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Riuk wrote:

ok this is the last one...its 3 am so if i missed anything sorry ^_^

-=Orson Vay=-Samurai/Fighter
-=Shalewigg=-Druid 1/Witch
-=Dimitri Rathwell=-Urban Barbarian/Unchained Rogue
-=Slevin Wraith=-Inquisitor/Slayer
-=Grumble=-Warpriest / Shaman
-=Keena dor=-Monk(unchained) / Kinetiscist
-=Malak Jaedoom=-Cleric/ Unholy Barrister
-=Lysander Tremayne=-Antipaladin/Swashbuckler
-=Rosa Luminaass=-Cleric / Fighter
-=Vincent Fleming=-Fighter/Rogue
-=Soren Marsailles=-Gunslinger/Inquisitor
-=Thanatox Dioaux=-Witch/Summoner
-=Xoruk ironmaw=-Bloodrager/Summoner
-=George Kinder=-Mesmerist \ Fey Blooded Sorcerer
-=Sky=-antipaladin/Bard
-=Kasanar Vindakay=-Daring Champion Cavalier/Destined Edritch Scion Magus
-=Damien Dalkarta=-
Antipaladin/Rogue
-=Kyla=-sorcerer/Rouge
-=Hwee Last=- Oracle/Antipaladin

So close, but so far lol. Missed me too.


Just in case your answers to my questions are positive, I figured I might as well get my character out there.

Plus I thought of a new concept and wanted to make it. It's done with HeroLab, so I hope it's alright.

Arcis Tamarak

Crunch:
Arcis Tamarak CR 2
XP 600
Tiefling druid 1/inquisitor of Asmodeus 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 168, Pathfinder RPG Ultimate Magic 46)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +5 (+2 trait bonus vs. divine spells of different faith than you)
Resist cold 5
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Offense
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Speed 30 ft.
Special Attacks judgment 1/day
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—darkness
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—fire bolt (1d6 fire)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—expeditious retreat, peacebond[UC] (DC 14)
. . 0 (at will)—acid splash, brand[APG] (DC 13), detect magic, resistance
. . Domain Magic (Divine subdomain)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands[D] (DC 14), goodberry, shillelagh (DC 14)
. . 0 (at will)—light, stabilize, virtue
. . D Domain spell; Domain Magic (Divine subdomain), Fire domain
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 17, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Judgment Surge[UM]
Traits desertion, disdainful defender
Skills Bluff +1, Disguise +3, Handle Animal +3, Heal +7, Intimidate +4, Knowledge (nature) +7, Knowledge (religion) +5, Perception +7, Profession (soldier) +7, Sense Motive +4, Stealth +5, Survival +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Druidic, Dwarven, Infernal
SQ divine vessel, monster lore +3, nature bond (Fire domain), nature sense, stern gaze +1, wild empathy +0
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Desertion one bonus skill point per level that must be spent on the Profession (Soldier) skill.
Disdainful Defender You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
Divine Vessel (6/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Druid Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fire Bolt 1d6 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Inquisitor Domain (Divine)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Fluff:

There are many Tieflings who look like normal people. They might have some additions, some pointy ears here, a tail there, maybe some red eyes. But they can pass as normal humanoids.

Arcis was not so lucky. Born with skin the color of polished obsidian and eyes that look like chasms of flame, he will never pass as human.

Born to a pair of completely normal people, everyone was shocked when the baby came out looking like the spawn of hell. Only the mothers panicked pleas saved him from being drowned at birth. With only his parents on his side, Arcis grew up cold and angry at the world that hated him.

And then he had an idea: join the army! The Talingarde army was always looking for recruits, and people loved them! They idolized them and held the soldiers up as heroes! Maybe if he joined the army, people would forget how tiny licks of flame escaped his mouth when he coughed.

And so he joined. And he made it through basic training. And he was stationed at the Watch Wall, where he would keep the savages away from the civilized south.

But the soldiers were no better then the rest of them. They hated Arcis for how he looked, played cruel pranks on him under the guise of hazing, spoke of how he was unloved by Mitra and would surely die when the bugbears next attacked.

Soon they were attacked by a ragtag horde of the beasts. And as they were climbing the walls on rickety ladders, Arcis had an epiphany: why help these men? They hated him simply because he was born better. And so as the bugbears came, he left down their ladder and retreated into the north.

He not only survived in the North, he thrived. Nature yielded it's secrets to him like an eager lover. Soon Arcis walked with the blessing of Nature itself. But it was not enough. No, even though Arcis had embraced his heritage, he still wanted to know why he was what he was.

And so he found a spot of charred forest that just felt wrong. And upon that spot he fasted. And he meditated. And he begged whatever power was listening to grant him answers. And then he came.

The Dark Lord. The Dread Father. He Who Dwelt in the Abyss. A vision of the dark god Asmodeus. And while the dark father did not speak, Arcis learned. His appearance? Nothing more then a quirk of fate, drawn from a family with an ancient history of devil worship. His purpose? Whatever he wished it to be.

And so Arcis Tamarak swore to Asmodeus, the god who had reached his hand down and granted him answers. But it was not enough to simply follow his god. No, all must learn of the Dark Father's teachings.

So Arcis went south to spread Asmodeus' words. And soon he was caught and arrested. But he was not charged with heresy. No, he was arrested before he had even spoken a word. And he was sent to Branderscar upon the charge of Desertion. Apparently when he had fled, his entire company had been slaughtered by the bugbears.

And when he heard this news, he laughed. He laughed and he laughed and he laughed. Arcis laughed until they clubbed him unconscious, and perhaps will be laughing when he wakes up.


Hi, GM! I would really like to play in this, and I've got a neat idea for a character IMO (Magus/Inquisitor who delved into Asmodean lore for forbidden knowledge, or alternatively a monk/sorcerer who is all about proving one's strength), but I have a few quick questions.

1. I have absolutely no experience in PbP. Would that a problem?
2. I have run Way of the Wicked before as a GM (Which is the main reason I'm interested in this, for the record). I would do my best not to let what I know interfere, but things can always slip out. Would that be a problem?
3. Any space left? lol