akododani's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Lets see what I get

stats: 1d4 + 10 ⇒ (2) + 10 = 12

stats: 1d4 + 10 ⇒ (1) + 10 = 11

stats: 1d4 + 10 ⇒ (2) + 10 = 12

stats: 1d4 + 10 ⇒ (3) + 10 = 13


Best of luck, please do not bury the bodies too deep. It just makes it harder to reanimate them to fighter later.


FairyGM wrote:
Keep Calm and Carrion wrote:
Would you be open to a character who reveres Asmodeus, but worships another archdevil--specifically, Moloch?
That's fine as long as you are willing to follow the commands of Asmodeus when it required of you.

That is just what Mephistopheles whispers to me ever night. Follow Asmodeus's command to the letter (but not necessarily the intent).


Too small still, three dwarfs on a hill giant. One driving and one shooting a ballista/gun off of each shoulder. Here is a link to a picture

https://mage-knight.fandom.com/wiki/Iron_Rain_Hill_Giant?file=IronRainHillG iantMiniature.png


FairyGM wrote:
akododani wrote:
akododani wrote:

Tarquin completed

** spoiler omitted **...

@FairyGM

Taps the DM with Mage Hand, sir, you missed me.
You are on the list, tenth one down.

I'm sorry. I missed it. I could pull my dyslexia card but that would most likely just cause a penalty to the Dex save.


Interested.


akododani wrote:

Tarquin completed

** spoiler omitted **...

@FairyGM

Taps the DM with Mage Hand, sir, you missed me.


I will toss my hat, or at least raise my hand to see how this develops.


Tarquin completed

Spoiler:

Crime: Slave Trading
Male Wizard 1 (Necromancer)
Archetype Thassilonian Specialist (Inner Sea Magic)
LE Medium humanoid (human)
Deity Mephistopheles
Init +1
Senses
Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10
hp 6 (1 HD)
Fort +0, Ref +1, Will +4;
--------------------
Offense
--------------------
Speed 10 ft.
Melee
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks

--------------------
Statistics
--------------------
Str 8(-1), Dex 13(+1), Con 10(0), Int 20(+5)[Int is the 18, and then I applied the Human +2 bonus here, I can rework if necessary], Wis 15(+2), Cha 11(0)
Base Atk +0;
Feats Wretched Curator (Agents of Evil if allowed), Spell Focus (Necromancy), Scholar Arcane, Religion (If WC is not allowed)
Traits
Skills
Acrobatics +1, Appraise +9 (1 rank), Bluff +0, Climb -1, Craft Jewelry +9 (1 rank), Diplomacy +0, Disable Device +1, Disguise +0, Escape Artist +1, Fly +1, Handle Animal +0, Heal +2, Intimidate +0, Knowledge Arcana +9 (1 rank), Knowledge History +9 (1 rank), Knowledge Local +9 (1 rank), Knowledge Religion +9 (1 rank), Linguistics +5, Perception +3 (1 rank), Profession Barrister +5 (1 rank), Ride +1, Sense Motive +2, Sleight of Hand +1, Spellcraft +9 (1 rank), Stealth +2, Survival +2, Swim -1, Use Magic Device +0

Languages Common, Ancient Osiriani, Draconic, Infernal, Osiriani, Necril,
CF Arcane Bond (wand/staff depending on the size of the first long bone found), Arcane School Necromancy (Opposed abjuration, enchantment), Scribe Scroll, Spellbook, Command Undead

Backstory: Tarquin was a very bright student. He knew how to turn every deal to his advantage. When he started his study of magic, he spent his off time working in a the Temple of Abadar in Daveryn. While working on a very technical contract, Tarquin spoke with the librarian in the temple who directed him to a book dealer in Ghastenhall. While looking through the dealers books and scrolls, Tarquin acquired a copy of Three Lies (https://pathfinderwiki.com/wiki/Mephistopheles), Black Book or the Kardosian Codex (if allowed not knowing what they are https://pathfinderwiki.com/wiki/Zutha), The Emancipation Edict (https://pathfinderwiki.com/wiki/Emancipation_Edict), a book on writing contracts (https://pathfinderwiki.com/wiki/Asmodean_Monograph), and a copy of loan laws from Absalom. Noticing the books and knowing what they actually were, the dealer smiled at Tarquin and said if he ever needs more books like those to return. Tarquin was not sure what he meant yet, but said he would. After a weeks study with these books, his thoughts were filled with the ideas that those who are not smart enough the read and understand the contracts they sign deserve what they get. He set the interest rate of that loan a few points higher than usual, but the client did not seem to matter. And so, Tarquin's studies continued, time learning magic, time learning contract law. At his desk one day, a grieving family came in and told one of the other barristers that their father had died and his loan was not yet paid off. The barrister was touched by their grief and told the family not to be concerned, he would forgive the loan. Later that afternoon, Tarquin looked up the loan and noticed that he did indeed have a clause that forgave the debt in case of death. And then he had an idea, what if he made loan contracts with such low interest rates that it encouraged people to not pay and wait for death, expecting for the debt to be forgiven, but he instead includes a clause that their remaining debt would be paid by animating their corpse and renting it out as menial labor. He looked through the various books he had bought and found how to word the contract as subtly as possible. He slipped the clause into a few contracts and when he went to collect on the first one after a death, the family objected. He presented them with the contract, and then took the body away. However, they took the matter to court, and the court decided to charge him with slave trading.
--------------------
Special Abilities
--------------------

Necromancy School
Power over Undead (Su): You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

Undead Subschool
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Thassilonian Necromancy
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Spells Prepared:
0-Level
Acid Splash (if min/max)/ Mage Hand (if rp. If these are the spells that would have been memorized on the day of capture, then Mage Hand would be memorized.)
Detect Magic
Ray of Frost

TN Bonus Spell
Sotto Voce
Sotto Voce

1st Level
Mage Armor
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane. (Cast after preparing spells every day so spell book is on Ethereal Plane when captured. It has not been recalled.)
Magic Missile

TN Bonus Spell
Ray of Enfeeblement
Ray of Enfeeblement

Spells Known:
0-Level
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Drench: Soak the target creature or object.
Divination
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Read Magic: Read scrolls and spellbooks.
Enchantment
Daze: Humanoid creature of 4 HD or less loses next action.
Evocation
Breeze: Create a light wind.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Keep something in the shadows.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Spark: Ignites flammable objects.
Illusion
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Vacuous Vessel: Make a single container appear empty.
Necromancy
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Touch of Fatigue: Touch attack fatigues target.
Transmutation
Chameleon Scales: Change the color of your skin to something else.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st Level
Conjuration
Mage Armor: Gives subject +4 armor bonus.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
Divination
Heightened Awareness: Your recall and ability to process information improve.
Identify: Gives +10 bonus to identify magic items.
Evocation
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Necromancy
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Transmutation
Snapdragon Fireworks: Create 1 dragon firework/level.

Ultimate Plan is to become a Lich.


Tarquin's background.

Spoiler:
Tarquin was a very bright student. He knew how to turn every deal to his advantage. When he started his study of magic, he spent his off time working in a the Temple of Abadar in Daveryn. While working on a very technical contract, Tarquin spoke with the librarian in the temple who directed him to a book dealer in Ghastenhall. While looking through the dealers books and scrolls, Tarquin acquired a copy of Three Lies (https://pathfinderwiki.com/wiki/Mephistopheles), Black Book or the Kardosian Codex (if allowed not knowing what they are https://pathfinderwiki.com/wiki/Zutha), The Emancipation Edict (https://pathfinderwiki.com/wiki/Emancipation_Edict), a book on writing contracts (https://pathfinderwiki.com/wiki/Asmodean_Monograph), and a copy of loan laws from Absalom. Noticing the books and knowing what they actually were, the dealer smiled at Tarquin and said if he ever needs more books like those to return. Tarquin was not sure what he meant yet, but said he would. After a weeks study with these books, his thoughts were filled with the ideas that those who are not smart enough the read and understand the contracts they sign deserve what they get. He set the interest rate of that loan a few points higher than usual, but the client did not seem to matter. And so, Tarquin's studies continued, time learning magic, time learning contract law. At his desk one day, a grieving family came in and told one of the other barristers that their father had died and his loan was not yet paid off. The barrister was touched by their grief and told the family not to be concerned, he would forgive the loan. Later that afternoon, Tarquin looked up the loan and noticed that he did indeed have a clause that forgave the debt in case of death. And then he had an idea, what if he made loan contracts with such low interest rates that it encouraged people to not pay and wait for death, expecting for the debt to be forgiven, but he instead includes a clause that their remaining debt would be paid by animating their corpse and renting it out as menial labor. He looked through the various books he had bought and found how to word the contract as subtly as possible. He slipped the clause into a few contracts and when he went to collect on the first one after a death, the family objected. He presented them with the contract, and then took the body away. However, they took the matter to court, and the court decided to charge him with slave trading.


Tarquin
Changing Crime to Slave Trading
Male Wizard 1 (Necromancer)

Spoiler:

Archetype Thassilonian Specialist (Inner Sea Magic)
LE Medium humanoid (human)
Deity Mephistopheles/Asmodeus
Init +
Senses Darkvision
Perception +
--------------------
Defense
--------------------
AC , touch , flat-footed ( )
hp 6 (1 HD)
Fort +, Ref +, Will +;
--------------------
Offense
--------------------
Speed 10 ft.
Melee
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks

--------------------
Statistics
--------------------
Str 8(-1), Dex 13(+1), Con 10(0), Int 20(+5), Wis 15(+2), Cha 11(0)
Base Atk +4; CMB +8; CMD 23
Feats Wretched Curator (Agents of Evil if allowed), Spell Focus (Necromancy), Scholar Arcane, Religion (If WC is not allowed)
Traits
Skills
Acrobatics +1, Appraise +9 (1 rank), Bluff +0, Climb -1, Craft Jewelry +9 (1 rank), Diplomacy +0, Disable Device +1, Disguise +0, Escape Artist +1, Fly +1, Handle Animal +0, Heal +2, Intimidate +0, Knowledge Arcana +9 (1 rank), Knowledge History +9 (1 rank), Knowledge Local +9 (1 rank), Knowledge Religion +9 (1 rank), Linguistics +5, Perception +3 (1 rank), Profession Barrister +5 (1 rank), Ride +1, Sense Motive +2, Sleight of Hand +1, Spellcraft +9 (1 rank), Stealth +2, Survival +2, Swim -1, Use Magic Device +0

Languages Common, Ancient Osiriani, Draconic, Infernal, Osiriani, Necril,
CF Arcane Bond (wand/staff depending on the size of the first long bone found), Arcane School Necromancy (Opposed abjuration, enchantment), Scribe Scroll, Spellbook, Command Undead
Combat Gear
--------------------
Special Abilities
--------------------

Necromancy School
Power over Undead (Su): You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

Undead Subschool
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Thassilonian Necromancy
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.


akododani wrote:

My idea

Tarquin

Race: Human

Class : Wizard

Crime : Grave Robbery

1d10 +7
1d10 +7
1d10 +7
1d10 +7

I assume this is going to use 1e, but want to make sure. You know how those lawyers are, always check the fine print, right Asmodeus?

Reroll of the 1

1d10 + 7 ⇒ (6) + 7 = 13


My idea

Tarquin

Race: Human

Class : Wizard

Crime : Grave Robbery

1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15

I assume this is going to use 1e, but want to make sure. You know how those lawyers are, always check the fine print, right Asmodeus?


How about an Inquisitor of Besmara? Not that cheating pirates are anything unique or that Besmara would worry about, but talking to Harbor masters about where to look in ships, well, that just might get a fella turned into chum if he ain't careful. It would be fun enforce the Pirate Code, eh?


What about a dwarf ranger, whose family used to be high ranking until the Worldwound and their tower was overrun. Now he wants to follow the way of the Skyseeker (if Demon can be added to the Favorite enemy list). Pyrite, not his real name for obvious reasons but he takes it for the lose of status, seeks to reclaim his family's ancestral home. For the campaign backgroun I would go 1 Child of the Crusades, 2 Exposed to Awfulness , 3 Stolen Fur.


I am interested. I would like to play a human psion. How would you like characters created? Or is this not at that point yet?