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Valafar the Raven

Spoiler:
Male Half-Fiend Half-Dragon Barbarian 2 / Cleric 2 / Avenging Druid 2 / Wildshaping Ranger 1 / Battle Sorcerer 1 / Wizard 2 / Rune Cultist 1
Neutral Evil

Strength 27 (+8)
Dexterity 20 (+5)
Constitution 14 (+2)
Intelligence 25 (+7)
Wisdom 19 (+4)
Charisma 23 (+6)
Size: Medium
Height: 7' 0"
Weight: 430 lb
Skin: Black
Eyes: Red
Hair: Black Wavy; Average Beard
Domains: Death Evil

Energy: Negative [Harmful / Rebukes Undead]

Total Hit Points: 85

Speed: 30 feet [armor] [barbarian]

Armor Class: 24 = 10 +3 [hide] +2 [heavy wooden] +4 [dexterity in armor] +4 [half-dragon] +1 [half-fiend]

Touch AC: 14
Flat-footed: 24 [uncanny dodge]
Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +15 = 13 [base] +2 [constitution]
Reflex save: +9 = 4 [base] +5 [dexterity]
Will save: +17 = 13 [base] +4 [wisdom]
Attack (handheld): +15/+10 = 7 [base] +8 [strength]
Attack (unarmed): +15/+10 = 7 [base] +8 [strength]
Attack (missile): +12/+7 = 7 [base] +5 [dexterity]
Grapple check: +15/+10 = 7 [base] +8 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
346 lb. or less
347-693 lb.
694-1040 lb.
1040 lb.
2080 lb.
5200 lb.

Languages: Abyssal Celestial Common Draconic Druidic Illithid (Mind Flayer) Hengeyokai Spiritfolk Shadowswyft Elven Dark_Elf_Silent Goblin Ignan Infernal Orc Sylvan

Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]

Glaive [1d10, crit x3, 10 lb., two-handed, slashing]

Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]

Hide armor [medium; +3 AC; max dex +4; check penalty -3; 25 lb.; arcane spell failure 20%] ; arcane spell failure 15%

Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]

Raven familiar

Feats:

Combat Casting
Fiendish Summoning Specialist
Shadow Heritage
Spell Focus (Abjuration)
Spell Focus (Conjuration)
Spell Focus (Necromancy)
Track [free to rangers]
Scribe Scroll [free to wizard]
Draconic Heritage (Black) [draconic] +1 on saves vs magic sleep, paralysis, and acid
Traits:

Musclebound
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 10 =
+7
+1 +2 [raven]
Balance Dex* 4 =
+5
-1 [musclebound]
Bluff Cha 13 =
+6
+7
Climb Str* 9 =
+8
+1 [musclebound]
Concentration Con 2 =
+2
Craft_1 Int 7 =
+7
Craft_2 Int 7 =
+7
Craft_3 Int 7 =
+7
Decipher Script Int 9 =
+7
+2
Diplomacy Cha 22 =
+6
+14 +2 [bluff]
Disguise Cha 6 =
+6
Escape Artist Dex* 4 =
+5
-1 [musclebound]
Forgery Int 9 =
+7
+2
Gather Information Cha 7 =
+6
+1
Handle Animal Cha 10 =
+6
+4
Heal Wis 4 =
+4
Hide Dex* 4 =
+5
-1 [musclebound]
Intimidate Cha 10 =
+6
+2 +2 [bluff]
Jump Str* 11 =
+8
+2 +1 [musclebound]
Knowledge (arcana) Int 9 =
+7
+2
Knowledge (architecture) Int 9 =
+7
+2
Knowledge (dungeoneering) Int 9 =
+7
+2
Knowledge (geography) Int 9 =
+7
+2
Knowledge (history) Int 9 =
+7
+2
Knowledge (local) Int 9 =
+7
+2
Knowledge (nature) Int 13 =
+7
+2 +2 [druid] +2 [survival]
Knowledge (nobility) Int 9 =
+7
+2
Knowledge (religion) Int 9 =
+7
+2
Knowledge (planes) Int 9 =
+7
+2
Listen Wis 4 =
+4
Move Silently Dex* 4 =
+5
-1 [musclebound]
Open Lock Dex 6 =
+5
+2 -1 [musclebound]
Perform_1 Cha 6 =
+6
Perform_2 Cha 6 =
+6
Perform_3 Cha 6 =
+6
Perform_4 Cha 6 =
+6
Perform_5 Cha 6 =
+6
Ride Dex 4 =
+5
-1 [musclebound]
Search Int 9 =
+7
+2
Sense Motive Wis 6 =
+4
+2
Sleight of Hand Dex* 8 =
+5
+2 -1 [musclebound] +2 [bluff]
Spellcraft Int 21 =
+7
+14
Spot Wis 6 =
+4
+2
Survival Wis 20 =
+4
+14 +2 [druid]
Swim Str** 9 =
+8
+1 [musclebound]
Use Magic Device Cha 13 =
+6
+7
Use Rope Dex 4 =
+5
-1 [musclebound]
Autohypnosis Wis 6 =
+4
+2
Knowledge
(psionics) Int 9 =
+7
+2
* = check penalty for wearing armor

This character also has 7 ranks in Speak Languages.
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.
If the familiar is within reach, +2 on spot and listen ("alertness").

Zero-level Cleric spells: 4 per day

First-level Cleric spells: 3 (2+1) per day +1 from a domain:

Second-level Cleric spells: 2 (1+1) per day +1 from a domain:

Zero-level Druid spells: 4 per day

First-level Druid spells: 3 (2+1) per day

Zero-level Sorcerer spells: 4 per day

First-level Sorcerer spells: 4 (2+2) per day

Zero-level Wizard spells: 4 per day

First-level Wizard spells: 4 (2+2) per day

Second-level Wizard spells: 3 (1+2) per day

Half-Dragon:

+8 strength, +2 intelligence, +2 constitution, +2 charisma (already included)

Darkvision (see 60 feet in pitch-dark)

Breath attack once per day

Fire: Red (30' cone 6d10 DC 19), Brass (60' line 3d6 DC 17), Gold (30' cone, 6d10 DC 20)
Acid: Black (60' line 6d4 DC 17), Copper (60' line 6d4 DC 17)
Cold: White (30' cone 3d6 DC 16), Silver (30' cone 6d8 DC 18)
Electricity: Blue (60' line 6d8 DC 18), Bronze (60' line 6d6 DC 18)
Gas: Green (30' cone 6d6 DC 17)
Damage Immunity

Fire: Red, Brass, Gold
Acid: Black, Copper, Green
Cold: White, Silver
Electricity: Blue, Bronze
+4 natural armor bonus (already included)

Wings

Hit dice increases one dice type to maximum of d12

Level adjustment +3

Half-Fiend Template:
+4 strength, +4 dexterity, +2 constitution, +4 intelligence, +2 charisma

Outsider (native)

Bat wings allow flying at double the base speed

Darkvision to 60 feet

Spells

Immune to poison

Spell resistance 10+HD (maximum 35)

Damage reduction

Acid, cold, electricity, and fire resistance 10

Claw and bite attacks

+4 effective character level

Barbarian:
Illiteracy (2 skill points to learn to read)

Rage

Fast Movement (already included)

Uncanny Dodge (level 2)

Trap Sense (level 3)

Improved Uncanny Dodge (level 5)

Damage Reduction 1/- (level 7)

Damage Reduction 2/- (level 10)

Greater Rage (level 11)

Damage Reduction 3/- (level 13)

Indominitable Will (level 14)

Damage Reduction 4/- (level 16)

Tireless Rage (level 17)

Damage Reduction 5/- (level 19)

Mighty Rage (level 20)

Cleric:
Alignment Aura

Spontaneous Casting (harm)

Rebuke Undead (9x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities

Avenging Druid:
Fast movement and rage (as barbarian)

At level 17, not fatigued after raging

No Animal Companion

No spontaneous casting of summoning spells

Wild Empathy checks at -4

+2 on Knowledge (nature) and Survival (already included)

Woodland Stride (level 2)

Trackless Step (level 3)

Resist Nature's Lure (level 4)

Wild Shape (level 5)

Venom Immunity (level 9)

A Thousand Faces (level 13)

Timeless Body (level 15)

High wisdom gains bonus spells daily

Wildshaping Ranger:
Favored enemies

Track as bonus feat (already included)

Endurance

Wild empathy (roll level + charisma bonus)

Endurance (level 3)

Animal Companion (level 4)

Wild Shape (level 5)

Woodland Stride (level 7)

Swift Tracker (level 8)

Evasion (level 9)

Camouflage (level 13)

Hide in Plain Sight (level 17)

High wisdom gains bonus spells daily

Favored Enemies:

Undead +2

Battle Sorcerer:
Familiar / Alertness, etc.

Can know only limited numbers of spells

Battle sorcerers know fewer than other sorcerers.

Battle sorcerers also have fewer spell slots daily.

Battle sorcerers get light armor and a simple/1 handed martial weapon.

High charisma gains bonus spells daily

Wizard
Familiar / Alertness, etc.

Bonus Feats (already included)

High intelligence gains bonus spells daily

Rune Cultist
Hit dice d12

Fast increase in attack bonuses

Fast increase in fortitude saves

Fast increase in reflex saves

Fast increase in will saves

Base 8 skill points per level

Heavy armor proficiency

Three bonus feats

Additional cleric spell levels: 1

Additional wizard spell levels: 1

More:

Class HP rolled
Level 1: Cleric 10
Level 2: Cleric 4
Level 3: Barbarian 2
Level 4: Barbarian 10 +1 to intelligence
Level 5: Wizard 6
Level 6: Wizard 5
Level 7: Druid 6
Level 8: Druid 4 +1 to charisma
Level 9: Sorcerer 5
Level 10: Ranger 2
Level 11: Rune Cultist 9

Valafar's Equipment:

57 lb
2 lb
5 lb
3 lb

2 lb

4 lb
1 lb
10 lb
50 lb

1 lb
4 lb
1 lb

2 lb
30 lb
1 lb
_____
173 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Candle
Chain (10 feet) x1
Chalk
Grappling hook
Lamp (common)
Rations (1 day) x10
Rope (50', hempen) x5
Signet ring
Vial (for ink or potions) x5
Waterskins x1
Whetstone
Holly and mistletoe
Spell component pouch
Spellbook x10
Thieves' tools

Total

Raven familiar: Str 1 Dex 15 Con 10 Int 7 Wis 14 Chr 6; Hit points: 42; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 16 (+2 size, +2 dex, +2 level); Claws +4 melee 1d2-5 Fort +13, Ref +6, Will +15, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;

Animal Companion: Horse (heavy)

Large Animal

Hit dice 3d8+6 (19 hit points)

Initiative +1 (Dex)

Speed 50 feet

AC: 13 ( -1 large +1 Dex +3 natural)

Attacks: 2 hooves +3 melee;

Damage 1d6+2 (hoof);

Special Qualities: Scent

Saves: Fort +5; Ref +4; Will +2

Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Skills: Listen +6; Spot +6;

Link, share spells

Bonus tricks: 1


Valafar the Vengeful
Male Drow Barbarian 1 / Cleric 2 / Wizard 1
Neutral Evil

Strength 15 (+2)
Dexterity 10 (+0)
Constitution 7 (-2)
Intelligence 15 (+2)
Wisdom 15 (+2)
Charisma 18 (+4)
Size: Medium
Height: 6' 8"
Weight: 150 lb
Eyes: Red
Hair: Black; Average Beard
Skin: Silvery
Domains: Death Darkness

Energy: Negative [Harmful / Heals Undead]

Total Hit Points: 21

Speed: 30 feet [barbarian]

Armor Class: 18 = 10 + 6 [breastplate] + 2 [heavy steel]

Touch AC: 10
Flat-footed: 18
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 3 = 5 [base] -2 [constitution]
Reflex save: + 0 = 0 [base]
Will save: + 7 = 5 [base] + 2 [wisdom]
Attack (handheld): + 4 = 2 [base] + 2 [strength]
Attack (missile): + 2 = 2 [base]
Combat Maneuver Bonus: + 4 = 2 [base] + 2 [strength]
Combat Maneuver Defense: + 14 = 10 + 2 [base] + 2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.

Languages: Abyssal Celestial Common Draconic Elven Dark_Elf_Silent Infernal Undercommon

Javelin [1d6, crit x2, range inc 30 ft., 2 lb, piercing]

Glaive [1d10, crit x3, 10 lb., two-handed, slashing]

Scythe [2d4, crit x4, 10 lb., two-handed, piercing or slashing]

Breast plate [medium; + 6 AC; max dex + 3; check penalty -4 30 lb.; arcane spell failure 25%] ; arcane spell failure 15%

Heavy Steel Shield [ + 2 AC; check penalty -2; hardness 10; hp 20; 15 lb.]

Raven familiar: See rules in Core Handbook and stats in Bestiary

Feats:

Combat Casting +4 on concentration checks for defensive casting
Scribe Scroll [free to wizard]
Command Undead Use channel energy to try to enslave up to you HD in undead
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* -6 =
+0
-4 [armor] -2 [shield]
Appraise Int 4 =
+2
+ 2 [raven]
Bluff Cha 4 =
+4
Climb Str* -4 =
+2
-4 [armor] -2 [shield]
Craft_1 Int 2 =
+2
Craft_2 Int 2 =
+2
Craft_3 Int 2 =
+2
Diplomacy Cha 11 =
+4
+ 4 + 3 [class skill]
Disguise Cha 4 =
+4
Escape Artist Dex* -6 =
+0
-4 [armor] -2 [shield]
Fly Dex* -6 =
+0
-4 [armor] -2 [shield]
Heal Wis 2 =
+2
Intimidate Cha 4 =
+4
Knowledge (arcana) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (dungeoneering) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (engineering) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (geography) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (history) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (local) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (nature) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (nobility) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (planes) Int 6 =
+2
+ 1 + 3 [class skill]
Knowledge (religion) Int 6 =
+2
+ 1 + 3 [class skill]
Linguistics Int 9 =
+2
+ 4 + 3 [class skill]
Perception Wis 4 =
+2
+ 2 [drow]
Perform_1 Cha 4 =
+4
Perform_2 Cha 4 =
+4
Perform_3 Cha 4 =
+4
Perform_4 Cha 4 =
+4
Perform_5 Cha 4 =
+4
Ride Dex* -6 =
+0
-4 [armor] -2 [shield]
Sense Motive Wis 2 =
+2
Spellcraft Int 6 =
+2
+ 1 + 3 [class skill]
Stealth Dex* -6 =
+0
-4 [armor] -2 [shield]
Survival Wis 2 =
+2
Swim Str** -4 =
+2
-4 [armor] -2 [shield]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 4 ranks in Linguistics.
If the familiar is within reach, + 2 on perception and sense motive ("alertness").

Zero-level Cleric spells: 4 can be selected per day, unlimited casting

First-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:

Zero-level Wizard spells: 3 can be chosen per day; unlimited casting

First-level Wizard spells: 2 (1 + 1) per day

Favored class points: Hit points +1; Skill points +1

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Drow [Dark Elf]

+2 dexterity, +2 charisma, -2 constitution (already included).

Darkvision to 120 feet

Immune to magical sleep; +2 on saves vs. enchantments

Dancing lights, darkness, faerie fire each once daily

+2 racial bonus to perception (already included)

6 + level resistance to magic spells

Proficient with hand crossbow, rapier, and short sword

Abrupt exposure to bright light blinds for one round, dazzles afterwards

Barbarian
Fast Movement (+10 feet, already included)

Rage -- 4 + con mod rounds per day. Two more rounds / day for each level above 1. +4 strength, +4 constitution, +2 on will saves, -2 on AC.

At each even-numbered level, barbabarians gain a new rage power

Uncanny Dodge (level 2) -- cannot be caught flat-footed, keeps dexterity bonus to AC unless feinted or immobilized

Trap Sense (level 3) -- bonuses on AC / reflex to avoid trap damage

Improved Uncanny Dodge (level 5) -- cannot be flanked

Damage Reduction 1 from any natural or weapon attack (level 7)

Damage Reduction 2 from any natural or weapon attack (level 10)

Greater Rage (level 11) -- +6 strength, +6 constitution, +3 will

Damage Reduction 3 from any natural or weapon attack (level 13)

Indominitable Will (level 14) -- +4 on will, stacks with rage and all other plusses

Damage Reduction 4 from any natural or weapon attack (level 16)

Tireless Rage (level 17) -- no longer fatigued after raging

Damage Reduction 5 from any natural or weapon attack (level 19)

Mighty Rage (level 20) -- +8 strength, +8 constitution, +4 will

Cleric
Alignment Aura

Spontaneous casting -- trade prepared spells for curative spells

Channels negative energy (7x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities. See the rulebook for details

Darkness clergy get a free Blind-Fight feat, can blur an opponent's vision, and at 8th level you can make yourself see perfectly even in magical darkness.

Death clergy can cause bleeding by touch, and at 8th level negative energy heals you

Concentration check: d20 + cleric level + wisdom modifier vs. DC

Wizard
Familiar / Alertness, etc.; or bound object that can contain one known spell

Bonus Feats (already included)

Armor causes a chance of arcane spell failure only if there is a somatic component.

High intelligence gains bonus spells daily

Concentration check: d20 + wizard level + intelligence modifier vs. DC

Non-specializing wizards can now use melee wepons to 30 feet, the return to thehand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.
Class HP rolled
Level 1: Cleric 8
Level 2: Wizard 3
Level 3: Barbarian 9
Level 4: Cleric 8 + 1 to charisma

Valafar's Equipment:

67 lb
2 lb
5 lb
3 lb

4 lb
1 lb

1 lb
10 lb
50 lb

1 lb
4 lb
1 lb
1 lb
2 lb
15 lb
_____
167 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Chalk
Flint and steel
Grappling hook
Locks x1
Parchment sheets x2
Pouch x1
Rations (1 day) x10
Rope (50', hempen) x5
Signet ring
Soap
Waterskins x1
Whetstone
Holy symbol (silver)
Spell component pouch
Spellbook x5

Total


I am making a campaign woth half dragon ruling the world. They have split up in different kingdoms, one for each dragon. How would Umbral dragon society be


Zautos' wrote:
Cycada wrote:

Concept: Humanoid fungus with ties to the negative energy plane. Hauntingly beautiful, but obviously alien mindset. Civilization uses corpses of other species as workers. Spores of race carry the influence of the negative plane; reanimating corpses and defiling surrounding areas. Neutral disposition (plants), though have trouble grasping importance of individual lives

Plant Type: 10 RP
Small Size: 0 RP
Slow Speed: -1 RP
Mixed Weakness ASMQ (-4 str, +2 dex, -2 wis, +2 cha): -2 RP
Animate Dead, at-will: 6 RP
Desecrate, at-will: 4 RP
Fell Magic: 3 RP
Negative Energy Affinity: -1 RP
Carrion Sense: 1 RP

Divine source for SLAs. Build focused on charisma class that can take advantage of desecrate and animate dead. Make an army, be a great leader :D

Your GM is awesome btw.

That race sounds awesome. I wonder how a country of them would work.

A country can wsork like their spores of each person in the country create a king that has all the ideas a thoughts of the citizens. The race could get even more powerful when more of them are together like a shared memory


I find driders very interesting


The race I want to make is basically a dryder with an umbral dragon torso, 4 arms, wings, and clockwork parts. What would the spell-like abilities and bonuses.


BlackJack Weasel wrote:

I'm really lost here on what you're actually asking. like Sphynx said, is this a hybrid class of 3 different classes? and your description seems to be describing a tiefling rather than class.

also you say it uses divine magic as well as sim magic? I don't know what sim magic is, is it a kind of subset of arcane magic?

SIN magic is a magic used by the rune lords


Duiker wrote:
Valafar The Black wrote:
In this dimension it is basically a copy of the multiverse except he the water is dark red and it is alway twilight. Whoever he kills goes straight into his dimension.
Is his patron the god of suburban goth middle school kids?

No he is just trying to gain power. I made it so he gets the abilities that the soul once had. Instead of leveling up. This is like epic levels as he is trying to become a god. His master plane is to go back in time and drain all of the power from the starstone and have enough power to control rovagug. This is a 1n1 campaign


Purple Dragon Knight wrote:

Just my opinion but unless this whole process becomes the center of your campaign, this is a lot of details for something that will be applicable to only one PC... also make sure your player is now fully aware of not only his new powers (lich template) but also dozens of cleric spells that are now very deadly to him (as he is now undead).

And he now dies at 0 hp. Make sure he knows that. No more buffer to negative Con to let someone cast a healing spell on him.

Also:

Rejuvenation (Su)

When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

...hmmm, loss of gear is *pretty* nasty for PCs... .... ...... ;)

The PC has a cult that whenever he comes back they make a new set of armor for him. He is also a cleric of darkness and death. He is also planning to make it a doorway to his own dimension. In this dimension it is basically a copy of the multiverse except he the water is dark red and it is alway twilight. Whoever he kills goes straight into his dimension.


Here is my revised Recipe

Astral Essence - to preserve his soul from time
Psychopomp Blood - To have a being to guide his soul and protect it
ground Hand of a Murderer - Used to hold his soul
If he uses divine magic - An unholy symbol of his evil god
If he is arcane - a sin magic rune of gluttony
King's Sleep - To let his body prepare for the transformation
Heart of a Corrupted Paladin - to store the hand
Stardust - to make the soul a conduit of immense power
Grund Unicorn Horn - To strengthen your brittle bones
A skull of his 5-year-old child
The object he wants to be his phylactery - a large bloodstone

Steps of ritual
1. Sacrifice the 5-year-old soul to one of the horseman of abbadon
2. Drink King's Sleep from the skull
3. Let the poison ravage your body until the first blood moon
4. At midnight go to the centre of a town
5. Draw a circle of death around the town
5. Then draw a square of your blood inside it
6. Then a triangle inside the square out of the blood of the dead villagers
7. In the top point put the rune or symbol
8. In the bottom right point put the psychopomp blood, King's Sleep. in the heart
9. In the bottom left point put the stardust, essence, and unicorn in the skull
10. Stab yourself in the heart
11. Lay in the triangle wth the bloodstone on your heart and the hand on that
12. In Infernal speak the words of the first nightshade.
What happens next is that the hand will take the soul and put it in the heart mixture. Then the and will put it in the skull mixture. Then the Hand holds the skull and goes into the bloodstone. Then the symbol or rune will grant the Phylactery its powers. The Circle, Square, and Triangle burn with black negative energy Flames that raise the dead villagers on your behalf.


Name - Daemon Blade
Requirements - Neutral Evil
Base Classes - Barbarian, Cleric, Wizard
Description - A Daemon Blade is an unholy mixture of a daemon and man, and uses an unholy combination of sim magic and divine magic. Depending on the daemon in you.

I need help on the mechanics


Manji-Kuu wrote:

Lmao I forgot I had commented on this. Let me restart one more time. Hope you all still see this.

He came to me and said that what he had read as long as the thing he used as a phylactery could contain something it could be used. As a joke he said river. And I have been wondering how I would do that. I don't have to.

Other than that... He's going around with contracts he drew up and having people sign them. The FINE PRINT (Of which Asmodeus is well known to use and amuse himself with) state that categorically you sign your soul over to Asmodeus. He has gotten one approved during an encounter between a priest of Kuthon and himself. Long story on that but the jist is if someone were to sign the contract once they die Asmodeus takes their souls. He's gotten 12 idiots so far... I've been rolling a d20 check to see who would sign. a 1-3 will sign and screw themselves for eternity. He wants to be Asmodeus' butler or some such crap. The way he has been playing this character has been hilarious so I've been letting him get away with more than I should.

I don't know if he'll make it because of the plan I have this week... If any of you know discworld.

As you are walking back to your town along the road the spell casters meet a hooded man. He speaks somewhat to you all and his voice... it resonates with your body... frame. As you all introduce yourselves he seems very intrigued in your names. He says, "It's still a bit early but I would like to shake your hands. Especially yours SkullHeadFace.(the Lich wannabe)"

I honestly don't know if I will allow them to touch his hand. One of my players is really... retarded about doing things that can get him killed. I do want to mention my last hint of who it is before a hand is shaken. As he approaches, you see a hooded rat skitter out of his hood onto his shoulder and you hear, "SQUEAK." Much like how the man speaks the squeak reverberates through your very being.

But just in case it comes up again. How could you turn a riverbed into a phylactery. Not the...

First you could let him take the sand out if the riverbed and make him make his phylactery into sand and it could taint the water into unholy water


I am a colossal astraDaemon Host that a half umbral dragon drider with clockwork parts. I want to become a lich.

Base Classes - undead lord cleric of death and darkness, crossblooded sorcerer of infernal and daemon bloodlines, universalist wizard, and barbarian.

Stats
Strenght 17
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 17
Charisma 16

Is this a good Multiclass


Hazrond wrote:
Valafar The Black wrote:
In an evil campaign all of my pc's are planning to open a portal large enough to bring the material plane into abbadon. What would happen if they accomplished this
Quick Semi-related question: Why does your game get crazier each time you post here? (no sarcasm or insult, im just curious)

Yes... yes it does


In an evil campaign all of my pc's are planning to open a portal large enough to bring the material plane into abbadon. What would happen if they accomplished this


My character is an NE daemon possessed four armed half umbral dragon half Construct lich with spider legs. The race is called the reapers I am playing a dual class of undead lord war priest with darkness and Death, arcanist with dual bloodlines of infernal and daemon who worships Urgathoa. My race came from a mass experiment from the drider to create a massive army to overtake the undercroft from the dwarfs. My character is an intimidating diplomat that represents his race, He will do anything to gain more power. What rp tips do you have for my character


GM Rednal wrote:

If that was the case, he would be literally the only deity left in the setting.

So... congratulations, he wins and reality is reshaped to his desires because there's nobody left to oppose him? (Unless you start writing in some kind of resistance plot, maybe with a reset of reality or the birth of a new pantheon or something...)

What's this deity's place in the game, anyway? Player character, background material, climactic game event...?

It changes the world. The dead begin to rise Rovagug is set free and town and kingdoms are like a city of theives


Would a campaign on Eox be possible and what adventurers could there be


GM Rednal wrote:

With the personalities as-written, I honestly don't believe this would ever happen. It would be one thing if the deities were gods of good, and truly believed that their sacrifice was necessary - but evil deities, who actively oppose each other and have completely separate ideas of what evil should be? No. Asmodeus would not give himself up to create a "more evil" deity of NE or CE, and probably not for LE, either, given his basic goal is "make everyone bow to me and acknowledge I was right".

Evil deities are fundamentally self-centered that way. Any plot in which this scenario happens is basically hand-waving their actual personalities away. (Which isn't necessarily a bad thing - gods are basically plot devices that can be used however your game requires, after all. Just note that it's a pretty big change from how they normally are.)

The most probable scenario I can imagine is force - some kind of Overgod forcing them to do it for reasons that might not ever be revealed.

What if Rovagug was released and they were the only gods left to stop it


Barathos wrote:
Maybe it's all a scheme by Asmodeus to gain their power?

and it would fail


Goth Guru wrote:

If a phylactery can corrupt by touch, it could be a ring of invisibility, like in LOTRs. :)

Can I add this ritual to my ritual topic?
Go to Rituals.

Yeah of course you can if you said I made it


Kalindlara wrote:

Is this in Golarion?

If so, the center of the earth is already occupied. He might find himself rejuvenating in the Dead Vault - Rovagug's prison.

Yes it is Golarion and I would have him try to steal the soul of Rouvagug thanks for the idea


Adagna wrote:
You say "Give up their souls", not die, pass from existence, etc. That wording is the key to this whole scenario playing out. I'd say that they each have an on-going role in the new deity. Something like a hydra, multiple heads different goals but one being and each with more power then they had separately.

I am thinking like more of a fusion in steven universe a process that combines everyone's powers and personalities into one person. This makes a whole new personality.


One of my pcs wants to put his phylactery in the center of earth. What I am thinking is that he would have to make a phylactery as big as earth's Core and fill it with souls controlled by him and he replaced the core with the phylactery and the world reacts to his soul so people would be undead, demonic and his alignment NE. He would also be able to reform in any place on earth. This would have to be very end game but what do you think.


One of my pc wants to polymorph his phylactery to be water so it would disperse so the ocean would be his phylactery can he do this


Guru-Meditation wrote:

"a place" cant be a Phylactery.

A Phylactery is a is a discreet magic item.

--
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Other forms of phylacteries can exist, such as rings, amulets, or similar items.
--

Emphasis on "similiar items".

What your player seeks is more like a ghost, just with a body. You'd have a Lich-like homebrew undead.

Technically it can be because the lich can imbue the river with his phylactery and polymorph it into sand or water


In my campaign I need Charon, Urgathoa, Zon-Kuthon, Baalzebul, and Asmodeus to give up their souls to create a new powerful god but they would die in the process. What would make them do this


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Vasgorath, or the The Reaper of Souls, The Sovereign of Sins, and The Daemon Father is the Sovereign of every undead, daemonic, sinful creature that preys upon the people of Goralon. His unholy symbol is a three-eyed Umbral Dragon head half of which is undead. This can be represented in many ways. His sacred animal is the umbral dragon.

History
Creation
Vasgorath was the outcome of 5 souls joining together in an effort to save Goralon. Those 5 souls are Charon, Urgathoa, Zon-Kuthon, Baalzebul, and Asmodeus. Vasgorath's creation destroyed those 5 gods and all of their power belonged to him. Because of this every god was vying for his power. But Vasgorath ended up in the hands of Tiamat and Dahak.
Rise to power
When Vasgorath was wise enough to learn of his power he used it and created his own plane of existence. The plane of the void a place filled with negative energy. The plane had a race of daemonic undead construct creatures called the corruption. Which he descended down upon Goralon He then through sheer might conquered every other plane except Goralon.

Appearance
He had the lower half of a spider, upper half of an unbral dragon, with 4 daemon arms and many construct parts. He has also the qualities of a lich

Church of Vasgorath
Clergy
Vasgorath's priests are primarily composed of clerics, necromancers, liches, vampires, and every other undead and daemonic creature. They have few responsibilities to uphold. For example helping those who desire undeath, Help spread the use of the forbidden magics, and gain more power. Understandably, they often are secretive of their religious inclinations in public. The priests have been known to compel their enemies to eat their own fallen comrades. The ceremonial clothes of Vasgorath's worshipers are a black and dark red heavy armor chestplate with a large blood stone in the center. They also have a black and dark red greaves and helmets Most ceremonies involve sacrificing souls to him, putting a daemon host in followers and raising more undead.
Reaping
Priests of Vasgorath practice a ritual known as the Reaping. The priest will put their outfit and arm himself with a vorpal unholy scythe. The priest then heads out into the world to cause as much death and destruction to harvest as many souls as he can before he is driven back to his sanctuary. They believe that if Vasgorath is pleased by the outcome of the Reaping, she will grant a boon to the priest.

Temples and shrines
Vasgorath's temples are modeled after Castles, with a large altar. Usually, temples are near a graveyard, a place where lost souls are present or a crypt, frequently inhabited by ghouls. His greatest temples are often guarded by daemonic servants. His largest temple in Geb, and it being a nation of undead, perhaps the largest in the world.


First you should put this in the advice section but I feel like you could probably use the same bonus


Manji-Kuu wrote:
Thoughts on river/riverbed phylactery... He basically said he wanted to make a.... Garden like thing... landscape? I don't know quite what he meant. and do that for Asmodeus' plane.

So he wants a place to be his phylactery, The side effects would be that that place would change based on his soul. An example would be if he made it a town and he is playing a lawful evil drider lich. The people would turn into undead driders and mafias would sprout up and the water would be dark red powerful negative energy water that heals undead. He would form in the town center. If he used a river the fish would become demonic, the water would be the same as above. However, the water would flow into the ocean and eventually turn all of the ocean into a phylactery and since earth absorbs water the whole world would be his phylactery and every one would be under his control. If it is in his plane the river would become his way of going to Asmodeus' plane


Manji-Kuu wrote:
Actually... I may need another way to do it... My player is a cleric to Asmodeus... He wants to become a lich to serve his master for all time and has even written contracts to present Asmodeus once he can cast gate. He also wants to have a phylactery that he can give to Asmodeus to keep. He has gone from a River, to a gem, to a cookie jar and more. I read that one could be made of any container so I am allowing it once he decides the object. The problem is I don't know where to begin to assign him quests to make it.

You can do this in your game just be imaginative. Have the devil be an enemy of asmodeous. Have the Dragons be a bounty. ETC


1 person marked this as a favorite.

In my campaign, one of my characters wants to become a lich and I told him in a vision that he needed these items for the ritual
Astral Essence - to preserve his soul from time
Daemon Blood - To have a being to guide his soul and protect it
ground Hand of a Murderer - Used to hold his soul
An unholy symbol of his god - To show his gratitude to the undead
Ground Drocolich Bone
Wyvern Poison
Umbral dragon heart blood
Stardust
Grund Unicorn Horn
The object he wants to be his phylactery - a large bloodstone

Steps of ritual
1. put the mixture of wyvern poison, heart blood, daemon blood into a skull of his race in the satanic circle
2. Put the mixture of dracolich bone, star dust, horn, essence and burn it in the circle
3. Put the blood stone in the circle in a bowl of your blood
4. He lays in the circle with the symbol on his chest
5. He says a spell in a long lost undead language
He then as he is saying the spell floats up and the soul separates from him out of the symbol. The god needs to corrupt it. Then it is coated in the blood mixture and is hardened with the dry mixture and then goes in the blood stone
This must be done at noght while a Blood moon is high
IF the soul is not corrupted he will become a daemon
If the spell is saikd wrong he dies
If the item is not in a pool of his blood he become a restless spirit


The weapon is a magical weapon made of square stones that change elements and shapes
Example
A mage has the stones of Kalimdor and is battling an ifrit with a warrior. The warrior lost his weapon so the mage turns the stones into an ice hammer and gives teleports it into the warrior's hands to use
This weapon would scale with you as you level


I have an idea for a weapon type called a trick weapon. You could not buy these weapons you have to build them. What you would do is you bring 2-3 weapons ex scythe, chakrams, and war glaives. You would pick your main weapon - scythe and build the weapon like the scythe would detach its blades and handles to make chakrams and the scythe would also detach into war glaives. Is this possible, what improvements would you make and what would be your trick weapon


I have an idea for a weapon type called a trick weapon. You could not buy these weapons you have to build them. What you would do is you bring 2-3 weapons ex scythe, chakrams, and war glaives. You would pick your main weapon - scythe and build the weapon like the scythe would detach its blades and handles to make chakrams and the scythe would also detach into war glaives. Is this possible, what improvements would you make and what would be your trick weapon


The dragon god Tiamat and the most powerful umbral great wyrm made eggs. They gave the eggs to every deity. The eggs gave them all unimaginable power at a price. For while the eggs were in their possession Tiamat was gaining their souls. The God Lamashtu heard of this, but it was too late. The eggs stole all pf their godly essence but Lamashtu cast a spell on all of the eggs that sent the eggs to her. She then nurtured the eggs into dragons and made them servents. The dragon rebeled and Lamashtu took away their godlie power inexchange for spider legs, a starving soul (a souls that needs to power of magic and other souls to survive), and was sent to Geb. They are a promidate race and are usually necromancers. They worship Nethys, Urgathoa, Zon-Kuthon.


The character I loved playing as is a enhanced Half dragon, half daemon, with spider legs who was the son of Tiamat and the great umbral dragon. While I was in the egg I absorbed powers from urgothoa, asmodeus, the four horsemen and was raised by Lamashtu. I had a specail ability called starving soul where I can give someone part of my soul and I control them and gain their power. However Lamashtu was able to hide my form to become king a a nation that spread around the entire world. I then turned my people with Lamashtu's help into my race, turned them into undead creatures. and grew a cult and eventually became a God and with the power of the four horsemen I was able to steal the power from all the gods in my phylactery of the void


Post evil characters you played or seen someone play


The Dracolisk
- Part gold and umbral dragon
- construct parts to make them move faster, be stronger
- Has to consume magic and souls to survive
- Bottom half of a spider
- Created by Fumeiyoshi, urgothoa, asmodues, Pharasma, Dahak, Tiamat, and all the four horseman
- Those gods are in their pantheon
- Part daemon
I need their history


I played a kobold alchemist/oracle who worshiped juju and would have bombs full of poison he would lob at emenies


My player wants the dragon breathes of a gold and umbral dragon because she was born from the their combined souls. What should I do


One of my players wants to use a black dracolich as his bloodline and wants a necrotic dragon breathe. Is this possible, what should I do


His backstory is that he is the son of urgathoa, asmodeus, and all of the 4 horsemen. Since they could not have a child they made him out of highly advanced construct parts, a daemonic spider prince. They also took part of their souls and the soul of a great dragon to make him in hopes of controlling him. He was born from a great king. the pc killed the king and rose to power and created a cult saying that it will grant its followers ultimate power. The pc turn them all into liches and made them into one phylactery making it into his own hoping to gain power to overthrow his god parents. He has the power to steal souls into his great phylactery and control the souls within it


I have this player who is playing a part umbral dragon, spider, daemon, construct who worships Urgothoa and is her child. He is now a lich and a cult where his followers sacrifice powerful souls to his phylactery of the void so the player can gain power. He wants to become a god so he can take power from the rest of the gods and ruling everything.
I want this to happen, but what should I do


I need a backstory that talks about the races gods, wars between the races, and history of the race

Twileki
-Worship the Lords of Twilight
- Made out of the twilight
- very shamanistic
- Imp like
- Main race

Mountain kin
- Dwarf-like golems made of different mountains
- They worship volcanos, snowy mountains which they were formed
- Very warlike between their different clans

Revenants
- part umbral dragon, part spider, lots of construct parts, part daemon
- Born from the great Draco lich Vasgorath the black and the horseman of death Charon

Eldar
- dark and light
- Dark are part elf part sanke part succubus
- light are part angel, part insect part elf creatures
- They are at war
- Dark live in te ground called the undercroft
- Light live in the cloud city of Celendar


One of my players plays and Ifrit necromancer and wants to become a lich. How would I do this


yeah


We are using Heroic


Physical Characteristics
- Spider bottom
- Half umbral dragon
- Has tons of construct parts
- Half Daemon
Magic Characteristics
- Have a necrotic dragon breath that changes elements
- Have necromancer debuffing and undead raising abilities
- Wield a scythe
- Devoted follower of Urgothoa
Must haves
- Needs to good with melee with a scythe
- Want a past where I am the son of Charon and urgothoa
- Kind of like the Death knight in WOW
- A blood line that fits
- a familar that suits me


My character is a part umbral dragon, spider, daemon, construct who is a lich. He wants to create a cult where they sacrifice souls to his phylactery. How would I do this. I worship Ugothoa and I am the son of Charon

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