17gp
Spells:
Note: Any spell marked with a * is evil, and gains +2 DC, and 1lvl of metamagic forgiveness(Minimum+1 level)
Orisons: Usual loudout: 4 orisons
1sts: 4/day, DC 15 Usual loadout: Divine Favor, Infernal Healing, Protection from Alignment(good), 1 open slot (Consider Shield of Faith, Summon Monster*, Advance Scury*)
Murder Table:
Sap Bonk (Nonlethal): Str+Bab+WF+MW(1d6+str)=+7(1d6+3)
Mace Bash: -WF =+6(1d8+3)
Darvon was only 8 months old when his soul was presented to the Gelugon. Darvon's parents were Asmodeaen priests of some reknown. Amongst other unsavory things, they were best known for trying to move themselves up in the world by any means necessary. So they didn't think twice about sacrificing their firstborn son's mortal soul to an Ice Devil in return for devilish abilities to manifest themselves in Darvon.
And manifest they did. From a very young age, Darvon was exposed to infernal magics, frequent calls with his Gelugon patron, and experiments, as well as a steady stream of Thrune Loyalist sentiment. At the age of 4, it became apparent that Darvon was resistant to fire. From that point on Darvon subjected himself to hotter and hotter fires to train that resistance to it's peak. At the age of 27, Darvon no longer took damage even from fire generated by the most powerful mages his family could hire. His cold resistance training has never gone as well, but he practices diligently. Recently, he's started training against acid, and found great success.
At the age of 8, it became clear to Darvon's parents that prolonged exposure to their child's disapproving stare could eventually cause even hardened soldiers to want to leave the room. With some additional training and age, by 17 he could reduce them to cowering in a corner if prevented from leaving.
At the age of 12, Darvon cast his first spell. His parents never bothered to teach him much about other religions than Asmodean, and how Asmodaeus felt about each other God, he was a devout follower and managed to summon his first lemure by 14. By 20, he had stagnated in terms of new ability, not seeming to gain any blessings of a higher circle. Yet his parents did not dispair, since two things were exceedingly evident.
1: Darvon had a knack for the most foul spells, often curses, and their effects were harder to shake-off than they should have been. In addition, he was able to do a trick that most spell casters would have to wait years to pull off; quickening his spells. Perhaps the training that Darvon went through to cast spells with things in his hands was excessive and stunted his expertise in other areas. This would still have been a worthy sacrifice because of...
2: When puberty started, Darvon shot up. He became very strong very easily, and his body-type made it clear that he was suited to a warrior's life. He began to practice subdual tactics to further demoralize opponents of Asmodeus. He trained in armor, with a shield, with mace, and with sap. And through all of that he kept up with his other diabolic practices.
Now 27, Darvon is a memorable fellow, a large man with deepset eyes a striking grey. He has fully bought into the Asmodaen lifestyle. And why shouldn't he? Although his parents put him through harsh testing growing up, they also showered him with love, assurances that he would bring honor to his family, his patron, house Thrune, and Asmodeus. Although Ice Devils are cold and logical, they value the skills having effective minions can bring to the table, and so the Gelugon would offer Darvon advice through his life. After all, an effective minion is a useful minion, and Darvon's soul is already promised to it. This is just return on investment. Seeing an attack on House Thrune as a way to prove himself a useful tool, he finally set out to quash the rebellion with his unique blend of talents, and bring glory to the Balbustus name!
... I've just noticed that you used only core and base. I'll leave this here, since I put a bit of work into it, and you let someone play an omdura, but I totally understand if that's a dealbreaker.
| GM Wulfson |
| 1 person marked this as a favorite. |
Sorry I'm late everyone. I was in a meeting all day yesterday and then on the way home I was rear ended at a stoplight. After dealing with the insurance company for a couple of hours I just didn't feel like posting anything.
Anyway, can Giuliano Gracchus, aka The Shrike, report to the Discussion thread to check in. I'll get him written in to the story soon.