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Liberty's Edge

Hi there! I am having some trouble buying some PDFs. I tried ordering them last night and I put in the credit card security code and then I got the circle for loading and then… nothing. So I tried hitting continue again and again and again and it never changed the page. I then went back to the ordering screen and it said that my transaction was denied. So I tried it again with my credit card, then with my debit card on file, and still nothing. Could someone help me with this issue?

And also I would like to cancel my Starfinder Society subscription if possible.

Thank you!

Liberty's Edge

Here is the text for the feat:

Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn't reveal you, locate or scrying wouldn't find you, and so on.

My question is that if I have an item that gives me 4th level Invisibility and the caster has 6th level True Seeing and I walk up to them, not sneaking, can they still see with with the True Seeing? I know they could seek for me but what about just seeing me.

What about level 20 and higher monsters with True Seeing? Does their True Seeing always heighten to 10th level making the feat useless?

Side Question:
If I was just sneaking could True Seeing see me regardless of the feat? Or does it only apply to illusions and transmutation spells?

Thank you for any help!

Scarab Sages

We are closing in on the end of book 1. My human vigilante (Enforcer archetype) died and because I did not have a back up character on me and that I didn't want to make a new character at the time, the GM said the Arch-Baron rezed me but now I owe him the gold cost for the rez, and interest will accumulate until I pay it off. Once we are done with this book, I as a player will have a choice.

My GM says I can either continue with my vigilante, or I can make a new character. I have a character concept in mind, but I want to choose a character that will have the most relevancy to the story. I was going to make my vigilante an Order of the Gate Hellknight, or I was going to make a halfling inquisitor of Norgober with the vengeance inquisition. He has only read books one and two, and doesn't know exactly how much impact being a hellknight or a halfling will be. So I wanted to see what you guys think!

We only have three players including myself, so we are leveling a little bit faster. The other two characters are

A drow lore oracle with an archetype that lets him choose some wizard spells
A human bloodrager - I do not know the bloodline - Sidenote, I want to kill this character. Not because I hate the player, but the character is a jerk and steals from me. And I fully endorse this. This is an evil campaign afterall. But stealing does have consequences.

My vigilante enforcer was a whip build and I was going to do Order of the Gate Hellknight who summons devils using the Hellknight abilities. The bloodrager is chaotic so I would try and smite her eventually.

The new character I would make would be a Halfling Inquisitor of Norgober, with two levels in Unchained Rogue to get Trapsense and Evasion. He would use a short sword and longbow. I don't know if I would focus more on the short sword or longbow yet. I would use the vengeance ability for "accidents" to happen as much as possible but not in a way to disrupt the campaign. I would also be open to the duergar race for this character.

Any help would be appreciated! Thank you!

Scarab Sages 2/5 5/5

When I make a character for Pathfinder or Starfinder society, I normally play that character through all of the scenarios for one whole season. So I have a Pathfinder season 1 character, a season 2 character, etc etc. But I have noticed with the change in how many levels one can play certain scenarios (1-4 tier instead of 1-5 tier) my Starfinder Season 1 character is almost too high of a level to play the rest of the season 1s.

Is their any word on then slow progression will be allowed? I don't see any info on the Starfinder Society Guide and all chronicle sheets I see only have normal progression on them.

Liberty's Edge

Hello! I am making a Crimson Chymist / Vivisectionist for an AP and I was wondering if I can get some general build advice. Right now we are level two and my character looks like this

Class: Alchemist (Crimson Chymist / Vivisectionist)
Links:

http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alc hemist-archetypes/crimson-chymist-alchemist-archetype/

http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alc hemist-archetypes/vivisectionist/

Race: Changling

Ability Scores (20 Point Buy):
STR: 14
DEX: 15
CON: 12
INT: 16
WIS: 12
CHA: 9

Alchemist Discovery:
Feral Mutagen

Feats:
Brew Potion
Mother's Gift (Claws)
Throw Anything

Traits:
Bruising Intellect
Pragmatic Activator

My end goal is to pick up the extra natural attacks the Crimson Chymist can get at level 6 and make 5 natural attacks a round, potentially all with sneak attack damage. I am also looking to go weapon finesse and get an Agile Amulet of Mighty Fists so my dex mutagen can be much more useful. I was thinking of Piranha Strike but I would much rather hit than get that extra damage because the sneak attack die will do better than the bonus damage.

Here is what I am thinking for future levels

Level 3 - Extra Discovery: Extend Potion
Level 4 - Blood Sight
Level 5 - Weapon Finesse
Level 6 - Arms of Achaekek
Level 7 - ?

I was wondering what you guys think of the character at the moment and how I could improve. Right now she mostly uses her claws for damage.

Scarab Sages

I am looking to make an optimized Star Shaman Mystic, as the post title implies. My definiation of optimized is that I utilize the Star Shaman's connections and connection skills to their max, along with the spells. So going off of that, I am thinking I need to be a wisdom/dex character. I am already set on taking the Ace Pilot theme unless anyone has an arguement for something else. I can't figure out what race would be the best though.

Liberty's Edge

I was wondering can a Druid wild form into a huge beast under the polymorph effect, then change into a whirlwind as a Storm Kindler? I can't find any info saying if they can or can't. I see that most people assume that since it doesn't say they can't do it, then it is legal. If so, that means the Druid is the ultimate storm Kindler. If they can't, then I'll need to see if a warpriest or a Empryal Sorcerer with VMC in Monk is better. Thanks in advance for the help.

Liberty's Edge

I made a thread about a year ago about choosing Sacred Fist for Storm Kindler so that I can get the increase in attack die for the Storm Kindler's whirlwind. But I have been doing some more research and some people are saying that the regular Warpriest can be better for unarmed attacks. Can anyone give some input into this?

One option I have seen is to multiclass into Unchained Monk, but I don't know if I want to multiclass more than I have too.

Another reason I don't think it would be good to go regular warpriest is that since I have to worship Gozreh I won't get Improved Unarmed Attacks for free. So I have to spend a feat for it. And I would like to be an Undine so I don't have an extra feat. But I am willing to switch to Human if people think it will be a more optimized Storm Kindler. I just thought the Undine's bonuses to swim would be beneficial to a Storm Kindler.

Also thoughts on feats besides the mandatory Storm-Lashed? The only one I can think of using right now is power attack but I've read some people suggest pummeling style or Dragon style.

Also a side note - Is there anyway to get the same effects of Enlarge Person on an outsider? I am just wondering so that once I do get whirlwind if it is possible that I can increase my size and get increased Strength. Or should I avoid that? Or should I just use the mostly human racial trait for the Undine?

Liberty's Edge

I am looking to make an Inquisitor or a Cleric of the Rune domain, but I can't think of any way of making their special ability useful. Their special domain ability is basically placing a rune trap in a square. What is a good character concept that I could make out of the rune domain but still be useful?

Originally, I was thinking a spy inquisitor who uses bluff and disguise to lure people to his traps and attack once they blow up, but it requires so much skill points and makes the character MAD with ability scores.

Thanks for any help in advance.

Liberty's Edge

I am looking to make the slowest character possible to play PFS and take his experience slow. I was wondering if anyone has any ideas to decrease my land speed to the lowest possible. Right now I am thinking a gnome oracle with the lame curse wearing heavy armor. He would also get a mount so I am not a burden to the group. Does anyone have any better ideas?

Liberty's Edge

I am looking to make a demonslayer that specializes in killing demons, as the name implies. I am using the Ranger Tanglebriar Demonslayer archetype at the moment. I am having a hard time making him a good demonslayer though. I am thinking ranged ranger because being near demons can be deadly, but their AC is so high I was thinking of using a gun so it can pierce it. But I don't know how to properly make a ranger/gunslinger class.

Secondly, I have never met a demon in PFS yet but I have been told I will at higher levels of play. Can anyone give me some advice on other things I could do to make my character an even better demonslayer? I am already thinking of getting a shining wayfinder so I can detect evil on everyone.

Liberty's Edge

I am looking to make a Storm Kindler for the new season and I would like some help building him. I am thinking a Sacred Fist Warpriest for the class because it will allow me to limit multiclassing and will help with the unarmed damage for the whirlwind I will eventually get.

I am thinking Undine for the flavor but if anyone can think of a better race for optimization purposes I'm all in. The only problem with Undine is the negative to strength. I was thinking an agile amulet of magical fists but it will be super expensive.

Also I have a question about the skill Fly. It says I can't take ranks in the skill until I have a way to fly. So does that mean I will have to buy something to allow me to fly before I can put 3 ranks into it for the prestige class?

Any help will be appreciated. Thanks!

Liberty's Edge 2/5 5/5

I am coming down from Columbus to Austin for a few days after New Years and I am having a hard time finding a game. I have a friend who is interested but it looks like all of the sites for Austin are graveyards regarding PFS. Maybe I am horribly wrong? If someone could help me I would appreciate it.

Liberty's Edge

I am trying to build a character for PFS that utilizes Liberty's Blade's special traits against devils. Basically I want him to be optimized to kill Devils if one shows up. I know they probably won't appear that often in PFS but I like the flavor. Would a gunslinger be good? Get the musket to get touch attacks against Devils or maybe a pistol? I am thinking he makes it his sacred weapon to get all the boosts that come with that and if he sees a devil he can bypass all of their natural AC and just go for touch. Any advice?

Liberty's Edge 2/5 5/5

This is going to be my first online GMing session so if anyone wants to join in on the fun go ahead! Just post your name and what pre-gen you want to play as. I want to get this game started as soon as possible so be ready to play! I will post the links once we have at least 4 people.

Liberty's Edge 2/5 5/5

So I like to make my characters revolve around the theme of the season's year. Like I have a demon hunter for year 5 and a serpentine sorcerer prepared for season 7. However, I have no idea what to do for seasons 3 and 4. For 4 I am thinking a forgemaster since he uses runes but other than that I am stuck. Anyone have any ideas for a character who's theme could revolve around those seasons? I have almost all of the main books and I don't mind buying one of the smaller books.

Full Name

J`Victus

Race

Drow, Noble

Classes/Levels

Unchained Rogue 5 Dark Delver 0

Gender

Male HP:25/25 AC:21 T:16 FF:16 F:+2 R:+8 W:+2 Perc:+8 Init:+6 Rapier +9,1d4+4 CMB;+2 CMD:+16

Size

Medium

Age

127

Special Abilities

Sneak Attack, Finesse Training, Trapfinding

Alignment

NG

Languages

Common, Elven, Undercommon, Draconic

Occupation

Treasure Hunter, Relic Retriever

Strength 11
Dexterity 17
Constitution 11
Intelligence 14
Wisdom 13
Charisma 15

About J`Victus

J`Victus
Male Elf
Rogue 5 (unchained) DarkDelver 0
Favored Class Rogue (Hit Points)
Size / Type: Medium Humanoid (Elf)
Alignment: NG
Deity: None
Age: 127
Speed: 30 Ft.
Initiative: +8
Senses: Perception +11, Dark Vision 120
Languages: Undercommon, Elven, Draconic, Common

Stats:

Attributes
STR 11 (+0)
DEX 22 (+6)
CON 11 (+0)
INT 16 (+3)
WIS 13 (+1)
CHA 17 (+3)

Offense

BAB: +3

Elven Curved Blade+1
Attack: 1d20 +11 (+3 BAB + 0 Str + 6 Dex + 1 Magic +1 Weapon Focus)
Damage: 1d10 + 8 (+ 6 Dex +1 Magic)
Crit: 18-20x2

Range: +9
Melee: +3
Finesse Weapons +9
Sneak Attack +3d6+1 +4 Bleed Damage

Defense

HP: 34 (5d8 + 0 Con per Level +1 Favored Class) 9,5,8,8,4
AC: 20 (10 Base + 6 Dex + 2 Armor +0 Natural Armor +1 Deflection +1 Magical +0 Dodge) +1 Dodge vs. Traps
Touch: 18 / Flat-Footed: 14
CMB: +3 (3 BAB + 0 Str)
CMD: 19 (10 Base + 3 BAB +0 Str + 6 Dex) +2 vs Sunder with Curved Elven Blade

Fort: +1 (+1 Base +0 Con)
Refl: +10 (+4 Base +6 Dex) +1 Dodge vs. Traps
Will: +2 (+1 Base +1 Wis)
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
+2 Fort vs. Poison

Skills:

Per Level: 13 (8 Base + 3 Int +2 Background)=65
Skills List:
Acrobatics: +14 (+5 Ranks +3 Class Skill +6 Dex)
Appraise: +11 (+5 Ranks +3 Class Skill +3 Int)
Bluff: +11 (+5 Ranks +3 Class Skill +3 Cha)
Climb: +10 (+5 Ranks +3 Class Skill +0 Str +2 Kit)
Craft:(Traps) +3 (+0 Ranks +3 Int)
Diplomacy: +3 (+0 Ranks +0 Class Skill +3 Cha)
Disable Device: +19 (+5 Ranks +3 Class Skill +6 Dex +2 MstWk Tools +2 trapfinding +1 Trait)
Disguise: +3 (+0 Ranks +0 Class Skill +3 Cha)
Escape Artist: +6 (+0 Ranks +0 Class Skill +6 Dex)
Fly: +6 (+0 Ranks +0 Class Skill +6 Dex)
Handle Animal: +3 (+0 Ranks +0 Class Skill +3 Cha)
Heal: +1 (+0 Ranks +0 Class Skill +1 Wis)
Intimidate: +3 (+0 Ranks +0 Class Skill +3 Cha)
Knowledge (arcana): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (dungeoneering): +11 (+5 Ranks +3 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (engineering): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (geography): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (history): +7 (+4 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (local): +5 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge +2 DM Bonus)
Knowledge (nature): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (nobility): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (planes): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Knowledge (religion): +3 (+0 Ranks +0 Class Skill +3 Int +0 Bardic Knowledge)
Linguistics: +7 (+1 Ranks +3 Class Skill +3 Int)
Perception: +14 (+5 Ranks +3 Class Skill +1 Wis +2 Keen Senses +3 Feat) +1 vs Surprise +2 vs traps +4 to listen/ concealed or secret objects (including doors and traps)
Perform (any): +3 (+0 Rank +0 Class Skill +3 Cha)
Profession (any): +1 (+0 Rank +0 Class Skill +1 Wis)
Ride: +6 (+0 Ranks +0 Class Skill +6 Dex)
Sense Motive: +9 (+5 Ranks +3 Class Skill +1 Wis)
Sleight of Hand: +10 (+1 Ranks +3 Class Skill +6 Dex)
Spell Craft: +8 (+5 Ranks +0 Class Skill +3 Int)
Stealth: +17 (+5 Ranks +3 Class Skill +6 Dex +3 Feat)
Survival: +3 (+2 Ranks +0 Class Skill +1 Wis)
Swim: +2 (+2 Ranks +0 Class Skill +0 Str)
Use Magic Device: +11 (+5 Rank +3 Class Skill +3 Cha)

Traits:

Reactionary +2 Initiative
Trapfinder +1 Disable Device

Feats:

Skill Focus: Stealth
Exotic Weapon Proficiency: Elven Curved Blade
Skill Focus:Perception

Racial Abilities:

+4 Dex, +2 Int, +2 Wis, +2 Char, –2 Con
Type:
Drow are humanoids with the elf subtype.
Size:
Drow are Medium creatures
Base Speed:
Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages:
Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Immunities:
Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.
Keen Senses:
Drow gain a +2 racial bonus on Perception checks.
Spell-Like Abilities (Su):
Divine Favor, Dispel Magic. Suggestion 1/Day
Dancing Lights, Deeper Darkness, and Faerie Fire, Feather Fall, Levitate At will.
Detect Magic: Constant
Poison Use:
Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision:
Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness:
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Class Abilities:

Finesse Training:Weapon Finesse: Elven Curved Blade
Sneak Attack 3d6
Trap finding
Evasion
Rogue Talent: Combat Trick:Weapon Focus: Elven Curved Blade
Rogue Talent: Canny Observer
Danger Sense +1
Debilitating Injury


Magical Items:

Catskin Leather +1
Elven Curved Blade +1
Belt of Incredible Dexterity +2
Cloak of Arachnida
Heward's Handy Haversack
Wand of Cure Light Wounds 50ch
Wand of Shield 50ch
Ring of Protection +1
Ring of Maniacal Devices
Eyes of the eagle
Hat of Disguise
Potions of Invisibility x3
Potion of Cure Moderate Wounds x10
Potion of Remove Disease
Potion of Remove Curse
Potion of Mirror Image
Potion of Recharge Innate Magical Abilities
Potion of Air Bubble
Potion of Cat's Grace x2
Potion of Expeditious Retreat x2
Scroll of Silence
Scroll of Knock
Scroll of Mount
Scroll of Rope Trick
Pathfinder Pouch

Equipment:

Equipment: (31.6 lbs)
Dagger
Caltrops x4
Bedroll
Blanket
Water Skin
Climbers Kit
Rope, Silk 50'
Thieves Tools, Master Work
Bandolier x2

Back Ground:

J'Victus was young and full of himself when he was around the other male children. He would do his best to outsmart, outrun or what was the most common occurrence out hide the older children. His training as a scout had always kept him out of trouble. Being a drow is not easy but being a male in a matriarch society is just about impossible to survive. Being born into a small low rank house and it make your odds of becoming an adult even worse. To survive this harsh life one must be lucky, smart, or have a good upbringing. He got his luck in the first night of his life. He was born the second male child of the family, his twin brother that was born a few minutes later was the third and by law was to be sacrificed to appease Rovagug. He did not learn of this till later in his life when he was commanded to join the surface world raids. He was told that he had better succeed in bringing glory to Rovagug and his house or suffer the fate of his twin brother. Curios as to what that meant he stupidly ask his siblings about his twin. Many beatings later he found out the story of his twin. This slowly started his mind towards his survival not just outside the house but now inside his house and from his own family. Years go by as he dwells on the actions of his family and how things are to be for in him and his future. He grows up learning to be fast and not seen. He does what is ask of him with no questions, he wants to keep things the way they are until the status quo changes. When that happens he want to have that be on his terms. So for now he bids his time so that he can escape his chains here in his own home. He learns to hate those above his station, his sisters. His anger to those of the Rovagug faithful is unequaled. The years become decades as he yearns for his chance to get out from under the rule of these women. His chance comes to him when a group is sent to raid a old outpost of the surface elves. The group never makes it to the surface as they instead found a burial chamber under the outpost. J'Victus was sent in to investigate the area before the priestess would enter. The traps and wards were old and most had failed. This was a big indicator that this was a very ancient outpost and one worth taking his time delving into its secrets. He found a large burial complex filled with the dead of the surface elves. There in the center of the room surrounded by what can only be the entombed guards, was a tomb with a male elf chiseled into the top of the coffin in a bas-relief. His arms surrounding the hilt of a well crafted Elven Curved Blade. Taking care not to disturb any traps that might have gotten past his notice, he advanced slowly towards the coffin. It appears to be too easy of a task but sometimes the old saying sometimes a spider is a just a spider and not a fiend poised to rip your head off is true and....sometimes it is false.
J'Victus decides that the weapon will be his and checks one more time for any traps before he removes it from the grip of the stone elven warrior. He is rewarded when he notices the ever so faint out line of arcane wards around the hilt of the weapon and the tomb. He knows that he can bypass the ward for a short time but not defeat them. With slow and practice motions he removes the sword from its resting place and places his new treasure in his back pack. Well if you do not get caught than you deserve everything you steal. He freezes is his place as he hears the faint sounds of company. Moving himself into a better vantage to see what is coming his way. He creeps back into the shadows of the tomb. Seeing that his company is in fact the priestess and the rest of the raiding group coming in to find him. His mind is made up and he does something that will change the rest of his life. There will be no turning around from this action. Seeing the group coming toward the center of the room almost to the place where he is hiding, J'Victus brushes his fingers ever so gentle over the wards along the tomb setting them off. At once the guards around the tomb come to “life” not at all surprised by this as the drow are practitioners of the necromancy arts. What did surprise him was that the guards were constructs and not undead as he had thought. The lid to the tomb came crashing down around him covering him from sight as it leaned against the side of the coffin. The battle does not go well for the raiding party and J'Victus bids his time. When that time comes he slowly moves his way around the room moving from hiding spot to hiding spot until he gets himself out of the room and runs down the hallway. Coming around the corner he runs straight into the back of another drow running away from the trap that he set off. The shock of a drow tangled up with his body is short lived. J'Victus stand to engage the person whomever they might be, but stays his hands as his nephew stands before him. His fingers are moving so fast that it is hard to understand what he is trying to sign. J'Victus gets the idea that his nephew is running back towards home to get away from the fighting. Thinking that it might be better to have a scapegoat as a back up if something should happen, the two run off into the darklands towards home or at least away from the area. Days go by and the two are not lost just that J'Victus keeps turning them away form tunnels that would lead them home. It is almost two weeks when the little food they have starts to dwindle away to nothing. Fearing that they might not make it “home” they continue on. Two more days go by when they come on a duergar trading outpost. J'Victus and his nephew are not keen on just walking up to a duergar outpost but their food is gone and survival takes over. His nephew speaks their language and converses a long time with them. J'Victus is reluctant to send his nephew away to deal with them but he decides that it is better that he stay away and let his nephew deal with the duergar. Since the fighting under the outpost, J'Victus has not been alone and he takes advantage of his time away from his nephew. He removes his treasure from his back pack and tries to determine if it is a magical blade. His sees that his new blade is magical and that the pommel is missing a stone. His fingers examine the hilt and the pommel for anything that might be a trap. If a trap was placed on a weapon it most certainly had to be magical in nature. He is please and certain that there are no harmful effects waiting for him. Further examination of the hilt finds that the pommel is no longer magical. It is missing a piece, a gem is missing from the bottom of the pommel. J'Victus' nephew finally comes back with a smile on his face and food. He tells J'Victus that he has good news. J'Victus is either famished, tired or getting old as he should have known what was going to happen next. As he is trying to blink away the darkness and keep himself awake….he can hear his nephew tell him that the duergar gave him a good deal for his slave and a map to get him home. J'Victus curses himself as he just got sold into slavery by his own nephew and he thinks to himself...and here I thought the females where bad.
His nephew is evil but not too bright, yes he took J'Victus' weapons but did not search the rest of him thoroughly. His other items were still on him when he came to. His nephew was removing all his gear from his bag and tossing it around looking for things of value. J'Victus acts quickly and enacts his darkness ability directly on top of himself. Listening to his nephews panic in the darkness brings a smile to his lips. Still laying down he hears the swish of a blade as it passes over his head. His nephew thought that J'Victus must have stood up. Grabbing one of his discarded weapons, he slips out of the darkness and circles around to the other side of the cavern. Listening to the curses coming from inside the darkness, J'Victus drops the spell effect. There in the middle of his gear was his nephew swinging madly at anything and everything. J'Victus almost felt bad for what he was about to do...almost. After his nephew has tired himself out swinging his short sword around, J'Victus stepped inside the arch of the sword and punched his nephew in the face with the pommel of his new weapon. As his nephew came to, he realized that he was unarmed and basically naked. He tried to shout a curse but found that he was gagged as well tied up. The last thing J'Victus remembers of his nephew was the duergar dragging away a half naked drow with a sack over his head. J'Victus whispers to himself I am not afraid of death, I just do not want to be there when it happens. Sometime later when he felt it was safe to stop, he reverted back to his true from. Disguising himself as his nephew was poetic justice, he so loved his hat. It had been weeks since he saw anyone and he needed to find his way out of the area. The map that the duergar supplied was very detailed. It led him to the surface world, the only place that he felt would be safe for him. The world would not be kind to him that was for sure but it was better than living in the wilds of the Darklands.

Appearance:
Height: 5'3"
Weight: 102
Eye color: Red
Hair color: White
Skin: Black
Haircut: Long hair, pulled back in a pony tail
Build: Wiry
Personality: Patient and deliberate
Goals:


Money:

Platinum:0
Gold:112
Silver:4
Copper:0
Gems: