Angel Mask

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Confirming ready with Blaire. Will create an alias if i am in.


Here we go. Hopefully all done with my changeling submission. To copy a tiny bit from Thunderbeard...

Blaire

Classes Witch/Druid/Oracle
Primary Class Witch(Dreamweaver)[changeling archetype]
Secondary Druid(Storm Druid)
Tertiary Oracle of the Dark Tapestry

Theme:

Naturally Unnatural Blaire's natural talent for many types of magic comes without thinking but this creates strain on her mind and body. Can she learn to control it without her mentor or will she find him again to finish what they started with her.

Background:

Before Goodwin found her and turned her from her path to certain destruction Blaire lived in a decently sized city, hidden among the lesser citizenry with her mundane father. He never wanted to tell her the truth about who are where her mother was. As far as she had known an evil witch had poisoned her mother when she was just a baby. That all changed when she came of age. She started to manifest magical abilities which scared alot of people. Finally her father told her the truth and she freaked out even more running away from home. For a few years she ran, feeling a pull towards something with every ounce of magic she used. At first she tried not to use it, she wasn't stupid, she figured out who her mother really was. She was different, especially now after her body changed. But everytime she used it the next time was easier and easier. In time the magic was just like breathing and the voice was too loud to shut out, beckoning her away. Before she could find her mother, Goodwin found her and whisked her away before she could resist. Before she could complete herself she was almost torn apart and it was only with Goodwin's skill that she managed to shut out the voice and hold herself together. Eventually she was thankful for Goodwin setting her on a different path for herself. He told her she would be able to go her own way one day without worrying about her mother looking for her.

She didn't get the chance to, one morning she was woken up and evacuated so fast she had no idea what was happening. When she finally had a chance to breath again, her mentor was gone and she was not under the protection of his demiplane anymore. Fortunately she couldn't hear the voice anymore, likely her mother was dead after 10,000 years. But she did have some problems still. She wasn't finished her training with Goodwin and was now on her own. She didn't know how to control her magic properly. She didn't know it but she was daughter to one of the most powerful hags of recent times and she had inherited much of her power and she wasn't yet strong enough and in danger of losing control one day. She hopes she can find Goodwin before then. She doesn't think she can become strong enough on her own but time will tell.

Appearance:

Blaire is a very magically charged person and this energy constantly stored and flowing in her has altered her in different ways to be not quite your normal happy young woman. Despite her changeling appeareance and lineage Goodwin helped her manage her different turbulent heritages but now that Goodwin is gone cracks are showing themselves and she comes off at times as strange, creepy or a little weird over and above her usual changeling features. Since being freed her usual friendly self under the guidance of Goodwin sometimes gives way to that that she was just before he found her.


Update on my Changeling character. Not sure if this is the right way to stat block it or a specific format is needed. I Think I will get Monk with the first cheese dip next level, huge boost to AC there. Second cheese possible crossblooded sorcerer. Fitting given the fountain of magic that this character would be spewing. Anyways the background is forthcoming. Theme of being weird, scary and off putting, not evil but definitely a bit creepy. Lots of debuffing enemies and enchantment.

Character Sheet:

Blaire
Female Changeling(Night Hag) Witch(Dreamweaver) 3/Oracle 3/Druid(Storm Druid) 3
TN Medium Humanoid(Changeling)
Init +10; Senses Darkvision 120ft, Low-Light Vision, Carrion Sense; Perception +13
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DEFENSE
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AC 19, touch 14, flatfooted 15 (+4 dex, +5 natural)
HP 30 (3d8+6)
Fort +3, Ref +6, Will +8
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OFFENSE
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Speed 30ft.
Melee 2 Claws +2 (1d4)
Special Attacks Hexes(Slumber[30ft., DC 16, 3 rounds]), Storm Burst(8/day), Brain Drain(1/day, DC 16), Gift of Madness(8/day, DC 16), Thunderstaff(1 round)

Witch Spells Prepared (CL 3th; concentration +12)

2nd - glitterdust(DC 17), Web(DC 17)
1st - command(DC 16), ear-piercing scream(DC 17), Ill Omen(DC 16), mage armour
0(at will) - arcane mark, daze(DC 15), dancing lights, message

Patron Portents

Druid Spells Prepared (CL 3th; concentration +12)

2nd - fog cloud(d), bark skin, frost fall(DC 18)
1st - obscuring mist(d), entangle(DC 16), feather step, heightened awareness, hydraulic push(DC 17)
0(at will) - create water, detect poison, guidance, purify food and drink

Domain Storm(weather)

Oracle Spells Known (CL 3th; concentration +12)

1st(7/day) - entropic shield, cure light wounds, endure elements, bless, protection from evil
0(at will) - enhanced diplomacy, light, mending, read magic, detect magic

Curse Tongues(Aklo)
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STATISTICS
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Str 10, Dex 18, Con 10, Int 20, Wis 20, Cha 20
Base Attack +2; CMB +2; CMD 16
Feats Toughness, Skill Focus(Knowledge(Nature)), Combat Casting, Extra Hex(Cackle), Extra Hex(Evil Eye), Improved Initiative, Alertness, Mother's Gift, Uncanny Concentration, Eldritch Heritage(Stormborn), Spell Focus(Evocation)
Traits Reactionary, Desperate Focus, Quick Reactor
Favoured Class: Witch +3HP
Skills(10 per level) 3 Diplomacy +14, 3 Disguise +11, 3 Intimidate +11, 1 Knowledge(arcana) +9, 1 Knowledge(geography) +9, 1 Knowledge(nature) +11, 1 Knowledge(planes) +9, 1 Knowledge(religion) +9, 3 Perception +13, 3 Sense Motive +13, 3 Spellcraft +11, 3 Stealth +10, 1 Survival +11, 3 Use Magic Device +11
Languages Aklo, Common, Celestial, Draconic, Elven, Gnoll, Goblin, Orc
Equipment Masterwork Headband
Money
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WITCH ABILITIES
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Thrush Familiar(Ex) Master gains a +3 bonus on Diplomacy checks.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Patron: Portents: 2nd—sow thoughts, 4th—dust of twilight, 6th—deep slumber, 8th—modify memory, 10th—dream, 12th—cloak of dreams, 14th—ethereal jaunt, 16th—moment of prescience, 18th—astral projection.
Slumber Hex(Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye(Su) The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
Cackle(Su) A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Dream Spinner(Su) At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).
Cantrips Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilise, Touch of Fatigue
1st Spells Celestial Healing, Command, Comprehend Languages, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Ill Omen, Mage Armour, Mount, Sow Thoughts
2nd Spells Glitterdust, Web
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DRUID ABILITIES
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Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Bond(Ex) A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Storm Subdomain 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Storm Burst(Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Windwalker(Ex) At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Stormvoice(Ex) At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.
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ORACLE ABILITIES
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Curse: Tongues[Aklo] Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Mystery: Dark Tapestry An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).
Brain Drain(Su) You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.
Gift of Madness(Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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RACIAL TRAITS
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Claws Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armour Changelings have a +4 natural armor bonus.
Greater Darkvision Changelings see perfectly in the dark up to 120 feet.
Low-Light Vision Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Carrion Sense Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Heartstone Heritor (Night Hag) The changeling gains a +2 racial bonus on saving throws against disease.
Bonus Feat(2) Members of this race select two extra feats at 1st level.
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FEATS
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Toughness(bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Alertness(familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Skill Focus(Knowledge(Nature))(level 1) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Combat Casting(level 1) You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Improved Initiative(level 1) You get a +4 bonus on initiative checks.
Mother's Gift: Surprisingly Tough(Ex)(level 2) Your natural armor bonus increases by +1.
Uncanny Concentration(item level 2) You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
Eldritch Heritage(Stormborn): Thunderstaff(Sp)(level 3) At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Spell Focus(Evocation)(item level 3) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Thrush Familiar:

Warble the Thrush
TN Diminutive Magical Beast(Familiar)
Init +2; Senses low-light vision; Perception +11
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DEFENSE
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AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural armour)
hp 15 (half master's; 3HD)
Fort +1, Ref +4, Will +5
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OFFENSE
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Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d2–5)
Space 1 ft.; Reach[/b] 0 ft.
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STATISTICS
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats Skill Focus(Perception)
Skills 3 Diplomacy +1, 3 Disguise +1, 1 Fly +12, 3 Intimidate +1, 1 Knowledge(arcana) -1, 1 Knowledge(geography) -1, 1 Knowledge(nature) -1, 1 Knowledge(planes) -1, 1 Knowledge(religion) -1, 3 Perception +11, 3 Sense Motive +6, 3 Spellcraft +1, 3 Stealth +20, 1 Survival +3, 3 Use Magic Device +1
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FAMILIAR ABILITIES
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Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Deliver Touch Spells(Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Signature Item:

Item Name Blaire's Headband
Description This item is a masterfully crafted interwoven headband.
Slot Headband.
2nd level Feat Uncanny Concentration.
3rd level feat Spell Focus(Evocation).
Magic Creation Pool 3,000 unspent
Flexible Power Pool 0


Was that posted somewhere by Cavetoad? Because everything you said contradicts the first few posts. And there is really no difference between static and flexible here when I'm just going to choose whatever suits me anyway.


Well that was a ton to read but I think I understand all of it and unless I missed anything limiting the amount of full caster classes this character is going to be crazy magic focused. When twin mind comes around even more so with a psionic class or 3. No idea what I want to cheese dip though.

5d6 - 7 ⇒ (5, 6, 4, 3, 5) - 7 = 16
5d6 - 3 ⇒ (1, 3, 3, 2, 6) - 3 = 12
5d6 - 4 ⇒ (5, 2, 3, 2, 2) - 4 = 10
5d6 - 4 ⇒ (3, 5, 5, 2, 2) - 4 = 13
5d6 - 3 ⇒ (1, 3, 2, 2, 5) - 3 = 10
5d6 - 4 ⇒ (1, 3, 5, 3, 6) - 4 = 14
5d6 - 5 ⇒ (2, 3, 6, 6, 4) - 5 = 16

16,16,14,13,12,10

Changeling(8RP), Advanced Intelligence(4RP), Advanced Dexterity(4RP) Flexible Bonus Featx2(8RP), Darkvision 120 Feet(1RP), Low-Light Vision(1 RP), Improved Natural Armor +3(6RP), Carrion Sense(1RP)

Changeling(night hag) Witch(Dreamweaver)/Druid(Storm Druid)/Oracle

rolls+bonus+race+level
str 10+0+0+0=10
dex 13+2+2+1=18
con 12+0-2+0=10
int 14+4+2+0=20
wis 16+2+2+0=20
cha 16+2+2+0=20

Oracle Mystery = Dark Tapestry
Oracle Curse = Tongues
Druid Domain = Storm Subdomain
Witch Patron = Trickery

Alignment = True Neutral
Theme = Naturally Unnatural


I might apply with a gnome sorcerer illusionist.


My character is going to be an Inquisitor/Bolt Ace.


1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (6) + 7 = 13

18,17,15,13,13,8


GM Archlich wrote:


Observe this little detail about Adaptive: the STR of the Composite Longbow is still used to designate the maximum bonus to damage the user will get. Adaptive for a Composite Longbow STR+0 won't give any more damage to someone with +3 STR modifier than it would to someone with a +0 STR modifier.

Is that a houserule or have I been reading adaptive the wrong way all this time? Because adaptive says, "acting as a bow with a strength rating equal to its wielder's Strength bonus". I thought adaptive changed the strength rating to whatever the user has not whatever the user has within the limits of the base bow.


Yea that's true. I think i will just go weapon master.


Would the Emerald Scorpion have low level people as 'debt collectors'? I am thinking this is how a not so powerful apprentice might start off once joining.

Still working on my wizard/fighter/unchained rogue. He will have low strength and charisma(12 each as the lowest stats) but high dex and int, average wis and con. As an elf he will use the elven curve blade for dex to damage. With rogue and high int he will have boatloads of skills and literally every skill as a class skill except for heal. The only problem I see is if strength is needed, but hopefully he can have a spell that will fill in. With ABP would you let armour attunement work with a bracer of armour? Or is there a better way I can keep AC good? Or just ignore it and go for displacement/mirror image etc.

Are you seeing any problems with this character?

EDIT: I am also wondering what you would think about reflavouring the swordlord fighter archetype from aldori swordlord to elven swordlord, and using a curve blade instead of a dueling sword (basically an elven version of dueling sword).


You actually still have to buy weapon abilities. Weapon and armour atunement doesn't grant such to your weapons. So you could buy a +0 Furyborn Amulet of Mighty Fists and attune to it just fine but you would get +0 enhancement bonus.


Ok so my paladin/bard/oracle idea is probably going to go the marshal route and take eldritch heritage(arcane) and mythic eldritch heritage and improved familiar for a Harbinger Archon to prove his elevated status and favour from Iomedae.

Backstory that I have for now is that he has become the leader of a branch of the church of Iomedae after the world wound was defeated (or whatever happens at the end of WotR because I have not played or read it). He has defeated many demons and the like. If Leadership is allowed then my followers would be Iomedaens and church agents spread across Golarion with a focus around the worldwound.


Haha. Have the same classes as me for all I care. I'll make my character, you make yours and may the GM's favorite be chosen. I'm still figuring out things and may change a class or two, or not. So nothing is in stone anyway.


Arcane archer cannot work with ranger or fighter since they need an arcane class after all. Bloodrager could be interesting perhaps.


I have never heard that being a general rule of gestalt(must qualify on one side). Does that mean a wizard would have to be level 12(BAB+6) before being able to take levels in arcane archer? Even though another side of the gestalt (fighter for example) gives full BAB?


Have an idea for a paladin/bard/oracle that I am working on.


If this isn't closed I'm going to try to submit a druid//cleric or inquisitor on time.


Am i in or was i too slow to create the cleric?


5d6 - 3 ⇒ (2, 5, 6, 1, 3) - 3 = 14
5d6 - 4 ⇒ (5, 1, 5, 3, 3) - 4 = 13
5d6 - 4 ⇒ (3, 2, 2, 6, 5) - 4 = 14
5d6 - 7 ⇒ (5, 5, 4, 4, 3) - 7 = 14
5d6 - 6 ⇒ (4, 5, 2, 4, 6) - 6 = 15
5d6 - 7 ⇒ (6, 3, 5, 4, 6) - 7 = 17

17,15,14,14,14,13

Do you mind Aasimar? I think I want to go cleric.


Sounds pretty cool. I'd love to just run around a dungeon.


Sethirom is all ready and hoping for a second chance at Talinguarde.

Rise and Fall of Sethirom:

As a boy Sethirom never knew the blood that ran through his veins was different. Neither did anyone else around him, there was but one tell-tale sign which was taken to be a simple birthmark. A strange hardened patch of skin. A single scale. It was only after he matured and his body changed that the dormant traits in his DNA forced their way out. Their corrupted bloodline decided to rear it's ugly head in him. As a result he was ostracised and to save their own reputation his parents sent him away. He lived on almost nothing, homeless on the edge of the village. His transformation kept progressing, his skin becoming scaly on his back, the outside of his arms and his thighs. His skin also blackened, nails growing thick and sharp. Wherever he was found the people chased him away until he had nowhere else to go but into the wilderness. It was then that his outward transformation stopped and his inner transformation began. He hated this thing that he was and and began to hate those that had chased him away also.

He stumbled across an ancient alter, unkept, overgrown and crumbling. Curious, he approached it and discovered strange characters inscribed upon it. They seemed familiar and as he ran his fingers around the edge of the altar a rat scurried out from a crack on its surface. Its beady eyes looked at him for a moment and then spoke rather matter-of-factly, "You are a child of the Abyss." He was so surprised he fell over backwards in shock. "Strange that I would be shackled to one of your heritage. No matter. You freed me and now I must serve you." Sethirom did not know what had happened or if he was losing him faculties. The rat transformed a small hellish fiend. "What is happening to me?" he said as he pushed himself back until his head hit a large piece of broken stone. The female voice replied, "Whatever you wish to happen. You have been granted a divine boon. But it cannot fill you until you take it with both hands." He looked at his claw covered hands. "If you send me away I am free to do as I please. But... if you don't, I shall show you a new path." Pushing himself up to standing again he realised what he wanted now. "I don't want to run. I want to make them pay for sending me away." His eyes glowed red with anger and the Imp smiled then she flew over to sit on his left shoulder. "Together we shall unlock your might."

With the aid of his new imp follower, Sethirom grew in his power. His first acts were to visit vengeance upon the small village of his youth. In the dark of night he came and slew them to a man in their sleep. With the final family tied up, crying for mercy, he prepared an alter and sacrifice. Naamah oversaw the ritual as she had once seen it. The markings on the ground. Anointing Sethirom in the living blood as it exited his victims living bodies. The final victim was his sister, one who had always looked after him as a child. She didn't deserve this. Everyone else did but she was innocent he knew. So he cut her bonds and let her go. Without a thought she ran and ran and didn't stop. When he finished the ritual on his knees his chest felt like it was on fire. The pain was too great and he passed out with his faithful Imp standing nearby, watching and guarding him as he slept. Days later he rose, slightly taller, tougher. The fiend inside him was now the dominant part. His village on fire. Fires started by Naanah while he recovered. By the end of the day the entire place would be in ashes.

"They are always a step or two behind us. They are only this close because you were too weak to kill your sister," Naamah berated him for his failure. A thing that she often brought up, even though she was the minion. For several years they were able to remain safe as he kept moving. Hiding in the wildernesses and forest and mountains as he planned to inflict Talinguarde with what he suffered. He would bring them war and Asmodeus reknown once again. His favourite targets were Mitran priests. Ambushing them from the shadows, leaving their blood pooling in their own sanctuaries and desecrating their places of worship. At the same time he was hunted by a group of holy Mitrans led by one who he believed to be Sir Balin of Karfeld. He had never seen his sister again but thought it probable that she had told whoever she found about what happened that night several years ago. She wasn't his target and trying to find her now would not help him. She was probably under protection or as far away from him as possible. Sir Balin finally cornered him in a monastery in Matharyn as he summoned evil creatures and created undead from the dead priests to terrorise the city. All his creatures were cut down except for Naamah who hid and followed him as he was knocked down and taken away. Fighting alone as he had, it was inevitable that he fall against the combined righteous might of Talinguarde.


GM Infernal Mistress wrote:
Stat upgrades and their caps: Characters with the normal maximum in a class stat, such as d12 HD, full BAB, a good save, 8+INT skills, ect, cannot use an upgrade on that particular stat. Every class that is on the SRD can still make use of both upgrades, even the Monk, as each class has at least 2 'imperfections' regarding statistics.

From a post she made in her hell's rebels recruitment.


Wow that feat is pretty good. My cleric will have to get that(spontaneous inflicts you know).


You didn't miss me but I have a character WIP to update my submission.

Sethirom the Half-Fiend Tiefling Fiendish Vessel Cleric 10// Infiltrator Inquisitor 8

Character idea is to smite/bane the BBGG and take the focus of that and generally be a main front liner otherwise.


If i'm an evil inquisitor can I take betrayal teamwork feats for solo tactics? ^_^ Not a good idea to use against other obviously PC's but maybe summoned minions?


I have slightly changed my mind and am instead interested in being a half fiend.
To fit nicely with the template he would first be a tiefling cleric(fiendish vessel)/inquisitor(infiltrator).


I'm just wondering about the half dragon


I'm interested in playing a half-dragon if that is allowed.


Think a full bab monk will be fun to play.


dotting


Gonna dot.


Name Alexander Torov the Wanderer
Classes Wizard 20//Alchemist(Mindchemist/Internal Alchemist)20
Race Outsider(air, elemental, water) used to be human before becoming a mist creature
Templates Mist Creature +1CR, Advanced +1CR
Motivation Wants to primarily bring back his wife from the gods clutches but needs help (bodies to distract attention from him). Changing the power structure seems like it would help him achieve this.


Signature Skill feat
If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately

Since when does signature skill limit you to 10?


Will be all done over this weekend.


And technically clerics don't 'need' a god. they can follow 'ideals'. I think.


M is for mono i always thought. Yep


Might just get a portable hole as it can be folded into a handkerchief. And both glove and 'extra-dimensional-space-item' will have their aura's masked by magic aura so I think I'm good on the not being detected front. The gloves(yes it's one glove but there will be a look-alike non magical duplicate to complete the illusion) will be fashioned as old looking and fingerless, the type you might see on a old traveler or homeless person trying to keep warm. He is(or was?) venerable before he got level 20 and discovered the secret to immortality(wizard arcane discovery). Not sure if Immortality brings back youthful looks or if it just stops aging from then on.


Alexander is being fluffed out as being 'the wanderer'. It's his way of hiding his huge power as he searches for items of power and more power itself. Disguising himself and magic aura hiding his things from scans and the sort. He tries to show as little of his potential as possible appearing as a harmless wanderer for the most part and dressed in simple clothes.

Can a handy haversack be stored in a glove of storing?


My spell dc's will range between 30-40. Is that low or high for level 20?


Is it called the amulet of natural mighty fists? Heheh


Would it be allowed for THIS to be in a version that works for cognatogens?


Not sure how i missed the gestalt. In that case i will pair wizard with a mind chemist and know all the things. How much benefit would one get from crafting feats?

And i second the awesome Automatic Bonus Progression option.


Oooh. I totally want to create a divination wizard from Ravenloft. Time to get to work. Going to be super neutral and probably human.


I'm interested.


This looks really cool and i will try and put in a enchantment wizard submission.


Got most of the character sheet done. Just need skills and items...

Then to finish up the story of Viktor the paladin and his path to graveknighthood.


Nice, didn't know of the monster codex update. I think it would be the silliest thing to not let rage rounds be the only thing in the ability that doesn't switch to cha.

Either way I have been considering going Cleric/Oracle/Antipaladin instead. And him working on behalf of Asmodeus' interests in the planescape as his new lease on life after being freed from his last master overlord.


@gm. I've seen some stuff saying undead can't barbarian rage and since I'm planning on being graveknight I'm wondering what your take on it is?


For my graveknight i think anti paladin and barbarian are definites. Trying to choose between oracle, cleric or something with good casting for the third side.

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