![]()
![]()
![]() Dr Utamose: background:
The only surviving member of a once prominent Osirion emigree merchant family, Dr Utamose had a rather unconventional childhood growing up as a ward of court in Absolom. His parents were killed by masked Osirion assassins who set their carriage on fire with several gallons of alchemist’s fire. His parents, their driver and the nanny were all killed, Dr Utamose was five at the time and survived albeit with terrible scars which resisted all magical healing.
The family estate paid for his board and education, but his terrible scars and raspy voice frightened other children and he grew up to be rather peculiar. Dr Utamose attended many prestigious places of learning in Absolom, but it was the Blackros Museum that made the greatest impression upon him, especially The Honoured Dead exhibition. It was from there his first interest in Ancient Osirion was kindled, face to face with the stolen remains of mummified rulers and their finery. As a teenager Dr Utamose came to the attention of the museum’s curator Nigel Aldain. Mr Aldain was impressed by the young man’s mind and he became a father figure of sorts. Of course somebody as ambitious as Nigel Aldain always had an angle, and in Dr Utamose’s case he encouraged him to go on an expedition to recover sufficient artifacts to warrant a new wing of the Blackros Museum dedicated to ancient Osirion. Dr Utamose for his part thinks this is a capital idea, one that promises to make both men extremely wealthy. Description:
Hunched and hulking, Dr Utamose’s flesh is horribly scarred and he tends to frighten children which he finds dismaying. The wispy hair and the scythe he favours only adds to the impression of otherworldliness, and his raspy sarcastic voice is usually the last straw for most people.
Still despite all this he has a brilliant mind, and is loyal to those few friends he manages to make. A determined man, Dr Utamose has been described as brave and ruthless by friend and foe alike. His dabbling in necromancy means he has more of the latter than the former, although in a fight you’ll be glad he’s on your side! 1 What is your character’s name?
Build: Dr Menkutu Utamose
Male human investigator (gravedigger) 1 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Horror Adventures 54) LN Medium humanoid (human) Init +1; Senses Perception +4 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 11 (1d8+3) Fort +2, Ref +3, Will +2 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee scythe +4 (2d4+6/×4) Investigator (Gravedigger) Extracts Prepared (CL 1st; concentration +4) . . 1st—enlarge person (DC 14), long arm[ACG] -------------------- Statistics -------------------- Str 18, Dex 12, Con 14, Int 16, Wis 11, Cha 8 Base Atk +0; CMB +4; CMD 15 Feats Extra Inspiration[ACG], Medium Armor Proficiency Traits foreign opportunist, transmuter of korada Skills Acrobatics -4 (-8 to jump), Appraise +9, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Spellcraft +7, Use Magic Device +3 Languages Ancient Osiriani, Common, Osiriani, Varisian SQ finesse weapon attack attribute, focus power (necromantic servant[OA]), grave magic, inspiration (6/day), investigator talent (), relic focus Other Gear chainmail, scythe, investigator starting formula book, occultist's implement[OA] -------------------- Special Abilities -------------------- Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Grave Magic (Sp) Sacrifice unused extract slots to cast certain spells. Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Mind Fear (DC 13) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg). Necromantic Servant (0 servants, 10 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you. Relic Focus (1/day) (Su) Spend inspiration for nec. resonant power 1/day, or grave words any number of times. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
![]()
![]() Throne of Night sounds awesome, but so does War of the Burning Sky. Ever since reading the Malazan books (and also The Black Company) I've often wondered about running or playing in a game where all the players are conscripted into the army and it seems War of the Burning Sky would scratch that itch. ![]()
![]() Never looked at sphere before, the rules are intriguing. I quite like the idea of a Shadowed Fist Striker for Throne of night, there's something about a drow ninja. Not sure what I'd play for Zeitgeist - I sort of like the idea of a powder mage (if anyone's read those books) but I'm not sure that really translates well to anything d20. ![]()
![]() Guess I've been knocking around these boards for a while too. Managed to complete the Falcons Hollow cycle and one of my homebrew tables reached the end. Hard to finish a full AP though, hats off to those who have done it. Anyway there's a lot of submissions for this one, I don't envy the GMs decision. ![]()
![]() Its fun coming up with characters, here I'm going for an enthusiastic youngster who has been swept up into the romantic notion of a grand adventure to attend the funeral of a man she corresponded with for years but never met. Of course Utalav is a rather dangerous place for such notions... Inaya:
I grew up in far away Qaharid, a sun baked mining town in Qadria famed for its turquoise. My parents Farzeen and Zhela died in a mining accident when I was small, so I was raised by my grandfather Huushmad, a retired mine engineer who doted on me. Qaharid is a long way from anywhere with few prospects but Huushmad was determined that I would have a proper education, especially when my powers started manifesting.
Huushmad taught me my letters, mathematics and engineering, but my real education came from the correspondence from professors and other luminaries from half a dozen far flung academies and universities. Professor Lorrimor wasn’t the first scholar I wrote to but he is, no sorry, was by far the most generous with his time and we corresponded for seven years on a great variety of subjects. He was fascinated by the strange ways my powers had grown and he suggested various exercises I should try to better control them. Despite having never met him, over the years I felt I’d come to know him well. So it came as a terrible shock to learn of his sudden death, naturally I felt duty bound to attend his funeral. It’s been quite the adventure getting to Ravengro, I took coastal boats the long way from Qaharid to Hawah and then a ship across the ocean to Cassomir. From there I traveled in a barge up the mighty Sellen before turning east along the Glass river and Lake Encarthan and ultimately Caliphas. The last step of the journey was a bone-rattling wagon train toLepidstadt via Ravengro. I’m not sure what to make of Ustalav, cold and rainy, it's a world away from the sun drenched deserts I grew up in. The people are different, hardly anyone speaks Keleshite although I get by with Taldane. I can feel the oppressive weight of history on this land and I note the subtle ways that fear has seeped into superstitious locals. Still for all that, there’s something about this place, everything is so green and the land has a haunted beauty that’s growing on me. Perhaps I’ll stay for a while. Description and Personality:
Inaya is young at twenty one, with dusky keleshite looks, a radiant smile, long plaited black hair and chocolate brown eyes. She’s relatively short at only 5’4” and at first seems unassuming, bookish even, although she has an inner core of iron that shows in times of stress. Used to warmer climes she tends to favour layers of brightly colored coats, scarves and cardigans that make people shake their heads. Inaya has a warm, adventurous, easy going personality. She’s definitely a glass half full kind of person. Build: Inaya
Female human (Keleshite) sorcerer 1 NG Medium humanoid (human) Init +2; Senses low-light vision; Perception +4 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +1, Ref +2, Will +2 Immune dazzled -------------------- Offense -------------------- Speed 30 ft. Ranged light crossbow +2 (1d8/19-20) Sorcerer Spells Known (CL 1st; concentration +5) . . 1st (4/day)—burning hands (DC 16), mage armor . . 0 (at will)—detect magic, disrupt undead, light, prestidigitation . . Bloodline Solar -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18 Base Atk +0; CMB -1; CMD 11 Feats Eschew Materials, Spell Focus (evocation), Spell Specialization[UM] Traits inspired by greatness, trustworthy Skills Bluff +8 (+9 to fool others), Diplomacy +9, Knowledge (arcana) +6, Perception +4, Profession (engineer) +4, Spellcraft +6 Languages Common, Kelish, Varisian SQ bloodline arcana (fire spells deal +1 damage per die), sunsight Other Gear light crossbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], pot, soap, trail rations (5), waterskin -------------------- Special Abilities -------------------- Bloodline Arcana: Solar (Ex) +1 damage per die for fire spells. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Immunity to Dazzled You are immune to the dazzled condition. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level Sunsight (Su) Gain low-light vision, and cannot be dazzled. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
![]()
![]() Had an eye on carrion crown for a long time and I have a number of character ideas. GM how do you feel about a Solar bloodline sorcerer? I think the combat visuals for that would be fun to RP, but it is something of an undead slaying specialist which may or may not be what you're looking for given the horror theme of this AP :) ![]()
![]() Its fun making chars even if I don't get selected. Here's my submission Rayse. Rayse:
It pains me to admit it, but they got the right person for entirely the wrong reason! Yes technically I was involved in a little sedition, but that’s small fry in comparison to what my family was actually up to... A sect of Asmodeus under their noses and the authorities had no idea, and still don’t, fools the lot of them.
The worst of it is we were sold out by that ugly runt Django Creed, our accountant's son, all because my Sister Ella laughed in his face when he asked for a date. Piqued, the spiteful cur ran to the Iomedaens and ratted on us saying we were the ones behind all those pamphlets calling for King Markadian V’s downfall. A scandal ensued! A sensation! A well known lawyer and a teacher spreading sedition! A family of good repute ruined, if only they knew... Whatever, it’s done, long years of careful planning and training gone to waste in the blink of an eye. The Iomedaens are such boors, crowing over their ‘accomplishment’ at shutting us down. Funny how the so-called righteous happily take credit for Creed’s work, when they haven’t the wit nor the imagination to have taken us down themselves. They don’t understand me, they made me watch my parents take the drop, thinking it would break me. I have never felt stronger, or more infused with purpose. My parents made me proud, tight lipped and fearless to the last, they held up their end of the infernal bargain and now they have a position of honour in the hells. The Iomedaens say I’m due to share my parent’s fate the day after tomorrow. Perhaps, perhaps not, Lord Asmodeus put me in this backwater world for a purpose. Bourne and raised to be his instrument, I yearn to spread tyranny in his name. In the end all shall kneel!
Description and personality:
A little over 6 foot, Rayse has a chiseled physique that draws attention both male and female when he walks into the room. Always immaculately groomed and shaved, his dark hair is kept short military style without being too severe. If angered, his piercing dark blue eyes flash with an inner fire. When clad in armour he looks every bit the dashing knight. He could pass for a paladin, but Rayse is a wolf in sheep’s clothing with a honeyed tongue.
He was training among the Iomedaens, however he wasn’t learning the lessons they thought they were teaching! He knows how to lie without trace, how to wheedle and manipulate and make almost anyone his friend. He learned patience and discipline, and a certain kind of honour but not that stuffy Iomedaens would recognize it! Build: Rayse Human antipaladin (tyrant) 1 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64) LE Medium humanoid (human) Init +2; Senses Perception +0 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 11 (1d10+1) Fort +3, Ref +1, Will +1 -------------------- Offense -------------------- Speed 30 ft. Special Attacks smite good 1/day (+4 attack and AC, +1 damage) Antipaladin Spell-Like Abilities (CL 1st; concentration +5) . . At will—detect good -------------------- Statistics -------------------- Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 18 Base Atk +1; CMB +5; CMD 16 Feats Combat Expertise, Deadly Aim, Mask Of Virtue, Power Attack, Soulless Gaze Traits bloody-minded, sedition Skills Bluff +9, Diplomacy +8, Intimidate +11, Knowledge (nobility) +2, Knowledge (religion) +5, Perception +0, Profession (barrister) +3 Languages Common, Infernal SQ finesse weapon attack attribute -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Good (At will) (Sp) You can use detect good at will (as the spell). Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Mask of Virtue Your alignment is concealed. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used. Soulless Gaze Otherworldy dread infuses your gaze. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
![]()
![]() Thanks GM, here's an updated build for Borys. Borys: Borys of Torag
Human paladin (tortured crusader) 1 (Pathfinder RPG Horror Adventures 65) LG Medium humanoid (human) Init +0; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 10, flat-footed 16 (+6 armor) hp 12 (1d10+2) Fort +4, Ref +0, Will +4 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee earth breaker +5 (2d6+6/×3) Special Attacks smite evil 1/day (+0 attack and AC, +1 damage) -------------------- Statistics -------------------- Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 10 Base Atk +1; CMB +5; CMD 15 Feats Furious Focus[APG], Power Attack Traits subject of study Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +2, Heal +6, Knowledge (dungeoneering) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +6, Sense Motive +6, Survival +6 Languages Common SQ alone in the dark Other Gear chainmail, earth breaker[UE] -------------------- Special Abilities -------------------- Alone in the Dark Can use lay on hands only on self, use 2 to gain use of smite evil, and auras only affect self (not allies). Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
![]()
![]() I decided to lean into the horror aspect with my Tortured Crusader Borys. There will be no happy everafter for him, poor soul, but perhaps gods willing the undead fiend who killed his friends and family turns up at some point in the AP! Borys Background:
To look at me now, you’d be hard pressed to believe I was once considered handsome. These scars are just a fraction of the pain I’ve endured. A year or so back I was content, with family and forge to care for. I grew up in a place so small it didn’t have a name and just like my Da before me, may Torag bless his soul, I was the village blacksmith. Reckon I had it good I did, yes the hours were long and the pay bad, but I was respected. I had a loving wife Clara and a wee bairn, Tara, the light of my life.
Then one night in the teeth of winter, the living dead came. Zombies mostly, but one of them, a soulless fiend who crawled out of the pits of hell, was smart. Most of the village was holed up in the forge but he barricaded the door. He had his thralls pile up the fire wood I’d spent all summer harvesting against the door, and he cackled as he doused it with the keg of lamp oil I kept outside. As for what happened next. I… I can’t... I can’t… It broke me, mind and body.. I never used to drink before that night, but oblivion can be a solace when a man has lost everything. I don’t know how or why I survived. Near scared the life out of the poor tinker who called by the next day, he thought I was one of the living dead on account of my wounds. He couldn’t believe I was still breathing, and claimed it was a miracle. That’s how I met Professor Lorrimor of course, he was researching all manner of strange things. He wanted to know everything, and I don’t suppose I was too happy at the time with all his questions, but considering he was paying for my medical treatment I was hardly in a position to argue. Description and personality:
Once handsome, Borys has been scarred by terrible burns all over his body. As bad as the physical damage is, the mental scars are far worse. Borys became taciturn and fatalistic and he drinks too much. Clara was the love of his life and he will never remarry. With nothing in life to look forward to, he’s looking for a cause to die for. Naturally he has an abiding hatred of the undead.
He’s still an imposing presence, with the musculature you’d expect from a former blacksmith. He carries with him an oversized maul known as an earth breaker, all the better for smashing undead with! Build: Borys of Torag
Human paladin (tortured crusader) 1 (Pathfinder RPG Horror Adventures 65) LG Medium humanoid (human) Init +0; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 10, flat-footed 16 (+6 armor) hp 12 (1d10+2) Fort +4, Ref +0, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee earth breaker +4 (2d6+4/×3) Special Attacks smite evil 1/day (+0 attack and AC, +1 damage) -------------------- Statistics -------------------- Str 17, Dex 10, Con 14, Int 10, Wis 14, Cha 8 Base Atk +1; CMB +4; CMD 14 Feats Furious Focus[APG], Power Attack Traits indomitable faith, subject of study Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +2, Heal +6, Knowledge (dungeoneering) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +6, Sense Motive +6, Survival +6 Languages Common SQ alone in the dark Other Gear chainmail, earth breaker[UE] -------------------- Special Abilities -------------------- Alone in the Dark Can use lay on hands only on self, use 2 to gain use of smite evil, and auras only affect self (not allies). Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Smite Evil (1/day) (Su) +0 to hit, +1 to damage, +0 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Note I've not selected all his starting gear. I know there's no crafting in the campaign, the blacksmith skill point is just for RP and he'll select something more useful for level 2.
![]()
![]() Oh Carrion Crown. Well I've had the itch to play a Tortured Crusader paladin for a while, lets see if dice bot is feeling kind. Roll #1: 4d6 ⇒ (2, 5, 6, 4) = 17 15
I think that's a 19 point build, seems perfectly serviceable. Time to put my thinking cap on. ![]()
![]() Dune is brutal and notions of a fair fight seem like a good way to get yourself killed, so I'm thinking of making a rather underhanded knife fighter. A bounty hunter slayer seems a perfect chassis for that. If allowed the kitsune style chain would make for very effective dirty trick use. I was looking through the traits and noticed scarred descendant and carefully hidden, which suggested a background: One of my budding fremen's ancestors was from either a Harkonnen or perhaps more likely from one of their vassel houses. For one reason or another they rebelled (or did they) and went native. Could make for an interesting campaign hook. I'm assuming a stillsuit is equivalent to leather armour, please correct me if I'm wrong. Build: Ghir son of Dranor
Human slayer (bounty hunter) 3 (Pathfinder RPG Advanced Class Guide 53, 118) LN Medium humanoid (human) Init +3; Senses Perception +7 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield) hp 26 (3d10+6) Fort +5, Ref +6, Will +3; +2 trait bonus vs. divinaton effects, +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions -------------------- Offense -------------------- Speed 30 ft. Melee mwk dagger +8 (1d4+4/19-20) Special Attacks sneak attack +1d6, studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 18, Dex 16, Con 14, Int 13, Wis 12, Cha 14 Base Atk +3; CMB +7 (+9 dirty trick, +9 disarm, +9 reposition, +9 steal, +9 trip); CMD 20 (22 vs. dirty trick, 22 vs. disarm, 22 vs. reposition, 22 vs. steal, 22 vs. trip) Feats Combat Expertise, Deadly Aim, Deft Maneuvers, Endurance, Kitsune Style, Kitsune Tricks, Power Attack Traits carefully hidden, charming smile, cunning soul, desert child (desert), scarred descendant Skills Acrobatics +9, Bluff +9, Craft (leather) +5, Diplomacy +3, Disguise +8, Heal +7, Intimidate +9, Knowledge (geography) +7, Perception +7, Sense Motive +8, Stealth +9, Survival +7 (+8 to track favored enemies of your own subtype) Languages Common SQ dirty trick, finesse weapon attack attribute, track +1 Other Gear mwk leather armor, mwk buckler, mwk dagger -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Deft Maneuvers You don't provoke attacks of opportunity when tripping. Dirty Trick (Ex) As a free act on sneak att vs. studied target, no extra dam but dirty trick at +1 per extra dice lost. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Kitsune Style Perform Dirty Trick at the end of a charge. Kitsune Tricks Kitsune Style can apply two different conditions in single dirty trick attempt. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Track +1 Add the listed bonus to Survival checks made to track. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
![]()
![]() I had some free time so I made a couple of tweaks to Adrith. Nothing major, I changed his traits and added some more detail to his story / appearance. In case it matters, please note he's a follower of Torm the True. Background:
Adrith was born in a tiny village in the foothills of the mountains on the eastern edge of The Vast. Aged 8 he was orphaned when ${CAMPAIGN_APPROPRIATE_ENEMY} raided his village, killing and enslaving as they saw fit. Adrith’s parents hid him in a wardrobe and he was stuck in there for a long time. The enemy went house by house, taking their time and it was well past dark when they finally arrived at his house. Curled up in a ball, Adrith had fallen asleep inside the wardrobe and he was awoken to the sounds of his parents' grizzly deaths. Through a crack he saw everything, and was deeply traumatized. Adrith quietly swore a sun oath and a moon oath to bring their attackers to justice. But what could a boy do? Nothing but bide his time.
With their houses burned and all the men gone, it was no longer safe to stay there so the handful of survivors were forced to make the long journey to Tantras to seek refuge. The way was arduous and filled with hunger and danger, but by some miracle most of them made it. Around this time the Temple of Torm’s Coming had become world famous, and the young Adrith was impressed by all the knights and paladins in shining armor and like a light switching on in his head he knew what he wanted to serve The Loyal Fury. The followers of Torm gave alms to the poor and spread Torm’s teaching. Adrith listened intently and helped out with menial tasks around the temple, cleaning and helping to prepare food for the poor and was soon accepted within the cloister to learn the way of Torm. Years passed and Adrith grew into a man, the church of Torm was his family and he rose through the ranks to join the Tormtar. On his twenty-first birthday, which coincidentally was the thirteenth anniversary of the raid that destroyed his village, he felt a calling. He was needed somewhere to the west. He sought spiritual advice from the clergy of Torm and they advised him to walk out into a blessed hill in the wilderness near Tantrass to fast and pray. His vigil lasted for three days and three nights and in the middle of a storm the most incredible horse appeared. Bread for war, this was a noble creature, bigger and smarter than other horses. Instinctively Adrith knew his name was Cloud and that duty called, so together they traveled west to where they were needed. Appearance and personality:
In his early twenties, Adrith cuts a dashing figure in full dusky blue, almost purple steel armor astride his faithful steed Cloud. Adrith is clean shaven with short flaxen hair, dark eyes and a square jaw with a ready smile, he grew up into the shining knight he always wanted to be.
He’s tall at over six foot with good muscle definition. His kit is simple but well cared for, with his weapons and armor typically buffed to a mirror shine - mostly to prevent rust but it looks great too. He has a simple cloak emblazoned with Torm’s gauntlet.
Flaw:
The trauma from Adrith’s childhood never really left him, and the loss of his parents is a raw festering wound. This has affected him in several different ways:
1. Normally Adrith has a cool head but on several occasions he’s encountered suspected minions of ${CAMPAIGN_APPROPRIATE_ENEMY} and harshly interrogated them in such a way he later felt that he’d sullied himself badly enough to seek atonement. NB I’m not necessarily looking for a falling from grace character arc, rather trying to give him believable emotions. 2. Adrith was never a particularly good sleeper and ever since the death of his parents his insomnia got far worse. Sometimes he manages some fitful sleep, but others he can’t sleep for days, dulling his senses leaving the world seem gray and oppressive. There are some unofficial rules for insomnia. 3. He is hopeless with anyone who might be romantically interested in him.
Crunch and notes: Sir Adrith Human paladin (oath of vengeance, shining knight) 5 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +2; Senses Perception +10 Aura courage (10 ft.) -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 52 (5d10+15) Fort +11, Ref +8, Will +10; +1 trait bonus vs. illusion effects. Immune fear -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 greatsword +8 (2d6+13/19-20) or . . mwk lance +8 (1d8+12/×3) or . . warhammer +7 (1d8+8/×3) Ranged +1 composite longbow +8 (1d8+5/×3) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance) Special Attacks smite evil 2/day (+4 attack and AC, +5 damage) Paladin Spell-Like Abilities (CL 5th; concentration +9) . . At will—detect evil Paladin (Oath of Vengeance, Shining Knight) Spells Prepared (CL 2nd; concentration +6) -------------------- Statistics -------------------- Str 18, Dex 15, Con 15, Int 14, Wis 12, Cha 18 Base Atk +5; CMB +7; CMD 21 Feats Combat Expertise, Deadly Aim, Hands Of Valor, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge Traits athletic champion, hardly a fool, honest Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +13 (+13 to influence friendly or helpful creatures), Handle Animal +12 (+16 to force this mount into an Unnatural Aura.), Heal +5, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +10, Ride +10 (+14 to force this mount into an Unnatural Aura.), Sense Motive +6, Spellcraft +6 Languages Common, Elven SQ channel wrath, divine bond (mount), finesse weapon attack attribute, lay on hands 6/day (2d6), mercy (fatigued), skilled rider Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, mwk lance, warhammer, cloak of resistance +1, ring of resistance +1 -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
-------------------- Cloud CR –
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
I ummed and ahhed about what to build and ended up going for the classic shining knight. Mechanically Oath of Vengeance and Shining Knight don’t normally stack due to both replacing aura of justice. My intention here is for Shining Knight to be the free archetype, which if I’ve understood correctly allows him to take Oath of Vengeance. I also partly did this because herolab is able to cope with this build without too much custom stuff, which is way more challenging with archetypes that replace a lot of things. Note I’ve not spent all his starting gold, and if selected I’ll buy him some camp gear. Long term I’d like Adrith to earn the nickname Foehammer, but he’s not there yet! Re-mounted combat, obviously for a M sized character this doesn’t work in dungeons. As long as encounters are in mixed environments I expect it’ll be fine for Cloud to wait outside when we are dungeoneering. Still if it’s going to be mostly dungeons I could rebuild him as a halfling riding a war dog, granted if I did that the visuals would change and I think he’d be more a virtuoso bravo instead. Long term I suspect Adrith’s story will tend towards tragedy with him sacrificing himself for the greater good. That’s very much on point for one of Torm’s followers.
![]()
![]() GM I think perhaps a better flaw for Adrith is he often can't sleep, and hasn't been able to since a child. There's some rules for insomnia although I'm not sure where they came from and may need adjustment. ![]()
![]() OK putting my hat in the ring with Sir Adrith who perhaps will one day be known as Adrith Foehammer. Background:
Adrith was born in a tiny village in the foothills of the mountains on the eastern edge of The Vast. Aged 8 he was orphaned when ${CAMPAIGN_APPROPRIATE_ENEMY} raided his village, killing and enslaving as they saw fit. Adrith’s parents hid him in a wardrobe, and he was forced to listen to their deaths as they tried to defend their home. Shaken by this, Adrith swore a sun and a moon oath to bring their attackers to justice. But what could a boy do? Nothing but bide his time.
With their houses burned and all the men gone, it was no longer safe to stay there so the handful of survivors were forced to make the long journey to Tantras to seek refuge. The way was arduous and filled with hunger and danger, but by some miracle most of them made it. Around this time the Temple of Torm’s Coming had become world famous, and the young Adrith was impressed by all the knights and paladins in shining armor and like a light switching on in his head he knew that was what he wanted to become. The followers of Torm gave alms to the poor and spread Torm’s teaching. Adrith listened intently and helped out with menial tasks around the temple, cleaning and helping to prepare food for the poor and was soon accepted within the cloister to learn the way of Torm. Years passed and Adrith grew into a man, the church of Torm was his family and he rose through the ranks to join the Tormtar. On his twenty-first birthday, which coincidentally was the thirteenth anniversary of the raid that destroyed his village, he felt a calling. He was needed somewhere to the west. He sought spiritual advice from the clergy of Torm and they advised him to walk out into a blessed hill in the wilderness near Tantrass to fast and pray. His vigil lasted for three days and three nights and in the middle of a storm the most incredible horse appeared. Bread for war, this was a noble creature, bigger and smarter than other horses. Instinctively Adrith knew his name was Cloud and that duty called, so together they traveled west to where they were needed. Appearance and personality:
In his early twenties, Adrith cuts a dashing figure in full blue steel armor astride his faithful steed Cloud. He grew up into the shining knight he always wanted to be.
Adrith is clean shaven with short flaxen hair, dark eyes and a ready smile. He’s tall at over six foot with good muscle definition. His kit is simple but well cared for, with his weapons and armor typically buffed to a mirror shine - all the better to prevent rust. Adrith
Flaw:
The trauma from Adrith’s childhood never really left him, and the loss of his parents is a raw festering wound. This has affected him in several different ways:
1. Normally Adrith has a cool head but on several occasions he’s encountered suspected minions of ${CAMPAIGN_APPROPRIATE_ENEMY} and harshly interrogated them in such a way he later felt that he’d sullied himself badly enough to seek atonement. NB I’m not necessarily looking for a falling from grace character arc, rather trying to give him believable emotions. 2. Adrith has a problem with alcohol, largely because he tends to repress his inner feelings to act in the way he feels is expected of him. He usually tries to abstain from alcohol, but that's not always possible and one drink has a way of turning into ten, or more. 3. He is hopeless with anyone who might be romantically interested in him.
Crunch and notes: Sir Adrith Human paladin (oath of vengeance, shining knight) 5 (Pathfinder RPG Advanced Player's Guide 117, Pathfinder RPG Ultimate Magic 60) LG Medium humanoid (human) Init +2; Senses Perception +10 Aura courage (10 ft.) -------------------- Defense -------------------- AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) hp 52 (5d10+15) Fort +11, Ref +8, Will +10 Immune fear -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 greatsword +8 (2d6+13/19-20) or . . mwk lance +8 (1d8+12/×3) or . . warhammer +7 (1d8+8/×3) Ranged +1 composite longbow +8 (1d8+5/×3) Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance) Special Attacks smite evil 2/day (+4 attack and AC, +5 damage) Paladin Spell-Like Abilities (CL 5th; concentration +9) . . At will—detect evil Paladin (Oath of Vengeance, Shining Knight) Spells Prepared (CL 2nd; concentration +6) -------------------- Statistics -------------------- Str 18, Dex 15, Con 15, Int 14, Wis 12, Cha 18 Base Atk +5; CMB +7; CMD 21 Feats Combat Expertise, Deadly Aim, Hands Of Valor, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge Traits athletic champion, rider's bond Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +12, Handle Animal +12 (+16 to force this mount into an Unnatural Aura.), Heal +5, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +10, Ride +10 (+14 to force this mount into an Unnatural Aura.), Sense Motive +5, Spellcraft +6 Languages Common, Elven SQ channel wrath, divine bond (mount), finesse weapon attack attribute, lay on hands 6/day (2d6), mercy (fatigued), skilled rider Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, mwk lance, warhammer, cloak of resistance +1, ring of resistance +1 -------------------- Special Abilities -------------------- Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
-------------------- Cloud CR –
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
I ummed and ahhed about what to build and ended up going for the classic shining knight. Mechanically Oath of Vengeance and Shining Knight don’t normally stack due to both replacing aura of justice. My intention here is for Shining Knight to be the free archetype, which if I’ve understood correctly allows him to take Oath of Vengeance. I also partly did this because herolab is able to cope with this build without too much custom stuff, which is way more challenging with archetypes that replace a lot of things. Note I’ve not spent all his starting gold, and if selected I’ll buy him some camp gear. Long term I’d like Adrith to earn the nickname Foehammer, but he’s not there yet! Re-mounted combat, obviously for a M sized character this doesn’t work in dungeons. As long as encounters are in mixed environments I expect it’ll be fine for Cloud to wait outside when we are dungeoneering. Still if it’s going to be mostly dungeons I could rebuild him as a halfling riding a war dog, granted if I did that the visuals would change and I think he’d be more a virtuoso bravo instead. ![]()
![]() Good question TheWaskally, I was going to ask the same thing. The realms is large and there is quite some regional variation. I've got the seed of a character concept: A Dwarven Tortured Crusader Paladin, I've done the high charisma paladin a few times and this sounds like an interesting twist. He either lost his clan to some campaign fitting enemy and is immediately invested in the cause; or to a natural disaster and he's been. looking for a cause worth fighting for, perhaps even dying for. I'm away from my main computer (and herolab) at the moment so I'll concentrate on background for now. ![]()
![]() Interesting! Lets see what the dice say. 3d6 + 6 - 1 ⇒ (1, 6, 6) + 6 - 1 = 18
I'm sure I can build something interesting with that. ![]()
![]() Here’s my submission, I ended up limiting myself to the listed sources. Background:
Hail and well met, I am Nimrodel. I may still be young, but I was born long ago even by the reckoning of Elves. It was the Year of the Lilly and it was a happy time for the citizens of the City of Song who had no inkling of the horror that would befall a little over a hundred and fifty years later.
My parents were the Battle mage Finarfin of the Akh'Faer and his consort Celebrían. Both fell in defense of the city in The year Of Doom although I would not learn of this until much much later. In fact my last memories of them are of the day I graduated into the upper school of Myth Drannor’s famed Incanistaeum. Father was so proud, he was certain I would follow in his steps as a battle mage to serve in the Akh'Faer. I suppose that could have happened, but evocation was never my strong suite. Mother was much more reserved, it was traditional for upper school students to be sequestered in study and it was unlikely we’d see each other for some time. I think somehow she knew that we would never meet again, for she hugged me close and didn’t want to let go even as the tears rolled down her cheek, much to my chagrin and the amusement of my peers. I was incredibly privileged to have learned at the feet of Pyraan the Grim and Peridar Snowbrows. Perhaps you’ve never heard of them, but I’m sure you’ve heard of some of their students, such as the future Blackstaff, Khelben Arunsun, and the were-tiger archmage Tulrun. I’m afraid I was far from their best student, although I did pick up a few things here and there. Unfortunately my studies were abruptly curtailed, my class was experimenting with the effects of spells on portals. Myth Drannor contained a great many of these, although almost all were closely guarded secrets. For my thesis I had the bright idea of testing what a slow spell would do to travel via portal. According to my theory, the greater the distance the greater the temporal shift. If you took a short hop of a hundred miles, it was a matter of adding a few minutes. If you went half half way across Faerun, the effect ought to be more pronounced perhaps up to half a day. I believe my calculations were correct, but I hadn’t accounted for the effects of wild magic. As fate would have it, just as I was stepping through the portal, Sakaala of the Seven Rings managed to overcharge an item she was creating and the resulting magical backlash created a resonance that amplified the effect beyond my wildest dreams. When the effects of the magical travel had worn off enough for me to take stock of my surroundings, I was surprised to find myself in a dank stone complex. I’d expected to enter the same small cave overlooking an insignificant fishing village on the sword coast I’d visited the day before. Several things stirred at my presence and I was chased through the upper part of what I now know is undermountain. I was very lucky, I ended up close to the entrance to the Yearning Portal Inn where I was rescued by a group of adventurers known as The Band of the Unicorn. I was shocked to find a city had seemingly sprouted overnight, and even more shocked to learn it was The Year of the Prince and that nearly a thousand years had passed! Description:
If somebody was to look at me, they'd see a tall elfin thin figure wrapped in a midnight blue cloak with a deep hood, wearing a well made leather pack, out of which if they looked closely they might notice the bulge of a crossbow. If I was to take my hood off, they'd notice my plaited auburn hair, the faint bluish tinge of my skin and the curve of my ears marking me as Teu-tel-quessir. If I allowed them to get any closer they might notice the emerald green of my eyes and the freckles on my cheeks. Build: Nimrodel
Female elf diviner (foresight[APG]) 5 (Pathfinder RPG Advanced Player's Guide 145) NG Medium humanoid (elf) Init +11; Senses low-light vision; Perception +12 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 28 (5d6+10) Fort +3, Ref +5, Will +6; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee mwk dagger +3 (1d4/19-20) Ranged mwk light crossbow +4 (1d8/19-20) Diviner Spells Prepared (CL 5th; concentration +11) . . 3rd—clairaudience/clairvoyance, fly, haste . . 2nd—glitterdust (DC 18), invisibility, pyrotechnics (DC 19), see invisibility, stone call[APG] . . 1st—comprehend languages, enlarge person (DC 18), grease, mage armor, obscuring mist, silent image (DC 17) . . 0 (at will)—detect magic, light, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 16, Con 12, Int 22, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 15 Feats Heighten Spell, Improved Initiative, Preferred Spell (slow)[APG], Scribe Scroll, Spell Focus (transmutation) Traits eyes and ears of the city, warrior of old Skills Craft (alchemy) +15, Fly +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nature) +14, Knowledge (planes) +14, Perception +12, Spellcraft +14 (+16 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Abyssal, Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc SQ arcane bond (ring), arcane focus[ARG], elven magic, forewarned, prescience (9/day) Combat Gear tanglefoot bag (10); Other Gear mwk dagger, mwk light crossbow, arcane bond ring, cloak of resistance +1, handy haversack, headband of vast intelligence +2, bedroll, flint and steel, ink, inkpen, main spellbook, portable alchemist's lab[APG], pot, soap, spell component pouch, trail rations (5), waterskin -------------------- Special Abilities -------------------- Arcane Focus +2 to concentration checks to cast arcane spells defensively. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Foresight Associated School: Divination Forewarned 2 (Su) Can always act in surprise rounds. Heighten Spell Increases spell level to effective level desired. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Slow) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Spellbook: 1: Comprehend Languages, Enlarge Person (DC 18), Grease, Mage Armor, Silent Image (DC 17)
![]()
![]() I'm toying with the idea of a time mage - or at least a mage fascinated with temporal effects (slow, haste, that sort of thing). I noticed the chronomancer archetype. @Eltonj what do you think about that one, it's not in the list of sources from your first post. ![]()
![]() Well considering this is Myth Drannor I'm thinking of a moon-elf wizard or sorcerer who naturally studied at the Incanistaeum. Of course how they ended up being sent back the best part of a thousand years later by Elminster is hopefully going to make for an interesting backstory. I don't play full casters very often so for me it'll be a change. A question for EltonJ, are you intending this as more of an intrigue or a smash the doors in kind of game? I'm guessing intrigue, but wanted to check! ![]()
![]() Going to throw my hat in the ring. An excerpt from Everett Radfcliff’s diary:
On the surface Westcrown is a law abiding place, but I’ve learned appearances can be deceiving… My father Paul Radfcliff is an art dealer of minor prominence in these parts and through him and his business partners I’ve heard countless stories of valuable cargoes that just vanished in the night, including many priceless works of art. My father’s life was turned upside down by one such audacious theft. Even art galleries of the rich and famous are not immune, although nobody will ever admit it openly. As a devotee of Shelyn The Eternal Rose, I feel it is my duty to investigate, even if those who look into such matters tend to disappear as though they never existed. The truth must come out, the art and citizens must be protected! Besides what if the most tantalizing whispers are true and the Council of Thieves somehow survived the purges? What if it is they who in truth rule from the shadows? That would be a story for the ages!
Everett’s biography:
Borne in Westcrown a little over twenty years ago during a solar eclipse, Everett is only child from a long family of artists and art dealers. Most of Everett’s formative years were spent in Almas, his parents having fled Westcrown after a major art deal went sour with the merchandise stolen. Everett’s tutors in Almas described him as a serious yet warm hearted young man, with a flair for painting and fencing who made friends easily. So it came as no surprise when he answered Shelyn’s call. Three years ago, Everett reluctantly followed his family back to Westcrown, his father had worked hard to repay the debts and deemed it safe enough. Besides the family wanted to care for his grandparents in their twilight years. Having grown up with the freedom of Andoran, moving to infernal Cheliax was quite the challenge for Everett. It took years but eventually he made peace with the realization that there was nothing he could do about House Thrune without getting a great many people killed. Moreover he came to realize his calling was elsewhere, the ordinary folk of Westcrown suffered and he was in a position to do something about it! Something about his new found determination rubbed off on him, and there were whispers that he was destined for greatness. Description:
Everett is just shy of six foot and reckoned by many to be handsome with a shock of auburn hair, chocolate brown eyes and a ready smile. Unlike many of his peers at the fencing academy, Everett has a wiry build and he moves with the grace of a dancer. A keen painter, Everett is often seen sketching in a folio as he seeks inspiration for his next canvas. Build:
Everett
Human paladin (virtuous bravo) 1 (Pathfinder Player Companion: Heroes of the High Court 12) LG Medium humanoid (human) Init +4; Senses Perception +5 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield) hp 12 (1d10+2) Fort +4, Ref +4, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +6 (1d6+4/18-20) Special Attacks smite evil 1/day (+3 attack, +0 AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +4) . . At will—detect evil -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 16 Base Atk +1; CMB +1; CMD 15 Feats Fencing Grace[UI], Weapon Focus (rapier) Traits conspiracy hunter, omen Skills Craft (painting) +2, Diplomacy +7, Intimidate +8, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +5 Languages Common SQ bravo's finesse Other Gear chain shirt, buckler, rapier -------------------- Special Abilities -------------------- Bravo's Finesse (Ex) Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Fencing Grace Use Dexterity on rapier damage rolls Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +0 deflection bonus to AC when used. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
I’ve not spent all of Everett's starting gold, if selected I’ll buy him a few more items. ![]()
![]() For your consideration, hopefully I've got the build rules right. For now this is built with Spellsong. Clarissa Amadeus:
Blindfolded and branded, I was dragged into the depths of Branderscar prison and unceremoniously thrown into a cell with the judge’s sentence still ringing in my ears. He’d been wearing one of those silly wigs and I could't stop giggling and got cuffed for my pleasure. I remember him looking down at me the way you’d look at something unpleasant you’d stepped in. He was beside himself with anger as he thundered, ”Clarissa Amadeus you have been found GUILTY of HIGH TREASON! You shall be taken from this place, to another place where you will be held. From there you will be taken to the place of execution where you shall be HUNG, DRAWN AND QUARTERED! May Mitra have mercy on your soul, although we both know that’s unlikely!”
I lay there bleeding on the cold stone floor unable to move because everything hurt, when a voice piped up from the next cell, ”Wow they seemed really upset, what the hell did you do?!” I groaned and forced myself up to a sitting position and through gritted teeth I replied, ”I made a Paladin of Mitra fall…” I coughed up some blood before adding, ”...down the stairs, he broke his neck! I thought he was a nobody, turns out he was Adam Markson, the king’s cousin.” Of course I wasn’t about to share why, I’d done such a thing. I could scarcely believe it myself, it was amazing how far a girl would go for vengeance! The Amadeus family had once been wealthy and respected, a line of barristers going back generations. We had a terrible secret however, devil worship. I’ll probably never know how the Mitran Paladins found out, but my nightmares are haunted by the screams of my aunts and uncles as they smote them down in their righteous anger. Mother hid me under the bed as she and father waited for the inevitable. They refused to say where the last of the relics was hidden and so like the rest of the household they were put to the sword. A single faithful retainer, Darius Smythe had escaped the slaughter and when the Mitran’s had gone, he took me away. That evening in the safe house I swore an oath, in Asmodeus’s name that I Clarissa Amadeus would have vengeance. Darius warned me to be patient, to bide my time. Years passed and I grew stronger and with the last of my family's hidden wealth I trained with the single minded goal to make Paladins Fall. Eventually I felt ready, of course I couldn’t start with a high templar, I needed a nobody. I thought I’d found one too, I researched his habits, how he liked to pray at a particular church on the hill. It was a small matter to sneak in behind him and spread marbles upon the steep stairs that lead up to the private chapel. Then all I had to do was get him angry, I mocked his faith and invoke Asmodeus’s name in Mitra’s church and then I ran! He surged after me only to slip on the marbles before falling down the stairs in a heap. I’d have gotten away with it too if he’d been nobody. But he wasn’t just some schmuck, they turned the whole town upside down searching for me and now I’m royally f***ed!
Appearance and personality:
Tall, slim with raven hair, Clarissa looks stunning and she knows it, a real femme fatale. She’s utterly ruthless and enjoys mocking her enemies, subtly undermining them before moving in for the kill where she tries to dominate them. She’s no fan of the king but her real beef is with the church of Mitra which she hates with an unhealthy passion.
Build:
Clarissa Amadeus Female human bard (court bard) 2 (Pathfinder RPG Advanced Player's Guide 81) LE Medium humanoid (human) Init +0; Senses Perception +4 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 15 (2d8+2) Fort +1, Ref +3, Will +3; +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense -------------------- Speed 30 ft. Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 16], satire -1) Bard (Court Bard) Spells Known (CL 2nd; concentration +7) . . 1st (4/day)—beguiling gift[APG] (DC 17), charm person (DC 17), expeditious retreat . . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation -------------------- Statistics -------------------- Str 16, Dex 11, Con 13, Int 17, Wis 8, Cha 20 Base Atk +1; CMB +4; CMD 14 Feats Spell Focus (enchantment), Spellsong[UM] Traits high treason, savant Skills Craft (alchemy) +8, Diplomacy +11, Disguise +10, Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (religion) +7, Linguistics +7, Perception +4, Perform (comedy) +12, Perform (dance) +10, Sense Motive +4, Spellcraft +8 Languages Celestial, Common, Elven, Halfling, Infernal SQ heraldic expertise +1, versatile performance (comedy) -------------------- Special Abilities -------------------- Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects. Heraldic Expertise +1 (1/day) (Ex) You add half your bard level to Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Spellsong Combine spellcasting and bardic performance Versatile Performance (Comedy) +12 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
I’ve not given her any gear since it sounds like we don’t start with any. I hope she can find a longspear and a portable alchemy lab. Party role: Clarissa is something of a spy, the kind that walks in plain sight as if she belongs there, with the social skills to pull it off. In combat she’s into debuffing and control via trickery. Bards don’t get a whole load of spells so she’ll have to choose wisely, too bad that’s not her strong suit! ![]()
![]() So I've had the idea for a while of building a court bard who specialises in some of the more darkly amusing bard spells and masterworks. Beguiling gift, unnatural lust, dance of the kindled desires, that kind of thing. Perfect abilities for a very naughty girl whose goal in life is to make paladins fall. The RP potential for the satire ability is top notch and mechanically it means you can (mostly) keep spell DCs relevant. I tried this in a Hell's Vengeance game but sadly that didn't get very far. I'm planning to rebuild for way of the wicked including a new background. A question for the GM, how do you feel about the Antagonize feat? Post errata it's no longer stupidly ridiculous but it's still strong. No worries if that's something you'd rather not have in your game, I'd probably take spellsong instead. ![]()
![]() So I have the kernel of an idea for a background: "Wow they were rough, what did you do?!" Groaning and unable to lift myself off the floor, for everything hurt, I muttered a reply, "I made a Paladin fall... Down the stairs, he broke his neck." I'm thinking about going for the high treason trait (go big or go home!) but I need a suitable victim. Can I invent a House of Darius retainer or perhaps a second cousin for the victim?
|